From c1dc05551383d2c0f3c8493ed6f3c88a75dcec57 Mon Sep 17 00:00:00 2001 From: Jaysyn904 <68194417+Jaysyn904@users.noreply.github.com> Date: Sun, 27 Aug 2023 19:42:12 -0400 Subject: [PATCH] TLK cleanup TLK cleanup --- nwn/nwnprc/trunk/tlk/35_consortium.tlk.xml | 72889 ++++++++++++++++++ nwn/nwnprc/trunk/tlk/prc_consortium.tlk.xml | 142 +- 2 files changed, 72960 insertions(+), 71 deletions(-) create mode 100644 nwn/nwnprc/trunk/tlk/35_consortium.tlk.xml diff --git a/nwn/nwnprc/trunk/tlk/35_consortium.tlk.xml b/nwn/nwnprc/trunk/tlk/35_consortium.tlk.xml new file mode 100644 index 00000000..2b18cb64 --- /dev/null +++ b/nwn/nwnprc/trunk/tlk/35_consortium.tlk.xml @@ -0,0 +1,72889 @@ +<?xml version="1.0" encoding="ISO-8859-1"?> +<!DOCTYPE tlk SYSTEM "tlk2xml.dtd"> +<tlk> + <entry id="0" lang="en" sex="m">Bad Strref</entry> + <entry id="12250" lang="en" sex="m">## NEW NWN .35 DAMAGE TYPES ##</entry> + <entry id="12251" lang="en" sex="m">Force Damage</entry> + <entry id="12252" lang="en" sex="m"><CUSTOM0> Force</entry> + <entry id="12253" lang="en" sex="m">Poison Damage</entry> + <entry id="12254" lang="en" sex="m"><CUSTOM0> Poison</entry> + <entry id="12255" lang="en" sex="m">Psychic Damage</entry> + <entry id="12256" lang="en" sex="m"><CUSTOM0> Psychic</entry> + <entry id="12257" lang="en" sex="m">Radiant Damage</entry> + <entry id="12258" lang="en" sex="m"><CUSTOM0> Radiant</entry> + <entry id="12259" lang="en" sex="m">Subdual Damage</entry> + <entry id="12260" lang="en" sex="m"><CUSTOM0> Subdual</entry> + <entry id="12261" lang="en" sex="m">Untyped Damage</entry> + <entry id="12262" lang="en" sex="m"><CUSTOM0> Untyped</entry> + <entry id="12263" lang="en" sex="m">Vile Damage</entry> + <entry id="12264" lang="en" sex="m"><CUSTOM0> Vile</entry> + <entry id="12288" lang="en" sex="m">Ocular Adept</entry> + <entry id="12289" lang="en" sex="m">Ocular Adepts</entry> + <entry id="12290" lang="en" sex="m">ocular adepts</entry> + <entry id="12291" lang="en" sex="m">(PRESTIGE CLASS) +Each beholder believes that it represents a state of true perfection. Among the desperate wastrels of decadent cities and debased explorers of the subterranean Underdark can be found humanoids who agree, and who have entered into a surgical pact with the beholder race in an attempt to achieve even a sliver of that perfection. + +These so-called Ocular Adepts, outcasts to their own societies, have pledged their services to one or more eye tyrants and pledged their religious devotion to the alien entity known as the Great Mother, the deity matron of all beholders. + +- Hit Die: d6. +- Proficiencies: An Ocular Adept does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Lawful Evil or Neutral Evil +Skills: Concentration 8 ranks +Feats: Endurance +Base Save Bonus: Fort +4 + +ABILITIES: + +Level +1: Charm Person Ray - 2/day (spell-like ability). +2: Sleep Ray - 2/day (spell-like ability). +3: Inflict Moderate Wounds Ray - 2/day (spell-like ability). +4: Slow Ray - 2/day (spell-like ability). +5: Fear Ray - 2/day (spell-like ability). +6: Charm Monster Ray - 2/day (spell-like ability). +7: Telekinesis Ray - 2/day (spell-like ability). +8: Flesh to Stone Ray - 2/day (spell-like ability). +9: Disintegrate Ray - 2/day (spell-like ability). +10: Finger of Death Ray - 2/day (spell-like ability). + +Spellcasting: The Ocular Adept knows spells and has spells per day as if he was a cleric of equivalent class level, except that he cannot spontaneously cast Cure or Inflict spells. He gains two domains from the following list: Evil, Hatred, Strength, or Tyranny. If he does not select these domains, he will not be able to level in this class. These domains will not stack with those gained from the Cleric class.</entry> + <entry id="12292" lang="en" sex="m">Ray: Charm Person</entry> + <entry id="12293" lang="en" sex="m">Ray: Sleep</entry> + <entry id="12294" lang="en" sex="m">Ray: Inflict Moderate Wounds</entry> + <entry id="12295" lang="en" sex="m">Ray: Slow</entry> + <entry id="12296" lang="en" sex="m">Ray: Fear</entry> + <entry id="12297" lang="en" sex="m">Ray: Charm Monster</entry> + <entry id="12298" lang="en" sex="m">Ray: Telekinesis</entry> + <entry id="12299" lang="en" sex="m">Ray: Flesh to Stone</entry> + <entry id="12300" lang="en" sex="m">Ray: Disintegrate</entry> + <entry id="12301" lang="en" sex="m">Ray: Finger of Death</entry> + <entry id="12302" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 1 Ocular Adept. + +Specifics: The Adept projects a ray that makes a ranged touch attack. +If successful, the target must make a Will save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). +If the save fails, the ray makes the target friendly towards the Adept for a number of rounds equal to the Adept's level. +This spell only functions on humanoid targets. + +Use: Selected.</entry> + <entry id="12303" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 2 Ocular Adept. + +Specifics: The Adept projects a ray that makes a ranged touch attack. +If successful, the target must make a Will save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). +If the save fails, the ray causes the target to fall asleep for a number of rounds equal to the Adept's level. + +Use: Selected.</entry> + <entry id="12304" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 3 Ocular Adept. + +Specifics: The Adept projects a ray that makes a ranged touch attack. +If successful, the target must make a Will save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). +If the save fails, the target takes 2d8+10 damage. If the save succeeds, the target takes half damage. + +Use: Selected.</entry> + <entry id="12305" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 4 Ocular Adept. + +Specifics: The Adept projects a ray that makes a ranged touch attack. +If successful, the target must make a Will save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). +If the save fails, the target is slowed for a number of rounds equal to the Adept's level; their movement rate is halved and they can only take a partial action each round during this time. + +Use: Selected.</entry> + <entry id="12306" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 5 Ocular Adept. + +Specifics: The Adept projects a ray that makes a ranged touch attack. +If successful, the target must make a Will save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). +If the save fails, the target is afflicted with fear and will flee from the Adept. + +Use: Selected.</entry> + <entry id="12307" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 6 Ocular Adept. + +Specifics: The Adept projects a ray that makes a ranged touch attack. +If successful, the target must make a Will save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). +If the save fails, the ray causes the target to be friendly towards the Adept for a number of rounds equal to the Adept's level. + +Use: Selected.</entry> + <entry id="12308" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 7 Ocular Adept. + +Specifics: The Adept projects a ray that makes a ranged touch attack. +If successful, the target must make two Will saves vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). +If the first save fails, the target is Disarmed as per the feat. +If the second save fails, the target is knocked back. In addition to this, the target is pushed away from the Adept. + +Use: Selected.</entry> + <entry id="12309" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 8 Ocular Adept. + +Specifics: The Adept projects a ray that makes a ranged touch attack. +If successful, the target must make a Fortitude save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). +If the save fails, the target is instantly petrified. + +Use: Selected.</entry> + <entry id="12310" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 9 Ocular Adept. + +Specifics: The Adept projects a ray that makes a ranged touch attack. +If successful, the target must make a Fortitude save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). +If the save fails, the target is instantly disintegrated and all of their items fall to the ground. +If the save succeeds, the target takes 5d6 damage instead. + +Use: Selected.</entry> + <entry id="12311" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 10 Ocular Adept. + +Specifics: The Adept projects a ray that makes a ranged touch attack. +If successful, the target must make a Fortitude save vs. DC of (10 + 1/2 the Adept's class level + the Adept's Charisma modifier). +If the save fails, the target dies instantly. +If the save succeeds, the target takes damage of (3d6 + the Adept's level) instead. + +Use: Selected.</entry> + <entry id="12312" lang="en" sex="m">Your faith in the Great Mother has brought you great power - your third eye spews death all around you with the merest glance. + +Hit Die: d8 +Skill Points at Each Additional Level: 2 + Int modifier +Bonus Feats: The Epic Ocular Adept gains a bonus feat every other level after 10th. + +Epic Ocular Adept Bonus Feat List: +Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting, Planar Turning. +</entry> + <entry id="12313" lang="en" sex="m">Divination +Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 +Components: V, S, F +Casting Time: 1 standard action +Range: Touch +Target: Scroll or book touched +Duration: Instantaneous + +By means of read magic, you can decipher magical inscriptions on objects-books, scrolls, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic, thusly, it makes the item identified. + +Focus: A clear crystal or mineral prism.</entry> + <entry id="12314" lang="en" sex="m">Battlerager</entry> + <entry id="12315" lang="en" sex="m">Battleragers</entry> + <entry id="12316" lang="en" sex="m">battlerager</entry> + <entry id="12317" lang="en" sex="m">(PRESTIGE CLASS) +Dwarven Battleragers, or Kuldjargh (Axe Idiots), are legendary berserkers who can enter a battle frenzy through ritualistic singing. + +They are believed to have been touched by the dwarven gods of war, who taught them that by dying in battle they will return even stronger than before as a just reward. As a consequence, these warriors have no fear of death. + +Battleragers command a grudging (if fearful) respect within dwarven society and are credited with having coined such philosophically complex dwarven maxims as "Head first!" and "If it moves, kill it!" + +Most Battleragers live short, glorious lives. + +- Hit Die: d12. +- Proficiencies: A Battlerager does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Class Feature: Rage +Alignment: Any non-lawful +Race: Any Dwarven race +Feats: Cleave, Toughness, Power Attack +Base Attack Bonus: +5 +Skills: Intimidate (8 ranks), Lore (2 ranks) + +ABILITIES: + +Level +1: Battle Rage - 1/day (as per Barbarian Rage). + Resist Poison - Bestows a +4 bonus to all Fortitude saving throws vs. poison. + Feat - Skill Focus: Intimidate - Provides a +3 bonus to all skill checks involving Intimidate. +2: Aura of Courage - The Battlerager becomes immune to fear. + Feat - Knockdown. +3: Battle Rage - 2/day. + Feat - Improved Unarmed Strike. +4: Feat - Great Cleave. + Feat - Improved Knockdown. +5: Battle Rage - 3/day. + Natural Armor - The Battlerager's skin hardens, granting a +2 bonus to natural AC. +</entry> + <entry id="12318" lang="en" sex="m">Skill Focus (Ride)</entry> + <entry id="12319" lang="en" sex="m">Epic Skill Focus (Ride)</entry> + <entry id="12320" lang="en" sex="m">Skill Focus (Jump)</entry> + <entry id="12321" lang="en" sex="m">Samurai</entry> + <entry id="12322" lang="en" sex="m">Samurais</entry> + <entry id="12323" lang="en" sex="m">samurai</entry> + <entry id="12324" lang="en" sex="m">(BASE CLASS) +Samurai are professional warriors; members of the noble class, trained in the art of warfare. Born into a society which values unswerving loyalty and honour above all else, the Samurai is trained from childhood in a value system that influences every area of life. + +A disgraced or masterless Samurai cut loose from this all-pervading value system is no longer considered a Samurai, but rather a common mercenary fighter - a Ronin with no honour and no standing in society. + +- Alignment Restrictions: Any lawful. +- Hit Die: d10. +- Proficiencies: All simple and martial weapons, plus katana. Medium and light armor. +- Skill Points: 4 + Int Modifier. + +ABILITIES: + +Ancestral Daisho +All Samurai carry two masterwork weapons - a katana and a wakizashi. These weapons have been handed down over generations from the Samurai's ancestors, and protecting them is an important point of honor for the Samurai. Starting at level 4, he can awaken the supernatural abilities latent in the weapons by sacrificing items to enhance them. + +</entry> + <entry id="12325" lang="en" sex="m">Warpriest</entry> + <entry id="12326" lang="en" sex="m">Warpriests</entry> + <entry id="12327" lang="en" sex="m">warpriest</entry> + <entry id="12328" lang="en" sex="m">(PRESTIGE CLASS) +Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities and devotion to their deities make them fearsome combatants. + +Clerics make natural warpriests. Other classes must have at least one Cleric level to qualify as warpriests because of the domain requirements. + +- Hit Die: d8. +- Proficiencies: All simple and martial weapons. All types of armor and shields. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +5 +Skills: Persuade (5 ranks). +Feats: Combat Casting. +Class: Cleric. +Domains: At least one of the following: Destruction, Protection, Strength, War. + +ABILITIES: + +Level +1: Rally - Allies within 60 feet who are suffering from any fear effect are allowed an immediate Will saving throw at the DC of the fear effect, with a +1 morale bonus per Warpriest level. +2: Inflame - Provides those who listen a morale bonus on saving throws against any mind influencing effect. The bonus begins at +2 for a 2nd level Warpriest and increases by +2 each even numbered level thereafter. This effect lasts 5 minutes, plus 1 minute per level of the Warpriest. +3: Healing Circle - 1/day (spell-like ability). +6: Fear Aura - 1/day (spell-like ability). +7: Mass Haste - 1/day (spell-like ability). +8: Mass Heal - 1/day (spell-like ability). +9: Fear Aura - 2/day. +10: Implacable Foe - While in use, allies within the radius who take enough damage to become disabled or dying ignore the effects of that damage and continue fighting. Death occurs instantly at -20 hit points. + +BONUS SPELLS + +Every 2 levels the character gains new spells per day as if they had also gained a level in their highest divine caster class.</entry> + <entry id="12329" lang="en" sex="m">Epic Samurai</entry> + <entry id="12330" lang="en" sex="m">Having become a paragon of the way of Bushido and achieved enlightenment, tales of your bravery and honour have spread far and wide. None dare oppose you or question your will. + +Hit Die: d10. +Skill Points at Each Additional Level: 4 + Int Modifier. +Bonus Feats: The epic samurai gains a bonus feat every two levels after 20th. +To further improve your Ancestral Daisho ability, you must take the Epic Ancestral Daisho feats. + +Epic Samurai Bonus Feats List: +Armor Skin, Damage Reduction, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Prowess, Epic Weapon Specialization, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative, Epic Ancestral Daisho</entry> + <entry id="12331" lang="en" sex="m">Ancestral Daisho</entry> + <entry id="12332" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 4 Samurai + +Specifics: All Samurai carry two masterwork weapons - a katana and a wakizashi. These weapons have been handed down over generations from the Samurai's ancestors, and protecting them is an important point of honor for the Samurai. As a Samurai acquires wealth, he can awaken the supernatural abilities latent in the weapons by sacrificing items to enhance them. + +Use: Selected. + +Table of value by level + +4th 2,000 +7th 8,000 +9th 18,000 +11th 32,000 +13th 50,000 +14th 72,000 +15th 98,000 +16th 126,000 +17th 162,000 +18th 200,000 +To further improve your Ancestral Daisho ability, you must take the Epic Ancestral Daisho feats. +</entry> + <entry id="12333" lang="en" sex="m">Listen to me, comrades! The evil we face this day is great, but the strength of my patron is with us! Our faith will guide us to victory in battle!</entry> + <entry id="12334" lang="en" sex="m">Hear me! Today we partake in glorious battle. With the power of my patron at our sides, we will crush our adversaries! To battle!</entry> + <entry id="12335" lang="en" sex="m">Friends! The time for battle has come, and I have called on the strength of my patron to aid us. We will be victorious this day!</entry> + <entry id="12336" lang="en" sex="m">Listen to me, comrades! The evil we face this day is great, but the strength of the gods is with us! Our faith will guide us to victory in battle!</entry> + <entry id="12337" lang="en" sex="m">Hear me! Today we partake in glorious battle. With the power of the gods at our sides, we will crush our adversaries! To battle!</entry> + <entry id="12338" lang="en" sex="m">Friends! The time for battle has come, and I have called on the strength of the gods to aid us. We will be victorious this day!</entry> + <entry id="12339" lang="en" sex="m">Rally</entry> + <entry id="12340" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 1 Warpriest. + +Specifics: A Warpriest who is not currently suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect are allowed an immediate Will saving throw at the DC of the fear effect, with a +1 morale bonus per Warpriest level. + +Use: Selected. +</entry> + <entry id="12341" lang="en" sex="m">Inflame</entry> + <entry id="12342" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 2 Warpriest. + +Specifics: By giving a stirring speech, the Warpriest provides listeners with a morale bonus on saving throws against mind influencing effects. The bonus begins at +2 for a 2nd level Warpriest and increases by +2 each even numbered level thereafter. This effect lasts for 5 minutes, plus 1 minute per level of the Warpriest. The Warpriest also gains the bonus. + +Use: Selected.</entry> + <entry id="12343" lang="en" sex="m">Implacable Foe</entry> + <entry id="12344" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 10 Warpriest. + +Specifics: At 10th level, the Warpriest can channel so much positive energy to allies within a 100-foot radius that they will continue to fight even though suffering mortal wounds. Using this ability is a move-equivalent action and requires concentration. While in use, allies within the radius who take enough damage to become disabled or dying ignore the effects of that damage and continue fighting. Death occurs instantly at -20 hit points. When use of the ability ends, either because the Warpriest stops concentrating, fails a Concentration check, or becomes disabled (or worse), then the full effects of all damage take immediate effect. + +Use: Selected.</entry> + <entry id="12345" lang="en" sex="m">Epic Warpriest</entry> + <entry id="12346" lang="en" sex="m">You have become the ultimate expression of the hand of your god - a peerless weapon, wielded from on high. Your armies know no fear and your name is respected and feared throughout the realms. + +Hit Die: d8. +Skill Points at Each Additional Level: 2 + Int Modifier. +Bonus Feats: The Epic Warpriest gains a bonus feat every other level after 10th + +Epic Warpriest Bonus Feats List: +Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting, Planar Turning.</entry> + <entry id="12347" lang="en" sex="m">Cause Fear</entry> + <entry id="12348" lang="en" sex="m">Necromancy [Fear, Mind-Affecting] +Level: Brd 2, Sor/Wiz 2 +Components: V, S, M +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Targets: One living creature per three levels, no two of which can be more than 30 ft. apart +Duration: 1 round/level or 1 round +Saving Throw: Will partial +Spell Resistance: Yes + +This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened. Creatures that make their saving throw are shaken. + +Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.</entry> + <entry id="12349" lang="en" sex="m">Epic Skill Focus (Jump)</entry> + <entry id="12350" lang="en" sex="m">Mighty Rage</entry> + <entry id="12351" lang="en" sex="m">Ferocious Prowess</entry> + <entry id="12352" lang="en" sex="m">Ninja Spy</entry> + <entry id="12353" lang="en" sex="m">Ninja Spies</entry> + <entry id="12354" lang="en" sex="m">ninja spy</entry> + <entry id="12355" lang="en" sex="m">(PRESTIGE CLASS) +The Ninja Spy is an enigmatic and mysterious character. While most ninja are little more than assassins, the Ninja Spy uses stealth, cunning and mystical powers to accomplish almost any task for their master. + +Appearing and disappearing seemingly at will, the Ninja Spy moves invisibly through enemy ranks. No matter the mission - be it infiltration, sabotage or cold-blooded murder - the presence of this black-garbed shadow of death spells disaster for all who stand in the way. + +Shrouded in secrecy, the Ninja Spy is sworn to keep his or her profession a secret and to protect the identity of other members of their clan. A blind beggar by the roadside, a drunken fighter staggering homeward, a giggling geisha hiding her face - any one of them could be a disguise, hiding the dark and deadly secret identity of the Ninja Spy. + +- Hit Die: d8. +- Proficiencies: A Ninja Spy gains proficiency with shurikens +- Skill Points: 6 + Int Modifier. + +REQUIREMENTS: + +Alignment Restrictions: Any non-chaotic, non-good. +Skills: Bluff (10 ranks), Hide (10 ranks), Tumble (10 ranks). +Feats: Dodge, Evasion. + +ABILITIES: + +Level +1: Use Poison - The Ninja Spy can apply poison to weapons. + Feat - Weapon Proficiency: Exotic. +2: Feat - Sneak Attack (+1d6). + Feat - Improved Evasion. +3: Feat - Epic Skill Focus: Tumble - Player gains +3 bonus to all skill checks with Tumble. +4: Feat - Hide in Plain Sight. +5: Feat - Sneak Attack (+2d6). +7: Thousand Faces - The Ninja Spy gains the ability to change their appearance at will. +8: Venom Immunity - The Ninja Spy becomes immune to all forms of poison. + Feat - Sneak Attack (+3d6). +9: Feat - Slippery Mind. +10: Improved Invisibility - 1/day (spell-like ability).</entry> + <entry id="12356" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 7 Ninja Spy. + +Specifics: Using masterful skills of disguise, a Ninja Spy can mask their identity, even altering their appearance to resemble a member of a different race. Use of this skill allows the Ninja Spy to take on the appearance of an Elf, Dwarf, Half-orc, Half-elf or Human. The change is purely cosmetic and no racial feats or bonuses from the race imitated are bestowed through use of this skill. + +Use: Selected.</entry> + <entry id="12357" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 7 Ninja Spy. + +Specifics: Using masterful skills of disguise, a Ninja Spy can mask their identity, even altering their overall stature to resemble a member of a smaller race. Use of this skill allows the Ninja Spy to take on the appearance of a Gnome or Halfling. The change is purely cosmetic and no racial feats or bonuses from the race imitated are bestowed through use of this skill. + +Use: Selected.</entry> + <entry id="12358" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 7 Ninja Spy. + +Specifics: By using this skill the Ninja Spy can discard their disguise, returning instantly to their normal appearance. + +Use: Selected.</entry> + <entry id="12359" lang="en" sex="m">You move like a ghost, sound like the wind, strike like a cobra. Whether hiding in the shadows or disappearing in a crowd, your presence goes unnoticed... until it is too late! + +Hit Die: d8. +Skill Points at Each Additional Level: 6 + Int Modifier. +Bonus Feats: The Epic Ninja Spy gains a bonus feat every four levels after 10th. + +Epic Ninja Spy Bonus Feats: +Epic Reflexes, Epic Skill Focus: Hide, Epic Skill Focus: Move Silently, Great Dexterity, Improved Combat Casting, Improved Sneak Attack, Self-Concealment, Superior Initiative.</entry> + <entry id="12360" lang="en" sex="m">Epic Ninja Spy</entry> + <entry id="12361" lang="en" sex="m">Thousand Faces - Medium</entry> + <entry id="12362" lang="en" sex="m">Thousand Faces - Small</entry> + <entry id="12363" lang="en" sex="m">Thousand Faces - Off</entry> + <entry id="12364" lang="en" sex="m">Epic Ocular Adept</entry> + <entry id="12365" lang="en" sex="m">Thundering Battle Rage</entry> + <entry id="12366" lang="en" sex="m">Dancing Lights</entry> + <entry id="12367" lang="en" sex="m">Evocation [Light] +Level: Brd 0, Sor/Wiz 0 +Components: V, S +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Effect: Up to four lights, all within a 10-ft.-radius area +Duration: 1 minute (D) +Saving Throw: None +Spell Resistance: No + +You create up to four glowing spheres of light (which look like will-o'-wisps). The dancing lights must stay within a 10-foot-radius area in relation to each other. A light winks out if the distance between you and it exceeds the spell's range.</entry> + <entry id="12368" lang="en" sex="m">Mystic Theurge</entry> + <entry id="12369" lang="en" sex="m">Mystic Theurges</entry> + <entry id="12370" lang="en" sex="m">mystic theurge</entry> + <entry id="12371" lang="en" sex="m">(PRESTIGE CLASS) +Blurring the line between divine and arcane, the Mystic Theurge draws power from divine sources and musty tomes alike. While most spellcasters choose but one path to magical power, the Mystic Theurge chooses to walk two roads at once, mastering spells common to both cleric and wizard. This weaving of both the arcane and the divine allows the Mystic Theurge an unparalleled diversity of spells and, in time, a Mystic Theurge can learn to cast almost any spell. + +Mystic theurges are often obsessed with magical lore, and will travel to the ends of the earth to gain access to some new arcane secret or divine insight. + +- Hit Die: d4. +- Proficiencies: A Mystic Theurge does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Skills: Lore (6 ranks), Concentration (6 ranks), Spellcraft (6 ranks). +Arcane Spellcasting: Can cast level 2 spells or higher. +Divine Spellcasting: Can cast level 2 spells or higher. + +BONUS SPELLS: + +Each level, the Mystic Theurge gains new spells per day as if they had also gained a level in both their arcane spellcasting class and their divine spellcasting class. No new spells are learned through this ability, however.</entry> + <entry id="12372" lang="en" sex="m">Though your knowledge of all matters arcane and divine is second to none, still your thirst for power drives you forward. Your search for the deep secrets of magic continues to lead you to every corner of this world and beyond. + +Hit Die: d4. +Skill Points at Each Additional Level: 2+Int Modifier. +Bonus Feats: The Epic Mystic Theurge gains a bonus feat every four levels after 10th. + +Epic Mystic Theurge Bonus Feats: +Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting, Planar Turning, Epic Spells.</entry> + <entry id="12373" lang="en" sex="m">Epic Mystic Theurge</entry> + <entry id="12374" lang="en" sex="m">Skill Focus (Sense Motive)</entry> + <entry id="12375" lang="en" sex="m">Epic Skill Focus (Sense Motive)</entry> + <entry id="12376" lang="en" sex="m">Skill Focus (Martial Lore)</entry> + <entry id="12377" lang="en" sex="m">Epic Skill Focus (Martial Lore)</entry> + <entry id="12378" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 3 Warpriest. + +Specifics: All friendly creatures within the area of effect are healed for 1d8 Hit Points, +1 point per level of the Warpriest up to a maximum of +20. Healing spells have a reverse effect when used on undead, harming instead of healing them. + +Use: Selected.</entry> + <entry id="12379" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 6 Warpriest. + +Specifics: Once per day the Warpriest can project an aura of fear to a radius of 20 feet. The effect lasts for 1 round per Warpriest level. Foes within the area of effect must make a Will save (DC 10 + Warpriest level + Cha bonus) or be affected as if by a fear spell. + +Use: Selected.</entry> + <entry id="12380" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 7 Warpriest. + +Specifics: All allies within the area of effect gain 1 extra action per round and have their movement speed increased by 50%. + +Use: Selected.</entry> + <entry id="12381" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 9 Warpriest. + +Specifics: All allies within the area of effect are restored to full Hit Points. Healing spells have a reverse effect on undead, harming instead of healing them (undead are reduced to 1d4 Hit Points with this spell). + +Use: Selected.</entry> + <entry id="12382" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 9 Warpriest. + +Specifics: Twice per day, the Warpriest can project an aura of fear to a radius of 20 feet. The effect lasts for 1 round per Warpriest level. Foes within the area of effect must make a Will save (DC 10 + Warpriest level + Cha bonus) or be affected as if by a fear spell. + +Use: Selected.</entry> + <entry id="12383" lang="en" sex="m">Fear Aura</entry> + <entry id="12384" lang="en" sex="m">Sobriety</entry> + <entry id="12385" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 8 Battlerager. + +Specifics: The Epic Battlerager receives a +1 attack bonus and a +1 bonus to damage while wielding a melee weapon. + +Use: Automatic.</entry> + <entry id="12386" lang="en" sex="m">Type of Feat: General. +Prerequisite: Strength 21+, Constitution 21+, Greater Rage. +(NOTE: This feat does not actually require greater rage for purposes of selecting, only normal rage. HOWEVER, THIS FEAT WILL DO NOTHING if you do not have 15+ added barbarian/battlerager/<barbarian PrC> together). + +Specifics: When the Epic Battlerager enters a rage, they gain a +8 bonus to Strength and Constitution, and a +4 morale bonus to Will saves. These bonuses replace the normal rage bonuses. + +Use: Automatic.</entry> + <entry id="12387" lang="en" sex="m">Transmutation +Level: Wit 0 +Components: V, S +Casting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: Instantaneous +Saving Throw: Fortitude negates (harmless) +Spell Resistance: Yes (harmless) + +With a touch you immediately and completely eliminate the effects of inebriation from one creature, regardless of the amount of alcohol consumed. The target of the spell becomes completely sober. All the effects of alcohol are removed, leaving the subject clear-headed and lucid. If applied to someone with a hangover from drinking, this spell completely alleviates it as well. Sobriety does not affect poisons or drugs other than alcohol. +</entry> + <entry id="12388" lang="en" sex="m">Epic Ancestral Daisho I</entry> + <entry id="12389" lang="en" sex="m">Type of Feat: Epic. +Prerequisite: 21 Samurai Levels, 19 Wisdom. + +Specifics: This increases the maximum total value of the samurai's ancestral weapons to 2,420,000 gp. + +Use: Automatic.</entry> + <entry id="12390" lang="en" sex="m">Epic Ancestral Daisho II</entry> + <entry id="12391" lang="en" sex="m">Type of Feat: Epic. +Prerequisite: Epic Ancestral Daisho I. + +Specifics: This increases the maximum total value of the samurai's ancestral weapons to 2,880,000 gp. + +Use: Automatic.</entry> + <entry id="12392" lang="en" sex="m">Epic Ancestral Daisho III</entry> + <entry id="12393" lang="en" sex="m">Type of Feat: Epic. +Prerequisite: Epic Ancestral Daisho II. + +Specifics: This increases the maximum total value of the samurai's ancestral weapons to 3,380,000 gp. + +Use: Automatic.</entry> + <entry id="12394" lang="en" sex="m">Epic Ancestral Daisho IV</entry> + <entry id="12395" lang="en" sex="m">Type of Feat: Epic. +Prerequisite: Epic Ancestral Daisho III. + +Specifics: This increases the maximum total value of the samurai's ancestral weapons to 3,920,000 gp. + +Use: Automatic.</entry> + <entry id="12396" lang="en" sex="m">Epic Ancestral Daisho V</entry> + <entry id="12397" lang="en" sex="m">Type of Feat: Epic. +Prerequisite: Epic Ancestral Daisho IV. + +Specifics: This increases the maximum total value of the samurai's ancestral weapons to 4,500,000 gp. + +Use: Automatic.</entry> + <entry id="12398" lang="en" sex="m">Epic Ancestral Daisho VI</entry> + <entry id="12399" lang="en" sex="m">Type of Feat: Epic. +Prerequisite: Epic Ancestral Daisho V. + +Specifics: This increases the maximum total value of the samurai's ancestral weapons to 5,120,000 gp. + +Use: Automatic.</entry> + <entry id="12400" lang="en" sex="m">Epic Ancestral Daisho VII</entry> + <entry id="12401" lang="en" sex="m">Type of Feat: Epic. +Prerequisite: Epic Ancestral Daisho VI. + +Specifics: This increases the maximum total value of the samurai's ancestral weapons to 5,780,000 gp. + +Use: Automatic.</entry> + <entry id="12402" lang="en" sex="m">Epic Ancestral Daisho VIII</entry> + <entry id="12403" lang="en" sex="m">Type of Feat: Epic. +Prerequisite: Epic Ancestral Daisho VII. + +Specifics: This increases the maximum total value of the samurai's ancestral weapons to 6,480,000 gp. + +Use: Automatic.</entry> + <entry id="12404" lang="en" sex="m">Epic Ancestral Daisho IX</entry> + <entry id="12405" lang="en" sex="m">Type of Feat: Epic. +Prerequisite: Epic Ancestral Daisho VIII. + +Specifics: This increases the maximum total value of the samurai's ancestral weapons to 7,220,000 gp. + +Use: Automatic.</entry> + <entry id="12406" lang="en" sex="m">Epic Ancestral Daisho X</entry> + <entry id="12407" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Epic Ancestral Daisho IX +Specifics: This increases the maximum total value of the samurai's ancestral weapons to 8,000,000 gp. + +Use: Automatic.</entry> + <entry id="12408" lang="en" sex="m">Morninglord of Lathander</entry> + <entry id="12409" lang="en" sex="m">Morninglords of Lathander</entry> + <entry id="12410" lang="en" sex="m">morninglord of Lathander</entry> + <entry id="12411" lang="en" sex="m">(PRESTIGE CLASS) +Morninglords are, in many ways, the epitome of the class cleric archetype--they are kind healers and advisors, stalwart protectors, and implacable foes of the undead. Because morninglords believe it is their duty to bring Lathander's light to all the dark places of the world, they often travel the breadth of Faerun, preaching the glories of their god to any who will listen and smiting his foes when they appear. + +- Hit Die: d8. +- Proficiencies: A Morninglord of Lathander does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any good. +Skills: Craft Weapon 4 ranks, Craft Armor 4 ranks, Lore 8 ranks, Persuade 7 ranks. +Feats: Extra Turning. +Spellcasting: Able to cast 3rd level divine spells. +Special: Must worship Lathander. (Clerics must have two of Good, Nobility, Protection, Renewal, Sun or Strength domains) + +ABILITIES: + +Level +1: Bane of the Restless - the character's Morninglord of Lathander levels stack with her cleric and paladin levels for the purposes of turning undead. + Lathander's Light: Whenever the character casts a spell with the light descriptor, its area is doubled. +2: Creative Fire - the character gains a bonus equal to his morninglord level to all craft and perform checks. +3: Daylight - the character may cast a Daylight spell once per day at her caster level. +4: Searing Ray - the character may cast a searing ray spell once per day at her caster level. +5: Greater Turning - the character may perform a greater turning, which is like a normal turning except that the undead creatures that would be turned are destroyed instead, once per day plus one for every 4 additional morninglord levels. +6: Blessing of Dawn - +2 to Will Saves for 1 minute. Only works when the sun is visible to the morninglord. +7: Maximize Turning - Once per day, the morninglord may automatically achieve the maximum possible result on a turning damage roll. +8: Rejuvenation of the Morn - If the character prays faithfully, undisturbed for one hour (game time, not real time), he receives the benefits of the following spells on himself: Remove Disease, Lesser Restoration, Neutralize Poison, and Cure Serious Wounds. +10: Aura of Radiance - The character gains Darkvision and a +2 dodge bonus to Armor Class against attacks from undead creatures. + +BONUS SPELLS + +Upon gaining a level in Morninglord of Lathander, the character gains new spells per day as if he had also gained a level in his highest divine caster class. He does not learn any new spells through his abilities.</entry> + <entry id="12412" lang="en" sex="m">Greater Turning</entry> + <entry id="12413" lang="en" sex="m">Type of Feat: Class +Prerequisite: Morninglord of Lathander +Specifics: You can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. The morninglord gains the use of this feat once per day at 5th level, and every four levels thereafter, extending into epic levels.</entry> + <entry id="12414" lang="en" sex="m">Maximize Turning</entry> + <entry id="12415" lang="en" sex="m">Type of Feat: Class +Prerequisite: Morninglord of Lathander +Specifics: Once per day, the Morninglord of Lathander may automatically achieve the maximum possible result on a Turn Undead damage roll.</entry> + <entry id="12416" lang="en" sex="m">Bane of the Restless</entry> + <entry id="12417" lang="en" sex="m">Type of Feat: Class +Prerequisite: Morninglord of Lathander level 1. +Specifics: the character's Morninglord of Lathander levels stack with her levels in any other class that grants the ability to turn undead for the purposes of turning attempts. +Use: Automatic.</entry> + <entry id="12418" lang="en" sex="m">Creative Fire</entry> + <entry id="12419" lang="en" sex="m">Type of Feat: Class +Prerequisite: Morninglord of Lathander level 2. +Specifics: Morninglords are creative, expressive people, much like their god. At second level, the character gains a bonus equal to her Morninglord of Lathander level on all craft and perform checks. +Use: Automatic.</entry> + <entry id="12420" lang="en" sex="m">Searing Ray</entry> + <entry id="12421" lang="en" sex="m">Type of Feat: Class +Prerequisite: Morninglord of Lathander level 4. +Specifics: At 4th level, a Morninglord of Lathander may use Searing Light once per day (caster level equals Morninglord of Lathander's divine caster level). If this ability is used against undead, the damage increases as if the Empower Spell feat had been applied. +Use: Selected.</entry> + <entry id="12422" lang="en" sex="m">Blessing of Dawn</entry> + <entry id="12423" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Morninglord of Lathander level 6. +Specifics: The sight of the morning sun is an inspirational vision for all morninglords. Beginning at 6th level, a Morninglord of Lathander gains a +2 morale bonus on Will saves from sunrise until noon. This ability is only in effect while she can see the sun; the effect is suppressed any time she is deprived the sight of it during this period.</entry> + <entry id="12424" lang="en" sex="m">Rejuvenation of Morn</entry> + <entry id="12425" lang="en" sex="m">Type of Feat: Class +Prerequisite: Morninglord of Lathander level 8. +Specifics: Dawn is a powerful symbol of birth and renewal. Once per day, the morninglord of at least 8th level may spend one interrupted hour before dawn praying to Lathander. As soon as the sun rises after the prayer ritual, she gains the benefit of a Neutralize Poison, Cure Disease, and Restoration for herself and her entire party. All party members are also healed 1d6 + morninglord level in hitpoints. +Use: Selected. The character must not move or cast spells during the prayer, which must occur one hour before dawn.</entry> + <entry id="12426" lang="en" sex="m">Aura of Radiance</entry> + <entry id="12427" lang="en" sex="m">Type of Feat: Class +Prerequisite: Morninglord of Lathander level 10. +Specifics: When the Morninglord of Lathander reaches 10th level, the light of Lathander shines perpetually upon her. No matter how dark it is, the Morninglord sees as though the conditions were identical to outdoors at sunrise. This ability functions like darkvision, except that the morninglord also sees in color. The morninglord also gains a +2 dodge bonus to Armor Class against attacks from undead creatures.</entry> + <entry id="12428" lang="en" sex="m">Epic Morninglord of Lathander</entry> + <entry id="12429" lang="en" sex="m">Lathander guides the Epic Morninglord on her life journey. She has ascended through the ranks of holy warriors to become a symbol of Lathander's might. + +Hit Die: d8. +Skill Points at Each Additional Level: 2 + Int Modifier. +Bonus Feats: The Epic Morninglord of Lathander gains a bonus feat every three levels. +Special: + The Epic Morninglord of Lathander continues to gain an additional Greater Turning ability every four levels after level 9. + +Epic Morninglord of Lathander Bonus Feats List: +Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain Power, Epic Spell Focus, Epic Spell Penetration, Great Charisma, Great Wisdom, Improved Combat Casting, Planar Turning.</entry> + <entry id="12430" lang="en" sex="m">Daylight</entry> + <entry id="12431" lang="en" sex="m">Type of Feat: Class +Prerequisite: Morninglord of Lathander level 3. +Specifics: At 2nd level, a Morninglord of Lathander may use Daylight once per day (caster level equals Morninglord of Lathander's divine caster level). +Use: Selected.</entry> + <entry id="12432" lang="en" sex="m">Keen Intellect</entry> + <entry id="12433" lang="en" sex="m">Type of Feat: General +Prerequisite: Human, 1st level only +Specifics: You may use your Intelligence modifier instead of your Wisdom modifier when making Heal, Sense Motive, or Spot checks. You may also use your Intelligence modifier instead of Wisdom when making a Will saving throw. +Use: Automatic</entry> + <entry id="12434" lang="en" sex="m">Vremyonni Training</entry> + <entry id="12435" lang="en" sex="m">Type of Feat: General +Prerequisite: Human, able to cast 1st level spells +Specifics: You gain a +2 bonus on Lore and Spellcraft checks. +Use: Automatic</entry> + <entry id="12436" lang="en" sex="m">Force Orb</entry> + <entry id="12437" lang="en" sex="m">Caster Level(s): Sorc/Wiz 4 +Evocation [Force] +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Single. +Duration: Instant +Save: Fort half or Reflex half, see text +Spell Resistance: Yes + +The caster targets a single creature with a force orb. The orb deals 1d6/lvl dmg (max 10d6). If the orb misses, it explodes, dealing two damage per dice in a 10 foot area, Reflex half.</entry> + <entry id="12438" lang="en" sex="m">Cultist of the Shattered Peaks</entry> + <entry id="12439" lang="en" sex="m">Cultists of the Shattered Peaks</entry> + <entry id="12440" lang="en" sex="m">cultist of the Shattered Peaks</entry> + <entry id="12441" lang="en" sex="m">(PRESTIGE CLASS) +The Cult of the Shattered Peak is a highly secretive soceity whose members are all direct descendants of the Netherese. Cult cells are scattered all across Faerun, but the majority are concentrated within and around the former boundaries of Netheril. Many cultists live among the Bedine tribes of the Anauroch and the folk of the North and Tun. Smaller cells operate across the Western Heartlands, monitoring Netherese ruins both known and unknown. + +Most of the tales about secret Netherese cults depict their members as power-mad wizards bent on raising the Empire of Magic once again, or exploiting its secrets for personal gain. But the Cult of the Shattered Peak bears no resemblance to the cult in these stories, since its membership includes not a single arcane spellcaster. The members of this cult recall the hubris of Netheril and its citizens oppression of those they viewed as "lesser races", and they seek to ensure that the ways of old Netheril remain dead and buried. To that end, they employ a variety of tactics - spreading misinformation, discrediting scholars who get to close to resurrecting some aspect of Netherese life, and even outright assassination, if necessary. Their methods may be ruthless at times, but the cultists firmly believe that they are working toward the greater good. + +- Hit Die: d6 +- Proficiencies: A Cultist of the Shattered Peaks is proficient with all simple and martial weapons, as well as with light armor. +- Skill Points: 6 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +5 +Skills: Disable Trap 4 ranks, Lore 4 ranks +Race: Human +Special: Sneak attack +1d6 +Special: You may not have any levels in an arcane spellcasting class + +ABILITIES: + +Level +1: Spellcasting - Cast a small number of spells from the abjuration and enchantment schools + Ominous Presence - Class level to Bluff and Intimidate + Zeal - +1 bonus on saving throws against arcane spells and effects +2: Sneak Attack 1d6 +3: Smite Mage - Once per day, add Charisma bonus to attack, and deal 1 point of damage per cultist level to an arcane spellcaster +4: Sneak Attack 2d6 +5: Death Attack - As assassin</entry> + <entry id="12442" lang="en" sex="m">Smite Mage</entry> + <entry id="12443" lang="en" sex="m">Type of Feat: Class +Prerequisite: Cultist of the Shattered Peak 3 +Specifics: Starting at 3rd level, you can attempt to smite an arcane spellcaster with one normal melee attack once per day. You add your Charisma bonus (if any) to your attack roll, and you deal an extra 1 point of damage per cultist level you possess on a successful attack. If you accidentally smite a creature that is not an arcane spellcaster, the smite has no effect, but the ability is still used up for that day. +Use: Selected</entry> + <entry id="12444" lang="en" sex="m">Favored of the Zulkirs</entry> + <entry id="12445" lang="en" sex="m">Type of Feat: Vile +Prerequisite: Red Wizard 5th level, Corrupt Spell Focus +Specifics: When you cast a corrupted spell, the ability damage you take is reduced by 1 point. +Use: Automatic</entry> + <entry id="12446" lang="en" sex="m">Divine Song: Bull's Strength</entry> + <entry id="12447" lang="en" sex="m">Duration: 1 Hour / Level + +Strength of all allies is increased by 1d4+1.</entry> + <entry id="12448" lang="en" sex="m">Divine Song: Cure Moderate Wounds</entry> + <entry id="12449" lang="en" sex="m">Duration: Instant +Save: Will 1/2 + +All allies are healed for 2d8 points of damage, +1 point per caster level (to a maximum of +10). Healing spells have a reverse effect on undead, harming instead of healing them.</entry> + <entry id="12450" lang="en" sex="m">Divine Song: Eagle's Splendor</entry> + <entry id="12451" lang="en" sex="m">Duration: 1 Hour / Level + +Charisma of all allies is increased by 1d4+1.</entry> + <entry id="12452" lang="en" sex="m">Divine Song: Endurance</entry> + <entry id="12453" lang="en" sex="m">Duration: 1 Hour / Level + +Constitution of all allies is increased by 1d4+1.</entry> + <entry id="12454" lang="en" sex="m">Divine Song: Fox's Cunning</entry> + <entry id="12455" lang="en" sex="m">Duration: 1 Hour / Level + +Intelligence of all allies is increased by 1d4+1.</entry> + <entry id="12456" lang="en" sex="m">Divine Song: Lesser Restoration</entry> + <entry id="12457" lang="en" sex="m">Duration: Instant + +Removes all magical, extraordinary, and supernatural effects that apply a penalty to ability scores, AC, attack and damage rolls, spell resistance, and saving throws. Will not remove the effects of a curse or a disease.</entry> + <entry id="12458" lang="en" sex="m">Divine Song: Owl's Wisdom</entry> + <entry id="12459" lang="en" sex="m">Duration: 1 Hour / Level + +Wisdom of all allies is increased by 1d4+1.</entry> + <entry id="12460" lang="en" sex="m">Divine Song: Clairaudience / Clairvoyance</entry> + <entry id="12461" lang="en" sex="m">Duration: 1 round / level + +You and your allies gain a +10 bonus to all Spot and Listen checks.</entry> + <entry id="12462" lang="en" sex="m">Divine Song: Clarity</entry> + <entry id="12463" lang="en" sex="m">Duration: 5 Rounds + 1 Round / Level + +This song removes the effects of Daze, Sleep, Confusion, Stun, and Charm, and protects against all mind-affecting effects until it expires. For every effect removed by the song, the target creature sustains 1 point of damage.</entry> + <entry id="12464" lang="en" sex="m">Divine Song: Cure Serious Wounds</entry> + <entry id="12465" lang="en" sex="m">Duration: Instant +Save: Will 1/2 + +You and your allies are healed for 3d8 points of damage, +1 point per caster level (to a maximum of +15). Healing spells have a reverse effect on undead, harming instead of healing them.</entry> + <entry id="12466" lang="en" sex="m">Divine Song: Negative Energy Protection</entry> + <entry id="12467" lang="en" sex="m">Duration: 1 Turn / Level + +You and your allies are rendered immune to all negative energy attacks, including supernatural ability damage and level drains.</entry> + <entry id="12468" lang="en" sex="m">Divine Song: Prayer</entry> + <entry id="12469" lang="en" sex="m">Duration: 1 Round / Level + +You and your allies within the area of effect gain +1 to attack and damage rolls, skill checks, and saving throws. Enemies receive -1 penalties to the same.</entry> + <entry id="12470" lang="en" sex="m">Divine Song: Protection from Elements</entry> + <entry id="12471" lang="en" sex="m">Duration: 24 Hours + +You and your allies gain damage resistance 30/- against all elemental forms of damage. The song effect ends after absorbing 40 points of damage from any single elemental type.</entry> + <entry id="12472" lang="en" sex="m">Divine Song: Remove Curse</entry> + <entry id="12473" lang="en" sex="m">Duration: Instant + +All curses and curse effects are removed from you and your allies.</entry> + <entry id="12474" lang="en" sex="m">Divine Song: Cure Critical Wounds</entry> + <entry id="12475" lang="en" sex="m">Duration: Instant +Save: Will 1/2 + +You and your allies are healed for 4d8 points of damage, +1 point per caster level (to a maximum of +20). Healing spells have a reverse effect on undead, harming instead of healing them.</entry> + <entry id="12476" lang="en" sex="m">Divine Song: Death Ward</entry> + <entry id="12477" lang="en" sex="m">Duration: 1 Hour / Level + +You and your allies become immune to any death spells, spell-like abilities, and effects.</entry> + <entry id="12478" lang="en" sex="m">Divine Song: Freedom of Movement</entry> + <entry id="12479" lang="en" sex="m">Duration: 1 Turn / Level + +You and your allies become immune to paralysis, slow, and entanglement spells and effects.</entry> + <entry id="12480" lang="en" sex="m">Divine Song: Panacea</entry> + <entry id="12481" lang="en" sex="m">Duration: Instant +Save: Will half + +This song channels positive energy into a creature to wipe away afflictions. It immediately ends any of the following effects: blinded, confused, dazed, deafened, diseased, frightened, paralyzed, poisoned, sleep, and stunned. It also cures 1d8 points of damage +1 per caster level (maximum 1d8+20). Used against undead, panacea deals damage instead of curing it (with a will save for half), but has no other effect.</entry> + <entry id="12482" lang="en" sex="m">Divine Song: Restoration</entry> + <entry id="12483" lang="en" sex="m">Duration: Instant + +Removes all magical, extraordinary and supernatural effects that apply a penalty to ability scores, Armor Class, attack and damage rolls, spell resistance, saving throws and damage immunity. This song also removes all level drain, blindness and deafness effects. Will not remove the effects of a curse or a disease.</entry> + <entry id="12484" lang="en" sex="m">Divine Song: Stoneskin</entry> + <entry id="12485" lang="en" sex="m">Duration: 1 Hour / Level + +This song grants you and your allies damage reduction 10/+5. The song absorbs 10 points of melee damage per caster level, to a maximum of 100, before collapsing.</entry> + <entry id="12486" lang="en" sex="m">Divine Song: True Seeing</entry> + <entry id="12487" lang="en" sex="m">Duration: 1 Turn / Level + +You and your allies can see through Sanctuary and Invisibility effects, and automatically spot hiding opponents.</entry> + <entry id="12488" lang="en" sex="m">Divine Song: Monstrous Regeneration</entry> + <entry id="12489" lang="en" sex="m">Duration: 1 Round / 2 Caster Levels + +For the duration of the song, you and your allies gain the ability to regenerate 3 Hit Points every round.</entry> + <entry id="12490" lang="en" sex="m">Divine Song: Raise Dead</entry> + <entry id="12491" lang="en" sex="m">Duration: Instant + +Returns corpses of fallen allies to life. The raised characters returns to life with only 1 Hit Point.</entry> + <entry id="12492" lang="en" sex="m">Divine Song: Spell Resistance</entry> + <entry id="12493" lang="en" sex="m">Duration: 1 Turn / Level + +You and your allies have your spell resistance set to 12, +1 per caster level. If you already have a higher spell resistance, this song has no effect.</entry> + <entry id="12494" lang="en" sex="m">Alienist</entry> + <entry id="12495" lang="en" sex="m">Alienists</entry> + <entry id="12496" lang="en" sex="m">alienist</entry> + <entry id="12497" lang="en" sex="m">(PRESTIGE CLASS) +Alienists deal with powers and entities from terrifyingly remote reaches of space and time. For them, magical power is the triumph of the mind over the rude boundaries of dimension, distance, and often, sanity. With knowledge and determination, they pierce the barrier at the edge of time itself. If the Far Realm, outside of time, Herculean minds drift, absorbed in contemplations of madness. Unspeakable beings whisper terrifying secrets to those who dare communication. These secrets were not meant for mortals, but the alienist plunges into abysses of chaos and entropy that would blast a weaker mind. An alienist's mad certainty is sometimes strong enough to sway others to believe in her own future transcendence. + +- Hit Die: d4. +- Proficiencies: An Alienist does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Skills: Lore 8 ranks. +Feats: Alertness. +Spellcasting: Able to cast 3rd level arcane spells. +Special: Prior contact with an alienist or a pseudonatural creature. + +ABILITIES: + +Level +1: Summon Alien - when casting any summon monster spell, Alienist summons "pseudonatural" version of a creature. +2: Alien blessing - +1 insight bonus on all saving throws, but permanently loses 2 points of Wisdom. +3: Metamagic secret - bonus metamagic feat. +4: Mad certainty - -2 penalty to saving throws, attack rolls, and Charisma based skill and ability checks against specified kind of creatures. +5: Pseudonatural familiar - Alienists familiar gains the pseudonatural template. +6: Extra summoning - once pre day Alienist can cast summon monster spell at her highest spell level. +7: Metamagic secret - bonus metamagic feat. +8: Insane certainty - penalties increase to -6. +9: Timeless secret - The Alienist learns the secret of perpetual youth. She no longer suffers ability penalties for aging and cannot be magically aged. +10: Transcendence - The Alienist transcends her mortal form and becomes an alien creature. Her type changes to "outsider," which means (among other things) that she is no longer affected by spells the specifically target humanoids, such as charm person, but she can be hedged out by a magic circle spell against her alignment. Additionally, the alienist gains damage reduction 20/+1 and electricity resistance 20. + +BONUS SPELLS + +Upon gaining a level in Alienist, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. He does not learn any new spells through his abilities.</entry> + <entry id="12498" lang="en" sex="m">Summon Alien</entry> + <entry id="12499" lang="en" sex="m">Type of Feat: Class +Prerequisite: Alienist 1 + +When an alienist casts any summon creature spell, she summons a "pseudonatural" version of a creature. This adds the pseudonatural template to the summoned creature (see Pseudonatural Creatures below). If the selected creature would normally be celestial of fiendish, the pseudonatural template replaces that template. + +Pseudonatural Creatures: +Pseudonatural creatures dwell past the eons that lie between the stars, between the planes as we know them, nestled in far realms of insanity. When summoned to the Material Plane they often take the form of, and emulate the abilities of familiar creatures, though they are more gruesome in appearance than their earthly counterparts. Alternatively, they may appear in a manner more consistent with their origins: A mass of writhing tentacles is a favorite, although other terrible forms are always possible. + +A pseudonatural creature retains all the special qualities of the base creature and also gains the following. + +True Strike (Su): Once per day, the creature can make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against a concealed target. + + - Electricity and acid resistance (see the table below). + - Damage reduction (see the table below). + - SR equal to double the creature's HD (maximum 25). + +Hit Dice Electricity, Acid Damage + Resistance Reduction +1-3 5 - +4-7 10 5/+1 +8-11 15 5/+2 +12+ 20 10/+3 + +If the base creature already has one or more of these special qualities, use the better value. + +Alternative Form (Su) +At will, a pseudonatural creature can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty to their attack rolls against pseudonatural creatures in this alternate form. + +Saves +Same as the base creature. + +Abilities +Same as the base creature, but Intelligence is at least 3. + +Skills +Same as the base creature. + +Feats +Same as the base creature. </entry> + <entry id="12500" lang="en" sex="m">Alien Blessing</entry> + <entry id="12501" lang="en" sex="m">Type of Feat: Class +Prerequisite: Alienist 2 + +An alienist applies a +1 insight bonus on all saving throws, but she permanently loses 2 points of Wisdom.</entry> + <entry id="12502" lang="en" sex="m">Mad Certainty</entry> + <entry id="12503" lang="en" sex="m">Type of Feat: Class +Prerequisite: Alienist 4 + +Constantly dwelling on entities beyond the reach of normal space and time is mentally corrosive, and the alienist's mind begins to fracture. She develops a phobia against a specified kind of creature, suffering a -2 penalty to saving throws, attack rolls, and Charisma based skill and ability checks in regard to these creatures.</entry> + <entry id="12504" lang="en" sex="m">Pseudonatural familiar</entry> + <entry id="12505" lang="en" sex="m">Type of Feat: Class +Prerequisite: Alienist 5 + +On reaching 5th level, the alienist's familiar, if any, gains the pseudonatural template in addition to the powers and abilities normal for a familiar of the appropriate level. This does not replace the familiar-the original slowly takes on pseudonatural aspects, which become fully active at this point. From this point on, newly summoned familiars already posses the pseudonatural template. </entry> + <entry id="12506" lang="en" sex="m">Extra Summoning</entry> + <entry id="12507" lang="en" sex="m">Type of Feat: Class +Prerequisite: Alienist 6 + +From 6th level on, the alienist gains one extra use of summon creature spell at her highest spell level. As the alienist becomes able to learn higher-level spells, she can summon more powerful creatures.</entry> + <entry id="12508" lang="en" sex="m">Insane Certainty</entry> + <entry id="12509" lang="en" sex="m">Type of Feat: Class +Prerequisite: Alienist 8 + +At 8th level, the alienist's mad certainty crystallizes into truly chilling mania. Her phobia likewise intensifies. All penalties and bonuses listed under mad certainty for the selected creature increase to -6.</entry> + <entry id="12510" lang="en" sex="m">Timeless Body</entry> + <entry id="12511" lang="en" sex="m">Type of Feat: Class +Prerequisite: Alienist 9 + +At 9th level, the alienist learns the secret of perpetual youth. She no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, but the alienist is stolen away by horrible entities when her time is up, and she is never seen again.</entry> + <entry id="12512" lang="en" sex="m">Transcendence</entry> + <entry id="12513" lang="en" sex="m">Type of Feat: Class +Prerequisite: Alienist 10 + +At 10th level, the alienist, through long association with alien entities and intense study of insane secrets, transcends her mortal form and becomes an alien creature. Her type changes to "outsider," which means (among other things) that she is no longer affected by spells the specifically target humanoids, such as charm person, but she can be hedged out by a magic circle spell against her alignment. Additionally, the alienist gains damage reduction 20/+1 and electricity resistance 20. + +Upon achieving transcendence, the alienist's appearance undergoes a minor physical change, usually growing a tentacle or other strange addition or subtraction, such as an extra appendage, organ, eye, or enigmatic lump. The alienist can hide this abnormality in a robe or hood, but the alien growth is not under the alienist's control and sometimes moves, twitches, opens, or otherwise animates of its own accord. + +Anyone who shares the alienist's predilection for study of the Far Realms immediately recognizes her transcendent nature, and she gains a +2 circumstance modifier on all Charisma-based skill and ability checks when interacting with such beings. She gains a +2 circumstance modifier on Intimidation checks against all other creatures to whom she reveals her abnormal nature. + +Implementation notes: if character is not wearing anything in head inventory slot, she gains bonus +2 to all charisma based skills.</entry> + <entry id="12514" lang="en" sex="m">Phobia</entry> + <entry id="12515" lang="en" sex="m">Alienist develops a phobia against a specified kind of creature, suffering a -2 penalty to saving throws, attack rolls, and Charisma based skill and ability checks in regard to these creatures. At level 8 those penalties increase to -6.</entry> + <entry id="12516" lang="en" sex="m">Phobia (Aberration)</entry> + <entry id="12517" lang="en" sex="m">Phobia (Animal)</entry> + <entry id="12518" lang="en" sex="m">Phobia (Beast)</entry> + <entry id="12519" lang="en" sex="m">Phobia (Construct)</entry> + <entry id="12520" lang="en" sex="m">Phobia (Dragon)</entry> + <entry id="12521" lang="en" sex="m">Phobia (Goblinoid)</entry> + <entry id="12522" lang="en" sex="m">Phobia (Monstrous Humanoid)</entry> + <entry id="12523" lang="en" sex="m">Phobia (Orc)</entry> + <entry id="12524" lang="en" sex="m">Phobia (Reptilian Humanoid)</entry> + <entry id="12525" lang="en" sex="m">Phobia (Elemental)</entry> + <entry id="12526" lang="en" sex="m">Phobia (Fey)</entry> + <entry id="12527" lang="en" sex="m">Phobia (Giant)</entry> + <entry id="12528" lang="en" sex="m">Phobia (Magical Beast)</entry> + <entry id="12529" lang="en" sex="m">Phobia (Shapechanger)</entry> + <entry id="12530" lang="en" sex="m">Phobia (Undead)</entry> + <entry id="12531" lang="en" sex="m">Phobia (Vermin)</entry> + <entry id="12532" lang="en" sex="m">Tenser's Floating Disk</entry> + <entry id="12533" lang="en" sex="m">Evocation [Force] +Level: Sor/Wiz 1 +Components: V, S, M +Casting Time: 1 action +Range: Close (25' + 5'/2 levels) +Effect: 3 foot diameter disk of force +Duration: 1 hour per caster level +Saving Throw: None +Spell Resistance: No + +The caster creates a slightly concave circular plane of force that will follow him carrying what is placed upon it. The disk can hold 100 pounds of weight per caster level (if used to transport a liquid, the capacity is 2 gallons). The disk floats approximately 3 feet above the ground and 5 feet behind the caster at all times and remains level. Some adjustment can occur due to stairs or other consideration (concentration necessary for caster to direct disk), but the disk will remain level and cannot change in size, so that tight steep shaft might not be accessibly by the disk. + +The disk will wink out of existence when the spell duration expires, returning all items to casters inventory. The disk moves at 30 feet per round, and the spell also ends if the caster moves away from the disk further than the maximum range of the spell. The caster needs to assure a stable path for the spell, as the disk will wink out if the floor suddenly drops away beneath it. + +Material Component: A drop of mercury.</entry> + <entry id="12534" lang="en" sex="m">Tenser's Floating Disk (1)</entry> + <entry id="12535" lang="en" sex="m">Tenser's Floating Disk (10)</entry> + <entry id="12536" lang="en" sex="m">Wolfskin</entry> + <entry id="12537" lang="en" sex="m">Transmutation +Level: Drd 2, Rgr 3 +Components: V, S, F +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 minute/level (D) +Saving Throw: None +Spell Resistance: No (harmless) + +You take the shape of a normal wolf as if you had the wild shape ability of +a 5th-level druid. + +Focus: The skin of a wolf, dire wolf, werewolf, worg, or winter wolf. The +skin melds with your body while the spell is in effect, and it returns to +normal when you assume your own shape.</entry> + <entry id="12538" lang="en" sex="m">Wolfskin (2)</entry> + <entry id="12539" lang="en" sex="m">True Casting</entry> + <entry id="12540" lang="en" sex="m">Divination +Level: Sor/Wiz 1 +Components: V, S +Range: Personal +Target: You +Duration: One spell + +You focus your magic deep in your soul until it becomes a torrent that must be unleashed. + +Your next single spell (if it is cast before the end of the next round) gains a +10 insight bonus on any caster level check made to overcome spell resistance.</entry> + <entry id="12541" lang="en" sex="m">Mass Spell Resistance</entry> + <entry id="12542" lang="en" sex="m">Abjuration +Level: Clr 7 +Components: V, S, DF +Range: Short +Target: One creature/level, no two of which are more than 30 ft. apart +Duration: 1 round/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +Wrapping your allies in protective magic, you give them the ability to shrug off spells. + +The affected creatures gain spell resistance equal to 12 + your caster level.</entry> + <entry id="12543" lang="en" sex="m">Mass Spell Resistance (13)</entry> + <entry id="12544" lang="en" sex="m">Mass Spell Resistance (20)</entry> + <entry id="12545" lang="en" sex="m">Magic Stone</entry> + <entry id="12546" lang="en" sex="m">School: Transmutation +Level: Clr 1, Drd 1, Earth 1 +Components: V, S, DF +Range: Touch +Targets: Up to three pebbles touched +Duration: 30 minutes or until discharged +Saving Throw: Will negates (harmless, object) +Spell Resistance: Yes (harmless, object) + +You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.</entry> + <entry id="12547" lang="en" sex="m">Magic Stone (2)</entry> + <entry id="12548" lang="en" sex="m">Control Weather</entry> + <entry id="12549" lang="en" sex="m">Control Weather: Rain</entry> + <entry id="12550" lang="en" sex="m">Control Weather: Snow</entry> + <entry id="12551" lang="en" sex="m">Control Weather: Clear</entry> + <entry id="12552" lang="en" sex="m">Caster Level(s): Air 7, Clr 7, Drd 7, Sor/Wiz 7 +Innate Level: 7 +School: Transmutation +Casting Time: 10 minutes; see text +Component(s): Verbal, Somatic +Range: Range: The current area +Area: The current area; see text +Duration: 4d12 hours; see text +Additional Counter Spells: +Saving Throw: None +Spell Resistance: No + +You change the weather in the local area. It takes 10 minutes to cast the spell and then the effects manifest. You can call forth various weather, including changing it to Snow, Rain, or making the weather clear. + +Apart from the few spells that rely upon certain weather conditions, this spell provides purely visual effects. + +A druid casting this spell doubles the duration.</entry> + <entry id="12553" lang="en" sex="m">Control Weather (13)</entry> + <entry id="12554" lang="en" sex="m">Summon Undead I (2)</entry> + <entry id="12555" lang="en" sex="m">Summon Undead II (2)</entry> + <entry id="12556" lang="en" sex="m">Summon Undead III (5)</entry> + <entry id="12557" lang="en" sex="m">Summon Undead IV (7)</entry> + <entry id="12558" lang="en" sex="m">Summon Undead V (9)</entry> + <entry id="12559" lang="en" sex="m">Close Wounds (5)</entry> + <entry id="12560" lang="en" sex="m">Revivify (9)</entry> + <entry id="12561" lang="en" sex="m">Bless Water (1)</entry> + <entry id="12562" lang="en" sex="m">Calm Emotions (3)</entry> + <entry id="12563" lang="en" sex="m">Repulsion (13)</entry> + <entry id="12564" lang="en" sex="m">Holy Aura (15)</entry> + <entry id="12565" lang="en" sex="m">True Resurrection (17)</entry> + <entry id="12566" lang="en" sex="m">Foresight (17)</entry> + <entry id="12567" lang="en" sex="m">Disguise Self (2)</entry> + <entry id="12568" lang="en" sex="m">Alter Self (3)</entry> + <entry id="12569" lang="en" sex="m">Vision Of Heaven (2)</entry> + <entry id="12570" lang="en" sex="m">Sword Of Conscience (7)</entry> + <entry id="12571" lang="en" sex="m">Obscuring Mist (2)</entry> + <entry id="12572" lang="en" sex="m">Greater Command (9)</entry> + <entry id="12573" lang="en" sex="m">Command (2)</entry> + <entry id="12574" lang="en" sex="m">Polar Ray (15)</entry> + <entry id="12575" lang="en" sex="m">Scrying (7)</entry> + <entry id="12576" lang="en" sex="m">Dragon Ally (13)</entry> + <entry id="12577" lang="en" sex="m">Crushing Despair (5)</entry> + <entry id="12578" lang="en" sex="m">Halt Undead (5)</entry> + <entry id="12579" lang="en" sex="m">Eyebite (11)</entry> + <entry id="12580" lang="en" sex="m">Song Of Discord (9)</entry> + <entry id="12581" lang="en" sex="m">Fire In The Blood (9)</entry> + <entry id="12582" lang="en" sex="m">Vile Death (17)</entry> + <entry id="12583" lang="en" sex="m">Plague Of Undead (17)</entry> + <entry id="12584" lang="en" sex="m">Greater Scrying (11)</entry> + <entry id="12585" lang="en" sex="m">Discern Location (15)</entry> + <entry id="12586" lang="en" sex="m">Locate Creature (7)</entry> + <entry id="12587" lang="en" sex="m">Locate Object (3)</entry> + <entry id="12588" lang="en" sex="m">Arcane Eye (7)</entry> + <entry id="12589" lang="en" sex="m">Obscure Object (3)</entry> + <entry id="12590" lang="en" sex="m">Sequester (13)</entry> + <entry id="12591" lang="en" sex="m">Shield Other (3)</entry> + <entry id="12592" lang="en" sex="m">Addiction: Terran Brandy</entry> + <entry id="12593" lang="en" sex="m">Addiction: Mushroom Powder</entry> + <entry id="12594" lang="en" sex="m">Addiction: Vodare</entry> + <entry id="12595" lang="en" sex="m">Addiction: Agony</entry> + <entry id="12596" lang="en" sex="m">Scry on Familiar</entry> + <entry id="12597" lang="en" sex="m">Type of Feat: General +Prerequisite: Summon Familiar + +If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day. + +Use: Selected</entry> + <entry id="12598" lang="en" sex="m">PnP Familiar</entry> + <entry id="12599" lang="en" sex="m">Type of Feat: General +Prerequisite: Summon Familiar + +This feat is used to signal to your familiar that they should hide somewhere on your person, in a pocket or similar place. While they are hidden, they cannot be damaged or killed. + +If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day. + +Use: Selected</entry> + <entry id="12600" lang="en" sex="m">Barbarian Rage</entry> + <entry id="12601" lang="en" sex="m">Rage Mage</entry> + <entry id="12602" lang="en" sex="m">Rage Mages</entry> + <entry id="12603" lang="en" sex="m">rage mage</entry> + <entry id="12604" lang="en" sex="m">(PRESTIGE CLASS) +At first, it seems like a contradiction -- an arcane spellcaster that "loses herself" in a blind fury. Yet, the rage mage makes for an interesting case, since her approach to magic is based on the primal passion of magic more than the studious quasi-scientific approach. + +A rage mage taps into the primal essence of magic, using her own natural anger and frenzy to channel the arcane power in flashy, flamboyant ways. Like the barbarian, the rage mage is often the product of a less civilized society. All rage mages must have at least some background as a barbarian (or some other class that grants a rage or frenzy ability), as well as training as a wizard, sorcerer, or -- very rarely -- a bard. + +Rage mages are usually found working with barbarians. They tend to shy away from traditional spellcasters and avoid the colleges and guilds where such individuals usually gather. + +- Hit Die: d8. +- Proficiencies: Rage mages gain no proficiency with any weapon or armor. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: +To qualify to become a rage mage, a character must fulfill all the following criteria. + +Alignment: Any nonlawful. +Base Attack Bonus: +4. +Feat: Combat Casting. +Spells: Able to cast 2nd-level arcane spells. +Special: Rage or frenzy ability. + +ABILITIES: + +Level +1: Spell Rage 1/day - When casting a spell from abjuration, conjuration, evocation, necromancy or transmutation school while in a rage, the rage mage uses her character level as her caster level. Temporarily takes -2 penalty to Armor Class. At the end of the rage, the character is fatigued. +2: Overcome Spell Failure - arcane spell failure reduced by 10% while wearing light or medium armor. +3: Rage +1 use/day - additional use of rage ability. +4: - +5: Spell Rage 2/day + Angry Spell - +2 bonus to the save DC for spells form abjuration, conjuration, evocation, necromancy or transmutation school. +6: - +7: Spell Fury - sudden empower spell usable once during each rage. +8: Rage +1 use/day - additional use of rage ability. +9: Tireless Rage - no longer fatigued at the end of the rage. +10: Warrior Cry - the character receives benefits of Tenser's Transformation spell, but without losing her spellcasting ability, 1/day. + Spell Rage 3/day + +BONUS SPELLS + +Every other level in Rage Mage, the character gains new spells per day as if they had also gained a level in their highest Arcane spellcasting class. No new spells are learned through this ability, however.</entry> + <entry id="12605" lang="en" sex="m">Spell Rage (Ex)</entry> + <entry id="12606" lang="en" sex="m">A rage mage can cast spells while in a rage. When she casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while in a rage, the rage mage uses her character level as her caster level. This ability only works when the rage mage is in a spell rage. + +While in a spell rage, a rage mage becomes reckless and loses her some of her ability to defend herself. She temporarily takes a -2 penalty to Armor Class. + +Unlike with a barbarian's rage, a rage mage can use any type of skill or feat while raging. A fit of rage lasts for a number of rounds equal to 3 + the character's Constitution modifier. A rage mage can end her rage voluntarily. At the end of the rage, the character is fatigued (-2 Strength, -2 Dexterity, can't charge or run) for the duration of the current encounter (unless the rage mage is 10th level, when this limitation no longer applies). A rage mage can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but a rage mage can only do it during her action, not in response to somebody else's action.</entry> + <entry id="12607" lang="en" sex="m">Overcome Spell Failure (Ex)</entry> + <entry id="12608" lang="en" sex="m">At 2nd level, a rage mage learns to ignore some of the restrictive nature of armor. Her arcane spell failure chance when wearing light or medium armor decreases by 10%.</entry> + <entry id="12609" lang="en" sex="m">Angry Spell (Ex)</entry> + <entry id="12610" lang="en" sex="m">Beginning at 5th level, when a rage mage casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while raging, the save DC for the spell increases by +2. At 10th level, this increase becomes +4.</entry> + <entry id="12611" lang="en" sex="m">Spell Fury (Sp)</entry> + <entry id="12612" lang="en" sex="m">Upon reaching 7th level, a rage mage can empower one spell* (as if she had used the Empower Spell feat), but without adjusting the spell's level or casting time. She may use this ability once during each rage. + +*NOTE: According to the source book this should be "quicken one spell of 4th level or lower", but it's probably not possible in NWN.</entry> + <entry id="12613" lang="en" sex="m">Tireless Rage (Ex)</entry> + <entry id="12614" lang="en" sex="m">At 9th level and higher, a rage mage no longer becomes fatigued at the end of her rage.</entry> + <entry id="12615" lang="en" sex="m">Warrior Cry (Sp)</entry> + <entry id="12616" lang="en" sex="m">A 10th-level rage mage may scream out a warrior's cry once per day as a free action on her turn and gain the benefits of the Tenser's transformation spell, with one exception: She does not lose her spellcasting ability for the duration of this effect. The rage mage's caster level for the purpose of this effect is equal to her character level.</entry> + <entry id="12617" lang="en" sex="m">Dangerous predators of the northern reaches, winter wolves pursue their prey relentlessly. Their breath is said to be cold enough to shatter stones. + +Skills: Hide 6, Listen 6, Move Silently 6, Spot 6 +Feats: Alertness, Darkvision +Special: + Master level + 1: Cone of Frost 1x day + 5: Cone of Frost 2x day + 10: Cone of Frost 2x day, Fear Howl 1x day + 15: Cone of Frost 3x day, Fear Howl 1x day + 20: Cone of Frost 3x day, Fear Howl 1x day, Dodge + 25: Cone of Frost 4x day, Fear Howl 1x day + 30: Cone of Frost 4x day, Fear Howl 2x day + 35: Cone of Frost 5x day, Fear Howl 2x day + 40: Cone of Frost 5x day, Fear Howl 3x day</entry> + <entry id="12618" lang="en" sex="m">These snakes are not common, but are found in the forests and marshes of Cormyr. They are dangerous when approached, and at times can be found in groups, though the reason for this is not known. + +Skills: Hide 6, Listen 4, Move Silently 6, Spot 4 +Feats: Improved Initiative, Weapon Finesse +Special: + Master level + 5: Poison Bolt 1x day + 10: Poison Bolt 2x day + 15: Poison Bolt 3x day + 20: Poison Bolt 4x day + 25: Poison Bolt 5x day + 30: Poison Bolt 6x day + 35: Poison Bolt 7x day + 40: Poison Bolt 8x day</entry> + <entry id="12619" lang="en" sex="m">Worgs are powerful wolves with an evil disposition and an uncanny intelligence. They are sometimes found with goblins, whom they serve as mounts and guardians. + +Skills: Hide 5, Listen 6, Move Silently 5, Spot 6 +Feats: Alertness, Darkvision, Weapon Specialization (creature) +Special: + Master level + 10: Fear Howl 1x day + 20: Fear Howl 2x day + 30: Fear Howl 3x day + 40: Fear Howl 4x day</entry> + <entry id="12620" lang="en" sex="m">An intelligent, predatory canine with limited teleportation abilities, Blink Dogs hunt in packs, 'blinking' randomly until they surround their prey. + +Skills: Hide 6, Listen 6, Spot 6 +Feats: Darkvision, Weapon Specialization (creature), Iron Will +Special: + Master level + 5: Dodge + 10: Mobility + 15: Toughness + 20: Spring Attack + 25: Epic Will + 30: Epic Toughness I + 35: - + 40: -</entry> + <entry id="12621" lang="en" sex="m">As their name suggests, Stink Beetles defend themselves by emitting a noxious gas intended to render their assailants unconscious. + +Skills: Listen 6, Spot 6 +Feats: Darkvision +Special: + Master level + 1: Stink Cloud 1x day + 5: Stink Cloud 2x day, Stinking Fumes 1x day + 10: Stink Cloud 3x day, Stinking Fumes 1x day,Tumble 5 + 15: Stink Cloud 3x day, Stinking Fumes 2x day + 20: Stink Cloud 4x day, Stinking Fumes 2x day,Tumble 10 + 25: Stink Cloud 4x day, Stinking Fumes 3x day + 30: Stink Cloud 5x day, Stinking Fumes 3x day,Tumble 15 + 35: Stink Cloud 5x day, Stinking Fumes 4x day + 40: Stink Cloud 6x day, Stinking Fumes 4x day,Tumble 20</entry> + <entry id="12622" lang="en" sex="m">These winged, nocturnal rodents are rarely considered threatening in their own right, though traditional folklore does associate them with vampirism and the undead. + +Skills: Hide 6, Listen 6 (+1 per level), Move Silently 6, Spot 6, Search 6 +Feats: Weapon Finesse +Special: + Master level + 1: Fear Gaze 1x day + 5: Fear Gaze 2x day + 10: Fear Gaze 2x day, Fear Howl 1x day + 15: Fear Gaze 2x day, Fear Howl 2x day + 20: Fear Gaze 2x day, Fear Howl 2x day, Sonic Cone 1x day + 25: Fear Gaze 3x day, Fear Howl 3x day, Sonic Cone 1x day + 30: Fear Gaze 3x day, Fear Howl 3x day, Sonic Cone 2x day + 35: Fear Gaze 4x day, Fear Howl 4x day, Sonic Cone 2x day + 40: Fear Gaze 4x day, Fear Howl 4x day, Sonic Cone 3x day</entry> + <entry id="12623" lang="en" sex="m">Aggressive predators that can 'phase' back and forth between the Material and Ethereal Planes, the attacks of these magical creatures can be very disconcerting. + +Skills: Move Silently 7, Spot 7 +Feats: Darkvision +Special: + Master level + 5: Web 1x day + 10: Web 2x day + 15: Web 3x day, Dodge + 20: Web 4x day, Toughness + 25: Web 5x day, Mobility + 30: Web 6x day, Epic Toughness I + 35: Web 7x day, Uncanny Dodge I + 40: Web 8x day, Spring Attack</entry> + <entry id="12624" lang="en" sex="m">Though it hunts in packs, the fearsome Krenshar behaves much like other great cats. Its skeletal face, however, can be extremely frightening to the unwary. + +Skills: Move Silently 9, Hide 9, Listen 6, Spot 6 +Feats: Darkvision +Special: + Master level + 5: Fear Gaze 2x day, Weapon Finesse + 10: Fear Gaze 3x day, Dodge + 15: Fear Gaze 4x day, Mobility + 20: Fear Gaze 5x day, Toughness + 25: Fear Gaze 6x day, Evasion + 30: Fear Gaze 7x day, Epic Toughness I + 35: Fear Gaze 8x day, Uncanny Dodge I + 40: Fear Gaze 9x day, Spring Attack</entry> + <entry id="12625" lang="en" sex="m">Their thick, white fur a product of their northern climate, these graceful and powerful hunters are a rarity, even in their natural habitat. + +Skills: Spot 4 +Feats: Barbarian Fast Movement +Special: + Master level + 1: Rage 1x day + 4: Rage 2x day + 8: Improved Rage 3x day + 12: Improved Rage 4x day + 16: Greater Rage 5x day + 20: Greater Rage 6x day + 25: Greater Rage 7x day + 30: Greater Rage 8x day + 35: Greater Rage 9x day + 40: Greater Rage 10x day</entry> + <entry id="12626" lang="en" sex="m">The fabled 'Hunter-of-Men' is a sure-footed predator of the North. More than just a simple bobcat, however, it wields some magical properties as well. + +Skills: Hide 9, Move Silently 9, Listen 6, Spot 6 +Feats: Weapon Finesse +Special: + Master level + 1: Sneak Attack +2d6, Evasion + 5: Sneak Attack +4d6, Uncanny Dodge I + 10: Sneak Attack +6d6, Uncanny Dodge III + 15: Sneak Attack +8d6, Uncanny Dodge V + 20: Sneak Attack +10d6, Uncanny Dodge VI+ + 25: Dodge, Toughness + 30: Mobility + 35: Improved Evasion + 40: Spring Attack</entry> + <entry id="12627" lang="en" sex="m">== ac reserved ==</entry> + <entry id="12628" lang="en" sex="m">== ac reserved ==</entry> + <entry id="12629" lang="en" sex="m">Practiced Manifester (Psion)</entry> + <entry id="12630" lang="en" sex="m">Practiced Manifester (Psychic Warrior)</entry> + <entry id="12631" lang="en" sex="m">Practiced Manifester (Wilder)</entry> + <entry id="12632" lang="en" sex="m">Practiced Manifester (War Mind)</entry> + <entry id="12633" lang="en" sex="m">Practiced Manifester (Fist of Zuoken)</entry> + <entry id="12634" lang="en" sex="m">Type of Feat: General. +Prerequisite: Psicraft 4. +Specifics: Your manifester level for the chosen class increase by +4. This can't increased your manifester level beyond your HD. (Ex: a Fighter 2 / Psion 5 increase his manifester level from 5 to 7). +Use: Automatic.</entry> + <entry id="12635" lang="en" sex="m">****</entry> + <entry id="12636" lang="en" sex="m">****</entry> + <entry id="12637" lang="en" sex="m">****</entry> + <entry id="12638" lang="en" sex="m">Practiced Spellcaster (Knight of the Weave)</entry> + <entry id="12639" lang="en" sex="m">Practiced Spellcaster (Cultist of the Shattered Peak)</entry> + <entry id="12640" lang="en" sex="m">Practiced Spellcaster (Archivist)</entry> + <entry id="12641" lang="en" sex="m">Practiced Spellcaster (Beguiler)</entry> + <entry id="12642" lang="en" sex="m">Practiced Spellcaster (Blighter)</entry> + <entry id="12643" lang="en" sex="m">Practiced Spellcaster (Harper Scout)</entry> + <entry id="12644" lang="en" sex="m">Practiced Spellcaster (Templar)</entry> + <entry id="12645" lang="en" sex="m">Practiced Spellcaster (Nightstalker)</entry> + <entry id="12646" lang="en" sex="m">Steadfast Determination</entry> + <entry id="12647" lang="en" sex="m">Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on willpower, you use your raw toughness to survive. + +Prerequisite: Endurance + +Benefit: You can use your Constitution modifier in place of your Wisdom modifier on Will saves.</entry> + <entry id="12648" lang="en" sex="m">Negotiator</entry> + <entry id="12649" lang="en" sex="m">You are good at gauging and swaying attitudes. + +Benefit: You get a +2 bonus on all Persuasion checks and Sense Motive checks.</entry> + <entry id="12650" lang="en" sex="m">Archivist</entry> + <entry id="12651" lang="en" sex="m">Archivists</entry> + <entry id="12652" lang="en" sex="m">archivist</entry> + <entry id="12653" lang="en" sex="m">(BASE CLASS) +An archivist is a wielder of divine magic, similar to a cleric only in the type and nature of the magic at his command. Indeed, the archivist has more in common with the wizard than he does with the standard servant of the divine, due to the scholarly way in which he collects and maintains his spell selection. Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow scholars. + +The archivist is a more academic profession than the cleric or paladin but hardier and more worldly than the average cloistered wizard. Due to the exploratory and often dangerous nature of their work, archivists develop techniques for safeguarding themselves and their allies from the foul taint that so often surrounds and accompanies the lost or forbidden lore they seek. Archivists are thus exceptional support characters, bolstering the efforts of those who aid them in their scholarly pursuits. + +- Hit Die: d6 +- Proficiencies: Archivists are proficient with all simple weapons and with light and medium armor, but not with shields. +- Skill Points: 4 + Int Modifier + +ABILITIES: + +Level + 1: Dark knowledge (tactics) 3/day, Scribe Scroll + 2: Lore mastery + 3: Dark knowledge 4/day + 4: Still mind + 5: Dark knowledge (puissance) + 6: Dark knowledge 5/day + 7: Lore mastery + 8: Dark knowledge (foe) + 9: Dark knowledge 6/day +10: Bonus feat +11: Dark knowledge (dread secret) +12: Dark knowledge 7/day, Lore mastery +13: -- +14: Dark knowledge (foreknowledge) +15: Dark knowledge 8/day +16: -- +17: Lore mastery +18: Dark knowledge 9/day +19: -- +20: Bonus feat + +SPELLCASTING + +An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier. + +Spells per day: + +Level: 0 1 2 3 4 5 6 7 8 9 +1: 3 2 - - - - - - - - +2: 4 3 - - - - - - - - +3: 4 3 2 - - - - - - - +4: 4 4 3 - - - - - - - +5: 4 4 3 2 - - - - - - +6: 4 4 4 3 - - - - - - +7: 4 5 4 3 2 - - - - - +8: 4 5 4 4 3 - - - - - +9: 4 5 5 4 3 2 - - - - +10: 4 5 5 4 4 3 - - - - +11: 4 5 5 5 4 3 2 - - - +12: 4 5 5 5 4 4 3 - - - +13: 4 5 5 5 5 4 3 2 - - +14: 4 5 5 5 5 4 4 3 - - +15: 4 5 5 5 5 5 4 3 2 - +16: 4 5 5 5 5 5 4 4 3 - +17: 4 5 5 5 5 5 5 4 3 2 +18: 4 5 5 5 5 5 5 4 4 3 +19: 4 5 5 5 5 5 5 5 4 4 +20: 4 5 5 5 5 5 5 5 5 5</entry> + <entry id="12654" lang="en" sex="m">Beguiler</entry> + <entry id="12655" lang="en" sex="m">Beguilers</entry> + <entry id="12656" lang="en" sex="m">beguiler</entry> + <entry id="12657" lang="en" sex="m">(BASE CLASS) +"You know me. I'm as good as my word, and my life is an open book." +- said with a straight face by Anastria Nailo, half-elf beguiler + +Some hold truth to be the greatest virtue, but it can do more damage than fiction. Everyone lives in a constant state of deception. White lies, false smiles, and secret thoughts keep society running smoothly. Honesty is a virtue only up to a certain point. Beguilers understand these ideas better than anyone, and they use deception, misunderstanding, and secrets as skillfully as a soldier employs weapons of war. + +Beguilers see lying and manipulation as tools. Just as a hammer can be used to build a house or crack a skull, deceit and the ability to control others can be used for good or ill. A lie whispered in the right ear can ruin lives, but a dishonest smile and honeyed words can open doors, turn foes into friends, and even end wars. Beguilers have reputations as rakes, thieves, spies, and puppet masters, but they can also be diplomats, peacemakers, or heroic leaders who give hope in desperate situations. + +If you delight in manipulating others, either to their disadvantage or for their own good, then the beguiler is the class for you. More than any other kind of character, you rely on Charisma-based skills to change the reactions of others, while your other class abilities enable you to catch others off guard with devastating spell-based attacks. + +- Hit Die: d6 +- Proficiencies: Beguilers are proficient with all simple weapons plus the rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields. +- Skill Points: 6 + Int Modifier + +ABILITIES: + +Level + 1: Armored mage, trapfinding + 2: Cloaked casting (+1 DC), surprise casting + 3: Advanced learning + 4: -- + 5: Silent Spell + 6: Surprise casting (move action) + 7: Advanced learning + 8: Cloaked casting (+2 to overcome SR) + 9: -- +10: Still Spell +11: Advanced learning +12: -- +13: -- +14: Cloaked casting (+2 DC) +15: Advanced learning +16: -- +17: -- +18: -- +19: Advanced learning +20: Cloaked casting (overcomes SR) + + +SPELLCASTING + +A beguiler casts arcane spells, which are drawn from the beguiler spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature as you increase in level. + +To cast a beguiler spell, you must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler's spell is 10 + the spell's level + the beguiler's Int modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the accompanying table. In addition, you receive bonus spells for a high Intelligence score. + +A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level. + +Spells per day: + +Level: 0 1 2 3 4 5 6 7 8 9 +1: 5 3 - - - - - - - - +2: 6 4 - - - - - - - - +3: 6 5 - - - - - - - - +4: 6 6 3 - - - - - - - +5: 6 6 4 - - - - - - - +6: 6 6 5 3 - - - - - - +7: 6 6 6 4 - - - - - - +8: 6 6 6 5 3 - - - - - +9: 6 6 6 6 4 - - - - - +10: 6 6 6 6 5 3 - - - - +11: 6 6 6 6 6 4 - - - - +12: 6 6 6 6 6 5 3 - - - +13: 6 6 6 6 6 6 4 - - - +14: 6 6 6 6 6 6 5 3 - - +15: 6 6 6 6 6 6 6 4 - - +16: 6 6 6 6 6 6 6 5 3 - +17: 6 6 6 6 6 6 6 6 4 - +18: 6 6 6 6 6 6 6 6 5 3 +19: 6 6 6 6 6 6 6 6 6 4 +20: 6 6 6 6 6 6 6 6 6 5 +</entry> + <entry id="12658" lang="en" sex="m">Armored Mage (Ex)</entry> + <entry id="12659" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Beguiler 1. + +Specifics: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes. + +Use: Automatic.</entry> + <entry id="12660" lang="en" sex="m">Trapfinding</entry> + <entry id="12661" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Beguiler 1, Factotum 1, Ninja 1, Psychic Rogue 1, Rogue 1 or Scout 1. + +Specifics: The aformentioned classes can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. + +Characters with this class ability can use the Disable Trap skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. + +A character who beats a trap's DC by 10 or more with a Disable Trap check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it. + +Use: Automatic.</entry> + <entry id="12662" lang="en" sex="m">Cloaked Casting (Ex)</entry> + <entry id="12663" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Beguiler 2. + +Specifics: Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus). + +At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target. + +At 14th level, the bonus to your spell's save DC increases to +2. + +At 20th level, you become able to automatically overcome the spell resistance of any affected target. + +Use: Automatic.</entry> + <entry id="12664" lang="en" sex="m">Surprise Casting (Ex)</entry> + <entry id="12665" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Beguiler 2. + +Specifics: Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively. + +At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can feint in combat as a swift action. + +(NOT IMPLEMENTED!!!) +Use: Selected.</entry> + <entry id="12666" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Beguiler 3. + +Specifics: At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list. + +You gain another new spell at 7th, 11th, 15th, and 19th level. + +Use: Automatic.</entry> + <entry id="12667" lang="en" sex="m">Battle Caster</entry> + <entry id="12668" lang="en" sex="m">Prerequisite: Ability to ignore arcane spell failure chance from armor. + +Building on your existing training allows you to avoid the chance of arcane spell failure when you wear armor heavier than normal. + +Benefit: You are able to wear armor one category heavier than you can normally wear while still avoiding the chance of arcane spell failure. For example, if you have the ability to normally wear light armor without incurring a chance of spell failure, you can wear medium armor and continue to cast spells as normal. This ability does not extend to shields, nor does it apply to spells gained from spellcasting classes other than the class that provides the ability to cast arcane spells while in armor.</entry> + <entry id="12669" lang="en" sex="m">You can only learn Divine spells.</entry> + <entry id="12670" lang="en" sex="m">Dark Knowledge: Tactics</entry> + <entry id="12671" lang="en" sex="m">Dark Knowledge: Puissance</entry> + <entry id="12672" lang="en" sex="m">Dark Knowledge: Foe</entry> + <entry id="12673" lang="en" sex="m">Dark Knowledge: Dread Secret</entry> + <entry id="12674" lang="en" sex="m">Dark Knowledge: Foreknowledge</entry> + <entry id="12675" lang="en" sex="m">Three times per day, an archivist can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead. + +An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth). + +Using dark knowledge requires a Lore check. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Lore check by 10 or more. Dark knowledge can only be used once against any given creature. + +The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise. + +<c'' >Tactics</c>: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus on attack rolls made against them. For example, an archivist confronted by corruption eaters who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3. + +<c'' >Puissance</c>: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3. + +<c'' >Foe</c>: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6. + +<c'' >Dread Secret</c>: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it). + +<c'' >Foreknowledge</c>: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3. +</entry> + <entry id="12676" lang="en" sex="m">Lore Mastery</entry> + <entry id="12677" lang="en" sex="m">Upon reaching 2nd level, an archivist gains a +1 bonus on all checks of Lore skill. This bonus increases by +1 every 5 levels (+2 at 7th, +3 at 12th, and +4 at 17th level).</entry> + <entry id="12678" lang="en" sex="m">Draconic Archivist</entry> + <entry id="12679" lang="en" sex="m">In addition to your studies of the darkness, you have spent time studying dragons and constructs. + +Prerequisite: Dark knowledge. + +Benefit: You can use your dark knowledge ability on dragons and constructs. + +Normal: Without this feat, a character with dark knowledge can use that class feature only on aberrations, elementals, magical beasts, outsiders and undead.</entry> + <entry id="12680" lang="en" sex="m">Archivist of Nature</entry> + <entry id="12681" lang="en" sex="m">In addition to your studies of the darkness, you have spent time studying giants and fey. + +Prerequisite: Dark knowledge. + +Benefit: You can use your dark knowledge ability on giants and fey. + +Normal: Without this feat, a character with dark knowledge can use that class feature only on aberrations, elementals, magical beasts, outsiders and undead.</entry> + <entry id="12682" lang="en" sex="m">Learn Spell</entry> + <entry id="12683" lang="en" sex="m">Though an archivist begins play with access only to the cleric spell list, the archivist can add other divine spells (for example, druid spells, ranger spells, paladin spells, or even cleric domain spells) to her prayer book when she finds them on scrolls.</entry> + <entry id="12684" lang="en" sex="m">Invalid target for Dark Knowledge ability!</entry> + <entry id="12685" lang="en" sex="m">Lore check failed!</entry> + <entry id="12686" lang="en" sex="m">Crafter's Blessing</entry> + <entry id="12687" lang="en" sex="m">Transmutation +Level: Clr 1, Wit 1 +Components: V, S, M/DF +Casting Time: 1 minute +Range: Touch +Target: Creature touched +Duration: 1 week +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +The creature you touch gains good fortune and skill in crafts, gaining a +10 competence bonus on Craft checks for a week's worth of work. The subject's work will generally be faster and of better quality than normal. It will at least be competent, although an unskilled crafter will still not easily produce masterworks. + +Arcane material component: A few wood shavings and a small piece of metal.</entry> + <entry id="12688" lang="en" sex="m">Crafter's Curse</entry> + <entry id="12689" lang="en" sex="m">Transmutation +Level: Clr 1, Wit 1 +Components: V, S, M/DF +Casting Time: 1 minute +Range: Touch +Target: Creature touched +Duration: 1 week +Saving Throw: Will negates +Spell Resistance: Yes + +You place a curse on one creature that causes it to suffer misfortune and lapses in use of any Craft skill. The subject suffers a -10 competence penalty on any Craft check and checks that fail by 10 or more may result in serious consequences, such as destruction of all raw materials being worked on, loss of work, or even injury. A casting of bless, crafter's blessing, remove curse, or break enchantment will remove the crafter's curse. + +Arcane material component: A piece of rotten wood and a rusty or bent piece of metal.</entry> + <entry id="12690" lang="en" sex="m">Lesser Planar Ally</entry> + <entry id="12691" lang="en" sex="m">Caster Level(s): Cleric 4 +Innate Level: 4 +School: Conjuration (Calling) +Descriptor(s): [see text] +Component(s): V, S, DF +Range: Short +Area of Effect / Target: Point +Duration: 1 hour / level +Save: None +Spell Resistance: No + +An Outsider is summoned to assist the caster. The type of Outsider varies with the caster's alignment: +Evil: Imp +Neutral: Red slaad +Good: Lantern archon + +Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</entry> + <entry id="12692" lang="en" sex="m">Greater Planar Ally</entry> + <entry id="12693" lang="en" sex="m">Caster Level(s): Cleric 8 +Innate Level: 8 +School: Conjuration (Calling) +Descriptor(s): [see text] +Component(s): V, S, DF +Range: Short +Area of Effect / Target: Point +Duration: 1 hour / level +Save: None +Spell Resistance: No + +An Outsider is summoned to assist the caster. The type of Outsider varies with the caster's alignment: +Evil: Vrock +Neutral: Death slaad +Good: Celestial Avenger + +Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</entry> + <entry id="12694" lang="en" sex="m">* Invalid Target - This spell must be cast on a bludgeoning weapon *</entry> + <entry id="12695" lang="en" sex="m">Weapon of Impact</entry> + <entry id="12696" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 3, Bard 3 +Innate Level: 3 +School: Transmutation +Descriptor(s): Weapon Enchantment +Component(s): Verbal, Somatic +Range: Short +Area of Effect / Target: Creature or Bludgeoning Weapon +Duration: 10 Minutes / Level +Additional Counter Spells: +Save: None +Spell Resistance: No + +Adds the Keen property to the targeted bludgeoning melee weapon, increasing its critical threat range.</entry> + <entry id="12697" lang="en" sex="m">* Invalid Target - This spell must be cast on a nonmagical club or quarterstaff *</entry> + <entry id="12698" lang="en" sex="m">Shillelagh</entry> + <entry id="12699" lang="en" sex="m">Transmutation +Level: Drd 1 +Components: V, S, DF +Casting Time: 1 standard action +Range: Touch +Target: One touched nonmagical oak club or quarterstaff +Duration: 1 min./level +Saving Throw: Will negates (object) +Spell Resistance: Yes (object) + +Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. It deals damage as if it were two size categories larger.</entry> + <entry id="12700" lang="en" sex="m">Daze Monster</entry> + <entry id="12701" lang="en" sex="m">Enchantment (Compulsion) [Mind-Affecting] +Level: Brd 2, Sor/Wiz 2 +Components: V, S, M +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Target: One living creature of 6 HD or less +Duration: 1 round +Saving Throw: Will negates +Spell Resistance: Yes + +This enchantment clouds the mind of a living creature with 6 or fewer Hit Dice so that it takes no actions. Creatures of 7 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. + +Material Component +A pinch of wool or similar substance.</entry> + <entry id="12702" lang="en" sex="m">Curse Water</entry> + <entry id="12703" lang="en" sex="m">Transmutation [Evil] +Level: Clr 1 +Components: V, S, M +Range: Touch +Casting Time: 1 minute +Target: Bottle of Water touched +Duration: Instantaneous +Saving Throw: Will negates (object) +Spell Resistance: Yes (object) + +This spell imbues a flask of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders. + +Material Component: 5 pounds of powdered silver (worth 25 gp).</entry> + <entry id="12704" lang="en" sex="m">Mislead</entry> + <entry id="12705" lang="en" sex="m">Illusion (Figment, Glamer) +Level: Brd 5, Luck 6, Sor/Wiz 6, Trickery 6 +Components: S +Casting Time: 1 standard action +Range: Close (8M) +Target/Effect: You/one illusory double +Duration: 1 round/level (D) and concentration + 3 rounds; see text +Saving Throw: None or Will disbelief (if interacted with); see text +Spell Resistance: No + +You become invisible (as improved invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it. You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so. + +Actions you can give it as a henchmen is "Follow" "Do nothing (stand ground)" "Attack (Pretend to attack)". + +The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The improved invisibility lasts for 1 round per level, regardless of concentration.</entry> + <entry id="12706" lang="en" sex="m">Power Word Blind</entry> + <entry id="12707" lang="en" sex="m">Enchantment (Compulsion) [Mind-Affecting] +Level: Sor/Wiz 7, War 7 +Components: V +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature with 200 hp or less +Duration: See text +Saving Throw: None +Spell Resistance: Yes + +You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind. + +Hit Points Duration +50 or less Permanent +51-100 1d4+1 minutes +101-200 1d4+1 rounds +</entry> + <entry id="12708" lang="en" sex="m">Eternal Charm Monster</entry> + <entry id="12709" lang="en" sex="m">Caster Level(s): Witch 7 +Innate Level: 7 +School: Enchantment +Descriptor(s): Mind-Affecting +Component(s): V, S, XP +Range: Close (25 ft. + 5 ft./2 levels) +Target: One living creature +Duration: Permanent +Save: Will Negates +Spell Resistance: Yes + +As charm monster, except that its effects are permanent unless removed by dispel magic or break enchantment. + +XP Cost: 50</entry> + <entry id="12710" lang="en" sex="m">Eternal Charm Person</entry> + <entry id="12711" lang="en" sex="m">Caster Level(s): Witch 5 +Innate Level: 5 +School: Enchantment +Descriptor(s): Mind-Affecting +Component(s): V, S, XP +Range: Close (25 ft. + 5 ft./2 levels) +Target: One person +Duration: Permanent +Save: Will Negates +Spell Resistance: Yes + +As charm person, except that its effects are permanent unless removed by dispel magic or break enchantment. + +XP Cost: 25</entry> + <entry id="12712" lang="en" sex="m">* You can not cast this spell here! *</entry> + <entry id="12713" lang="en" sex="m">Transport via Plants</entry> + <entry id="12714" lang="en" sex="m">Conjuration (Teleportation) +Level: Drd 6 +Components: V, S +Casting Time: 1 standard action +Range: Unlimited +Target: You and touched objects or other touched willing creatures +Duration: 1 round +Saving Throw: None +Spell Resistance: No + +You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant. + +You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. + +You can't use this spell to travel through plant creatures. + +*Notes: This spell can only be used in natural, exterior areas.</entry> + <entry id="12715" lang="en" sex="m">* You can not use this spell to teleport to selected area. *</entry> + <entry id="12716" lang="en" sex="m">Blast Glyph (Acid)</entry> + <entry id="12717" lang="en" sex="m">Blast Glyph (Cold)</entry> + <entry id="12718" lang="en" sex="m">Blast Glyph (Electricity)</entry> + <entry id="12719" lang="en" sex="m">Blast Glyph (Fire)</entry> + <entry id="12720" lang="en" sex="m">Blast Glyph (Sonic)</entry> + <entry id="12721" lang="en" sex="m">Greater Glyph of Warding</entry> + <entry id="12722" lang="en" sex="m">Greater Blast Glyph (Acid)</entry> + <entry id="12723" lang="en" sex="m">Greater Blast Glyph (Cold)</entry> + <entry id="12724" lang="en" sex="m">Greater Blast Glyph (Electricity)</entry> + <entry id="12725" lang="en" sex="m">Greater Blast Glyph (Fire)</entry> + <entry id="12726" lang="en" sex="m">Greater Blast Glyph (Sonic)</entry> + <entry id="12727" lang="en" sex="m">Elder Glyph of Warding</entry> + <entry id="12728" lang="en" sex="m">Elder Blast Glyph (Acid)</entry> + <entry id="12729" lang="en" sex="m">Elder Blast Glyph (Cold)</entry> + <entry id="12730" lang="en" sex="m">Elder Blast Glyph (Electricity)</entry> + <entry id="12731" lang="en" sex="m">Elder Blast Glyph (Fire)</entry> + <entry id="12732" lang="en" sex="m">Elder Blast Glyph (Sonic)</entry> + <entry id="12733" lang="en" sex="m">Caster Level(s): Cleric 3 +Innate Level: 3 +School: Abjuration +Descriptor(s): [see text] +Component(s): Verbal, Somatic, Material +Range: Short +Area of Effect / Target: Large +Duration: Permanent until discharged +Additional Counter Spells: +Save: Reflex 1/2 +Spell Resistance: Yes + +This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. You set the conditions of the ward. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. + +When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. When the spell is completed, the glyph and tracery become nearly invisible. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. + +A glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect. + +Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.</entry> + <entry id="12734" lang="en" sex="m">Caster Level(s): Cleric 6 +Innate Level: 6 +School: Abjuration +Descriptor(s): [see text] +Component(s): Verbal, Somatic, Material +Range: Short +Area of Effect / Target: Large +Duration: Permanent until discharged +Additional Counter Spells: +Save: Reflex 1/2 +Spell Resistance: Yes + +This powerful inscription harms those who enter, pass, or open the warded area or object. A greater glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. You set the conditions of the ward. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. + +When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. When the spell is completed, the glyph and tracery become nearly invisible. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. + +A greater glyph deals 1d8 points of damage per two caster levels (maximum 10d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect. + +Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.</entry> + <entry id="12735" lang="en" sex="m">Caster Level(s): Cleric 9 +Innate Level: 9 +School: Abjuration +Descriptor(s): [see text] +Component(s): Verbal, Somatic, Material +Range: Short +Area of Effect / Target: Large +Duration: Permanent until discharged +Additional Counter Spells: +Save: Reflex 1/2 +Spell Resistance: Yes + +This powerful inscription harms those who enter, pass, or open the warded area or object. An elder glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. You set the conditions of the ward. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. + +When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. When the spell is completed, the glyph and tracery become nearly invisible. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. + +An elder glyph deals 1d8 points of damage per caster level (maximum 30d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect. + +Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 1000 gp.</entry> + <entry id="12736" lang="en" sex="m">*Target creature is not your familiar.*</entry> + <entry id="12737" lang="en" sex="m">Evocation [Sonic] +Level: Brd 2, Clr 2 +Components: V, S, F/DF +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Area: 10-ft.-radius spread +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: Yes + +You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. + +Creatures that cannot hear are not stunned but are still damaged. + +Arcane Focus +A musical instrument. +</entry> + <entry id="12738" lang="en" sex="m">Conjuration (Creation) [Acid] +Level: Sor/Wiz 2 +Components: V, S, M, F +Casting Time: 1 standard action +Range: Long (400 ft. + 40 ft./level) +Effect: One arrow of acid +Duration: 1 round + 1 round per three levels +Saving Throw: None +Spell Resistance: No + +A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round. + +Material Component +Powdered rhubarb leaf and an adder's stomach. + +Focus +A dart. +</entry> + <entry id="12739" lang="en" sex="m">Conjuration (Creation) [Acid] +Level: Sor/Wiz 0 +Components: V, S +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Effect: One missile of acid +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. +</entry> + <entry id="12740" lang="en" sex="m">Skill Affinity (Open Lock)</entry> + <entry id="12741" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains a +2 racial bonus to Open Lock checks. +Use: Automatic</entry> + <entry id="12742" lang="en" sex="m">Necromancy [Death, Evil] +Level: Clr 2, Death 2 +Components: V, S +Casting Time: 1 standard action +Range: Touch +Target: Living creature touched +Duration: Instantaneous/10 minutes per HD +of subject; see text +Saving Throw: Will negates +Spell Resistance: Yes + +You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature. +</entry> + <entry id="12743" lang="en" sex="m">Death Knell (7)</entry> + <entry id="12744" lang="en" sex="m">Elemental Strike</entry> + <entry id="12745" lang="en" sex="m">Evocation [see text] +Level: Clr 5, Drd 4, Fiery Wrath 5, Tmp 5 +Components: V, S, DF +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Area: Cylinder (10-ft. radius, 40 ft. high) +Duration: Instantaneous +Saving Throw: Reflex half +Spell Resistance: Yes + +A column of divine and elemental energy shoots downward from the point you designate, striking those caught beneath it with the fury of your element. + +An elemental strike produces a vertical column. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is energy damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to energy based attacks. The type of energy damage, as well as the energy descriptor of the spell, is chosen at the time of casting. Clerics must choose the energy type that corresponds to their patron element. + +Air: Sonic +Earth: Acid +Fire: Fire +Magma: Fire +Rain: Electricity +Silt: Acid +Sun: Fire +Water: Cold + +This spell's subtype is the same as the type of energy you cast.</entry> + <entry id="12746" lang="en" sex="m">Elemental Strike (Acid)</entry> + <entry id="12747" lang="en" sex="m">Elemental Strike (Cold)</entry> + <entry id="12748" lang="en" sex="m">Elemental Strike (Electricity)</entry> + <entry id="12749" lang="en" sex="m">Elemental Strike (Fire)</entry> + <entry id="12750" lang="en" sex="m">Elemental Strike (Sonic)</entry> + <entry id="12751" lang="en" sex="m">Elemental Strike (7)</entry> + <entry id="12752" lang="en" sex="m">Elemental Strike (18)</entry> + <entry id="12753" lang="en" sex="m">Word of Recall (11)</entry> + <entry id="12754" lang="en" sex="m">Word of Recall</entry> + <entry id="12755" lang="en" sex="m">Word of Recall - Self only</entry> + <entry id="12756" lang="en" sex="m">Word of Recall - Party within 10ft</entry> + <entry id="12757" lang="en" sex="m">Conjuration (Teleportation) +Level: Clr 6, Drd 8 +Components: V +Casting Time: 1 standard action +Range: Unlimited +Target: You and touched objects or other willing creatures +Duration: Instantaneous +Saving Throw: None or Will negates (harmless, object) +Spell Resistance: No or Yes (harmless, object) + +Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. + +An unwilling creature can't be teleported by word of recall. Likewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw. + +(*Note: Cast this spell at location to mark it as your sanctuary. Cast the spell on self to teleport to your sanctuary.)</entry> + <entry id="12758" lang="en" sex="m">Transport via Plants (11)</entry> + <entry id="12759" lang="en" sex="m">Transport via Plants - Self only</entry> + <entry id="12760" lang="en" sex="m">Transport via Plants - Party within 10ft</entry> + <entry id="12761" lang="en" sex="m">*Sanctuary not found - spell failed!*</entry> + <entry id="12762" lang="en" sex="m">*Sanctuary location stored*</entry> + <entry id="12763" lang="en" sex="m">Cloak (old style)</entry> + <entry id="12764" lang="en" sex="m">Epic Archivist</entry> + <entry id="12765" lang="en" sex="m">Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of divine lore for you, the epic archivist, to discover. + +Hit Die: d6 +Skill Points at Each Level: 4 + Int modifier. +Dark Knowledge (Ex): At 21st level and every 3 levels thereafter, the epic archivist gains an additional use of Dark Knowledge. +Lore Mastery (Ex): The archivist adds an additional +1 bonus on all Lore skill checks at level 23 and every 5 levels thereafter. +Bonus Feats: The epic archivist gains a bonus feat (selected from the list of epic class bonus feats) every three levels higher than 20th. + +Epic Archivist Bonus Feats List: +Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting. +</entry> + <entry id="12766" lang="en" sex="m">Epic Dark Knowledge</entry> + <entry id="12767" lang="en" sex="m">Your know the darkness better than you know yourself. +Type of Feat: Epic +Prerequisites: Dark knowledge 10/day +Benefits: The bonuses granted by Dark Knowledge continue to scale. A knowledge check of 40 grants a bonus of +4 or 4d6, a check of 50 grants a bonus of +5 or 5d6 and so on.</entry> + <entry id="12768" lang="en" sex="m">Epic Lore Mastery</entry> + <entry id="12769" lang="en" sex="m">You are a veritable sage. +Type of Feat: Epic +Prerequisites: Lore Mastery, Lore 24 ranks +Benefits: Your Lore Mastery bonus is equal to half your Archivist levels.</entry> + <entry id="12770" lang="en" sex="m">Hellfire Warlock</entry> + <entry id="12771" lang="en" sex="m">Hellfire Warlocks</entry> + <entry id="12772" lang="en" sex="m">hellfire warlock</entry> + <entry id="12773" lang="en" sex="m">"It is not the weapon that is evil, but the wielder." +-- Galena Todrick, hellfire warlock + +The hellfire warlocks are a secretive group of specialist warlocks who have mastered hellfire, a dangerous energy found only in the Nine Hells. By tapping into this infernal power, these characters learn to infuse their eldritch blasts and magic items that they wield with the dark power of hellfire. + +Becoming a Hellfire Warlock + +Prospective hellfire warlocks must fulfill strict requirements to gain entry to the class, making this prestige class exclusive to warlocks. While most characters who pursue the hellfire warlock class are otherwise single-class warlocks, multiclass warlocks with wizard levels are also common. Multiclass warlock/rogues, warlock/clerics, or even warlock/fighters are also possible, but entry into the prestige class is restricted until higher levels. + +Entry Requirements + +Skills: Intimidate 6 ranks, Lore 12 ranks, Spellcraft 6 ranks. +Warlock Invocation: Must know brimstone blast or hellrime blast. + +Class Features: +Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Intimidate, Lore, Spellcraft, Use Magic Device. + +The hellfire warlock class offers great power at the expense of versatility. This prestige class presents a focused approach to tap the power of the Nine Hells, though often at a grave price. As they advance, these warlocks can access greater uses of hellfire, including the ability to infuse magic items with the power of hellfire and lash out with the fires of Hell against any foe that strikes them. +BAB: 3/4 +Invoking: At each level, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained. + +1. Hellfire Blast +2.Resistance to Fire 10, Hellfire Infusion +3.Hellfire Shield </entry> + <entry id="12774" lang="en" sex="m">Hellfire Blast</entry> + <entry id="12775" lang="en" sex="m">Whenever you use your eldritch blast ability, you can change your eldritch blast into a hellfire blast. A hellfire blast deals your normal eldritch blast damage plus an extra 2d6 points of damage per class level. If your blast hits multiple targets (for example, the eldritch chain or eldritch cone blast shape invocations), each target takes the extra damage. This damage is not fire damage. Hellfire burns hotter than any normal fire. + + Each time you use this ability, you take 1 point of Constitution damage. Because the diabolical forces behind the power of hellfire demand part of your essence in exchange for this granted power, if you do not have a Constitution score or are somehow immune to Constitution damage, you cannot use this ability.</entry> + <entry id="12776" lang="en" sex="m">Hellfire Infusion</entry> + <entry id="12777" lang="en" sex="m">Starting at 2nd level, you can infuse magic items that you wield with the power of hellfire. Whenever you use a charged magic item (such as a wand or a staff, but not scrolls and potions), you can apply one of the following metamagic effects to your next use of the item: empower, enlarge, maximize. These effects work just like the metamagic feats of the same name. Using hellfire infusion is a swift action. You can use this ability a number of times per day equal to your Charisma modifier (minimum one). When you infuse an item with hellfire, it glows briefly with fiery symbols that are disturbing to look upon.</entry> + <entry id="12778" lang="en" sex="m">Resistance to Fire</entry> + <entry id="12779" lang="en" sex="m">At 2nd level, you gain resistance to fire 10. This resistance stacks with any resistance to fire you have gained from warlock class levels.</entry> + <entry id="12780" lang="en" sex="m">Hellfire Shield</entry> + <entry id="12781" lang="en" sex="m">Starting at 3rd level, you can call up hellfire to surround yourself with a protective barrier. Whenever someone directs a melee attack against you, you can, as an immediate action, aim a blast of hellfire at that creature. This blast deals damage equal to your eldritch blast (including bonus damage from the hellfire blast ability). This blast automatically strikes the target, which can attempt a Reflex saving throw for half damage (DC 10 + 1/2 your character level + your Cha modifier). + +Each time you use this ability, you take 1 point of Constitution damage. Because the diabolical forces behind the power of hellfire demand part of your essence in exchange for this granted power, if you do not have a Constitution score or are somehow immune to Constitution damage, you cannot use this ability.</entry> + <entry id="12782" lang="en" sex="m">Hellfire Spear</entry> + <entry id="12783" lang="en" sex="m">Hellfire Glaive</entry> + <entry id="12784" lang="en" sex="m">Hellfire Blow</entry> + <entry id="12785" lang="en" sex="m">Hellfire Chain</entry> + <entry id="12786" lang="en" sex="m">Hellfire Cone</entry> + <entry id="12787" lang="en" sex="m">Hellfire Line</entry> + <entry id="12788" lang="en" sex="m">Hellfire Doom</entry> + <entry id="12789" lang="en" sex="m">Hellfire Infusion: Extend</entry> + <entry id="12790" lang="en" sex="m">Hellfire Infusion: Empower</entry> + <entry id="12791" lang="en" sex="m">Hellfire Infusion: Widen</entry> + <entry id="12792" lang="en" sex="m">Hellfire Infusion: Maximize</entry> + <entry id="12793" lang="en" sex="m">Divine Metamagic: Empower</entry> + <entry id="12794" lang="en" sex="m">Divine Metamagic: Extend</entry> + <entry id="12795" lang="en" sex="m">Divine Metamagic: Maximize</entry> + <entry id="12796" lang="en" sex="m">[Divine] + +You can channel energy into some of your divine spells to make them more powerful. + +Prerequisite: Ability to turn undead or rebuke undead + +Benefit: When you take this feat, choose a metamagic feat that you have. This feat applies only to that metamagic feat. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to divine spells that you know. You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic feat you're using. For example, Jozan the cleric could sacrifi ce three turn attempts to empower a holy smite he's casting. Because you're using positive or negative energy to augment your spells, the spell slot for the spell doesn't change. + +Special: This feat may be taken multiple times. Each time you take this feat choose a different metamagic feat to which to apply it.</entry> + <entry id="12797" lang="en" sex="m">Eldritch Disciple</entry> + <entry id="12798" lang="en" sex="m">Eldritch Disciples</entry> + <entry id="12799" lang="en" sex="m">eldritch disciple</entry> + <entry id="12800" lang="en" sex="m">(PRESTIGE CLASS) +All warlocks harbor at least a grudging respect for the entities responsible for their powers. They are clearly beings of great mystical might, and thus worthy of regard. A rare few warlocks go beyond this attitude to actual reverence or worship of the fiendish, fey, or extraplanar powers that have made them far more than mortal. Such is the life of an eldritch disciple devoted to a deity who granted her the arcane talents of the warlock. Though her powers might take different forms, she knows that the source is the same. + +- Hit Die: d8 +- Proficiencies: An Eldritch Disciple does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Skills: Lore (8 ranks). +Spells: Ability to cast 2nd-level divine spells. +Invocations: Ability to use least invocations. +Special: Ability to turn or rebuke undead, must worship a chaotic or evil deity. + +ABILITIES: + +Level + 1: Gift of the Divine Patron (Su) + Turn/Rebuke Undead + 2: - + 3: - + 4: Gift of the Divine Patron (Su) + 5: Eldritch Spellweave (Su) + 6: - + 7: Gift of the Divine Patron (Su) + 8: - + 9: - +10: Gift of the Divine Patron (Su) + Timeless Body (Ex) + +Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. + +Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. +</entry> + <entry id="12801" lang="en" sex="m">Eldritch Theurge</entry> + <entry id="12802" lang="en" sex="m">Eldritch Theurges</entry> + <entry id="12803" lang="en" sex="m">eldritch theurge</entry> + <entry id="12804" lang="en" sex="m">(PRESTIGE CLASS) +Most of those who find themselves blessed (or cursed) with magic burning in their fiendish blood become warlocks, but a rare few study formal magic to better understand and control their powers. The result is the eldritch theurge, a master of both spells and invocations, a mage with the terrifying combination of potent spells and a reserve of abilities he can't possibly exhaust. + +- Hit Die: d4 +- Proficiencies: An Eldritch Theurge does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Skills: Lore (8 ranks). +Spells: Ability to cast 2nd-level arcane spells. +Invocations: Ability to use least invocations. +Special: Eldritch blast +2d6. + +ABILITIES: + +Level + 1: Damage Reduction (Su) (1/cold iron) + 2: Fiendish Resilience 1 (Su) + 3: Spellblast (Sp) + 4: Damage Reduction (Su) (2/cold iron) + 5: Eldritch Spellweave (Su) + 6: - + 7: Damage Reduction (Su) (3/cold iron) + 8: - + 9: Fiendish Resilience 2 (Su) +10: Damage Reduction (Su) (4/cold iron) + Greatreach Blast (Sp) + +Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. + +Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. +</entry> + <entry id="12805" lang="en" sex="m">Eldritch Spellweave (Su)</entry> + <entry id="12806" lang="en" sex="m">Beginning at 5th level, you can apply an eldritch essence invocation you know (other than greatreach blast or spellblast) to any arcane spell that affects a target or that requires a melee or ranged touch attack. The spell's level must be at least as high as the level of the eldritch essence (for example, you can apply hellrime blast only to a spell of 4th level or higher). If the essence requires a saving throw, use the normal save DC for that essence. If an eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (you can't add brimstone blast to charm monster). + +If the spell has more than one target or allows more than one attack, you choose one target to be affected by the invocation; all other targets take only the normal effect of the spell. + +You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum 1). + +NOTE: If you have Lord of All Essences feat, only the essence from first slot will be used.</entry> + <entry id="12807" lang="en" sex="m">Corrupting Blast</entry> + <entry id="12808" lang="en" sex="m">In place of applying an eldritch essence invocation to your eldritch blast, you can can spend one of your turn/rebuke undead attempts as a swift action to change it into a corrupting blast. In addition to its normal effect, the blast applies a penalty on the target's Will save equal to 1/2 your class level (minimum 1) for one round.</entry> + <entry id="12809" lang="en" sex="m">You can spend one of your turn/rebuke undead attempts as a swift action to gain temporary damage reduction (overcome by cold iron) equal to 1/2 your class level (minimum 1). This damage reduction stacks with the damage reduction granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round).</entry> + <entry id="12810" lang="en" sex="m">Fearful Glare</entry> + <entry id="12811" lang="en" sex="m">You can spend one of your turn/rebuke undead attempts as a swift action to render a single living creature within 30 feet of you shaken for 1 round (Will negates; DC 10 + class level + Cha modifier). The creature's HD can't exceed your character level.</entry> + <entry id="12812" lang="en" sex="m">Fiendish Resistance</entry> + <entry id="12813" lang="en" sex="m">You can spend one of your turn/rebuke undead attempts as a swift action to gain resistance to acid and fire equal to 10 + your class level. This resistance stacks with the energy resistance granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be evil for you to select this gift.</entry> + <entry id="12814" lang="en" sex="m">Healing Blast</entry> + <entry id="12815" lang="en" sex="m">You can spend one of your turn/rebuke undead attempts as a swift action to change your eldritch blast in a wave of healing energy (20' radius, centered on you). The blast heals living creatures instead of dealing damage to them (the damage healed is equal to the damage normally dealt). Against undead, the healing blast deals damage as normal; against constructs or objects, the healing blast has no effect. +Your deity must be non-evil for you to select this gift.</entry> + <entry id="12816" lang="en" sex="m">Protective Aura</entry> + <entry id="12817" lang="en" sex="m">You can spend one of your turn/rebuke undead attempts as a swift action to surround yourself with a magic circle against evil centered on you. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). +Your deity must be good for you to select this gift.</entry> + <entry id="12818" lang="en" sex="m">Strength of Will</entry> + <entry id="12819" lang="en" sex="m">You can spend one of your turn/rebuke undead attempts as a swift action to gain a bonus equal to 1/2 your class level (minimum +1) on your next save to resist a mind-affecting spell or ability. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round).</entry> + <entry id="12820" lang="en" sex="m">Wild Frenzy</entry> + <entry id="12821" lang="en" sex="m">You can spend one of your turn/rebuke undead attempts as a swift action to gain a +2 bonus on attack rolls and damage rolls with weapons and eldritch blasts, along with temporary hit points equal to twice your class level. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). +Your deity must be chaotic for you to select this gift.</entry> + <entry id="12822" lang="en" sex="m">Fortified by the supernatural power flowing through your body, you become resistant to physical attacks. You gain damage reduction 1/cold iron at 1st level; this stacks with damage reduction gained from other sources. + +Your damage reduction improves to 2/cold iron at 4th level, to 3/cold iron at 7th level, and to 4/cold iron at 10th level.</entry> + <entry id="12823" lang="en" sex="m">Beginning at 2nd level, you know the trick of fiendish resilience. Once per day, as a free action, you can enter an elevated physical state that lasts for 2 minutes. While in this state, you gain fast healing 1. + +At 9th level, your fiendish resilience improves; while in your fiendish resilience state, you gain fast healing 2 instead. + +This ability stacks with fiendish resilience granted by any other source.</entry> + <entry id="12824" lang="en" sex="m">Spellblast (Sp)</entry> + <entry id="12825" lang="en" sex="m">This invocation (Lesser; 4th; Eldritch Essence), learned at 3rd level, allows you to place an arcane spell that affects an area upon your eldritch blast. If the eldritch blast hits its target, the spell's area is centered on any corner of the target's space, even if the spell could normally be centered only on the caster. If the eldritch blast misses its target, the spell is lost with no effect. + +It takes a full-round action to cast the spell and fire the eldritch blast. Only an area spell with a casting time no greater than 1 standard action can be placed upon your eldritch blast. + +Only the first target of your eldritch blast is affected by the spell (for example, an eldritch chain spellblast centers the spell on the initial target, not on any of the secondary targets). If your eldritch blast doesn't specify a target, you can't apply this invocation to the blast. + +Treat spellblast as a spell whose level is equal to the area spell placed upon the eldritch blast (minimum 4th level).</entry> + <entry id="12826" lang="en" sex="m">Greatreach Blast (Sp)</entry> + <entry id="12827" lang="en" sex="m">This invocation (Greater; 5th; Eldritch Essence) allows you to place an arcane spell with a range of touch upon your eldritch blast. If the eldritch blast hits its target, the spell takes effect on that target as if you had touched it. If the eldritch blast misses its target, the spell is lost with no effect. + +It takes a full-round action to cast the spell and fire the eldritch blast. Only a touch spell with a casting time no greater than 1 standard action can be placed upon your eldritch blast. + +Only the first target of your eldritch blast is affected by the spell (for example, an eldritch greatreach chain delivers the touch spell on the initial target, not on any of the secondary targets). If your eldritch blast doesn't specify a target, you can't apply this invocation to the blast. + +Treat greatreach blast as a spell whose level is equal to the touch spell placed upon the eldritch blast (minimum 5th level).</entry> + <entry id="12828" lang="en" sex="m">Spellblast - Configure Quickslots</entry> + <entry id="12829" lang="en" sex="m">Spellblast - Quickslot 1</entry> + <entry id="12830" lang="en" sex="m">Spellblast - Quickslot 2</entry> + <entry id="12831" lang="en" sex="m">Spellblast - Quickslot 3</entry> + <entry id="12832" lang="en" sex="m">Spellblast - Quickslot 4</entry> + <entry id="12833" lang="en" sex="m">Greatreach Blast - Configure Quickslots</entry> + <entry id="12834" lang="en" sex="m">Greatreach Blast - Quickslot 1</entry> + <entry id="12835" lang="en" sex="m">Greatreach Blast - Quickslot 2</entry> + <entry id="12836" lang="en" sex="m">Greatreach Blast - Quickslot 3</entry> + <entry id="12837" lang="en" sex="m">Greatreach Blast - Quickslot 4</entry> + <entry id="12838" lang="en" sex="m">Type of Feat: Class-Specific +Prerequisite: Ranger 13 +Specifics: Ranger receives a +5 bonus to Hide checks when in a natural area. +Use: Automatic. +</entry> + <entry id="12839" lang="en" sex="m">Improved Turning</entry> + <entry id="12840" lang="en" sex="m">Prerequisite: Ability to turn or rebuke creatures. + +Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.</entry> + <entry id="12841" lang="en" sex="m">Phylactery of Undead Turning</entry> + <entry id="12842" lang="en" sex="m">This item is a boon to any character able to turn undead, allowing him to do so as if his class level were four levels higher than it actually is. + +Moderate necromancy [good]; CL 10th; Craft Wondrous Item, 10th-level cleric; Price 11,000 gp.</entry> + <entry id="12843" lang="en" sex="m">Aura of Despair</entry> + <entry id="12844" lang="en" sex="m">Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.</entry> + <entry id="12845" lang="en" sex="m">Widen Aura of Despair</entry> + <entry id="12846" lang="en" sex="m">[Epic] +Your aura of despair is wider than normal. +Prerequisite: CHA 25, aura of despair class ability +Benefit: Your aura of despair extends within 100 feet of you.</entry> + <entry id="12847" lang="en" sex="m">Improved Aura of Despair</entry> + <entry id="12848" lang="en" sex="m">[Epic] +Your aura of despair is wider than normal. +Prerequisite: CHA 25, aura of despair class ability +Benefit: Your aura of despair causes a -4 morale penalty on all saving throws.</entry> + <entry id="12849" lang="en" sex="m">Epic Frenzied Berzerker</entry> + <entry id="12850" lang="en" sex="m">Few mortal beings can surpass the destructive capabilities of the epic frenzied berserker. + +Hit Die: d12. + +Skill Points at Each Additional Level: 2 + Int modifier + +Frenzy (Ex): The epic frenzied berserker may enter a frenzy one additional time per day for every two levels gained after 9th. + +Inspire Frenzy (Su): The epic frenzied berserker may use this ability one additional time per day for every two levels gained after 10th. + +Bonus Feats: The epic frenzied berserker gains a bonus feat (selected from the list of epic frenzied berserker feats) every three levels after 10th. + +Epic Frenzied Berserker Bonus Feat List: Damage Reduction, Devastating Critical, Epic Prowess, Epic Toughness, Fast Healing, Overwhelming Critical, Terrifying Rage, Thundering Rage.</entry> + <entry id="12851" lang="en" sex="m">Epic Tempest</entry> + <entry id="12852" lang="en" sex="m">The epic tempest is barely visible behind the incessant, whirling blur of her twin weapons. + +Hit Die: d10. + +Skill Points at Each Additional Level: 2 + Int modifier. + +Bonus Feats: The epic tempest gains a bonus feat (selected from the list of epic tempest feats) every two levels after 10th. + +Epic Tempest Bonus Feat List: Blinding Speed, Devastating Critical, Epic Prowess, Epic Toughness, Epic Weapon Focus, Overwhelming Critical, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend.</entry> + <entry id="12853" lang="en" sex="m">Ignore Arcane Spell Failure</entry> + <entry id="12854" lang="en" sex="m">Type of Feat: Class-Specific +Prerequisite: Arcane Hierophant 1 +Specifics: When casting an arcane spell, you ignore the arcane spell failure chance for any nonmetallic light or medium armor (padded, leather, or hide armor). You learn to cast arcane spells while wearing the types of armor that druids favor. +Use: Automatic.</entry> + <entry id="12855" lang="en" sex="m">Companion Familiar</entry> + <entry id="12856" lang="en" sex="m">Type of Feat: Racial and Class Ability +Prerequisite: Elf or Scent ability. +Specifics: Characters with Keen Senses may apply their full Search skill even when making a passive search. +Use: Automatic.</entry> + <entry id="12857" lang="en" sex="m">Hated Enemy: Oozes</entry> + <entry id="12858" lang="en" sex="m">Hated Enemy: Plants</entry> + <entry id="12859" lang="en" sex="m">Favored Enemy: Oozes</entry> + <entry id="12860" lang="en" sex="m">Favored Enemy: Plants</entry> + <entry id="12861" lang="en" sex="m">Practiced Invoker (Dragonfire Adept)</entry> + <entry id="12862" lang="en" sex="m">Practiced Invoker (Warlock)</entry> + <entry id="12863" lang="en" sex="m">Type of Feat: General. +Prerequisite: Spellcraft 4. +Specifics: Your caster level for the chosen invoking class increases by 4. This benefit can't increase your caster level to higher than your Hit Dice. However, even if you can't benefit from the full bonus immediately, if you later gain Hit Dice in levels of noninvoking classes, you might be able to apply the rest of the bonus. + +For example, a human 5th-level warlock/3rd-level fighter who selects this feat would increase his warlock caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his warlock caster level would become 9th (since he now has 9 Hit Dice). + +This feat does not affect your invocations per day or invocations known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your invocations. +Use: Automatic.</entry> + <entry id="12864" lang="en" sex="m">Symbol of Death</entry> + <entry id="12865" lang="en" sex="m">Symbol of Death (15)</entry> + <entry id="12866" lang="en" sex="m">Necromancy [Death] +Level: Clr 8, Sor/Wiz 8 +Components: V, S, M +Casting Time: 10 minutes +Range: 0 ft.; see text +Effect: One symbol +Duration: See text +Saving Throw: Fortitude negates +Spell Resistance: Yes + +This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. + +Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally. + +A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it. + +Material Component +Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.</entry> + <entry id="12867" lang="en" sex="m">Symbol of Fear</entry> + <entry id="12868" lang="en" sex="m">Symbol of Fear (11)</entry> + <entry id="12869" lang="en" sex="m">Necromancy [Fear, Mind-Affecting] +Level: Clr 6, Sor/Wiz 6 +Components: V, S, M +Casting Time: 10 minutes +Range: 0 ft.; see text +Effect: One symbol +Duration: See text +Saving Throw: Will negates +Spell Resistance: Yes + +This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level. + +Material Component +Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.</entry> + <entry id="12870" lang="en" sex="m">Symbol of Insanity</entry> + <entry id="12871" lang="en" sex="m">Symbol of Insanity (15)</entry> + <entry id="12872" lang="en" sex="m">Enchantment (Compulsion) [Mind-Affecting] +Level: Clr 8, Sor/Wiz 8 +Components: V, S, M +Casting Time: 10 minutes +Range: 0 ft.; see text +Effect: One symbol +Duration: See text +Saving Throw: Will negates +Spell Resistance: Yes + +This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell). + +Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level. + +Material Component +Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.</entry> + <entry id="12873" lang="en" sex="m">Symbol of Pain</entry> + <entry id="12874" lang="en" sex="m">Symbol of Pain (9)</entry> + <entry id="12875" lang="en" sex="m">Necromancy [Evil] +Level: Clr 5, Sor/Wiz 5 +Components: V, S, M +Casting Time: 10 minutes +Range: 0 ft.; see text +Effect: One symbol +Duration: See text +Saving Throw: Fortitude negates +Spell Resistance: Yes + +This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol. + +Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level. + +Material Component +Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.</entry> + <entry id="12876" lang="en" sex="m">Symbol of Persuasion</entry> + <entry id="12877" lang="en" sex="m">Symbol of Persuasion (11)</entry> + <entry id="12878" lang="en" sex="m">Enchantment (Charm) [Mind-Affecting] +Level: Clr 6, Sor/Wiz 6 +Components: V, S, M +Casting Time: 10 minutes +Range: 0 ft.; see text +Effect: One symbol +Duration: See text +Saving Throw: Will negates +Spell Resistance: Yes + +This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level. + +Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level. + +Material Component +Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.</entry> + <entry id="12879" lang="en" sex="m">Symbol of Sleep</entry> + <entry id="12880" lang="en" sex="m">Symbol of Sleep (9)</entry> + <entry id="12881" lang="en" sex="m">Enchantment (Compulsion) [Mind-Affecting] +Level: Clr 5, Sor/Wiz 5 +Components: V, S, M +Casting Time: 10 minutes +Range: 0 ft.; see text +Effect: One symbol +Duration: See text +Saving Throw: Will negates +Spell Resistance: Yes + +This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6�10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires. + +Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level. + +Material Component +Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.</entry> + <entry id="12882" lang="en" sex="m">Symbol of Stunning</entry> + <entry id="12883" lang="en" sex="m">Symbol of Stunning (13)</entry> + <entry id="12884" lang="en" sex="m">Enchantment (Compulsion) [Mind-Affecting] +Level: Clr 7, Sor/Wiz 7 +Components: V, S, M +Casting Time: 10 minutes +Range: 0 ft.; see text +Effect: One symbol +Duration: See text +Saving Throw: Will negates +Spell Resistance: Yes + +This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds. + +Material Component +Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.</entry> + <entry id="12885" lang="en" sex="m">Symbol of Weakness</entry> + <entry id="12886" lang="en" sex="m">Symbol of Weakness (13)</entry> + <entry id="12887" lang="en" sex="m">Necromancy +Level: Clr 7, Sor/Wiz 7 +Components: V, S, M +Casting Time: 10 minutes +Range: 0 ft.; see text +Effect: One symbol +Duration: See text +Saving Throw: Fortitude negates +Spell Resistance: Yes + +This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage. + +Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level. + +Material Component +Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.</entry> + <entry id="12888" lang="en" sex="m"> already has a greater effect. Spell ineffective.</entry> + <entry id="12889" lang="en" sex="m">Daze Monster (3)</entry> + <entry id="12890" lang="en" sex="m">Curse Water (1)</entry> + <entry id="12891" lang="en" sex="m">Mislead (11)</entry> + <entry id="12892" lang="en" sex="m">Power Word Blind (13)</entry> + <entry id="12893" lang="en" sex="m">Blacklight (5)</entry> + <entry id="12894" lang="en" sex="m">Dark Bolt (9)</entry> + <entry id="12895" lang="en" sex="m">Armor of Darkness (7)</entry> + <entry id="12896" lang="en" sex="m">Unholy Sword (7)</entry> + <entry id="12897" lang="en" sex="m">Mass Harm (17)</entry> + <entry id="12898" lang="en" sex="m">Greater Glyph of Warding (11)</entry> + <entry id="12899" lang="en" sex="m">Greater Glyph of Warding (20)</entry> + <entry id="12900" lang="en" sex="m">Elder Glyph of Warding (17)</entry> + <entry id="12901" lang="en" sex="m">Elder Glyph of Warding (30)</entry> + <entry id="12902" lang="en" sex="m">Greater Resistance</entry> + <entry id="12903" lang="en" sex="m">Greater Resistance (7)</entry> + <entry id="12904" lang="en" sex="m">Abjuration +Level: Bard 4, cleric 4, druid 4, sorcerer/wizard 4 +Components: V, S, M/DF +Casting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: 24 hours +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +Just as you touch the spell's subject, a feeling of peace and watchful guardianship fills your being. + +This spell functions like resistance, except as noted here. You grant the subject a +3 resistance bonus on saves. + +Arcane Material Component: A miniature cloak. +</entry> + <entry id="12905" lang="en" sex="m">Superior Resistance</entry> + <entry id="12906" lang="en" sex="m">Superior Resistance (11)</entry> + <entry id="12907" lang="en" sex="m">Abjuration +Level: Bard 6, cleric 6, druid 6, sorcerer/wizard 6 +Components: V, S, M/DF +Casting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: 24 hours +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +As you finish casting the spell, you feel imbued with the feeling that something greater than yourself is protecting you. When you touch your intended subject and release the spell, the feeling disappears. + +This spell functions like resistance, except as noted here. You grant the subject a +6 resistance bonus on saves. + +Arcane Material Component: A miniature cloak. +</entry> + <entry id="12908" lang="en" sex="m">Lesser Vigor</entry> + <entry id="12909" lang="en" sex="m">Lesser Vigor (1)</entry> + <entry id="12910" lang="en" sex="m">Lesser Vigor (5)</entry> + <entry id="12911" lang="en" sex="m">Conjuration (Healing) +Level: Cleric 1, Druid 1 +Components: V, S, +Casting Time: 1 standard action +Range: Touch +Target: Living creature touched +Duration: 10 rounds + 1 round/level (max 15 rounds) +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. + +The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. + +Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. + +The effects of multiple vigor spells do not stack; only the highest-level effect applies.</entry> + <entry id="12912" lang="en" sex="m">Vigor</entry> + <entry id="12913" lang="en" sex="m">Vigor (5)</entry> + <entry id="12914" lang="en" sex="m">Vigor (15)</entry> + <entry id="12915" lang="en" sex="m">Conjuration (Healing) +Level: Cleric 3, Druid 3 +Components: V, S, +Casting Time: 1 standard action +Range: Touch +Target: Living creature touched +Duration: 10 rounds + 1 round/level (max 25 rounds) +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +This spell is the same as lesser vigor, except that it grants fast healing at the rate of 2 hit points per round.</entry> + <entry id="12916" lang="en" sex="m">Greater Vigor</entry> + <entry id="12917" lang="en" sex="m">Greater Vigor (9)</entry> + <entry id="12918" lang="en" sex="m">Greater Vigor (25)</entry> + <entry id="12919" lang="en" sex="m">Conjuration (Healing) +Level: Cleric 5, Druid 5 +Components: V, S, +Casting Time: 1 standard action +Range: Touch +Target: Living creature touched +Duration: 10 rounds + 1 round/level (max 35 rounds) +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +This spell is the same as lesser vigor, except that it grants fast healing at the rate of 4 hit points per round.</entry> + <entry id="12920" lang="en" sex="m">Mass Lesser Vigor</entry> + <entry id="12921" lang="en" sex="m">Mass Lesser Vigor (5)</entry> + <entry id="12922" lang="en" sex="m">Mass Lesser Vigor (15)</entry> + <entry id="12923" lang="en" sex="m">Conjuration (Healing) +Level: Cleric 3, Druid 3, +Components: V, S, +Casting Time: 1 standard action +Range: 20 ft. +Target: One creature/two levels, no two of which can be more than 30 ft. apart +Duration: 10 rounds + 1 round/level (max 25 rounds) +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. +Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. +Mass lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. +The effects of multiple vigor spells do not stack; only the highest-level effect applies.</entry> + <entry id="12924" lang="en" sex="m">Vigorous Circle</entry> + <entry id="12925" lang="en" sex="m">Vigorous Circle (11)</entry> + <entry id="12926" lang="en" sex="m">Vigorous Circle (30)</entry> + <entry id="12927" lang="en" sex="m">Conjuration (Healing) +Level: Cleric 6, Druid 6, +Components: V, S, +Casting Time: 1 standard action +Range: 20 ft. +Target: One creature/two levels, no two of which can be more than 30 ft. apart +Duration: 10 rounds + 1 round/level (max 40 rounds) +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +This spell is the same as mass lesser vigor, except that it grants fast healing at the rate of 3 hit points per round.</entry> + <entry id="12928" lang="en" sex="m">Mass Aid</entry> + <entry id="12929" lang="en" sex="m">Mass Aid (5)</entry> + <entry id="12930" lang="en" sex="m">Mass Aid (15)</entry> + <entry id="12931" lang="en" sex="m">Enchantment (Compulsion) [Mind-Affecting] +Level: Clr 3 +Range: Close (25 ft. + 5 ft./2 levels) +Targets: One or more creatures within a 30 ft. range. +Components: V, S, DF +Casting Time: 1 standard action +Duration: 1 min./level +Saving Throw: None +Spell Resistance: Yes (harmless) + +Subjects gain +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8 + 15 at caster level 15).</entry> + <entry id="12932" lang="en" sex="m">TransmutationLevel: Drd 2, Rgr 2, Plant 2 +Components: V, S, DF +Casting Time: 1 standard action +Range: Touch +Target: Living creature touched +Duration: 10 min./level +Saving Throw: None +Spell Resistance: Yes (harmless) + +Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.</entry> + <entry id="12933" lang="en" sex="m">Oversized Two Weapon Fighting</entry> + <entry id="12934" lang="en" sex="m">Type of Feat: General +Prerequisite: Two-Weapon Fighting, Strength 13 +Specifics: When wielding a one-handed weapon in your off hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off hand. +Use: Automatic</entry> + <entry id="12935" lang="en" sex="m">nightstalker</entry> + <entry id="12936" lang="en" sex="m">(BASE CLASS) +The Age of Mortals brought with it a new kind of magic, the ambient magic threaded through Creation and the minds and hearts of its people. The living were not the only inhabitants of Krynn to be touched by this magic; even the souls of the dead exist within this intricate web of life, and their presence may be felt by those fearless enough to look for it. Those mystics who courageously pursue a life in the shadowy world of spirits are known as nightstalkers. + +- Hit Die: d6 +- Proficiencies: A Nightstalker gains proficiencies with Simple Weapons, rapier, shortbow and short sword. He is also proficient with light armor and shields. +- Skill Points: 4 + Int Modifier + +ABILITIES: + +Level +1: Death Sight, Trapfinding, Spiritual Resilience +1 +2: +3: Whispers of the Dead +2 +4: Rebuke Undead +5: Advanced Learning +6: 1st Spirit Companion +7: +8: Spiritual Resilience +2 +9: Whispers of the Dead +4 +10: +11: Advanced Learning +12: 2nd Spirit Companion +13: +14: Spiritual Resilience +3 +15: Whispers of the Dead +6 +16: +17: Advanced Learning +18: 3rd Spirit Companion +19: +20: Spectral Symbiosis + +SPELLCASTING + +You cast divine spells as a mystic does, drawn from the list of nightstalker spells. Like a mystic, you can cast any spell you know without preparing it in advance. To cast a spell, you must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Charisma modifier. + +Like other spellcasters, you can only cast a certain number of spells per day. Your base daily allotment is given on the table below. In addition, you receive bonus spells per day if you have a high Wisdom score. When the table indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. + +Spells per day: +Level: 0 1 2 3 4 5 6 + +1: 2 - - - - - - +2: 3 0 - - - - - +3: 3 1 - - - - - +4: 3 2 0 - - - - +5: 3 3 1 - - - - +6: 3 3 2 - - - - +7: 3 3 3 0 - - - +8: 3 3 3 1 - - - +9: 3 3 3 2 - - - +10: 3 3 3 3 0 - - +11: 3 3 3 3 1 - - +12: 3 3 3 3 2 - - +13: 3 3 3 3 3 0 - +14: 4 3 3 3 3 1 - +15: 4 4 3 3 3 2 - +16: 4 4 4 3 3 3 0 +17: 4 4 4 4 3 3 1 +18: 4 4 4 4 4 3 2 +19: 4 4 4 4 4 4 3 +20: 4 4 4 4 4 4 4</entry> + <entry id="12937" lang="en" sex="m">Enchantment (Compulsion) [Mind-Affecting] +Level: Bard 2, Sorcerer/Wizard 3 +Components: V, S, +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Target: One willing living creature per three levels, no two of which may be more than 30 ft. apart +Duration: Concentration + 1 round/level (D) +Saving Throw: None +Spell Resistance: Yes + +Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC.</entry> + <entry id="12938" lang="en" sex="m">Mystic Barrier</entry> + <entry id="12939" lang="en" sex="m">Abjuration (Force) +Level: Witch 9 +Components: V +Casting Time: 1 action +Range: Personal +Duration: 1 round/level +Saving Throw: None +Spell Resistance: None + +When this spell is cast, you sorround yourself with a magical hemisphere that provides damage reduction 25/+4, spell resistance equal to 10+caster level, and a +5 resistance bonus to all saves. In addition, if the caster is of good alignment, the witch can inflict 10d8 points of holy damage to any opponent of an opposite alignment who touches the barrier of the spell. If the caster is evil, the barrier inflicts 10d8 unholy damage to any good aligned creatures. If the caster is neutral, this spell confers no additional effect beyound its protective qualities.</entry> + <entry id="12940" lang="en" sex="m">Mystic Barrier (18)</entry> + <entry id="12941" lang="en" sex="m">Evocation +Level: Sor/Wiz 7 +Components: V, S +Casting Time: 1 standard action +Range: 60 ft. +Area: Cone-shaped burst +Duration: Instantaneous +Saving Throw: See text +Spell Resistance: Yes +This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects: + +1d8 Color of Beam Effect + +1 Red 20 points fire damage(Reflex half) +2 Orange 40 points acid damage(Reflex half) +3 Yellow 80 points electricity damage (Reflex half) +4 Green Poison (Kills; Fortitude partial, take 1d6 Con damage instead) +5 Blue Turned to stone(Fortitude negates) +6 Indigo Insane, as insanity spell (Will negates) +7 Violet Sent to another plane(Will negates) +8 Two effects; roll twice more, ignoring any '8' results</entry> + <entry id="12942" lang="en" sex="m">Warforged Charger</entry> + <entry id="12943" lang="en" sex="m">warforged charger</entry> + <entry id="12944" lang="en" sex="m">An earlier model of warforged than the scouts and soldiers, chargers are larger, less intelligent, and generally less adaptable than their successors. They are designed for a single task: charging enemy defenses and pounding them to rubble. A warforged charger stands 10 to 11 feet tall and weighs up to 2,400 pounds. It haltingly speaks the language of its creators, usually Common. + +Warforged Ability Adjustments: +10 Strength, +10 Constitution, -6 Intelligence, -4 Wisdom, -8 Charisma +Favored Class (Fighter): A multiclass warforged charger's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- +4 Level Adjustment +- 4 Racial Hit Dice of Construct +- Adamantine Body and Powerful Charge bonus feats +- Immune to sneak attacks and critical hits +- Two 1d8 slam attacks +- Living Construct subtype: + Immune to sleep, paralyze, poison, energy drain, and disease + Does not heal naturally, healing spells only heal half the normal amount. +- Construct: Warforged count as Constructs for the purpose of spells.</entry> + <entry id="12945" lang="en" sex="m">Neanderthal</entry> + <entry id="12946" lang="en" sex="m">neanderthal</entry> + <entry id="12947" lang="en" sex="m">The neanderthals are a feral race of humans, created by the crude and violent deities of the winterlands to dwell in their frozen domains. They are a primitive folk who have never seen the need to become more civilized, usually living in caves or abandoned underground ruins and hunting the surrounding regions with great skill. + +Ability Adjustments: +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence +Favored Class (Barbarian): A multiclass neanderthal's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- Cold Endurance bonus feats +- +2 Listen, Spot +- Primitive Weapon Mastery: +1 bonus to attack with clubs, quarterstaffs, spears, shortbows, slings, and throwing axes +- Human: Neanderthal count as human for the purpose of spells.</entry> + <entry id="12948" lang="en" sex="m">Frost Folk</entry> + <entry id="12949" lang="en" sex="m">frost folk</entry> + <entry id="12950" lang="en" sex="m">Frost folk are an isolated and xenophobic race descended from humans who struck a bargain with the gods of winter. In exchange for power over snow and ice, they sold their souls to a cruel deity - or, as some claim, an archdevil. + +Ability Adjustments: +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma +Favored Class (Barbarian): A multiclass frost folk's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- Racial Hit Dice: A frost folk begins with four levels of monstrous humanoid +- Level Adjustment: +1 +- Darkvision +- Natural Armour +2 +- Weapon and Armor Proficiency: Frost folk are proficient with the battleaxe and longbow, as well as all simple weapons. They are proficient with light armor and shields. +- Cold Subtype: Immune to cold damage, take 50% more damage from fire +- Ice Blast: 2d6 cone of cold +- Monstrous Humanoid: Frost Folk count as monstrous humanoid for the purpose of spells.</entry> + <entry id="12951" lang="en" sex="m">Ice Blast</entry> + <entry id="12952" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Frost Folk +Specifics: Frost folk can produce a 20-foot cone of icy mist from their left eye. This deals 2d6 points of cold damage to all creatures within the area (Reflex save DC 10 + 1/2 hit dice + Con mod for half). Once a frost folk uses his ice blast, he must wait 1d4 rounds before he can use this ability again. +Use: Selected</entry> + <entry id="12953" lang="en" sex="m">Touch of Fatigue</entry> + <entry id="12954" lang="en" sex="m">Necromancy +Level: Sor/Wiz 0, Duskblade 0, Blighter 0 +Components: V, S +Casting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: 1 round/level +Saving Throw: Fort negates +Spell Resistance: Yes + +You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.</entry> + <entry id="12955" lang="en" sex="m">Uldra</entry> + <entry id="12956" lang="en" sex="m">uldra</entry> + <entry id="12957" lang="en" sex="m">Uldras are small fey that dwell in the arctic wilderness, living at peace with the natural world. In particular, uldras are quite fond of the wild animals of the world, and see themselves as the guardians and protectors of such creatures, especially in cases where civilization encroaches. Although they generally prefer to avoid conflict, they are quick to rise in the defense of local wildlife. + +Ability Adjustments: -2 Strength, +2 Constitution, +2 Wisdom +Favored Class (Druid): A multiclass uldra's druid class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small creature +- 20' base speed +- Level Adjustment: +1 +- Darkvision +- Low light vision +- Lore +2 +- Cold resistance 5 +- Frosty Touch - Uldra always deal 1 cold damage on a successful attack +- SLAs: Ray of Frost 3/day, Touch of Fatigue 1/day +- Fey: Uldra count as fey for the purpose of spells.</entry> + <entry id="12958" lang="en" sex="m">Marrulurk</entry> + <entry id="12959" lang="en" sex="m">marrulurk</entry> + <entry id="12960" lang="en" sex="m">A people known as the marru once lived and warred in the world, but their civilization has long since passed into the waste, devastated and destroyed by internecine wars of terrible magnitude. As a result of these so-called Flesh Wars, the marru turned to a little-understood art called spawncraft, and in so doing created living weapons to wage their battles. These spawncrafted creatures have come to be known collectively as the spawn of marru, but are more commonly referred to as marruspawn. The marru were advanced in other areas as well, but all their arts couldn't save them from destroying themselves. However, marruspawn linger on in forgotten and blasted wastelands across many worlds. + +Sometimes victory is gained through guile rather than through headstrong charges into battle. This consideration led to the marru's creation of the marrulurk subrace. The marru used these creatures as assassins or treacherous adjuncts to units that also included marrusaults and marrutacts. Marrulurks always look for an advantage in any situation, but like other subraces created by the marru, they have a racial inclination to follow the dictates of marrutacts. This compulsion is somewhat stronger in marrulurks than in marrusaults, but after generations of unmonitored breeding, the compulsion has faded to the point where some marrulurks can ignore it entirely. However, those that openly display disobedience to a marrutact in the confines of a cr�che are ordered immediately destroyed. + +Ability Adjustments: +2 Strength, +6 Dexterity, +4 Constitution, +6 Wisdom, +4 Charisma +Favored Class (Rogue): A multiclass marrulurk's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small creature +- 20' base speed +- Level Adjustment: +1 +- 3 Racial Hit Dice of Monstrous Humanoid +- Darkvision +- Low light vision +- Natural armour +2 +- Fire resistance 5 +- +4 Listen, Hide, Move Silently +- 2d6 Sneak Attack +- Point Blank Shot +- Rapid Shot +- Poison Use +- Death Attack +- Armor Proficiency (Light) +- Nauseating Breath - 1/day cone of nausea +- Monstrous Humanoid: Marrulurk count as Monstrous Humanoid for the purpose of spells.</entry> + <entry id="12961" lang="en" sex="m">Nauseating Breath</entry> + <entry id="12962" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Marrulurk +Specifics: Once per day, a marrulurk can breathe a 10-foot cone of nauseating gas as a free action. All creatures except other marrulurks within the area must succeed on a Fortitude save or be nauseated 1 round (Fort save DC 10 + 1/2 hit dice + Con mod). +Use: Selected</entry> + <entry id="12963" lang="en" sex="m">Crucian</entry> + <entry id="12964" lang="en" sex="m">crucian</entry> + <entry id="12965" lang="en" sex="m">Crucians</entry> + <entry id="12966" lang="en" sex="m">Crucians are humanoids that sport broad, flat shells, like desert crabs, encompassing their upper bodies in nat-ural protection. Not content with just their shells, they often wear additional leather chaps and armlets to protect the rest of their bod-ies. They decorate their shells with brightly colored painted sigils, as well as deeply etched tallies of their personal triumphs on the sandy field of conflict. Most crucians prefer to wield enormous warhammers, weighted to crack even the hardest enemy shells. +Ability Adjustments: +4 Strength, -2 Dexterity, +6 Constitution, -2 Charisma +Special Abilities + +- Medium size. +- 20' base speed +- Low-light vision. +- +8 natural armor. A crucian's crablike shell gives it remarkable protection. +- Favored Class: Druid. +- Level adjustment +2.</entry> + <entry id="12967" lang="en" sex="m">Spiker</entry> + <entry id="12968" lang="en" sex="m">spiker</entry> + <entry id="12969" lang="en" sex="m">Spikers</entry> + <entry id="12970" lang="en" sex="m"> +Spikers are of the same general ancestry as bladelings (see Monster Manual II). Both races hail from Acheron, but scholarly speculation places their origins on the Nine Hells of Baator, the Bleak Eternity of Gehenna, or even some unknown metal-based plane. + + +Spikers have the following racial abilities and characteristics. + +No Ability Score Adjustments + +Special Abilities + +- Humanoid +- Medium size. +- 30 feet base speed +- Darkvision +- +1 Natural Armor: A spiker's metallic hide offers protection from physical attacks . +- Damage reduction 2/bludgeoning: +- Resistance to acid 5 +- Weapon Proficiency: Spikers receive the Martial Weapon Proficiency feat for armor spikes as a bonus feat. This allows them to use their natural spiked skin as a weapon without penalty (see below). +- Natural Spikes (Ex): A spiker's skin is replete with sharp, jagged spikes. A spiker can deal extra piercing damage on a successful grapple check, or deal piercing damage with a melee attack, as if she wore armor spikes. Because of their spiked skin, spikers have a difficult time wearing armor. The maximum Dexterity bonus of the armor is reduced by 1, and the armor check penalty is worsened by 2. For instance, a chain shirt worn by a spiker has a maximum Dexterity bonus of +3 (instead of +4) and an armor check penalty of -4 (rather than -2). These changes don't affect the armor's arcane spell failure chance, nor do they apply to shields used by the spiker. +- Favored Class: Fighter +</entry> + <entry id="12971" lang="en" sex="m">Natural Spikes</entry> + <entry id="12972" lang="en" sex="m">Type of Feat: Racial + Natural Spikes (Ex): A spiker's skin is replete with sharp, jagged spikes. A spiker can deal extra piercing damage on a successful grapple check, or deal piercing damage with a melee attack, as if she wore armor spikes. Because of their spiked skin, spikers have a difficult time wearing armor. The maximum Dexterity bonus of the armor is reduced by 1, and the armor check penalty is worsened by 2. For instance, a chain shirt worn by a spiker has a maximum Dexterity bonus of +3 (instead of +4) and an armor check penalty of -4 (rather than -2). These changes don't affect the armor's arcane spell failure chance, nor do they apply to shields used by the spiker. + Damage reduction 2/slashing or piercing: A spiker's spiny skin grants resistance to bludgeoning attacks, though piercing or slashing attacks slip through normally. +</entry> + <entry id="12973" lang="en" sex="m">Marrusault</entry> + <entry id="12974" lang="en" sex="m">marrusault</entry> + <entry id="12975" lang="en" sex="m">A people known as the marru once lived and warred in the world, but their civilization has long since passed into the waste, devastated and destroyed by internecine wars of terrible magnitude. As a result of these so-called Flesh Wars, the marru turned to a little-understood art called spawncraft, and in so doing created living weapons to wage their battles. These spawncrafted creatures have come to be known collectively as the spawn of marru, but are more commonly referred to as marruspawn. The marru were advanced in other areas as well, but all their arts couldn't save them from destroying themselves. However, marruspawn linger on in forgotten and blasted wastelands across many worlds. + +In ancient days, armies of marrusaults darkened the once-green plains, fighting for the will of the marru. Bred for fighting, each marrusault knows its worth in any conflict. Hardy survivors, marrusaults eked out existence where many of the weaker or more specialized spawncrafted creations of the marru perished with their masters. Still, a marrusault depends on the equipment and other resources it gains from swearing service to a marrutact. Sometimes a marrusault goes rogue-these creatures often find death in the waste, their bones posing a mystery to travelers who come upon them. + +Ability Adjustments: +10 Strength, +2 Dexterity, +6 Constitution, -4 Intelligence, +4 Charisma +Favored Class (Fighter): A multiclass Marrusault's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Large creature +- 30' base speed +- Level Adjustment: +2 +- 6 Racial Hit Dice of Monstrous Humanoid +- Low light vision +- Natural armour +5 +- Fire resistance 5 +- +4 Listen +- Weapon Proficiency (Greatsword) +- Weapon Focus (Greatsword) +- Armor Proficiency (Light) +- Armor Proficiency (Medium) +- Armor Proficiency (Heavy) +- Diehard +- Howl of Defiance - 1/day howl of exhaustion or fatigue +- Monstrous Humanoid: Marrusault count as Monstrous Humanoid for the purpose of spells.</entry> + <entry id="12976" lang="en" sex="m">Howl of Defiance</entry> + <entry id="12977" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Marrusault +Specifics: Once per day, a marrusault can loose a terrifying howl as a free action. All creatures except other marrusaults within 30 feet must succeed on a Will save of DC 10 + 1/2 hit dice + Cha mod or become fatigued. Those within 10 feet who fail their saves become exhausted. +Use: Selected</entry> + <entry id="12978" lang="en" sex="m">Hybsil</entry> + <entry id="12979" lang="en" sex="m">hybsil</entry> + <entry id="12980" lang="en" sex="m">hybsils</entry> + <entry id="12981" lang="en" sex="m">Hybsil +Hybsils are woodland nomads devoted to deities of nature, their families, and crazy acts of bravery. They look like 3-foot-tall centaurs with the bodies of antelopes instead of horses. Coloration of their antelope bodies varies, covering the entire spectrum of browns, blacks, stripes, and spots found in normal antelopes. They live in tribes of twenty to eighty individuals and hunt across wide ranges of territory, often quite distant from their camps in order not to lead enemies to their families. Males have large forking antlers that molt in the dead of winter and grow back in the spring. Female hybsils have smaller straight or spiral antlers without branches, year round. + +Ability Adjustments -2 Strength, +6 Dexterity, +2 Constitution, +2 Intelligence +Favored Class (Druid): A multiclass Hybsil's druid class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: +- Small Creature +- 50' Speed +- Natural armor +2 +- +2 Jump +- +4 Disable Device when outside, +4 Search when outside +- Permanent See Invisibility +- Poison Immunity +- Spell Like Abilities: Pass Without Trace, Mirror Image, Dancing Lights, Jump. All 1/day +- Level Adjustment +2 + + </entry> + <entry id="12982" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Hybsil +Specifics: As the spell "Mirror Image", usable once per day. Caster level = 1 +Use: Selected</entry> + <entry id="12983" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Hybsil +Specifics: As the spell "Dancing Lights", usable once per day. Caster level = 1 +Use: Selected</entry> + <entry id="12984" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Hybsil +Specifics: As the spell "Jump", usable once per day. Caster level = 1 +Use: Selected</entry> + <entry id="12985" lang="en" sex="m">Bariaur</entry> + <entry id="12986" lang="en" sex="m">bariaur</entry> + <entry id="12987" lang="en" sex="m">Bariaurs</entry> + <entry id="12988" lang="en" sex="m">Bariaur +Native to the rolling hills and woods of Ysgard, the centaurlike bariaurs wander the lands in search of evil. When a vile foe is located, the bariaurs charge into glorious battle. + +Standing roughly half a foot taller than a human, a bariaur resembles a centaur. Its lower body is that of a ram, with sleek brown or golden fur and cloven hooves. Its upper body is humanlike, powerfully muscled and sporting a pair of ramlike horns atop its head. The skin of a bariaur ranges in color from pale tan to deep nut-brown. The typical male weighs nearly 300 pounds, with females about 40 pounds lighter. The average bariaur reaches adulthood at about the same age as a halfelf, and the eldest members of the race live to well over 200 years of age. + +Ability Adjustments +2 Strength, -2 Charisma + +Favored Class (Ranger): A multiclass Bariaur's Ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Medium creature +- 40' base speed +- Darkvision +- Quadruped: As quadrupeds, bariaurs have a +4 bonus on checks to resist bull rush and trip attacks. +- Outsider: Barriaur count as Outsiders for the purpose of spells. +- Powerful Charge: A charging bariaur can make a single ram attack that deals bludgeoning damage equal to 2d6 + 1-1/2 times the bariaur's Str modifier. +- Spell Resistance: Bariaurs have spell resistance equal to 11 + class level. +- +2 racial bonus on Will saves against spells and spelllike abilities. +- Skills: Bariaurs have keen senses, giving them a +2 racial bonus on Listen and Spot checks +- Level Adjustment: +1 + +</entry> + <entry id="12989" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Bariur +Specifics: A charging bariaur can make a single ram attack that deals bludgeoning damage equal to 2d6 + 1-1/2 times the bariaur's Str modifier. +Use: Selected</entry> + <entry id="12990" lang="en" sex="m">Wildren</entry> + <entry id="12991" lang="en" sex="m">wildren</entry> + <entry id="12992" lang="en" sex="m">Wildrens</entry> + <entry id="12993" lang="en" sex="m">Over time, the petitioners (spirits of the departed) who arrive in the Wilderness of the Beastlands acquire animal traits, eventually becoming celestial beasts or animals. Some instead mingle with the beasts they will one day become, creating new races that are perpetually half-animal, half-humanoid. Prominent among these are the wildren, beings descended from the union of partially transformed dwarf petitioners and celestial badgers. + +Prowling the darkest forests of Karasuthra, the Beastlands' lowest layer, wildren build elaborate underground burrows, which they defend, out of a commingled racial memory, to the death. Often short-tempered and vengeful, wildren generally live solitary lives, emerging only occasionally from their burrows to hunt and seek mates. + +Ability Adjustments: +4 Constitution, -2 Dexterity, -2 Charisma +Favored Class (Barbarian): A multiclass wildren's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Medium creature +- 20' base speed. He can move at this speed even when wearing medium or heavy armor +- Level Adjustment: +1 +- Darkvision +- Scent +- Two 1d4 claw attacks +- Stability - +4 bonus to resist being bull rushed or tripped +- Fury (Ex) - Once per day, a wildren who has taken at least 1 point of damage can choose to enter a brief state of fury. The wildren gains +4 to Strength and -2 to Armor Class. The fury lasts for 1 round. +- Outsider: Wildren count as outsiders for the purpose of spells. +</entry> + <entry id="12994" lang="en" sex="m">Fury</entry> + <entry id="12995" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Wildren +Specifics: Once per day, a wildren who has taken at least 1 point of damage can choose to enter a brief state of rage-like fury at the beginning of her next turn. In this state, a wildren gains +4 to Strength and -2 to Armor Class. The fury lasts for 1 round, and a wildren cannot end her fury voluntarily. The effect of this ability stacks with similar effects (such as the barbarian's rage class feature). +Use: Selected</entry> + <entry id="12996" lang="en" sex="m">Basin of Deadly Dust</entry> + <entry id="12997" lang="en" sex="m">Histories of the desert people tell of a star that fell from heaven long ago and touched the earth, creating a great explosion that laid waste to the lands. After the fires had gone out and the smoke had cleared over the formerly green and vibrant land, there remained only a bleak crater and miles of waste on all sides. + +Despite the empty, unforgiving landscape all around the crater, the location still drew visitors. The first to explore the hole in the earth reported unexplained phenomena and haunting images, but couldn't specify a source. Neither arcane nor divine magic (or even psionic emanations) seemed to radiate from the basin, yet clearly some strange force was at work. + +An enterprising wizard named Ammavaru, whose many interests included the celestial sphere, financed a larger expedition. Ammavaru and her large family of sons and daughters headed to the basin to set up a permanent outpost. The story circulated that she hoped to mine the crater and nearby areas for residual starmetals, from which exotic alloys and pure metals are sometimes smelted and refined. + +Unfortunately, things did not go well for Ammavaru. Mining implements broke on a regular basis, for no reason anyone could immediately determine. Work animals and slaves were given to sudden panics, and everyone reported dreams of ever-increasing dread, usually involving a slow death from being buried under a crushing weight of tiny sand particles. One day, the reports from Ammavaru back to her financiers simply ceased. The courier assigned to run messages never returned, and new couriers hired by the financiers also failed to return. Eventually, Ammavaru's venture was written off as a costly loss, and the location was forgotten. + +This is a 4th level encounter area, taken from the Sandstorm sourcebook. As such, it features some skill use, limited resting, and reasonable combat. It is also short, and can be completed in an hour or less. Please note that this encounter area uses Sandstorm's heat dangers, and therefore races adapted to that such as Bhuka and Asherati and characters with the Heat Endurance feat will do best. Characters should be fully equipped before attempting the encounter area.</entry> + <entry id="12998" lang="en" sex="m">Aberrant Feats</entry> + <entry id="12999" lang="en" sex="m">Contains all aberrant feats extant in the PRC</entry> + <entry id="13000" lang="en" sex="m">Aligned Aura</entry> + <entry id="13001" lang="en" sex="m">Abjuration +Level: Blackguard 4, Cleric 4, Paladin 4, +Components: V, S, DF, +Casting Time: 1 standard action +Range: 20 ft. or 60 ft. +Area: 20-ft.-radius emanation or 60-ft.-radius burst, centered on you +Duration: 1 round/level or until discharged +Saving Throw: Fortitude partial +Spell Resistance: Yes + +A rush of divine energy flows through your holy symbol, infusing your body with the essence of the divine ethos. When you cast this spell, choose one non-neutral aspect of your own alignment-chaos, evil, good, or law. (If you are neutral, you can select whichever alignment you wish each time you cast this spell). You are immediately surrounded in a 20-foot aura of invisible energy associated with the chosen alignment component. Anyone in that area who shares that alignment component gains a bonus, and anyone with the opposed alignment component must make a Fortitude save or take a penalty. The values of these modifiers and the features to which they apply are given on the following table. These modifiers end when the affected creature leaves the spell's area. + +Chaos +1 on attack rolls -1 on saving throws +Evil +1 on damage rolls -1 to AC +Good +1 on saving throws -1 on attack rolls +Law +1 on Armor Class -1 on damage rolls + +At any point before the duration expires, you can choose to unleash the spell's remaining power in a 60-foot burst that deals 1d4 points of damage per round of duration remaining (maximum 15d4) to each creature of the opposed alignment in the area. Each affected creature can attempt a Fortitude save for half damage. The burst also heals 1 point of damage per round of duration remaining (maximum 15 points) for each creature of the same alignment in the area. Once this option is invoked, the spell ends immediately. + +</entry> + <entry id="13002" lang="en" sex="m">Angelskin</entry> + <entry id="13003" lang="en" sex="m">Abjuration [Good] +Level: Paladin 2, +Components: V, S, DF, +Casting Time: 1 standard action +Range: Touch +Target: Lawful good creature touched +Duration: 1 round/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +You touch your ally with the holy symbol and invoke the blessed words. An opalescent glow spreads across her skin, imbuing it with a pearl-like sheen. + +The subject gains damage reduction 5/+3.</entry> + <entry id="13004" lang="en" sex="m">Lesser Aspect of the Deity</entry> + <entry id="13005" lang="en" sex="m">Transmutation [Evil, Good] +Level: Paladin 4, Mysticism 3, +Components: V, S, DF, +Casting Time: 1 action +Range: Personal +Target: You +Duration: 1 round/level + +When you cast this spell, your body changes into a form more like your deity's (in a very limited fashion, of course). +You gain an enhancement bonus (1d4+1 points) to your Charisma score. +You also gain resistance 10 to two or three energy types: acid, cold, and electricity if you are good, cold and fire if you are evil.</entry> + <entry id="13006" lang="en" sex="m">Axiomatic Storm</entry> + <entry id="13007" lang="en" sex="m">Conjuration (Creation) +Level: Cleric 3, Paladin 3, +Components: V, S, M, DF, +Casting Time: 1 standard action +Area: Cylinder (20-ft. radius, 20 ft. high) +Duration: 1 round/level (D) +Saving Throw: None +Spell Resistance: No + +You call upon the forces of law and a heavy rain begins to fall around you, its raindrops harsh and metallic. Above you, a jet of caustic acid lances down from the heavens. + +A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks. It also applies a -4 penalty on ranged attacks made into or out of the storm. + +The rain damages chaotic creatures, dealing 2d6 points of damage per round (chaotic outsiders take double damage). In addition, each round, a gout of acid strikes a randomly selected chaotic outsider within the spell's area, dealing 5d6 points of acid damage. </entry> + <entry id="13008" lang="en" sex="m">Bladebane</entry> + <entry id="13009" lang="en" sex="m">Transmutation +Level: Paladin 2, Cleric 3, Sorcerer 4, Wizard 4, +Components: V, S, M, +Casting Time: 1 standard action +Range: Touch +Target: Weapon touched +Duration: 1 round/level +Saving Throw: Will negates (harmless, object) +Spell Resistance: Yes (harmless, object) + +You impart a deadly quality to a single bladed weapon (any slashing weapon) for a short time. +Bladebane confers the bane ability on the weapon touched, against a creature type (and subtype, if necessary) of your choice. +The weapon's enhancement bonus increases by +2 against the appropriate creature type, and it deals +2d6 points of bonus damage to those creatures.</entry> + <entry id="13010" lang="en" sex="m">Blessed Aim</entry> + <entry id="13011" lang="en" sex="m">Divination +Level: Blackguard 1, Cleric 1, Paladin 1, +Components: V, S, +Casting Time: 1 standard action +Range: 50 ft. +Effect: 50-ft.-radius spread centered on you +Duration: 1 minute/level +Saving Throw: Will negates (harmless) +Spell Resistance: No + +With the blessing of your deity, you bolster your allies' aim with an exhortation. + +This spell grants your allies within the spread a +2 morale bonus on ranged attack rolls.</entry> + <entry id="13012" lang="en" sex="m">Blessing of the Righteous</entry> + <entry id="13013" lang="en" sex="m">Evocation [Good] +Level: Cleric 4, Paladin 4, +Components: V, S, DF, +Casting Time: 1 standard action +Range: 40 ft. +Area: All allies in a 40-ft.-radius burst centered on you +Duration: 1 round/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +A sudden burst of warm, radiant light engulfs you and your allies. +The light fades quickly but lingers on the weapons of those affected. +You bless yourself and your allies. +You and your allies'melee and ranged attacks deal an extra 1d6 points of holy damage and are considered good-aligned for the purpose of overcoming damage reduction.</entry> + <entry id="13014" lang="en" sex="m">Clear Mind</entry> + <entry id="13015" lang="en" sex="m">Abjuration +Level: Paladin 1, +Components: V, S, DF, +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 minutes/level + +_A silver glow sheathes your body as you complete the spell. As the glow fades, you feel a touch of the divine at the back of your mind. This divine touch spreads until you feel your concerns and anxieties +fade away._ + +You gain a +4 sacred bonus on saving throws made against mind-affecting spells and effects.</entry> + <entry id="13016" lang="en" sex="m">Cloak of Bravery</entry> + <entry id="13017" lang="en" sex="m">Abjuration [Mind-Affecting] +Level: Paladin 2, Cleric 3, Courage 3, +Components: V, S, +Casting Time: 1 standard action +Range: 60 ft. +Area: 60-ft.-radius emanation centered on you +Duration: 10 minutes/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +Summoning up your courage, you throw out your arm and sweep it over the area, cloaking all your allies in a glittering mantle of magic that bolsters their bravery. + +All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at caster level 10th).</entry> + <entry id="13018" lang="en" sex="m">Diamondsteel</entry> + <entry id="13019" lang="en" sex="m">Transmutation +Level: Paladin 3, Sorcerer 3, Wizard 3, +Components: V, S, M, +Casting Time: 1 standard action +Range: Touch +Target: Suit of metal armor touched +Duration: 1 round/level +Saving Throw: Will negates (object) +Spell Resistance: Yes (object) + +You pass your hand over the suit of armor several times before finally touching it. As you do so, you feel a warmth grow in the palm of your hand. The warmth passes into the armor and manifests as a sparkling shine. + +Diamondsteel enhances the strength of one suit of metal armor. The armor provides damage reduction equal to half the AC bonus of the armor. This damage reduction can be overcome only by +5 weapons. For example, a suit of full plate would provide damage reduction 4/+5, and a +1 breastplate (+6 AC) would provide damage reduction 3/+5.</entry> + <entry id="13020" lang="en" sex="m">Lesser Aura of Cold</entry> + <entry id="13021" lang="en" sex="m">Transmutation [Cold] +Level: Cleric 3, Druid 3, Disciple of Thrym 3, Paladin 4, Ranger 4, +Components: V, S, DF, +Casting Time: 1 standard action +Range: 5 ft. +Area: 5-ft.-radius spherical emanation, centered on you +Duration: 1 round/level (D) +Saving Throw: None +Spell Resistance: Yes + +You are covered in a thin layer of white frost and frigid cold emanates from your +body, dealing 1d6 points of cold damage at the start of your round to each creature +within 5 feet.</entry> + <entry id="13022" lang="en" sex="m">Lawful Sword</entry> + <entry id="13023" lang="en" sex="m">Evocation +Level: Paladin 4, +Components: V, S, +Casting Time: 1 standard action +Range: Touch +Target: Weapon touched +Duration: 1 round/level +Saving Throw: None +Spell Resistance: No + +Calling to mind thoughts of justice, you run your fingers along the weapon, imbuing it with power. + +This spell functions like holy sword (PH 242), except as follows. The weapon functions as a +5 axiomatic weapon (+5 enhancement bonus on attack rolls and damage rolls, lawful-aligned, deals an extra 2d6 points of damage against chaotic opponents). It also emits a magic circle against chaos effect (as the spell).</entry> + <entry id="13024" lang="en" sex="m">Aura of the Sun</entry> + <entry id="13025" lang="en" sex="m">Aura of the Sun +Abjuration [Light] +Level: Cleric 4, Paladin 4, +Components: V, S, DF, +Casting Time: 1 standard action +Range: 10 ft. +Area: 10-ft.-radius emanation centered on you +Duration: 1 round/level (D) +Saving Throw: No +Spell Resistance: None + +By casting aura of the sun, you fill the area around you with warm, glowing light that eliminates natural +shadows and hampers magical darkness.Any creature attempting to cast a spell from the shadow subschool or +a spell with the darkness descriptor within an aura of the sun must succeed on a caster level check (DC 11 + +your caster level), or the spell fails. Areas of magical darkness originating from 3rd-level or lower spells +and effects are temporarily suppressed when overlapping with an aura of the sun. Creatures that take penalties +in bright light also take them while within an aura of the sun, and an undead creature takes 1d6 points of positive +energy damage at the end of its turn every round that it spends within the spell's area.Furthermore, any creature +attempting to hide within the aura takes a -4 penalty on Hide checks. +This effect is centered on you and moves with you. +Anyone who enters the aura immediately becomes subject to its effect, but creatures that leave are no longer affected. +</entry> + <entry id="13026" lang="en" sex="m">Righteous Aura</entry> + <entry id="13027" lang="en" sex="m">Abjuration [Good, Light] +Level: Paladin 4, +Components: V, S, DF, +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 hour/level + +You invoke the powers of good and law, and in response to your pleas, you glow with the golden radiance of the sun. + +You are bathed in an unearthly glow for the duration of the spell, as if a daylight spell (PH 216) had been cast on you. You get a +4 sacred bonus to Charisma. + +If you die, your body is converted into an explosive blast of energy in a 20-foot-radius burst centered where you fell, dealing 2d6 points of damage per caster level (maximum 20d6) to all evil creatures in the burst's area. Good creatures in the area are healed by the same amount, and undead take double this damage. Spell resistance cannot prevent this damage, but a successful Reflex save reduces it to half. Your body is disintegrated, so you cannot be raised with a raise dead spell. Spells that do not require an intact body, such as true resurrection, can be used to bring you back to life as normal.</entry> + <entry id="13028" lang="en" sex="m">Righteous Fury</entry> + <entry id="13029" lang="en" sex="m">(Spell Compendium, p. 177) + +Transmutation +Level: Paladin 3, +Components: V, S, DF, +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 minute/level + +You pull a holy aura about you that glows a golden red. + +Summoning the power of your deity, you charge yourself with positive energy. This gives you 5 temporary hit points per caster level (maximum 50) and a +4 sacred bonus to Strength. These temporary hit points last for up to 1 hour.</entry> + <entry id="13030" lang="en" sex="m">Seek Eternal Rest</entry> + <entry id="13031" lang="en" sex="m">Conjuration (Healing) +Level: Paladin 3, +Components: V, DF, +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 hour/level + +You invoke the greater powers and are infused with a great, golden glow, empowering you with holy glory. + +You improve your ability to turn undead. For the purpose of turning or destroying undead, you are treated as a cleric of your paladin level.</entry> + <entry id="13032" lang="en" sex="m">Strength of Stone</entry> + <entry id="13033" lang="en" sex="m">Transmutation +Level: Paladin 2, +Components: V, S, DF, +Casting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round + +You call upon the fortitude of the powers of good, and your flesh turns an ivory-gray hue as you draw power up through the earth itself. + +The spell grants you a +8 enhancement bonus to Strength. </entry> + <entry id="13034" lang="en" sex="m">Undead Bane Weapon</entry> + <entry id="13035" lang="en" sex="m"> +Transmutation +Level: Paladin 3, Cleric 4, +Components: V, S, DF, +Casting Time: 1 Standard Action +Range: Touch +Target: Weapon or projectiles touched +Duration: 1 hour/level +Saving Throw: Will negates (harmless, object) +Spell Resistance: Yes (harmless, object) + +Your hand glows with a dull light, and when you touch the weapon, the light shifts to it, so that it sheds a serene gray radiance as bright as a candle. + +You give a weapon the undead bane special ability in addition to any other properties it has. Against undead, your weapon's enhancement bonus is 2 higher than normal, and it deals an extra 2d6 points of damage against undead. The spell has no effect if cast upon a weapon that already has the undead bane special ability. + +Alternatively, you can affect arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together, such as in the same quiver. Projectiles, but not thrown weapons, lose their transmutation after one attack.</entry> + <entry id="13036" lang="en" sex="m">Lesser Visage of the Diety</entry> + <entry id="13037" lang="en" sex="m">Transmutation [Good or Evil] +Level: Cleric 3, Blackguard 4, Paladin 4, Mysticism 3, +Components: V, S, DF, +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level + +As you end your prayer, you can feel the hand of your deity upon you. Your appearance reflects her divine power, and her touch grants you resistance from some of the damage of this world. + +You gain a +4 enhancement bonus to Charisma. You also gain resistance to acid 10, cold 10, and electricity 10 if you are good, or resistance to cold 10 and fire 10 if you are evil.</entry> + <entry id="13038" lang="en" sex="m">Aberration Blood (Bulging Eyes)</entry> + <entry id="13039" lang="en" sex="m">Aberration Blood (Flexible Limbs)</entry> + <entry id="13040" lang="en" sex="m">Aberration Blood (Segmented Eyes)</entry> + <entry id="13041" lang="en" sex="m">Aberration Blood (Sticky Fingers)</entry> + <entry id="13042" lang="en" sex="m">Aberration Blood (Tail)</entry> + <entry id="13043" lang="en" sex="m">Type of Feat: Aberrant +Prerequisite: Humanoid +Specifics: You gain a physical feature that grants you a bonus on one check. +Bulging Eyes - +2 Spot +Flexible Limbs - +2 on grapple checks +Segmented Eyes - +3 Search +Sticky Fingers - +3 Climb +Tail - +4 Balance +Use: Automatic</entry> + <entry id="13044" lang="en" sex="m">Bestial Hide</entry> + <entry id="13045" lang="en" sex="m">Type of Feat: Aberrant +Prerequisite: Aberration Blood +Specifics: Your natural armor bonus to AC improves by 1 for every two aberrant feats you possess. +Use: Automatic</entry> + <entry id="13046" lang="en" sex="m">Deepspawn</entry> + <entry id="13047" lang="en" sex="m">Type of Feat: Aberrant +Prerequisite: Aberration Blood, one other aberrant feat +Specifics: Two short but powerful tentacles sprout from your waist. You gain two secondary tentacle natural attacks that each deal 1d4 damage (as a medium creature). You gain a +2 racial bonus on grapple checks. +Use: Automatic</entry> + <entry id="13048" lang="en" sex="m">Durable Form</entry> + <entry id="13049" lang="en" sex="m">Type of Feat: Aberrant +Prerequisite: Aberration Blood +Specifics: At the beginning of the day, you gain 2 temporary hit points for each aberrant feat you have. +Use: Automatic</entry> + <entry id="13050" lang="en" sex="m">Inhuman Vision</entry> + <entry id="13051" lang="en" sex="m">Type of Feat: Aberrant +Prerequisite: Aberration Blood +Specifics: You gain a racial bonus on Spot checks equal to the number of aberrant feats you possess. You gain darkvision. +Use: Automatic</entry> + <entry id="13052" lang="en" sex="m">Scavenging Gullet</entry> + <entry id="13053" lang="en" sex="m">Type of Feat: Aberrant +Prerequisite: Aberration Blood +Specifics: You gain a +4 racial bonus on Fortitude saves to resist the effect of poisons, as well as on Fortitude saves to resist diseases. +Use: Automatic</entry> + <entry id="13054" lang="en" sex="m">Warped Mind</entry> + <entry id="13055" lang="en" sex="m">Type of Feat: Aberrant +Prerequisite: Aberration Blood +Specifics: You gain a racial bonus on Will saves against mindaffecting spells and abilities equal to one-half the number of aberrant feats you possess. You gain 1 psionic power point for each aberrant feat you possess. +Use: Automatic</entry> + <entry id="13056" lang="en" sex="m">Aberration Wild Shape</entry> + <entry id="13057" lang="en" sex="m">Type of Feat: Aberrant +Prerequisite: Aberration Blood +Specifics: You can use your wild shape ability to assume the form of an aberration. This requires using PRC Options -> Misc Options -> Aberration Wild Shape to choose. +Use: Automatic</entry> + <entry id="13058" lang="en" sex="m">Epic Spellfire Wielder I</entry> + <entry id="13059" lang="en" sex="m">Epic Spellfire Wielder II</entry> + <entry id="13060" lang="en" sex="m">Epic Spellfire Wielder III</entry> + <entry id="13061" lang="en" sex="m">Epic Spellfire Wielder IV</entry> + <entry id="13062" lang="en" sex="m">Epic Spellfire Wielder V</entry> + <entry id="13063" lang="en" sex="m">Epic Spellfire Wielder VI</entry> + <entry id="13064" lang="en" sex="m">Epic Spellfire Wielder VII</entry> + <entry id="13065" lang="en" sex="m">Epic Spellfire Wielder VIII</entry> + <entry id="13066" lang="en" sex="m">Epic Spellfire Wielder IX</entry> + <entry id="13067" lang="en" sex="m">Epic Spellfire Wielder X</entry> + <entry id="13068" lang="en" sex="m">Type of Feat: Spellfire +Prerequisite: Spellfire Wielder, Endurance, Concentration 20 ranks +Specifics: For the purpose of determining your limit of stored spellfire energy levels, treat your Constitution score as if it were 4 points higher than it is. You can select Epic Spellfire Wielder multiple times. Each time you take this feat, your limit of stored spellfire energy levels increases by 4. +Use: Automatic</entry> + <entry id="13069" lang="en" sex="m">Reth Dekala</entry> + <entry id="13070" lang="en" sex="m">reth dekala</entry> + <entry id="13071" lang="en" sex="m">Reth Dekalas</entry> + <entry id="13072" lang="en" sex="m">Long ago, a race of mortal warriors known as the reth dekala sold their souls to an infernal power in exchange for the power to destroy all who opposed them. For a time, they were the scourge of their world, undisputed masters over the wide lands they had conquered-and when they died, their debt came due and they were enslaved by the archdevil who had aided them. The reth dekala served their master as fierce warriors, fighting in the endless wars of the lower planes, but when the archdevil turned them against their own mortal descendants, the reth dekala rebelled against their infernal lord. The archdevil cursed his faithless warriors, setting in their very flesh the perpetual torment of his corrupt flames - but the reth dekala destroyed their former master and took his crimson citadel on the iron plains of Acheron for their own. + +The reth dekala now exist as cursed infernal warriors, eternally tormented by the sorcerous flames that consume but do not kill them. To end their torment they must fulfill the oath they broke long ago, and destroy every one of their own living descendants. But their mortal lives were long ago, and many generations have passed, so hundreds of individuals scattered around the world now carry traces of reth dekala blood. The cursed warriors seek out these living scions of their own race, and slay them wherever they are found. While they search, they serve as capable mercenaries, guardians, and overseers for those who appreciate strength and honor untempered by mercy. + +Ability Adjustments: +8 Strength, +4 Dexterity, +6 Constitution, +4 Wisdom, +4 Charisma +Favored Class (Sorcerer): A multiclass reth dekala's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: +- Outsider - Reth Dekala count as outsiders for the purpose of spells. +- Medium creature +- 30' base speed +- Level Adjustment: +5 +- Racial Hit Dice: 5 levels of outsider +- Darkvision +- Fortification - Immune to critical hits and sneak attacks +- Racial Skills - +4 bonus to Balance and Jump +- Aligned Strike (Su) - A reth dekala's weapons, are treated as +4 for the purposes of overcoming damage reduction. +- Martial Maneuvers - A reth dekala knows several martial maneuvers and stances (initiator level 5th). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter. +- Stances Known - martial spirit (1st), thicket of blades (3rd) +- Strikes Known - daunting strike (5th), death from above (4th), disarming strike (2nd), entangling blade (4th) +- Counters Known - wall of blades (2nd) +- Vilefire Aura (Su) - Each round at the beginning of the reth dekala's turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A DC 10 + 1/2 hit dice + Con modifier Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage. +- Vilefire Blast (Su) - A ranged touch attack that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save (DC 10 + 1/2 hit dice + Con mod) or become sickened for 1 round. +- Resists - Acid and Fire 15 +- Proficiencies - A reth dekala is automatically proficient with simple and martial weapons, and light and medium armor +</entry> + <entry id="13073" lang="en" sex="m">Vilefire Blast</entry> + <entry id="13074" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Reth Dekala +Specifics: A ranged touch attack that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save (DC 10 + 1/2 hit dice + Con mod) or become sickened for 1 round. +Use: Selected</entry> + <entry id="13075" lang="en" sex="m">Reth Dekala Martial Spirit</entry> + <entry id="13076" lang="en" sex="m">Reth Dekala Thicket of Blades</entry> + <entry id="13077" lang="en" sex="m">Reth Dekala Daunting Strike</entry> + <entry id="13078" lang="en" sex="m">Reth Dekala Death From Above</entry> + <entry id="13079" lang="en" sex="m">Reth Dekala Disarming Strike</entry> + <entry id="13080" lang="en" sex="m">Reth Dekala Entangling Blade</entry> + <entry id="13081" lang="en" sex="m">Reth Dekala Wall of Blades</entry> + <entry id="13082" lang="en" sex="m">Recover Reth Dekala Maneuvers</entry> + <entry id="13083" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Reth Dekala +Specifics: This feat allows you to recover maneuvers. A Reth Dekala expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter, and does not need to ready them. +Use: Selected.</entry> + <entry id="13084" lang="en" sex="m">Grip of Iron</entry> + <entry id="13085" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 1 +Manifesting Time: 1 immediate action +Range: Personal +Target: You +Duration: 1 round/level +Saving Throw: None +Power Resistance: No +Power Points: 1 +Metapsionics: Extend + +You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks. + +Augment: For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2.</entry> + <entry id="13086" lang="en" sex="m">Psychic Warrior Grip of Iron</entry> + <entry id="13087" lang="en" sex="m">Fist of Zuoken Grip of Iron</entry> + <entry id="13088" lang="en" sex="m">Warmind Grip of Iron</entry> + <entry id="13089" lang="en" sex="m">Psion Grip of Iron</entry> + <entry id="13090" lang="en" sex="m">Wilder Grip of Iron</entry> + <entry id="13091" lang="en" sex="m">Psychic Rogue Grip of Iron</entry> + <entry id="13092" lang="en" sex="m">Psionic Lion's Charge</entry> + <entry id="13093" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 2 +Manifesting Time: 1 swift action +Range: Medium (100 ft. + 10 ft./level) +Target: One enemy +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 3 +Metapsionics: None + +You gain the powerful charging ability of a lion. When you charge your target, you make a full attack at the end of the charge. + +Augment: For every additional power point you spend, each of your attacks after the charge gain damage equal to the number of additional points spent.</entry> + <entry id="13094" lang="en" sex="m">Centaur Trample</entry> + <entry id="13095" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Centaur race, Dex 15 +Specifics: When you attempt to overrun an opponent, your target may not choose to avoid you. You may make one hoof attack against any target you knock down. +Use: Automatic</entry> + <entry id="13096" lang="en" sex="m">Arkamoi</entry> + <entry id="13097" lang="en" sex="m">arkamoi</entry> + <entry id="13098" lang="en" sex="m">Arkamois</entry> + <entry id="13099" lang="en" sex="m">Arkamoi are the thinkers, leaders, and arcane spellcasters of the ushemoi. They have an innate ability for arcane magic, and their keen minds allow them to lead with ruthless efficiency. Though arkamoi are physically weaker than others of their kind, the other ushemoi take a deferential attitude toward them. Lashemoi and turlemoi are happy to acquiesce to the arkamoi's natural leadership, while hadrimoi recognize the arkamoi as savvy commanders with a knack for turning a situation to their advantage. + +When an arkamoi casts spells, for a time the energy flowing through its body sharpens its mind and improves each spell it subsequently casts. As its spellcasting skill soars, an arkamoi becomes increasingly deadly. + +Arkamoi Ability Adjustments: +4 Dex, +4 Con, +4 Int, +2 Wis, +4 Cha +Favored Class (Sorcerer): A multiclass Arkamoi's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Low Light Vision +- Base movement of 30 +- Weapon Proficiency (Simple) +- Spell Resistance: Innate spell resistance of 10, plus 1 per character level +- Natural Armor Bonus: Racial natural armor bonus of 2 +- Damage Reduction: Innate damage reduction of 5/- to bludgeoning damage +- Strength from Magic (Ex): For each arcane spell cast, an arkamoi increases the save DC of subsequent arcane spells it casts by 1. Additionally, the arkamoi gains a +2 bonus on damage rolls for subsequent spells, and gains a +2 deflection bonus to AC. These benefits last for 1 minute. Bonuses stack each time an arkamoi casts an arcane spell, to a maximum of a +5 bonus to save DCs, a +10 bonus on damage rolls, and a +10 deflection bonus to AC. +- Arcane Mastermind (Ex): When an arkamoi's bonus to spell save DCs from its strength from magic ability is +3 or higher, once per round, as an immediate action, the arkamoi grants a +2 bonus to an ally's next attack roll. +- Monstrous Humanoid: Arkamoi are considered Monstrous Humanoid for the purpose of spells +- Sorcerer Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level) + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +4 +Racial Hit Dice/Class: 4 of Monstrous Humanoid</entry> + <entry id="13100" lang="en" sex="m">Strength from Magic</entry> + <entry id="13101" lang="en" sex="m">Lashemoi</entry> + <entry id="13102" lang="en" sex="m">lashemoi</entry> + <entry id="13103" lang="en" sex="m">Lashemois</entry> + <entry id="13104" lang="en" sex="m">Lashemoi are the drudge workers, low-ranking warriors, and servitors of ushemoi society. Though lashemoi typically toil under the direction of arkamoi and hadrimoi leaders, turlemoi sometimes gather lashemoi to them as hunters, scouts, and expendable advance troops. Without leadership, lashemoi keep to themselves. Though they attack other creatures for food and treasure, they are meek, cowardly, and easily driven off. Lashemoi avoid standup fights even against weaker foes and are typically content to take potshots at soft, easy targets. + +Lashemoi have a natural connection to their ushemoi brethren, but they are just as likely to be found in the service of ogre mages, hobgoblin chieftains, evil clerics, and the like. Other ushemoi refer to lashemoi as �mongrels,� not because of their heritage, but for the lashemoi's tendency to follow any charismatic creature. + +Lashemoi Ability Adjustments: +2 Str, +6 Con, -6 Int, -2 Cha +Favored Class (Barbarian): A multiclass Lashemoi's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Low Light Vision +- Base movement of 30 +- Natural Armor Bonus: Racial natural armor bonus of 2 +- Damage Reduction: Innate damage reduction of 5/- to bludgeoning damage +- Two Claw Attacks (1d4) +- -4 penalty on saves against Fear +- Lesser Strength from Pain (Ex): Whenever a lashemoi takes damage from any source, it gains a +1 bonus on attack rolls, a +1 bonus on damage rolls, and its natural armor bonus to AC increases by 1. These benefits last for 1 minute. Bonuses stack each time a lashemoi takes damage, to a maximum of a +5 bonus on attack rolls, a +5 bonus on damage rolls, and a +5 natural armor bonus to AC. All bonuses reset after one minute from when they were first gained. +- Monstrous Humanoid: Lashemoi are considered Monstrous Humanoid for the purpose of spells + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: 2 of Monstrous Humanoid</entry> + <entry id="13105" lang="en" sex="m">Lesser Strength from Pain</entry> + <entry id="13106" lang="en" sex="m">Strength from Pain</entry> + <entry id="13107" lang="en" sex="m">Rock Throwing</entry> + <entry id="13108" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Turlemoi race +Specifics: You can throw rocks as a ranged attack against opponents +Use: Selected</entry> + <entry id="13109" lang="en" sex="m">Turlemoi</entry> + <entry id="13110" lang="en" sex="m">turlemoi</entry> + <entry id="13111" lang="en" sex="m">Turlemois</entry> + <entry id="13112" lang="en" sex="m">Turlemoi are the largest of the ushemoi. Solitary creatures, they wander the wilderness and the back roads in search of food or easy prey. As a turlemoi takes damage, its tendrils of flesh fuse into a crimson shell that covers its body. A turlemoi that has sustained several injuries looks like a giant with a smooth, blood-red hide. + +A turlemoi's personality also changes as its body transforms. Though it starts out meek and fearful, it becomes more confident and wrathful the more damage it takes. Though other creatures might start a fight with confidence and flee when they are injured, turlemoi do the opposite. Once committed to combat, a turlemoi fights to the death. + +Turlemoi Ability Adjustments: +6 Str, +4 Dex, +8 Con, -4 Int, +4 Wis, -4 Cha +Favored Class (Barbarian): A multiclass Turlemoi's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Large Creature +- Low Light Vision +- Base movement of 40 +- Natural Armor Bonus: Racial natural armor bonus of 3 +- Damage Reduction: Innate damage reduction of 10/- to bludgeoning damage +- Two Slam Attacks (2d6) +- -4 penalty on saves against Fear +- Strength from Pain (Ex): Whenever a Turlemoi takes damage from any source, it gains a +1 bonus on attack rolls, a +2 bonus on damage rolls, and its natural armor bonus to AC increases by 2. These benefits last for 1 minute. Bonuses stack each time a Turlemoi takes damage, to a maximum of a +5 bonus on attack rolls, a +10 bonus on damage rolls, and a +10 natural armor bonus to AC. All bonuses reset after one minute from when they were first gained. +- Rising Courage (Ex): When a turlemoi's bonus on attack rolls from its strength from pain ability is +3 or higher, it becomes immune to all mind-affecting spells and abilities. +- Rock Throwing (Ex): Turlemoi can throw rocks as a ranged weapon, as do giants +- Monstrous Humanoid: Turlemoi are considered Monstrous Humanoid for the purpose of spells + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +4 +Racial Hit Dice/Class: 12 of Monstrous Humanoid</entry> + <entry id="13113" lang="en" sex="m">Hadrimoi</entry> + <entry id="13114" lang="en" sex="m">hadrimoi</entry> + <entry id="13115" lang="en" sex="m">Hadrimois</entry> + <entry id="13116" lang="en" sex="m">The wandering hadrimoi are shiftless vagabonds willing to do nearly anything to earn a little coin or a meal. Though their monstrous appearance prevents them from moving openly in human society, they thrive in the shadowy corners of the criminal underworld, where their innate speed and agility make them excellent thugs and assassins. Hadrimoi gather in small bands, hoping to better defend against their enemies. When found in these traveling groups, they typically have a few turlemoi along as enforcers. Unlike their larger cousins, hadrimoi have a nasty nature in and out of combat. They take advantage of the turlemoi's natural cowardice to cow them into submission. + +As a hadrimoi takes damage, it grows taller and thinner. The grooves in its skin become smooth as its body fills out to its full size. In this form, a hadrimoi gains great speed and agility. + +Hadrimoi Ability Adjustments: +2 Str, +8 Dex, +4 Con, +2 Int, +2 Wis +Favored Class (Rogue): A multiclass Hadrimoi's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Low Light Vision +- Base movement of 30 +- Damage Reduction: Innate damage reduction of 10/- to bludgeoning damage +- Speed from Pain (Ex): Whenever a Hadrimoi takes damage from any source, it gains a +1 bonus on attack rolls and Reflex saves, a +10 bonus to speed, and a dodge bonus to AC of 2. These benefits last for 1 minute. Bonuses stack each time a Hadrimoi takes damage, to a maximum of a +5 bonus on attack rolls and reflex saves, a +50 bonus to speed, and a +10 dodge bonus to AC. All bonuses reset after one minute from when they were first gained. +- Dagger Dance (Ex): When a Hadrimoi's bonus on attack rolls from its speed from pain ability is +3 or higher, it gains the spring attack feat +- Perfect Symmetry (Ex): As a full attack, a hadrimoi can attack with up to four light weapons with no penalty on attack rolls (including from dual-wielding). If it tries to use heavier weapons, it can make multiple attacks only according to its base attack bonus, and it takes the normal penalties for attacking with two or more weapons. +- Monstrous Humanoid: Hadrimoi are considered Monstrous Humanoid for the purpose of spells + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +4 +Racial Hit Dice/Class: 9 of Monstrous Humanoid</entry> + <entry id="13117" lang="en" sex="m">Speed from Pain</entry> + <entry id="13118" lang="en" sex="m">Redspawn Arcaniss</entry> + <entry id="13119" lang="en" sex="m">redspawn arcaniss</entry> + <entry id="13120" lang="en" sex="m">Redspawn Arcanisses</entry> + <entry id="13121" lang="en" sex="m">Tiamat created the redspawn arcanisses to be her spellcasters in battle, imbuing them with a red dragon's love of carnage and the magic all true dragons inherit with age. The arcanisses serve her as engines of destruction, wildly hurling deadly spells amid the Chromatic Dragon's more melee-oriented forces. + +Redspawn Arcaniss Ability Adjustments: +2 Dex, +4 Con, +6 Cha +Favored Class (Sorcerer): A multiclass Redspawn Arcaniss's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Low Light Vision +- Darkvision +- Base movement of 40 +- Natural Armor Bonus: Racial natural armor bonus of 2 +- Immune to Fire damage +- Vulnerable to Cold damage +- Immune to Paralysis +- Armored Caster (Ex): A redspawn arcaniss can wear light armor and use light shields without an arcane spell failure chance +- Fire Spell Affinity (Ex): A redspawn arcaniss casts fire spells at +2 caster level. In addition, the redspawn arcaniss heals 2 points of damage per spell level each time it casts a fire spell. +- Monstrous Humanoid: Redspawn Arcaniss are considered Monstrous Humanoid for the purpose of spells +- Sorcerer Casting: Redspawn Arcaniss cast spells as a Sorcerer of their 3/4 hit dice (6th level at 8 RHD) + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +4 +Racial Hit Dice/Class: 8 of Monstrous Humanoid</entry> + <entry id="13122" lang="en" sex="m">Cunning Brilliance Slot 1</entry> + <entry id="13123" lang="en" sex="m">Cunning Brilliance Slot 2</entry> + <entry id="13124" lang="en" sex="m">Cunning Brilliance Slot 3</entry> + <entry id="13125" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Factotum 19 +Specifics: By spending 4 inspiration points as a free action, you gain the bene?ts and drawbacks of one chosen ability for 1 minute. You use the ability as if your level in the relevant class equaled your factotum level. You can use each chosen class ability once per day. +Use: Selected</entry> + <entry id="13126" lang="en" sex="m">Cunning Brilliance Slot Check</entry> + <entry id="13127" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Factotum 19 +Specifics: Tells the player what class abilities are stored in each slot +Use: Selected</entry> + <entry id="13128" lang="en" sex="m">Arcane Mastermind</entry> + <entry id="13129" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Arkamoi +Specifics: When an arkamoi's bonus to spell save DCs from its strength from magic ability is +3 or higher, its mind begins to work with lightning precision. Once per round, as an immediate action, the arkamoi can lend tactical advice to an ally. This effect grants a +2 bonus on that ally's attack roll. +Use: Selected</entry> + <entry id="13130" lang="en" sex="m">Gloura</entry> + <entry id="13131" lang="en" sex="m">gloura</entry> + <entry id="13132" lang="en" sex="m">Glouras</entry> + <entry id="13133" lang="en" sex="m">The rare and delicate glouras are the fey of the Underdark. The powerful magic of these creatures is more than sufficient to keep them safe from their foes. They are shy, elusive creatures who can sometimes be heard singing or playing caveharps far away, creating songs of heartstopping beauty. Glouras are sweet natured and nurturing, and endeavor to heal any injured animals, humanoids, or monstrous humanoids in the Underdark that they feel they can approach safely. A gloura resembles a silver-skinned human with black eyes that seem too large for its face. From its back sprouts a pair of gray wings, like those of a moth. Glouras favor simple clothing, and most carry musical instruments, often caveharps. + +Gloura Ability Adjustments: +10 Dex, +4 Con, +2 Wis, +6 Cha +Favored Class (Bard): A multiclass Gloura's bard class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Low Light Vision +- Darkvision +- Damage Reduction 10/+3 +- Flight +- Unearthly Grace: A gloura gains a deflection bonus to Armor Class and all saving throws equal to its Charisma modifier +- Fey: Gloura are considered Fey for the purpose of spells +- Bard Casting: Gloura cast spells as a Bard of their hit dice (7th level) + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: 7 of Fey</entry> + <entry id="13134" lang="en" sex="m">Ultimate Magus</entry> + <entry id="13135" lang="en" sex="m">Ultimate Magi</entry> + <entry id="13136" lang="en" sex="m">ultimate magus</entry> + <entry id="13137" lang="en" sex="m">(PRESTIGE CLASS) +Text + +- Hit Die: d4. +- Proficiencies: An Ultimate Magus does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Skills: Lore 4, Spellcraft 8 +Special: Must be a 4th level wizard, 1st level sorcerer +Feat: Any metamagic feat + +BONUS SPELLS: + +Text</entry> + <entry id="13140" lang="en" sex="m">Crypt Spawn</entry> + <entry id="13141" lang="en" sex="m">�Crypt spawn� is a template that can be applied to any living creature (referred to hereafter as the �base creature�). The base creature's type changes to �undead.� It uses all the base creature's statistics and special abilities except as noted here. + +Hit Dice: Undead Hit Dice. + +AC: A crypt spawn gains a natural armor bonus (see the table below). If the base creature already has natural armor, use the better value. + +Hit Dice Natural Armor +1-4 +1 +5-8 +2 +9-12 +3 +13-16 +4 +17+ +5 + +Special Qualities: A crypt spawn retains all the special qualities of the base creature and those listed below, and also gains the undead type. + +Darkvision (Ex): A crypt spawn can see in complete darkness as well as daylight. + +Turn Resistance (Ex): A crypt spawn has +2 turn resistance. + +Abilities: As an undead creature, a crypt spawn has no Constitution score. + +Skills: A crypt spawn receives a +4 racial bonus on Intimidate checks. + +Level Adjustment: Same as base creature +2</entry> + <entry id="13142" lang="en" sex="m">Bright Evening Star</entry> + <entry id="13143" lang="en" sex="m">Bright Evening Star Wielder Requirements +Ability to cast 1st level arcane spells +Skills: Lore 3 +Alignment: any nonevil +1500 gp + +LEGACY RITUALS +Least: 4000 gp. +Lesser: 13,500 gp. +Greater: 43,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence) +Save Penalty: -1 at 6th +Skill Check Penalty: -1 at 8th +Caster Level Penalty: -1 at 7th, -2 at 13th +Spell Slot Penalty: -1 1st level spell slot at 6th, and lose one slot of the next highest level every two levels thereafter + +LEGACY ITEM ABILITIES +Starbright (Su): At 5th level you gain low-light vision while outside at night, if you have low-light vision, the range triples +Fire of the Heart (Sp): At 6th level and higher, at will on command, you can evoke a burst of magical starlight, which works as a faerie fire spell. The light created is blue. Caster level 5th. +Enthralling Lights (Sp): Starting at 7th level, three times per day on command, you can create an area of dancing stars and glowing dust, duplicating the effect of a hypnotic pattern spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. +Color Spray (Sp): At 8th level and higher, you can command Bright Evening Star to emit a fountain of multicolored light that functions as a color spray spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. This ability is usable three times per day. Caster level 5th +Blinding Flash (Sp): Beginning at 10th level, three times per day on command, you can cause Bright Evening Star to flare with a pulse of sudden, bright light that acts as a blindness spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th. +Shooting Stars (Sp): At 11th level and higher, two times per day, you can command Bright Evening Star to fire five darts of force that look like shooting stars. They function as a magic missile spell cast by a 10th-level caster. +Glittering Motes (Sp): Starting at 13th level, once per day on command, you can use glitterdust as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th. +Starlight Resistance (Su): At 14th level, Bright Evening Star grants you a +3 resistance bonus on all saving throws. At your option, the effect creates a glimmer of hundreds of tiny stars, which are visible on your body and clothing +Twinkle (Sp): At 16th level and higher, three times per day on command, you can use blink as the spell. Your image seems to fl icker like a twinkling star. Caster level 11th. +Silver Starlight (Sp): Beginning at 17th level, once per day on command, you can summon forth up to four beams of painfully bright, cold light. This ability functions much like sunbeam, but the light is pure, focused starlight and moonlight. The beam deals no extra damage to undead. Instead, lycanthropes take damage from the beam as if they were undead being affected by a normal sunbeam spell. Fungi, mold, oozes, and slimes still take extra damage (as if they were lycanthropes). The save DC is 20, or 17 + your Charisma modifi er, whichever is higher. Caster level 15th. +Starlight Dispelling (Sp): At 18th level and higher, once per day on command, you can use greater dispel magic as the spell. If the dispelling attempt is initiated by night under an unclouded sky, the associated caster level check is made with a +5 bonus. Caster level 15th. +Tales in the Sky (Sp): Many sages know that the future can be read through the stars, but few realize that, by tracing their movements backward, secrets of long ago can be divined. Beginning at 19th level, once per day on command, you can use legend lore as the spell. You must be able to see the stars for this ability to function. Caster level 15th. +Call Down a Star (Sp): At 20th level and higher, once every other day on command, you can summon an elder fi re elemental. Caster level 17th. +</entry> + <entry id="13144" lang="en" sex="m">Fire of the Heart</entry> + <entry id="13145" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 6th level and higher, at will on command, you can evoke a burst of magical starlight, which works as a faerie fire spell. The light created is blue. Caster level 5th. +Use: Selected</entry> + <entry id="13146" lang="en" sex="m">Enthralling Lights</entry> + <entry id="13147" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Starting at 7th level, three times per day on command, you can create an area of dancing stars and glowing dust, duplicating the effect of a hypnotic pattern spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. +Use: Selected</entry> + <entry id="13148" lang="en" sex="m">Color Spray</entry> + <entry id="13149" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 8th level and higher, you can command Bright Evening Star to emit a fountain of multicolored light that functions as a color spray spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. This ability is usable three times per day. Caster level 5th +Use: Selected</entry> + <entry id="13150" lang="en" sex="m">Blinding Flash</entry> + <entry id="13151" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 10th level, three times per day on command, you can cause Bright Evening Star to flare with a pulse of sudden, bright light that acts as a blindness spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th. +Use: Selected</entry> + <entry id="13152" lang="en" sex="m">Shooting Stars</entry> + <entry id="13153" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 11th level and higher, two times per day, you can command Bright Evening Star to fire five darts of force that look like shooting stars. They function as a magic missile spell cast by a 10th-level caster. +Use: Selected</entry> + <entry id="13154" lang="en" sex="m">Glittering Motes</entry> + <entry id="13155" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Starting at 13th level, once per day on command, you can use glitterdust as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th. +Use: Selected</entry> + <entry id="13156" lang="en" sex="m">Twinkle</entry> + <entry id="13157" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 16th level and higher, three times per day on command, you can use blink as the spell. Your image seems to fl icker like a twinkling star. Caster level 11th. +Use: Selected</entry> + <entry id="13158" lang="en" sex="m">Silver Starlight</entry> + <entry id="13159" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 17th level, once per day on command, you can summon forth up to four beams of painfully bright, cold light. This ability functions much like sunbeam, but the light is pure, focused starlight and moonlight. The beam deals no extra damage to undead. Instead, lycanthropes take damage from the beam as if they were undead being affected by a normal sunbeam spell. Fungi, mold, oozes, and slimes still take extra damage (as if they were lycanthropes). The save DC is 20, or 17 + your Charisma modifi er, whichever is higher. Caster level 15th. +Use: Selected</entry> + <entry id="13160" lang="en" sex="m">Starlight Dispelling</entry> + <entry id="13161" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 18th level and higher, once per day on command, you can use greater dispel magic as the spell. If the dispelling attempt is initiated by night under an unclouded sky, the associated caster level check is made with a +5 bonus. Caster level 15th. +Use: Selected</entry> + <entry id="13162" lang="en" sex="m">Tales in the Sky</entry> + <entry id="13163" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Many sages know that the future can be read through the stars, but few realize that, by tracing their movements backward, secrets of long ago can be divined. Beginning at 19th level, once per day on command, you can use legend lore as the spell. You must be able to see the stars for this ability to function. Caster level 15th. +Use: Selected</entry> + <entry id="13164" lang="en" sex="m">Call Down a Star</entry> + <entry id="13165" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Call Down a Star (Sp): At 20th level and higher, once every other day on command, you can summon an elder fi re elemental. Caster level 17th. +Use: Selected</entry> + <entry id="13166" lang="en" sex="m">Resist 6 / -</entry> + <entry id="13167" lang="en" sex="m">Resist 7 / -</entry> + <entry id="13168" lang="en" sex="m">Resist 8 / -</entry> + <entry id="13169" lang="en" sex="m">Resist 9 / -</entry> + <entry id="13170" lang="en" sex="m"> + (PRESTIGE CLASS) +The assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their skill in a variety of dark arts allows them to carry out missions of death with shocking, terrifying precision. Rogues, monks and bards are ideal candidates to become assassins. + +- Hit Die: d6. +- Proficiencies: Simple Weapons, Light Armor Proficiency. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any evil. +Skills: Hide 8 ranks, Move Silently 8 ranks. + +ABILITIES: + +Level +1: Death Attack +1d6 - Special sneak attack that has a chance of paralyzing opponent. + Use Poison - Automatic success when coating a weapon with poison. +2: Uncanny Dodge 1 - Retain dexterity bonus to armor class, even if flat-footed. + +1 Fortitude save vs. poison. +3: Death Attack +2d6 - Death attack improves. +4: +2 Fortitude save vs. poison. +5: Death Attack +3d6 - Death attack improves. + Uncanny Dodge 2 - +1 reflex saving throws. +6: +3 Fortitude save vs. poison. +7: Death Attack +4d6 - Death attack improves. +8: +4 Fortitude save vs. poison. + Hide in Plain Sight +9: Death Attack +5d6 - Death attack improves. +10: Uncanny Dodge 3 - +2 reflex saving throws. + +5 Fortitude save vs. poison. + +SPELLCASTING + +To cast a spell, the an assassin must have an Intelligence score of at least 10 + the spell's level. The DC of an Assassin's spell is 10 + Spell Level + Intelligence Modifier. An Assassin's caster level is equal to his class level. An assassin casts spells just as a bard does. + +Spells per day: + 1: 0 - - - + 2: 1 - - - + 3: 2 0 - - + 4: 3 1 - - + 5: 3 2 0 - + 6: 3 3 1 - + 7: 3 3 2 0 + 8: 3 3 3 1 + 9: 3 3 2 2 +10: 3 3 3 3 + +Spells Known: + 1: 2 - - - + 2: 3 - - - + 3: 3 2 - - + 4: 4 3 - - + 5: 4 3 2 - + 6: 4 4 3 - + 7: 4 4 3 2 + 8: 4 4 4 3 + 9: 4 4 4 3 +10: 4 4 4 4</entry> + <entry id="13171" lang="en" sex="m"> +(PRESTIGE CLASS) +A Blackguard epitomizes evil. They are nothing short of a mortal fiend, a black knight with the foulest sort of reputation. Many refer to Blackguards as anti-paladins due to their completely evil nature. No one class makes the best Blackguard, all that is required is a willingness to serve the forces of darkness. + +- Hit Die: d10. +- Proficiencies: All simple and martial weapons, all types of armor, and shields. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any evil. +Base Attack Bonus: +6 +Skills: Hide 5 ranks. +Feats: Cleave. + +ABILITIES: + +Level +1: Use Poison - Automatic success when coating a weapon with poison. +2: Smite Good - Add Charisma modifier to attack roll. 1/day + Dark Blessing - Add Charisma modifier to saving throws. +3: Turn Undead - Make undead flee. + Aura of Despair +4: Sneak Attack +1d6. +5: Summon Fiend - summons a fiendish ally. +7: Sneak Attack +2d6. +10: Sneak Attack +3d6. + +Spells: A blackguard has the ability to cast a small number of divine spells. To cast a blackguard spell, a blackguard must have a Wisdom score of at least 10 + the spell's level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells. Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard's Wisdom modifier. The blackguard's spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just as a cleric. A blackguard prepares and casts spells just as a cleric does (though a blackguard cannot spontaneously cast cure or inflict spells). + +Spells per day: + 1: 0 - - - + 2: 1 - - - + 3: 1 0 - - + 4: 1 1 - - + 5: 1 1 0 - + 6: 1 1 1 - + 7: 2 1 1 0 + 8: 2 1 1 1 + 9: 2 2 1 1 +10: 2 2 2 1 +</entry> + <entry id="13172" lang="en" sex="m">Marrutact</entry> + <entry id="13173" lang="en" sex="m">marrutact</entry> + <entry id="13174" lang="en" sex="m">A people known as the marru once lived and warred in the world, but their civilization has long since passed into the waste, devastated and destroyed by internecine wars of terrible magnitude. As a result of these so-called Flesh Wars, the marru turned to a little-understood art called spawncraft, and in so doing created living weapons to wage their battles. These spawncrafted creatures have come to be known collectively as the spawn of marru, but are more commonly referred to as marruspawn. The marru were advanced in other areas as well, but all their arts couldn't save them from destroying themselves. However, marruspawn linger on in forgotten and blasted wastelands across many worlds. + +The marrutact commands by birthright, ordering the lesser marruspawn subraces as it desires. The sign of a marrutact's authority is the staff it wields, a symbol of the forgotten spawncraft lore that raised desert jackals to a race of intelligent creatures of amazing ability. Lesser marruspawn rarely question the decrees of a marrutact, though among themselves marrutacts scheme and argue, each eager to put itself forward as the supreme commander of all surviving marruspawn. + +Ability Adjustments: +2 Dexterity, +2 Constitution, +8 Intelligence, +8 Wisdom, +6 Charisma +Favored Class (Sorcerer): A multiclass Marrutact's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Medium creature +- 30' base speed +- Level Adjustment: +3 +- 7 Racial Hit Dice of Monstrous Humanoid +- Low light vision +- Natural armour +4 +- Fire resistance 5 +- +4 Listen +- Spell Resistance 9 + Hit Dice +- Howl of Healing - 1/day howl to heal other marruspawn +- Monstrous Humanoid: Marrutact count as Monstrous Humanoid for the purpose of spells. +- Sorcerer Casting: Marrutact cast spells as a 5th level sorcerer at maximum hit dice (7) +</entry> + <entry id="13175" lang="en" sex="m">Howl of Healing</entry> + <entry id="13176" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Marrutact +Specifics: Once per day, a marrutact can loose a regenerative howl as a free action. All marruspawn within 30 feet heal 3d8+5 points of damage. Those within 10 feet heal an extra 1d8+1 points of damage. +Use: Selected</entry> + <entry id="13177" lang="en" sex="m">Half-Troll</entry> + <entry id="13178" lang="en" sex="m">"Half-troll"is an inherited template that can be added to any animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or outsider (referred to hereafter as the base creature). The creature's type becomes giant, and a half-troll with an outsider as the base creature also gains the extraplanar subtype. The half-troll uses all the base creature's statistics and special abilities except as +noted here. + +AC: Natural armor improves by +4. + +Damage: Half-trolls have bite and claw attacks. If the base creature does not have these attack forms, use the appropriate damage values based on the half-troll's size. Otherwise, use the values from the table or the base creature's damage, whichever is greater. + +Special Attacks: A half-troll retains all the special attacks of the base creature. Half-trolls also gain two claw attacks (or the base creature's number of claw attacks, whichever is higher) and the special ability to rend. + +Rend (Ex): If a half-troll hits with two or more claw attacks against the same opponent, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional amount of damage based on the half-troll's size. A half-troll adds 1 1/2 times its Strength modifier to this base rend damage. + +Special Qualities: A half-troll has all the special qualities of the base creature, plus darkvision with a range of 60 feet, fast healing 5, and scent. + +Fast Healing (Ex): A half-troll heals 5 points of damage each round so long as it has at least 1 hit point. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a half-troll to regrow or reattach lost body parts. + +Scent (Ex): A half-troll can detect approaching enemies, sniff out hidden foes, and track by sense of smell. + +Abilities: Adjust from the base creature as follows: Str +6, Dex +2, Con +6, Int -2, Cha -2. + +Alignment: Usually chaotic neutral or chaotic evil. + +Level Adjustment: +4</entry> + <entry id="13179" lang="en" sex="m">Battle Blessing</entry> + <entry id="13180" lang="en" sex="m">Type of Feat: General +Prerequisite: Paladin +Specifics: You can quicken one paladin spell a round while the feat is active. However, you may not cast spells from any other classes. +Use: Selected</entry> + <entry id="13181" lang="en" sex="m">Three or more times per day, an archlich can turn undead as a good cleric, making a turning (Charisma) check to determine how many HD of undead are affected.</entry> + <entry id="13182" lang="en" sex="m">****</entry> + <entry id="13183" lang="en" sex="m">Saint</entry> + <entry id="13184" lang="en" sex="m">"Saint" is an acquired template that can be added to any living creature of good alignment that is not an outsider or an elemental (referred to hereafter as the "base creature"). + +Size and Type: The creature's type changes to "outsider." The saint has the native subtype. Size is unchanged. + +Armor Class: A saint gains an insight bonus to AC equal to the character's Wisdom bonus. + +Special Attacks: A saint retains all the character's special attacks and gains those listed below. + +Holy Power (Su): The save DCs of any and all of the saint's special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2. + +Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack. + +Spell-Like Abilities: At will - guidance, resistance, virtue, and bless. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based. + +Special Qualities: A saint retains all the character's special qualities and gains those listed below, as well as the outsider type. + +Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level). +HD Damage Reduction +1-3 - +4-7 5/magic +8-11 5/evil +12+ 10/evil + +If the base creature already has damage reduction, use the better value. + +Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (including character levels, to a maximum of 10 points healed). If the base creature already has fast healing, use the better value. + +Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks. + +Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision. + +Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability both as cast by a cleric whose level equal to the saint's Hit Dice. + +Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison. + +Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active. + +Abilities: Modify the base creature as follows: Con +2, Wis +2, Cha +4. + +Alignment: Saints are always good-aligned. + +Level Adjustment: Same as base creature +2.</entry> + <entry id="13185" lang="en" sex="m">Protective Aura</entry> + <entry id="13186" lang="en" sex="m">Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability both as cast by a cleric whose level is equal to the saint's Hit Dice.</entry> + <entry id="13187" lang="en" sex="m">Holy Power</entry> + <entry id="13188" lang="en" sex="m">Holy Power (Su): The save DCs of any and all of the saint's special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2. + +Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.</entry> + <entry id="13189" lang="en" sex="m">Archlich</entry> + <entry id="13190" lang="en" sex="m">Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation. +Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead (as described above) as well. They have the turning immunity defense described in the main entry for the good lich.</entry> + <entry id="13191" lang="en" sex="m">Aligned Aura:Chaos</entry> + <entry id="13192" lang="en" sex="m">Aligned Aura:Evil</entry> + <entry id="13193" lang="en" sex="m">Aligned Aura:Good</entry> + <entry id="13194" lang="en" sex="m">Aligned Aura:Law</entry> + <entry id="13195" lang="en" sex="m">Axiomatic Water</entry> + <entry id="13196" lang="en" sex="m"> Transmutation [Lawful] +Level: Cleric 1, Paladin 1, +Components: V, S, M, +Casting Time: 1 minute +Range: Touch +Target: Flask of water touched +Duration: Instantaneous +Saving Throw: Will negates (object) +Spell Resistance: Yes (object) + +You speak the ancient, slippery words as you pour the iron and silver into the flask. Despite the fact that there is more powder than will fit in the container, all of it dissolves, leaving a flask of water dotted with motes of gunmetal gray. + +This transmutation imbues a flask (1 pint) of water with the order of law, turning it into axiomatic water. Axiomatic water damages chaotic outsiders the way holy water damages undead and evil outsiders. A flask of axiomatic water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, the bearer must open the flask and pout the axiomatic water out onto the target. Thus, a character can douse an incorporeal creature with axiomatic water only if he is adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. + +A direct hit by a flask of axiomatic water deals 2d4 points of damage to a chaotic outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash. + +Material Component: 5 pounds of powdered iron and silver (worth 25 gp).</entry> + <entry id="13197" lang="en" sex="m">Blaze Of Light</entry> + <entry id="13198" lang="en" sex="m">Evocation [Light] +Level: Paladin 1, Druid 2, +Components: V, S, +Casting Time: 1 standard action +Range: 60 ft. +Area: Cone +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +A cone of bright light shines forth from just above the caster's head. +All creatures within the cone that fail a Fortitude saving throw are dazzled for 1 minute. +Sightless creatures are not affected by blaze of light. +A light spell (one with the light descriptor) counters and dispels a darkness spell +(one with the darkness descriptor) of an equal or lower level.</entry> + <entry id="13199" lang="en" sex="m">Call Mount</entry> + <entry id="13200" lang="en" sex="m">Conjuration (Calling) [Good] +Level: Paladin 2, +Components: V, +Casting Time: 1 round +Range: 10 ft. +Effect: Your special mount +Duration: 1 hour/level (D) +Saving Throw: None +Spell Resistance: No + +You summon your special mount from the celestial +planes where it resides. + +This works exactly as your normal, spell-like class a +bility to summon the creature, except that the duration +is shorter and you are not limited in how many times +you can call the mount in a day (except by how many +times you can cast call mount). + +You can cast this spell even if you have already +called your mount using your class ability on the same day.</entry> + <entry id="13201" lang="en" sex="m">Castigate</entry> + <entry id="13202" lang="en" sex="m">Evocation [Sonic] +Level: Cleric 4, Paladin 4, Purification 4, +Components: V, +Casting Time: 1 standard action +Range: 10 ft. +Area: 10-ft.-radius burst centered on you +Duration: Instantaneous +Saving Throw: Fortitude half +Spell Resistance: Yes + +Shouting your deity's teachings, you rebuke your foes with the magic +of your sacred words. + +This spell has no effect on creatures that cannot hear. +All creatures whose alignment differs from yours on both +the law-chaos and the good-evil axes take 1d4 points of damage +per caster level (maximum 10d4). All creatures whose alignment +differs from yours on one component take half damage, and this +spell does not deal damage to those who share your alignment. + +A Fortitude saving throw reduces damage by half.</entry> + <entry id="13203" lang="en" sex="m">Checkmate's Light</entry> + <entry id="13204" lang="en" sex="m">Evocation [Lawful] +Level: Paladin 2, Cleric 3, +Components: V, S, DF, +Casting Time: 1 standard action +Range: Touch +Target: Melee weapon touched +Duration: 1 round/level (D) +Saving Throw: None +Spell Resistance: No + +You intone your deity's name and the weapon you touch hums a +harmonic response before it lights up with a soothing red glow. + +You imbue the touched weapon with a +1 enhancement bonus per +three caster levels (maximum +5 at 15th level), and it is treated +as lawful-aligned for the purpose of overcoming damage reduction. +In addition, you can cause it to cast a red glow as bright as a torch. +Any creature within the radius of its clear illumination (20 feet) +gets a +1 morale bonus on saving throws against fear effects.</entry> + <entry id="13205" lang="en" sex="m">Conduit of Life</entry> + <entry id="13206" lang="en" sex="m">Conjuration (Healing) +Level: Cleric 2, Paladin 2, +Components: V, S, +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 minutes/level or until discharged + +A small kernel of positive energy grows within your +heart, warming your whole body. + +The next time you use a class feature or racial ability +to channel positive energy (such as turn undead or lay on hands), +you also heal a number of points of damage to yourself equal to +2d10+1/caster level (maximum 10). + +If you are already subject to an ongoing healing effect +(such as vigor), or if you receive a cure spell while conduit +of life is still in effect, this spell instead heals a number of +points of damage equal to 3d8+1/caster level and it is discharged.</entry> + <entry id="13207" lang="en" sex="m">Curse of the Brute</entry> + <entry id="13208" lang="en" sex="m">Transmutation +Level: Paladin 2, Cleric 3, +Components: V, S, +Casting Time: 1 action +Range: Touch +Target: Creature touched +Duration: 1 round/level +Saving Throw: Fortitude negates +Spell Resistance: Yes + +You can grant an enhancement bonus up to +1 per caster +level to one physical ability of the creature touched +(Strength, Constitution, or Dexterity). +However, this temporarily suppresses both the creature's +Intelligence and Charisma, each by the amount of the +enhancement bonus. If this lowers any ability below 3, +the spell fails.</entry> + <entry id="13209" lang="en" sex="m">Denounce</entry> + <entry id="13210" lang="en" sex="m">Enchantment [Mind-Affecting] +Level: Cleric 2, Paladin 2 +Components: V, S, +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One outsider +Duration: 1 min./level (D); see text +Saving Throw: Will negates; see text +Spell Resistance: Yes + +You point your finger and pronounce judgment. +You instill feelings of shame and guilt in a target outsider, imposing a -4 insight penalty +on its attack rolls, saves, and checks. Each round on its turn, the subject can attempt a new +saving throw to end the effect. + +Outsiders with the good subtype are immune to denounce.</entry> + <entry id="13211" lang="en" sex="m">Devastating Smite</entry> + <entry id="13212" lang="en" sex="m">Transmutation +Level: Blackguard 1, Cleric 1, Paladin 1, +Components: V, S, DF, +Casting Time: 1 swift action +Range: Touch +Target: Creature touched +Duration: 1 round or until discharged; see text +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +The next smite attack made by the subject deals double +its normal smite damage. For instance, a 9th-level paladin +normally deals an extra 9 points of damage with her smite +evil ability. Under the effect of this spell, she would +deal an extra 18 points of damage. The spell applies to +only one smite attack; if that attack misses, the spell +is lost without effect.</entry> + <entry id="13213" lang="en" sex="m">Energized Shield:Fire</entry> + <entry id="13214" lang="en" sex="m">Energized Shield:Cold</entry> + <entry id="13215" lang="en" sex="m">Energized Shield</entry> + <entry id="13216" lang="en" sex="m">Abjuration +Level: Paladin 2, Cleric 3 +Components: V, S, DF, +Casting Time: 1 Standard Action +Range: Touch +Target: Shield touched +Duration: 1 round/level +Saving Throw: None +Spell Resistance: No + +A silver aura surrounds the touched shield for a +moment before it appears to transform into the chosen +type of energy. The shield hums with power. + +When this spell is cast, the shield touched appears +to be made entirely out of one type of energy (fire, +cold, electricity, acid, or sonic). Whoever bears the +shield gains resistance 10 against the chosen energy +type. Additionally, if the wielder successfully hits +someone with the shield with a shield bash attack, th +e victim takes 2d6 points of the appropriate energy +damage in addition to the normal shield bash damage. +The energy type must be chosen when the spell is cast +and cannot be changed during the duration of the spell. +The energy resistance overlaps (and does not stack) +with resist elements. A given shield cannot be the +subject of more than one lesser energized shield +or energized shield spell at the same time. + +The descriptor of this spell is the same as the +energy type you choose when you cast it.</entry> + <entry id="13217" lang="en" sex="m">Lesser Energized Shield</entry> + <entry id="13219" lang="en" sex="m">Estana's Stew</entry> + <entry id="13220" lang="en" sex="m">Conjuration (Healing) +Level: Cleric 2, Druid 2, Paladin 2, +Components: V, S, AF, +Casting Time: 1 round +Range: 0 ft. +Effect: Fills pot with healing stew (1 serving/2 levels) +Duration: Instantaneous (see text) +Saving Throw: Will half (harmless); see text +Spell Resistance: Yes (harmless) + +This spell calls upon Estanna, goddess of hearth and home +, to fill a specially crafted stewpot with a potent healing stew. +The caster must be hold the pot in hand when Estanna's stew +is cast; otherwise, the spell fails and is wasted. +The spell creates one serving per two caster levels (maximum 5). +A single serving heals 1d6+1 points of damage and requires +a standard action to consume. Any portion of the stew that +is not consumed disappears after 1 hour.The stew can be +splashed onto a single undead creature within 10 feet. +If a ranged touch attack succeeds, the undead creature +takes 1d6+1 points of damage per serving splashed on it. +The undead creature can apply spell resistance and can +attempt a Will save to take half damage.</entry> + <entry id="13221" lang="en" sex="m">Favor of the Martyr</entry> + <entry id="13222" lang="en" sex="m">Necromancy +Level: Paladin 4, +Components: V, S, +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Target: One willing creature +Duration: 1 minute/level +Saving Throw: None +Spell Resistance: Yes (harmless) + +Calling upon the saints of your order, you imbue the person +in need with the power to resist the dire forces arrayed +against you. + +The subject gains immunity to nonlethal damage, charm and +compulsion effects, and attacks that function specifically +by causing pain, such as the wrack spell (see page 243). it +is further immune to effects that would cause it to be dazed, +exhausted, fatigued, nauseated, sickened, staggered, or stunned. +The subject remains conscious at -1 to -9 hit points and can +take a single action each round while in that state, and does +not lose hit point for acting. If any of the above conditions +were in effect on the subject at the time of casting, they are +suspended for the spell's duration. (Thus, an unconscious +subject becomes conscious and functional.) + +When the spell ends, any effects suspended by the spell that +have not expired in the interim (such as the fatigued condition, +which normally requires 8 hours of rest to recover from) return. +Effects that expired during the duration of this spell do not +resume when it ends. + +In addition to these effects, the subject gains the benefit of +the Endurance feat for the duration of the spell.</entry> + <entry id="13223" lang="en" sex="m">Forceward</entry> + <entry id="13224" lang="en" sex="m">Abjuration +Level: Cleric 3 (Helm), Paladin 3, Knight of the Weave 3, +Components: V, S, DF, +Casting Time: 1 full round +Range: 10 ft. +Area: 10-ft.-radius emanation centered on you +Duration: 1 minute/level +Saving Throw: Will negates +Spell Resistance: Yes + +You create an unmoving, transparent sphere of force +centered on your location. +The sphere illuminates its interior and everything +within 5 feet of its edge. +You and your allies may enter the sphere at will. +Any other creature that tries to enter the sphere must +make a Will saving throw, otherwise it cannot pass into +the area defined by the sphere. +A creature may leave the area freely, although it must +make a Will save to enter again, even if the creature +is you or one of your allies. +Creatures within the area when the spell is cast are not +forced out. +The forceward does not prevent spells or objects from +entering the forceward, so it is possible for two creatures +on opposite sides of the forceward's edge to fight without +penalties (although creatures using unarmed attacks or +natural weapons still have tomake Will saves every round +for their attacks to have a chance of entering the forceward).</entry> + <entry id="13225" lang="en" sex="m">Glory of the Martyr</entry> + <entry id="13226" lang="en" sex="m">Abjuration [Good] +Level: Champion of Gwynharwyf 4, Paladin 4, +Components: V, S, AF, DF, +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature/level +Duration: 1 hour/level (D) +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +Like shield other, this spell wards the subjects, +creating a mystic connection between them and you +so that some of their wounds are transferred to you. +The subjects each gain a +1 deflection bonus to AC +and a +1 resistance bonus on saves. + +All the subjects take only half damage from all +wounds and attacks that deal them hit point damage. +The amount of damage not taken by all the warded +creatures is taken by you. + +Forms of harm that do not involve hit points, such +as charm effects, temporary ability damage, level +draining, and disintegration, are not affected. +If a subject suffers a reduction of hit points +from a lowered Constitution score, the reduction +is not split with you because it is not hit point damage. +When the spell ends, subsequent damage is no +longer divided between you and the subjects, but +damage already split is not reassigned to the +subjects. + +If you die while this spell is in effect, the spell +ends in a burst of positive energy that restores 1d8 +hit points to each subject. + +If a subject moves out of range of the spell, that +subject's connection to you is severed but the spell +continues as long as there is at least one subject +remaining and you remain alive. + +Focus: A platinum ring (worth at least 50 gp) worn +by you and each subject of the spell.</entry> + <entry id="13227" lang="en" sex="m">Holy Fire</entry> + <entry id="13228" lang="en" sex="m">Evocation [Fire, Good] +Level: Cleric 2, Paladin 3, +Components: V, S, DF, +Casting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round + +All undead within range of your next turning attempt +(if you make it before this spell's duration expires) +are especially vulnerable to the attempt. Whether you +succeed in turning them or not, the undead take hit +point damage equal to the result of your turning damage +roll. This damage is half fire and half sacred energy.</entry> + <entry id="13229" lang="en" sex="m">Holy Storm</entry> + <entry id="13230" lang="en" sex="m">Conjuration (Creation) [Good, Water] +Level: Cleric 3, Paladin 3, +Components: V, S, M, DF, +Casting Time: 1 standard action +Range: 20 ft. +Area: Cylinder (20-ft. radius, 20 ft. high) +Duration: 1 round/level (D) +Saving Throw: None +Spell Resistance: No + +You call upon the forces of good, and a heavy rain begins to fall +around you, its raindrops soft and warm. + +A driving rain falls around you. It falls in a fixed area once +created. The storm reduces hearing and visibility, resulting in a +-4 penalty on Listen, Spot, and Search checks. It also applies a +-4 penalty on ranged attacks made into, out of, or through the +storm. Finally, it automatically extinguishes any unprotected +flames and has a 50% chance to extinguish protected flames +(such as those of lanterns). + +The rain damages evil creatures, dealing 2d6 points of damage +per round (evil outsiders take double damage) at the beginning +of your turn. + +Material Component: A flask of holy water (25 gp).</entry> + <entry id="13231" lang="en" sex="m">Invoke The Cerulean Sign</entry> + <entry id="13232" lang="en" sex="m">Evocation +Level: Druid 2, Ranger 2, Bard 3, Cleric 3, Paladin 3, Sorcerer 3, Wizard 3, +Components: S, +Casting Time: 1 standard action +Range: 30 ft. +Area: Multiple aberrations whose combined total Hit Dice do not exceed twice +caster level in a spread emanating from the character to the extreme of the range +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: No + +The cerulean sign is an ancient symbol said to embody +the purity of the natural world, and as such it is +anathema to aberrations. +While druids and rangers are the classes most often +known to cast this ancient spell, its magic is nearly +universal and can be mastered by all spellcasting classes. +When you cast this spell, you trace the cerulean sign +in the air with a hand, leaving a glowing blue rune +in the air for a brief moment before it flashes and fills +the area of effect with a pulse of cerulean light. +Any aberration within the area must make a Fortitude +saving throw or suffer the following ill effects. +Closer aberrations are affected first. +Each effect lasts for 1 round. + +None: The aberration suffers no ill effect, even if it fails the +saving throw. +Sickened: The aberration takes a -2 penalty on attack +rolls, saving throws, skill checks, and ability checks for 1 round. +Nauseated: The aberration cannot attack, cast spells, concentrate +on spells, or do anything but take a single move action for 1 round. +Dazed: The aberration can take no actions, but has no penalty to +its Armor Class, for 1 round. +Stunned: The aberration drops everything held, can't take actions, +takes a -2 penalty to AC, and loses its Dexterity bonus to AC (if any) +for 1 round. + +Once a creature recovers from an effect, it moves up one level on the table. +Thus, a creature that is stunned by this spell is dazed the round after +that, nauseated the round after that, sickened the round after that, and +then recovers fully the next round.</entry> + <entry id="13233" lang="en" sex="m">Irresistible Force</entry> + <entry id="13234" lang="en" sex="m">Evocation +Level: Paladin 4, +Components: V, S, +Casting Time: 1 action +Range: Personal +Target: You +Duration: 1 round/level + +Charging yourself with divine energy, you become the epitome of force in motion. +You are protected by freedom of movement. +You gain a +10 bonus on bull rush attempts. +You gain a +10 bonus on checks made to avoid being tripped. +When moving in combat, you act as if you had the Mobility feat.</entry> + <entry id="13235" lang="en" sex="m">Legions Magic Weapon</entry> + <entry id="13236" lang="en" sex="m">Transmutation +Level: Cleric 2, Paladin 2, Sorcerer 2, Wizard 2, +Components: V, S, DF, +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: Melee or ranged weapons held by allied creatures in a 20-ft.-radius burst +Duration: 1 round/level +Saving Throw: Will negates (harmless, object) +Spell Resistance: Yes (harmless, object) + +This spell functions like magic weapon (see page 251 of the +Player's Handbook), except as noted above and as follows. It +affects only weapons held by allies when the spell is cast. +It has no effect on ammunition.</entry> + <entry id="13237" lang="en" sex="m">Major Resistance</entry> + <entry id="13238" lang="en" sex="m">Abjuration +Level: Bard 2, Cleric 2, Druid 2, Paladin 2, Sorcerer 2, Wizard 2, +Components: V, S, M, DF, +Casting Time: 1 action +Range: Touch +Target: Creature touched +Duration: 1 hour/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +You imbue the subject with a strong magical energy that protects +her from harm, granting a +3 resistance bonus on saves.</entry> + <entry id="13239" lang="en" sex="m">Meteoric Strike</entry> + <entry id="13240" lang="en" sex="m">Transmutation [Fire] +Level: Druid 4, Paladin 4, Cleric 5, +Components: V, S, +Casting Time: 1 swift action +Range: 0 ft. +Target: Your melee weapon +Duration: 1 round or until discharged +Saving Throw: None or Reflex half; see text +Spell Resistance: See text + +Your melee weapon bursts into orange, red, and gold +flames, and shining sparks trail in its wake. +Your next successful melee attack deals extra fire +damage equal to 1d6 points + 1d6 points per four caster +levels. +In addition, the flames splash into all squares adjacent +to the target. +Any creatures standing in these squares take half damage +from the explosion, with a Reflex save allowed to halve +this again. +If a creature has spell resistance, it applies to this +splash effect. +You are not harmed by your own meteoric strike.</entry> + <entry id="13241" lang="en" sex="m">Quick March</entry> + <entry id="13242" lang="en" sex="m">Transmutation +Level: Cleric 2, Paladin 2, +Components: V, S, DF, +Casting Time: 1 swift action +Range: Medium (100 ft. + 10 ft./level) +Target: Allies in a 20-ft.-radius burst +Duration: 1 round +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +Upon casting this spell, your feet and those of your +allies glow with a yellow nimbus of light. + +Quick march increases your allies' base land speed by +30 feet. (This adjustment is considered an enhancement +bonus.) There is no effect on other modes of movement, +such as burrow, climb, fly, or swim. As with any +effect that increases a creature's speed, this spell +affects maximum jumping distance.</entry> + <entry id="13243" lang="en" sex="m">Resist Energy</entry> + <entry id="13244" lang="en" sex="m"> Abjuration +Level: Ranger 1, Duskblade 1, Cleric 2, Death Master 2, +Sha'ir 2, Wu Jen 2 (All), Death Delver 2, Fatemaker 2, +Knight of the Chalice 2, Knight of the Weave 2, +Vassal of Bahamut 2, Hoardstealer 2, Adept 2, Wizard 2, +Sorcerer 2, Paladin 2, Druid 2, Urban Druid 2, Dragon 2, +Fire 3 +Components: V, S, DF, +Casting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: 10 min./level +Saving Throw: Fortitude negates (harmless) +Spell Resistance: Yes (harmless) + +This abjuration grants a creature limited protection from +damage of whichever one of five energy types you select: +acid, cold, electricity, fire, or sonic. The subject gains +energy resistance 10 against the energy type chosen, meaning +that each time the creature is subjected to such damage +(whether from a natural or magical source), that damage is +reduced by 10 points before being applied to the creature's +hit points. The value of the energy resistance granted increases +to 20 points at 7th level and to a maximum of 30 points at 11th +level. The spell protects the recipient's equipment as well.</entry> + <entry id="13245" lang="en" sex="m">Revenance</entry> + <entry id="13246" lang="en" sex="m">Conjuration (Healing) +Level: Blackguard 4, Cleric 4, Paladin 4, Bard 6 +Components: V, S, DF, +Casting Time: 1 standard action +Range: Touch +Target: Dead ally touched +Duration: 1 minute/level +Saving Throw: None; see text +Spell Resistance: Yes (harmless) + +You rush to your fallen companion amid the chaos of the +battle and cry out the words that will bring her back for +one last fight. + +This spell brings a dead ally temporarily back to life. +The subject can have been dead for up to 1 round per level. +Your target functions as if a raise dead spell (PH 268) +had been cast upon her, except that she does not lose a level +and has half of her full normal hit points. She is alive +(not undead) for the duration of the spell and can be healed +normally, but dies as soon as the spell ends.</entry> + <entry id="13247" lang="en" sex="m">Rhino's Rush</entry> + <entry id="13248" lang="en" sex="m">Transmutation +Level: Paladin 1, Ranger 1, Wrath (SpC) 1, +Components: V, S, +Casting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round + +This spell allows you to propel yourself in a single deadly +charge. The first charge attack you make before the end of +the round deals double damage on a successful hit.</entry> + <entry id="13249" lang="en" sex="m">Energized Shield:Electrical</entry> + <entry id="13250" lang="en" sex="m">Shield of Warding</entry> + <entry id="13251" lang="en" sex="m">Abjuration [Good] +Level: Paladin 2, Cleric 3, +Components: V, S, +Casting Time: 1 standard action +Range: Touch +Target: One shield or buckler touched +Duration: 1 minute/level +Saving Throw: Will negates (object, harmless) +Spell Resistance: No + +The touched shield or buckler grants its wielder a +1 +sacred bonus to Armor Class and on Reflex saves, +1 per +five caster levels (maximum +5 at 20th level). The bonus +applies only when the shield is worn or carried normally +(but not, for instance, if it is slung over the shoulder).</entry> + <entry id="13252" lang="en" sex="m">Smite Heretic</entry> + <entry id="13253" lang="en" sex="m">Conjuration +Level: Paladin 3, +Components: V, S, DF, +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 minutes/level + +For the duration of the spell, when using your smite +evil class ability against an evil creature with the +ability to cast divine spells, you gain a +2 sacred +bonus on the attack roll.</entry> + <entry id="13254" lang="en" sex="m">Smite of Sacred Fire</entry> + <entry id="13255" lang="en" sex="m">Evocation [Good] +Level: Paladin 2, +Components: V, DF, +Casting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round/level; see text + +You must cast this spell in the same round when you +attempt a smite attack. If the attack hits, you deal +an extra 2d6 points of damage to the target of the +smite. Whether or not you succeed on the smite attempt, +during each subsequent round of the spell?s duration, +you deal an extra 2d6 points of damage on any successful +melee attack against the target you attempted to smite. +The spell ends prematurely after any round when you do not +attempt a melee attack against the target you previously +attempted to smite, or if you fail to hit with any of +your attacks in a round.</entry> + <entry id="13256" lang="en" sex="m">Soldiers of Sanctity</entry> + <entry id="13257" lang="en" sex="m">Evocation [Good] +Level: Cleric 3, Paladin 3, +Components: V, S, DF, +Casting Time: 1 full round +Range: Close (25 ft. + 5 ft./2 levels) +Target: You, plus one willing creature/2 levels; see text +Duration: 1 min./level +Saving Throw: None +Spell Resistance: No + +For the duration of soldiers of sanctity, you gain a +bonus on turning checks and turning damage rolls made +when you have allies within 30 feet of you. This is a +sacred bonus, equal to the number of allies within 30 +feet, to a maximum of +6. + +In addition, each target gains a +2 bonus to AC against +all attacks made by undead creatures. This bonus +applies for the duration of the spell as long as an +ally is within 30 feet of you.</entry> + <entry id="13258" lang="en" sex="m">Soul of Light</entry> + <entry id="13259" lang="en" sex="m">Transmutation [Good] +Level: Paladin 2, Cleric 3, +Components: V, S, +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 hour + +Bright, clear light sprouts from your body, quickly +flaring before fading to a faint white pulse. This spell +infuses your body with energy drawn from the Positive +Energy Plane, making it easier to repair injuries. + +Whenever you cast or are the target of a conjuration +(healing) spell, you can choose for the spell to heal +a number of extra points of damage equal to twice the spell's level. + +If such a spell heals at least 10 points of damage, +it also removes the fatigued condition from the +target (or reduces exhaustion to fatigue). + +If soul of light and soul of order are active on you at the +same time, you gain damage reduction 3/+3.</entry> + <entry id="13260" lang="en" sex="m">Soul of Order</entry> + <entry id="13261" lang="en" sex="m">Transmutation [Lawful] +Level: Paladin 1, Sorcerer 2, Wizard 2, +Components: V, S, +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 hour + +A shimmering field of silver energy flows up your +body from your feet to your head, giving your skin a +metallic sheen. + +This spell infuses your body with energy drawn from +the primal forces of law. You gain a +2 morale bonus +on Will saves made to resist enchantment effects. + +Your natural weapons are treated as lawful-aligned for +the purpose of overcoming damage reduction. + +Regardless of your normal alignment, you are considered +lawful-aligned for the purpose of effects that rely on +alignment (such as protection from law or order's wrath). + +If soul of order and soul of light are active on you at +the same time, you gain damage reduction 3/+3.</entry> + <entry id="13262" lang="en" sex="m">Stabilize</entry> + <entry id="13263" lang="en" sex="m">Conjuration (Healing) +Level: Cleric 2, Paladin 2, +Components: V, S, DF, +Casting Time: 1 swift action +Area: 50-ft.-radius burst centered on you +Duration: Instantaneous +Saving Throw: Will negates (harmless); see text +Spell Resistance: Yes (harmless) + +This spell, designed to work on the battlefield, +allows you to stabilize the dying all around you. +A burst of positive energy spreads out from you, +healing 1 point of damage to all living creatures +in the affected area, whether allied or not. This +spell deals 1 point of damage to undead creatures, +which are allowed a Will saving throw to negate +the effect.</entry> + <entry id="13264" lang="en" sex="m">Strategic Charge</entry> + <entry id="13265" lang="en" sex="m">Abjuration +Level: Blackguard 1, Paladin 1 +Components: V, DF, +Casting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round/level + +A red nimbus surrounds you as you move smoothly +across the crowded battlefield. + +You gain the benefit of the Mobility feat (PH 98), +even if you not meet the prerequisites. You do not +have to be charging to gain this benefit.</entry> + <entry id="13266" lang="en" sex="m">Energized Shield: Acid</entry> + <entry id="13267" lang="en" sex="m">True Prayer of the Chosen</entry> + <entry id="13268" lang="en" sex="m">Transmutation +Level: Paladin 3, Cleric 4, +Components: V, S, DF, TN, +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level + +Raising your eyes to the skies, you speak your own +truename to your patron deity, asking for protection +as your mission takes you into harm's way. +A golden coruscation surrounds you. + +True prayer of the chosen grants you a +3 insight +bonus on saving throws and to Armor Class. +For the duration of the spell, you are protected by +the power of your deity, who gives you divine insight +into the threats you're about to face. + +Truename Component: When you cast this spell, you must +correctly speak your personal truename.</entry> + <entry id="13269" lang="en" sex="m">Energized Shield: Sonic</entry> + <entry id="13270" lang="en" sex="m">Unmovable Object</entry> + <entry id="13271" lang="en" sex="m">Evocation +Level: Paladin 4, +Components: V, S, +Casting Time: 1 action +Range: Personal +Target: You +Duration: 1 round/level + +Charging yourself with divine energy, you bond yourself +to the ground beneath your feet and become the epitome +of stability. +The spell ends instantly if you move from your current +position and does not work unless you are in contact +with the ground. + +You gain a +2 bonus to Strength, a +4 bonus to Constitution, +a +2 resistance bonus on saving throws, and a +4 dodge +bonus to AC. + +You gain a +10 bonus to resist a bull rush (this bonus does +not include the +4 bonus for being "exceptionally stable", +but exceptionally stable creatures do get that bonus in +addition to the bonus from this spell). + +You gain a +10 bonus to resist all trip attacks (but not +to your attempts to trip someone in return). + +You gain a +10 resistance bonus on any roll made to resist +an effect that would cause you to move from your current +location. + +For example, while you are not immune to enchantment +effects, you gain a +10 resistance bonus on saving throws +(or Charisma checks, in the case of effects such as charm +person) to resist commands that would cause you to leave +your current position.</entry> + <entry id="16409" lang="en" sex="m">62</entry> + <entry id="16410" lang="en" sex="m">63</entry> + <entry id="16411" lang="en" sex="m">64</entry> + <entry id="16412" lang="en" sex="m">65</entry> + <entry id="16413" lang="en" sex="m">66</entry> + <entry id="16414" lang="en" sex="m">67</entry> + <entry id="16415" lang="en" sex="m">68</entry> + <entry id="16416" lang="en" sex="m">69</entry> + <entry id="16417" lang="en" sex="m">70</entry> + <entry id="16418" lang="en" sex="m">71</entry> + <entry id="16419" lang="en" sex="m">72</entry> + <entry id="16420" lang="en" sex="m">73</entry> + <entry id="16421" lang="en" sex="m">74</entry> + <entry id="16422" lang="en" sex="m">75</entry> + <entry id="16423" lang="en" sex="m">76</entry> + <entry id="16424" lang="en" sex="m">77</entry> + <entry id="16425" lang="en" sex="m">78</entry> + <entry id="16426" lang="en" sex="m">79</entry> + <entry id="16427" lang="en" sex="m">80</entry> + <entry id="16428" lang="en" sex="m">81</entry> + <entry id="16429" lang="en" sex="m">82</entry> + <entry id="16430" lang="en" sex="m">83</entry> + <entry id="16431" lang="en" sex="m">84</entry> + <entry id="16432" lang="en" sex="m">85</entry> + <entry id="16433" lang="en" sex="m">86</entry> + <entry id="16434" lang="en" sex="m">87</entry> + <entry id="16435" lang="en" sex="m">88</entry> + <entry id="16436" lang="en" sex="m">89</entry> + <entry id="16437" lang="en" sex="m">90</entry> + <entry id="16438" lang="en" sex="m">91</entry> + <entry id="16439" lang="en" sex="m">92</entry> + <entry id="16440" lang="en" sex="m">93</entry> + <entry id="16441" lang="en" sex="m">94</entry> + <entry id="16442" lang="en" sex="m">95</entry> + <entry id="16443" lang="en" sex="m">96</entry> + <entry id="16444" lang="en" sex="m">97</entry> + <entry id="16445" lang="en" sex="m">98</entry> + <entry id="16446" lang="en" sex="m">99</entry> + <entry id="16447" lang="en" sex="m">Tomb-Tainted Soul</entry> + <entry id="16448" lang="en" sex="m">Type of Feat: General +Prerequisite: Nongood alignment. + +Your soul is tainted by the foul touch of undeath. + +Benefit: You are healed by negative energy and harmed by positive energy as if you were an undead creature. This feat gives no other penalties or benefits of the undead type.</entry> + <entry id="16449" lang="en" sex="m">Bane Magic</entry> + <entry id="16450" lang="en" sex="m">Type of Feat: General +Prerequisite: none + +Benefit: When you cast a spell that deals damage against a specific creature type, you deal an extra 2d6 points of damage. For example, a giant bane lightning bolt cast by an 8th-level caster would deal the usual 8d6 points of damage to any nongiant in its path but would deal 10d6 points of damage against giants. This feat has no effect on spells that do not deal hit point damage, and the source and type of the damage remains the same. This feat cannot be used to increase the amount of healing dealt to undead by inflict light wounds and similar spells, but it can add to the damage dealt by casting cure light wounds on an undead creature. + +Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, you must apply its effects to a different type of creature: aberrations, animals, constructs, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, outsiders, plants, undead, or vermin. If you choose humanoids, you must select a particular type of humanoid, such as dwarf or orc. +</entry> + <entry id="16451" lang="en" sex="m">Bane Magic: Aberrations</entry> + <entry id="16452" lang="en" sex="m">Bane Magic: Animals</entry> + <entry id="16453" lang="en" sex="m">Bane Magic: Beasts</entry> + <entry id="16454" lang="en" sex="m">Bane Magic: Constructs</entry> + <entry id="16455" lang="en" sex="m">Bane Magic: Dragons</entry> + <entry id="16456" lang="en" sex="m">Bane Magic: Dwarves</entry> + <entry id="16457" lang="en" sex="m">Bane Magic: Elementals</entry> + <entry id="16458" lang="en" sex="m">Bane Magic: Elves</entry> + <entry id="16459" lang="en" sex="m">Bane Magic: Fey</entry> + <entry id="16460" lang="en" sex="m">Bane Magic: Giants</entry> + <entry id="16461" lang="en" sex="m">Bane Magic: Gnomes</entry> + <entry id="16462" lang="en" sex="m">Bane Magic: Half-Elves</entry> + <entry id="16463" lang="en" sex="m">Bane Magic: Halflings</entry> + <entry id="16464" lang="en" sex="m">Bane Magic: Half-Orcs</entry> + <entry id="16465" lang="en" sex="m">Bane Magic: Humans</entry> + <entry id="16466" lang="en" sex="m">Bane Magic: Goblinoids</entry> + <entry id="16467" lang="en" sex="m">Bane Magic: Monstrous Humanoids</entry> + <entry id="16468" lang="en" sex="m">Bane Magic: Orcs</entry> + <entry id="16469" lang="en" sex="m">Bane Magic: Reptilian Humanoids</entry> + <entry id="16470" lang="en" sex="m">Bane Magic: Magical Beasts</entry> + <entry id="16471" lang="en" sex="m">Bane Magic: Outsiders</entry> + <entry id="16472" lang="en" sex="m">Bane Magic: Shapechangers</entry> + <entry id="16473" lang="en" sex="m">Bane Magic: Undead</entry> + <entry id="16474" lang="en" sex="m">Bane Magic: Vermin</entry> + <entry id="16475" lang="en" sex="m">You have become the very definition of immovable object. You are a stalwart warrior that can stand your ground against virtually any foe imaginable. + +Hit Die: d12 +Skill Points at Each Additional Level: 2+ Int Modifier +Bonus Feats: The epic dwarven defender gains a bonus feat every five levels +Special: + Defensive Stance: an additional use per day is gained for every two levels past 9th. + Damage Reduction: the damage reduction increases by 3 points for every four levels above 10th. + +Epic Dwarven Defender Bonus Feats List: +Armor Skin, Damage Reduction, Devastating Critical, Energy Resistance, Epic Toughness, Epic Prowess, Epic Weapon Focus, Overwhelming Critical, Perfect Health. </entry> + <entry id="16476" lang="en" sex="m">Blur</entry> + <entry id="16477" lang="en" sex="m">Level: Innate +Description: This spell causes the subject's outline to appear blurred. This distortion grants one-half concealment (i.e. 20% miss chance). A see-invisibility spell does not counteract the blur effect, but a true-seeing spell does.</entry> + <entry id="16478" lang="en" sex="m">Faerie Fire</entry> + <entry id="16479" lang="en" sex="m">Level: Innate +Description: This spell causes a pale glow to surround and outline the subjects. Outlined subjects shed light as candles. Outlined creatures loose the benefit from the concealment normally caused by darkness, blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures. The faerie fire can be blue, red, or violet, at random. The faerie fire does not cause any harm to the objects or creatures thus outlined.</entry> + <entry id="16480" lang="en" sex="m">Type of Feat: General. +Prerequisite: 21st level or Battlerager Level 5. + +Specifics: The character gains a natural +2 bonus to armor class. + +Use: Automatic.</entry> + <entry id="16481" lang="en" sex="m">Spell Component</entry> + <entry id="16482" lang="en" sex="m">Evocation [Light] +Level: Drd 1 +Components: V, S, DF +Casting Time: 1 standard action +Range: Long (400 ft. + 40 ft./level) +Area: Creatures and objects within a 5-ft.-radius burst +Duration: 1 min./level (D) +Saving Throw: None +Spell Resistance: Yes + +A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.</entry> + <entry id="16483" lang="en" sex="m">Faerie Fire (1)</entry> + <entry id="16484" lang="en" sex="m">Rilkan</entry> + <entry id="16485" lang="en" sex="m">Rilkan</entry> + <entry id="16486" lang="en" sex="m">rilkan</entry> + <entry id="16487" lang="en" sex="m">Rilkans</entry> + <entry id="16488" lang="en" sex="m">Rilkans can pass for humans if they cover their pebbly, corundum-hard scales. These scales range in color from turquoise to sapphire to ruby. In males, the scales are a single solid color; in females, they are patterned and polychromatic. Rilkan men are dashing and handsome, while rilkan women dress to accentuate their femininity. + +Rilkan Ability Adjustments: +2 Dexterity, -2 Strength +Favored Class: Incarnate. A multiclass Rilken's Incarnate class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Base movement of 30' +- Racial Knowledge: Lore bonus of +1 with an additional +1 for every two soulmelds currently shaped by the rilkan. +- +2 racial bonus on Bluff and Diplomacy checks: Rilkans are talented at saying the right word at the right time. +- Reptilian: Rilkans count as reptilian humanoid for spells and abilities. +</entry> + <entry id="16489" lang="en" sex="m">You are a Rilkan, descended from the mishtai.</entry> + <entry id="16490" lang="en" sex="m">Duskling</entry> + <entry id="16491" lang="en" sex="m">Duskling</entry> + <entry id="16492" lang="en" sex="m">duskling</entry> + <entry id="16493" lang="en" sex="m">Dusklings</entry> + <entry id="16494" lang="en" sex="m">Dusklings are small but savage fey native to the Outer Planes. They boast of an innate connection to incarnum that no other race possesses-as a dryad is one with her tree, they claim, the duskling race is one with incarnum. + +Dusklings stand about as tall as elves, though they are far more robust. They average about 5 feet tall and about 120 pounds. Their skin is steely blue-gray and their hair ranges from light blue to darker shades of blue, gray, and black. Their eyes are deep blue, emerald green, or purple. They have a wild, feral look about them-their hair grows long and unkempt, and their faces are long and somewhat vulpine. The men grow long, full beards. + +Duskling Ability Adjustments: +2 Con, -2 Int. +Favored Class (Totemist): A multiclass Duskling's totemist class does not count when determining whether she suffers an XP penalty for multiclassing. + +Special Abilities: +- Low-Light Vision: Allows them to see better than normal in the dark. +- Fey (Extraplanar, Incarnum): For all effects related to race, a Duskling is considered a Fey. +- Essentia Pool: A duskling's essentia pool is permanently increased by 1. If she doesn't have an essentia pool, this trait grants her one with a single point of essentia. +- Duskling base speed is 30 feet. However, a duskling can invest essentia to improve this speed. For every point of essentia invested in this racial trait, the duskling's speed improves by 5 feet. This enhancement bonus only applies when the duskling is wearing light or no armor and carrying no more than a light load. +</entry> + <entry id="16495" lang="en" sex="m">You are a fey that hails from an Outer Plane friendly to fey and wildlife. Whether motivated by nothing more than the need to be on the move and free from any kind of ties, or perhaps seeking the close camaraderie of an adventuring party to serve as an acceptable substitute, you have set out to find company with similarly independent souls. + </entry> + <entry id="16496" lang="en" sex="m">Azurin</entry> + <entry id="16497" lang="en" sex="m">Azurin</entry> + <entry id="16498" lang="en" sex="m">azurin</entry> + <entry id="16499" lang="en" sex="m">Azurins</entry> + <entry id="16500" lang="en" sex="m">Azurins resemble their human parents in most respects, including the familial similarity that any human child would share with his or her parents. The one exception to this is their eyes: the sclera (whites) of azurin eyes have a sky-blue sheen. Azurins are otherwise as varied in appearance as humans. + +Azurin Ability Adjustments: None +Favored Class: Soulborn. A multiclass Azurin's Soulborn class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special abilities: + +- Base movement of 30' +- Essentia Pool: An azurin's essentia pool is permanently increased by 1. If he doesn't have an essentia pool, this trait grants him one with a single point of essentia. +- Quick to Master: Azurin gain an extra feat at character creation. +- Human: Azurin count as Humans for spells and abilities. + </entry> + <entry id="16501" lang="en" sex="m">You are an Azurin, an incarnum-touched being born to human parents.</entry> + <entry id="16502" lang="en" sex="m">Eagle Claw</entry> + <entry id="16503" lang="en" sex="m">The asheratis invented the first eagle's claw. This light, exotic melee weapon has a quarter-circle blade that is equally sharp on both the inner and outer edges. The blade is about 6 inches long and looks very much like an eagle's claw enlarged and forged in steel. The handle of an eagle's claw is slightly curved with a hole at the end to facilitate the use of a finger (middle or index) in wielding the weapon, allowing you to instantly swing the blade between differing grips. Asherati treat this as a martial weapon instead of an exotic weapon.</entry> + <entry id="16504" lang="en" sex="m">Base Damage: 1d6 +Base Critical Threat: 18-20/x2 +Base Damage Type: Slashing and piercing +Weapon Size: Small +Feats Required: Exotic</entry> + <entry id="16505" lang="en" sex="m">Weapon Proficiency: Eagle Claw</entry> + <entry id="16506" lang="en" sex="m">Weapon Focus (eagle claw)</entry> + <entry id="16507" lang="en" sex="m">Epic Weapon Focus (eagle claw)</entry> + <entry id="16508" lang="en" sex="m">Weapon Specialization (eagle claw)</entry> + <entry id="16509" lang="en" sex="m">Epic Weapon Specialization (eagle claw)</entry> + <entry id="16510" lang="en" sex="m">Improved Critical (eagle claw)</entry> + <entry id="16511" lang="en" sex="m">Overwhelming Critical (eagle claw)</entry> + <entry id="16512" lang="en" sex="m">Devastating Critical (eagle claw)</entry> + <entry id="16513" lang="en" sex="m">Weapon of Choice (eagle claw)</entry> + <entry id="16520" lang="en" sex="m">Forest Master</entry> + <entry id="16521" lang="en" sex="m">Forest Masters</entry> + <entry id="16522" lang="en" sex="m">forest master</entry> + <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 dear�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. + +- Hit Die: d8. +- Proficiencies: A forest master does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. +- Spells per Day: At each forest master level except 4th and 8th, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead). + +REQUIREMENTS: + +Skills: Animal Empathy 8 ranks, Concentration 4 ranks, Lore 13 ranks. +Feats: Alertness, Endurance, Power Attack, Skill Focus (Lore), Weapon Proficiency (martial) or Weapon Proficiency (maul). +Spells: Ability to cast entangle, plant growth*, and command plants*. + +ABILITIES: +Level +1: Tree Brother (Sp): The forest master may assume tree shape once per day. + Nature Sense* (Ex): The forest master can identify plants and animals with perfect accuracy. He can determine whether water is safe to drink or dangerous. +2: Forest Dominion (Su): The forest master gains the ability to rebuke or command plants as an evil cleric can rebuke or command undead. + Great Mallet (Su): A forest master begins to awaken magical abilities within the wood and metal that make up his maul. +3: Natural Armor (Ex): The forest master�s skin changes into a tough, barklike hide, granting him natural armor +3 +4: Oak Strength (Ex): The forest master gains a +2 bonus to Strength and the ability to make slam attacks. +5: Spruce Growth (Su): Once per day the forest master can temporarily increase his size and strength as if using a righteous might spell. +7: Oakheart (Ex): Type changes to plant, gain weakness to fire. +8: Deep Roots (Su): Once per day, sink roots to become immobile & gain Fast Healing 5. + Forest Longevity* (Ex): At 8th level, the forest master is magically sustained by his continuing transformation and gains incredible longevity. +10: Forest Might (Ex): The primordial forest infuses the forest master with power. He gains a +2 bonus to Strength, a +2 bonus to Constitution, and he takes only half damage from piercing weapons. He gains Fast Healing 1 in natural environments. + +*not implemented</entry> + <entry id="16524" lang="en" sex="m">Tree Brother (Sp)</entry> + <entry id="16525" lang="en" sex="m">The forest master may assume tree shape once per day.</entry> + <entry id="16526" lang="en" sex="m">Nature Sense (Ex)</entry> + <entry id="16527" lang="en" sex="m">The forest master can identify plants and animals with perfect accuracy. He can determine whether water is safe to drink or dangerous. + +(Not Implemented)</entry> + <entry id="16528" lang="en" sex="m">Forest Dominion (Su)</entry> + <entry id="16529" lang="en" sex="m"> At 2nd level, the forest master gains the ability to rebuke or command plants as an evil cleric can rebuke or command undead. His effective level for this ability is his class level, and he may use it a number of times perday equal to 3 + his Charisma modifier. If he already has this ability because he is a cleric with the Plant domain, these levels stack with his cleric levels and vice versa.</entry> + <entry id="16530" lang="en" sex="m">Great Mallet (Su)</entry> + <entry id="16531" lang="en" sex="m">Beginning at 2nd level, a forest master begins to awaken magical abilities within the wood and metal that make up his maul. Any maul used by a forest master is treated as if it were a +2 maul with either the frost or shock property (the forest master decides each round whether the weapon�s extra damage is cold or electricity). If the weapon has additional abilities (such as defending), these abilities still apply, and if the weapon has an enhancement bonus better than +2 the higher of the two bonuses is used. The maul does not gain these abilities if it is not wielded by the forest master. At 6th-level, the forest master�s maul acts as a +2 icy burst or +2 shocking burst weapon, with the forest master deciding each round what effect the weapon has. At 9th level, the forest master�s maul acts as a +3 mighty cleaving weapon in addition to its other properties (including its icy burst or shocking burst ability).</entry> + <entry id="16532" lang="en" sex="m">Icy Mallet</entry> + <entry id="16533" lang="en" sex="m">Shocking Mallet</entry> + <entry id="16534" lang="en" sex="m">Natural Armor (Ex)</entry> + <entry id="16535" lang="en" sex="m">At 3rd level, the forest master�s skin changes into a tough, bark like hide, granting him natural armor +3.This bonus increases to +5 at 5th level and +7 at 7th level.</entry> + <entry id="16536" lang="en" sex="m">Oak Strength (Ex)</entry> + <entry id="16537" lang="en" sex="m">Beginning at 4th level, the forest master gains a +2 bonus to Strength and the ability to make slam attacks. A Small creature�s slam attack deals 1d4 points of damage, one from a Medium-size creature deals 1d6 points of damage, and a Large forest master�s slam attack deals 1d8 points of damage. Slam attacks are natural weapon attacks and do not provoke an attack of opportunity from the defender. A forest master can select Improved Critical (slam), Weapon Focus (slam), and (if a fighter of 4th level or higher) Weapon Specialization (slam). Upon gaining this ability, the forest master�s hair takes on a green, leafy appearance.</entry> + <entry id="16538" lang="en" sex="m">Spruce Growth (Su)</entry> + <entry id="16539" lang="en" sex="m">At 5th level, once per day the forest master can temporarily increase his size and strength as if using a righteous might spell.</entry> + <entry id="16540" lang="en" sex="m">Oakheart (Ex)</entry> + <entry id="16541" lang="en" sex="m">Upon reaching 7th level, a forest master�s bodybecomes a thing of wood and leaf rather than meat and bone. Histype changes to plant. As such, he is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. He is not subject to critical hits or sneak attacks. However, the forest master becomes vulnerable to fire, and suffers double damage from fire attacks.</entry> + <entry id="16542" lang="en" sex="m">Deep Roots (Su)</entry> + <entry id="16543" lang="en" sex="m">Beginning at 8th level, once per day the forestmaster may sink roots into the ground in any natural surface that can support at least some vegetation. While rooted, the forest master gains fast healing 5, but has an effective Dexterity score of 1 and may not move from the spot in which he stands. The forest master can withdraw his roots and end the healing as a free action.</entry> + <entry id="16544" lang="en" sex="m">Forest Longevity (Ex)</entry> + <entry id="16545" lang="en" sex="m">At 8th level, the forest master is magically sustained by his continuing transformation and gains incredible longevity. + +(Not Implemented)</entry> + <entry id="16546" lang="en" sex="m">Forest Might (Ex)</entry> + <entry id="16547" lang="en" sex="m">At 10th level, the primordial forest infuses the forest master with power. He gains a +2 bonus to Strength, a +2 bonus to Constitution, and he takes only half damage from piercing weapons. He gains fast healing 1 (which does not add to the fast healing 5 he gains when using his deep roots ability) whenever standing on fertile soil.</entry> + <entry id="16548" lang="en" sex="m">You must be wielding a maul to use this ability.</entry> + <entry id="16549" lang="en" sex="m">Elemental power flows through your maul.</entry> + <entry id="16550" lang="en" sex="m">You sink your roots into the fertile soil below.</entry> + <entry id="16551" lang="en" sex="m">You must be outside & above ground to use this ability.</entry> + <entry id="16552" lang="en" sex="m"><CUSTOM0> commands plants.</entry> + <entry id="20400" lang="en" sex="m">++++++++++ ACP Styles ++++++++++</entry> + <entry id="20401" lang="en" sex="m">Kensai</entry> + <entry id="20402" lang="en" sex="m">Assassin</entry> + <entry id="20403" lang="en" sex="m">Heavy</entry> + <entry id="20404" lang="en" sex="m">Fencing</entry> + <entry id="20405" lang="en" sex="m">Katar/Claws</entry> + <entry id="20406" lang="en" sex="m">Arcane</entry> + <entry id="20407" lang="en" sex="m">Demon Blade</entry> + <entry id="20408" lang="en" sex="m">Warrior</entry> + <entry id="20409" lang="en" sex="m">Tiger Fang</entry> + <entry id="20410" lang="en" sex="m">Sun Fist</entry> + <entry id="20411" lang="en" sex="m">Dragon Palm</entry> + <entry id="20412" lang="en" sex="m">Bear's Claw</entry> + <entry id="20499" lang="en" sex="m">#Project Q reserved lines 20501 - 21000#</entry> + <entry id="21001" lang="en" sex="m">#End of Project Q reserve#</entry> + <entry id="29999" lang="en" sex="m">#Community Expansion Pack reserved lines: 30k - 40k, 41k-45k, 120k - 125k#</entry> + <entry id="30000" lang="en" sex="m"># PRC / CEP Shared Weapon Descriptions 30000-30070 #</entry> + <entry id="30005" lang="en" sex="m">Heavy Pick</entry> + <entry id="30006" lang="en" sex="m">Originally a miner's tool like the shovel, the pick has found more deadly uses defending home, hearth and kingdom. It has become a specialized weapon, known for its deadly ability to pierce even the heaviest of armor plates.</entry> + <entry id="30007" lang="en" sex="m">Base Damage: 1d6 +Base Critical Threat: x4 +Base Damage Type: Piercing +Weapon Size: Medium +Feats Required: Martial</entry> + <entry id="30008" lang="en" sex="m">Light Pick</entry> + <entry id="30009" lang="en" sex="m">Originally a miner's tool like the shovel, the pick has found more deadly uses defending home, hearth and kingdom. It has become a specialized weapon, known for its deadly ability to pierce even the heaviest of armor plates.</entry> + <entry id="30010" lang="en" sex="m">Base Damage: 1d4 +Base Critical Threat: x4 +Base Damage Type: Piercing +Weapon Size: Small +Feats Required: Martial</entry> + <entry id="30011" lang="en" sex="m">Sai</entry> + <entry id="30012" lang="en" sex="m">This exotic weapon is shaped like a dagger but it has no edge and no point. The sai is as much a defensive weapon as an offensive one, and is traditionally wielded in pairs.</entry> + <entry id="30013" lang="en" sex="m">Base Damage: 1d4 +Base Critical Threat: x2 +Base Damage Type: Bludgeoning +Weapon Size: Tiny +Feats Required: Exotic</entry> + <entry id="30014" lang="en" sex="m">Nunchaku</entry> + <entry id="30015" lang="en" sex="m">Originally a farmer's tool, nunchaku are derived from simple devices used to flail grains. They have become a specialized weapon, wielded with blinding speed and brutal force.</entry> + <entry id="30016" lang="en" sex="m">Base Damage: 1d6 +Base Critical Threat: x2 +Base Damage Type: Bludgeoning +Weapon Size: Small +Feats Required: Exotic</entry> + <entry id="30017" lang="en" sex="m">Falchion</entry> + <entry id="30018" lang="en" sex="m">The falchion is a brutal, hacking weapon. Not subtle, and not good for defense. It is, however, a fairly simple and inexpensive weapon to make because its broad, heavy blade can be forged thickly of cheap metal by inexperienced smiths. For this reason it is popular among some armies.</entry> + <entry id="30019" lang="en" sex="m">Base Damage: 2d4 +Base Critical Threat: 18-20/x2 +Base Damage Type: Slashing +Weapon Size: Large +Feats Required: Martial</entry> + <entry id="30026" lang="en" sex="m">Sap</entry> + <entry id="30027" lang="en" sex="m">The sap is a simple weapon, typically consisting of a small bag filled with sand or lead shot.</entry> + <entry id="30028" lang="en" sex="m">Base Damage: 1d6 +Base Critical Threat: x2 +Base Damage Type: Bludgeoning +Weapon Size: Small +Feats Required: Martial</entry> + <entry id="30032" lang="en" sex="m">Katar</entry> + <entry id="30033" lang="en" sex="m">The katar is also known as a punching dagger, discrete and efficient.</entry> + <entry id="30034" lang="en" sex="m">Base Damage: 1d4 +Base Critical Threat: x3 +Base Damage Type: Piercing +Weapon Size: Tiny +Feats Required: Exotic</entry> + <entry id="30053" lang="en" sex="m">Heavy Mace</entry> + <entry id="30054" lang="en" sex="m">A heavy mace is a simple weapon, made of metal and ideal for smashing opponents.</entry> + <entry id="30055" lang="en" sex="m">Base Damage: 1d8 +Base Critical Threat: 20/x2 +Base Damage Type: Bludgeoning +Weapon Size: Medium +Feats Required: Simple</entry> + <entry id="30056" lang="en" sex="m">Maul</entry> + <entry id="30057" lang="en" sex="m">The maul is a huge hammer designed to deliver devastating blows in combat.</entry> + <entry id="30058" lang="en" sex="m">Base Damage: 1d10 +Base Critical Threat: 20/x3 +Base Damage Type: Bludgeoning +Weapon Size: Large +Feats Required: Martial</entry> + <entry id="30059" lang="en" sex="m">Double Scimitar</entry> + <entry id="30060" lang="en" sex="m">The curved blades of the double scimitar are used most effectively when spinning and twirling with the weapon. Despite its size, the weapon benefits more from quick, precise movement than from brute force.</entry> + <entry id="30061" lang="en" sex="m">Base Damage: 1d6/1d6 +Base Critical Threat: 18-20/x2 +Base Damage Type: Slashing +Weapon Size: Large +Feats Required: Exotic</entry> + <entry id="30068" lang="en" sex="m">Goad</entry> + <entry id="30069" lang="en" sex="m">Derived from a tool used to herd unruly oxen, the goad has seen use as a weapon in its own right.</entry> + <entry id="30070" lang="en" sex="m">Base Damage: 1d6 +Base Critical Threat: x2 +Base Damage Type: Piercing +Weapon Size: Small +Feats Required: Martial</entry> + <entry id="44999" lang="en" sex="m">+++++++++++++ PRC Pack Feats 45,000 - 54,999 ++++++++++++++</entry> + <entry id="45001" lang="en" sex="m">Type of Feat: General +Prerequisite: Spell Focus (conjuration) + +Specifics: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. + +Use: Automatic.</entry> + <entry id="45002" lang="en" sex="m">Augment Summoning</entry> + <entry id="45003" lang="en" sex="m">Mage Killer</entry> + <entry id="45004" lang="en" sex="m">Mage Killers</entry> + <entry id="45005" lang="en" sex="m">mage killer</entry> + <entry id="45006" lang="en" sex="m">(PRESTIGE CLASS) +Mage Killers are a rare breed, specializing in magic designed to combat other spellcasters. The Mage Killer not only trains like a warrior, but also masters spells to exploit the weaknesses of their arcane foes. Some use traps, others prefer weapons, but all hone their magical skills to a fine point - for it is these magical abilities that distinguish Mage Killers from the majority of mundane hunters and killers. + +A Mage Killer will fraternize with all sorts of people to help them locate and gain access to their enemies, but the dirty business of overcoming those foes and putting an end to their miserable lives is kept firmly on the Mage Killer's own shoulders. + +- Hit Die: d4. +- Proficiencies: A Mage Killer does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Spells: Able to cast 4th-level arcane spells. +Feats: Great Fortitude, Lightning Reflexes, Combat Casting, Any Martial Weapon Proficiency. +Skills: Spellcraft (10 ranks). + +ABILITIES: + +Level +1: Improved Saves - The Mage Killer can choose to gain a +1 bonus to either Reflex or Fortitude saves. +2: Augment Summoning - Any creatures called forth with summoning spells are slightly enhanced, gaining one extra hit die and a +1 bonus on attack and damage rolls. +3: Improved Saves. +4: Feat - Spell Focus: Evocation - Provides a +2 bonus to the DC for all spells in the Evocation school. +5: Improved Saves. +6: Feat - Spell Focus: Necromancy. +7: Improved Saves. +8: Feat - Spell Focus: Conjuration. +9: Improved Saves. +10: Feat - Spell Focus: Transmutation. + +BONUS SPELLS + +Upon gaining a level in Mage Killer, the character gains new spells per day as if they had also gained a level in their highest Arcane spellcasting class. No new spells are learned through this ability, however.</entry> + <entry id="45007" lang="en" sex="m">Harper Mage</entry> + <entry id="45008" lang="en" sex="m">Harper Mages</entry> + <entry id="45009" lang="en" sex="m">harper mage</entry> + <entry id="45010" lang="en" sex="m">(PRESTIGE CLASS) +Wizards and sorcerers have been an integral part of the Harpers since the organization's inception. Indeed, many of its senior members today are powerful mages. + +Among the organization's principal allies are several influential wizards and sorcerers who have made some of their accumulated knowledge available to the Harpers. + +Mystra, the deity of magic, is one of the patron deities of the Harpers; her predecessor being one of the deities who met at the Dancing Place centuries ago to inspire the founding of the Harpers organization. With such a rich magical tradition, it was inevitable that the Harpers would develop some of their own magical lore and techniques to pass on to their agents. + +- Hit Die: d4. +- Proficiencies: A Harper Mage is proficient with simple weapons. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Feats: Alertness, Extend Spell. +Alignment: Any non-evil. +Skills: Concentration (4 ranks), Spellcraft (8 ranks), Lore (8 ranks), Persuade (2 ranks). +Spells: Able to cast 3rd level arcane spells. + +ABILITIES: + +Level +1: Feat - Skill Focus: Lore - Provides a +3 bonus to all Lore skill checks. +2: Feat - Skill Focus: Spellcraft - Provides a +3 bonus to all Spellcraft skill checks. +3: Feat - Still Spell. +4: Feat - Silent Spell. +5: Hardiness vs. Spells - The Harper Mage gains a +2 bonus to saving throws vs spells. + +BONUS SPELLS + +Upon gaining a level in Harper Mage, the character gains new spells per day as if they had also gained a level in their highest Arcane spellcasting class. No new spells are learned through this ability, however.</entry> + <entry id="45011" lang="en" sex="m">Spellsword</entry> + <entry id="45012" lang="en" sex="m">Spellswords</entry> + <entry id="45013" lang="en" sex="m">spellsword</entry> + <entry id="45014" lang="en" sex="m">(PRESTIGE CLASS) +The power to meld swordplay and sorcery is given embodiment in the person of the Spellsword. + +A student of both arcane rituals and martial techniques, the Spellsword gradually learns to circumvent the negative effects of armour on magical rites, and can cast spells while wearing armor with less chance of failure than a traditional mage. Moreover, the Spellsword can cast spells through a weapon or store spells there for later use. + +Feared by other mages for their ability to cast spells while in armor and treated with suspicion by the common people for their ability to wield magic, the Spellsword often walks the world alone. + +- Hit Die: d8. +- Proficiencies: A Spellsword does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Spells: Able to cast 2nd level arcane spells. +Feats: Weapon Proficiency: All Simple and Martial Weapon Proficiencies, Armor Proficiency: Light, Armor Proficiency: Medium, Armor Proficiency: Heavy. +Skills: Lore (6 ranks). +Base attack bonus: +4. + +ABILITIES: + +Level +1: Ignore Arcane Spell Failure (10%). +2: Bonus Feat. +3: Ignore Arcane Spell Failure (15%). +4: Channel Spell (3/day) - The Spellsword can store a single spell in a weapon to be unleashed the next time the weapon strikes an opponent. +5: Ignore Arcane Spell Failure (20%). +6: Channel Spell (4/day). +7: Ignore Arcane Spell Failure (30%). +8: Channel Spell (5/day). +9: Ignore Arcane Spell Failure (40%). +10: Multiple Channel Spell I - The Spellsword can store two spells in a weapon to be unleashed the next time the weapon strikes an opponent. + +BONUS SPELLS + +Every other level in Spellsword, the character gains new spells per day as if they had also gained a level in their highest Arcane spellcasting class. No new spells are learned through this ability, however.</entry> + <entry id="45015" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Level 1 or higher in the Spellsword prestige class. + +Specifics: Reduces arcane spell failure. + +Level +1: 10% Ignore Arcane Spell Failure +2: 15% Ignore Arcane Spell Failure +3: 20% Ignore Arcane Spell Failure +4: 30% Ignore Arcane Spell Failure +5: 40% Ignore Arcane Spell Failure + +Epic Levels: +6: 45% Ignore Arcane Spell Failure +7: 50% Ignore Arcane Spell Failure +8: 55% Ignore Arcane Spell Failure +9: 60% Ignore Arcane Spell Failure +10: 65% Ignore Arcane Spell Failure +11: 70% Ignore Arcane Spell Failure +12: 75% Ignore Arcane Spell Failure +13: 80% Ignore Arcane Spell Failure +14: 85% Ignore Arcane Spell Failure +15: 90% Ignore Arcane Spell Failure</entry> + <entry id="45016" lang="en" sex="m">Ignore Spell Failure 1</entry> + <entry id="45017" lang="en" sex="m">Ignore Spell Failure 2</entry> + <entry id="45018" lang="en" sex="m">Ignore Spell Failure 3</entry> + <entry id="45019" lang="en" sex="m">Ignore Spell Failure 4</entry> + <entry id="45020" lang="en" sex="m">Ignore Spell Failure 5</entry> + <entry id="45021" lang="en" sex="m">Acolyte of the Skin</entry> + <entry id="45022" lang="en" sex="m">Acolytes of the Skin</entry> + <entry id="45023" lang="en" sex="m">acolyte of the skin</entry> + <entry id="45024" lang="en" sex="m">(PRESTIGE CLASS) +The thirst for power drives some people to extreme lengths, regardless of the consequences. Though it is hard to believe that any living being would willingly bond the skin of a living demon to their own, that is exactly what the Acolyte of the Skin is willing to attempt in their pursuit for power. + +Through this diabolic act of symbiosis, the Acolyte hopes to gain infernal power, heedless of the possible consequences to their own soul and psyche. For who knows what may happen as the bond between Acolyte and skin grows stronger and the full power of infernal darkness is unleashed. + +- Hit Die: d4. +- Proficiencies: An Acolyte of the Skin does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Arcane Spellcasting: Able to cast 3rd-level arcane spells. +Skills: Lore (8 ranks). +Alignment: Any non-good. + +ABILITIES: + +Level +1: Wear Fiend - Grants +1 Natural Armor, +2 Dexterity and Dark Vision. +2: Flame Resistant - The Acolyte gains 20 Fire resistance. +3: Fiendish Glare - The Acolyte's glare can decrease a foe's abilities and even stun weak opponents. +4: Fiendish Knowledge - The Acolyte gains a free bonus feat. +5: Skin Adaptation - Grants +2 Natural Armor, +2 Constitution. +6: Cold Resistant - The Acolyte gains 20 cold resistance. +7: Glare of the Pit - Once per day, the Acolyte's glare can immolate an opponent, dealing 16d6 damage. +8: Fiendish Knowledge - The Acolyte gains a free bonus feat. +9: Summon Fiend - The Acolyte can summon a Vrock once per day. +10: Symbiosis - Grants (20/+1) damage reduction. This increases by +1 every 5 Epic levels. + +BONUS SPELLS + +Every other level in Acolyte of the Skin, the character gains new spells per day as if they had also gained a level in their highest arcane caster class. No new spells are learned through this ability, however.</entry> + <entry id="45025" lang="en" sex="m">Wear Fiend</entry> + <entry id="45026" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Acolyte of the Skin level 1. +Specifics: Grants +1 Natural Armor, +2 Dexterity, and Darkvision. +Use: Automatic.</entry> + <entry id="45027" lang="en" sex="m">Flame Resistant</entry> + <entry id="45028" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 2 Acolyte of the Skin. + +Specifics: The Acolyte is granted 20 Fire resistance. + +Use: Automatic.</entry> + <entry id="45029" lang="en" sex="m">Fiendish Glare</entry> + <entry id="45030" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 3 Acolyte of the Skin. + +Specifics: The target must make a Will save vs. DC 20 or suffer -2 to Attack, -2 to Damage, and -2 to Saving Throws for 10 minutes. Also, a creature with 50 or less hit points is stunned for 3d4 rounds, a creature with 51-100 hit points is stunned for 2d4 rounds, and a creature with 101-151 hit points is stunned for 1d4 rounds. + +Use: Selected.</entry> + <entry id="45031" lang="en" sex="m">Skin Adaptation</entry> + <entry id="45032" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 5 Acolyte of the Skin. + +Specifics: The Acolyte gains +2 Natural Armor and +2 to Constitution. + +Use: Automatic.</entry> + <entry id="45033" lang="en" sex="m">Cold Resistant</entry> + <entry id="45034" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 6 Acolyte of the Skin. + +Specifics: The Acolyte is granted 20 Cold resistance. + +Use: Automatic.</entry> + <entry id="45035" lang="en" sex="m">Glare of the Pit</entry> + <entry id="45036" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 7 Acolyte of the Skin. + +Specifics: The Acolyte's glare deals 16d6 Fire damage to a single target. Usable once per day. + +Use: Selected.</entry> + <entry id="45037" lang="en" sex="m">Summon Fiend</entry> + <entry id="45038" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 9 Acolyte of the Skin. + +Specifics: The Acolyte summons forth a Vrock as a servant. Usable once per day. + +Use: Selected.</entry> + <entry id="45039" lang="en" sex="m">Symbiosis</entry> + <entry id="45040" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 10 Acolyte of the Skin. +Specifics: Grants (20/+1) damage reduction at level 10 and +1 for every five levels thereafter. + +Level: +10: 20/+1 +15: 20/+2 +20: 20/+3 +25: 20/+4 +30: 20/+5 + +Use: Automatic.</entry> + <entry id="45041" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 1 Mage Killer. + +Specifics: This feat grants +1 to Reflex saves each time it is taken. + +Use: Automatic.</entry> + <entry id="45042" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 1 Mage Killer. + +Specifics: This feat grants +1 to Fortitude saves each time it is taken. + +Use: Automatic.</entry> + <entry id="45043" lang="en" sex="m">Improve Saves: Reflex 1</entry> + <entry id="45044" lang="en" sex="m">Improve Saves: Reflex 2</entry> + <entry id="45045" lang="en" sex="m">Improve Saves: Reflex 3</entry> + <entry id="45046" lang="en" sex="m">Improve Saves: Reflex 4</entry> + <entry id="45047" lang="en" sex="m">Improve Saves: Reflex 5</entry> + <entry id="45048" lang="en" sex="m">Improve Saves: Fortitude 1</entry> + <entry id="45049" lang="en" sex="m">Improve Saves: Fortitude 2</entry> + <entry id="45050" lang="en" sex="m">Improve Saves: Fortitude 3</entry> + <entry id="45051" lang="en" sex="m">Improve Saves: Fortitude 4</entry> + <entry id="45052" lang="en" sex="m">Improve Saves: Fortitude 5</entry> + <entry id="45053" lang="en" sex="m">Physical Power 1</entry> + <entry id="45054" lang="en" sex="m">Type of Feat: Epic. +Prerequisite: Epic Acolyte of the Skin. + +Specifics: Grants +2 to Constitution at levels 11, 21, and 30. + +Use: Automatic.</entry> + <entry id="45055" lang="en" sex="m">Physical Power 2</entry> + <entry id="45056" lang="en" sex="m">Physical Power 3</entry> + <entry id="45057" lang="en" sex="m">Acid Resistant</entry> + <entry id="45058" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 14 Acolyte of the Skin. + +Specifics: The Acolyte is granted 20 Acid resistance. + +Use: Automatic.</entry> + <entry id="45059" lang="en" sex="m">Electricity Resistant</entry> + <entry id="45060" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Level 18 Acolyte of the Skin. + +Specifics: The Acolyte is granted 20 Electrical resistance. + +Use: Automatic.</entry> + <entry id="45061" lang="en" sex="m">Mental Power 1</entry> + <entry id="45062" lang="en" sex="m">Type of Feat: Epic. +Prerequisite: Epic Acolyte of the Skin. + +Specifics: Grants +2 to Intelligence at levels 16 and 26. + +Use: Automatic.</entry> + <entry id="45063" lang="en" sex="m">Mental Power 2</entry> + <entry id="45064" lang="en" sex="m">Type of Feat: Epic. +Prerequisite: Epic Acolyte of the Skin. + +Specifics: Grants +2 to Intelligence at levels 16 and 26. + +Use: Automatic.</entry> + <entry id="45065" lang="en" sex="m">Ignore Spell Failure 6</entry> + <entry id="45066" lang="en" sex="m">Ignore Spell Failure 7</entry> + <entry id="45067" lang="en" sex="m">Ignore Spell Failure 8</entry> + <entry id="45068" lang="en" sex="m">Ignore Spell Failure 9</entry> + <entry id="45069" lang="en" sex="m">Ignore Spell Failure 10</entry> + <entry id="45070" lang="en" sex="m">Ignore Spell Failure 11</entry> + <entry id="45071" lang="en" sex="m">Ignore Spell Failure 12</entry> + <entry id="45072" lang="en" sex="m">Ignore Spell Failure 13</entry> + <entry id="45073" lang="en" sex="m">Ignore Spell Failure 14</entry> + <entry id="45074" lang="en" sex="m">Ignore Spell Failure 15</entry> + <entry id="45075" lang="en" sex="m">Epic Symbiosis 1</entry> + <entry id="45076" lang="en" sex="m">Epic Symbiosis 2</entry> + <entry id="45077" lang="en" sex="m">Epic Symbiosis 3</entry> + <entry id="45078" lang="en" sex="m">Epic Symbiosis 4</entry> + <entry id="45079" lang="en" sex="m">Fiendish Glare</entry> + <entry id="45080" lang="en" sex="m">Glare of the Pit</entry> + <entry id="45081" lang="en" sex="m">Summon Fiend</entry> + <entry id="45082" lang="en" sex="m">Momento Mori</entry> + <entry id="45083" lang="en" sex="m">Type of Feat: Epic. +Prerequisites: Level 21, ability to cast 9th level spells, Spellcraft (25 ranks). + +Specifics: The target creature is killed instantly. + +Use: Selected.</entry> + <entry id="45084" lang="en" sex="m">Epic Spell: Momento Mori</entry> + <entry id="45085" lang="en" sex="m">Type of Feat: Epic. +Prerequisite: Level 21, ability to cast 9th level spells, Spellcraft (25 ranks). + +Specifics: The target creature is killed instantly. + +Use: Selected.</entry> + <entry id="45086" lang="en" sex="m">Unseen Seer</entry> + <entry id="45087" lang="en" sex="m">Unseen Seers</entry> + <entry id="45088" lang="en" sex="m">unseen seer</entry> + <entry id="45089" lang="en" sex="m">(PRESTIGE CLASS) +Mysterious and elusive, the unseen seer trades in secrets. Subterfuge is her business in the same way that death is the assassin's business, and she uses her magic to help her gather other people's secrets while keeping her own. + +- Hit Die: d4. +- Proficiencies: Unseen Seer grants no additional weapon proficiencies. +- Skill Points: 6 + Int Modifier. + +REQUIREMENTS: +Skills: Hide 8 ranks, Search 8 ranks, Sense Motive 4 ranks, Spellcraft 4 ranks, Spot 8 ranks +Spellcasting: Ability to cast 1st-level arcane spells + +ABILITIES: +Level +1: Sneak Attack +1d6 +2: Silent Spell as a bonus feat +3: Divination Spell Power +1 - Increase Divination caster levels by +1, reduce all other caster levels by -1 +4: Sneak Attack +2d6 +5: Guarded Mind - Permanent Nondetection, as the spell +6: Divination Spell Power +2 - Increase Divination caster levels by +2, reduce all other caster levels by -2 +7: Sneak Attack +3d6 +8: +9: Divination Spell Power +3 - Increase Divination caster levels by +3, reduce all other caster levels by -3 +10: Sneak Attack +4d6</entry> + <entry id="45090" lang="en" sex="m">Epic Champion of Bane</entry> + <entry id="45091" lang="en" sex="m">With Bane guiding your every step, you have ascended through the ranks of Bane's faithful to become a symbol of his domination and power. + +Hit Die: d10. +Skill Points: 2 + Int Modifier. +Bonus Feats: The Epic Champion of Bane gains a bonus feat every four levels. +Special: +Sacred Defense: Saving throws continue to improve by +1 every 2 levels. +Divine Wrath: Every five levels the attack, damage and saving throw bonuses from Divine Wrath increase by a further +2. + +Epic Champion of Bane Bonus Feats: +Automatic Quicken Spell, Automatic Silence Spell, Automatic Still Spell, Armor Skin, Epic Damage Reduction, Epic Prowess, Devastating Critical, Epic Toughness, Epic Weapon Focus, Great Wisdom, Greater Smiting, Improved Combat Casting, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, Planar Turning, Epic Spell Focus, Epic Spell Penetration, Superior Initiative.</entry> + <entry id="45092" lang="en" sex="m">Eldritch Knight</entry> + <entry id="45093" lang="en" sex="m">Eldritch Knights</entry> + <entry id="45094" lang="en" sex="m">eldritch knight</entry> + <entry id="45095" lang="en" sex="m">(PRESTIGE CLASS) +Studying the martial and arcane arts to equal degree, the Eldritch Knight is a versatile combatant who can cast fireball on her foes or charge them with sword drawn. The Eldritch Knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies. + +- Hit Die: d6 +- Proficiencies: None +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Feats: All Martial Weapon Proficiencies +Arcane Spellcasting: Able to cast 3rd-level spells. + +ABILITIES: + +Eldritch Knights receive a bonus feat at first level. The feats to pick from are all fighter bonus feats (except Weapon Specialization). + +BONUS SPELLS + +Upon gaining a level in Eldritch Knight, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.</entry> + <entry id="45096" lang="en" sex="m">Elemental Savant</entry> + <entry id="45097" lang="en" sex="m">Elemental Savants</entry> + <entry id="45098" lang="en" sex="m">elemental savant</entry> + <entry id="45099" lang="en" sex="m">(PRESTIGE CLASS) +Elemental Savants study the basic building blocks of existence - air, earth, fire, water - learning to harness their powers. Eventually they transcend their mortal form and become elemental beings. Most Elemental Savants start out as wizards, although clerics and druids are not unknown. Sorcerers occasionally take this prestige class, but since metamagic feats are of less utility to them, they have difficulty using the class's strengths to the fullest. + +- Hit Die: d4. +- Proficiencies: An Elemental Savant does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Spellcasting: Able to cast 3rd-level arcane spells +Skills: Lore 8 ranks. + +ABILITIES: + +Level +1: Elemental Transition 1 - Grants Immunity to Sleep. + Resistance +5 - Grants 5 resistance to chosen element. +2: Elemental Focus +1 - Grants a DC increase for spells of the chosen element. +3: Elemental Penetration +1 - Grants a Spell Penetration increase for spells of the chosen element. +4: Elemental Transition 2 - Grants Darkvision and Immunity to Paralysis. + Resistance +10 - Grants 10 resistance to chosen element. +5: Elemental Focus +2 - Spell DC increase improves. +6: Elemental Penetration +2 - Spell Penetration bonus improves. +7: Elemental Transition 3 - Grants Immunity to Stun. + Resistance +15 - Grants 15 resistance to chosen element. +8: Elemental Focus +3 - Spell DC increase improves. +9: Elemental Penetration +3 - Spell Penetration bonus improves. +10: Elemental Perfection - Gain all benefits of being an elemental, including immunity to poison, sleep, paralysis, stunning, critical hits and sneak attacks. Gain the special attacks and special qualities of a medium elemental of the chosen type. Gain immunity to the chosen element, but take double damage from all spells of the opposing element. + +BONUS SPELLS + +Upon gaining a level in Elemental Savant, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.</entry> + <entry id="45100" lang="en" sex="m">Type of Feat: General +Prerequisites: Inspiration pool +Specifics: When you take this feat for the first time, you gain 1 additional point of inspiration. +Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of inspiration you gain increases by 1 (for example, you gain 2 inspiration if you take this feat a second time). You must have an Int modifier equal to the number of the feat (so +1 for 1, +2 for 2, and so on). +Use: Automatic</entry> + <entry id="45101" lang="en" sex="m">Font of Inspiration I</entry> + <entry id="45102" lang="en" sex="m">Font of Inspiration II</entry> + <entry id="45103" lang="en" sex="m">Font of Inspiration III</entry> + <entry id="45104" lang="en" sex="m">Font of Inspiration IV</entry> + <entry id="45105" lang="en" sex="m">Font of Inspiration V</entry> + <entry id="45106" lang="en" sex="m">Font of Inspiration VI</entry> + <entry id="45107" lang="en" sex="m">Font of Inspiration VII</entry> + <entry id="45108" lang="en" sex="m">Font of Inspiration VIII</entry> + <entry id="45109" lang="en" sex="m">Elemental Transition 1</entry> + <entry id="45110" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Elemental Savant level 1 +Specifics: Grants Immunity to Sleep at level 1, Immunity to Paralysis and Darkvision at level 4, and Immunity to Stunning at level 7. +Use: Automatic. </entry> + <entry id="45111" lang="en" sex="m">Elemental Transition 2</entry> + <entry id="45112" lang="en" sex="m">Elemental Transition 3</entry> + <entry id="45113" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Elemental Savant level 1 +Specifics: Grants damage resistance in the chosen element of 5 at level 1, 10 at level 4, 15 at level 7. +Use: Automatic.</entry> + <entry id="45114" lang="en" sex="m">Resistance +5</entry> + <entry id="45115" lang="en" sex="m">Resistance +10</entry> + <entry id="45116" lang="en" sex="m">Resistance +15</entry> + <entry id="45117" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Elemental Savant level 2 +Specifics: Grants a DC increase for spells of the chosen element of +1 at level 2, +2 at level 5, and +3 at level 8. This increases every 3 levels after this in epic levels (+4 at 11, 5 at 14, etc). +Use: Automatic.</entry> + <entry id="45118" lang="en" sex="m">Elemental Focus +1</entry> + <entry id="45119" lang="en" sex="m">Elemental Focus +2</entry> + <entry id="45120" lang="en" sex="m">Elemental Focus +3</entry> + <entry id="45121" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Elemental Savant level 3 +Specifics: Grants a Spell Penetration increase for spells of the chosen element of +1 at level 3, +2 at level 6, and +3 at level 9. This increases every 3 levels after this in epic levels (+4 at 12, 5 at 15, etc). +Use: Automatic.</entry> + <entry id="45122" lang="en" sex="m">Elemental Penetration +1</entry> + <entry id="45123" lang="en" sex="m">Elemental Penetration +2</entry> + <entry id="45124" lang="en" sex="m">Elemental Penetration +3</entry> + <entry id="45125" lang="en" sex="m">Elemental Perfection</entry> + <entry id="45126" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Elemental Savant level 10 +Specifics: You gain all the benefits of being an elemental, including immunity to poison, sleep, paralysis, stunning, critical hits and sneak attacks. You also gain the special attacks and special qualities of a medium elemental of the chosen type. You become immune to the chosen element, but take double damage from all spells of the opposing element. +Use: Automatic.</entry> + <entry id="45127" lang="en" sex="m">Master of Shrouds</entry> + <entry id="45128" lang="en" sex="m">Masters of Shrouds</entry> + <entry id="45129" lang="en" sex="m">master of shrouds</entry> + <entry id="45130" lang="en" sex="m">(PRESTIGE CLASS) +The Master of Shrouds is an evil spellcaster who magically seizes incorporeal undead and sets them to do her bidding. The wrathful undead spread fear and death as they vent their anger at being disturbed. While a Master of Shrouds has some divine spells, her primary tool is the ability to summon incorporeal undead creatures to serve her. Evil clerics most often become Masters of Shrouds, though ex-paladins may do so if they turn far enough from their lawful good roots and gain access to one of the required domains. + +- Hit Dice: d8. +- Proficiencies: Masters of Shrouds are proficient with all simple weapons, with all types of armor, and with shields. +- Skill Points: 2 + Int Modifier. + + +REQUIREMENTS: + +Alignment: Evil +Skills: Concentration 10 ranks, Spellcraft 10 ranks. +Spells: Ability to cast divine spells, and access to at least one of these domains: Death, Evil, Protection + +ABILITIES: + +Level +1: Turn Undead - As a cleric of the same class level as the Master of Shrouds. This stacks with any levels of Cleric and/or Paladin. + Extra Turning - Character is now able to turn an additional six times per day. + Death Domain - Master of Shrouds can summon a Negative Plane Avatar dependent upon level. + Evil Domain - Player is able to turn outsiders. + Protection Domain - Character gains access to certain protective spells. +3: Summon Undead I - The Master of Shrouds can summon an Allip. +5: Summon Undead II - Character can now summon a Wraith. +7: Summon Undead III - Spectre. +9: Summon Undead IV - Improved Spectre. + +BONUS SPELLS: + +When a new Master of Shrouds level is gained, the character gains new spells per day as if she had gained a level in the cleric class. She does not, however, gain any other benefit a character of that class would have gained (e.g., improved chance of rebuking or controlling undead). + +Epic Master of Shrouds + +As you gain epic levels, the undead summoned by Summon Undead I-IV continue to improve. + +Bonus Feats: The epic Master of Shrouds gains a bonus feat every three levels after 10th + +Epic Master of Shrouds Bonus Feats List: +Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Planar Turning, Armor Skin, Improved Combat Casting, Great Wisdom, Epic Divine Vigor, Epic Divine Resistance, Epic Divine Might.</entry> + <entry id="45131" lang="en" sex="m">Summon Undead I</entry> + <entry id="45132" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master of Shrouds level 3 +Duration: 1 round/ level +Specifics: A Master of Shrouds may summon an undead a number of times per day equal to three plus her charisma modifier, with a minimum of one. +When not in combat, the summoned undead may turn on their summoner if they can overcome the summons Turn Undead ability. +Use: Selected.</entry> + <entry id="45133" lang="en" sex="m">Summon Undead II</entry> + <entry id="45134" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master of Shrouds level 5 +Duration: 1 round/ level +Specifics: A Master of Shrouds may summon a pair undead a number of times per day equal to three plus her charisma modifier, with a minimum of one. +When not in combat, the summoned undead may turn on their summoner if they can overcome the summons Turn Undead ability. +Use: Selected.</entry> + <entry id="45135" lang="en" sex="m">Summon Undead III</entry> + <entry id="45136" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master of Shrouds level 7 +Duration: 1 round/ level +Specifics: A Master of Shrouds may summon a group of 4 undead a number of times per day equal to three plus her charisma modifier, with a minimum of one. +When not in combat, the summoned undead may turn on their summoner if they can overcome the summons Turn Undead ability. +Use: Selected.</entry> + <entry id="45137" lang="en" sex="m">Summon Undead IV</entry> + <entry id="45138" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master of Shrouds level 9 +Duration: 1 round/ level +Specifics: A Master of Shrouds may summon a group of 8 undead a number of times per day equal to three plus her charisma modifier, with a minimum of one. +When not in combat, the summoned undead may turn on their summoner if they can overcome the summons Turn Undead ability. +Use: Selected.</entry> + <entry id="45139" lang="en" sex="m"><CUSTOM0> calls upon a force of undead spirits</entry> + <entry id="45140" lang="en" sex="m">Summon Undead</entry> + <entry id="45141" lang="en" sex="m">Vampiric Drain</entry> + <entry id="45142" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 8 +Innate Level: 3 +School: Necromancy +Descriptor(s): Negative +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: All living creatures and undead +Duration: 1 round/ 3 levels +Additional Counter Spells: Negative Energy Protection +Save: None +Spell Resistance: Yes + +All living creatures in the area of effect immediately take 1d6 points of damage per four caster levels (maximum 5d6). Thereafter they take damage once per round for the spell's duration. A creature that makes a successful will save only takes half damage. Each time this spell deals damage to a living creature, the caster gains temporary hit points equal to half the damage dealt. These temporary hit points disappear after 1 hour. Care should be taken to avoid targeting undead creatures with a vampiric drain. An undead creature gains 1d6 temporary hit points per caster level per round (to a maximum of 5d6) and the caster takes damage equal to half this amount.</entry> + <entry id="45143" lang="en" sex="m">You cannot cast spells of your prohibited schools. Spell terminated.</entry> + <entry id="45144" lang="en" sex="m">Font of Inspiration IX</entry> + <entry id="45145" lang="en" sex="m">Font of Inspiration X</entry> + <entry id="45148" lang="en" sex="m">Epic Mage Killer</entry> + <entry id="45149" lang="en" sex="m">The epic mage-killer is a terrifying opponent and is legendary in her ability to bring enemy spellcasters to their knees. Though any given order might count only a tiny number of these characters among them, even the rumor of a single hunter of this power is enough to guard against the abuse of magic. + +Hit Die: d4 +Skill Points at Each Additional Level: 2+ Int Modifier +Bonus Feats: The epic Mage Killer gains a bonus feat every three levels after 10th +Improved Saves: The epic Mage Killer gains +1 to either Ref or Fort every two levels, starting at 11th. + +Epic Mage Killer Bonus Feats List: +Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting.</entry> + <entry id="45150" lang="en" sex="m">Epic Eldritch Knight</entry> + <entry id="45151" lang="en" sex="m">Hit Die: d6 + +Skill Points at Each Additional Level: 2 + Int modifier + +Spells: The epic eldritch knights caster level increases by 1 per level gained above 10th. The epic eldritch knight continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the arcane spellcasting class to which the eldritch knight belonged before adding the prestige class. + +Bonus Feats: The epic eldritch knight gains a bonus feat (selected from the list of epic eldritch knight feats) every 4 levels after 10th. + +Epic Eldritch Knight Bonus Feat List: Armor Skin, Epic Damage Reduction, Devastating Critical, Epic Prowess, Epic Weapon Focus, Overwhelming Critical, Epic Toughness, Improved Whirlwind, Superior Initiative, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting, Automatic Still Spell</entry> + <entry id="45152" lang="en" sex="m">Free Movement (Ex)</entry> + <entry id="45153" lang="en" sex="m">Type: Class +Prerequisite: Scout level 18 +At 18th level and higher, a Scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a Freedom of Movement spell, except that it is always active. A Scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.</entry> + <entry id="45154" lang="en" sex="m">Red Wizard of Thay</entry> + <entry id="45155" lang="en" sex="m">Red Wizards of Thay</entry> + <entry id="45156" lang="en" sex="m">red wizard of Thay</entry> + <entry id="45157" lang="en" sex="m">(PRESTIGE CLASS) +The Red Wizards are the masters of Thay, the conquerors of that land's native Rashemi, and the would-be magical overlords of Faerun. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings. Early in their careers, would-be Red Wizards specialize in a school of magic and acquire the Tattoo Focus feat that prepares them for entry into the Red Wizards of Thay. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning, such as combat or divine magic. While it is possible for a sorcerer or a bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare. + +- Hit Dice: d4. +- Proficiencies: Red Wizards gain no weapon, armor or shield proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Race: Human +Alignment: Non Good +Skills: Spellcraft 8 ranks +Feats: Tattoo Focus and a total of 3 metamagic or item creation feats. +Spells: Must be able to cast at least 3rd level Arcane spells. + +ABILITIES: + +Level +1: Enhanced Specialization - Taking this feat determines which spell school has the Spell Power and Specialists defense bonus applied to it. + Specialist Defense +1 - This feat grants a Red Wizard +1 Saving Throw against all spells from his spell school of choice. +2: Spell Power +1 - This feat grants a Red Wizard +1 DC on all spells from his spell school of choice. +3: Specialist Defense +2 +4: Spell Power +2 +5: Bonus Feat + Circle Leader +6: Spell Power +3 +7: Specialist Defense +3 +8: Spell Power +4 +9: Specialist Defense +4 +10: Spell Power +5 + Great Circle Leader + +BONUS SPELLS: + +Upon gaining a level in Red Wizard of Thay, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats).</entry> + <entry id="45158" lang="en" sex="m">True Necromancer</entry> + <entry id="45159" lang="en" sex="m">True Necromancers</entry> + <entry id="45160" lang="en" sex="m">true necromancer</entry> + <entry id="45161" lang="en" sex="m">(PRESTIGE CLASS) +Power corrupts. Power over life and death corrupts absolutely. The power to raise the undying, unkillable servant from the husk of the formerly living is seductively, darkly tempting - and certainly evil. Those who seek such undying obedience from the dead willing tread the path of necromancy. + +- Hit Dice: d4. +- Proficiencies: True Necromancers gain no weapon, armor or shield proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Non Good +Skills: Lore 8 ranks +Feats: Death Domain +Spells: Must be able to cast at least 3rd level Arcane spells, and 3rd level Divine spells. + +ABILITIES: + +Level +1: Rebuke - True Necromancer levels stack with cleric levels for turning and rebuking undead. + Necromancer - Count all spellcasting levels for the purposes of necromancy spells. A level 5 Cleric, 5 Wizard, 1 True Necromancer will cast necromancy spells as a level 11 caster. +2: Zone of Desecration - Produce an aura that increases undead hit points, attack, and damage while within the aura. +4: Create Undead - The True Necromancer can cast Create Undead once a day as a spell like ability. +5: Major Desecration - The True Necromancer aura grows in size to be 10' per level. +7: Create Greater Undead +10: Energy Drain - Can cast Energy Drain 1/day as per the spell. + +BONUS SPELLS: + +Upon gaining a level in True Necromancer, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats)</entry> + <entry id="45162" lang="en" sex="m">Arcane Trickster</entry> + <entry id="45163" lang="en" sex="m">Arcane Tricksters</entry> + <entry id="45164" lang="en" sex="m">arcane trickster</entry> + <entry id="45165" lang="en" sex="m">(PRESTIGE CLASS) +Arcane Tricksters combine their knowledge of spells with a taste for intrigue, larceny or just plain mischief. They are among the most adaptable of adventurers. Arcane Tricksters tend to use a seat of the pants approach to adventuring, loading up on spells that improve their stealth and mobility. + +- Hit Dice: d4. +- Proficiencies: Arcane Tricksters gain no weapon, armor or shield proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Alignment: Non Lawful +Skills: Lore 4 ranks, Disable Trap 7, Pick Lock 7. +Sneak Attack: 2d6 +Spells: Must be able to cast at least 3rd level Arcane spells. + +ABILITIES: + +Level +1: Ranged Legerdemain - Trap & Pick Lock at 30' range, once per day. +2: Sneak Attack 1d6. +3: Impromptu Sneak Attack - Arcane Trickster causes a sneak attack on target, can be used once per day. +4: Sneak Attack 2d6. +5: Ranged Legerdemain - Improves to two uses a day. +6: Sneak Attack 3d6. +7: Impromptu Sneak Attack - Improves to two uses a day. +8: Sneak Attack 4d6. +9: Ranged Legerdemain - Three uses a day. +10: Sneak Attack 5d6. + +BONUS SPELLS: + +Upon gaining a level in Arcane Trickster, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats)</entry> + <entry id="45166" lang="en" sex="m">Blood Magus</entry> + <entry id="45167" lang="en" sex="m">Blood Magi</entry> + <entry id="45168" lang="en" sex="m">blood magus</entry> + <entry id="45169" lang="en" sex="m">(PRESTIGE CLASS) +Fade to red, then nothing. What happened? Where are you? No sound, no light, no nothing. You can't see or hear, or even feel your own body. The awful truth of your plight steals over you... you're dead! An eternity passes, then you feel a call from beyond this nothingness. Something beckons, and you are drawn up out of the endless gray swirl, happy to leave your final fate undecided. A swirl of color streaks towards you, enveloping, bathing you. you have come back! A sound breaks in your ears, the sweetest sound you will ever hear. It is the renewed pulse of blood through your veins - blood music: the sound of your life. You can feel it re-energizing every particle of your form, flushing death from you and leaving life in its place. It is thick and warm, and you greedily embrace it. Blood Magi are formerly deceased spellcasters who, when returned to life, gain an understanding of their blood's importance, bequeathed by their close call. They learn to evoke magic from this vital fluid that sustains their lives. + +- Hit Dice: d6. +- Proficiencies: A Blood Magus gain no weapon, armor or shield proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Non Lawful +Skills: Concentration 4 Ranks. +Feats: Toughness, Great Fortitude. +Spells: Must be able to cast at least 3rd level Arcane spells. + +ABILITIES: + +Level +1: Blood Component - The Blood Magus can take 1 point of damage to give a 1 DC boost to a spell. + Durable Casting - The Blood Magus gains a bonus to his concentration checks equal to his class level. +2: Scarification - The Blood Magus may store up to 5 spells on his body. This is otherwise the same as Scribe Scroll. +3: Death Knell - Once per day, the Blood Magus may attempt to suck the life from a nearly dead creature, gaining increased strength, life, and caster level. +4: Blood Draught - The Blood Magus may store a number of spells equal to his class level plus his Constitution modifier, up to a maximum of 10, in his blood. This is otherwise the same as Brew Potion. +5: Homunculus - You may create a homunculus. By touching it, you can transfer 1/hp a level of damage from you to it. The homunculus advances in levels with you, to a maximum of 6HD at level 9. If the homunculus dies, the Blood Magus takes 2d10 damage. You may only have one homunculus at a time. +6: Bloodseeking Spell - The Blood Magus can take 3 points of damage to have his spells deal 1d6 more damage. +7: Thicker than Water - The Blood Magus gains DR 1/- to Slashing and Piercing damage. +8: Awaken Blood - Once per day, with a melee touch attack, the Blood Magus can cause the blood of a target to explosively escape, dealing 10d10 damage. A target immune to criticals is immune to this ability. +9: Infusion - The Blood Magus gains a permanent +2 to Constitution. +10: Bloodwalk - Once per day, the Blood Magus can teleport any distance on the same plane by means of two living creatures. If the creature at the end of the teleport is hostile, the Blood Magus will deal it 10d6 points of damage unless it makes a save of DC 10 + Class level + Con modifier. + +BONUS SPELLS: +Upon gaining every other level in Blood Magus, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.</entry> + <entry id="45170" lang="en" sex="m">Diabolist</entry> + <entry id="45171" lang="en" sex="m">Diabolists</entry> + <entry id="45172" lang="en" sex="m">diabolist</entry> + <entry id="45173" lang="en" sex="m">(PRESTIGE CLASS) +The Diabolist is one who has thrown his lot in with the forces of Hell. Unlike the disciples of Asmodeus or the other archdevils, the diabolist is not a servant of a specific powerful fiend, but instead is usually a mortal being who has seen the dark path as a means to gaining great power. She does not serve devils - she wants to be one. + +- Hit Dice: d4. +- Proficiencies: Diabolists gain no weapon, armor or shield proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Lawful Evil +Skills: Bluff 3 ranks, Intimidate 3 ranks, Lore 8 ranks +Feats: Evil Brand +Spells: Must be able to cast at least 3rd level Arcane spells. + +ABILITIES: + +Level +1: Diabolism 1d6 - Adds 1d6 Corrupt (Divine) damage to a spell +2: Imp Familiar - Any non-imp familiar dies when summoned +5: Diabolism 2d6 - Adds Corrupt (Divine) 2d6 damage to a spell +8: Vile Diabolism - Diabolism damage to Vile damage (Positive). This will cut the damage dealt in half. +10: Diabolism 3d6 - Adds 3d6 Corrupt (Divine) damage to a spell + +BONUS SPELLS: + +Upon gaining a level in Diabolist, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats).</entry> + <entry id="45174" lang="en" sex="m">Fist of Hextor</entry> + <entry id="45175" lang="en" sex="m">Fists of Hextor</entry> + <entry id="45176" lang="en" sex="m">fist of Hextor</entry> + <entry id="45177" lang="en" sex="m">(PRESTIGE CLASS) +While many view the Fists of Hextor simply as effective if brutal mercenaries, they are in fact templars sworn to the service of their unforgiving deity. The world is a dark and unforgiving place, or so says the Church of Hextor, wherein the strong survive by ruling the weak and forging order from the chaos. To support its dogma, the Church established this elite company of templars and made them available to hire to those whose cause complemented the Church's ultimate goals (and who could, naturally, afford to pay the hefty tithes necessary to maintain a crack unit of well-armed and well-trained men and women). The Fists are infamous for their efficient brutality: Nowhere will an employer in need of military aid locate mercenaries more dedicated to ensuring that the rule of law prevails over the forces of anarchy and chaos. + +- Hit Dice: d10. +- Proficiencies: Fists of Hextor are proficient with simple and martial weapons, all types of armor, and shields. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Lawful Evil, Neutral Evil or Lawful Neutral +Skills: Spot 4 ranks, Intimidate 4 ranks, Lore 4 ranks +Feats: Power Attack, Cleave, Any Martial Weapon Proficiency +Base Attack Bonus: +5 + +ABILITIES: + +Level +1: Brutal Strike +1 - +1 to either attack or damage rolls. Permanent bonus. +2: Strength Boost - +4 Str for 4 rounds + Fist of Hextor level, once per day. +3: Frightful Presence - Fear in a radius of 5 feet per level, once per day. +4: Brutal Strike +2 +5: Strength Boost - Can now be used twice a day. +6: Frightful Presence - Can now be used twice a day. +7: Brutal Strike +3 +8: Strength Boost - Three times a day. +9: Frightful Presence - Three times a day. +10: Brutal Strike +4</entry> + <entry id="45178" lang="en" sex="m">Cunning Insight - Attacks</entry> + <entry id="45179" lang="en" sex="m">Cunning Insight - Damage</entry> + <entry id="45180" lang="en" sex="m">Cunning Insight - Saves</entry> + <entry id="45181" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Factotum 1 +Specifics: By expending a single inspiration point, the factotum gains his Intelligence modifier as a bonus on attacks, damage, or saves for one round +Use: Selected</entry> + <entry id="45182" lang="en" sex="m">Cunning Defense</entry> + <entry id="45183" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Factotum 3 +Specifics: By expending a single inspiration point, the factotum gains his Intelligence modifier as a dodge bonus to AC for one round +Use: Selected</entry> + <entry id="45184" lang="en" sex="m">Cunning Strike</entry> + <entry id="45185" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Factotum 4 +Specifics: By expending a single inspiration point, the factotum gains 1d6 Sneak Attack for one round +Use: Selected</entry> + <entry id="45186" lang="en" sex="m">Cunning Surge</entry> + <entry id="45187" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Factotum 8 +Specifics: By expending three inspiration points, the factotum gains Haste for one round +Use: Selected</entry> + <entry id="45188" lang="en" sex="m">Cunning Breach</entry> + <entry id="45189" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Factotum 1 +Specifics: By expending two inspiration points, the factotum overcomes all spell resistance for one round +Use: Selected</entry> + <entry id="45190" lang="en" sex="m">Cunning Dodge</entry> + <entry id="45191" lang="en" sex="m">Prohibited School: Conjuration</entry> + <entry id="45192" lang="en" sex="m">Prohibited School: Abjuration</entry> + <entry id="45193" lang="en" sex="m">Prohibited School: Divination</entry> + <entry id="45194" lang="en" sex="m">Prohibited School: Enchantment</entry> + <entry id="45195" lang="en" sex="m">Prohibited School: Evocation</entry> + <entry id="45196" lang="en" sex="m">Prohibited School: Illusion</entry> + <entry id="45197" lang="en" sex="m">Prohibited School: Necromancy</entry> + <entry id="45198" lang="en" sex="m">Prohibited School: Transmutation</entry> + <entry id="45199" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Red Wizard level 1 +Specifics: Taking this feat will prevent you from casting any more spells from this spell school. This is required by the Red Wizard, as you must lose an extra school upon entering this class. One school should be the opposite of your specialist school, the other is players choice. +Use: Automatic.</entry> + <entry id="45200" lang="en" sex="m">Tattoo Focus: Abjuration</entry> + <entry id="45201" lang="en" sex="m">Tattoo Focus: Conjuration</entry> + <entry id="45202" lang="en" sex="m">Tattoo Focus: Divination</entry> + <entry id="45203" lang="en" sex="m">Tattoo Focus: Enchantment</entry> + <entry id="45204" lang="en" sex="m">Tattoo Focus: Evocation</entry> + <entry id="45205" lang="en" sex="m">Tattoo Focus: Illusion</entry> + <entry id="45206" lang="en" sex="m">Tattoo Focus: Necromancy</entry> + <entry id="45207" lang="en" sex="m">Tattoo Focus: Transmutation</entry> + <entry id="45208" lang="en" sex="m">Type of Feat: General +Prerequisite: Level 1 Arcane Spellcasting +Specifics: Applies a +1 DC and Spell Penetration benefit to the chosen school. It also determines your school of specialization for the Red Wizard class. +Use: Automatic.</entry> + <entry id="45209" lang="en" sex="m">Spell Power +1</entry> + <entry id="45210" lang="en" sex="m">Spell Power +2</entry> + <entry id="45211" lang="en" sex="m">Spell Power +3</entry> + <entry id="45212" lang="en" sex="m">Spell Power +4</entry> + <entry id="45213" lang="en" sex="m">Spell Power +5</entry> + <entry id="45214" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Red Wizard level 2 +Specifics: This feat grants a Red Wizard +1 DC and +1 Spell Penetration on all spells from his spell school of choice. This increases by +1 every even level to +15 at level 30. +Use: Automatic. </entry> + <entry id="45215" lang="en" sex="m">Specialist Defense +1</entry> + <entry id="45216" lang="en" sex="m">Specialist Defense +2</entry> + <entry id="45217" lang="en" sex="m">Specialist Defense +3</entry> + <entry id="45218" lang="en" sex="m">Specialist Defense +4</entry> + <entry id="45219" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Red Wizard level 1 +Specifics: This feat grants a Red Wizard +1 Saving Throw against all spells from his spell school of choice. This increases by +1 on the 3rd, 7th, and 9th levels, and by +1 every odd level in epic (11, 13, 15, 17 etc). +Use: Automatic.</entry> + <entry id="45220" lang="en" sex="m">Tattoo Focus</entry> + <entry id="45221" lang="en" sex="m">Type of Feat: General +Prerequisite: Level 1 Wizard +Specifics: Applies a +1 DC and Spell Penetration benefit to the chosen school. It also determines your school of specialization for the Red Wizard class. +Use: Automatic.</entry> + <entry id="45222" lang="en" sex="m">Epic Arcane Trickster</entry> + <entry id="45223" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Arcane Trickster Level 11 +Specifics: +Combining choice elements of the epic rogue and epic wizard, the epic arcane trickster is a force to be reckoned with, unless you're looking forward to having your vault looted. + +Hit Die: d4 +Skill Points at Each Additional Level: 4 + Int modifier + + Spells: The epic arcane tricksters caster level increases by one per level gained above 10th. The epic arcane tricksters number of spells per day increases until his caster level reaches 20th. + Sneak Attack: The epic arcane trickster's sneak attack damage increases by +1d6 every 2 levels above 10th. + Impromptu Sneak Attack: The arcane trickster may use this ability one additional time per day for every four levels above 7th. + Ranged Legerdemain: The arcane trickster may use this ability one additional time per day for every four levels above 9th. + Bonus Feats: The epic arcane trickster gains a bonus feat (selected from the list of epic arcane trickster feats) every 4 levels after 10th. + Epic Arcane Trickster Bonus Feat List: (Automatic) Silent Spell, (Automatic) Still Spell, (Automatic) Quicken Spell, Blinding Speed, Epic Skill Focus, Improved Combat Casting, Improved Sneak Attack, Self-Concealment, Epic Dodge, (Greater) Spell Focus, (Greater) Spell Penetration.B</entry> + <entry id="45224" lang="en" sex="m">Exalted Companion</entry> + <entry id="45225" lang="en" sex="m">Type of Feat: General +Prerequisite: Animal Companion, Good Alignment (if you select this feat with another alignment, it will fail). +Specifics: Applies the celestial template to your animal companion. It gains the ability to Smite Evil 1/day, as a paladin, Spell Resistance of 2 times HD, capping at 25, Darkvision, and benefits per the table below. + +Hit Dice Acid, Cold, Elec Resist Damage Reduction +1-3 5 - +4-7 10 5/+1 +8-11 15 5/+2 +12+ 20 10/+3 +Use: Automatic.</entry> + <entry id="45226" lang="en" sex="m">Corpsecrafter</entry> + <entry id="45227" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Specifics: Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 Hit points per Hit Die. +Use: Automatic.</entry> + <entry id="45228" lang="en" sex="m">Brutal Strike +1</entry> + <entry id="45229" lang="en" sex="m">Brutal Strike +2</entry> + <entry id="45230" lang="en" sex="m">Brutal Strike +3</entry> + <entry id="45231" lang="en" sex="m">Brutal Strike +4</entry> + <entry id="45232" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Fist of Hextor level 1 +Specifics: This feat grants a +1 bonus to attack or damage. It increases by +1 with each subsequent taking of the feat, so that, for example, Brutal Strike +3 adds +3 to attack or damage. +Use: Automatic.</entry> + <entry id="45233" lang="en" sex="m">Brutal Strike +5</entry> + <entry id="45234" lang="en" sex="m">Brutal Strike +6</entry> + <entry id="45235" lang="en" sex="m">Brutal Strike +7</entry> + <entry id="45236" lang="en" sex="m">Brutal Strike +8</entry> + <entry id="45237" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Factotum 13 +Specifics: By expending four inspiration points, the factotum becomes immortal for one round +Use: Selected</entry> + <entry id="45238" lang="en" sex="m">Circle Magic</entry> + <entry id="45239" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: None +Specifics: Allows caster to participate in Circle Magic. Caster sacrifices a spell to augment the casting power of the Circle Leader. +Use: Activate feat, target circle leader, select and cast spell.</entry> + <entry id="45240" lang="en" sex="m">Circle Leader - Rasheman</entry> + <entry id="45241" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Hathran level 4. +Specifics: Allows caster to initiate Hathran Circle Magic. Two to four participants can sacrifice spells to augment the Circle Leader's spell casting abilities for one rest cycle. +Use: Activate Feat.</entry> + <entry id="45242" lang="en" sex="m">Circle Leader - Thayan</entry> + <entry id="45243" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Red Wizard level 5. +Specifics: Allows caster to initiate Thayan Circle Magic. Two to four participants can sacrifice spells to augment the Circle Leader's spell casting abilities for one rest cycle. +Use: Activate Feat.</entry> + <entry id="45244" lang="en" sex="m">Great Circle Leader - Thayan</entry> + <entry id="45245" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Red Wizard level 10. +Specifics: Allows caster to initiate Thayan Circle Magic. Two to nine participants can sacrifice spells to augment the Circle Leader's spell casting abilities for one rest cycle. +Use: Activate Feat.</entry> + <entry id="45246" lang="en" sex="m">Ranged Legerdemain</entry> + <entry id="45247" lang="en" sex="m">Ranged Legerdemain</entry> + <entry id="45248" lang="en" sex="m">Ranged Legerdemain</entry> + <entry id="45249" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Arcane Trickster level 1 +Specifics: Allows an Arcane Trickster to attempt to Pick Lock or Disable Trap at a range of up to 30' feet. 1 Use a day at level 1, 2 uses at level 5, and 3 uses at level 9. +Use: Selected.</entry> + <entry id="45250" lang="en" sex="m">Impromptu Sneak Attack</entry> + <entry id="45251" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Arcane Trickster level 3 +Specifics: Allows an Arcane Trickster to force a sneak attack, once per day at level 3, and twice per day at level 7. +Use: Selected.</entry> + <entry id="45252" lang="en" sex="m">Knight of the Middle Circle</entry> + <entry id="45253" lang="en" sex="m">Knights of the Middle Circle</entry> + <entry id="45254" lang="en" sex="m">knight of the middle circle</entry> + <entry id="45255" lang="en" sex="m">(PRESTIGE CLASS) +These knights are members of the Stargazers organization. Once ordained, Knights of the Middle Circle accept strict demands for their allegiance and obedience and undertake many important duties. They provide security for Stargazer chapterhouses and may be called upon for similar service for allies of the Stargazers. Since the Stargazers welcome members of any class to their ranks, the Knights of the Middle Circle often deliver membership invitations to honorable, good adventurers or expert astronomers who have served the Outer Circle for several years. The knights often offer missions and quests to Outer Circle adventurers, and occasionally lead such adventures. If a mission is too important for those not sworn to the Stargazers to know of, Knights of the Middle Circle may be assigned to work on it secretly under the cover of some more obvious activity. + +- Hit Die: d10. +- Proficiencies: A Knight of the Middle Circle is proficient with simple and martial weapons, shields, and all armor. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any Good. +Base Attack Bonus: +6. +Skills: Persuade 4 ranks, Bluff 4 ranks. + +ABILITIES: + +Level +1: Blindfight + Combat Sense +2 - Adds a +2 bonus to Attacks and AC vs. the targeted racial type for class level + 3 rounds. Unlimited uses a day. +3: True Strike 1/day - As the arcane spell. +5: Combat Sense +4 - The bonus to Attacks and AC increases to +4. +6: True Strike 2/day +9: True Strike 3/day +10: Combat Sense +6 - The bonus to Attacks and AC increases to +4. + +SPELLCASTING + +To cast a spell, the Knight of the Middle Circle must have a Wisdom score of 10 + the spell level. A Knight of the Middle Circle's caster level is equal to his class level. + +Spells per day: +1: 0 +2: 0 +3: 1 +4: 1 +5: 1 0 +6: 1 0 +7: 1 1 +8: 1 1 0 +9: 1 1 1 +10: 1 1 1 + +Level 1: Bless, Bless Weapon, Cure Light Wounds, Divine Favor, Magic Weapon, Protection from Evil. +Level 2: Aid, Divine Protection, Conviction. +Level 3: </entry> + <entry id="45256" lang="en" sex="m">True Strike</entry> + <entry id="45257" lang="en" sex="m">Type of Feat: Class +Prerequisite: Knight of the Middle Circle Level 3. +Specifics: Allows you to cast the spell True Strike 1/day. For every 3 levels beyond 3rd, gain another use/day. (2 at 6, 3 at 9, etc.). +Use: Selected.</entry> + <entry id="45258" lang="en" sex="m">Combat Sense</entry> + <entry id="45259" lang="en" sex="m">Type of Feat: Class +Prerequisite: Knight of the Middle Circle Level 1. +Specifics: Target an enemy to gain +2 Attack and +2 AC vs. his racial type. The duration of the effect is Class Level + 3 rounds. The bonus to Attack and AC increases by +2 every 5 levels. (+4 at 5th, +6 at 10th, etc.) +Use: Selected.</entry> + <entry id="45260" lang="en" sex="m">Elemental Savant of Fire</entry> + <entry id="45261" lang="en" sex="m">Elemental Savant of Electricity</entry> + <entry id="45262" lang="en" sex="m">Elemental Savant of Water</entry> + <entry id="45263" lang="en" sex="m">Elemental Savant of Earth</entry> + <entry id="45264" lang="en" sex="m">Spell Level 3</entry> + <entry id="45265" lang="en" sex="m">Type of Feat: Class +Prerequisite: Knight of the Middle Circle Level 8. +Specifics: Allows you to cast the following spells: Dispel Magic, Greater Magic Weapon, Prayer. +Use: Selected.</entry> + <entry id="45266" lang="en" sex="m">Bolster Resistance</entry> + <entry id="45267" lang="en" sex="m">Type of Feat: General +Prerequisite: Corpsecrafter +Specifics: Each undead you raise or create with any necromancy spell gains a +4 Turn Resistance bonus. +Use: Automatic.</entry> + <entry id="45268" lang="en" sex="m">Deadly Chill</entry> + <entry id="45269" lang="en" sex="m">Type of Feat: General +Prerequisite: Corpsecrafter +Specifics: Each undead you raise or create with any necromancy spell deals an extra 1d6 cold damage with its natural weapons. +Use: Automatic.</entry> + <entry id="45270" lang="en" sex="m">Scout</entry> + <entry id="45271" lang="en" sex="m">Rebuke</entry> + <entry id="45272" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: True Necromancer Level 1 +Specifics: True Necromancer levels stack with cleric levels for turning and rebuking undead. +Use: Automatic.</entry> + <entry id="45273" lang="en" sex="m">Necromancer</entry> + <entry id="45274" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: True Necromancer Level 1 +Specifics: True Necromancers count all spellcasting levels for the purposes of necromancy spells. A level 5 Cleric, 5 Wizard, 1 True Necromancer will cast necromancy spells as a level 11 caster. +Use: Automatic.</entry> + <entry id="45275" lang="en" sex="m">Zone of Desecration</entry> + <entry id="45276" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: True Necromancer Level 2 +Specifics: The True Necromancer produces an aura that increases undead hit points, attack, and damage while within the aura. +Use: Activated.</entry> + <entry id="45277" lang="en" sex="m">Major Zone of Desecration</entry> + <entry id="45278" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: True Necromancer Level 5 +Specifics: The True Necromancer aura grows in size to be 10' per level. +Use: Automatic.</entry> + <entry id="45279" lang="en" sex="m">Energy Drain</entry> + <entry id="45280" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: True Necromancer Level 10 +Specifics: The True Necromancer can cast Energy Drain 1/day as per the spell. +Use: Cast.</entry> + <entry id="45281" lang="en" sex="m">Purple Dragon Knight</entry> + <entry id="45282" lang="en" sex="m">Purple Dragon Knights</entry> + <entry id="45283" lang="en" sex="m">purple dragon knight</entry> + <entry id="45284" lang="en" sex="m">(PRESTIGE CLASS) +The famous Purple Dragons of Cormyr are regarded across Faerun as exemplars of disciplined, skilled, loyal soldiers. Their reputation is deserved partly because of the heroic actions of their leaders, the Purple Dragon Knights. Purple Dragon Knights develop uncanny skills relating to coordinating and leading soldiers. Most are fighters, rangers or paladins, but a few bards, clerics, and rogues have been known to become Purple Dragon Knights. Sorcerers and Wizards tend to join the War Wizards, Cormyr's elite brigade of fighting spellcasters, while barbarians are too undisciplined, and druids and monks too "uncivilized" in Cormyr to enter this career. + +- Hit Die: d10. +- Proficiencies: A purple dragon knight gains no additional proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Non-Evil and Non-Chaotic. +Base Attack Bonus: +4 +Skills: Spot 2 ranks, Intimidate 1 rank, Listen 2 ranks, Persuade 1 rank, Ride 2. +Feat: Mounted Combat, Leadership (6th level minimum). + +ABILITIES: + +Level +1: Rallying Cry - +1 Attack Bonus to all allies within 60 feet, can be used three times a day. + Heroic Shield - Aid another for a +4 AC bonus +2: Inspire Courage - +2 saves vs. mind affecting, and +1 attack and damage, useable once a day. +3: Fear - As fear spell, useable once per day. +4: Inspire Courage - Can now be used twice a day. + Oath of Wrath - +2 bonus to attack, damage, saves and skill vs. single enemy. +5: Final Stand - +2d10 HP to a number of allies equal to Purple Dragon Knight level + Charisma Bonus, once per day.</entry> + <entry id="45285" lang="en" sex="m">Diabolism</entry> + <entry id="45286" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Diabolist +Specifics: The Diabolist can elect to add 1d6 Corrupt damage (Divine) to a spell a number of times per day equal to 1 + Diabolist level/3. At level 5 the damage increases to 2d6, and 3d6 at level 10. +Use: Selected.</entry> + <entry id="45287" lang="en" sex="m">Vile Diabolism</entry> + <entry id="45288" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Diabolist +Specifics: The Diabolist can elect to convert damage done from Diabolism to Vile (Positive) damage. This will cut the amount of damage dealt by Diabolism in half. +Use: Selected.</entry> + <entry id="45289" lang="en" sex="m">Imp Familiar</entry> + <entry id="45290" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Diabolist +Specifics: At level 2, the Diabolist must have an Imp Familiar, and any others are killed on creation. +Use: Automatic.</entry> + <entry id="45291" lang="en" sex="m">Destruction Retribution</entry> + <entry id="45292" lang="en" sex="m">Type of Feat: General +Prerequisite: Corpsecrafter +Specifics: Each undead you raise or create with any necromancy spell releases a burst of negative energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 per 2 Hit Dice to every creature within a 10 foot spread (Reflex DC 15 half). Undead are healed by this damage. +Use: Automatic.</entry> + <entry id="45293" lang="en" sex="m">Hardened Flesh</entry> + <entry id="45294" lang="en" sex="m">Type of Feat: General +Prerequisite: Corpsecrafter +Specifics: Each undead you raise or create with any necromancy spell gains a +2 bonus to AC. +Use: Automatic.</entry> + <entry id="45295" lang="en" sex="m">Nimble Bones</entry> + <entry id="45296" lang="en" sex="m">Type of Feat: General +Prerequisite: Corpsecrafter +Specifics: Each undead you raise or create with any necromancy spell gains Improved Initiative as a bonus feat and a 10 foot increase to its speed. +Use: Automatic.</entry> + <entry id="45297" lang="en" sex="m">Scouts</entry> + <entry id="45298" lang="en" sex="m">scout</entry> + <entry id="45299" lang="en" sex="m">(BASE CLASS) +Any force on the move, whether it's an army or an adventuring group, needs information about what's ahead and what's behind and, most important, time to prepare for battle. A Scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the wild, a Scout is only seen when she wants to be + +- Hit Die: d8 +- Proficiencies: A Scout is proficient with simple and rogue weapons, as well as light armor, but no shields. +- Skill Points: 8 + Int Modifier + +ABILITIES: + +Level + 1: Skirmish (+1d6) + 2: Battle Fortitude +1, Uncanny Dodge + 3: Fast Movement +10 ft., Skirmish (+1d6, +1 AC), Trackless Step + 4: Bonus Feat + 5: Evasion, Skirmish (+2d6, +1 AC) + 6: Woodland Stride + 7: Skirmish (+2d6, +2 AC) + 8: Bonus Feat + 9: Skirmish (+3d6, +2 AC) +10: Blindsense 30 ft. +11: Battle Fortitude +2, Fast Movement 20 ft., Skirmish (+3d6, +3 AC) +12: Bonus Feat +13: Skirmish (+4d6, +3 AC) +14: Hide in Plain Sight +15: Skirmish (+4d6, +4 AC) +16: Bonus Feat +17: Skirmish (+5d6, +4 AC) +18: Free Movement +19: Skirmish (+5d6, +5 AC) +20: Battle Fortitude +3, Blindsight 30 ft., Bonus Feat</entry> + <entry id="45300" lang="en" sex="m">Create Undead</entry> + <entry id="45301" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: True Necromancer Level 4 +Specifics: The True Necromancer can cast Create Undead once a day. +Summons List: + +True Necromancer level 4 - Animated Mohrg +True Necromancer level 7 - Animated Zombie Lord +True Necromancer level 10 - Animated Skeleton Chieftain +True Necromancer level 13 - Animated Ghoul Ravager +True Necromancer level 16 - Animated Blood Warrior +True Necromancer level 19 - Animated Grey Warrior +True Necromancer level 22 - Animated Bone Tyrant +True Necromancer level 25 - Animated Emperor of Blood +True Necromancer level 28 - Animated Doombringer</entry> + <entry id="45302" lang="en" sex="m">Create Greater Undead</entry> + <entry id="45303" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: True Necromancer Level 7 +Specifics: The True Necromancer can cast Create Greater Undead once a day. +Summons List: + +True Necromancer level 7 - Animated Shadow Fiend +True Necromancer level 10 - Animated Ghoul Ravager +True Necromancer level 13 - Animated Blood Warrior +True Necromancer level 16 - Animated Grey Warrior +True Necromancer level 19 - Animated Bone Tyrant +True Necromancer level 22 - Animated Emperor of Blood +True Necromancer level 25 - Animated Doombringer +True Necromancer level 28 - Animated Doombringer Lord</entry> + <entry id="45304" lang="en" sex="m">Peerless Archer</entry> + <entry id="45305" lang="en" sex="m">Peerless Archers</entry> + <entry id="45306" lang="en" sex="m">peerless archer</entry> + <entry id="45307" lang="en" sex="m">(PRESTIGE CLASS) +Many armies boast units of soldiers who use a bow as their primary weapon, but most do not possess the discipline to gain the kind of experience the Peerless Archer has. The Peerless Archer devotes his life to perfecting his skill with the bow. All other concerns are secondary. For him, the perfect moment in life occurs when the arrow is loosed and everything depends upon the accuracy of his eye, the steadiness of his hand, and his understanding of his chosen weapon. For the most skilled archers, life is lived to its fullest in that moment. Perfection is a bulls-eye, and everything else is irrelevant. + +- Hit Die: d10. +- Proficiencies: A Peerless Archer does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +7 +Feats: Weapon Focus: Longbow or Weapon Focus: Shortbow, Point Blank Shot, Rapid Shot. +Skills: Craft Weapon 10 ranks. + +ABILITIES: + +Level +1: Expert Bowyer - +3 to Craft Weapon checks. + Ranged Sneak Attack +1d6 - Only works with a Long or Shortbow +2: Sharp Shooting - Blind Fight feat. + Fletching +1 - Can create +1 arrows +3: Power Shot - -5 Attack, +5 Damage on ranged attacks +4: Ranged Sneak Attack +2d6 + Fletching +2 +5: Improved Power Shot - -10 Attack, +10 Damage on ranged attacks +6: Fletching +3 +7: Ranged Sneak Attack +3d6 +8: Fletching +4 +9: Supreme Power Shot - -15 Attack, +15 Damage on ranged attacks +10: Ranged Sneak Attack +4d6 + Fletching +5F</entry> + <entry id="45308" lang="en" sex="m">Fletching +1</entry> + <entry id="45309" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Peerless Archer Level 2 +Specifics: The Peerless Archer can create a stack of 99 +1 Arrows for the cost of 300 gold and 30 XP. +Use: Selected.</entry> + <entry id="45310" lang="en" sex="m">Fletching +2</entry> + <entry id="45311" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Peerless Archer Level 4 +Specifics: The Peerless Archer can create a stack of 99 +2 Arrows for the cost of 800 gold and 80 XP. +Use: Selected.</entry> + <entry id="45312" lang="en" sex="m">Fletching +3</entry> + <entry id="45313" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Peerless Archer Level 6 +Specifics: The Peerless Archer can create a stack of 99 +3 Arrows for the cost of 3000 gold and 300 XP. +Use: Selected.</entry> + <entry id="45314" lang="en" sex="m">Fletching +4</entry> + <entry id="45315" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Peerless Archer Level 8 +Specifics: The Peerless Archer can create a stack of 99 +4 Arrows for the cost of 6750 gold and 675 XP. +Use: Selected.</entry> + <entry id="45316" lang="en" sex="m">Fletching +5</entry> + <entry id="45317" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Peerless Archer Level 10 +Specifics: The Peerless Archer can create a stack of 99 +5 Arrows for the cost of 12,000 gold and 1,200 XP. +Use: Selected.</entry> + <entry id="45318" lang="en" sex="m">Ranged Sneak Attack +1d6</entry> + <entry id="45319" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Peerless Archer Level 1, Blood Archer Level 5 +Specifics: Adds +1d6 Sneak Attack damage when using a Longbow or Shortbow. +Use: Automatic.</entry> + <entry id="45320" lang="en" sex="m">Ranged Sneak Attack +2d6</entry> + <entry id="45321" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Peerless Archer Level 4, Blood Archer Level 8 +Specifics: Adds +2d6 Sneak Attack damage when using a Longbow or Shortbow. +Use: Automatic.</entry> + <entry id="45322" lang="en" sex="m">Ranged Sneak Attack +3d6</entry> + <entry id="45323" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Peerless Archer Level 7, Blood Archer Level 10 +Specifics: Adds +3d6 Sneak Attack damage when using a Longbow or Shortbow. +Use: Automatic.</entry> + <entry id="45324" lang="en" sex="m">Ranged Sneak Attack +4d6</entry> + <entry id="45325" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Peerless Archer Level 10 +Specifics: Adds +4d6 Sneak Attack damage when using a Longbow or Shortbow. +Use: Automatic.</entry> + <entry id="45326" lang="en" sex="m">Power Shot</entry> + <entry id="45327" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Peerless Archer Level 3 +Specifics: -5 Attack and +5 Damage, as per Power Attack. Only functions with ranged weapons. +Use: Combat mode.</entry> + <entry id="45328" lang="en" sex="m">Improved Power Shot</entry> + <entry id="45329" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Peerless Archer Level 5 +Specifics: -10 Attack and +10 Damage, as per Power Attack. Only functions with ranged weapons. +Use: Combat mode.</entry> + <entry id="45330" lang="en" sex="m">Supreme Power Shot</entry> + <entry id="45331" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Peerless Archer Level 9 +Specifics: -15 Attack and +15 Damage, as per Power Attack. Only functions with ranged weapons. +Use: Combat mode.</entry> + <entry id="45332" lang="en" sex="m">Expert Bowyer</entry> + <entry id="45333" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Peerless Archer Level 1 +Specifics: Adds +3 to Craft Weapon checks. +Use: Automatic.</entry> + <entry id="45334" lang="en" sex="m">Invest Armour</entry> + <entry id="45335" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Proficiency with armour worn. +Specifics: You may expend your psionic focus to increase the armour bonus of the armour you're wearing by 3. This lasts for one round. +Use: Selected.</entry> + <entry id="45336" lang="en" sex="m">Iron Mind</entry> + <entry id="45337" lang="en" sex="m">Iron Minds</entry> + <entry id="45338" lang="en" sex="m">iron mind</entry> + <entry id="45339" lang="en" sex="m">(PRESTIGE CLASS) +Elite warriors trained to resist mental compulsions of all kinds, members of the Iron Mind class defend dwarf and gnome kingdoms against intrusions by mind flayers, dark elf enchanters, and the like. An Iron Mind becomes one with her armour, and its presence protects her from mental assault as thoroughly as it wards against physical blows. Iron Minds combine the protection and assurance that their armour provides with rigorous training to overcome physical injury through mental power into one seamless fighting technique. + +- Hit Die: d10 +- Proficiencies: An Iron Mind gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Feats: Invest Armour, Armour Proficiency (Heavy), Iron Will. +Skills: Concentration 8 ranks. +Manifesting: Must be able to manifest 1st level powers. +Base Attack Bonus: +3. + +ABILITIES: + +Level +1: Armoured Mind 1/day - Expend Psionic focus to add a bonus to a single saving throw. +2: Damage Reduction 1/- +3: Mind Over Body 1/day - The Iron Mind can use her Will save in place of a Fortitude or Reflex save. +4: Armoured Mind 2/day +5: Damage Reduction 2/-, Mettle of Will - If she succeeds on any spell with "Will half" or "Will partial", she suffers no effect from the spell or power. +6: Mind Over Body 2/day +7: Armoured Mind 3/day +8: Damage Reduction 3/-, Lend Resolve - You may expend psionic focus to grant an ally a bonus on Will saves equal to your class level. +9: Mind Over Body 2/day +10: Armoured Mind 4/day, Barbed Mind - Any time you succeed at a Will save against a mind-affecting effect, the caster takes 1d6 points of damage and 1 Wisdom damage. + +BONUS MANIFESTING + +Upon reaching levels 2, 3, 4, 5, 7, 8, 9, 10 the Iron Mind gains a new manifester level, increasing his power points, total powers known, and maximum power level.</entry> + <entry id="45340" lang="en" sex="m">Armoured Mind</entry> + <entry id="45341" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Iron Mind level 1. +Specifics: You may expend Psionic Focus to add a bonus equal to your armour bonus (not including enhancements) to your Will save for 1 round. +Use: Selected.</entry> + <entry id="45342" lang="en" sex="m">Damage Reduction</entry> + <entry id="45343" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Iron Mind level 2. +Specifics: You gain Damage Resistance 1/- to all physical attacks. This increases to 2/- at level 5, and 3/- at level 8. +Use: Automatic.</entry> + <entry id="45344" lang="en" sex="m">Mind Over Body</entry> + <entry id="45345" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Iron Mind level 3. +Specifics: Once per day you may use your Will save in place of your next Reflex or Fortitude save. The power still acts as if it was a Reflex or Fortitude save, thus a successful save with Evasion means you take no damage. You may use this twice per day at 6th, and three times at 9th. +Use: Selected.</entry> + <entry id="45346" lang="en" sex="m">Mettle of Will</entry> + <entry id="45347" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Iron Mind level 5 +Specifics: If you make a successful saving throw against any spell or power with "Will half" or "Will partial", you suffer no effect from that spell or power. This ability only applies when the Iron Mind wears heavy armour. +Use: Automatic.</entry> + <entry id="45348" lang="en" sex="m">Lend Resolve</entry> + <entry id="45349" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Iron Mind level 8 +Specifics: You may expend Psionic Focus to grant an ally within 30' a bonus to his Will save equal to your class level. This lasts for 1 round. +Use: Selected.</entry> + <entry id="45350" lang="en" sex="m">Barbed Mind</entry> + <entry id="45351" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Iron Mind level 10 +Specifics: Any time you succeed on a Will saving throw versus a mind-affecting effect, that effect's creator takes 1d6 points of damage and 1 point of Wisdom damage. This ability only applies when the Iron Mind wears heavy armour. +Use: Automatic.</entry> + <entry id="45352" lang="en" sex="m">Sanctified Mind</entry> + <entry id="45353" lang="en" sex="m">Sanctified Minds</entry> + <entry id="45354" lang="en" sex="m">sanctified mind</entry> + <entry id="45355" lang="en" sex="m">(PRESTIGE CLASS) +The Society of the Sanctified Mind is a collection of elite clerics, fighters, monks, paladins, psions, psychic warriors, soulknives, and others who view the threat posed by the presence and goals of evil psionic using creatures to be the most dire menace facing civilized races today. + Members of this organization consider their cause to be a crusade to rid the world of the awful and invisible influence of those who seek to corrupt and pervert an individual's right to think for herself. A Sanctified Mind believes that all evil-aligned psionic-using creatures must be crushed. All members share this devotion, and the most fervent of the order's elite warriors take the name of the society itself as their name. this way, they say, they can never forget the vital importance of their chosen mission. + +- Hit Die: d8 +- Proficiencies: An Sanctified Mind gains no additional proficiencies. +- Skill Points: 4 + Int Modifier + +REQUIREMENTS: + +Alignment: Non-Evil. +Feats: All Martial Weapon Proficiencies, Iron Will. +Skills: Lore 4 ranks. +Base Attack Bonus: +4. +Special: Must possess a power point reserve of at least 1 power point. + +ABILITIES: + +Level +1: Partition Mind - You gain immunity to mind spells for a short time per day. +2: Cleansing Strike - You may smite a psionics using creature +3: Disrupting Blow 1/day - On a successful hit, the target creature cannot use psionics for 1d4 rounds. +4: Hard to Hold - You add your class level to resist or escape a grapple. +5: Disrupting Blow 2/day +6: Power Resistance - You gain Power Resistance equal to 5 + character level. + + +BONUS MANIFESTING + +Upon reaching levels 2, 3, 4, 5, 6 the Sanctified Mind gains a new manifester level, increasing his power points, total powers known, and maximum power level.</entry> + <entry id="45356" lang="en" sex="m">Partition Mind</entry> + <entry id="45357" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sanctified Mind level 1. +Specifics: You become immune to the effect of Mind Affecting spells and powers for a number of rounds equal to your class level + your charisma modifier. You are also slowed during this time. You may use this ability once per day. +Use: Selected.</entry> + <entry id="45358" lang="en" sex="m">Cleansing Strike</entry> + <entry id="45359" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sanctified Mind level 2. +Specifics: You can expend your Psionic Focus to smite a psionics-using creature with one melee attack. You add your wisdom bonus to the attack roll, and deal an additional 1d6 points of damage per class level. You may use this once per day. +Use: Selected.</entry> + <entry id="45360" lang="en" sex="m">Disrupting Blow</entry> + <entry id="45361" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sanctified Mind level 3. +Specifics: You may make a melee attack against a psionics-using creature. If the attack hits, the target must make a save vs 10 + Sanctified Mind level + Wisdom Modifier or lose access to psionics and psi-like abilities for 1d4 rounds. At 5th level, you may use this twice per day. +Use: Selected.</entry> + <entry id="45362" lang="en" sex="m">Hard to Hold</entry> + <entry id="45363" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sanctified Mind level 4. +Specifics: You gain your Sanctified Mind level as a bonus to resist or escape grapples. +Use: Automatic.</entry> + <entry id="45364" lang="en" sex="m">Power Resistance</entry> + <entry id="45365" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sanctified Mind level 6. +Specifics: You gain Power Resistance equal to 5 + your total character level. This is identical to Spell Resistance. +Use: Selected.</entry> + <entry id="45366" lang="en" sex="m">Requiem</entry> + <entry id="45367" lang="en" sex="m">Type of Feat: General +Prerequisite: Bardic Music class feature, Perform 8. +Specifics: Your bardic music can now affect the undead. The duration of the effect on undead is one half normal. +Use: Automatic.</entry> + <entry id="45368" lang="en" sex="m">Dirgesinger</entry> + <entry id="45369" lang="en" sex="m">Dirgesingers</entry> + <entry id="45370" lang="en" sex="m">dirgesinger</entry> + <entry id="45371" lang="en" sex="m">(PRESTIGE CLASS) +Dirgesingers voice melodies not of celebration and joy, but of sorrow and grief. They seek to spread this melancholy outlook far and wide, believing that only those who give in to their sadness can truly understand the world. Dirgesingers hold high positions in death-obsessed cultures. Serving as members of a secret guild or as part of a hierarchy of death priests, they are entrusted with the serious responsibility of composing suitable laments for the dead. The more important the deceased, the more sorrowful and moving her lament is expected to be. No one will remember the dead queen in a few short generations, but a great lament might be sung a thousand years hence. + +- Hit Die: d6 +- Proficiencies: A Dirgesinger gains no additional proficiencies. +- Skill Points: 4 + Int Modifier + +REQUIREMENTS: + +Alignment: Non-Good. +Feats: Requiem (Perform 8, Bardic Music class feature) +Skills: Lore 4 ranks, Perform 8. +Special: Must possess the Bardic Music class feature. + +ABILITIES: + +Level +1: Song of Sorrow - All creatures take a -2 penalty to Will saves, attack and damage. +2: Song of Bolstering - All undead gain a bonus to turn resistance. +3: Song of Grief - Target creature is confused. +4: Song of Horror - All enemies take 1d6 points of Strength and Dexterity damage. +5: Song of Awakening - The Dirgesinger animates a corpse for a short time. + +BARDIC MUSIC + +The Dirgesinger stacks with the Bard class to determine both the number of uses per day and the effect of the Bardic Music class ability.</entry> + <entry id="45372" lang="en" sex="m">Song of Sorrow</entry> + <entry id="45373" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dirgesinger level 1. +Specifics: All enemies able to hear the Dirgesinger must make a save vs 10 + ranks in Perform, or take a -2 penalty to Will saves, Attack, and Damage for 10 rounds. This counts as a use of the Bardic Music class feature. +Use: Selected.</entry> + <entry id="45374" lang="en" sex="m">Song of Bolstering</entry> + <entry id="45375" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dirgesinger level 2. +Specifics: All undead within 30 feet of the Dirgesinger gain a bonus on their Turn Resistance equal to the Dirgesinger's level plus his Bard level for 15 rounds. This counts as a use of the Bardic Music class feature. +Use: Selected.</entry> + <entry id="45376" lang="en" sex="m">Song of Grief</entry> + <entry id="45377" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dirgesinger level 3. +Specifics: A creature within 60 feet of the Dirgesinger is driven mad with grief unless it succeeds at a saving throw vs 10 + ranks in perform. If it fails the save, it is confused for 10 rounds. This counts as a use of the Bardic Music class feature. +Use: Selected.</entry> + <entry id="45378" lang="en" sex="m">Song of Horror</entry> + <entry id="45379" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dirgesinger level 4. +Specifics: All enemies able to hear the Dirgesinger must make a save vs 10 + ranks in Perform, or take 1d6 points of Strength and Dexterity Damage. This counts as a use of the Bardic Music class feature. +Use: Selected.</entry> + <entry id="45380" lang="en" sex="m">Song of Awakening</entry> + <entry id="45381" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dirgesinger level 5. +Specifics: You animate a single undead creature for 10 rounds. The creature animated is identical to the appropriate True Necromancer creation. This counts as a use of the Bardic Music class feature. +Use: Selected.</entry> + <entry id="45382" lang="en" sex="m">Suel Archanamach</entry> + <entry id="45383" lang="en" sex="m">Suel Archanamachs</entry> + <entry id="45384" lang="en" sex="m">suel archanamach</entry> + <entry id="45385" lang="en" sex="m">(PRESTIGE CLASS) +The ancient Suel Empire was known for the great and terrible power wielded by its mighty archmages. Suloise sorcerers delved deep into arcane lore that other folk avoided, unearthing many dark and dangerous secrets in the process. The Suel Empire was ruled by noble families headed by mages of unsurpassed power, and the countless rivalries and vendettas between these families led to the rise of an elite school of combat training: the way of the Archanamach. Conditioned for loyalty, determination, and absolute obedience, Archanamachs were skillful warriors who studied arcane magics for the express purpose of learning how to slay powerful wizards. + In the days of the Suel Empire, the Archanamachs were guards for their archmage masters, serving the greatest Suel wizards with sword and spell. They were also assassins and spies trained to slay powerful wizards of rival families, as well as defend the wizards of their own families. In hundreds of secret duels of spell and steel, Archanamachs practiced their art against others of their kind, learning their skills from hidden Archanamach academies. + +- Hit Die: d8 +- Proficiencies: A Suel Archanamach gains no additional proficiencies. +- Skill Points: 4 + Int Modifier + +REQUIREMENTS: + +Base Attack Bonus: +6. +Feats: Any 4 Martial or Exotic Weapon Proficiencies, Combat Casting, Iron Will +Skills: Concentration 4 ranks, Jump 4 ranks, Spellcraft 5 ranks, Tumble 4 ranks. + +ABILITIES: + +Level +1: Ignore Spell Failure 5%, Tenacious Spells - Add 6 to the DC to dispel a Suel Archanamach spell. +2: Dispelling Strike 1/day - Subject is the target of a Greater Dispel Magic. +3: Extended Spellstrength - All Suel Archanamach spells cast on himself are extended. +4: Ignore Spell Failure 10% +5: +6: Dispelling Strike 2/day +7: Ignore Spell Failure 15% +8: +9: +10: Dispelling Strike 3/day, Ignore Spell Failure 20% + +SPELLCASTING + +To cast a spell, the Suel Archanamach must have a Charisma score of 10 + the spell level. A Suel Archanamach's caster level is equal to his class level. He has access to any spell from the Abjuration, Divination, Illusion, or Transmutation school on the Sorcerer spell list, and casts spells as a Sorcerer does. + +Spells per day: +1: 1 - - - - +2: 1 0 - - - +3: 2 1 - - - +4: 2 2 0 - - +5: 3 2 1 - - +6: 3 3 2 0 - +7: 3 3 2 1 - +8: 4 3 3 2 0 +9: 4 4 3 2 1 +10: 4 4 3 3 2 + +Spells Known: +1: 1 - - - - +2: 2 1 - - - +3: 2 2 - - - +4: 2 2 1 - - +5: 3 2 2 - - +6: 3 3 2 1 - +7: 3 3 2 2 - +8: 4 3 3 2 1 +9: 4 4 3 2 2 +10: 4 4 3 3 2</entry> + <entry id="45386" lang="en" sex="m">Ignore Spell Failure</entry> + <entry id="45387" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Suel Archanamach level 1. +Specifics: The Suel Archanamach reduces his Arcane Spell Failure chance by 5% at level 1, and by 5% more for every three levels thereafter. +Use: Automatic.</entry> + <entry id="45388" lang="en" sex="m">Tenacious Spells</entry> + <entry id="45389" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Suel Archanamach level 1. +Specifics: The Suel Archanamach's spells are particularly hard to dispel; add +6 to the DC required to dispel the Archanamach's spells. +Use: Automatic.</entry> + <entry id="45390" lang="en" sex="m">Dispelling Strike</entry> + <entry id="45391" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Suel Archanamach level 2. +Specifics: Once per day, a Suel Archanamach can attempt a dispelling strike. If he hits on his melee attack, the victim is subject to a targeted Greater Dispel Magic, with a dispel check of 1d20 + class level + 6. At 6th level, he can use this twice per day, and three times at 10th. +Use: Selected.</entry> + <entry id="45392" lang="en" sex="m">Extended Spellstrength</entry> + <entry id="45393" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Suel Archanamach level 3. +Specifics: All Suel Archanamach spells which he casts on himself are automatically Extended. +Use: Automatic.</entry> + <entry id="45394" lang="en" sex="m">Favoured Soul</entry> + <entry id="45395" lang="en" sex="m">Favoured Souls</entry> + <entry id="45396" lang="en" sex="m">favoured soul</entry> + <entry id="45397" lang="en" sex="m">(BASE CLASS) +The Favoured Soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if Favoured Souls have traces of outsider blood from unions. holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that Favoured Souls are simply imbued with their gifts by their gods when they begin the cleric's path. In any case, Favoured Souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways lag behind their more studious colleagues. + +- Hit Die: d8 +- Proficiencies: A Favoured Soul gains proficiencies with Simple Weapons, Light and Medium Armour, and Shields. +- Skill Points: 2 + Int Modifier + +ABILITIES: + +Level +1: +2: +3: Deity's Weapon Focus - Gain Weapon Focus in your deity's chosen weapon. +4: +5: Energy Resistance - Gain 10/- resistance to chosen element. +6: +7: +8: +9: +10: Energy Resistance - Choose a second element to resist. +11: +12: Deity's Weapon Specialization +13: +14: +15: Energy Resistance - Choose a third element to resist. +16: +17: Wings - The Favoured Soul gains wings and counts as a flying creature. +18: +19: +20: Damage Reduction - Gain Damage Reduction 10/+3 + +SPELLCASTING + +To cast a spell, the Favoured Soul must have a Charisma score of 10 + the spell level. The DC of a Favoured Soul's spell is 10 + Spell Level + Wisdom Modifier. A Favoured Soul's caster level is equal to his class level. He has access to any spell from the Cleric spell list, and casts spells as a Sorcerer does. + +Spells per day: +Level: 0 1 2 3 4 5 6 7 8 9 + +1: 5 3 - - - - - - - - +2: 6 4 - - - - - - - - +3: 6 5 - - - - - - - - +4: 6 6 3 - - - - - - - +5: 6 6 4 - - - - - - - +6: 6 6 5 3 - - - - - - +7: 6 6 6 4 - - - - - - +8: 6 6 6 5 3 - - - - - +9: 6 6 6 6 4 - - - - - +10: 6 6 6 6 5 3 - - - - +11: 6 6 6 6 6 4 - - - - +12: 6 6 6 6 6 5 3 - - - +13: 6 6 6 6 6 6 4 - - - +14: 6 6 6 6 6 6 5 3 - - +15: 6 6 6 6 6 6 6 4 - - +16: 6 6 6 6 6 6 6 5 3 - +17: 6 6 6 6 6 6 6 6 4 - +18: 6 6 6 6 6 6 6 6 5 3 +19: 6 6 6 6 6 6 6 6 6 4 +20: 6 6 6 6 6 6 6 6 6 6 + +Spells Known +Level: 0 1 2 3 4 5 6 7 8 9 + +1: 4 3 - - - - - - - - +2: 5 3 - - - - - - - - +3: 5 4 - - - - - - - - +4: 6 4 3 - - - - - - - +5: 6 5 3 - - - - - - - +6: 7 5 4 3 - - - - - - +7: 7 6 4 3 - - - - - - +8: 8 6 5 4 3 - - - - - +9: 8 6 5 4 3 - - - - - +10: 9 6 6 5 4 3 - - - - +11: 9 6 6 5 4 3 - - - - +12: 9 6 6 6 5 4 3 - - - +13: 9 6 6 6 5 4 3 - - - +14: 9 6 6 6 6 5 4 3 - - +15: 9 6 6 6 6 5 4 3 - - +16: 9 6 6 6 6 6 5 4 3 - +17: 9 6 6 6 6 6 5 4 3 - +18: 9 6 6 6 6 6 6 5 4 3 +19: 9 6 6 6 6 6 6 5 4 3 +20: 9 6 6 6 6 6 6 6 5 4</entry> + <entry id="45398" lang="en" sex="m">Deity's Weapon Focus</entry> + <entry id="45399" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Favoured Soul level 3. +Specifics: You gain Weapon Focus in your deity's chosen weapon. +Use: Automatic.</entry> + <entry id="45400" lang="en" sex="m">Energy Resistance, Acid</entry> + <entry id="45401" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Favoured Soul level 5. +Specifics: Chose an energy type. You gain 10/- Resistance to damage from that energy type. At level 10 and level 15 you may choose a second and third energy type to gain resistance to. +Use: Automatic.</entry> + <entry id="45402" lang="en" sex="m">Deity's Weapon Specialization</entry> + <entry id="45403" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Favoured Soul level 12. +Specifics: You gain Weapon Specialization in your deity's chosen weapon. +Use: Automatic.</entry> + <entry id="45404" lang="en" sex="m">Wings</entry> + <entry id="45405" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Favoured Soul level 17. +Specifics: You gain wings appropriate to your alignment, and count as a flying creature. The primary benefits is this makes jump checks much easier. +Use: Automatic.</entry> + <entry id="45406" lang="en" sex="m">Damage Reduction</entry> + <entry id="45407" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Favoured Soul level 20. +Specifics: You gain Damage Reduction 10/+3. +Use: Automatic.</entry> + <entry id="45408" lang="en" sex="m">Disciple of Asmodeus</entry> + <entry id="45409" lang="en" sex="m">Disciples of Asmodeus</entry> + <entry id="45410" lang="en" sex="m">disciple of asmodeus</entry> + <entry id="45411" lang="en" sex="m">(PRESTIGE CLASS) +The Disciple of Asmodeus is a lordly, domineering sort who craves unlimited power. He is ruthless in his pursuits and uncaring of any who might get in his way. He uses his power and influence to gain secrets, which in turn gain him more power, manipulate and command others, and enhance his own physical aspect. + +- Hit Die: d6 +- Proficiencies: A Disciple of Asmodeus gains no additional proficiencies. +- Skill Points: 4 + Int Modifier + +REQUIREMENTS: + +Alignment: Lawful Evil or Neutral Evil. +Feats: Evil Brand, Disciple of Darkness, Leadership +Skills: Bluff 4 ranks, Persuade 5 ranks. + +ABILITIES: + +Level +1: Charm - As the spell + Learn Secret 1/day - Grants a +10 bonus to lore +2: Command - As the spell +3: Learn Secret 2/day +4: Summon Hellcat - Summons a hellcat until dismissed +5: Learn Secret 3/day +6: Evil Authority - Gain control of all evil creatures within 50 feet. +7: Learn Secret 4/day +8: Summon Major Devil - Summon one of five devils. +9: Learn Secret 5/day, Greater Command - As the spell +10: Dread Might - Gain +2 Attack, Armour, Saves. + +SPELLCASTING + +Every other level in Disciple of Asmodeus, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.</entry> + <entry id="45412" lang="en" sex="m">Charm</entry> + <entry id="45413" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Asmodeus level 1. +Specifics: Once per day you can cast Charm Person. +Use: Selected.</entry> + <entry id="45414" lang="en" sex="m">Learn Secret</entry> + <entry id="45415" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Asmodeus level 1. +Specifics: You gain a +10 bonus to Lore for 1 round. +Use: Selected.</entry> + <entry id="45416" lang="en" sex="m">Command</entry> + <entry id="45417" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Asmodeus level 2. +Specifics: Once per day you can create an effect identical to a Command spell. +Use: Selected.</entry> + <entry id="45418" lang="en" sex="m">Summon Hellcat</entry> + <entry id="45419" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Asmodeus level 4. +Specifics: Once per day, you may summon a hellcat for 24 hours. At level 9, you may summon 1d4 hellcats. +Use: Selected.</entry> + <entry id="45420" lang="en" sex="m">Evil Authority</entry> + <entry id="45421" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Asmodeus level 6. +Specifics: Once per day, all evil aligned creatures within 50 feet, and with fewer Hit Dice than the Disciple of Asmodeus must make a Will save vs 10 + Class level + Charisma Modifier or be dominated for 24 hours. This is a mind-affecting ability. +Use: Selected.</entry> + <entry id="45422" lang="en" sex="m">Greater Command</entry> + <entry id="45423" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Asmodeus level 9. +Specifics: Once per day you can create an effect identical to a Greater Command spell. +Use: Selected.</entry> + <entry id="45424" lang="en" sex="m">Summon Major Devil</entry> + <entry id="45425" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Asmodeus level 8. +Specifics: Once per day, you may summon a Cornugon, Gelugon, Glabrezu, Hamatula, or Osyluth. +Use: Selected.</entry> + <entry id="45426" lang="en" sex="m">Dread Might</entry> + <entry id="45427" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Asmodeus level 10. +Specifics: The Disciple of Asmodeus gains a +2 bonus on Saving Throws, Attacks, and Armour Class. +Use: Automatic.</entry> + <entry id="45428" lang="en" sex="m">War Wizard of Cormyr</entry> + <entry id="45429" lang="en" sex="m">War Wizards of Cormyr</entry> + <entry id="45430" lang="en" sex="m">War Wizard of Cormyr</entry> + <entry id="45431" lang="en" sex="m">(PRESTIGE CLASS) +The Cormyrean War Wizards are some of the most respected battlemages in all of Faerun. Trained by experienced combat mages, they bring great power to the battlefield. In the war against the Tuigan horde, they were instrumental in protecting the outnumbered allied troops fighting against the horde. In the recent war in Cormyr against the dragon and her goblin minions, many War Wizards lost their lives holding back the onslaught. Since their creation, they have been one of Cormyr's most effective tools against subversion by foreign or hostile powers. The road they must travel to achieve such ends is long, difficult, and often lonely, but the special people who follow this path are made of the stuff that can endure such hardships. Their reward? The respect of their peers and the people of Cormyr, and the gratitude of kings. + +- Hit Die: d4 +- Proficiencies: A War Wizard of Cormyr gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Alignment: No Chaotic, No Evil. +Feats: Any Martial Weapon Proficiency, Empower Spell, Maximize Spell. +Skills: Spellcraft 10 ranks. +Arcane Spellcasting: Able to cast 4th-level spells. + +ABILITIES: + +Level +1: Weapon Focus - Choose a bonus Martial Weapon Focus +2: Metamagic Feat - Choose a bonus Metamagic feat. +3: Widen Spell - Increase spell area +4: Metamagic Feat +5: Enlarge Spell Area - Greatly increased spell area. + +SPELLCASTING + +Every level in War Wizard of Cormyr, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.</entry> + <entry id="45432" lang="en" sex="m">Widen Spell</entry> + <entry id="45433" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: War Wizard of Cormyr level 3. +Specifics: A number of times per day equal to your class level plus your Charisma modifier, you can increase the area of a spell by 50%. This only works on spells that are already area effect to begin with. +Use: Selected.</entry> + <entry id="45434" lang="en" sex="m">Enlarge Spell Area</entry> + <entry id="45435" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: War Wizard of Cormyr level 5. +Specifics: When using your Widen Spell class ability, the area of the spell is now increased by 100%. +Use: Automatic.</entry> + <entry id="45436" lang="en" sex="m">Energy Resistance, Cold</entry> + <entry id="45437" lang="en" sex="m">Energy Resistance, Electricity</entry> + <entry id="45438" lang="en" sex="m">Energy Resistance, Fire</entry> + <entry id="45439" lang="en" sex="m">Energy Resistance, Sonic</entry> + <entry id="45440" lang="en" sex="m">Healer</entry> + <entry id="45441" lang="en" sex="m">Healers</entry> + <entry id="45442" lang="en" sex="m">healer</entry> + <entry id="45443" lang="en" sex="m">(BASE CLASS) +The hurts of the world are manifold. Minor accidents are common, and usually easily dealt with. However, when conflict and all-out warfare occur, they leave misery and hurt in their wake that can stagger the imagination. While good-aligned Clerics are called upon to heal, their complex obligations and abilities often get in the way of pure solace and remediation. Not so the Healer. One of the Healer's great purposes in life is to provide protection, and failing that, healing, to all good people who require her aid. +Empathetic, a Healer is adept both at detecting the ailments of allies and understanding the coarse, unruly thoughts of beasts. Her way with animals wins her friends among otherwise savage creatures of the wild. +A Healer is easy to spot. She moves about behind an adventuring company or combat unit, applying her divine skills to bring relief to the injured. After she passes, the wounded press forward with renewed vigor, and the fallen may yet rise again. + +Ex-Healers +A Healer who grossly violates her ethos (such as by refusing to heal an ally or a good-aligned creature) loses all spells and class features. She cannot thereafter gain levels as a healer until she atones. + +- Hit Die: d8 +- Alignment: good only +- Proficiencies: A Healer gains proficiency with Simple Weapons and Light Armor. Wearing heavier armor and shields violates her oaths and suppresses her healer powers. +- Skill Points: 4 + Int Modifier + +ABILITIES: + +Level + 1: Healing Hands + 2: Skill Focus (Heal) + 3: Cleanse Paralysis + 4: Cleanse Disease + 5: Cleanse Fear + 6: Cleanse Poison + 7: - + 8: Celestial Companion + 9: Cleanse Blindness +10: Cleanse Spirit +11: - +12: - +13: Cleanse Petrification +14: - +15: New Limb +16: - +17: - +18: - +19: - +20: New Life + +SPELLCASTING + +A Healer must choose and prepare her spells in advance, like a Cleric does. To cast or prepare a spell, the Healer must have a Wisdom score of 10 + the spell level. The DC of a Healer's spell is 10 + Spell Level + Charisma Modifier. A Healer's caster level is equal to his class level. She automatically knows all spells she can cast. + +Spells per day: +Level: 0 1 2 3 4 5 6 7 8 9 + + 1: 4 3 - - - - - - - - + 2: 4 4 - - - - - - - - + 3: 5 4 3 - - - - - - - + 4: 5 4 4 - - - - - - - + 5: 5 5 4 3 - - - - - - + 6: 5 5 4 4 - - - - - - + 7: 6 5 5 4 3 - - - - - + 8: 6 5 5 4 4 - - - - - + 9: 6 6 5 5 4 3 - - - - +10: 6 6 5 5 4 4 - - - - +11: 6 6 6 5 5 4 3 - - - +12: 6 6 6 5 5 4 4 - - - +13: 6 6 6 6 5 5 4 3 - - +14: 6 6 6 6 5 5 4 4 - - +15: 6 6 6 6 6 5 5 4 3 - +16: 6 6 6 6 6 5 5 4 4 - +17: 6 6 6 6 6 6 5 5 4 3 +18: 6 6 6 6 6 6 5 5 4 4 +19: 6 6 6 6 6 6 6 5 5 4 +20: 6 6 6 6 6 6 6 5 5 4 +</entry> + <entry id="45444" lang="en" sex="m">Disguise Self</entry> + <entry id="45445" lang="en" sex="m">School: Illusion (Glamer) +Level: Bard/Sorcerer/Wizard/Hexblade 1 +Components: V, S +Range: Personal +Target: Self +Duration: 10 min/level +Save: Will +Spell Resistance: No + +You make yourself - including clothing, armor, weapons and equipment - look different. There is no actual change to your abilities or equipment. A creature that interacts with the glamer gets a will save (DC 10 + your CHA mod) to recognize the illusion.</entry> + <entry id="45446" lang="en" sex="m">Disguise Self, Male</entry> + <entry id="45447" lang="en" sex="m">Disguise Self, Female</entry> + <entry id="45448" lang="en" sex="m">Disguise Self, Normal Form</entry> + <entry id="45449" lang="en" sex="m">Attune Gem</entry> + <entry id="45450" lang="en" sex="m">Type of Feat: Item Creation +Prerequisite: Intelligence 13, Arcane Spells level 2. +Specifics: You can cast any arcane spell you have prepared as a gem. The caster must have the spell memorized to be able to create the gem. Crafting a gem costs Spell level * Caster level * 50 in gold pieces for a normal caster (half base cost). It also takes XP equal to 1/25th of the base cost. If you cannot pay the casting cost or the XP loss would drop you a level, the crafting will fail, and the spell will be lost. Crafting the gem requires a gem with a value of 50gp * spell level. A gem is permanent until used. Gems target those who activate them. +Use: Selected.</entry> + <entry id="45451" lang="en" sex="m">Epic Scout</entry> + <entry id="45452" lang="en" sex="m">Type: Class +Prerequisite: Scout level 21 +The Epic Scout is a phantom on the battlefield, seemingly everywhere at once, yet never seen. + +Level +21: Skirmish (+6d6, +5 AC) +22: +23: Skirmish (+6d6, +6 AC) +24: Bonus Feat +25: Skirmish (+7d6, +6 AC) +26: +27: Skirmish (+7d6, +7 AC) +28: Bonus Feat +29: Battle Fortitude +4, Skirmish (+8d6, +7 AC) +30: +31: Skirmish (+8d6, +8 AC) +32: Bonus Feat +33: Skirmish (+9d6, +8 AC) +34: +35: Skirmish (+9d6, +9 AC) +36: Bonus Feat +37: Skirmish (+10d6, +9 AC) +38: Battle Fortitude +5 +39: Skirmish (+10d6, +10 AC) +40: Bonus Feat</entry> + <entry id="45453" lang="en" sex="m">Skirmish (Ex)</entry> + <entry id="45454" lang="en" sex="m">Type: Class +Prerequisite: Scout level 1 +A Scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the Scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st. +The extra damage only applies to living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. +At 3rd level, a Scout gains a +1 competence bonus to AC during any round in which she moves at least 10 feet. The bonus applies as soon as the Scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd. +A Scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.</entry> + <entry id="45455" lang="en" sex="m">Battle Fortitude (Ex)</entry> + <entry id="45456" lang="en" sex="m">Type: Class +Prerequisite: Scout level 2 +At 2nd level, a Scout gains a +1 competence bonus on Fortitude saves and Initiative checks. This bonus increases by +1 for every nine levels gained above 2nd. A Scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. + +(Due to NWN limits, only the bonus on Fortitude save bonus is actually granted. For Initiative the Blooded and Thug feats are given at levels 11 and 29 instead)</entry> + <entry id="45457" lang="en" sex="m">Fast Movement (Ex)</entry> + <entry id="45458" lang="en" sex="m">Elemental Focus +4</entry> + <entry id="45459" lang="en" sex="m">Elemental Focus +5</entry> + <entry id="45460" lang="en" sex="m">Elemental Focus +6</entry> + <entry id="45461" lang="en" sex="m">Elemental Focus +7</entry> + <entry id="45462" lang="en" sex="m">Elemental Focus +8</entry> + <entry id="45463" lang="en" sex="m">Elemental Focus +9</entry> + <entry id="45464" lang="en" sex="m">Elemental Focus +10</entry> + <entry id="45465" lang="en" sex="m">Elemental Penetration +4</entry> + <entry id="45466" lang="en" sex="m">Elemental Penetration +5</entry> + <entry id="45467" lang="en" sex="m">Elemental Penetration +6</entry> + <entry id="45468" lang="en" sex="m">Elemental Penetration +7</entry> + <entry id="45469" lang="en" sex="m">Elemental Penetration +8</entry> + <entry id="45470" lang="en" sex="m">Elemental Penetration +9</entry> + <entry id="45471" lang="en" sex="m">Elemental Penetration +10</entry> + <entry id="45472" lang="en" sex="m">Epic Elemental Savant</entry> + <entry id="45473" lang="en" sex="m">You have mastered your chosen element. Its nature has become a part of you, infused in your soul. As you journey onward, it will sharpen and strengthen your control of the mighty element of your choice. Wield this carefully, lest you risk angering the opposed forces. + +Hit Die: d4 +Skill Points at Each Additional Level: 2+ Int Modifier +Bonus Feats: The epic elemental savant gains a bonus feat every three levels after 10th +Elemental Focus: For every three levels beyond 8th, the DC of spells of your chosen element increases by +1. +Elemental Penetration: For every three levels beyond 9th, the Spell Penetration of spells of your chosen element increases by +1. + +Epic Elemental Savant Bonus Feats List: +Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting.</entry> + <entry id="45474" lang="en" sex="m">Thrall to Demon</entry> + <entry id="45475" lang="en" sex="m">Type of Feat: Vile +Prerequisite: Evil Alignment* +Specifics: The character formally supplicates himself to an demon prince. In return for this obedience, he gains a small measure of power. +Once per day, the character may call upon his demonic patron to gain a +20 bonus to hit for 9 seconds. +Use: Selected. +(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry> + <entry id="45476" lang="en" sex="m">Spell Power +6</entry> + <entry id="45477" lang="en" sex="m">Spell Power +7</entry> + <entry id="45478" lang="en" sex="m">Spell Power +8</entry> + <entry id="45479" lang="en" sex="m">Spell Power +9</entry> + <entry id="45480" lang="en" sex="m">Spell Power +10</entry> + <entry id="45481" lang="en" sex="m">Spell Power +11</entry> + <entry id="45482" lang="en" sex="m">Spell Power +12</entry> + <entry id="45483" lang="en" sex="m">Spell Power +13</entry> + <entry id="45484" lang="en" sex="m">Spell Power +14</entry> + <entry id="45485" lang="en" sex="m">Spell Power +15</entry> + <entry id="45486" lang="en" sex="m">Specialist Defense +5</entry> + <entry id="45487" lang="en" sex="m">Specialist Defense +6</entry> + <entry id="45488" lang="en" sex="m">Specialist Defense +7</entry> + <entry id="45489" lang="en" sex="m">Specialist Defense +8</entry> + <entry id="45490" lang="en" sex="m">Specialist Defense +9</entry> + <entry id="45491" lang="en" sex="m">Specialist Defense +10</entry> + <entry id="45492" lang="en" sex="m">Specialist Defense +11</entry> + <entry id="45493" lang="en" sex="m">Specialist Defense +12</entry> + <entry id="45494" lang="en" sex="m">Specialist Defense +13</entry> + <entry id="45495" lang="en" sex="m">Specialist Defense +14</entry> + <entry id="45496" lang="en" sex="m">Epic Red Wizard</entry> + <entry id="45497" lang="en" sex="m">Your control over your chosen school has sharpened to the point of being a legendary wielder of its magics. Enemies known your choice and quake in fear as they still cannot stop your overpowering might. You are one of the greatest of the Red Wizards, a true force of magic. The world is yours for the taking. + +Hit Die: d4 +Skill Points at Each Additional Level: 2+ Int Modifier +Bonus Feats: The epic red wizard gains a bonus feat every five levels after 10th +Spell Power: For every 2 levels beyond 10th, the DC and Spell Penetration increases by +1. (+6 at 12, +7 at 14, etc). +Specialist Defense: For every 2 levels beyond 9th, the saving throw bonus increases by +1. (+5 at 11, +6 at 13, etc). + +Epic Red Wizard Bonus Feats List: +Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting.</entry> + <entry id="45498" lang="en" sex="m">Unsummon</entry> + <entry id="45499" lang="en" sex="m">Type of Feat: Class +Prerequisite: True Necromancer level 4, Hathran level 1 +Specifics: Unsummons the targeted creature that you control. Only works on creatures created by class summon abilities. +Use: Selected.</entry> + <entry id="45500" lang="en" sex="m">Duelist</entry> + <entry id="45501" lang="en" sex="m">Duelists</entry> + <entry id="45502" lang="en" sex="m">duelist</entry> + <entry id="45503" lang="en" sex="m">(PRESTIGE CLASS) +The Duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. Also known as the swashbuckler, the Duelist always takes full advantage of his quick reflexes and wits in a fight. Rather than wearing bulky armor, Duelists feel that the best way to protect themselves is to not get hit at all. + +- Hit Die: d10 +- Proficiencies: A Duelist is proficient with all simple and martial weapons, but does not gain any armor or shield proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +6 +Feats: Dodge, Weapon Finesse, Mobility. +Skills: Tumble 5 ranks. Perform 3 ranks. + +ABILITIES: + +Level + 1: Canny Defense - Dodge bonus to AC based on intelligence bonus, limited by class level. + 2: Thug - +2 initiative, +2 Persuade + 3: Spring Attack - No longer incurs Attacks of Opportunity for moving in combat. + 4: Grace - +2 Bonus to reflex saves. + 5: Precise Strike +1d6 - Bonus damage while wielding a light piercing weapon. + 6: Acrobatic Charge - Ignore impediments while charging + 7: Elaborate Parry - Bonus to Armor Class when Fighting Defensively + 8: Blooded - +2 initiative, +2 Spot + 9: Deflect Arrows +10: Precise Strike +2d6 + +NOTES: + +Duelist loses Canny Defense, Precise Strike, and Grace while wearing any armor or shield. + +Could not implement PnP's Improved Reaction, +2 bonus to initiative. So I gave them the Thug and Blooded feats, as they are very close in bonus. + +Could not implement PnP's Enhanced Mobility, +4 AC vs. Attacks of Opportunity. That bonus would stack with mobility... I gave them Spring Attack instead as that was the closest thing to it. +</entry> + <entry id="45504" lang="en" sex="m">Canny Defense</entry> + <entry id="45505" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Duelist Level 1, Iaijutsu Master Level 1 +Specifics: The duelst may add their intelligence bonus to AC, this is capped by class level and does not function while wearing armor. The iaijutsu master may also add their intelligence bonus to AC, but is not capped by class level. The iaijutsu master must be wielding a katana and wearing no armor for this ability to function. +Use: Automatic. </entry> + <entry id="45506" lang="en" sex="m">Precise Strike</entry> + <entry id="45508" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Duelist Level 5 +Specifics: The Duelist adds +1d6 bonus damage per 5 class levels to any light piercing weapon wielded in the main hand. This damage only applies against enemies vulnerable to critical hits, and the left hand must be empty. +Use: Automatic.</entry> + <entry id="45509" lang="en" sex="m">Grace</entry> + <entry id="45514" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Duelist Level 4 +Specifics: The Duelist gains a +2 bonus to reflex saving throws. This ability does not function while wearing armor. +Use: Automatic.</entry> + <entry id="45515" lang="en" sex="m">Acrobatic Charge</entry> + <entry id="45519" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Duelist Level 6 +Specifics: You may make a charge attack with freedom of movement against enemies at least 10 feet away from you. +Use: Selected. +</entry> + <entry id="45520" lang="en" sex="m">Elaborate Parry</entry> + <entry id="45521" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Duelist Level 7 +Specifics: The duelist gains a bonus to their armor class equal to their class level while fighting defensively. +Use: Selected.</entry> + <entry id="45522" lang="en" sex="m">Epic Duelist</entry> + <entry id="45523" lang="en" sex="m">You have become the epitome of graceful, precise lethality. In your hands, a light piercing weapon transforms into a glittering blur of razor sharp steel able to turn any blow and strike past any defense. + +- Hit Die: d10 +- Skill Points: 4 + Int Modifier. + +Bonus Feats: The epic Duelist gains a bonus feat every three levels. + +11: +12: +13: Bonus Feat +14: +15: Precise Strike +3d6 +16: Bonus Feat +17: +18: +19: Bonus Feat +20: Precise Strike +4d6 +21: +22: Bonus Feat +23: +24: +25: Precise Strike +5d6, Bonus Feat +26: +27: +28: Bonus Feat +29: +30: Precise Strike +6d6 + +Special: + +Precise Strike: Your attack with light piercing weapons continues to become more deadly as you gain levels. Damage increases by 1d6 every 5 levels. + +Epic Duelist Bonus Feats List: +Blinding Speed, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Weapon Focus, Epic Reflexes, Improved Whirlwind, Superior Initiative, Greater Two-Weapon Fighting, Great Dexterity</entry> + <entry id="45528" lang="en" sex="m">Hierophant</entry> + <entry id="45529" lang="en" sex="m">Hierophants</entry> + <entry id="45530" lang="en" sex="m">hierophant</entry> + <entry id="45531" lang="en" sex="m">(PRESTIGE CLASS) +A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream. The Hierophant prestige class is open to power divine spellcasters who are approaching access to the strongest and most difficult divine spells. They delay the acquisition of these greatest gifts in exchange for a deeper understanding of and ability to control the power they channel. + +- Hit Die: d8 +- Proficiencies: A Hierophant does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Divine Spellcasting: Able to cast 7th-level spells. +Feats: Any Metamagic feat +Skills: Lore 15 ranks. + +ABILITIES: + +May select one of the following abilities every level. +*Blast Infidel - Negative is maximized against opposed alignments +*Faith Healing - Healing is maximized against similar alignments +*Master of Energy - Bonus to turn undead. +*Spell Power - Bonus to spell save DC +*Metamagic Feat - May choose a bonus Metamagic feat +*Spell Like Ability - Gains a known spell as an ability which can be used at will 3x/day</entry> + <entry id="45532" lang="en" sex="m">Blast Infidel</entry> + <entry id="45533" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Hierophant Level 1 +Specifics: The Hierophant uses divine energy spells as if they were maximized when damaging an enemy of opposing alignment (at least 2 steps difference on the alignment chart). This ability affects negative energy spells cast on living beings, and healing spells cast on undead. +Use: Automatic.</entry> + <entry id="45534" lang="en" sex="m">Faith Healing</entry> + <entry id="45535" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Hierophant Level 1 +Specifics: The Hierophant uses divine energy spells as if they were maximized when healing an ally of similar alignment (less than 2 steps difference on the alignment chart). This ability affects healing spells cast on living beings, and negative energy spells cast on undead. +Use: Automatic.</entry> + <entry id="45536" lang="en" sex="m">Master of Energy</entry> + <entry id="45537" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Hierophant Level 1 +Specifics: The Hierophant gains a +4 bonus to Turning checks and Turning damage. +Use: Automatic.</entry> + <entry id="45538" lang="en" sex="m">Spell Power +2</entry> + <entry id="45539" lang="en" sex="m">Spell Power +4</entry> + <entry id="45540" lang="en" sex="m">Spell Power +6</entry> + <entry id="45541" lang="en" sex="m">Spell Power +8</entry> + <entry id="45542" lang="en" sex="m">Spell Power +10</entry> + <entry id="45543" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Hierophant Level 1 +Specifics: This ability increases saving throw DC's and checks to beat spell resistance for the Hierophant's spells. May be taken multiple times. +Use: Automatic.</entry> + <entry id="45544" lang="en" sex="m">Spell-Like Ability</entry> + <entry id="45545" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Hierophant 1 or Archmage 1 +Specifics: You may select a divine or arcane spell to become a spell-like ability. + +The number of uses/day depends on the spell level: + 0 5 + 1 5 + 2 4 + 3 4 + 4 3 + 5 3 + 6 2 + 7 2 + 8 1 + 9 1 + +Use: Selected.</entry> + <entry id="45546" lang="en" sex="m">Divine Favor</entry> + <entry id="45547" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Hierophant Level 1 +Specifics: Clerics who rise high in the service of their deities gain great favor and the gifts that come with it. Only clerics who have achieved this divine favor may become Hierophants. +Use: Automatic.</entry> + <entry id="45548" lang="en" sex="m">Precise Strike +4d4</entry> + <entry id="45549" lang="en" sex="m">Red Avenger</entry> + <entry id="45550" lang="en" sex="m">Red Avengers</entry> + <entry id="45551" lang="en" sex="m">red avenger</entry> + <entry id="45552" lang="en" sex="m">(PRESTIGE CLASS) +The Red Avenger is the master of ki, an ancient and formidable discipline that allows the user to accomplish the extraordinary. Through study and training, the Red Avengers learn to channel and release the ki energy in their own bodies. + +- Hit Die: d8 +- Proficiencies: The Red Avenger is proficient will all simple weapons, light armor, medium armor and shields. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +5 +Feats: Improved Unarmed Strike, Stunning Fist. +Skills: Listen 8 or more ranks, Tumble: 8 or more ranks. + +ABILITIES: + +Level +1: Stunning Shout - Stun enemies by releasing ki in a shout once a day. All enemies within the cone of effect are stunned for two full rounds unless they make a successful Fortitude save (DC 15 + Wisdom Modifier). +2: Ki Save - Add wisdom bonus to saving throws for a short time once a day. This bonus lasts for 2 rounds. +3: Ki Skill - Add wisdom bonus to skill checks for a short time once a day. This bonus lasts for 2 rounds. +4: Ki Healing - Use ki energy to heal once a day. By laying hands on any creature, the Red Avenger may heal a number of hit points equal to her level multiplied by her Wisdom bonus. +5: Deadly Shout - Injure enemies by releasing ki in a shout once a day. Any enemies within the affected cone take 3d6 + Wisdom Modifier damage. A successful Fortitude save (DC 15 + Wisdom Modifier) halves the damage. + Stunning Shout - Gain another shout a day. +6: Ki Save 2 - Gain another use per day. +7: Ki Skill 2 - Gain another use per day. +8: Ki Healing 2 - Gain another use per day. +9: Deadly Shout 2 - Gain another use per day. + Stunning Shout 3 - Gain another shout per day. +10: Free Ki - Double wisdom modifier when using ki abilities.</entry> + <entry id="45553" lang="en" sex="m">Ki</entry> + <entry id="45554" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Red Avenger Level 1 +Specifics: The Red Avenger gains a greater understanding and ability to control ki - the energy source flowing through all living creatures. +Use: Automatic.</entry> + <entry id="45555" lang="en" sex="m">Stunning Shout</entry> + <entry id="45556" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Red Avenger Level 1 +Specifics: The Red Avenger can release ki energy in a sonic attack. All enemies within the cone of effect are stunned for two full rounds unless they make a successful Fortitude save (DC 15 + Wisdom Modifier). Usable once per day per 4 levels of Red Avenger. +Use: Selected. </entry> + <entry id="45557" lang="en" sex="m">Ki Save</entry> + <entry id="45558" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Red Avenger Level 2 +Specifics: The Red Avenger can channel ki to gain a bonus to saving throws equal to her wisdom modifier. This bonus lasts for 2 rounds. Usable once per day per 4 levels of Red Avenger. +Use: Selected.</entry> + <entry id="45559" lang="en" sex="m">Ki Skill</entry> + <entry id="45560" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Red Avenger Level 3 +Specifics: The Red Avenger can channel ki to gain a bonus to all skill checks equal to her wisdom modifier. This bonus lasts for 2 rounds. Usable once per day per 4 levels of Red Avenger. +Use: Selected.</entry> + <entry id="45561" lang="en" sex="m">Ki Healing</entry> + <entry id="45562" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Red Avenger Level 4 +Specifics: The Red Avenger can channel ki into healing energy. By laying hands on any creature, the Red Avenger may heal a number of hit points equal to her level multiplied by her Wisdom bonus. Usable once per day per 4 levels of Red Avenger. +Use: Selected.</entry> + <entry id="45563" lang="en" sex="m">Deadly Shout</entry> + <entry id="45564" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Red Avenger Level 5 +Specifics: The Red Avenger can release ki energy in a sonic attack. Any enemies within the affected cone take 3d6 + Wisdom Modifier damage. A successful Fortitude save (DC 15 + Wisdom Modifier) halves the damage. +Use: Selected.</entry> + <entry id="45565" lang="en" sex="m">Free Ki</entry> + <entry id="45566" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Red Avenger Level 10 +Specifics: The Red Avenger has mastered the use of ki energy and channels it with ease. Any ki ability which relies on a Wisdom Modifier may take double the normal bonus. +Use: Selected.</entry> + <entry id="45567" lang="en" sex="m">Epic Red Avenger</entry> + <entry id="45568" lang="en" sex="m">Your mastery of ki energy is unmatched. By harnessing its awesome power, you can perform feats that most can only dream of. + +Hit Die: d8 +Skill Points at Each Additional Level: 4+ Int Modifier +Bonus Feats: The epic Red Avenger gains a bonus feat every four levels. +Special: + Ki Powers: Gain additional uses per day every four levels. + Free Ki: Increases to 3x at level 20 and 4x at level 30 + +Epic Red Avenger Bonus Feats List: +Armor Skin, Epic Damage Reduction, Epic Toughness, Great Wisdom, Epic Energy Resistance, Blinding Speed, Self Concealment +</entry> + <entry id="45569" lang="en" sex="m">Precise Strike +5d4</entry> + <entry id="45570" lang="en" sex="m">Precise Strike +6d4</entry> + <entry id="45571" lang="en" sex="m">Knight of the Chalice</entry> + <entry id="45572" lang="en" sex="m">Knights of the Chalice</entry> + <entry id="45573" lang="en" sex="m">knight of the chalice</entry> + <entry id="45574" lang="en" sex="m">(PRESTIGE CLASS) +A Knight of the Chalice is a member of an elite knightly organization devoted to fighting demons. Motivated by a pious hatred of these creatures that embody the principles of chaos and evil, Knights of the Chalice learn tactics and gain special abilities to help them in their crusade. + +- Hit Die: d10 +- Proficiencies: The Knight of the Chalice is proficient will all simple and martial weapons, armor and shields. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Lawful Good +Base Attack Bonus: +8 +Skills: Lore 10 or more ranks +Divine Spellcasting: Level 1 or higher. +Spells: Ability to cast Protection from Evil + +ABILITIES: + +Level +1: Demonslaying +1/1d6 (Physical) - Gain combat bonuses against demons. + Censure Demons - Use turning attempts to stun demons. +2: Courage of Heaven - Immune to fear. Allies within 10ft gain +4 to save vs. fear. +3: Demonslaying +2/2d6 (Physical) - Gain combat bonuses against demons. +5: Heavenly Devotion - Immune to enchantment effects. Allies within 10ft gain +4 save vs. enchantment +6: Demonslaying +3/2d6 (Physical) + 1d6 (Divine) - Gain combat bonuses against demons. +8: Consecrated Aura - Demons and undead within 20ft receive a -1 penalty to attack and AC +9: Demonslaying +4/2d6(Physical) + 2d6 (Divine) - Gain combat bonuses against demons. +10: Holy Aura - May use Holy Aura (versus demons only) at will.</entry> + <entry id="45575" lang="en" sex="m">Demonslaying (+1/1d6)</entry> + <entry id="45576" lang="en" sex="m">Demonslaying (+2/2d6)</entry> + <entry id="45577" lang="en" sex="m">Demonslaying (+3/3d6)</entry> + <entry id="45578" lang="en" sex="m">Demonslaying (+4/4d6)</entry> + <entry id="45579" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight of the Chalice Level 1 +Specifics: The Knight of the Chalice gains attack and damage bonuses against Outsiders. These bonuses improve with experience. +Use: Automatic.</entry> + <entry id="45580" lang="en" sex="m">Censure Demons</entry> + <entry id="45581" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight of the Chalice Level 1 +Specifics: The Knight of the Chalice may attempt to censure demons, much like cleric turns undead. Any demon within 30 feet of the Knight must make a will save (DC + Knight of the Chalice Level + Cha Modifier) or be stunned for 1 round. If a censured demon has less than two times the Knight's class level HD, it must make a second will save or be destroyed. +Use: Selected.</entry> + <entry id="45582" lang="en" sex="m">Courage of Heaven (Fear)</entry> + <entry id="45583" lang="en" sex="m">Courage of Heaven (Enchantment)</entry> + <entry id="45584" lang="en" sex="m">Courage of Heaven (Radius)</entry> + <entry id="45585" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight of the Chalice Level 2 +Specifics: At level two, the Knight of the Chalice is immune to fear. At level five, he becomes immune to mind-affecting spells as well. At level eight, this protection may be extended at will to all allies within 20 feet. +Use: Automatic/Selected.</entry> + <entry id="45586" lang="en" sex="m">Consecrated Aura</entry> + <entry id="45587" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight of the Chalice Level 8 +Specifics: The Knight of the Chalice may create a consecrated aura around himself. All evil outsiders and undead within 20 feet of the Knight receive a -1 penalty to attack rolls, saving throws and AC. This ability is usable at will. +Use: Selected.</entry> + <entry id="45588" lang="en" sex="m">Holy Aura (versus Demons)</entry> + <entry id="45589" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight of the Chalice Level 10 +Specifics: The Knight of the Chalice may create Holy Aura against demons. This functions just like the spell, but the effects only apply to outsiders. This ability may be used at will. +Use: Selected.</entry> + <entry id="45591" lang="en" sex="m">Type: Class +Prerequisite: Scout level 3 +Starting at 3rd level, a Scout gains a +10 feet enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. A Scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.</entry> + <entry id="45592" lang="en" sex="m">Hunter of the Dead</entry> + <entry id="45593" lang="en" sex="m">Hunters of the Dead</entry> + <entry id="45594" lang="en" sex="m">hunter of the dead</entry> + <entry id="45595" lang="en" sex="m">(PRESTIGE CLASS) +The Hunter of the Dead is the hated enemy of all undead. She spends each restless night tracking undead to their lairs and cleansing the land of their foul presence forever. + +- Hit Die: d10 +- Proficiencies: The Hunter of the Dead is proficient will all simple and martial weapons, armor and shields. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any non-evil +Base Attack Bonus: +5 +Skills: Lore 5 ranks +Special: Turn Undead Ability + +ABILITIES: + +Level +1: Detect Undead - May sense undead at will +2: Smite Undead - Can use holy power to smite undead once a day. Adds wisdom bonus to attack roll and uses level as damage bonus. + Cure Light Wounds - As the spell, once a day. +3: Spurn Death's Touch - Add wisdom bonus to save versus level/ability drain +4: Lesser Restoration - As the spell, once a day. +5: True Death - Attacks against undead have the "Slay Undead" property +6: Extra Turning + Smite Undead - Twice per day. + Searing Light - As the spell, once per day. +7: Cure Light Wounds - As the spell, once per day. +8: Positive Energy Burst - Use 2 turn attempts to damage nearby undead + Restoration - As the spell, twice per day. +9: Lesser Restoration - As the spell, twice per day +10: Sealed Life - Immune to level/ability drain + Smite Undead - Three times per day. + Searing Light - As the spell, twice per day.</entry> + <entry id="45596" lang="en" sex="m">Detect Undead</entry> + <entry id="45597" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Hunter of the Dead Level 1 +Specifics: The Hunter of the Dead may sense the direction and distance of the nearest undead creature at will. +Use: Selected.</entry> + <entry id="45598" lang="en" sex="m">Smite Undead</entry> + <entry id="45599" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Hunter of the Dead Level 2 +Specifics: The Hunter of the Dead may channel holy power into a single standard attack. She may add her wisdom bonus (if positive) to the attack roll, and does bonus damage equal to her class level. +Use: Selected.</entry> + <entry id="45600" lang="en" sex="m">Spurn Death's Touch</entry> + <entry id="45601" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Hunter of the Dead Level 3 +Specifics: The Hunter of the Dead may add her wisdom bonus (if positive) to all saving throws against level/ability drain and death magic. +Use: Selected.</entry> + <entry id="45602" lang="en" sex="m">True Death</entry> + <entry id="45603" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Hunter of the Dead Level 5 +Specifics: Any weapon wielded by the Hunter of the Dead is treated as having the "Slay Racial Type: Undead" property. Any undead creature struck by the Hunter must make a fortitude save (DC 14) or be destroyed. +Use: Automatic.</entry> + <entry id="45604" lang="en" sex="m">Positive Energy Burst</entry> + <entry id="45605" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Hunter of the Dead Level 8 +Specifics: The Hunter of the Dead may spend two Turn Undead attempts to unleash a burst of holy energy. This burst deals 1d6 damage per class level to every undead creature within 20 feet. +Use: Selected.</entry> + <entry id="45606" lang="en" sex="m">Sealed Life</entry> + <entry id="45607" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Hunter of the Dead Level 10 +Specifics: The Hunter of the Dead is immune to level/ability drain and death magic. +Use: Automatic.</entry> + <entry id="45608" lang="en" sex="m">Epic Hunter of the Dead</entry> + <entry id="45609" lang="en" sex="m">You are the bane of all unlife. Lesser undead crumble at your barest touch, and even the mightiest of the dead fear your wrath. + +Hit Die: d10 +Skill Points at Each Additional Level: 2+ Int Modifier +Bonus Feats: The epic Hunter of the Dead gains a bonus feat every four levels. +Special: + Smite Undead - Gains an additional use per day every four levels. + Spells - Gain additional uses per day every five levels. + Positive Energy Burst - Gains an additional 1d6 damage every other level + True Death - DC increases by 2 every five levels. + +Epic Hunter of the Dead Bonus Feats List: +Armor Skin, Epic Toughness, Great Wisdom, Epic Energy Resistance, Great Smiting, Perfect Health +</entry> + <entry id="45610" lang="en" sex="m">Blindsense (Ex)</entry> + <entry id="45611" lang="en" sex="m">Type: Class +Prerequisite: Scout level 10 +Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. + +(Since there is no actual Blindsense in NWN, Ultravision is used instead)</entry> + <entry id="45612" lang="en" sex="m">Holy Liberator</entry> + <entry id="45613" lang="en" sex="m">Holy Liberators</entry> + <entry id="45614" lang="en" sex="m">holy liberator</entry> + <entry id="45615" lang="en" sex="m">(PRESTIGE CLASS) +The Holy Liberator is a holy warrior, a distant cousin of the paladin, who is dedicated to overthrowing tyranny wherever it may be found. These champions of freedom and equality are strong-willed, independent-minded, and virtuous. + +- Hit Die: d10 +- Proficiencies: The Holy Liberator is proficient will all simple and martial weapons, all armor and shields. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Chaotic Good +Base Attack Bonus: +5 +Skills: Persuade 5 or more ranks +Feats: Iron Will +Class: Paladin (Must be in first class slot) + +ABILITIES: + +Level +1: Detect Evil - May sense evil at will. + Resist Enchantment - +2 bonus to saving throws versus mind-affecting spells. +2: Smite Evil - Use smite evil as per the paladin ability. + Divine Grace - May add charisma bonus to all saving throws. +3: Turn Undead - May turn undead as a paladin or cleric. + Immune to Charm - Immune to mind-affecting spells. +5: Celestial Companion - May summon a special celestial animal companion. +7: Subversion - Can attempt to remove any mind-affecting spells from a creature at will. + +BONUS SPELLS +Upon gaining a level in Holy Liberator, the character gains new spells per day as if he had also gained a level in his highest caster class (paladin or cleric). He does not learn any new spells through his abilities.</entry> + <entry id="45616" lang="en" sex="m">Detect Evil</entry> + <entry id="45617" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Holy Liberator Level 1 +Specifics: The Holy Liberator may sense the direction and distance of the nearest evil creature at will. Also, he may observe the aura of any nearby creatures to determine whether or not they are evil. +Use: Selected.</entry> + <entry id="45618" lang="en" sex="m">Resist Enchantment</entry> + <entry id="45619" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Holy Liberator Level 1 +Specifics: The Holy Liberator receives a +2 bonus to saving throws against mind-affecting spells. +Use: Automatic.</entry> + <entry id="45620" lang="en" sex="m">Immune to Charm</entry> + <entry id="45621" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Holy Liberator Level 3 +Specifics: The Holy Liberator is immune to mind-affecting spells. +Use: Automatic.</entry> + <entry id="45622" lang="en" sex="m">Subversion</entry> + <entry id="45623" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Holy Liberator Level 7 +Specifics: The Holy Liberator may attempt to break any mind-affecting spells on a single target creature. The target immediate makes a will save vs. the spell's original DC (10 + spell level + caster's bonuses) adding the Liberator's Charisma bonus to the check. If the saving throw is successful, the spell, is broken. This ability may be used at will. +Use: Selected.</entry> + <entry id="45624" lang="en" sex="m">Celestial Companion</entry> + <entry id="45625" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Holy Liberator Level 5 +Specifics: The Holy Liberator acquires a celestial animal as his loyal companion. This animal may be an eagle, lion or dog. + +All Celestial Creatures receive darkvision, resistance to cold, acid and electricity, damage reduction and SR equal to double their hit dice. They also gain +1 to AC and Attack/Damage versus evil for every 5 levels. + Master Level 1 - 5 Resist + Master Level 4 - 10 Resist, 5/+1 DR + Master Level 8 - 15 Resist, 5/+2 DR + Master Level 12+ - 20 Resist, 10/+3 DR + +Celestial Eagle: + Master Level 1 - Disarm + Master Level 5 - Improved Disarm + Master Level 10 - Skill Focus (Spot), Skill Focus (Search) + Master Level 15 - Self Concealment I + Master Level 20 - Self Concealment II + Master Level 25 - Self Concealment III + Master Level 30 - Self Concealment IV + +Celestial Dog: + Master Level 1 - Knockdown + Master Level 5 - Howl Fear 1/day + Master Level 10 - Improved Knockdown + Master Level 15 - Howl Fear 2/day + Master Level 20 - Dodge + Master Level 25 - Howl Fear 3/day + Master Level 30 - Epic Dodge + +Celestial Lion + Master Level 1 - Weapon Specialization (Creature) + Master Level 5 - Ferocity 1/day + Master Level 10 - Improved Critical (Creature) + Master Level 15 - Greater Ferocity 2/day + Master Level 20 - Epic Weapon Specialization (Creature) + Master Level 25 - Improved Ferocity 3/day + Master Level 30 - Overwhelming Critical (Creature)</entry> + <entry id="45626" lang="en" sex="m">Epic Holy Liberator</entry> + <entry id="45627" lang="en" sex="m">You are a champion of the oppressed and overthrown. Tyrants speak your name with fear and loathing. And there are many people who sing your praises for giving them back their freedom. + +Hit Die: d10 +Skill Points at Each Additional Level: 2+ Int Modifier +Bonus Feats: The epic Holy Liberator gains a bonus feat every four levels. +Special: + Celestial Companion: Continues to improve with each level. + +Epic Holy Liberator Bonus Feats List: +Armor Skin, Epic Toughness, Great Wisdom, Epic Energy Resistance, Great Smiting, Perfect Health, Epic Will, Epic Reputation +</entry> + <entry id="45628" lang="en" sex="m">Blindsight (Ex)</entry> + <entry id="45629" lang="en" sex="m">Sacred Vow</entry> + <entry id="45630" lang="en" sex="m">Type of Feat: Exalted +Prerequisite: Good Alignment* +Required For: Vow of Abstinence, Vow of Nonviolence, Vow of Obedience, Vow of Peace, Vow of Poverty and Vow of Purity. +Specifics: You gain a +2 perfection bonus to persuade. +Use: Automatic. +(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry> + <entry id="45631" lang="en" sex="m">Vow of Obedience</entry> + <entry id="45632" lang="en" sex="m">Type of Feat: Exalted +Prerequisite: Lawful Good Alignment*, Sacred Vow +Specifics: You gain a +4 perfection to your will saves. +Use: Automatic. +(*Note: You can select this feat even when evil, chaotic or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry> + <entry id="45633" lang="en" sex="m">Evil Brand</entry> + <entry id="45634" lang="en" sex="m">Type of Feat: Vile +Prerequisite: Evil Alignment* +Required For: Lich Loved +Specifics: You are physically marked forever as a servant of an evil power greater than yourself or as a villain who does not care who knows that you seek only death, destruction and misery for others. You are automatically recognized as someone a disciple of an evil patron or as someone of extreme evil, if the symbol is visible you gain a +2 bonus to Intimidate and Persuade. You can pick the location of the vile symbol upon selection of the feat. +Use: Automatic. +(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry> + <entry id="45635" lang="en" sex="m">Evil Brand: Hand</entry> + <entry id="45636" lang="en" sex="m">Type of Feat: Vile +Prerequisite: Evil Alignment* +Required For: Lich Loved +Specifics: Your hand carries a symbol that marks you as a servant of an evil power greater than yourself or as a villain who does not care who knows that you seek only death, destruction and misery for others. You are automatically recognized as someone a disciple of an evil patron or as someone of extreme evil, if the symbol is visible** you gain a +2 bonus to Intimidate and Persuade. +Use: Automatic. +(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) +(**Note: Visible means that nothing is equipped in your gauntlet item slot.)</entry> + <entry id="45637" lang="en" sex="m">Evil Brand: Head</entry> + <entry id="45638" lang="en" sex="m">Type of Feat: Vile +Prerequisite: Evil Alignment* +Required For: Lich Loved +Specifics: Your head carries a symbol that marks you as a servant of an evil power greater than yourself or as a villain who does not care who knows that you seek only death, destruction and misery for others. You are automatically recognized as someone a disciple of an evil patron or as someone of extreme evil, if the symbol is visible** you gain a +2 bonus to Intimidate and Persuade. +Use: Automatic. +(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) +(**Note: Visible means that nothing is equipped in your helmet item slot.)</entry> + <entry id="45639" lang="en" sex="m">Evil Brand: Chest</entry> + <entry id="45640" lang="en" sex="m">Type of Feat: Vile +Prerequisite: Evil Alignment* +Required For: Lich Loved +Specifics: Your chest carries a symbol that marks you as a servant of an evil power greater than yourself or as a villain who does not care who knows that you seek only death, destruction and misery for others. You are automatically recognized as someone a disciple of an evil patron or as someone of extreme evil, if the symbol is visible** you gain a +2 bonus to Intimidate and Persuade. +Use: Automatic. +(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) +(**Note: Visible means that nothing is equipped in your chest item slot.)</entry> + <entry id="45641" lang="en" sex="m">Evil Brand: Arm</entry> + <entry id="45642" lang="en" sex="m">Type of Feat: Vile +Prerequisite: Evil Alignment* +Required For: Lich Loved +Specifics: Your arm carries a symbol that marks you as a servant of an evil power greater than yourself or as a villain who does not care who knows that you seek only death, destruction and misery for others. You are automatically recognized as someone a disciple of an evil patron or as someone of extreme evil, if the symbol is visible** you gain a +2 bonus to Intimidate and Persuade. +Use: Automatic. +(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) +(**Note: Visible means that nothing is equipped in your weapon item slot.)</entry> + <entry id="45643" lang="en" sex="m">Evil Brand: Neck</entry> + <entry id="45644" lang="en" sex="m">Type of Feat: Vile +Prerequisite: Evil Alignment* +Required For: Lich Loved +Specifics: Your neck carries a symbol that marks you as a servant of an evil power greater than yourself or as a villain who does not care who knows that you seek only death, destruction and misery for others. You are automatically recognized as someone a disciple of an evil patron or as someone of extreme evil, if the symbol is visible** you gain a +2 bonus to Intimidate and Persuade. +Use: Automatic. +(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) +(**Note: Visible means that nothing is equipped in your cloak item slot.)</entry> + <entry id="45645" lang="en" sex="m">Lich Loved</entry> + <entry id="45646" lang="en" sex="m">Type of Feat: Vile +Prerequisite: Evil Brand, Evil Alignment* +Specifics: The character becomes more and more like an undead creature, gaining a +1 bonus on saving throws against mind affecting effects, poison and disease. +Use: Automatic. +(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry> + <entry id="45647" lang="en" sex="m">Drow Judicator</entry> + <entry id="45648" lang="en" sex="m">Drow Judicators</entry> + <entry id="45649" lang="en" sex="m">drow judicator</entry> + <entry id="45650" lang="en" sex="m">(PRESTIGE CLASS) +A mortal imbued with fiendish cruelty, the drow judicator is a knight most foul. This unholy warrior is steeped in the divine energy of Selvetarm, the Spider That Waits, self-appointed Champion of Lolth. Consort of demons and demonic arachnids, the drow judicator is hated and feared by all, especially other male drow who are jealous of the heights of power to which he has risen. Drow judicators must make an unholy pledge to Selvetarm and then survive the rites of entry to adopt the prestige class. At least a little schooling in spellcasting is required, but only the toughest and meanest sorcerers and wizards can survive the entry requirements. + +-Hit Die: d8. +-Proficiencies: All simple and martial weapons, light, medium and heavy armor, small and large shields +-Skill Points: 2 + Int Modifier. + +REQUIREMENTS +Alignment: Any evil +Race: Elf or Drow (male or female) +Base Attack Bonus: +5 +Feats: Mobility, Lolth's Meat +Skills: Intimidate 4, Lore 4 +Spellcasting: Able to cast 1st-level arcane or divine spells. + +ABILITIES: + +Level +1: War Strike 1/day - 2d6 Constitution damage to victim. +2: Command Spiders - Control or Rebuke spiders as undead. +3: Selvetarm's Blessing - +3 Universal Saving Throw Bonus. +4: Selvetarm's Wrath 1/day - +1 damage per level of Drow Judicator for next attack. +5: Spider Servant: Summon a spider ally. +7: Selvetarm's Wrath - +1 times per day. +8: Spider's Grace 1/day - +4 bonus to Hide and Move Silently. Immune to Web. +9: Selvetarm's Wrath - +1 times per day. +10: Judgment 1/day - Cast Horrid Wilting as a spell-like ability + +</entry> + <entry id="45651" lang="en" sex="m">Lolth's Meat</entry> + <entry id="45652" lang="en" sex="m">Type of Feat: General +Prerequisite: Drow or Half-Drow. +Specifics: If you kill a living creature that has an Intelligence score of 3 or higher with a melee attack, you gain a +1 morale bonus on attack rolls, damage rolls, and saving throws for 1 round per Character Level. +Use: Automatic. + +Warning: If you take this class without the race of Drow or Half-Drow it will not function, you will be forced to relevel.</entry> + <entry id="45653" lang="en" sex="m">War Strike</entry> + <entry id="45654" lang="en" sex="m">Type of Feat: Class +Prerequisite: Drow Judicator level 1 +Specifics: War is the ultimate expression of Selvetarm's power, so its lessons are the very first that the drow judicator learns. Beginning at 1st level, he can attempt a war strike with one normal melee attack. If he hits, he deals 2d6 points of Constitution damage. The target may attempt a Fortitude save (DC 10 + Drow Judicator level + Cha Modifier) to halve the Constitution damage. This ability is usable once per day. +Use: Automatic. +</entry> + <entry id="45655" lang="en" sex="m">Command Spiders</entry> + <entry id="45656" lang="en" sex="m">Type of Feat: Class +Prerequisite: Drow Judicator level 2 +Specifics: As a special dispensation from Lolth, Selvetarm can grant his judicators the ability to command spiders. When a drow judicator reaches 2nd level, he gains the ability to compel spiders in the same way that an evil cleric can rebuke or command undead. The drow judicator can attempt to command spiders a number of times per day equal to 3 + his Charisma modifier. He is treated as a cleric of a level equal to his drow judicator level for the purposes of turning checks and damage. +Use: 3 + Cha modifier/Day +</entry> + <entry id="45657" lang="en" sex="m">Selvetarm's Blessing</entry> + <entry id="45658" lang="en" sex="m">Type of Feat: Class +Prerequisite: Drow Judicator level 2 +Specifics: At 2nd level and above, a drow judicator receives a +3 profane bonus on all saving throws. +Use: Automatic. +</entry> + <entry id="45659" lang="en" sex="m">Selvetarm's Wrath</entry> + <entry id="45660" lang="en" sex="m">Type of Feat: Class +Prerequisite: Drow Judicator level 4 +Specifics: Beginning at 4th level, a drow judicator may attempt to deliver extra damage with one normal melee attack. On a successful attack, he deals 1 extra point of damage per drow judicator level. +Use: Combat. +- 1/Day at 4th level +- 2/Day at 7th level +- 3/Day at 10th level</entry> + <entry id="45661" lang="en" sex="m">Spider Servant</entry> + <entry id="45662" lang="en" sex="m">At 5th level or above, a drow judicator can call a spider-like monster to serve him. He may choose to call an 8 HD Large fiendish monstrous spider, fiendish sword spider, fiendish phase spider, or myrlochar. The servant gains HD bonuses and special abilities based upon the drow judicator's class level. +The drow judicator may have only one spider servant at a time. Should his servant die he may call for another in 24 hours. + +Judicator Bonus A. St. Int Special +Level H. Ad. Adj Adj +------------------------------------------------------------- +5th +2 +. +.. Improved + Evasion +6th-7th +4 +. +2 +. Speak w/ + Master +8th-9th +6 +. +. +4 +10th +8 +. +. +6</entry> + <entry id="45663" lang="en" sex="m">Spider's Grace</entry> + <entry id="45664" lang="en" sex="m">Type of Feat: Class +Prerequisite: Drow Judicator level 8 +Specifics: At 8th level the drow judicator gains the ability to take on the attributes of a spider. The drow judicator gains immunity to webs, and gains a +4 bonus to Hide and Move Silently. +Use: Special.</entry> + <entry id="45665" lang="en" sex="m">Judgment</entry> + <entry id="45666" lang="en" sex="m">Type of Feat: Class +Prerequisite: Drow Judicator level 10 +Specifics: At 10th level the drow judicator gains the ability to judge all creatures within sight. Those he finds wanting are immediately targeted by a Horrid Wilting effect. +Use: 1/Day</entry> + <entry id="45667" lang="en" sex="m"><CUSTOM0> uses War Strike.</entry> + <entry id="45668" lang="en" sex="m"><CUSTOM0> invokes Selvetarm's Wrath.</entry> + <entry id="45669" lang="en" sex="m"><CUSTOM0> commands spiders.</entry> + <entry id="45670" lang="en" sex="m"><CUSTOM0> summons a Spider Servant.</entry> + <entry id="45671" lang="en" sex="m">Fiendish Monstrous Spider</entry> + <entry id="45672" lang="en" sex="m">Fiendish Sword Spider</entry> + <entry id="45673" lang="en" sex="m">Myrlochar</entry> + <entry id="45674" lang="en" sex="m">Fiendish Phase Spider</entry> + <entry id="45675" lang="en" sex="m">Improve Saves: Fortitude 6</entry> + <entry id="45676" lang="en" sex="m">Improve Saves: Fortitude 7</entry> + <entry id="45677" lang="en" sex="m">Improve Saves: Fortitude 8</entry> + <entry id="45678" lang="en" sex="m">Improve Saves: Fortitude 9</entry> + <entry id="45679" lang="en" sex="m">Improve Saves: Fortitude 10</entry> + <entry id="45680" lang="en" sex="m">Improve Saves: Fortitude 11</entry> + <entry id="45681" lang="en" sex="m">Improve Saves: Fortitude 12</entry> + <entry id="45682" lang="en" sex="m">Improve Saves: Fortitude 13</entry> + <entry id="45683" lang="en" sex="m">Improve Saves: Fortitude 14</entry> + <entry id="45684" lang="en" sex="m">Improve Saves: Fortitude 15</entry> + <entry id="45685" lang="en" sex="m">Improve Saves: Reflex 6</entry> + <entry id="45686" lang="en" sex="m">Improve Saves: Reflex 7</entry> + <entry id="45687" lang="en" sex="m">Improve Saves: Reflex 8</entry> + <entry id="45688" lang="en" sex="m">Improve Saves: Reflex 9</entry> + <entry id="45689" lang="en" sex="m">Improve Saves: Reflex 10</entry> + <entry id="45690" lang="en" sex="m">Improve Saves: Reflex 11</entry> + <entry id="45691" lang="en" sex="m">Improve Saves: Reflex 12</entry> + <entry id="45692" lang="en" sex="m">Improve Saves: Reflex 13</entry> + <entry id="45693" lang="en" sex="m">Improve Saves: Reflex 14</entry> + <entry id="45694" lang="en" sex="m">Improve Saves: Reflex 15</entry> + <entry id="45695" lang="en" sex="m">Psionic Feats</entry> + <entry id="45696" lang="en" sex="m">Psionic feats are only available to characters and creatures with the ability to manifest powers. (In other words, they either have a power point reserve or have psi-like abilities.) +Possessing the feat Wild Talent also qualifies one for these feats. + +Due to technical reasons, we cannot enforce this limitation directly. If you do take one of these feats without qualifying for it, you will be re-leveled.</entry> + <entry id="45697" lang="en" sex="m">Metapsionic Feats</entry> + <entry id="45698" lang="en" sex="m">As a manifesters knowledge of psionics grows, he can learn to manifest powers in ways slightly different from how the powers were originally designed or learned. For example, a manifester can learn how to manifest a power so that it lasts longer than normal, deals more damage than normal, or is improved in some other way. Of course, manifesting a power while using a metapsionic feat is more expensive than manifesting the power normally. + Manifesting Time: Powers manifested using metapsionic feats take the same time as manifesting the powers normally unless the feat description specifically says otherwise, such as with Quicken Power. + Manifestation Cost: To use a metapsionic feat, a psionic character must both expend his psionic focus and pay an increased power point cost as given in the feat description. For example, applying the Chain Power feat to a power increases the power's cost by 6 power points. + Limits on Use: As with all powers, you cannot spend more power points on a power than your manifester level. Metapsionic feats merely let you manifest powers in different ways; they do not let you violate this rule. + Effects of Metapsionic Feats on a Power: In all ways, a metapsionic power operates at it's original power level, even though it costs additional power points. The modifications to a power made by a metapsionic feat have only their noted effect on the power. A manifester can't use a metapsionic feat to alter a power being cast from a power stone, dorje, or other device. +Manifesting a power modified by the Quicken Power feat does not provoke attacks of opportunity. +Some metapsionic feats apply only to certain powers, as described in each specific feat entry.</entry> + <entry id="45699" lang="en" sex="m">Type: Class +Prerequisite: Scout level 20 +A 20th-level Scout gains the Blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Scout must have line of effect to a creature or object to discern it.</entry> + <entry id="45700" lang="en" sex="m">Heartwarder</entry> + <entry id="45701" lang="en" sex="m">Heartwarders</entry> + <entry id="45702" lang="en" sex="m">heartwarder</entry> + <entry id="45703" lang="en" sex="m">(PRESTIGE CLASS) +Sune Firehair encourages beauty, passion, and love wherever they may be found. Heartwarders are aesthetes and hedonists who actively seek out pleasure and beauty in all things who nurture the creation of beautiful objects. + +- Hit Die: d4. +- Proficiencies: The Heartwarder gains no weapon or armor proficiency. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Chaotic Good. +Feats: Dodge, Mobility, Spell Focus: Enchantment, Exotic Weapon Proficiency: Whip +Skills: Bluff 3, Persuade 6. +Divine Spellcasting: Ability to cast spells of Level 3. +Special: Must worship Sune Firehair. (Clerics must have two of Charm, Good and Protection domains.) + +ABILITIES: + +Level +1: Charisma Increase - Bonus +1 to Charisma. +2: Heart of Passion - Bonus +2 to Charisma-based checks (skills, turning). +3: Charisma Increase - Bonus +2 to Charisma. +4: Lips of Rapture - Bonus +2 to Attacks, damages, saves and +4 to Enchantment spells saves. (Dazed on failed save). +5: Charisma Increase - Bonus +3 to Charisma. +6: Voice of a Siren - Gains Greater Spell Focus: Enchantment and Spell Penetration feats to verbal spells. +7: Charisma Increase - Bonus +4 to Charisma. +8: Tears of Evergold - Craft a Water Holy once per day. +9: Charisma Increase - Bonus +5 to Charisma. +10: Fey Metamorphosis - Type change to Fey. + +BONUS SPELLS + +Upon gaining a level in Heartwarder, the character gains new spells per day as if he had also gained a level in his highest caster class (druid or cleric). He does not learn any new spells through his abilities.</entry> + <entry id="45704" lang="en" sex="m">Charisma Increase I</entry> + <entry id="45705" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Heartwarder level 1 +Specifics: She gains a +1 to her Charisma bonus. +Use: Automatic.</entry> + <entry id="45706" lang="en" sex="m">Charisma Increase II</entry> + <entry id="45707" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Heartwarder level 3 +Specifics: She gains a +2 to her Charisma bonus. +Use: Automatic.</entry> + <entry id="45708" lang="en" sex="m">Charisma Increase III</entry> + <entry id="45709" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Heartwarder level 5 +Specifics: She gains a +3 to her Charisma bonus. +Use: Automatic.</entry> + <entry id="45710" lang="en" sex="m">Charisma Increase IV</entry> + <entry id="45711" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Heartwarder level 7 +Specifics: She gains a +4 to her Charisma bonus. +Use: Automatic.</entry> + <entry id="45712" lang="en" sex="m">Charisma Increase V</entry> + <entry id="45713" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Heartwarder level 9 +Specifics: She gains a +5 to her Charisma bonus. +Use: Automatic.</entry> + <entry id="45714" lang="en" sex="m">Heart of Passion</entry> + <entry id="45715" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Heartwarder level 2 +Specifics: She gains a +2 bonus on all Charisma-based checks. +Use: Automatic.</entry> + <entry id="45716" lang="en" sex="m">Lips of Rapture</entry> + <entry id="45717" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Heartwarder level 4 +Specifics: A Heartwarder's kiss confers a state of bliss upon its recipient, conferring a +2 morale bonus on attacks, weapon damage, checks, and saves. An enraptured recipient receives a +2 saving throw bonus against enchantment spells and effects. This ability lasts 5 rounds, and can be used a number of times per day equal to her Charisma bonus. The one downside to a Heartwarder's kiss is that it also has the effect of a daze spell upon the recipient (the normal saving throw applies) as if cast by a sorcerer of a Heartwarder's class level. +Use: Selected.</entry> + <entry id="45718" lang="en" sex="m">Voice of a Siren</entry> + <entry id="45719" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Heartwarder level 6 +Specifics: Gains the Greater Spell Focus: Enchantment and Spell Penetration feats, but they only apply to spells with a verbal component (and are not altered with the Silent Spell feat). +Use: Automatic.</entry> + <entry id="45720" lang="en" sex="m">Tears of Evergold</entry> + <entry id="45721" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Heartwarder level 8 +Specifics: A Heartwarder can cry tears drawn from Evergold, a sacred pool that enhances beauty that Sune shares with the elven goddess Hanali Celanil. If these tears are collected, they are equivalent to the effects of a potion of love and serve the Sunite faith as holy water. A Heartwarder can use this ability once per day, and while it does not cost her any gold to do so, calling upon the power of the pool requires her to spend 6 XP, just as if she had made the potion with the Brew Potion feat. +Use: Selected.</entry> + <entry id="45722" lang="en" sex="m">Fey metamorphosis</entry> + <entry id="45723" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Heartwarder level 10 +Specifics: Her type changes to "fey," which means among other things, that she is no longer affected by spells that specifically target humanoids, such as charm person. +Use: Automatic.</entry> + <entry id="45724" lang="en" sex="m">Battleguard of Tempus</entry> + <entry id="45725" lang="en" sex="m">Battleguards of Tempus</entry> + <entry id="45726" lang="en" sex="m">battleguard of tempus</entry> + <entry id="45727" lang="en" sex="m">(PRESTIGE CLASS) +Battleguards of Tempus are the soldier-priests of Tempus who specialize in military affairs. + +- Hit Die: d10. +- Proficiencies: The Battleguard of Tempus gains proficiency in simple and martial weapons, all armor and shields. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any Non-Lawful. +Feats: Combat Casting, Weapon Focus (any melee weapon), Leadership. +Skills: Craft (Weapon) 5, Craft (Armor) 5 ranks, Lore 5 ranks. +Base Attack Bonus: 4 +Divine Spellcasting: Level 2 +Special: Must worship Tempus. (Clerics must have the War domain, as well as one of Strength or Protection) + +ABILITIES: + +Level +1: Army Power - Able to inspire allies within 30 feet, giving them +2 on saving throws, attacks rolls, ability checks (turning), skill checks and damages rolls. Allies must be able to hear you. + Knowledge Lore - Bonus to the Lore skill of Battleguard's level + Intelligence modifier. + Weapon of Choice - A specific weapon gains additional benefit. +2: Enchant Weapon +1 - The battleguard may temporarily enhance his Weapon of Choice, one minute per level, with a equivalent +1 special ability. +3: Battle Forger - Bonus +2 to Craft (weapon and armor). +5: Lore Arms - He may cast the Identify Spell three times a day. +6: Enchant Weapon +2. +7: Die Hard - Between -1 to -9 HP, you automatically become stable. +9: Identify Arms - He may identify an armor or a weapon, three times a day. +10: Enchant Weapon +3. + +BONUS SPELLS + +Each two levels in Battleguard of Tempus, the character gains new spells per day as if he had also gained a level in his highest caster class (druid, cleric). He does not learn any new spells through his abilities.</entry> + <entry id="45728" lang="en" sex="m">Weapon of Tempus</entry> + <entry id="45729" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Weapon Focus (with weapon to be chosen). +Specifics: The weapon chosen by a Battleguard of Tempus becomes the focus for all of their special abilities. +Use: Automatic.</entry> + <entry id="45730" lang="en" sex="m">Weapon of Tempus (club)</entry> + <entry id="45731" lang="en" sex="m">Weapon of Tempus (dagger)</entry> + <entry id="45732" lang="en" sex="m">Weapon of Tempus (mace)</entry> + <entry id="45733" lang="en" sex="m">Weapon of Tempus (morningstar)</entry> + <entry id="45734" lang="en" sex="m">Weapon of Tempus (quarterstaff)</entry> + <entry id="45735" lang="en" sex="m">Weapon of Tempus (spear)</entry> + <entry id="45736" lang="en" sex="m">Weapon of Tempus (short sword)</entry> + <entry id="45737" lang="en" sex="m">Weapon of Tempus (rapier)</entry> + <entry id="45738" lang="en" sex="m">Weapon of Tempus (scimitar)</entry> + <entry id="45739" lang="en" sex="m">Weapon of Tempus (longsword)</entry> + <entry id="45740" lang="en" sex="m">Weapon of Tempus (greatsword)</entry> + <entry id="45741" lang="en" sex="m">Weapon of Tempus (handaxe)</entry> + <entry id="45742" lang="en" sex="m">Weapon of Tempus (battleaxe)</entry> + <entry id="45743" lang="en" sex="m">Weapon of Tempus (greataxe)</entry> + <entry id="45744" lang="en" sex="m">Weapon of Tempus (halberd)</entry> + <entry id="45745" lang="en" sex="m">Weapon of Tempus (light hammer)</entry> + <entry id="45746" lang="en" sex="m">Weapon of Tempus (light flail)</entry> + <entry id="45747" lang="en" sex="m">Weapon of Tempus (warhammer)</entry> + <entry id="45748" lang="en" sex="m">Weapon of Tempus (heavy flail)</entry> + <entry id="45749" lang="en" sex="m">Weapon of Tempus (scythe)</entry> + <entry id="45750" lang="en" sex="m">Weapon of Tempus (katana)</entry> + <entry id="45751" lang="en" sex="m">Weapon of Tempus (bastard sword)</entry> + <entry id="45752" lang="en" sex="m">Weapon of Tempus (dire mace)</entry> + <entry id="45753" lang="en" sex="m">Weapon of Tempus (double axe)</entry> + <entry id="45754" lang="en" sex="m">Weapon of Tempus (two-bladed sword)</entry> + <entry id="45755" lang="en" sex="m">Weapon of Tempus (kama)</entry> + <entry id="45756" lang="en" sex="m">Weapon of Tempus (kukri)</entry> + <entry id="45757" lang="en" sex="m">Army Powers</entry> + <entry id="45758" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to Army. +Specifics: Inspire Allies: Able to inspire allies within 30 feet, giving them +2 on saving throws, attacks rolls, ability checks (turning), skill checks and damages rolls. Allies must be able to hear you. +The effect will last for charisma modifier rounds. +Use: Automatic.</entry> + <entry id="45759" lang="en" sex="m">Die Hard</entry> + <entry id="45760" lang="en" sex="m">Type of Feat: General +Prerequisite: Base Attack Bonus 2, Iron Will, Toughness, Crusader level 10 or Battleguard of Tempus level 7 +Specifics: When your hit points are reduced to 0 or below, you automatically become stable. You heal to 1 HP. Your bonus attack decreases and your spells fail. +Use: Automatic.</entry> + <entry id="45761" lang="en" sex="m">Enchant Weapon +1</entry> + <entry id="45762" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Battleguard of Tempus level 2 +Specifics: You empower the weapon of Tempus with a +1 special ability one minute per level. +Use: Selected. + +NOTE: This ability works only with already magical weapons (with at least +1 enhancement bonus).</entry> + <entry id="45763" lang="en" sex="m">Enchant Weapon +2</entry> + <entry id="45764" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Battleguard of Tempus level 6 +Specifics: You empower the weapon of Tempus with a +2 special ability one minute per level. +Use: Selected. + +NOTE: This ability works only with already magical weapons (with at least +1 enhancement bonus).</entry> + <entry id="45765" lang="en" sex="m">Enchant Weapon +3</entry> + <entry id="45766" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Battleguard of Tempus level 10 +Specifics: You empower the weapon of Tempus with a +3 special ability one minute per level. +Use: Selected. + +NOTE: This ability works only with already magical weapons (with at least +1 enhancement bonus).</entry> + <entry id="45767" lang="en" sex="m">Battleforger</entry> + <entry id="45768" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Battleguard of Tempus level 3 +Specifics: Grants+2 to Craft: Armor and Craft: Weapon. +Use: Automatic.</entry> + <entry id="45769" lang="en" sex="m">Lore arms</entry> + <entry id="45770" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Battleguard of Tempus level 5 +Specifics: A Battleguard of Tempus may cast Identify three times a day. +Use: Cast.</entry> + <entry id="45771" lang="en" sex="m">Enchant Weapon</entry> + <entry id="45772" lang="en" sex="m">Arms Lore</entry> + <entry id="45773" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Battleguard of Tempus level 9 +Specifics: A Battleguard of Tempus may identify armor or a weapon (except Quest items). +Use: Selected.</entry> + <entry id="45774" lang="en" sex="m">Tempus Knowledge</entry> + <entry id="45775" lang="en" sex="m">Type of Feat: Class +Prerequisite: Battleguard of Tempus 1. +Specifics: This feat allows the character to identify items more easily than others. It grants the character a bonus equal to their level + Intelligence modifier to any Lore checks. +Use: Automatic.</entry> + <entry id="45776" lang="en" sex="m">Telflammar Shadowlord</entry> + <entry id="45777" lang="en" sex="m">Telflammar Shadowlords</entry> + <entry id="45778" lang="en" sex="m">Telflammar shadowlord</entry> + <entry id="45779" lang="en" sex="m">(PRESTIGE CLASS) +The Shadowmasters of Telflamm are one of Faerun's most notorious thieves' guilds, a secret society every bit as grasping and ruthless as the Night Masks of Westgate or the Shadow Thieves of Amn. Under their subtle and cloaked rule, Thesk's port city of Telflamm is a prime center of trade in both legal and illicit goods. The Shadowmasters are made up of burglars, murderers, and thugs with a variety of talents, including assassins, experts, fighters, rogues, shadowdancers, and warriors. A small number of clerics devoted to Mask belong to the guild, as do some arcane spellcasters whose greed outweighs their scruples. Above all these criminals stand the Telflammar shadowlords, the secret captains of iniquity who demand unquestioned obedience from their numerous minions. Characters of other classes may hold important positions in the guild, but the shadowlords call the shots. + +- Hit Die: d6. +- Proficiencies: The Shadowmasters of Telflammar gains no proficiency in any weapons and armors. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any Non-Good. +Feats: Blind-Fight, Dodge, Mobility, Spring Attack. +Skills: Hide 10 ranks, Move Silently 10 ranks, Lore 2 ranks. +Sneak Attack: 2d6. +Special: Must have at least ONE of the following: + 1) A token proving a donation of 10,000 gold to the Telflamm Guild + 2) The ability to cast Level 4 Arcane Spells + 3) Shadowdancer Level 1 + +ABILITIES: + +Level +1: Shadow Sight - Gains Darkvision and Ultravision in darkness. + Shadow Jump - Dimension Door once per day per class level +2: Shadow Blur - In darkness gains the benefit of Blur spell (20 % concealment in the night, underground area or Darkness spell). +4: Shadow Pounce - May make a full attack after teleporting +5: Shadow Discorporation - When any damage reduces him to 0 or less, has a chance to use teleport. +6: Death Attack - gains a Death Attack +1d6. + +SPELL LIST: + +Spells per day: +1: 0 - - +2: 1 - - +3: 1 0 - +4: 2 1 - +5: 2 1 0 +6: 2 2 1 + +Telflammar shadowlords choose their spells from the following list. +1st level: Blindness/deafness, chill touch, darkness, darkvision, invisibility, knock, shadow spray. +2nd level: Blacklight, displacement, haste, improved invisibility, nondetection, vampiric touch. +3rd level: Confusion, darkbolt (FRCS), detect scrying, dimension door, invisibility sphere, mislead. +</entry> + <entry id="45780" lang="en" sex="m">Shadow Jump</entry> + <entry id="45781" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shadowlord level 1 +Specifics: A Shadowlord can travel between shadows as a door dimension spell. He may do this once per day per class level. +Use: Selected.</entry> + <entry id="45782" lang="en" sex="m">Shadow Blur</entry> + <entry id="45783" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shadowlord level 2 +Specifics: A Shadowlord gains a 20% concealment when he's in the dark, underground or darkness spell. +Use: Automatic. +</entry> + <entry id="45784" lang="en" sex="m">Shadow Pounce</entry> + <entry id="45785" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Telflammar Shadowlord level 4, Crinti Shadow Marauder 5 +Specifics: At the completion of a teleport ability (including dimension door, teleport, and others), you may make a full attack against one hostile target in range +Use: Selected</entry> + <entry id="45786" lang="en" sex="m">Shadow Discorporation</entry> + <entry id="45787" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shadowlord level 5 +Specifics: When any damage that reduce to him 0 HP or less, a Shadowlord attempts a Reflex save ( DC 5 + damage dealt), if successful, he executes a jump and heals to 1 HP. +Use: Automatic.</entry> + <entry id="45788" lang="en" sex="m">Death Attack</entry> + <entry id="45789" lang="en" sex="m">Type of Feat: Class +Prerequisite: Shadowlord level 6. +Specifics: A Shadowlord may use a death attack, which functions similarly to a sneak attack in that if the target is not in combat they become victim to the death attack. +Use: Automatic.</entry> + <entry id="45790" lang="en" sex="m">Spell Level 1</entry> + <entry id="45791" lang="en" sex="m">Type of Feat: Spell List +Prerequisite: Shadowlord. +Specifics: He may cast some spells (Darkness, Invisibility, Blindness). +Use: Automatic. + +Blindness/Deafness +Range: Medium +Area of Effect / Target: Single +Duration: 1 Round / Level +Save: Fortitude Negates +Spell Resistance: Yes +The target creature is struck blind and deaf. + +Darkness +Range: Touch (1 creature) +Area of Effect / Target: Huge +Duration: 1 Round / Level +Save: None +Spell Resistance: Yes +All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision. + +Invisibility +Range: Touch +Area of Effect / Target: Single +Duration: 1 Turn / Level +Save: Harmless +Spell Resistance: No +The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.</entry> + <entry id="45792" lang="en" sex="m">Spell Level 2</entry> + <entry id="45793" lang="en" sex="m">Type of Feat: Spell List +Prerequisite: Shadowlord. +Specifics: He may cast some spells (Haste, Improved Invisibility, Vampiric Touch). +Use: Automatic. + +Haste +Range: Short +Area of Effect / Target: Single +Duration: 1 Round / Level +Save: Harmless +Spell Resistance: No +The target of this spell gains, +4 bonus to dodge AC, 1 extra action per round (allowing an additional attack or spell to be cast) and has their movement increased by 50%. + +Improved Invisibility +Range: Touch +Area of Effect / Target: Single +Duration: 1 Turn / Level +Save: Harmless +Spell Resistance: No +The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a 50% cover bonus. + +Vampiric Touch +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Save: None +Spell Resistance: Yes +The target creature takes 1d6 points of damage for every 2 caster levels. This damage is then applied to the caster's Hit Points as a temporary bonus.</entry> + <entry id="45794" lang="en" sex="m">Spell Level 3</entry> + <entry id="45795" lang="en" sex="m">Type of Feat: Spell List +Prerequisite: Shadowlord. +Specifics: He may cast some spells (Confusion, Invisibility Sphere). + +Confusion +Range: Medium +Area of Effect / Target: Large +Duration: 1 Round / Level +Save: Will Negates +Spell Resistance: Yes +Affected creatures either wander randomly, attack a random target, or simply stand still. + +Invisibility Sphere +Range: Personal +Area of Effect / Target: Caster, 15ft Radius +Duration: 1 Turn / Level +Save: Harmless +Spell Resistance: No +The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell's area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more.</entry> + <entry id="45796" lang="en" sex="m">Bonded Summoner</entry> + <entry id="45797" lang="en" sex="m">Bonded Summoners</entry> + <entry id="45798" lang="en" sex="m">bonded summoner</entry> + <entry id="45799" lang="en" sex="m">(PRESTIGE CLASS) +The Bonded Summoner knows elementals. He instinctively knows elementals' strengths and develops an unbreakable bond with a powerful elemental companion. With time, the elemental forces he develops deepen, blurring the line between summoner and summoned. + +- Hit Die: d4. +- Proficiencies: None. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Skills: Lore 8 +Feats: Familiar. +Arcane Spellcasting: Ability to cast spells of Level 2. + +At level 1, he pick his element of study: Air, Earth, Fire or Water. + +Energy associated with Element: +Air--------Electricity +Earth----Acid +Fire------Fire +Water--Cold + +ABILITIES: + +Level +1: Elemental Companion (Medium) - Replaces your familiar with a Medium Elemental. + Resistance Energy 5. +3: Elemental Companion (Large) + Resistance Energy 10. + Immunity to Sleep. +5: Elemental Companion (Huge) + Resistance Energy 15. + Immunity to Poison. +7: Elemental Companion (Greater) + Resistance Energy 20. + Immunity to Paralysis. +9: Elemental Companion (Elder) + Immunity to Energy. + Immunity to Sneak Attack. +10: Elemental Form - Character gains the ability to turn into Elemental Elder (once per day, max 10 hours). + Immunity to Critical Hits. + Elemental Type - Your type change to Elemental and your Subtype change to your Element. + +BONUS SPELLS + +Each two levels in Bonded Summoner, the character gains new spells per day as if he had also gained a level in his highest caster class. He does not learn any new spells through his abilities. + +SUBTYPE: + +Air: Speed +25 % +Earth: Not change +Fire: Vulnerability to Cold +50 % +Water: Vulnerability to Fire +50 % + +COMPANION POWER: + +Arcane Caster Level +up to 8: gains Improved Evasion, Share Spells +9 - 11: Spell Resistance (Arcane Spellcaster level +5) +12+: Improved Speed (+33%). + +However, if your familiar is killed, you will take damage equal to its number of hit dice, plus 1d4 damage to each ability score. +</entry> + <entry id="45800" lang="en" sex="m">Disciple of Mephistopheles</entry> + <entry id="45801" lang="en" sex="m">Disciples of Mephistopheles</entry> + <entry id="45802" lang="en" sex="m">disciple of Mephistopheles</entry> + <entry id="45803" lang="en" sex="m">(PRESTIGE CLASS) +The Disciple of Mephistopheles wields hellfire as his weapon, striking down all who oppose him. He focuses on all things fire-related, as is fitting with the preoccupation of the arch-devil he serves. + +- Hit Die: d8. +- Proficiencies: All simple and martial weapons, all types of armor, and shields. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any evil. +Base Attack Bonus: +6 +Feats: Disciple of Darkness + +ABILITIES: + +Level +1: Hellfire Grasp - Can make a touch attack at will, dealing 1d6 fire damage, also character gains a +1d6 damage bonus to all unarmed strikes (while wearing gloves). + Fire Adept - Casts Fire Spells at +1 character level. +2: Fire Resistance 10 - Gains 10 Fire Resistance. +3: Hellfire Blast - Can release a gout of fire from hand at will, dealing 4d6 fire damage. +4: Flare - As per spell. +5: Summon Hamatula - Summons a Hamatula, a spiny fiend. +6: Hellfire - Casts a spell which causes a diabolical explosion, dealing special damage. + Fire Resistance 20 - Gains 20 fire resistance. +7: Fire Shield - As per spell. +8: Hellfire Storm - An Improved version of Hellfire, with a larger explosion, more range and more damage +10: Body of Flame - Body becomes fire for up to ten minutes per day, gaining fire immunity and damage reduction 30/+1. Anyone he touches or touches him must succeed a reflex save or catch fire.</entry> + <entry id="45804" lang="en" sex="m">Hellfire Grasp</entry> + <entry id="45805" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Mephistopheles Level 1 +Specifics: A Disciple of Mephistopheles can deal 1d6 points of fire damage as a touch attack at will. This damage is also added to damage dealt by other unarmed attacks. +Use: Selected.</entry> + <entry id="45806" lang="en" sex="m">Fire Adept</entry> + <entry id="45807" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Mephistopheles Level 1 +Specifics: A Disciple of Mephistopheles who can cast spells gains a +1 bonus to caster level when casting a spell with the fire descriptor. +Use: Automatic.</entry> + <entry id="45808" lang="en" sex="m">Fire Resistance 10</entry> + <entry id="45809" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Mephistopheles Level 1 +Specifics: Disciple of Mephistopheles gains fire resistance 10. +Use: Automatic.</entry> + <entry id="45810" lang="en" sex="m">Hellfire Blast</entry> + <entry id="45811" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Mephistopheles Level 3 +Specifics: Disciple of Mephistopheles can release a gout of Hellfire from his hand at will, dealing 4d6 points of fire damage as a ranged touch attack. The range for this attack is 30 feet. +Use: Selected.</entry> + <entry id="45812" lang="en" sex="m">Flare</entry> + <entry id="45813" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Mephistopheles Level 4 +Specifics: At will, a Disciple of Mephistopheles can produce an effect identical to that of a Flare spell cast by a 15th-level caster. +Use: Selected.</entry> + <entry id="45814" lang="en" sex="m">Summon Hamatula</entry> + <entry id="45815" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Mephistopheles Level 5 +Specifics: Disciple of Mephistopheles can summon 1 hamatula once per day. This functions as a summon monster spell cast by a 15th-level caster. +Use: Selected.</entry> + <entry id="45816" lang="en" sex="m">Hellfire</entry> + <entry id="45817" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Mephistopheles Level 6 +Specifics: Thrice a day, a Disciple of Mephistopheles can produce an effect identical to that of a Hellfire spell cast by a 15th-level caster. The spell in question is detailed below: +The caster creates a small explosion of brimstone and fire that deals 3d6 points of diabolic fire damage. +Use: Cast.</entry> + <entry id="45818" lang="en" sex="m">Fire Shield</entry> + <entry id="45819" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Mephistopheles Level 7 +Specifics: Twice per day, a Disciple of Mephistopheles can produce an effect identical to that of a Fire Shield spell cast by a 15th-level caster. +Use: Selected.</entry> + <entry id="45820" lang="en" sex="m">Hellfire Storm</entry> + <entry id="45821" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Mephistopheles Level 8 +Specifics: Twice per day, a Disciple of Mephistopheles can produce an effect identical to that of the Hellfire Storm spell cast by a 15th-level caster. +The spell in question is identical to Hellfire, except it has a larger: range and radius, plus it causes 5d6 diabolic fire damage. +Use: Cast.</entry> + <entry id="45822" lang="en" sex="m">Body of Flame</entry> + <entry id="45823" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Mephistopheles Level 10 +Specifics: A Disciple of Mephistopheles can transform his body into flame for up to 10 minutes once per day. He gains fire immunity and damage reduction 30/+1, and anyone he touches or touches him must succeed a reflex save or catch fire. +Use: Selected.</entry> + <entry id="45824" lang="en" sex="m">Fire Resistance 20</entry> + <entry id="45825" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Mephistopheles Level 6 +Specifics: Fire resistance becomes 20. +Use: Automatic.</entry> + <entry id="45826" lang="en" sex="m">Improved Summon Hamatula</entry> + <entry id="45827" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Mephistopheles Level 9 +Specifics: Disciple can summon a more powerful hamatula once per day. +Use: Selected.</entry> + <entry id="45828" lang="en" sex="m">Disciple of Darkness</entry> + <entry id="45829" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Specifics: The character formally supplicates himself to an archdevil. In return for this obedience, he gains a small measure of power. +Once per day, the character may call upon his diabolic patron to gain a +20 bonus to hit for 9 seconds. +Use: Selected.</entry> + <entry id="45830" lang="en" sex="m"><CUSTOM0> grasps with Hellfire</entry> + <entry id="45831" lang="en" sex="m"><CUSTOM0> blasts with Hellfire</entry> + <entry id="45832" lang="en" sex="m"><CUSTOM0> casts flares</entry> + <entry id="45833" lang="en" sex="m"><CUSTOM0> summons a hamatula</entry> + <entry id="45834" lang="en" sex="m"><CUSTOM0> casts Hellfire</entry> + <entry id="45835" lang="en" sex="m"><CUSTOM0> casts Fire Shield</entry> + <entry id="45836" lang="en" sex="m"><CUSTOM0> casts Hellfire Storm</entry> + <entry id="45837" lang="en" sex="m"><CUSTOM0> becomes one with the flames</entry> + <entry id="45838" lang="en" sex="m"><CUSTOM0> uses dark luck</entry> + <entry id="45839" lang="en" sex="m">Brawler</entry> + <entry id="45840" lang="en" sex="m">Brawlers</entry> + <entry id="45841" lang="en" sex="m">brawler</entry> + <entry id="45842" lang="en" sex="m">(BASE CLASS) +Some people just like to fight. Whether it be in a pub, defending a friend's honor, or in a back alley, robbing an old man, a brawler's primary ability is using his fists to bludgeon his enemies senseless. Some become professionals, fighting in sports events for money and fame. Others remain largely unknown, fighting for the sheer pleasure of it. Yet others become adventurers, realizing their talents can be used on monsters as well. All brawlers share one thing in common: a preference for fighting with their fists. However, they can still pick up weapons and swing them with awesome efficiency, making them deadly combatants. + +- Hit Die: d10. +- Proficiencies: The brawler is proficient in simple and martial weapons and all armor and shields +- Skill Points Per Level: 4 + Int Modifier + +CLASS SKILLS + +Craft, Discipline, Heal, Intimidate, Jump, Lore, Perform, Spot, Tumble + +CLASS FEATURES + +Base Attack: +1 per level +Saving Throws: Fortitude - strong, Will - weak, Reflex - weak + +Level +1: Brawler Fists (1d6) + Bonus Feat + Improved Unarmed Strike +4: Bonus Feat +6: Brawler Fists (1d8, +1 Enhancement) +8: Bonus Feat +12: Brawler Fists (1d10, +2 Enhancement) + Bonus Feat +16: Bonus Feat +18: Brawler Fists (2d6, +3 Enhancement) +20: Bonus Feat +23: Bonus Feat +24: Brawler Fists (2d8, +4 Enhancement) +26: Bonus Feat +29: Bonus Feat +30: Brawler Fists (2d10, +5 Enhancement) +32: Bonus Feat +35: Bonus Feat +36: Brawler Fists (3d8, +6 Enhancement) +38: Bonus Feat + +Brawler Fists: A brawler's fists do more damage than a normal character's, but only when fighting without weapons or a shield. In addition, the strengthening of the flesh and bone of the hand caused by constantly punching hard things has given them the ability to pierce through damage resistance, starting at level 6. + +NOTE: If multiclassed with a monk, the character will use whichever unarmed damage is better. It does not stack. In addition, taking a level in monk disables the use of certain brawler bonus feats (see below.) + +BONUS FEAT LIST + +- All Fighter bonus feats except Weapon Specialization +- Great Fortitude, Iron Will, Lightning Reflexes +- Epic Fortitude, Epic Will, Epic Reflexes (Level 21+) +- Great Strength, Great Dexterity, Great Constitution (Level 21+) +- Brawler Blocking +1, +2, +3, +4, +5 (Unarmed blocking bonus to shield AC) (Requires Level 1+, 6+, 12+, 18+, 24+) +- Brawler Extra Attack I, II, III (Extra unarmed attacks) (Requires Level 10+, 20+, 30+, Does not stack with Monk) +- Brawler Damage Reduction 3/-, 6/-, 9/- (Requires Level 16+, 21+, 26+, Constitution 19+, Does not stack with Epic DR)</entry> + <entry id="45843" lang="en" sex="m">Brawler Fists</entry> + <entry id="45844" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Brawler Level 1 +Specifics: Your fists grow in striking power as you gain levels. In addition, they strike as magical weapons after level 6, allowing you to penetrate certain defenses. You cannot strike with your fist proficiently if you are using a shield. + +Level: +1: 1d6 +6: 1d8 (+1 enhancement) +12: 1d10 (+2 enhancement) +18: 2d6 (+3 enhancement) +24: 2d8 (+4 enhancement) +30: 2d10 (+5 enhancement) +36: 3d8 (+6 enhancement)</entry> + <entry id="45845" lang="en" sex="m">Brawler Extra Attack I</entry> + <entry id="45846" lang="en" sex="m">Type of Feat: Class Specific, Bonus +Prerequisite: Brawler Level 10 +Required For: Brawler Extra Attack II +Specifics: By activating this feat you can make one extra attack per round. This will not work if you have any weapons or shields equipped. This ability will NOT work with characters who have levels in the Monk class. +Use: Automatic.</entry> + <entry id="45847" lang="en" sex="m">Brawler Extra Attack II</entry> + <entry id="45848" lang="en" sex="m">Type of Feat: Class Specific, Bonus +Prerequisite: Brawler Level 20, Brawler Extra Attack I +Required For: Brawler Extra Attack III +Specifics: By activating this feat you can make two extra attacks per round. This will not work if you have any weapons or shields equipped. This ability will NOT work with characters who have levels in the Monk class. +Use: Automatic.</entry> + <entry id="45849" lang="en" sex="m">Brawler Extra Attack</entry> + <entry id="45850" lang="en" sex="m">Blinari's Alluring Ballad</entry> + <entry id="45851" lang="en" sex="m">Favored of Milil</entry> + <entry id="45852" lang="en" sex="m">Black Blood Cultist</entry> + <entry id="45853" lang="en" sex="m">Brawler Blocking +1</entry> + <entry id="45854" lang="en" sex="m">Brawler Blocking +2</entry> + <entry id="45855" lang="en" sex="m">Brawler Blocking +3</entry> + <entry id="45856" lang="en" sex="m">Brawler Blocking +4</entry> + <entry id="45857" lang="en" sex="m">Brawler Blocking +5</entry> + <entry id="45858" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Brawler Level 1 +Required For: Brawler Blocking +2 +Specifics: The character is granted a +1 blocking bonus to shield AC when fighting unarmed and without a shield. +Use: Automatic</entry> + <entry id="45859" lang="en" sex="m">Epic Brawler</entry> + <entry id="45860" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Brawler Level 21 +Specifics: Your many fights have propelled you into the legendary status of epic brawler. Anyone with enough guts to challenge you to a boxing match is sure to wind up in need of a healer.</entry> + <entry id="45861" lang="en" sex="m">Black Blood Cultists</entry> + <entry id="45862" lang="en" sex="m">black blood cultist</entry> + <entry id="45863" lang="en" sex="m">(PRESTIGE CLASS) +Worse things than wolves and orcs hunt the dark forests of the North. The beastly lycanthropes known as the People of the Black Blood venerate Malar with bloody rites that claim hundreds of human, elf, and dwarf lives every year. Black Blood cultists, worshipers of these lycanthropic horrors, are drawn from the totemic barbarian tribes scattered across the northern lands. They exhibit fearsome powers drawn from the veneration of the tainted animal spirits of their masters. That their reverence for the lycanthropes goes unrewarded does not matter to the unfettered spirits of the cultists they rage for their cruel masters and bring death to those who are not touched by the Beastlord's terrible power. + +- Hit Die: d12 +- Proficiencies: A Black Blood Cultist gains no weapon or armor proficiencies +- Skill Points: 4 + Int Modifier + +REQUIREMENTS +- Improved Unarmed Strike +- Track +- Lore 8 +- Ability to Rage +- Chaotic Evil, Chaotic Neutral, or Neutral Evil + +CLASS FEATURES +Feral Rage (Ex): Black Blood cultist class levels stack with barbarian levels for purposes of determining your rage ability. Thus, an 8th-level barbarian/4th-level Black Blood cultist can use greater rage four times per day, just as a 12th-level barbarian could. + +Black Blood cultists strengthen their fingers and toughen their nails with special training. As a result, when raging, you gain two claw attacks dealing 1d6 points of damage plus your Strength modifier. + +At 3rd level, you gain a secondary bite attack dealing 1d4 points of damage plus half your Strength modifier. + +At 6th level and higher, whenever you hit with both of your claw attacks during a rage, you rend your opponent's flesh, automatically dealing double claw damage in addition to normal damage. + +Improved Grapple: At 2nd level, you gain the Improved Grapple feat even if you do not meet the prerequisites for it. + +Damage Reduction (Ex): At 4th level, you gain damage reduction 3/+2. At 9th level, this becomes 5/+2. + +Improved Natural Attacks: At 7th level, your natural attacks become even more deadly. Your claw attacks now deal 1d8 points of damage and your bite attack deals 1d6 points. + +Savage Grapple: Starting at 8th level, you deal damage as if you had hit with all your natural weapons (including rend), if you are raging during a successful grapple check. + +Feral Form: By 10th level, you have gained great control over your bestial nature. You can now use your claw, bite, and rend attacks even when you are not raging.</entry> + <entry id="45864" lang="en" sex="m">Crinti Shadow Marauder</entry> + <entry id="45865" lang="en" sex="m">Crinti Shadow Marauders</entry> + <entry id="45866" lang="en" sex="m">crinti shadow marauder</entry> + <entry id="45867" lang="en" sex="m">(PRESTIGE CLASS) +Among the idly rich Crinti of Dambrath, some thrill in the havoc they wreak on their traditional foes - the halflings to the east, the wild elves to the north, and the wizards to the west. These riders take pleasure in instilling uncertainty in their prey from a shroud of shadows, then imparting feelings of fearful surprise as the marauders appear without warning, escalating finally to sheer terror as the chase begins. Few actually see Crinti shadow marauders coming, and fewer live to tell the tale. + +- Hit die: d8 +- Proficiencies: The Crinti Shadow Marauder gains no additional weapon or armor proficiencies +- Skill points per level: 4 + Int modifier + +REQUIREMENTS +Alignment: Any nongood +Skills: Hide 8 ranks , Move Silently 8 ranks, Ride 8 ranks +Feats: Stealthy, Mounted Combat +Special: Human, Half-Elf, or Half-Drow + +CLASS SKILLS + +Balance, Hide, Intimidate, Lore, Listen, Move Silently, Ride, Search, Spot + +CLASS FEATURES +1st - Shadow Ride (Su) - Dimension Door once per day per class level +2nd - Sneak Attack 1d6 +3rd - Shadow Walk (Su) - Teleport once per day, Martial Bonus Feat +4th - Sneak Attack 2d6 +5th - Shadow Pounce (Ex) - Make a full attack after any teleport or dimension door ability +</entry> + <entry id="45868" lang="en" sex="m">Shadow Ride</entry> + <entry id="45869" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Crinti Shadow Marauder 1 +Specifics: You may teleport, as per Dimension Door, once per day per class level. +Use: Selected</entry> + <entry id="45870" lang="en" sex="m">Shadow Walk</entry> + <entry id="45871" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Crinti Shadow Marauder 3 +Specifics: You may teleport, as per the spell, once per day. +Use: Selected</entry> + <entry id="45872" lang="en" sex="m">Shadow Thief of Amn</entry> + <entry id="45873" lang="en" sex="m">Shadow Thieves of Amn</entry> + <entry id="45874" lang="en" sex="m">shadow thief of Amn</entry> + <entry id="45875" lang="en" sex="m">(PRESTIGE CLASS) +The organization known as the Shadow Thieves is the largest and most prosperous thieves guild in all of Faer�n. Its success is derived from its system of interlocking guilds, each dedicated to the twin goals of profit and power. From the organization's stronghold in Amn, this series of guilds controls the lion's share of all criminal operations along the Sword Coast, and it also reaches beyond that area into many other parts of Faer�n. As a member of a Shadow Thieves' guild, a shadow thief of Amn knows only her own minions, her coworkers, and her superior. This web of secrecy preserves the organization, because any members who are captured can sell out only a few others. + +- Hit die: d6 +- Proficiencies: The Shadow Thief of Amn gains simple weapon and light armor proficiencies +- Skill points per level: 6 + Int modifier + +REQUIREMENTS +Skills: Bluff 3 ranks, Hide 8 ranks, Intimidate 3 ranks, Move Silently 3 ranks +Feats: Persuasive + +CLASS SKILLS +Appraise, Bluff, Climb, Craft, Persuade, Disable Device, Intimidate, Jump, Lore, Listen, Move Silently, Open Lock, Pick Pocket, Search, Sense Motive, Spot + +CLASS FEATURES +1st - Sneak Attack 1d6, Doublespeak - +2 to Bluff and Persuade +2nd - Bonus Feat, Uncanny Dodge +3rd - Sneak Attack 2d6, Leadership Score +1 +4th - Bonus Feat, Leadership Score +2 +5th - Sneak Attack 3d6, Improved Uncanny Dodge, Leadership Score +3 +</entry> + <entry id="45876" lang="en" sex="m">Factotum</entry> + <entry id="45877" lang="en" sex="m">Factotums</entry> + <entry id="45878" lang="en" sex="m">factotum</entry> + <entry id="45879" lang="en" sex="m">It is foolhardy to explore a dungeon alone. Those who attempt to do so quickly find that they lack the skills needed to get the job done. Sometimes, this can happen in larger parties as well. Enter the factotum, capable of mimicking the abilities of others and filling in when the need is greatest. After a lifetime of work, few can claim even a fraction of the versatility that the factotum displays every day. Skilled in nearly every art, factotums draw upon their lore to master almost any trade or ability for a brief period of time before other pursuits draw their attention. Constantly on the hunt for new abilities and tricks, factotums eventually find the right tool to overcome practically any problem. + +- Alignment: Any. +- Hit Die: d8 +- Proficiencies: A Factotum gains proficiencies with Martial and Simple Weapons, Light Armour, and Shields. +- Skill Points: 6 + Int Modifier + +ABILITIES: + +Level +1: Inspiration - At the beginning of each fight, gain a pool of inspiration + Cunning Insight - Spend inspiration to add Int to attack, damage, or saves + Cunning Knowledge - Spend inspiration to add class level to one skill +2: Arcane Dilettante - Gain minor arcane spellcasting ability +3: Brains Over Brawn - Add Int to all Str or Dex skill checks + Cunning Defense - Spend inspiration to add Int to AC +4: Cunning Strike - Spend inspiration to gain Sneak Attack +5: Opportunistic Piety - Spend inspiration to heal a creature or turn undead +6: +7: +8: Cunning Surge - Spend inspiration to gain Haste +9: +10: Cunning Breach - Spend inspiration to ignore Spell Resistance +11: +12: +13: Cunning Dodge - Spend inspiration to not die for a turn +14: +15: +16: Improved Cunning Defense - Permanently add Int to AC +17: +18: +19: Cunning Brilliance - Spend inspiration to borrow class features +20: </entry> + <entry id="45880" lang="en" sex="m">Arcane Dilettante Slot 1</entry> + <entry id="45881" lang="en" sex="m">Arcane Dilettante Slot 2</entry> + <entry id="45882" lang="en" sex="m">Arcane Dilettante Slot 3</entry> + <entry id="45883" lang="en" sex="m">Arcane Dilettante Slot 4</entry> + <entry id="45884" lang="en" sex="m">Arcane Dilettante Slot 5</entry> + <entry id="45885" lang="en" sex="m">Arcane Dilettante Slot 6</entry> + <entry id="45886" lang="en" sex="m">Arcane Dilettante Slot 7</entry> + <entry id="45887" lang="en" sex="m">Arcane Dilettante Slot 8</entry> + <entry id="45888" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Factotum 2 +Specifics: Cast the spell stored in this slot as a standard action +Use: Selected</entry> + <entry id="45889" lang="en" sex="m">Arcane Dilettante Slot Check</entry> + <entry id="45890" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Factotum 2 +Specifics: Tells the player what spells are stored in each spell slot +Use: Selected</entry> + <entry id="45891" lang="en" sex="m">Type of Feat: Class Specific, Bonus. +Prerequisite: Brawler Level 24, Brawler Blocking +4. +Specifics: The character is granted a +5 blocking bonus to shield AC when fighting unarmed and without a shield. +Use: Automatic.</entry> + <entry id="45892" lang="en" sex="m">Encore Performance</entry> + <entry id="45893" lang="en" sex="m">Aegis Melody</entry> + <entry id="45894" lang="en" sex="m">Requiem of the Resonant Blade</entry> + <entry id="45895" lang="en" sex="m">Blinari's Reverberant Defense</entry> + <entry id="45896" lang="en" sex="m">Greater Divine Song</entry> + <entry id="45897" lang="en" sex="m"><CUSTOM0> sings Aegis Melody.</entry> + <entry id="45898" lang="en" sex="m"><CUSTOM0> sings the Requiem of the Resonant Blade.</entry> + <entry id="45899" lang="en" sex="m"><CUSTOM0> sings Blinari's Reverberant Defense.</entry> + <entry id="45900" lang="en" sex="m">(PRESTIGE CLASS) +A Shifter has no form they call their own. Instead, they clothe themselves in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the Shifter actually comes closer to their true self through all of their transformations. Of necessity, their sense of self is based not on their outward form, but on their soul, which is truly the only constant about them. It is the inner strength of that soul that enables them to take on any shape and remain themselves within. + +(This version was created more closely to PnP guidelines. All available forms can be shifted into via verbal commands. The list of available creatures is here: http://www.nwnlexicon.com/compiled/other.resource.html Essentially, everything.) +Special thanks to Brian Greinke for his additions: +True Epic Monster Powers, +Greater Wild Shape and Epic Greater Wild Shape now require you to have already mimicked the form you want to become. + +- Hit Die: d8. +- Proficiencies: A Shifter does not gain any additional weapon or armor proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: +Spellcasting: You must be able to cast level 3 spells, either arcane or divine. +Feats: Alertness, Endurance +Special: You must be able to assume an alternate form. See the following list: + Arcane Classes: The ability to cast the 4th level spell Polymorph Self. + Druid: Level 5 or higher. + Ranger: Level 15 or higher. + Cleric: Animal domain and the ability to cast level 5 spells. + Ninja Spy: Level 7 or higher. + Initiate of Draconic Mysteries: Level 10 or higher. + Bonded Summoner: Level 10 or higher. + Werewolf: Level 1 or higher. + Invocations: Mask of Flesh, Humanoid Shape, Spider Shape, Hellspawned Grace. + Races: Pixie, Rakshasa, Fey'ri, Hound Archon, Yuan-ti Pureblood, Irda, Zakya Rakshasa, Changeling, Shifter, Naztharune Rakshasa + +ABILITIES: + +Level +1: Greater Wildshape - Can change into almost any small or medium humanoid once per day. + Mimic - Can mimic almost any small or medium humanoid once per day. + Creature Weapon Proficiency - Can use creature weapons. +2: Can change into/mimic almost any animal or monstrous humanoid. +3: Can change into/mimic almost any large or tiny beast or plant. + Can use Greater Wildshape and Mimic feats twice a day each. +4: Can change into/mimic almost any giant or Vermin +5: Can change into/mimic almost any magical beast. + Can use Greater Wildshape and Mimic feats three times a day each. +6: Can change into/mimic almost any aberration or ooze. +7: Can change into/mimic almost any huge and dragon. + Can use Greater Wildshape and Mimic feats four times a day each. +8: Can change into/mimic almost any undead and construct +9: Can change into/mimic almost any elemental and outsider. + Can use Greater Wildshape and Mimic feats five times a day each. +10: Evershifting form - No limit on Mimic or Greater Wildshape. + +Epic Shifter +The epic Shifter has gone beyond the normal druidic ability to wildshape; no longer does she simply assume a new form when she changes shape. The epic Shifter actually becomes the new creature. Epic Shifters are rarely encountered in their true form; indeed, some of the most ancient and powerful Shifters claim (with some pride) to have forgotten their true form entirely. + +Epic Shifters are generally a wild and carefree lot, and they prefer to spend their time exploring the multiverse and reveling in new forms and shapes they discover along the way. + +- Hit Die: d8. +- Skill Points: 4 + Int Modifier. + +Level 11: Epic Greater Wildshape - Can turn into almost anything twice a day, gaining some abilities of some of the forms. The epic shifter gains two uses of this feat every three levels above 11.</entry> + <entry id="45901" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Automatically gained on level 1 Shifter +Specifics: Targets a creature and you will try to become just like the creature you target. +Use: Selected. +Level +Level 1: Mimic feat 1/day, small and medium humanoid. +Level 2: animal and monstrous humanoid. +Level 3: large, tiny, beast, plant, Mimic feat 2/day +Level 4: Giant and Vermin +Level 5: magical beast, Mimic feat 3/day +Level 6: aberration and ooze. +Level 7: huge and dragon, Mimic feat 4/day +Level 8: undead and construct +Level 9: elemental and outsider, Mimic feat 5/day +Level 10: evershifting form: no limit on Mimic +</entry> + <entry id="45902" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Automatically gained on level 1 Shifter +Specifics: Summons a magic template in which you must communicate with in order to select the creature you want to shift into. Each time you mimic something that creature is added to the list. +Allows you to type in the name of a creature to shift into. After you use this feat type into the talk window form of *, where * is the creature name. +Use: Selected. +examples: +form of black bear, +form of wyrmling red dragon, +form of troll. + +For advanced users: If you know the resref of the creature type in resref form of *. + +Level +Level 1: Greater Wildshape feat 1/day, small and medium humanoid. +Level 2: animal and monstrous humanoid. +Level 3: large, tiny, beast, plant, Greater Wildshape feat 2/day +Level 4: Giant and Vermin +Level 5: magical beast, Greater Wildshape feat 3/day +Level 6: aberration and ooze. +Level 7: huge and dragon, Greater Wildshape feat 4/day +Level 8: undead and construct +Level 9: elemental and outsider, Greater Wildshape feat 5/day +Level 10: evershifting form: no limit on Greater Wildshape +</entry> + <entry id="45903" lang="en" sex="m">Mimic</entry> + <entry id="45904" lang="en" sex="m">Greater Wildshape</entry> + <entry id="45905" lang="en" sex="m">Return to True Form</entry> + <entry id="45906" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Automatically gained on level 1 Shifter +Specifics: If you are shifted this feat returns you to your true form. +Use: Selected. +</entry> + <entry id="45907" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Automatically gained on level 11 Shifter +Specifics: Summons an epic template in which you must communicate with in order to select the creature you want to shift into. Each time you mimic something that creature is added to the list. +Allows you to type in the name of a creature to shift into. The epic form will give the player an item that embodies the forms special spell like or supernatural powers. After you use this feat type into the talk window epic form of *, where * is the creature name. +Use: Selected. +examples: +epic form of mind flayer, +(the mind flayer gets unlimited use of psionic blast) +epic form of adult red dragon, +(dragons get 3 uses/day of dragon breath) +epic form of manticore. +(unlimited usage of manticore spikes) +there are many other creatures that get special power. + +For advanced users: If you know the resref of the creature type in resref epic form of *. + +Level +Level 11: Epic Greater Wildshape 2/day (gain +2 uses every 3 shifter levels above 11) +</entry> + <entry id="45908" lang="en" sex="m">Epic Greater Wildshape</entry> + <entry id="45909" lang="en" sex="m">Natural Spell</entry> + <entry id="45910" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ability to use Greater Wild Shape (PnP Shifter) +Specifics: Allows you to cast spells in shapes that can normally not cast spells. +Use: Automatic. +</entry> + <entry id="45911" lang="en" sex="m">(TEMPLATE CLASS) +Feared by mortal beings for their malign magic, their intelligence, and their willingness to embrace undeath for a chance to live forever, Liches are evil beings of great power. + +This template class is the evolution of an Arcane or Divine caster of level 11 or greater into the feared Lich. The progression of un-death is not to be taken lightly, and it may completely destroy the one who seeks it. The Lich does not gain any spells or caster levels, yet they gain heavy defenses. + +- Hit Die: d4 +- Proficiencies: A Lich does not gain any additional weapon or armor proficiencies. +- Skill points: 0 + Int Modifier. +As a template class: +- No BAB increase. +- No Save increase. + +REQUIREMENTS: + +Spells: Must be able to cast at least 6th level arcane spells. +Alignment: Any non-good. +Feat: Craft Wondrous Item. +Must not have any levels in Baelnorn. +Must be humanoid + +To gain lich powers: +Creation of first stage of phylactery. (First level up in the Lich class, then create your phylactery using the Craft Lich Items feat to gain your Lich powers. Each level, this phylactery must be upgraded. Costs 40,000 gold and 1,600 XP.) + +ABILITIES: + +Level +1: Lich Properties +2 - Gain bonuses to Hide, Listen, Move Silently, Search, Persuade, and Spot. + Lich Touch - Touch attack causes 1d6+5 damage and possible paralyzation for 1d4 rounds. + Increased Defense - Gain Damage Resistance 5 to cold and electricity. + Intelligence +2 +2: Lich Properties +4 - Bonuses increase. + Lich Touch - Increases damage and duration of paralyzation. + Increased Defense - Gain Damage Reduction 5/+1, Natural Armor +3, and Damage Resistance 10 to cold and electricity. + Fear Aura +3: Lich Properties +6 - Bonuses increase. + Lich Touch - Increases duration of paralyzation. + Increased Defense - Gain Damage Reduction 10/+1, Natural Armor +4, and Damage Resistance 20 to cold and electricity. + Wisdom +2 +4: Lich Properties +8 - Bonuses increase. + Lich Touch - Increases duration of paralyzation to permanent. + Increased Defense - Gain Damage Reduction 15/+1, Natural Armor +5, immunity to cold and electricity, and Turn Resistance +4. + Charisma +2 + Constitution +12 + Undeath + +In order to become a Demilich you must be a level 21 caster. +Each level, you must create one soul gem in order to gain the powers for that level. You must also upgrade your phylactery. To gain the final level, you must have 8 soul gems. +Soul gems cost 120,000 gold and 4,800 XP each gem. (Use the Craft Lich Items feat to create them) + +Level +5: Lich Properties +10 - Bonuses increase. + Increased Defense - Damage Reduction 5/+5; Damage Resistance 5 to acid, fire, and sonic; Turn Resistance +5; and Immunity to Level 1 spells. + Intelligence, Wisdom, and Charisma +3 +6: Lich Properties +12 - Bonuses increase. + Increased Defense - Damage Reduction 10/+8; Damage Resistance 10 to acid, fire, and sonic; Turn Resistance +8; and Immunity to Level 3 spells and below. + Intelligence, Wisdom, and Charisma +4 +7: Lich Properties +14 - Bonuses increase. + Increased Defense - Damage Reduction 15/+11, Turn Resistance +11, Immunity to Level 5 spells and below. + Intelligence, Wisdom, and Charisma +6 +8: Lich Properties +16 - Bonuses increase. + Increased Defense - Damage Reduction 10/+14; Damage Resistance 15 to acid, fire, and sonic; Turn Resistance +14; and Immunity to Level 7 spells and below. + Intelligence, Wisdom, and Charisma +7 +9: Lich Properties +18 - Bonuses increase. + Increased Defense - Damage Reduction 25/+17, Turn Resistance +17, and Immunity to Level 8 spells and below. + Intelligence, Wisdom, and Charisma +8 +10: Lich Properties +20 - Bonuses increase. + Increased Defense - Damage Reduction 30/+20; Damage Resistance 20 to acid, fire, and sonic; Turn Resistance +20; and Immunity to Level 9 spells and below. + Intelligence, Wisdom, and Charisma +10</entry> + <entry id="45912" lang="en" sex="m">Lich</entry> + <entry id="45913" lang="en" sex="m">lich</entry> + <entry id="45914" lang="en" sex="m">Lich touch</entry> + <entry id="45915" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Lich Level 1 +Specifics: This touch attack only effects the living. When hit, your foe must make a fortitude save vs. 10 + half your level + Charisma modifier or be paralyzed as well. +Use: Selected. +Damage per level: +1: 1d6+5 +2: 1d8+5 +3: 1d8+5 +4: 1d8+5 +5: 4d6+5 +6: 6d6+10 +7: 8d6+15 +8: 10d6+20</entry> + <entry id="45916" lang="en" sex="m">Fear Aura</entry> + <entry id="45917" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Lich Level 2 +Specifics: Your foes must make a will save vs. DC 10 + half your level + Charisma modifier or be struck by fear. +Use: Activated/Automatic.</entry> + <entry id="45918" lang="en" sex="m">Alter Self</entry> + <entry id="45919" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Lich Level 5 +Specifics: You take on a guise of the form you had while living. The living don't normally enjoy speaking with walking corpses, even if sentient. +Use: Selected.</entry> + <entry id="45920" lang="en" sex="m">Craft Lich Items</entry> + <entry id="45921" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Level 1 Lich +Specifics: You have discovered how to upgrade your phylactery. +Use: Selected. You must use this feat to upgrade your phylactery. +Do this every level as a lich to increase in power.</entry> + <entry id="45922" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Lich Level 5 +Specifics: Target a living being. If they make a Fortitude save vs. DC 10 + half hit die + Charisma modifier, they take 4 negative levels. If they fail the save, their soul is transferred to your soul gem and they are forever destroyed. +Use: Selected.</entry> + <entry id="45923" lang="en" sex="m">Trap the Soul</entry> + <entry id="45924" lang="en" sex="m">Warrior of Darkness</entry> + <entry id="45925" lang="en" sex="m">Warriors of Darkness</entry> + <entry id="45926" lang="en" sex="m">warrior of darkness</entry> + <entry id="45927" lang="en" sex="m">(PRESTIGE CLASS) +The warrior of darkness, sometimes called the dark knight, is a practitioner of black magic. He studies the dark arts and learns the terrible secrets involved with evil rituals and spells. However he does not cast spells himself. Instead he uses his arcane knowledge to make himself a more formidable combatant. + +- Proficiencies: Simple and martial weapons, all shields and armor. +- Skill Points: 4 + Int Mod. + +Requirements +Alignment: Any evil. +Base Attack Bonus: +5. +Skills: Lore 3, Spellcraft 1. +Feats: Iron Will. + +ABILITIES: + +Level +1: Black Magic Oil - +2: Darkling Weapon - +3: Black Magic Elixir - +4: Black Magic Oil - +5: Scarred Flesh - +6: Black Magic Elixir - +7: Black Magic Oil - +8: Repellent Flesh - +9: Black Magic Elixir - +10: Black Magic Oil - </entry> + <entry id="45928" lang="en" sex="m">True Death Attack</entry> + <entry id="45929" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 1 Assassin +Specifics: After studying your target for 3 rounds, you have 3 rounds to slay them vs. DC 10 + Assassin level + Int Mod. +Use: Automatic. +*Note - using this feat will remove your stealth, you have 6 seconds to become stealthy again in order to continue studying the target.</entry> + <entry id="45930" lang="en" sex="m">Alternate form</entry> + <entry id="45931" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: The ability to shapeshift. +Specifics: You know how to shapechange. You feel you are able to explore this more, maybe you should look into the PnP Shifter class?</entry> + <entry id="45932" lang="en" sex="m">Prerequisite: Power Attack feat</entry> + <entry id="45933" lang="en" sex="m">Prerequisite: Improved Power Attack feat</entry> + <entry id="45934" lang="en" sex="m">You may not use this feat with a ranged weapon.</entry> + <entry id="45935" lang="en" sex="m">Your base attack bonus isn't high enough to pay for chosen Power Attack level.</entry> + <entry id="45936" lang="en" sex="m">Epic Healer</entry> + <entry id="45937" lang="en" sex="m">You spellcaster (or manifester) level is not high enough to take the following crafting feats:</entry> + <entry id="45938" lang="en" sex="m">Craft Construct</entry> + <entry id="45939" lang="en" sex="m">Type of Feat: General +Prerequisite: Craft Magic Arms and Armor, Craft Wondrous Item +Specifics: Allows the user to craft constructs. +Usage: Automatic. Use the Examine Recipe and Craft Item once to examine a recipe and a second time within 6 seconds to craft the item.</entry> + <entry id="45940" lang="en" sex="m">Craft Wondrous Item</entry> + <entry id="45941" lang="en" sex="m">Type of Feat: General +Prerequisite: Spellcaster level 3+ +Specifics: Allows the user to craft wondrous magical items. +Usage: Automatic. Use the Examine Recipe and Craft Item once to examine a recipe and a second time within 6 seconds to craft the item.</entry> + <entry id="45942" lang="en" sex="m">Craft Magic Arms and Armor</entry> + <entry id="45943" lang="en" sex="m">Type of Feat: General +Prerequisite: Spellcaster level 5+ +Specifics: Allows the user to craft magical weapons and armor. +Usage: Automatic. Use the Examine Recipe and Craft Item once to examine a recipe and a second time within 6 seconds to craft the item.</entry> + <entry id="45944" lang="en" sex="m">Craft Rod</entry> + <entry id="45945" lang="en" sex="m">Type of Feat: General +Prerequisite: Spellcaster level 9+ +Specifics: Allows the user to craft magical rods. +Usage: Automatic. Use the Examine Recipe and Craft Item once to examine a recipe and a second time within 6 seconds to craft the item.</entry> + <entry id="45946" lang="en" sex="m">Craft Staff</entry> + <entry id="45947" lang="en" sex="m">Type of Feat: General +Prerequisite: Spellcaster level 12+ +Specifics: Allows the user to craft magical staves. +Usage: Automatic. Use the Examine Recipe and Craft Item once to examine a recipe and a second time within 6 seconds to craft the item.</entry> + <entry id="45948" lang="en" sex="m">Forge Ring</entry> + <entry id="45949" lang="en" sex="m">Type of Feat: General +Prerequisite: Spellcaster level 12+ +Specifics: Allows the user to forge magical rings. +Usage: Automatic. Use the Examine Recipe and Craft Item once to examine a recipe and a second time within 6 seconds to craft the item.</entry> + <entry id="45950" lang="en" sex="m">Read Magic</entry> + <entry id="45951" lang="en" sex="m">Caster Level(s): Cantrip +Innate Level: 0 +School: Divination +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Item +Duration: NA +Additional Counter Spells: NA +Save: NA +Spell Resistance: NA + +This spell is able to discern the magic properties of an item. Cast the spell, target a magic item in your inventory, and If it generates a scroll use the craft feats on the scroll to start crafting the same magic item. You can also use this spell on a recipe to find out its requirements.</entry> + <entry id="45952" lang="en" sex="m">DC=10</entry> + <entry id="45953" lang="en" sex="m">DC=11</entry> + <entry id="45954" lang="en" sex="m">DC=12</entry> + <entry id="45955" lang="en" sex="m">DC=13</entry> + <entry id="45956" lang="en" sex="m">DC=14</entry> + <entry id="45957" lang="en" sex="m">DC=15</entry> + <entry id="45958" lang="en" sex="m">DC=16</entry> + <entry id="45959" lang="en" sex="m">DC=17</entry> + <entry id="45960" lang="en" sex="m">DC=18</entry> + <entry id="45961" lang="en" sex="m">DC=19</entry> + <entry id="45962" lang="en" sex="m">DC=20</entry> + <entry id="45963" lang="en" sex="m">DC=21</entry> + <entry id="45964" lang="en" sex="m">DC=22</entry> + <entry id="45965" lang="en" sex="m">DC=23</entry> + <entry id="45966" lang="en" sex="m">DC=24</entry> + <entry id="45967" lang="en" sex="m">DC=25</entry> + <entry id="45968" lang="en" sex="m">DC=26</entry> + <entry id="45969" lang="en" sex="m">DC=27</entry> + <entry id="45970" lang="en" sex="m">DC=28</entry> + <entry id="45971" lang="en" sex="m">DC=29</entry> + <entry id="45972" lang="en" sex="m">DC=30</entry> + <entry id="45973" lang="en" sex="m">DC=31</entry> + <entry id="45974" lang="en" sex="m">DC=32</entry> + <entry id="45975" lang="en" sex="m">DC=33</entry> + <entry id="45976" lang="en" sex="m">DC=34</entry> + <entry id="45977" lang="en" sex="m">DC=35</entry> + <entry id="45978" lang="en" sex="m">DC=36</entry> + <entry id="45979" lang="en" sex="m">DC=37</entry> + <entry id="45980" lang="en" sex="m">DC=38</entry> + <entry id="45981" lang="en" sex="m">DC=39</entry> + <entry id="45982" lang="en" sex="m">DC=40</entry> + <entry id="45983" lang="en" sex="m">DC=41</entry> + <entry id="45984" lang="en" sex="m">DC=42</entry> + <entry id="45985" lang="en" sex="m">DC=43</entry> + <entry id="45986" lang="en" sex="m">DC=44</entry> + <entry id="45987" lang="en" sex="m">DC=45</entry> + <entry id="45988" lang="en" sex="m">DC=46</entry> + <entry id="45989" lang="en" sex="m">DC=47</entry> + <entry id="45990" lang="en" sex="m">DC=48</entry> + <entry id="45991" lang="en" sex="m">DC=49</entry> + <entry id="45992" lang="en" sex="m">DC=50</entry> + <entry id="45993" lang="en" sex="m">DC=51</entry> + <entry id="45994" lang="en" sex="m">DC=52</entry> + <entry id="45995" lang="en" sex="m">DC=53</entry> + <entry id="45996" lang="en" sex="m">DC=54</entry> + <entry id="45997" lang="en" sex="m">DC=55</entry> + <entry id="45998" lang="en" sex="m">DC=56</entry> + <entry id="45999" lang="en" sex="m">DC=57</entry> + <entry id="46000" lang="en" sex="m">Vassal of Bahamut</entry> + <entry id="46001" lang="en" sex="m">Vassals of Bahamut</entry> + <entry id="46002" lang="en" sex="m">vassal of Bahamut</entry> + <entry id="46003" lang="en" sex="m">(PRESTIGE CLASS) +Most of Bahamut's emissaries and champions are dutiful and mighty metallic dragons. Occasionally, however, Bahamut finds a non-draconic champion whose reverence of good dragons is unshakeable, and whose hatred of evil dragons rivals that of the purest gold dragons- a force so good and strong that Bahamut feels moved to offer this champion a place in his court. This champion becomes a Vassal of Bahamut. + +- Hit Die: d10. +- Proficiencies: A Vassal of Bahamut is proficient in all simple and martial weapons, all types of armor and shields. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Lawful Good +Base Attack Bonus: +7 +Feats: Sacred Vow, Vow of Obedience +Skills: Craft armor 5 ranks, Persuade 5 ranks + +ABILITIES: + +Level +1: Imperious Aura - Gains a bonus equal to his class level on all Appraise, Persuade, Intimidate, Taunt and Perform checks vs. a creature of any dragon type. + Platinum Armor - Gains a Platinum armor made from transmuted scales of a red dragon. +2: Dragon Sense - Gain Darkvision. + Shared Trove - Gains 20,000 gold pieces. +3: Bonus Feat +4: Dragonwrack (+2d6/1d6) - Deals 2d6 damage if he strikes and 1d6 damage if he is struck by an evil creature of the dragon type. +5: Shared Trove - Gains 50,000 gold pieces. +6: Bonus Feat +7: Dragonwrack (+3d6/1d6) - Dragonwrack increases. +8: Shared Trove - Gains 80,000 gold pieces. +9: Bonus Feat +10: Dragonwrack (+4d6/1d6) - Dragonwrack increases. + +Spell List +Can cast spells as a cleric based on Wisdom with caster level equal to class level (plus any applicable PrCs) + +Level 1: Bless, Bless Weapon, Divine Favor, Endure Elements, Protection from Evil, Shield of Faith. +Level 2: Endurance, Bull's Strength, Resist Elements +Level 3: Magic Circle against Evil, Protection from Elements, Searing Light +Level 4: Divine Power, Holy Sword</entry> + <entry id="46004" lang="en" sex="m">Imperious Aura</entry> + <entry id="46005" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Vassal of Bahamut level 1. +Specifics: Good dragons are naturally well-disposed towards a Vassal of Bahamut, while evil dragons are cowed by his presence. The Vassal of Bahamut gains a bonus equal to his class level on all Appraise, Persuade, Intimidate, Taunt and Perform checks. +Use: Automatic.</entry> + <entry id="46006" lang="en" sex="m">Platinum Armor +4</entry> + <entry id="46007" lang="en" sex="m">Platinum Armor +6</entry> + <entry id="46008" lang="en" sex="m">Platinum Armor +8</entry> + <entry id="46009" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Vassal of Bahamut Level 1 and higher. +Specifics: The Vassal gains a Platinum armor made from transmuted scales of a red dragon. He only can only use his Vassal abilities while wearing it. This armor will start out with +4 at level 1, and enhance to +6 at level 5 and +8 at level 10. +Use: Automatic.</entry> + <entry id="46010" lang="en" sex="m">Dragon Senses</entry> + <entry id="46011" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Vassal of Bahamut Level 2. +Specifics: You gain dragon-like senses, granting you abilities similar to Darkvision. +Use: Automatic.</entry> + <entry id="46012" lang="en" sex="m">Shared Trove</entry> + <entry id="46013" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Vassal of Bahamut Level 2, 5 and 8. +Specifics: The Vassal gains a gold bonus equal to his Vassal of Bahamut level x 10,000 GP in platinum for his loyal services to the dragon god. This payment is done in platinum and comes straight from Bahamut's celestial treasure vault. +Use: Automatic. +</entry> + <entry id="46014" lang="en" sex="m">Dragonwrack (+2d6/1d6)</entry> + <entry id="46015" lang="en" sex="m">Dragonwrack (+3d6/1d6)</entry> + <entry id="46016" lang="en" sex="m">Dragonwrack (+4d6/2d6)</entry> + <entry id="46017" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Vassal of Bahamut Level 4, 7 and 10. +Specifics: Evil dragons that strike a Vassal of Bahamut or are struck by him suffer grievous wounds. At 4th level the Vassal deals 2d6 damage if he strikes and 1d6 damage if he is struck by an evil creature of the dragon type. At 7th level this becomes 3d6 and 1d6. And at 10th it becomes 4d6 and 2d6. +Use: Automatic.</entry> + <entry id="46018" lang="en" sex="m">Bless</entry> + <entry id="46019" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Vassal of Bahamut Level 2. +Specifics: The Vassal can cast Bless as a spell-like ability once a day. +Use: Selected.</entry> + <entry id="46020" lang="en" sex="m">Protection against Evil</entry> + <entry id="46021" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Vassal of Bahamut Level 4. +Specifics: The Vassal can cast Protection against Evil as a spell-like ability once a day. +Use: Selected. +</entry> + <entry id="46022" lang="en" sex="m">Bull's strength</entry> + <entry id="46023" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Vassal of Bahamut Level 6. +Specifics: The Vassal can cast Bull's Strength as a spell-like ability once a day. +Use: Selected.</entry> + <entry id="46024" lang="en" sex="m">Magic Circle against Evil</entry> + <entry id="46025" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Vassal of Bahamut Level 8. +Specifics: The Vassal can cast Magic Circle against Evil as a spell-like ability once a day. +Use: Selected.</entry> + <entry id="46026" lang="en" sex="m">Searing Light</entry> + <entry id="46027" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Vassal of Bahamut Level 9. +Specifics: The Vassal can cast Searing Light as a spell-like ability once a day. +Use: Selected.</entry> + <entry id="46028" lang="en" sex="m">Sanctify Martial Strike</entry> + <entry id="46029" lang="en" sex="m">Type of Feat: General. +Prerequisite: Weapon Focus with chosen weapon, Charisma 15, Good Alignment*. +Specifics: The weapon chosen deals +1 damage vs. Evil, +1d4 vs. Outsider and Undead. + +(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) + +Use: Automatic.</entry> + <entry id="46030" lang="en" sex="m">Sanctify Martial Strike (Club)</entry> + <entry id="46031" lang="en" sex="m">Sanctify Martial Strike (Dagger)</entry> + <entry id="46032" lang="en" sex="m">Sanctify Martial Strike (Mace)</entry> + <entry id="46033" lang="en" sex="m">Sanctify Martial Strike (Morningstar)</entry> + <entry id="46034" lang="en" sex="m">Sanctify Martial Strike (Quarterstaff)</entry> + <entry id="46035" lang="en" sex="m">Sanctify Martial Strike (Spear)</entry> + <entry id="46036" lang="en" sex="m">Sanctify Martial Strike (Short Sword)</entry> + <entry id="46037" lang="en" sex="m">Sanctify Martial Strike (Rapier)</entry> + <entry id="46038" lang="en" sex="m">Sanctify Martial Strike (Scimitar)</entry> + <entry id="46039" lang="en" sex="m">Sanctify Martial Strike (Longsword)</entry> + <entry id="46040" lang="en" sex="m">Sanctify Martial Strike (Greatsword)</entry> + <entry id="46041" lang="en" sex="m">Sanctify Martial Strike (Handaxe)</entry> + <entry id="46042" lang="en" sex="m">Sanctify Martial Strike (Battleaxe)</entry> + <entry id="46043" lang="en" sex="m">Sanctify Martial Strike (Greataxe)</entry> + <entry id="46044" lang="en" sex="m">Sanctify Martial Strike (Halberd)</entry> + <entry id="46045" lang="en" sex="m">Sanctify Martial Strike (Light Hammer)</entry> + <entry id="46046" lang="en" sex="m">Sanctify Martial Strike (Light Flail)</entry> + <entry id="46047" lang="en" sex="m">Sanctify Martial Strike (Warhammer)</entry> + <entry id="46048" lang="en" sex="m">Sanctify Martial Strike (Heavy Flail)</entry> + <entry id="46049" lang="en" sex="m">Sanctify Martial Strike (Scythe)</entry> + <entry id="46050" lang="en" sex="m">Sanctify Martial Strike (Katana)</entry> + <entry id="46051" lang="en" sex="m">Sanctify Martial Strike (Bastard Sword)</entry> + <entry id="46052" lang="en" sex="m">Sanctify Martial Strike (Dire Mace)</entry> + <entry id="46053" lang="en" sex="m">Sanctify Martial Strike (Double Axe)</entry> + <entry id="46054" lang="en" sex="m">Sanctify Martial Strike (Two-Bladed Sword)</entry> + <entry id="46055" lang="en" sex="m">Sanctify Martial Strike (Kama)</entry> + <entry id="46056" lang="en" sex="m">Sanctify Martial Strike (Kukri)</entry> + <entry id="46057" lang="en" sex="m">Sanctify Martial Strike (Heavy Crossbow)</entry> + <entry id="46058" lang="en" sex="m">Sanctify Martial Strike (Light Crossbow)</entry> + <entry id="46059" lang="en" sex="m">Sanctify Martial Strike (Sling)</entry> + <entry id="46060" lang="en" sex="m">Sanctify Martial Strike (Longbow)</entry> + <entry id="46061" lang="en" sex="m">Sanctify Martial Strike (Shortbow)</entry> + <entry id="46062" lang="en" sex="m">Sanctify Martial Strike (Shuriken)</entry> + <entry id="46063" lang="en" sex="m">Sanctify Martial Strike (Dart)</entry> + <entry id="46064" lang="en" sex="m">Smite Evil</entry> + <entry id="46065" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Fist of Raziel Level 1 +Specifics: This feat allows the character to make a special holy attack against evil creatures. Fist of Raziel apply their Charisma modifier to their attack roll and their class level to the damage delivered. Smite Evil may be used once per day. +Use: Selected. Smite Evil only affects evil creatures.</entry> + <entry id="46066" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Fist of Raziel Level 3 +Specifics: When a Fist of Raziel uses this ability, all critical rolls are automatically successful. +Use: Selected. Smite Evil only affects evil creatures.</entry> + <entry id="46067" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Fist of Raziel Level 5 +Specifics: When a Fist of Raziel uses this ability, he deals an extra 2d6 damage against evil creatures. +Use: Selected. Smite Evil only affects evil creatures.</entry> + <entry id="46068" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Fist of Raziel Level 7 +Specifics: When a Fist of Raziel uses this ability, he deals an extra 2d8 damage against Outsider and Undead creatures instead of +2d6 damage against Evil. +Use: Selected. Smite Evil only affects evil creatures.</entry> + <entry id="46069" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Fist of Raziel Level 9 +Specifics: When a Fist of Raziel uses this ability, a bolt of holy power erupts from the target creature and strikes up to 5 additional targets within 30 feet. Targets take 2d6 damage or 2d8 if they are outsider or undead. A successful reflex save (DC 15 + Charisma modifier) reduces the damage by 1/2. +Use: Selected. Smite Evil only affects evil creatures.</entry> + <entry id="46070" lang="en" sex="m">Electricity Resistance 10</entry> + <entry id="46071" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Stormlord Level 1 +Specifics: The character gains resistance 10 to electrical damage. +Use: Automatic.</entry> + <entry id="46072" lang="en" sex="m">Electricity Resistance 15</entry> + <entry id="46073" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Stormlord Level 4 +Specifics: The character gains resistance 15 to electrical damage. +Use: Automatic.</entry> + <entry id="46074" lang="en" sex="m">Electricity Resistance 20</entry> + <entry id="46075" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Stormlord Level 7 +Specifics: The character gains resistance 20 to electrical damage. +Use: Automatic.</entry> + <entry id="46076" lang="en" sex="m">Electrical Immunity</entry> + <entry id="46077" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Stormlord Level 9 +Specifics: The character gains immunity to electricity. +Use: Automatic.</entry> + <entry id="46078" lang="en" sex="m">Shock Weapon</entry> + <entry id="46079" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Stormlord Level 2 +Specifics: Any spear used by a Stormlord is treated as a shock weapon (+1d6 electrical damage). +Use: Automatic.</entry> + <entry id="46080" lang="en" sex="m">Thundering Weapon</entry> + <entry id="46081" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Stormlord Level 5 +Specifics: Any spear used by a Stormlord is treated as a thundering weapon (+1d8 sonic damage on critical). This stacks with the Shock Weapon Ability. +Use: Automatic.</entry> + <entry id="46082" lang="en" sex="m">Shocking Weapon</entry> + <entry id="46083" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Stormlord Level 8 +Specifics: Any spear used by a Stormlord is treated as a shocking weapon (+1d10 electrical damage on critical). This stacks with the Shock and Thundering Weapon Abilities. +Use: Automatic.</entry> + <entry id="46084" lang="en" sex="m">Elemental Conflagration</entry> + <entry id="46085" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Stormlord Level 10 +Specifics: A Stormlord gains the ability to summon a huge elemental once a day. +Use: Selected.</entry> + <entry id="46086" lang="en" sex="m">Elemental Fire</entry> + <entry id="46087" lang="en" sex="m">Elemental Water</entry> + <entry id="46088" lang="en" sex="m">Elemental Earth</entry> + <entry id="46089" lang="en" sex="m">Elemental Air</entry> + <entry id="46090" lang="en" sex="m"><CUSTOM0> summons huge elemental.</entry> + <entry id="46091" lang="en" sex="m">Stormlord</entry> + <entry id="46092" lang="en" sex="m">Stormlords</entry> + <entry id="46093" lang="en" sex="m">stormlord</entry> + <entry id="46094" lang="en" sex="m">(PRESTIGE CLASS) +Stormlords are the agents of Talos, inflicting destructive rampages wherever they wander. Talos cares only that they call up storms or engage in spectacular acts of violence. Stormlords often live as brigands, indulging their personals desires for wealth, food, luxury and wanton behavior as they crave random, spectacular acts of violence. + +- Hit Die: d8. +- Proficiencies: A Stormlord does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Non-Good and Non-Lawful. +Feats: Great Fortitude, Weapon Focus (Spear) +Divine Spellcasting: Can cast 3rd level spells. +Special: Must worship Talos. (Clerics taking this class must have two of the following domains: Destruction, Fire, Evil, Storm.) + +ABILITIES: + +Level +1: Electrical Resistance 10 - Stormlord gains 10 points of Electrical resistance. +2: Shock Spear - Any spear used by a Stormlord is treated as a shock weapon (+1d6 electrical damage). +4: Electrical Resistance 15 +5: Thundering Spear - Any spear used by a Stormlord is treated as a thundering weapon (+1d8 sonic damage on critical). This stacks with the Shock Weapon Ability. +7: Electrical Resistance 20 +8: Shocking Spear - Any spear used by a Stormlord is treated as a shocking weapon (+1d10 electrical damage on critical). This stacks with the Shock and Thundering Weapon Abilities. +9: Electrical Immunity +10: Elemental Conflagration - A Stormlord gains the ability to summon a huge elemental once a day. + +BONUS SPELLS + +Upon gaining a level in Stormlord, the character gains new spells per day as if he had also gained a level in his highest divine caster class. He does not learn any new spells through his abilities.</entry> + <entry id="46095" lang="en" sex="m">Fist of Raziel</entry> + <entry id="46096" lang="en" sex="m">Fists of Raziel</entry> + <entry id="46097" lang="en" sex="m">fist of Raziel</entry> + <entry id="46098" lang="en" sex="m">(PRESTIGE CLASS) +The Fist of Raziel represents a knightly order dedicated to the celestial patron of holy warfare against evil. Raziel's crusaders lead the charge against evil wherever it is found. Smiting Evil is their specialty. + +- Hit Die: d10. +- Proficiencies: The Fist of Raziel gains proficiency in simple and martial weapons, all armor and shields(except tower shield). +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Lawful Good. +Feats: Power Attack, Servant of The Heavens. +Skills: Persuade 5 ranks, Lore 5 ranks. +Divine Spellcasting: Can cast 1st level spells. +Base Attack Bonus: 6 +Spell: Able to cast Divine Favor + +ABILITIES: + +Level +1: Magic Circle Against Evil - Constant magic circle, as the spell. + Smite Evil (Weapon considered Divine) - Can smite evil once a day +3: Smite Evil (all threat are critical rolls) - Can smite evil twice a day. +5: Smite Evil (+2d6 Holy dmg vs. Evil) - Can smite evil three times a day. + Sanctify Martial Strike: A specific weapon gains dmg +1 vs. Evil and +1d4 vs. Outsider and Undead ( Prerequisite: Charisma 15 and Weapon Focus). +7: Smite Evil (+2d8 Holy dmg vs. Outsider or Undead Evil) - Can smite evil four times a day. Doesn't stack with +2d6 dmg. +9: Smite Evil (Smite all targets in area to a maximum of five) - Can smite evil five times a day. +10: Holy Martial Strike - Any weapon wielded is treated as +2d6 Holy damage vs. Evil. + +BONUS SPELLS + +Upon gaining a level in Fist of Raziel, the character gains new spells per day as if he had also gained a level in his highest caster class (Cleric or Paladin). He does not learn any new spells through his abilities.</entry> + <entry id="46099" lang="en" sex="m">Magic Circle</entry> + <entry id="46100" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Fist of Raziel Level 1 +Specifics: A Fist of Raziel has a constant magic circle against evil. This adds +2 AC, immunity to mind spells and +2 saves versus all evil to all good creatures in the circle. +Use: Automatic.</entry> + <entry id="46101" lang="en" sex="m">Holy Martial Strike</entry> + <entry id="46102" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Fist of Raziel Level 10 or Smite Evil, Good Alignment*, Epic. +Specifics: Any weapon used is treated as a holy weapon (+2d6 holy damage). Does not stack with Sanctify Martial Strike feat. +Use: Automatic. + +(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) +</entry> + <entry id="46103" lang="en" sex="m">Type: Class +Prerequisite: Healer level 21 +An epic healer seems to exude an aura of serenity and peace, since she has finally reached a level of power where suffering and death no longer seem like insurmountable foes. + +Abilities: +21: Epic cleansing +1 +22: - +23: Bonus feat +24: Epic celestial companion +25: Epic cleansing +2 +26: Bonus feat +27: - +28: Epic celestial companion +29: Bonus feat, Epic Cleansing +3 +30: - +31: - +32: Bonus Feat, Epic celestial companion +33: Epic Cleansing +4 +34: - +35: Bonus Feat +36: Epic celestial companion +37: Epic Cleansing +5 +38: Bonus Feat +39: - +40: Epic celestial companion</entry> + <entry id="46104" lang="en" sex="m">Thrall of Orcus</entry> + <entry id="46105" lang="en" sex="m">Thralls of Orcus</entry> + <entry id="46106" lang="en" sex="m">thrall of Orcus</entry> + <entry id="46107" lang="en" sex="m">(PRESTIGE CLASS) +The Thrall of Orcus has devoted himself to the demon prince of undeath. In his service, she becomes a tool of misery, murder, and revenge. She revels in the company of the undead, preferring their decaying touch to that of living flesh. Thralls of Orcus often work in small groups. These cabals of necromancers and necrophiliacs consort with undead creatures and demons to form small cells of depraved evil hiding amid bustling cities and quiet villages. Thralls of Orcus hate and war against the thralls of Demogorgon and Graz'zt. + +- Hit Die: d8. +- Proficiencies: A Thrall of Orcus gains proficiencies in simple and martial weapons, all types of armor, and shields. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: +Base Attack Bonus: +4. +Divine Spellcasting: Able to cast 1st-level spells. +Feats: Lich Loved, Thrall to Demon +Skills: Lore 4 ranks. + +ABILITIES: + +Level +1: Carrion Stench - Fort Save or suffer -2 penalty to all scores. +2: Touch of Fear - Cause Fear spell 3/day +4: Massive Girth/Skeletal Visage - +2 con/-2 dex or +2 dex/-2 con. +5: Summon Undead - The Thrall of Orcus can summon a Mohrg once per day. +6: Pallor of Death - Aura of Fear once per day. +8: Death Touch - Touch attack save vs. Death or die. +9: Summon Major Undead - The Thrall of Orcus can summon a Greater Mummy once per day. +10: Summon Nightwing - A Thrall of Orcus can summon a Nightwing once per day. + +BONUS SPELLS +Each other level in Thrall of Orcus, the character gains new spells per day as if he had also gained a level in his highest caster class (Cleric or Druid). </entry> + <entry id="46108" lang="en" sex="m">Carrion Stench</entry> + <entry id="46109" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Thrall of Orcus Level 1 +Specifics: Living Creatures in a 10' radius must succeed at a Fort save vs. DC 10 + Class Level + Constitution modifier or take a -2 penalty on attack, damage, saving throws, skills, and abilities for 1 round per class level of the Thrall of Orcus. +Use: Selected.</entry> + <entry id="46110" lang="en" sex="m">Touch of Fear</entry> + <entry id="46111" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Thrall of Orcus Level 2 +Specifics: 3 times per day the Thrall of Orcus can cast Cause Fear as the spell. +Use: Selected.</entry> + <entry id="46112" lang="en" sex="m">Deformity (Obese)</entry> + <entry id="46113" lang="en" sex="m">Type of Feat: Vile +Prerequisite: Thrall of Orcus Level 4 or Willing Deformity, Evil Alignment* +Specifics: +2 bonus to Con, -2 penalty to Dex. Furthermore, the character gains a +2 bonus on Intimidate checks and saves vs. Poison. +Use: Automatic. +(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) +</entry> + <entry id="46114" lang="en" sex="m">Deformity (Gaunt)</entry> + <entry id="46115" lang="en" sex="m">Type of Feat: Vile +Prerequisite: Thrall of Orcus Level 4 or Willing Deformity, Evil Alignment* +Specifics: +2 bonus to Dex, -2 penalty to Con. Furthermore, the character gains a +2 bonus on Intimidate and Hide and Move Silently checks. +Use: Automatic. +(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) +</entry> + <entry id="46116" lang="en" sex="m">Willing Deformity</entry> + <entry id="46117" lang="en" sex="m">Type of Feat: Vile +Prerequisite: Evil Alignment* +Specifics: The character gains a +2 bonus on Intimidate checks. +Use: Automatic. +(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) +</entry> + <entry id="46118" lang="en" sex="m">Summon Minor Undead</entry> + <entry id="46119" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Thrall of Orcus Level 5 +Specifics: The Thrall of Orcus can summon a Mohrg once per day. +Use: Selected.</entry> + <entry id="46120" lang="en" sex="m">Pallor of Death</entry> + <entry id="46121" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Thrall of Orcus Level 6 +Specifics: The Thrall of Orcus can create an Aura of Fear once per day. It lasts for 1 minute per class level. +Use: Selected.</entry> + <entry id="46122" lang="en" sex="m">Death Touch</entry> + <entry id="46123" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Thrall of Orcus Level 8 +Specifics: A Thrall of Orcus forces a living creature hit with the death touch to attempt a fortitude save vs. DC of 10 + Thrall Level + Thrall Charisma bonus. If the target fails the save, it dies. +Use: Selected.</entry> + <entry id="46124" lang="en" sex="m">Summon Major Undead</entry> + <entry id="46125" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Thrall of Orcus Level 9 +Specifics: The Thrall of Orcus can summon a Greater Mummy once per day. +Use: Selected.</entry> + <entry id="46126" lang="en" sex="m">Summon Nightwing</entry> + <entry id="46127" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Thrall of Orcus Level 10 +Specifics: A Thrall of Orcus can summon a Nightwing once per day. +Use: Selected.</entry> + <entry id="46128" lang="en" sex="m">Servant of The Heavens</entry> + <entry id="46129" lang="en" sex="m">Type of Feat: Exalted. +Prerequisite: Good Alignment* +Specifics: You swear allegiance to one of the Tome Archons who rule the Seven Heavens, and in exchange gain power to act on their behalf. Once per day, you may call upon your archon patron to gain a +1 luck bonus to damage, attack roll and saving throws for 9 seconds. +Use: Selected. +(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry> + <entry id="46130" lang="en" sex="m">Shou Disciple</entry> + <entry id="46131" lang="en" sex="m">Shou disciples</entry> + <entry id="46132" lang="en" sex="m">shou disciple</entry> + <entry id="46133" lang="en" sex="m">(PRESTIGE CLASS) +Shou Disciples are martial artists who have studied or observed the monks of Kara-Tur and seek to emulate their style. Focusing more on the martial aspects of a monk's training, they sacrifice the enlightenment and supernatural abilities of the true ascetic. Shou Disciples fight with martial weapons and often wear armor, instantly marking them as different from monks. + +- Hit Die: d10. +- Proficiencies: A Shou Disciple gains martial weapons and light armor. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: +Base Attack Bonus: +3. +Feats: Dodge, Improved Unarmed Strike, Weapon Focus (Unarmed). +Skills: Tumble 4 ranks, Jump 8 ranks. + +Note: None of the Shou Disciple's abilities work if you are wearing medium or heavy armor or have a shield equipped. + +ABILITIES: + +Level +1: Unarmed Strike (Table Below), Dodge Bonus (Table Below) +2: Bonus Feat +3: Martial Flurry (Light Weapons) - Adds +1 Attack a round at the cost of -2 Attack Bonus +4: Bonus Feat +5: Martial Flurry (Any Weapon) - Adds +1 Attack a round at the cost of -2 Attack Bonus + +Bonus Feat List - Lightning Reflexes, Deflect Arrows, Imp / Expertise, Imp / Knockdown, Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Finesse, Weapon Specialization. + +Unarmed Damage Table +Level +1: 1d6 +2: 1d8 +3: 1d10 +4: 1d10 +5: 2d6 + +Dodge Bonus (This replaces the bonus from the Dodge feat). +Level +1: +1 +2: +2 +3: +2 +4: +3 +5: +3</entry> + <entry id="46134" lang="en" sex="m">Dodge Bonus</entry> + <entry id="46135" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shou Disciple level 1 +Specifics: This bonus replaces the Dodge feat. Instead, gain a dodge bonus to AC as per the table below: +Level +1: +1 +2: +2 +3: +2 +4: +3 +5: +3 +Use: Automatic</entry> + <entry id="46136" lang="en" sex="m">Unarmed Strike</entry> + <entry id="46137" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shou Disciple level 1 +Specifics: The Shou Disciple gains Unarmed Strike as per the table below. He can use his Martial Flurry ability with Unarmed Strike. If the character has monk levels, add his Shou Disciple and Monk levels together to determine Unarmed Damage. If the Unarmed Strike from Shou Disciple is better than the combined unarmed strike, it will be used instead. +Level +1: 1d6 +2: 1d8 +3: 1d10 +4: 1d10 +5: 2d6 +Use: Automatic</entry> + <entry id="46138" lang="en" sex="m">Martial Flurry</entry> + <entry id="46139" lang="en" sex="m">Prerequisite: Shou Disciple level 3 +Specifics: The Shou Disciple may use any light weapon for a Flurry of Blows. This increases his attacks a round by +1, and penalizes his Attack Bonus by -2. At level 5, this ability can be used with all martial weapons. This does not work with Kamas if you have any levels in Monk, as the Monk's Flurry of Blows works with that weapon. +Use: Selected</entry> + <entry id="46140" lang="en" sex="m">Black Flame Zealot</entry> + <entry id="46141" lang="en" sex="m">Black flame zealots</entry> + <entry id="46142" lang="en" sex="m">black flame zealot</entry> + <entry id="46143" lang="en" sex="m">(PRESTIGE CLASS) +A secret society of holy slayers devoted to the worship of Kossuth, the Order of the Black Flame is the hidden blade of the Firelord's faith in Thay. Trained in the rites of Kossuth's temple, the Black Flame Zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to the Lord of Flames. Even the mighty zulkirs are not above Kossuth's wrath, since the Order is a sanctioned and respected means for wealthy and powerful Thayans to pursue vendettas. + +- Hit Die: d6. +- Proficiencies: A Black Flame Zealot gains no additional proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: +Alignment: Any Non-Good. +Skills: Hide 8 ranks, Lore 8 ranks, Move Silently 8 ranks. +Feats: Exotic Weapon Proficiency(Kukri), Iron Will, +Sneak Attack: 1d6. +Divine Spellcasting: Must be able to cast level 2 spells. +Special: Must worship Kossuth. (Clerics taking this class must two of Fire, Destruction and Renewal domains.) + +ABILITIES: + +Level +1: Death Attack - After studying your target for 3 rounds, you have 3 rounds to slay them vs. DC 10 + Black Flame level + Assassin level + Int Mod. + Zealous Heart - Immune to all forms of fear. +2: Poison Use - No chance of poisoning self while applying poison to a weapon +3: Sneak Attack +1d6 +4: Blank +5: Fateful Stride - Dimension Door 1/day (Teleport to anywhere within view) +6: Sneak Attack +2d6 +7: Sacred Flame - All melee attacks gain 1d6 fire damage +8: Blank +9: Sneak Attack +3d6 +10: Blank + +BONUS DIVINE SPELLS + +Every other level in Black Flame Zealot, the character gains new spells per day as if he had also gained a level in his highest divine caster class (Cleric or Druid).</entry> + <entry id="46144" lang="en" sex="m">Death Attack</entry> + <entry id="46145" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 1 Black Flame Zealot +Specifics: After studying your target for 3 rounds, you have 3 rounds to slay them vs. DC 10 + Black Flame Zealot + Assassin level + Justice of Weald and Woe level + Int Mod. +Use: Selected. +*Note - using this feat will remove your stealth, you have 6 seconds to become stealthy again in order to continue studying the target.</entry> + <entry id="46146" lang="en" sex="m">Zealous Heart</entry> + <entry id="46147" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 1 Black Flame Zealot +Specifics: You become immune to all forms of fear +Use: Automatic. +</entry> + <entry id="46148" lang="en" sex="m">Sneak Attack +1d6</entry> + <entry id="46149" lang="en" sex="m">Sneak Attack +2d6</entry> + <entry id="46150" lang="en" sex="m">Sneak Attack +3d6</entry> + <entry id="46151" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 3 Black Flame Zealot +Specifics: You gain +1d6 sneak attack. This increases to +2d6 at level 6, and +3d6 at level 9. +Use: Automatic. +</entry> + <entry id="46152" lang="en" sex="m">Sacred Flame</entry> + <entry id="46153" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 7 Black Flame Zealot +Specifics: You add 1d6 fire damage to all melee attacks with a weapon. +Use: Automatic.</entry> + <entry id="46154" lang="en" sex="m">Fateful Stride</entry> + <entry id="46155" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 5 Black Flame Zealot +Specifics: You can cast Dimension Door 1/day as per the spell. This allows you to teleport to any area you can see on the screen. +Use: Automatic.</entry> + <entry id="46156" lang="en" sex="m">Strength Boost</entry> + <entry id="46157" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 2 Fist of Hextor +Specifics: Starting at 2nd level, a Fist can call upon Hextor for a +4 Strength bonus once per day. This bonus lasts for 4 rounds + the Fist's level. The Fist gains an extra use of this ability at levels 5, 8, 12, 15, 18, 22, 25, 28. +Use: Selected</entry> + <entry id="46158" lang="en" sex="m">Frightful Presence</entry> + <entry id="46159" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 3 Fist of Hextor +Specifics: When a Fist of Hextor reaches 3rd level, he gains the extraordinary ability to instill fear in others once per day. All those (except for other Fists) who fail the save are frightened for 5d6 rounds. Those who succeed are merely shaken (Doom effect). The DC is 10 + Fist level + Cha modifier. The Fist gains an extra use of this ability at levels 6, 9, 13, 16, 19, 23, 26, 29. +Use: Selected</entry> + <entry id="46160" lang="en" sex="m">Eternal Freedom</entry> + <entry id="46161" lang="en" sex="m">Type of Feat: Epic Spell Effect +Prerequisite: Successful casting of Eternal Freedom epic spell +Specifics: You are able to move as if you had the Freedom spell cast upon you. Most spells and spell-like abilities that would slow you down or stop you will not work. +Use: Automatic.</entry> + <entry id="46162" lang="en" sex="m">New Life (Su)</entry> + <entry id="46163" lang="en" sex="m">This feat is just a level marker used for scripts. Ignore it.</entry> + <entry id="46164" lang="en" sex="m">Hospitaler</entry> + <entry id="46165" lang="en" sex="m">Hospitalers</entry> + <entry id="46166" lang="en" sex="m">hospitaler</entry> + <entry id="46167" lang="en" sex="m">(PRESTIGE CLASS) +It is the duty of knights Hospitaler to protect people traveling on religious pilgrimages. Over the years, this single duty has expanded to include the construction and administration of hospitals and refugee facilities. Hospitalers are a fighting force of necessity, sworn to poverty, obedience, and the defense of those in their care. + +- Hit Die: d8 +- Proficiencies: Hospitalers are proficient in all simple and martial weapons, all armor and shields. +- Skill Points at Each Level: 2+ Int modifier. + +REQUIREMENTS + +Alignment: Any non chaotic. +Base Attack Bonus: +4 +Skills: Ride 5 ranks, Heal 5 ranks. +Feats: Mounted Combat, Mounted Archery + +ABILITIES: + +Level +1: Lay on Hands - If Hospitaler has positive Charisma modifier, then she can cure a number of hit points equal to her Charisma modifier x Hospitaler level. +3: Turn Undead - Hospitaler's level and Charisma are used to determine how many hit die of undead are turned, can be used three times a day, plus Charisma modifier. + Remove Disease - As per the Cleric spell once per day. + Bonus Feat. +5: Bonus Feat +7: Bonus Feat +9: Bonus Feat + +BONUS DIVINE SPELLS + +Every level in Hospitaler, the character gains new spells per day as if he had also gained a level in his highest divine caster class.</entry> + <entry id="46168" lang="en" sex="m">Hosp_I</entry> + <entry id="46169" lang="en" sex="m">Hosp_II</entry> + <entry id="46170" lang="en" sex="m">Hosp_III</entry> + <entry id="46171" lang="en" sex="m">Hosp_IV</entry> + <entry id="46172" lang="en" sex="m">Hosp_V</entry> + <entry id="46173" lang="en" sex="m">Hosp_VI</entry> + <entry id="46174" lang="en" sex="m">Hosp_VII</entry> + <entry id="46175" lang="en" sex="m">Hosp_VIII</entry> + <entry id="46176" lang="en" sex="m">Hosp_IX</entry> + <entry id="46177" lang="en" sex="m">Hosp_X</entry> + <entry id="46178" lang="en" sex="m">Hosp_XI</entry> + <entry id="46179" lang="en" sex="m">Hosp_XII</entry> + <entry id="46180" lang="en" sex="m">Hosp_XIII</entry> + <entry id="46181" lang="en" sex="m">Hosp_XIV</entry> + <entry id="46182" lang="en" sex="m">Hosp_XV</entry> + <entry id="46183" lang="en" sex="m">Hosp_XVI</entry> + <entry id="46184" lang="en" sex="m">Hosp_XVII</entry> + <entry id="46185" lang="en" sex="m">Hosp_XVIII</entry> + <entry id="46186" lang="en" sex="m">Hosp_XIX</entry> + <entry id="46187" lang="en" sex="m">Hosp_XX</entry> + <entry id="46188" lang="en" sex="m">Hosp_XXI</entry> + <entry id="46189" lang="en" sex="m">Hosp_XXII</entry> + <entry id="46190" lang="en" sex="m">Hosp_XXIII</entry> + <entry id="46191" lang="en" sex="m">Hosp_XXIV</entry> + <entry id="46192" lang="en" sex="m">Hosp_XXV</entry> + <entry id="46193" lang="en" sex="m">Hosp_XXVI</entry> + <entry id="46194" lang="en" sex="m">Hosp_XXVII</entry> + <entry id="46195" lang="en" sex="m">Hosp_XXVIII</entry> + <entry id="46196" lang="en" sex="m">Hosp_XXIX</entry> + <entry id="46197" lang="en" sex="m">Hosp_XXX</entry> + <entry id="46198" lang="en" sex="m">Fist_I</entry> + <entry id="46199" lang="en" sex="m">Fist_II</entry> + <entry id="46200" lang="en" sex="m">Fist_III</entry> + <entry id="46201" lang="en" sex="m">Fist_IV</entry> + <entry id="46202" lang="en" sex="m">Fist_V</entry> + <entry id="46203" lang="en" sex="m">Fist_VI</entry> + <entry id="46204" lang="en" sex="m">Fist_VII</entry> + <entry id="46205" lang="en" sex="m">Fist_VIII</entry> + <entry id="46206" lang="en" sex="m">Fist_IX</entry> + <entry id="46207" lang="en" sex="m">Fist_X</entry> + <entry id="46208" lang="en" sex="m">Fist_XI</entry> + <entry id="46209" lang="en" sex="m">Fist_XII</entry> + <entry id="46210" lang="en" sex="m">Fist_XIII</entry> + <entry id="46211" lang="en" sex="m">Fist_XIV</entry> + <entry id="46212" lang="en" sex="m">Fist_XV</entry> + <entry id="46213" lang="en" sex="m">Fist_XVI</entry> + <entry id="46214" lang="en" sex="m">Fist_XVII</entry> + <entry id="46215" lang="en" sex="m">Fist_XVIII</entry> + <entry id="46216" lang="en" sex="m">Fist_XIX</entry> + <entry id="46217" lang="en" sex="m">Fist_XX</entry> + <entry id="46218" lang="en" sex="m">Fist_XXI</entry> + <entry id="46219" lang="en" sex="m">Fist_XXII</entry> + <entry id="46220" lang="en" sex="m">Fist_XXIII</entry> + <entry id="46221" lang="en" sex="m">Fist_XXIV</entry> + <entry id="46222" lang="en" sex="m">Fist_XXV</entry> + <entry id="46223" lang="en" sex="m">Fist_XXVI</entry> + <entry id="46224" lang="en" sex="m">Fist_XXVII</entry> + <entry id="46225" lang="en" sex="m">Fist_XXVIII</entry> + <entry id="46226" lang="en" sex="m">Fist_XXIX</entry> + <entry id="46227" lang="en" sex="m">Fist_XXX</entry> + <entry id="46228" lang="en" sex="m">Shining Blade of Heironeous</entry> + <entry id="46229" lang="en" sex="m">Shining Blades of Heironeous</entry> + <entry id="46230" lang="en" sex="m">shining blade of Heironeous</entry> + <entry id="46231" lang="en" sex="m">(PRESTIGE CLASS) +Heironeous's teachings focus on promoting good through the use of armed force. Those among Heironeous's servants, both clerics and paladins, who aspire to become weapons in their deity's unending war against evil hope one day to enter the Shining Blades. The Shining Blades of Heironeous is an order of knights dedicated to prowess in melee combat, which is achieved through prayer, devotion, and asceticism. Members of the Shining Blades have an austere and simple lifestyle, forsaking all worldly wealth and many earthly pleasures in their quest to become but a blade in the hand of Heironeous. + +- Hit Die: d10 +- Proficiencies: Shining Blades are proficient in all simple and martial weapons, all armor and shields. +- Skill Points at Each Level: 2+ Int modifier. + +REQUIREMENTS +Alignment: Lawful Good. +Base Attack Bonus: +7 +Skills: Lore 7 ranks. +Spells: Able to cast 1st level divine spells. +Special: Clerics must have Good and War domains. + +ABILITIES: + +All abilities only work with a Longsword (Deity Weapon). + +Level +1: Shock Blade 2/day - Adds 1d6 Electrical damage to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. +3: Shock Blade 3/day +5: Holy Blade 4/day - Adds 1d6 Electrical damage and 2d6 divine damage against evil to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. +7: Holy Blade 5/day +9: Brilliant Blade 6/day - Adds 1d6 Electrical damage, 2d6 divine damage against evil, and +20 to attack to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. + +BONUS DIVINE SPELLS + +Every other level in Shining Blade, the character gains new spells per day as if he had also gained a level in his highest divine caster class (Cleric or Paladin).</entry> + <entry id="46232" lang="en" sex="m">Epic Shining Blade</entry> + <entry id="46233" lang="en" sex="m">(PRESTIGE CLASS) +Epic Shining Blade + +Epic Shining Blades are the leaders of Heironeous's armies when they march against evil. They have attained the long sought after goal of becoming but a blade in Heironeous's hand, and are able to slay any evil that dares to stand against the righteous wrath they inflict. Having long since given up earthly pleasures, an Epic Shining Blade is pure martial might and religious fury. + +- Hit Die: d10. +- Skill Points: 2 + Int Modifier. + +Level 11: Brilliant Blade 7/day - Adds 1d6 Electrical damage, 2d6 divine damage against evil, and +20 to attack to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. For each two levels above 11th, gain an extra use a day. + +Epic Bonus Feats: Gain an epic bonus feat every 3 levels after 10th. The bonus feat list is the same as a fighters. + +BONUS DIVINE SPELLS + +Every other level in Shining Blade, the character gains new spells per day as if he had also gained a level in his highest divine caster class (Cleric or Paladin).</entry> + <entry id="46234" lang="en" sex="m">Shock Blade</entry> + <entry id="46235" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 1 Shining Blade +Specifics: Adds 1d6 Electrical damage to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. Can be used 2/day at level 1, and 3/day at level 3. +Use: Selected. +</entry> + <entry id="46236" lang="en" sex="m">Holy Blade</entry> + <entry id="46237" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 5 Shining Blade +Specifics: Adds damage bonuses of 1d6 Electrical and 2d6 Divine vs. Evil to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. Can be used 4/day at level 5, and 5/day at level 7. +Use: Selected.</entry> + <entry id="46238" lang="en" sex="m">Brilliant Blade</entry> + <entry id="46239" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 9 Shining Blade +Specifics: Adds a damage bonuses of 1d6 Electrical and 2d6 Divine vs. Evil to your longsword. Also adds +20 to all attack rolls. Only works if a longsword is equipped in the main hand. Duration is a number of rounds equal to your class level + charisma modifier. Can be used 6/day at level 9, and gains 1 use a day every two levels further on (7 at 11, 8 at 13, etc). +Use: Selected.</entry> + <entry id="46240" lang="en" sex="m">Power Attack - Quickselects</entry> + <entry id="46241" lang="en" sex="m">Power Attack Off</entry> + <entry id="46242" lang="en" sex="m">Power Attack Quickselect 1</entry> + <entry id="46243" lang="en" sex="m">Power Attack Quickselect 2</entry> + <entry id="46244" lang="en" sex="m">Power Attack Quickselect 3</entry> + <entry id="46245" lang="en" sex="m">Select the quickselection to store the current power attack level in.</entry> + <entry id="46246" lang="en" sex="m">Hexblade</entry> + <entry id="46247" lang="en" sex="m">Hexblades</entry> + <entry id="46248" lang="en" sex="m">hexblade</entry> + <entry id="46249" lang="en" sex="m">(BASE CLASS) +Combining the dynamic powers of martial prowess and arcane might, the Hexblade presents a deadly challenge to opponents unused to such a foe. It balances talents in combat and arcane spellcasting. At lower levels, the Hexblade relies on melee ability augmented by his special power to curse his enemies. As he gains experience, he becomes capable of casting a limited number of spells while his curse ability becomes more potent and he gains the ability to warp the normal law of probability. He can also draw upon the service of a dark companion to further augment his abilities. + +- Alignment Restrictions: non-good only +- Hit Die: d10 +- Proficiencies: A Hexblade gains proficiency with Simple and Martial Weapons, Light and Medium Armour and with Shields. +- Skill Points: 2 + Int Modifier + +ABILITIES: + +Level + 1: Hexblade's Curse 1/day + 2: Arcane Resistance + 3: Mettle + 4: Dark Companion + 5: Bonus Feat, Hexblade's Curse 2/day + 6: Swift Cast 1/day + 7: Greater Hexblade's Curse + 8: Swift Cast 2/day + 9: Hexblade's Curse 3/day +10: Bonus Feat +11: Swift Cast 3/day +12: Aura of Unluck 1/day +13: Hexblade's Curse 4/day +14: Swift Cast 4/day +15: Bonus Feat +16: Aura of Unluck 2/day +17: Hexblade's Curse 5/day +18: Swift Cast 5/day +19: Dire Hexblade's Curse +20: Bonus Feat, Aura of Unluck 3/day + +SPELLCASTING + +To cast a spell, the Hexblade must have a Charisma score of 10 + the spell level. The DC of a Hexblade's spell is 10 + Spell Level + Charisma Modifier. A Hexblade's caster level is half his class level. He casts spells as a Sorcerer does. He does not suffer arcane spell failure chance when casting in light armor, failure chance from medium and heavy armor, as well as shields, applies normally. + +Spells per day: +Level: 1 2 3 4 + + 1: - - - - + 2: - - - - + 3: - - - - + 4: 0 - - - + 5: 0 - - - + 6: 1 - - - + 7: 1 - - - + 8: 1 0 - - + 9: 1 0 - - + 10: 1 1 - - + 11: 1 1 0 - + 12: 1 1 1 - + 13: 1 1 1 - + 14: 2 1 1 0 + 15: 2 1 1 1 + 16: 2 2 1 1 + 17: 2 2 2 1 + 18: 3 2 2 1 + 19: 3 3 3 2 + 20: 3 3 3 3 + +Spells Known +Level: 1 2 3 4 + + 1: - - - - + 2: - - - - + 3: - - - - + 4:(2)- - - + 5: 2 - - - + 6: 3 - - - + 7: 3 - - - + 8: 4(2)- - + 9: 4 2 - - + 10: 4 3 - - + 11: 4 3(2)- + 12: 4 4 3 - + 13: 4 4 3 - + 14: 4 4 4(2) + 15: 4 4 4 3 + 16: 4 4 4 3 + 17: 5 4 4 4 + 18: 5 5 4 4 + 19: 5 5 5 4 + 20: 5 5 5 5 +</entry> + <entry id="46250" lang="en" sex="m">Hymn of the Bull</entry> + <entry id="46251" lang="en" sex="m">Hymn of the Cat</entry> + <entry id="46252" lang="en" sex="m">Hymn of the Bear</entry> + <entry id="46253" lang="en" sex="m">Hymn of the Fox</entry> + <entry id="46254" lang="en" sex="m">Hymn of the Owl</entry> + <entry id="46255" lang="en" sex="m">Hymn of the Eagle</entry> + <entry id="46256" lang="en" sex="m"><CUSTOM0> sings the Hymn of the Bull.</entry> + <entry id="46257" lang="en" sex="m"><CUSTOM0> sings the Hymn of the Cat.</entry> + <entry id="46258" lang="en" sex="m"><CUSTOM0> sings the Hymn of the Bear.</entry> + <entry id="46259" lang="en" sex="m"><CUSTOM0> sings the Hymn of the Fox.</entry> + <entry id="46260" lang="en" sex="m"><CUSTOM0> sings the Hymn of the Owl.</entry> + <entry id="46261" lang="en" sex="m"><CUSTOM0> sings the Hymn of the Eagle.</entry> + <entry id="46262" lang="en" sex="m">Type of Feat: Minstrel Song +Prerequisite: Minstrel of the Edge Level 8 +Specifics: Upon singing this song, all enemies in the area affect must make a will saving throw or be charmed unless they make a will saving throw with DC equal to 10 + Minstrel of the Edge Level + Charisma modifier. +Use: Selected.</entry> + <entry id="46263" lang="en" sex="m">Type of Feat: Minstrel Song +Prerequisite: Minstrel of the Edge Level 8 +Specifics: Upon singing this song, all allies in the area become immune to fear effects. +Use: Selected.</entry> + <entry id="46264" lang="en" sex="m"><CUSTOM0> sings the Song of Valor.</entry> + <entry id="46265" lang="en" sex="m">Type of Feat: Minstrel Song +Prerequisite: Minstrel of the Edge Level 2 +Specifics: Upon singing this song, all allies in the area are granted a bonus to shield AC. +Use: Selected.</entry> + <entry id="46266" lang="en" sex="m">Type of Feat: Minstrel Song +Prerequisite: Minstrel of the Edge Level 8 +Specifics: Upon singing this song, all allies in the area are granted bonus sonic damage on all their attacks. +Use: Selected.</entry> + <entry id="46267" lang="en" sex="m">Type of Feat: Minstrel Song +Prerequisite: Minstrel of the Edge Level 2 +Specifics: Upon singing this song, all allies in the area are granted a bonus to their Strength. +Use: Selected.</entry> + <entry id="46268" lang="en" sex="m">Type of Feat: Minstrel Song +Prerequisite: Minstrel of the Edge Level 2 +Specifics: Upon singing this song, all allies in the area are granted a bonus to their Dexterity. +Use: Selected.</entry> + <entry id="46269" lang="en" sex="m">Type of Feat: Minstrel Song +Prerequisite: Minstrel of the Edge Level 2 +Specifics: Upon singing this song, all allies in the area are granted a bonus to their Constitution. +Use: Selected.</entry> + <entry id="46270" lang="en" sex="m">Type of Feat: Minstrel Song +Prerequisite: Minstrel of the Edge Level 2 +Specifics: Upon singing this song, all allies in the area are granted a bonus to their Intelligence. +Use: Selected.</entry> + <entry id="46271" lang="en" sex="m">Type of Feat: Minstrel Song +Prerequisite: Minstrel of the Edge Level 2 +Specifics: Upon singing this song, all allies in the area are granted a bonus to their Wisdom. +Use: Selected.</entry> + <entry id="46272" lang="en" sex="m">Type of Feat: Minstrel Song +Prerequisite: Minstrel of the Edge Level 2 +Specifics: Upon singing this song, all allies in the area are granted a bonus to their Charisma. +Use: Selected.</entry> + <entry id="46273" lang="en" sex="m">Type of Feat: Minstrel Song +Prerequisite: Minstrel of the Edge Level 8 +Specifics: Upon singing this song, all allies in the area are affected by the Wounding Whispers spell. This does not stack with other Wounding Whispers effects. +Use: Selected.</entry> + <entry id="46274" lang="en" sex="m"><CUSTOM0> sings Blinari's Alluring Ballad.</entry> + <entry id="46275" lang="en" sex="m">Song of Valor</entry> + <entry id="46276" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Favored of Milil Level 2 +Specifics: The Favored of Milil can add 1/2 his class levels to his bard song uses for the day. +Use: Selected.</entry> + <entry id="46277" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Favored of Milil Level 10 +Specifics: The Favored of Milil can now use any specific Divine Song five times per day. +Use: Automatic.</entry> + <entry id="46278" lang="en" sex="m">Greater Minstrel Song</entry> + <entry id="46279" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Minstrel of the Edge Level 10 +Specifics: The Minstrel of the Edge can now perform two Minstrel songs at a time. +Use: Automatic.</entry> + <entry id="46280" lang="en" sex="m">Minstrel Song</entry> + <entry id="46281" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Minstrel of the Edge +Specifics: Select from a variety of Minstrel Songs. +Use: Selected</entry> + <entry id="46282" lang="en" sex="m">Option</entry> + <entry id="46283" lang="en" sex="m">times</entry> + <entry id="46284" lang="en" sex="m">Divine Song I</entry> + <entry id="46285" lang="en" sex="m">Divine Song II</entry> + <entry id="46286" lang="en" sex="m">Divine Song III</entry> + <entry id="46287" lang="en" sex="m">Divine Song IV</entry> + <entry id="46288" lang="en" sex="m">Divine Song V</entry> + <entry id="46289" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Favored of Milil +Specifics: The Favored of Milil can sing a song which behaves as a clerical spell with a wide radius. Each song is limited to three uses per day, unless the Favored of Milil has the Greater Divine Song feat, which will allow each song to be used five times per day. +Use: Selected</entry> + <entry id="46290" lang="en" sex="m">Thayan Knight</entry> + <entry id="46291" lang="en" sex="m">Thayan knights</entry> + <entry id="46292" lang="en" sex="m">Thayan knight</entry> + <entry id="46293" lang="en" sex="m">(PRESTIGE CLASS) +While the Red Wizards of Thay are not opposed to blasting their opponents with deadly spells or shredding the minds of their enemies with dark magic, there are times when they need protectors who have mastered the art of swordplay. These protectors are the Thayan Knights, familiar with magic, and loyal to none but the tattooed mages. The Thayan Knights act as bodyguards and enforcers for the Red Wizards. They lead common Thayan troops into battle and help guard the wizard enclaves. Although they are referred to as knights, they have no code of conduct, and the only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards. + +- Hit Die: d10 +- Proficiencies: Thayan Knights gain no proficiencies. +- Skill Points at Each Level: 2+ Int modifier. + +REQUIREMENTS +Race: Human. +Alignment: Non-Good. +Base Attack Bonus: +5 +Skills: Lore 4 ranks, Intimidate 2 ranks. +Feats: Iron Will, Weapon Focus: Longsword + +ABILITIES: + +Level +1: Horror of Thay - +2 saves against Fear, +1 against Mind Affecting. + Zulkir's Favor - +2 Reflex Saves, +2 Intimidate. Automatically fail any mind affecting save vs. a Red Wizard. +2: Zulkir's Defender: +2 Attack and +2 Damage against all creatures that attack you. +3: Bonus Feat: Any feat from the fighter bonus list except Weapon Specialization. +4: Horror of Thay - +4 saves against Fear, +2 against Mind Affecting. + Final Stand 1/day - All allies gain 2d10 temporary HP for a number of rounds equal to class level + Cha modifier. +5: Zulkir's Champion: +2 Reflex saves, +4 Intimidate.</entry> + <entry id="46294" lang="en" sex="m">Horrors of Thay</entry> + <entry id="46295" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 1 Thayan Knight +Specifics: Adds +2 Saves against Fear and +1 against Mind Affecting. This increases to +4 against Fear and +2 against Mind Affecting at level 4. +Use: Automatic +</entry> + <entry id="46296" lang="en" sex="m">Zulkir's Favor</entry> + <entry id="46297" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 1 Thayan Knight +Specifics: Adds +2 Reflex saves and +2 Intimidate. The Thayan Knight automatically fails any Mind Affecting saving throw vs. a Red Wizard. +Use: Automatic</entry> + <entry id="46298" lang="en" sex="m">Zulkir's Defender</entry> + <entry id="46299" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 2 Thayan Knight +Specifics: Adds +2 Attack and +2 Damage against any monster attacking you. +Use: Automatic</entry> + <entry id="46300" lang="en" sex="m">Final Stand</entry> + <entry id="46301" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 4 Thayan Knight +Specifics: Adds 2d10 temporary HP to all allies in a 30' radius for a number of rounds equal to your class level + Cha modifier. +Use: Selected.</entry> + <entry id="46302" lang="en" sex="m">Zulkir's Champion</entry> + <entry id="46303" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 5 Thayan Knight +Specifics: Adds +2 Reflex saves and +4 Intimidate. +Use: Automatic</entry> + <entry id="46304" lang="en" sex="m">Arcane Duelist</entry> + <entry id="46305" lang="en" sex="m">Arcane duelists</entry> + <entry id="46306" lang="en" sex="m">arcane duelist</entry> + <entry id="46307" lang="en" sex="m">(PRESTIGE CLASS) +The arcane duelist is a tricky, evasive opponent who relies on her foe's perceptions of her abilities as much as her actual abilities. Through magic, the arcane duelist can appear to be as dangerous as a duelist, but in general she does not do as much damage to her opponents. She prefers to win by cowing her opponent into defeating himself. Thus, Dexterity and Charisma are the arcane duelist's most valuable ability scores. + +- Hit Die: d8 +- Proficiencies: Arcane Duelists gain no proficiencies. +- Skill Points at Each Level: 4+ Int modifier. + +REQUIREMENTS +Base Attack Bonus: +6 +Skills: Perform 5 ranks, Tumble 5 ranks. +Feats: Martial Weapon Proficiency(Rapier or Shortsword), Dodge, Mobility +Spellcasting: Level 1 Arcane spells. + +ABILITIES: + +Level +1: Chosen Weapon: Since much of the arcane duelist's apparent ability is tied to magic, the arcane duelist can imbue a specific melee weapon with powers to make herself appear more skilled. The arcane duelist must choose a specific melee weapon to be her chosen weapon. + +1: Enchant Chosen Weapon: The arcane duelist's chosen melee weapon acts as if it has an enhancement bonus, even if it does not. If it does have an enhancement bonus, the arcane duelist adds this bonus to the weapon as an effective bonus. This can bring a weapon's effective enhancement bonus above +5. However, no weapon can have more than a +10 total effective bonus, so this class-granted effective bonus cannot be added to a weapon if the addition would increase the weapon's total effective bonus above +10. This class-granted bonus works only for the arcane duelist when wielding her chosen melee weapon. The enhancement bonus is +1 at 1st level, and rises to +2 at 4th level, +3 at 6th level, and +4 at 8th level. + +2: Apparent Defense: Due to trickery and force of personality, the arcane duelist adds her Charisma bonus to her Armor Class, in addition to her Dexterity bonus. + +3: Dexterous Attack: Because the arcane duelist values successful hits over actual damage dealt, she can subtract damage from her chosen melee weapon's potential damage and add the same amount to her attack bonus. However, the weapon must do a minimum 1 point of damage. + +5: Blur: The arcane duelist can activate a blur effect, as the spell cast by a caster of her arcane duelist level. She can use this power once per day per arcane duelist level. + +7: False Keenness: To create the idea that she is more effective than she really is, the arcane duelist can make her chosen melee weapon keen once per day per arcane duelist level. To activate the keen effect, she must subtract the weapon's normal threat range for critical hits from her attack bonus. For example, if the arcane duelist wields a rapier, she must subtract 3 from her attack bonus, since the rapier has a threat range of 18-20, to make it keen. The keen effect lasts for 1 round per arcane duelist level, and it does not stack with the keen edge spell or other magical effects that make a weapon keen. + +9: Mirror Image: The arcane duelist can activate mirror image effect as the spell cast by a caster of her arcane duelist level. The images last one minute per level. + +10: Flurry of Swords 1/day/level: The pinnacle of the arcane duelist's power is to create a flurry of sword attacks against a single target. When this power is activated, the arcane duelist makes one additional attack each round at her highest base attack bonus, but each attack that round suffers a -2 penalty. All attacks must be made on the same opponent. Further, the arcane duelist creates 1d4 quasi-real images plus 1 additional image per three levels of arcane duelist. Each image attacks the same opponent as the arcane duelist herself using the same bonuses as the arcane duelist. The images last for 1 minute per Arcane Duelist Level or the demise of their target, whichever lasts longest. You may target any given enemy only once per day with this ability.</entry> + <entry id="46308" lang="en" sex="m">Chosen Weapon</entry> + <entry id="46309" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 1 Arcane Duelist +Specifics: Since much of the arcane duelist's apparent ability is tied to magic, the arcane duelist can imbue a specific melee weapon with powers to make herself appear more skilled. The arcane duelist must choose a specific melee weapon to be her chosen weapon. +Use: Selected.</entry> + <entry id="46310" lang="en" sex="m">Enchant Chosen Weapon</entry> + <entry id="46311" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 2 Arcane Duelist +Specifics: The arcane duelist's chosen melee weapon acts as if it has an enhancement bonus, even if it does not. If it does have an enhancement bonus, the arcane duelist adds this bonus to the weapon as an effective bonus. This can bring a weapon's effective enhancement bonus above +5. However, no weapon can have more than a +10 total effective bonus, so this class-granted effective bonus cannot be added to a weapon if the addition would increase the weapon's total effective bonus above +10. This class-granted bonus works only for the arcane duelist when wielding her chosen melee weapon. The enhancement bonus is +1 at 1st level, and rises to +2 at 4th level, +3 at 6th level, and +4 at 8th level. +Use: Automatic.</entry> + <entry id="46312" lang="en" sex="m">Apparent Defense</entry> + <entry id="46313" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 2 Arcane Duelist +Specifics: Due to trickery and force of personality, the arcane duelist adds her Charisma bonus to her Armor Class, in addition to her Dexterity bonus. +Use: Automatic.</entry> + <entry id="46314" lang="en" sex="m">Dexterous Attack</entry> + <entry id="46315" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 3 Arcane Duelist +Specifics: Because the arcane duelist values successful hits over actual damage dealt, she can subtract damage from her chosen melee weapon's potential damage and add the same amount to her attack bonus. However, the weapon must do a minimum 1 point of damage. +Use: Selected.</entry> + <entry id="46316" lang="en" sex="m">Blur</entry> + <entry id="46317" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 5 Arcane Duelist +Specifics: The arcane duelist can activate a blur effect, as the spell cast by a caster of her arcane duelist level. She can use this power once per day per arcane duelist level. +Use: Selected.</entry> + <entry id="46318" lang="en" sex="m">False Keenness</entry> + <entry id="46319" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 7 Arcane Duelist +Specifics: To create the idea that she is more effective than she really is, the arcane duelist can make her chosen melee weapon keen once per day per arcane duelist level. To activate the keen effect, she must subtract the weapon's normal threat range for critical hits from her attack bonus. For example, if the arcane duelist wields a rapier, she must subtract 3 from her attack bonus, since the rapier has a threat range of 18-20, to make it keen. The keen effect lasts for 1 round per arcane duelist level, and it does not stack with the keen edge spell or other magical effects that make a weapon keen. +Use: Selected.</entry> + <entry id="46320" lang="en" sex="m">Flurry of Swords</entry> + <entry id="46321" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 10 Arcane Duelist +Specifics: The pinnacle of the arcane duelist's power is to create a flurry of sword attacks against a single target. When this power is activated, the arcane duelist makes one additional attack each round at her highest base attack bonus, but each attack that round suffers a -2 penalty. All attacks must be made on the same opponent. Further, the arcane duelist creates 1d4 quasi-real images plus 1 additional image per three levels of arcane duelist. Each image attacks the same opponent as the arcane duelist herself using the same bonuses as the arcane duelist. The images last for 1 minute per Arcane Duelist Level or the demise of their target, whichever lasts longest. You may target any given enemy only once per day with this ability. +Use: Selected.</entry> + <entry id="46322" lang="en" sex="m">Mirror Image</entry> + <entry id="46323" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 9 Arcane Duelist +Specifics: The arcane duelist can activate mirror image effect as the spell cast by a caster of her arcane duelist level. The images last one minute per level. +Use: Selected.</entry> + <entry id="46324" lang="en" sex="m">Brutal Strike +9</entry> + <entry id="46325" lang="en" sex="m">Brutal Strike +10</entry> + <entry id="46326" lang="en" sex="m">Brutal Strike +11</entry> + <entry id="46327" lang="en" sex="m">Brutal Strike +12</entry> + <entry id="46328" lang="en" sex="m">Effortless Healing (Ex)</entry> + <entry id="46329" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 7 Healer +Specifics: At 7th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she cast as a healer, not to those that she may have by virtue of levels in another class. +Use: Automatic.</entry> + <entry id="46330" lang="en" sex="m">Use Limitation: Gender</entry> + <entry id="46331" lang="en" sex="m">Gender Limitation: Only creatures of a specific gender may use an item with this property.</entry> + <entry id="46332" lang="en" sex="m">Alchemical item</entry> + <entry id="46336" lang="en" sex="m">Brutal Strike Mode</entry> + <entry id="46337" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Fist of Hextor level 1 +Specifics: This feat allows switching the Brutal Strike bonus from an attack bonus to damage a damage bonus and back again. +Use: Selected.</entry> + <entry id="46338" lang="en" sex="m">Brutal Strike: attack +%(ATTACK)</entry> + <entry id="46339" lang="en" sex="m">Brutal Strike: damage +%(DAMAGE)</entry> + <entry id="46340" lang="en" sex="m">Epic Fist of Hextor</entry> + <entry id="46341" lang="en" sex="m">The epic fist of Hextor is a true tyrant. His strength of arms is renowned even as people shrink from him in terror wherever he goes. Kingdoms bow before him and his army, while Hextor looks down in growing glee at what his servants do. + +Hit Die: d10 +Skill Points at Each Additional Level: 2+ Int Modifier +Bonus Feats: The epic Fist of Hextor gains a bonus feat every four levels after 10th +Brutal Strike: The epic Fist of Hextor continues to choose a Brutal Strike, at levels 11, 14, 17, 20, 21, 24, 27, 30. +Strength Boost: The epic Fist of Hextor continues to gain uses of Strength Boost, at levels 12, 15, 18, 22, 25, 28. +Frightful Presence: The epic Fist of Hextor continues to gain uses of Frightful Presence, at levels 13, 16, 19, 23, 26, 29. + +Epic Fist of Hextor Bonus Feats List: +Armor Skin, Damage Reduction, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Prowess, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative.</entry> + <entry id="46342" lang="en" sex="m">3d4 Damage</entry> + <entry id="46343" lang="en" sex="m">4d4 Damage</entry> + <entry id="46344" lang="en" sex="m">5d4 Damage</entry> + <entry id="46345" lang="en" sex="m">6d4 Damage</entry> + <entry id="46346" lang="en" sex="m">3d4</entry> + <entry id="46347" lang="en" sex="m">4d4</entry> + <entry id="46348" lang="en" sex="m">5d4</entry> + <entry id="46349" lang="en" sex="m">6d4</entry> + <entry id="46350" lang="en" sex="m">Psion</entry> + <entry id="46351" lang="en" sex="m">Psions</entry> + <entry id="46352" lang="en" sex="m">psion</entry> + <entry id="46353" lang="en" sex="m">(BASE CLASS) +The striking fist or flashing sword pales beside a psion's focused stare. Psionic powers arise from a regimen of strict mental discipline developed over months and years of self-scrutiny and subconscious discovery. Those who overcome their personal demons, fears, and other pitfalls of intense self-reflection learn to call upon an internal reservoir of psionic power. Psions depend on a continual study of their own minds to discover an ever wider range of mental powers. They meditate on memories and the nature of memory itself, debate with their own fragment personalities, and delve into the dark recesses of their minds' convoluted corridors. "Know thyself" is not just a saying for a psion - it's the road to power. + +- Hit Die: d4 +- Proficiencies: Psions gain wizard weapon proficiency. +- Skill Points at Each Level: 2+ Int modifier. + +ABILITIES: + +Base Attack Bonus: +1/2 +Strong Saves: Will +Psionics: Intelligence is the key stat of a Psion. +Bonus Feats: A Psion gets a bonus feat at level 1, and every 5 levels thereafter (5, 10, 15, 20). +Discipline: Every Psion must decide at first level which discipline he will specialize in. Choosing a discipline provides a psion with access to the powers that are restricted to that discipline. + +Level Power Points Powers Known Power Level Known +1 2 3 1 +2 6 5 1 +3 11 7 2 +4 17 9 2 +5 25 11 3 +6 35 13 3 +7 46 15 4 +8 58 17 4 +9 72 19 5 +10 88 21 5 +11 106 22 6 +12 126 24 6 +13 147 25 7 +14 170 27 7 +15 195 28 8 +16 221 30 8 +17 250 31 9 +18 280 33 9 +19 311 34 9 +20 343 36 9</entry> + <entry id="46354" lang="en" sex="m">Psychic Warrior</entry> + <entry id="46355" lang="en" sex="m">Psychic warriors</entry> + <entry id="46356" lang="en" sex="m">psychic warrior</entry> + <entry id="46357" lang="en" sex="m">(BASE CLASS) +One who turns the mind's potential to the warrior's art is known as a psychic warrior. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. With mental and physical energy working on union, the psychic warrior strives towards martial perfection. + +- Hit Die: d8 +- Proficiencies: Psychic Warriors gain Martial and Simple Weapon Proficiency, and all Armour and Shield proficiencies. +- Skill Points at Each Level: 2+ Int modifier. + +ABILITIES: + +Base Attack Bonus: +3/4 +Strong Saves: Fortitude +Psionics: Wisdom is the key stat of a Psychic Warrior. +Bonus Feats: A Psychic Warrior gets a bonus feat at level 1, and every 3 levels thereafter (2, 5, 8, 11). + +Level Power Points Powers Known Power Level Known +1 0 1 1 +2 1 2 1 +3 3 3 1 +4 5 4 2 +5 7 5 2 +6 11 6 2 +7 15 7 3 +8 19 8 3 +9 23 9 3 +10 27 10 4 +11 35 11 4 +12 43 12 4 +13 51 13 5 +14 59 14 5 +15 67 15 5 +16 79 16 6 +17 91 17 6 +18 103 18 6 +19 115 19 6 +20 127 20 6</entry> + <entry id="46358" lang="en" sex="m">Soulknife</entry> + <entry id="46359" lang="en" sex="m">Soulknives</entry> + <entry id="46360" lang="en" sex="m">soulknife</entry> + <entry id="46361" lang="en" sex="m">(BASE CLASS) +A soulknife recognizes his own mind as the most beautiful - and the most deadly - thing in all creation. With this understanding and through extended practice, a soulknife learns to forge his mental strength into a shimmering blade of semisolid psychic energy. + Each soulknife's personal blade, referred to as a mind blade, differs in color and shape according to his personality, mental strength, and even mood. Although no two mind blades look alike, all share the same lethal qualities. Because soulknives turn the power of their minds to such weaponry, they are notorious for their violence. + +- Hit Die: d10 +- Proficiencies: Soulknives gain Proficiency with Simple weapons and their mindblades, and Light Armour and Shield proficiencies +- Skill points at Each Level: 4 + Int modifier + + +CLASS SKILLS + +Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Hide, Jump, Lore, Move Silently, Parry, Spot, Tumble + + +CLASS FEATURES + +Base Attack Bonus: +3/4 +Strong Saves: Reflex and Will + + +Level 1: Mind blade, Weapon Focus(mind blade), Wild Talent +Level 2: Throw mind blade +Level 3: Psychic strike +1d8 +Level 4: +1 mind blade +Level 5: Free draw, shape mind blade +Level 6: Mind blade enhancement +1, Speed of Thought +Level 7: Psychic strike +2d8 +Level 8: +2 mind blade +Level 9: Bladewind, Greater Weapon Focus(mind blade) +Level 10: Mind blade enhancement +2 +Level 11: Psychic strike +3d8 +Level 12: +3 mind blade +Level 13: Knife to the soul +Level 14: Mind blade enhancement +3 +Level 15: Psychic strike +4d8 +Level 16: +4 mind blade +Level 17: Multiple throw +Level 18: Mind blade enhancement +4 +Level 19: Psychic strike +5d8 +Level 20: +5 mind blade + + +Mind blade (Su): A soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways to a short sword. A mind blade is considered a magic weapon (+1) for the purpose of overcoming damage reduction. + A soulknife's mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus to attack rolls and damage rolls. + Implementation Note: For the purposes of interaction with Iaijutsu Master class, a mindblade in bastard sword form is considered equivalent to a katana. This is due to the fact that in PnP, katana = masterwork bastard sword. + +Throw mind blade (Ex): A soulknife of 2nd level or higher can throw his mindblade as a ranged weapon. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike with a thrown mind blade and can use the blade in conjunction with other special abilities. + +Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or a ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue's sneak attack the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.) + A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action. Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it. + At every four levels beyond 3rd, the extra damage from a soulknife's psychic strike increases by 1d8. + +Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however. + +Shape Mind Blade (Su): At 5th level, a soulknife gains the ability to change the form of his mindblade. As a full-round action, he can change his mind blade to replicate a longsword (damage 1d8) or a bastard sword (damage 1d10, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency feat). + Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade. For example, a 12th-level soulknife normally creates a single +3 mind blade, but he could use this ability to instead materialize two +2 mind blades. + +Mind Blade Enhancement (Su): At 6th level, a soulknife gains the ability to enhance his mind blade. He can add a weapon special ability that has an enhancement bonus value of +1. + At every four levels beyond 6th, the value of the enhancement a soulknife can add to his weapon improves by +1, A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife's level. For example, an 18th-level soulknife could add two +2 weapon special abilities, or one +1 weapon ability and one +3 weapon ability. + The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decided to reassign it's abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities. + A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife. + +Bladewind (Su): At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent. + As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife's regular mind blade. + When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). + The mind blade immediately reverts to it's previous form after the bladewind attack. + +Knife to the Soul (Su): Beginning at 13th level, when a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses, A soulknife can combine extra dice of damage and ability damage in any combination, so a 19th-level soulknife could choose to strike for 3 points of Charisma damage and an extra 2d8 points of damage. + +Multiple Throw (Ex): At 17th level and higher, a soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make. Thus, a 17th-level soulknife could throw two mind blades, with a base attack bonus of +12/+7. + + +Epic Soulknife: + +The epic soulknife is adept at channeling the entirety of his psychic might into the creation of an increasingly potent blade of mental energy. + Hit Die: d10 + Skill Points at Each Additional Level: 4 + Int modifier. + Mind Blade: At 25th level and every five levels thereafter, the soulknife gains an additional +1 enhancement bonus on attack rolls and damage rolls (+6 at 25th, +7 at 30th, and so on). + Mind Blade Enhancement: The epic soulknife's mind blade gains additional powers as the soulknife gains epic levels. At 22nd level and every four levels thereafter, the soulknife can improve the value of the weapon special abilities on his mind blade by 1 (+5 equivalent bonus at 22nd, +6 at 26th, and so on). As noted in the soulknife class description, reassigning qualities still takes 8 hours of concentration. + Psychic strike: The epic soulknife's psychic strike progression continues past 20th level, continuing to grant an additional die (d8) of damage every four levels higher than 19th (+6d8 at 23rd, +7d8 at 27th, and so on). + Bonus Feats: The epic soulknife gains a bonus feat every three levels higher than 20th (23rd, 26th, and so on). + Bonus Feat List: All psionic feats, Armor Skin, Bane of Enemies, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Dodge, Epic Energy Resistance, Epic Fortitude, Epic Leadership, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Skill Focus, Epic Toughness, Epic Weapon Focus, Epic Will, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Holy Martial Strike, Improved Whirlwind Attack, Legendary Commander, Overwhelming Critical, Perfect Health, Perfect Two-Weapon Fighting, Self-Concealment, Superior Initiative, Unholy Strike</entry> + <entry id="46362" lang="en" sex="m">Wilder</entry> + <entry id="46363" lang="en" sex="m">Wilders</entry> + <entry id="46364" lang="en" sex="m">wilder</entry> + <entry id="46365" lang="en" sex="m">(BASE CLASS) +The psion draws his psionic ability from strict mental discipline and intellectual development. Not so the wilder - for her, raw emotion is the source of psionic power. +Emotion-triggered psionic ability is not a science, but a passion. The zeal with which the wilder pursues the use of her psionic ability is so extreme that she can occasionally trigger a surge of power far beyond her normal capabilities. But with this ability comes a price: By exceeding her limits, the wilder may injure herself with psychic feedback. + +- Hit Die: d6 +- Skill Points Per Level: 4 + Int Modifier +- Base Attack Bonus: +3/4 +- Fortitude: weak +- Reflex: weak +- Will: strong + +Proficiencies: Wilders are proficient with all simple weapons, with light armor, and with shields. + + +CLASS SKILLS +Bluff, Concentration, Craft Armor, Craft Trap, Craft Weapon, Intimidate, Jump, Listen, Lore, Spellcraft, Spot, Tumble + +CLASS FEATURES + +Level: +1: Wild Surge +1, Psychic Enervation +2: Elude Touch +3: Wild Surge +2 +4: Surging Euphoria +1 +5: Volatile Mind (1 power point) +6: +7: Wild Surge +3 +8: +9: Volatile Mind (2 power points) +10: +11: Wild Surge +4 +12: Surging Euphoria +2 +13: Volatile Mind (3 power points) +14: +15: Wild Surge +5 +16: +17: Volatile Mind (4 power points) +18: +19: Wild Surge +6 +20: Surging Euphoria +3 + +Psionic powers progression: +Level Power Points Powers Known Maximum Power Level Known +1 2 1 1st +2 6 2 1st +3 11 2 1st +4 17 3 2nd +5 25 3 2nd +6 35 4 3rd +7 46 4 3rd +8 58 5 4th +9 72 5 4th +10 88 6 5th +11 106 6 5th +12 126 7 6th +13 147 7 6th +14 170 8 7th +15 195 8 7th +16 221 9 8th +17 250 9 8th +18 280 10 9th +19 311 10 9th +20 343 11 9th + + +Wild Surge (Su): A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below). +A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. +Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge. +This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on). +She cannot use the Overchannel psionic feat and invoke her wild surge at the same time. +At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six. +In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder's power point reserve. + +Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge. +A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level. + +Elude Touch (Ex): Starting at 2nd level, a wilder's intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks. + +Surging Euphoria (Ex): Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge. +If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability. +At 12th level, the morale bonus on a wilder's attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3. + +Volatile Mind (Ex): A wilder's temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent. +The extra cost is not a natural part of that power's cost. It does not augment the power; it is simply a wasted power point. The wilder's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power's cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points. +At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points. +NWN implementation detail: This ability only affects powers manifested by a hostile manifester. + + +EPIC +The epic wilder's powers become even more volatile and unpredictable. + +Hit Die: d6 +Skill Points at Each Additional Level: 4 + Int modifier +Powers: The epic wilder's manifester level is equal to her class level. The wilder's power points and powers known do not increase after 20th level (except through the use of epic feats). +Wild Surge: The epic wilder's wild surge continues to increase after 20th level. At 23rd level and every four levels higher than 23rd, the wild surge continues to gain an additional +1 boost to manifester level when used (+7 at 23rd, +8 at 27th, and so on). +Surging Euphoria: The wilder's surging euphoria progression continues past 20th level. At 28th level and every eight levels higher than 28th, the morale bonus on her attack rolls, damage rolls, and saving throws increases by 1 (+4 at 28th, +5 at 36th, and so on). +Volatile Mind: The epic wilder's volatile mind ability continues to increase. At 21st level and every four levels higher than 21st, the penalty assessed against telepathy powers manifested on the wilder is increased by 1 power point (5 points at 21st, 6 points at 25th, and so on). +Bonus Feats: The epic wilder gains a bonus feat at 21st level and every three levels thereafter (24th, 27th, and so on). + +Epic feat list +All psionic feats, Armor Skin, Bane of Enemies, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Dodge, Epic Energy Resistance, Epic Fortitude, Epic Leadership, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Will, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Holy Martial Strike, Improved Whirlwind Attack, Legendary Commander, Overwhelming Critical, Perfect Health, Perfect Two-Weapon Fighting, Self-Concealment, Superior Initiative, Unholy Strike</entry> + <entry id="46366" lang="en" sex="m">Augment Psionics - Quickselects</entry> + <entry id="46367" lang="en" sex="m">Type of Feat: Psionics +Prerequisite: Ability to manifest powers. +Specifics: This set of feats implements the augmentation feature of psionic powers. They act as toggles, so the selected augmentation level persist until you change the setting or exit the module. + When you manifest an augmentable power, the power is augmented according to your augmentation level active at the time. If this would increase the power's cost beyond what you can pay, the manifestation fails. +Use: Selected. + +Technical: The augmentation feats are instant feats and take no action to activate. +Your augmentation level is the sum of your selections from the Augment 0 - 40 and Augment 0-4 or Augment 5-9 radials. +Normally, a quickselect sets your augmentation to whatever value you have placed in it (zero if uninitialized). +To change the value stored in a quickselect, use the Augmentation Options conversation.</entry> + <entry id="46368" lang="en" sex="m">Augment Psionics: 0 - 4</entry> + <entry id="46369" lang="en" sex="m">Augment Psionics: 5 - 9</entry> + <entry id="46370" lang="en" sex="m">Augment Psionics: 00 - 40</entry> + <entry id="46371" lang="en" sex="m">Augmentation Options</entry> + <entry id="46372" lang="en" sex="m">Augment Off</entry> + <entry id="46373" lang="en" sex="m">Current augmentation</entry> + <entry id="46374" lang="en" sex="m">Type of Feat: Psionics +Prerequisite: None. +Specifics: Turns Augmentation off. +Use: Selected. </entry> + <entry id="46375" lang="en" sex="m">Baleful Teleport</entry> + <entry id="46376" lang="en" sex="m">Psychoportation (Teleportation) +Level: Nomad 5 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One corporeal creature +Duration: Instantaneous +Saving Throw: Fortitude half +Power Resistance: Yes +Power Points: 9 +Metapsionics: Empower, Maximize, Twin + +You psychoportively disperse minuscule portions of the subject, dealing 9d6 points of damage. Targets can be protected from the effects of baleful teleport by dimensional anchor. + +Augment: For every additional power point you spend, this power's damage increases by 1d6 points. For each extra 2d6 points of damage, this power's save DC increases by 1 and your manifester level increases by 1 for the purpose of overcoming power resistance.</entry> + <entry id="46377" lang="en" sex="m">Egoist (Psychometabolism)</entry> + <entry id="46378" lang="en" sex="m">Egoist Discipline Powers: +Level: +1 - Thicken Skin +2 - Animal Affinity + Chameleon + Empathic Transfer +3 - Ectoplasmic Form + Hustle +4 - Psychic Vampire +5 - Psionic Revivify + Psychofeedback +6 - Psionic Restoration +7 - +8 - +9 - + + +NOTE: A Psion can only have one Discipline. Attempting to take more than one discipline feat will result in your character being forced to retake the level.</entry> + <entry id="46379" lang="en" sex="m">Kineticist (Psychokinesis)</entry> + <entry id="46380" lang="en" sex="m">Kineticist Discipline Powers: +Level: +1 - Control Object +2 - Control Air + Energy Missile +3 - Energy Cone +4 - Energy Ball + Inertial Barrier +5 - Energy Current +6 - Dispelling Buffer + Null Psionics Field +7 - Reddopsi +8 - +9 - Tornado Blast + + +NOTE: A Psion can only have one Discipline. Attempting to take more than one discipline feat will result in your character being forced to retake the level.</entry> + <entry id="46381" lang="en" sex="m">Nomad (Psychoportation)</entry> + <entry id="46382" lang="en" sex="m">Nomad Discipline Powers: +Level: +1 - Burst +2 - Dimension Swap +3 - +4 - Dimensional Anchor + Dismissal +5 - Baleful Teleport + Teleport +6 - Psionic Banishment +7 - Ethereal Jaunt +8 - Time Hop, Mass +9 - Teleportation Circle + + +NOTE: A Psion can only have one Discipline. Attempting to take more than one discipline feat will result in your character being forced to retake the level.</entry> + <entry id="46383" lang="en" sex="m">Seer (Clairsentience)</entry> + <entry id="46384" lang="en" sex="m">Seer Discipline Powers: +Level: +1 - Destiny Dissonance + Precognition +2 - Clairvoyant Sense +3 - Escape Detection + Fate Link +4 - Remote Viewing +5 - Clairtangent Hand + Second Chance +6 - Precognition, Greater +7 - +8 - Hypercognition +9 - + + +NOTE: A Psion can only have one Discipline. Attempting to take more than one discipline feat will result in your character being forced to retake the level.</entry> + <entry id="46385" lang="en" sex="m">Shaper (Metacreativity)</entry> + <entry id="46386" lang="en" sex="m">Shaper Discipline Powers: +Level: +1 - Astral Construct +2 - Psionic Repair Damage +3 - Concealing Amorpha, Greater + Ectoplasmic Cocoon +4 - +5 - Hail of Crystals +6 - Crystallize +7 - Ectoplasmic Cocoon, Mass +8 - Astral Seed +9 - Genesis + + +NOTE: A Psion can only have one Discipline. Attempting to take more than one discipline feat will result in your character being forced to retake the level.</entry> + <entry id="46387" lang="en" sex="m">Telepath (Telepathy)</entry> + <entry id="46388" lang="en" sex="m">Telepath Discipline Powers: +Level: +1 - Psionic Charm +2 - Aversion + Brain Lock +3 - Crisis of Breath +4 - Empathic Transfer, Hostile +5 - Psionic Dominate +6 - +7 - Crisis of Life +8 - +9 - Psychic Chirurgery + + +NOTE: A Psion can only have one Discipline. Attempting to take more than one discipline feat will result in your character being forced to retake the level.</entry> + <entry id="46389" lang="en" sex="m">Wild Surge 1</entry> + <entry id="46390" lang="en" sex="m">Wild Surge 2</entry> + <entry id="46391" lang="en" sex="m">Wild Surge 3</entry> + <entry id="46392" lang="en" sex="m">Wild Surge 4</entry> + <entry id="46393" lang="en" sex="m">Wild Surge 5</entry> + <entry id="46394" lang="en" sex="m">Wild Surge 6</entry> + <entry id="46395" lang="en" sex="m">Type of Feat: Class +Prerequisite: Wilder 1st +Specifics: A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below). +A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. +Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge. +This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on). +She cannot use the Overchannel psionic feat and invoke her wild surge at the same time. +At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six. +In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder's power point reserve. +Use: Selected, setting remains until changed</entry> + <entry id="46396" lang="en" sex="m">Wild Surge Off</entry> + <entry id="46397" lang="en" sex="m">Type of Feat: Class +Prerequisite: Wilder 1st +Specifics: Turns Wild Surge off. +Use: Selected</entry> + <entry id="46398" lang="en" sex="m">Mind Thrust</entry> + <entry id="46399" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: Instantaneous +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 1 +Metapsionics: Empower, Maximize, Twin + +You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it. + +Augment: For every additional power point you spend, this power's damage increases by 1d10 points. For each extra 2d10 points of damage, this power's save DC increases by 1.</entry> + <entry id="46400" lang="en" sex="m">Surging Euphoria</entry> + <entry id="46401" lang="en" sex="m">Type of Feat: Class +Prerequisite: Wilder 4th +Specifics: Starting at 4th level, when a wilder manifests a power using the Wild Surge ability, she gains a +1 bonus on Attack, Damage, and Saving throws for a number of rounds equal to the intensity of her wild surge. If a wilder is overcome by Psychic Enervation, she does not gain this bonus. The bonus increases by +1 at 12th level and every 8 levels thereafter (20th, 28th, and so on). +Use: Automatic when using Wild Surge</entry> + <entry id="46402" lang="en" sex="m">Psychic Enervation</entry> + <entry id="46403" lang="en" sex="m">Type of Feat: Class +Prerequisite: Wilder 1st +Specifics: Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge. +A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level. +Use: Automatic when using Wild Surge</entry> + <entry id="46404" lang="en" sex="m">You have become psychically enervated and lost power points</entry> + <entry id="46405" lang="en" sex="m">Volatile Mind</entry> + <entry id="46406" lang="en" sex="m">Type of Feat: Class +Prerequisite: Wilder 5th +Specifics: A wilder's temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent. +The extra cost is not a natural part of that power's cost. It does not augment the power; it is simply a wasted power point. The wilder's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power's cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points. +At 9th level and every 4 levels thereafter, the penalty assessed against telepathy powers manifested on a wilder is increased by 1 power point (2 power points at 9th, 3 power points at 13th, and so on). +As a standard action, a wilder can choose to lower this effect for 1 round. * +Use: Automatic + +Technical: +* Since due to the real-time nature of NWN, this would be pain for the users, the Volatile Mind class feature only affects powers used by hostile manifesters.</entry> + <entry id="46407" lang="en" sex="m">Wild Surge 7</entry> + <entry id="46408" lang="en" sex="m">Wild Surge 8</entry> + <entry id="46409" lang="en" sex="m">Bestow Power</entry> + <entry id="46410" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: 20 ft. +Target: One psionic creature +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 3 +Metapsionics: Twin + +You link your mind with another psionic creature's mind, creating a brief conduit through which mental energy can be shared. When you manifest this power, the subject gains up to 2 power points. You can transfer only as many power points to a subject as it has manifester levels. + +Because of the intimate nature of this power, it cannot be fabricated into a psionic item - only power points generated by a psionic creature in the moment can be shared using bestow power. + +Augment: For every 3 additional power points you spend, the subject gains 2 additional power points.</entry> + <entry id="46411" lang="en" sex="m">Breath of the Black Dragon</entry> + <entry id="46412" lang="en" sex="m">Psychometabolism [Acid] +Level: Psion/wilder 6, psychic warrior 6 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Area: Cone-shaped burst centered on you +Duration: Instantaneous +Saving Throw: Reflex half +Power Resistance: Yes +Power Points: 11 +Metapsionics: Empower, Maximize, Twin, Widen + +Your mouth spews forth vitriolic acid that deals 11d6 points of acid damage to any targets in the area. + +Augment: For every additional power point you spend, this power's damage increases by 1d6 points.</entry> + <entry id="46413" lang="en" sex="m">Call to Mind</entry> + <entry id="46414" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 2 rounds +Power Points: 1 +Metapsionics: Extend + +When you manifest this power, you gain +5 bonus to the Lore skill. + +Augment: For every additional power point you spend, the skill bonus gained increases by +1.</entry> + <entry id="46415" lang="en" sex="m">Crystal Shard</entry> + <entry id="46416" lang="en" sex="m">Metacreativity (Creation) +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Effect: Ray +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 1 +Metapsionics: Empower, Maximize, Split Psionic Ray, Twin + +Upon manifesting this power, you propel a razor-sharp crystal shard at your target. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of piercing damage. + +Augment: For every additional power point you spend, this power's damage increases by 1d6 points.</entry> + <entry id="46417" lang="en" sex="m">Crisis of Life</entry> + <entry id="46418" lang="en" sex="m">Telepathy [Mind-Affecting, Death] +Level: Telepath 7 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: One creature +Duration: Instantaneous +Saving Throw: Fortitude partial; see text +Power Resistance: Yes +Power Points: 13 +Metapsionics: Empower, Maximize, Twin + +You interrupt the subject's autonomic heart rhythm, killing it instantly on a failed saving throw if it has 11 Hit Dice or less. If the target makes its saving throw or has more than 11 Hit Dice, it takes 7d6 points of damage. + +Augment: For every additional power point you spend, this power can kill a subject that has Hit Dice equal to 11 + the number of additional points spent.</entry> + <entry id="46419" lang="en" sex="m">Body Adjustment</entry> + <entry id="46420" lang="en" sex="m">Psychometabolism (Healing) +Level: Psion/wilder 3, psychic warrior 2 +Manifesting Time: 1 round +Range: Personal +Target: You +Duration: Instantaneous +Power Points: Psion/wilder 5, psychic warrior 3 +Metapsionics: Empower, Maximize, Twin + +You take control of your body's healing process, curing yourself of 1d12 points of damage. + +Augment: For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.</entry> + <entry id="46421" lang="en" sex="m">Elude Touch</entry> + <entry id="46422" lang="en" sex="m">Type of Feat: Class +Prerequisite: Wilder 2nd +Specifics: Starting at 2nd level, a wilder's intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks. +Use: Automatic</entry> + <entry id="46423" lang="en" sex="m">Brain Lock</entry> + <entry id="46424" lang="en" sex="m">Telepathy (Compulsion) [Mind-Affecting] +Level: Telepath 2 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: One humanoid +Duration: 1 round/level +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 3 +Metapsionics: Extend, Twin + +The subject's higher mind is locked away. He stands dazed, unable to take any mental decisions at all. + +Augment: You can augment this power in one or both of the following ways. +1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid. +2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.</entry> + <entry id="46425" lang="en" sex="m">Charm, Psionic</entry> + <entry id="46426" lang="en" sex="m">Telepathy (Charm) [Mind-Affecting] +Level: Telepath 1 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One humanoid +Duration: 1 hour/level +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 1 +Metapsionics: Extend, Twin + +In the eyes of the target humanoid, the personal reputation of the manifester is improved by 50%. + +Augment: You can augment this power in one or more of the following ways. +1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid. +2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above. +3. If you spend 4 additional power points, this power's duration increases to one day per level. +In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.</entry> + <entry id="46427" lang="en" sex="m">Concealing Amorpha</entry> + <entry id="46428" lang="en" sex="m">Metacreativity (Creation) +Level: Psion/wilder 2, psychic warrior 2 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 3 +Metapsionics: Extend + +Using concealing amorpha, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. This distortion grants you concealment (opponents have a 20% miss chance), thanks to the rippling membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance.</entry> + <entry id="46429" lang="en" sex="m">Concealing Amorpha, Greater</entry> + <entry id="46430" lang="en" sex="m">Metacreativity (Creation) +Level: Shaper 3, psychic warrior 3 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level +Power Points: 5 +Metapsionics: Extend + +Using concealing amorpha, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. This distortion grants you total concealment (opponents have a 50% miss chance), thanks to the rippling membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance.</entry> + <entry id="46431" lang="en" sex="m">Darkvision, Psionic</entry> + <entry id="46432" lang="en" sex="m">Clairsentience +Level: Psion/wilder 3, psychic warrior 2 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 hour/level +Power Points: Psion/wilder 5, psychic warrior 3 +Metapsionics: Extend + +You psionically enhance your eyes to gain the effects of darkvision.</entry> + <entry id="46433" lang="en" sex="m">Daze, Psionic</entry> + <entry id="46434" lang="en" sex="m">Telepathy (Compulsion) [Mind-Affecting] +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One humanoid creature that has 4 HD or less +Duration: 1 round +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 1 +Metapsionics: Extend, Twin + +You daze a single creature with 4 HD or less. + +Augment: For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the additional points.</entry> + <entry id="46435" lang="en" sex="m">Deceleration</entry> + <entry id="46436" lang="en" sex="m">Psychoportation +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./level) +Target: One Medium or smaller creature +Duration: 1 min./level +Saving Throw: Reflex negates +Power Resistance: Yes +Power Points: 1 +Metapsionics: Extend, Twin + +You warp space around an individual, hindering the subject's ability to move. The subject's speed (in any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not further decrease its speed. + +Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.</entry> + <entry id="46437" lang="en" sex="m">Disintegrate, Psionic</entry> + <entry id="46438" lang="en" sex="m">Psychoportation +Level: Psion/wilder 6 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Effect: Ray +Duration: Instantaneous +Saving Throw: Fortitude partial (object) +Power Resistance: Yes +Power Points: 11 +Metapsionics: Empower, Maximize, Split Psionic Ray, Twin + +A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 22d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected. + +A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. + +Only the first creature or object struck can be affected; that is, the ray affects only one target per manifestation. + +Augment: For every additional power point you spend, the damage this power deals to a subject that fails its saving throw increases by 2d6 points. Augmenting this power does not change the amount of damage the target takes if it succeeds on its saving throw.</entry> + <entry id="46439" lang="en" sex="m">Dissipating Touch</entry> + <entry id="46440" lang="en" sex="m">Psychoportation (Teleportation) +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: Instantaneous +Saving Throw: None +Power Resistance: Yes +Power Points: 1 +Metapsionics: Empower, Maximize, Twin + +Your mere touch can disperse the surface material of a foe, sending a tiny portion of it far away. This effect is disruptive; thus, your successful melee touch attack deals 1d6 points of damage. + +Augment: For every additional power point you spend, this power's damage increases by 1d6 points.</entry> + <entry id="46441" lang="en" sex="m">Force Screen</entry> + <entry id="46442" lang="en" sex="m">Psychokinesis [Force] +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 1 +Metapsionics: Extend + +You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class. Since it hovers in front of you, the effect has no armor check penalty associated with it. + +Augment: For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.</entry> + <entry id="46443" lang="en" sex="m">Inertial Armour</entry> + <entry id="46444" lang="en" sex="m">Psychokinesis +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 hour/level +Power Points: 1 +Metapsionics: Extend + +Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. + +The armor bonus provided by inertial armor does not stack with bonuses provided by armor enhancements. + +Augment: For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.</entry> + <entry id="46445" lang="en" sex="m">Inertial Barrier</entry> + <entry id="46446" lang="en" sex="m">Psychokinesis +Level: Kineticist 4, psychic warrior 4 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: 7 +Metapsionics: Extend + +You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes. You gain damage reduction 5/-.</entry> + <entry id="46447" lang="en" sex="m">Psionic Blast</entry> + <entry id="46448" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 3 +Manifesting Time: 1 standard action +Range: 30 ft. +Area: 30-ft. cone-shaped burst +Duration: Instantaneous +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 5 +Metapsionics: Twin, Widen + +The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Psionic blast stuns all affected creatures for 1 round. + +Augment: For every 2 additional power points you spend, the duration of the stun effect increases by 1 round.</entry> + <entry id="46449" lang="en" sex="m">Recall Agony</entry> + <entry id="46450" lang="en" sex="m">Clairsentience [Mind-Affecting] +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: One creature +Duration: Instantaneous +Saving Throw: Will half +Power Resistance: Yes +Power Points: 3 +Metapsionics: Empower, Maximize, Twin + +The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive). That foe takes 2d6 points of damage as the past (or future) impinges briefly on the present. + +Augment: For every additional power point you spend, this power's damage increases by 1d6 points. For each extra 2d6 points of damage, this power's save DC increases by 1.</entry> + <entry id="46451" lang="en" sex="m">Recall Death</entry> + <entry id="46452" lang="en" sex="m">Clairsentience [Death, Mind-Affecting] +Level: Psion/wilder 8 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: One creature +Duration: Instantaneous +Saving Throw: Will partial; see text +Power Resistance: Yes +Power Points: 15 +Metapsionics: Empower, Maximize, Twin + +As recall agony, except the wounds revealed by folding the fourth dimension are potentially fatal. If the target fails its Will save, it dies. If the save succeeds, the target instead takes 5d6 points of damage.</entry> + <entry id="46453" lang="en" sex="m">Thicken Skin</entry> + <entry id="46454" lang="en" sex="m">Psychometabolism +Level: Egoist 1, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: 1 +Metapsionics: Extend + +Your skin or natural armor thickens and spreads across your body, providing a +1 natural enhancement bonus to your Armor Class. + +Augment: For every 3 additional power points you spend, the natural enhancement bonus increases by 1.</entry> + <entry id="46455" lang="en" sex="m">Vigor</entry> + <entry id="46456" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 1 +Metapsionics: Extend + +You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones. + +Augment: For every additional power point you spend, the number of temporary hit points you gain increases by 5.</entry> + <entry id="46457" lang="en" sex="m">Crystallize</entry> + <entry id="46458" lang="en" sex="m">Metacreativity +Level: Shaper 6 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: One living creature +Duration: Permanent +Saving Throw: Fortitude negates +Power Resistance: Yes +Power Points: 11 +Metapsionics: Twin + +You seed the subject's flesh with supersaturated crystal. In an eyeblink, the subject's form seems to freeze over, as its flesh and fluids are instantly crystallized. Following the application of this power, the subject appears lifeless. In fact, it is not dead (though no life can be detected with powers or spells that detect such). + +Implementation note: The effect is equivalent to standard petrification.</entry> + <entry id="46459" lang="en" sex="m">Dissolving Touch</entry> + <entry id="46460" lang="en" sex="m">Psychometabolism [Acid] +Level: Psychic warrior 2 +Manifesting Time: 1 standard action +Range: Touch +Target: Creature or object touched +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 3 +Metapsionics: Chain, Empower, Maximize, Twin + +Your touch, claw, or bite is corrosive, and sizzling moisture visibly oozes from your natural weapon or hand. You deal 4d6 points of acid damage to any creature or object you touch with your successful melee touch attack. + +Augment: For every 2 additional power points you spend, this power's damage increases by 1d6 points.</entry> + <entry id="46461" lang="en" sex="m">Augment Psionics: Maximum</entry> + <entry id="46462" lang="en" sex="m">Type of Feat: Psionics +Prerequisite: Ability to manifest powers. +Specifics: When this feat is active, the augmentation evaluation code will attempt to automatically spend PP on augmentation beyond the amount specified by your augmentation profile, up to the manifester level cap. +The automatic allocation works such that it first attempts to spend all of the PP on the power's first augmentation option. If any PP is left unallocated after the first augmentation option, the same operation is performed on the second augmentation option, etc. + +Note that this automatic allocation does not account for any effects that might increase the power's cost, such as Catapsi. This may result in the power's total cost exceeding the manifester level cap and thus causing the power to fail. +Also note that if the power's cost was brought above the manifester level cap by (base cost + metapsionics + normal augmentation profile), this will not reduce it back below the cap. + +Use: Selecting toggles on/off. Also toggled off by use of Augment Off.</entry> + <entry id="46463" lang="en" sex="m">Steadfast Perception</entry> + <entry id="46464" lang="en" sex="m">Clairsentience +Level: Psychic warrior 4 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: 7 +Metapsionics: Extend + +Your vision cannot be distracted or misled, granting you immunity to all figments and glamers (such as invisibility). Moreover, your Spot and Search checks receive a +6 enhancement bonus for the duration of this power.</entry> + <entry id="46465" lang="en" sex="m">Stomp</entry> + <entry id="46466" lang="en" sex="m">Psychokinesis +Level: Psychic warrior 1 +Manifesting Time: 1 standard action +Range: 20 ft. +Area: Cone-shaped spread +Duration: Instantaneous +Saving Throw: Reflex negates +Power Resistance: No +Power Points: 1 +Metapsionics: Empower, Maximize, Twin, Widen + +Your foot stomp precipitates a psychokinetic shock wave that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within the power's area. Creatures that fail their saves are thrown to the ground, become prone, and take 1d2 points of bludgeoning damage. + +Augment: For every additional power point you spend, this power's bludgeoning damage increases by 1d2 points.</entry> + <entry id="46467" lang="en" sex="m">Bolt</entry> + <entry id="46468" lang="en" sex="m">Metacreativity (Creation) +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: 0 ft. +Effect: A stack of 99 normal bolts, arrows, or sling bullets +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 1 +Metapsionics: Twin + +You create a stack of arrows, bolts, or sling bullets. Ammunition has a +1 enhancement bonus. The type of ammunition created depends on what weapon is equipped. Bows produce arrows, slings bullets, and all others create bolts. + +Augment: For every 3 additional power points spent, the enhancement increases by +1.</entry> + <entry id="46469" lang="en" sex="m">Demoralize</entry> + <entry id="46470" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: 30 ft. +Area: 30-ft.-radius spread centered on you +Duration: 1 min./level +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 1 +Metapsionics: Extend, Twin, Widen + +You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies are unaffected. + +Augment: For every 2 additional power points you spend, this power's range and the radius of its area both increase by 5 feet, and the power's save DC increases by 1.</entry> + <entry id="46471" lang="en" sex="m">Disable</entry> + <entry id="46472" lang="en" sex="m">Telepathy (Compulsion) [Mind-Affecting] +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: 20 ft. +Area: Cone-shaped emanation centered on you +Duration: 1 min./level +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 1 +Metapsionics: Extend, Twin, Widen + +You broadcast a mental compulsion that convinces one or more creatures of 4 Hit Dice or less that they are disabled. Creatures with the fewest HD are affected first. Among creatures with equal Hit Dice, those who are closest to the power's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. +Creatures affected by this power believe that they have somehow been brought to the brink of unconsciousness and must act accordingly. + +Augment: For every 2 additional power points you spend, this power's range increases by 5 feet and its save DC increases by 1. +In addition, for every additional power point you spend to increase the range and the save DC, this power can affect targets that have Hit Dice equal to 4 + the number of additional points.</entry> + <entry id="46473" lang="en" sex="m">Distract</entry> + <entry id="46474" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: 1 min./level +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 1 +Metapsionics: Extend, Twin + +You cause your subject's mind to wander, distracting her. Subjects under the effect of distract make all Listen, Spot and Search checks at a -4 penalty.</entry> + <entry id="46475" lang="en" sex="m">Empty Mind</entry> + <entry id="46476" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round/level +Power Points: 1 +Metapsionics: Extend + +You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus on all Will saves for the duration of the power. + +Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn. + +Augment: For every 2 additional power points you spend, the bonus on your Will saves increases by 1.</entry> + <entry id="46477" lang="en" sex="m">Energy Ray</entry> + <entry id="46478" lang="en" sex="m">Psychokinesis [see text] +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Effect: Ray +Duration: Instantaneous +Saving Throw: None +Power Resistance: Yes +Power Points: 1 +Metapsionics: Chain, Empower, Maximize, Split Psionic Ray, Twin + +Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray. + +Cold: A ray of this energy type deals +1 point of damage per die. +Electricity: Manifesting a ray of this energy type provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. +Fire: A ray of this energy type deals +1 point of damage per die. +Sonic: A ray of this energy type deals -1 point of damage per die and ignores an object's hardness. + +This power's subtype is the same as the type of energy you manifest. + +Augment: For every additional power point you spend, this power's damage increases by one die (d6).</entry> + <entry id="46479" lang="en" sex="m">Energy Ray, Cold</entry> + <entry id="46480" lang="en" sex="m">Energy Ray, Electricity</entry> + <entry id="46481" lang="en" sex="m">Energy Ray, Fire</entry> + <entry id="46482" lang="en" sex="m">Energy Ray, Sonic</entry> + <entry id="46483" lang="en" sex="m">Entangling Ectoplasm</entry> + <entry id="46484" lang="en" sex="m">Metacreativity (Creation) +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One Medium or smaller creature +Duration: 5 rounds +Saving Throw: None +Power Resistance: No +Power Points: 1 +Metapsionics: Extend, Twin + +You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power's duration. + +Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.</entry> + <entry id="46485" lang="en" sex="m">Ectoplasmic Sheen</entry> + <entry id="46486" lang="en" sex="m">Metacreativity (Creation) +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target or Area: 10-ft. square +Duration: 1 round/level +Saving Throw: See text +Power Resistance: No +Power Points: 1 +Metapsionics: Extend + +You create a pool of ectoplasm across the floor that inhibits motion and can cause people to slow down. This functions as the spell grease.</entry> + <entry id="46487" lang="en" sex="m">Hammer</entry> + <entry id="46488" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 swift action +Range: Touch +Target: One creature or object +Duration: Instantaneous +Saving Throw: None +Power Resistance: Yes +Power Points: 1 +Metapsionics: Empower, Maximize, Twin + +This power charges your touch with the force of a sledgehammer. A successful melee touch attack deals 1d8 points of bludgeoning damage. This damage is not increased or decreased by your Strength modifier. + +Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. + +Augment: For every additional power point spent, this power's damage increases by 1d8.</entry> + <entry id="46489" lang="en" sex="m">My Light</entry> + <entry id="46490" lang="en" sex="m">Psychokinesis [Light] +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Effect: 20 m spread of light emanating from you +Duration: 10 min./level +Power Points: 1 +Metapsionics: Extend + +When you manifest this power, your body begins to glow with bright white light, allowing you and others to see clearly even in the night.</entry> + <entry id="46491" lang="en" sex="m">Precognition, Defensive</entry> + <entry id="46492" lang="en" sex="m">Clairsentience +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 1 +Metapsionics: Extend + +Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent's blows. +You gain a +1 insight bonus to AC and on all saving throws. + +Augment: For every 3 additional power points you spend, the insight bonus gained increases by 1.</entry> + <entry id="46493" lang="en" sex="m">Precognition, Offensive</entry> + <entry id="46494" lang="en" sex="m">Clairsentience +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 1 +Metapsionics: Extend + +Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 insight bonus on your attack rolls. + +Augment: For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1.</entry> + <entry id="46495" lang="en" sex="m">Prescience, Offensive</entry> + <entry id="46496" lang="en" sex="m">Clairsentience +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 1 +Metapsionics: Extend + +Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 insight bonus on your damage rolls. + +Augment: For every 3 additional power points you spend, the insight bonus gained on your damage rolls increases by 1.</entry> + <entry id="46497" lang="en" sex="m">Biofeedback</entry> + <entry id="46498" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 2, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: Psion/wilder 3, psychic warrior 1 +Metapsionics: Extend + +You can toughen your body against wounds, lessening their impact. During the duration of this power, you gain damage reduction 2/-. + +Augment: For every 3 additional power points you spend, your damage reduction increases by 1.</entry> + <entry id="46499" lang="en" sex="m">Concussion Blast</entry> + <entry id="46500" lang="en" sex="m">Psychokinesis [Force] +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: One creature +Duration: Instantaneous +Saving Throw: None +Power Resistance: Yes +Power Points: 3 +Metapsionics: Empower, Maximize, Twin + +A subject you select is pummeled with telekinetic force for 1d6 points of force damage. Concussion blast always affects a subject within range that you can see, even if the subject is in melee or has cover or concealment (you cannot use this power against creatures with total cover or total concealment). + +Augment: You can augment this power in one or both of the following ways. +1. For every 2 additional power points you spend, this power's damage increases by 1d6 points. +2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.</entry> + <entry id="46501" lang="en" sex="m">Ego Whip</entry> + <entry id="46502" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: Medium (100 ft. +10 ft./level) +Target: One creature +Duration: Instantaneous +Saving Throw: Will half; see text +Power Resistance: Yes +Power Points: 3 +Metapsionics: Empower, Maximize, Twin + +Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target takes 1d4 points of Charisma damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is also dazed for 1 round. + +Augment: For every 4 additional power points you spend, this power's Charisma damage increases by 1d4 points and its save DC increases by 2.</entry> + <entry id="46503" lang="en" sex="m">Elf Sight</entry> + <entry id="46504" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 2, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 hour/level +Power Points: Psion/wilder 3, psychic warrior 1 +Metapsionics: Extend + + You gain low-light vision (as an elf) for the duration of the power, as well as a +2 bonus on Search and Spot checks. + +In addition, you gain the ability to notice secret or concealed doors by merely passing within 5 feet of one, getting to make a Search check as if you were actively looking for it. + +If elfsight is used in conjunction with my light, the cone of light extends out to 40 feet instead of 20 feet. </entry> + <entry id="46505" lang="en" sex="m">Energy Adaptation, Specified</entry> + <entry id="46506" lang="en" sex="m">Psychometabolism [see text] +Level: Psion/wilder 2, psychic warrior 2 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: 3 +Metapsionics: Extend + +Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals damage of the chosen type. + +When you absorb damage, you radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted. + +The energy resistance provided by this power increases to 20 points at 9th manifester level and to a maximum of 30 points at 13th level. + +This power's subtype is the same as the type of damage it protects against.</entry> + <entry id="46507" lang="en" sex="m">Energy Adaptation, Acid</entry> + <entry id="46508" lang="en" sex="m">Energy Adaptation, Cold</entry> + <entry id="46509" lang="en" sex="m">Energy Adaptation, Electricity</entry> + <entry id="46510" lang="en" sex="m">Energy Adaptation, Fire</entry> + <entry id="46511" lang="en" sex="m">Energy Adaptation, Sonic</entry> + <entry id="46512" lang="en" sex="m">Energy Push</entry> + <entry id="46513" lang="en" sex="m">Psychokinesis [see text] +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Duration: Instantaneous +Saving Throw: Reflex half or Fortitude half; see text +Power Resistance: Yes +Power Points: 3 +Metapsionics: Chain, Empower, Maximize, Twin + +Upon manifesting this power, you choose cold, electricity, fire, or sonic. You project a solid blast of energy of the chosen type at a target, dealing it 2d6 points of damage. In addition, if a subject of up to one size category larger than you fails a Strength check (DC equal to the save DC of this power), the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). + +Cold: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points). The saving throw to reduce damage from a cold push is a Fortitude save instead of a Reflex save. +Electricity: Manifesting a blast of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. +Fire: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points). +Sonic: A blast of this energy type deals -1 point of damage per die (damage from impact remains at 2d6 points) and ignores an object's hardness. + +This power's subtype is the same as the type of energy you manifest. + +Augment: For every 2 additional power points you spend, this power's damage increases by one die (d6) and its save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object.</entry> + <entry id="46514" lang="en" sex="m">Energy Push, Cold</entry> + <entry id="46515" lang="en" sex="m">Energy Push, Electricity</entry> + <entry id="46516" lang="en" sex="m">Energy Push, Fire</entry> + <entry id="46517" lang="en" sex="m">Energy Push, Sonic</entry> + <entry id="46518" lang="en" sex="m">Energy Stun</entry> + <entry id="46519" lang="en" sex="m">Psychokinesis [see text] +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Area: 5-ft.-radius burst +Duration: Instantaneous +Saving Throw: Reflex half or Fortitude half; see text +Power Resistance: Yes +Power Points: 3 +Metapsionics: Empower, Maximize, Twin, Widen + +Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of the chosen energy type that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round. + +Cold: A stroke of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold stun is a Fortitude save instead of a Reflex save. +Electricity: Manifesting a stroke of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. +Fire: A stroke of this energy type deals +1 point of damage per die. +Sonic: A stroke of this energy type deals -1 point of damage per die and ignores an object's hardness. + +This power's subtype is the same as the type of energy you manifest. + +Augment: For every additional power point you spend, this power's damage increases by one die (d6) and its save DC increases by 1.</entry> + <entry id="46520" lang="en" sex="m">Energy Stun, Cold</entry> + <entry id="46521" lang="en" sex="m">Energy Stun, Electricity</entry> + <entry id="46522" lang="en" sex="m">Energy Stun, Fire</entry> + <entry id="46523" lang="en" sex="m">Energy Stun, Sonic</entry> + <entry id="46524" lang="en" sex="m">Id Insinuation</entry> + <entry id="46525" lang="en" sex="m">Telepathy (Compulsion) [Mind-Affecting] +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: Close (25 ft. +5 ft./2 levels) +Target: One creature +Duration: 1 round/level +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 3 +Metapsionics: Extend, Twin, Widen + +As the confusion spell, except as noted here. + +Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. For the duration of this power, the subject is confused, making it unable to independently determine it will do. + +Augment: For every 2 additional power points you spend, this power's save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.</entry> + <entry id="46526" lang="en" sex="m">Identify, Psionic</entry> + <entry id="46527" lang="en" sex="m">Clairsentience +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: Touch +Target: One touched object +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 3 +Metapsionics: None + +The power determines all magic properties of a single magic item.</entry> + <entry id="46528" lang="en" sex="m">Inflict Pain</entry> + <entry id="46529" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: 1 round/level +Saving Throw: Will partial; see text +Power Resistance: Yes +Power Points: 3 +Metapsionics: Extend, Twin, Widen + +You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only a -2 penalty. + +Augment: For every 2 additional power points you spend, this power's save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.</entry> + <entry id="46530" lang="en" sex="m">Knock, Psionic</entry> + <entry id="46531" lang="en" sex="m">Psychoportation +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Area: 50m -radius burst centered on you +Duration: Instantaneous; see text +Saving Throw: None +Power Resistance: No +Power Points: 3 +Metapsionics: Widen + +When you manifest this power, you unlock all objects in a large radius. </entry> + <entry id="46532" lang="en" sex="m">Mental Disruption</entry> + <entry id="46533" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: 10 ft. +Area: 10-ft.-radius spread centered on you +Duration: Instantaneous +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 3 +Metapsionics: Twin, Widen + +You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate in the affected area (you can choose certain creatures to be unaffected) must make a Will save or become dazed for 1 round. + +Augment: You can augment this power in one or both of the following ways. +1. For every 2 additional power points you spend, this power's save DC increases by 1. +2. For every 2 additional power points you spend, this power's range and the radius of its area both increase by 5 feet.</entry> + <entry id="46534" lang="en" sex="m">Swarm of Crystals</entry> + <entry id="46535" lang="en" sex="m">Metacreativity (Creation) +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: 30 ft. +Area: Cone-shaped spread +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 3 +Metapsionics: Empower, Maximize, Twin, Widen + +Thousands of tiny crystal shards spray forth in an arc from your hand. These razorlike crystals slice everything in their path. Anyone caught in the cone takes 3d4 points of slashing damage. + +Augment: For every additional power point you spend, this power's damage increases by 1d4 points.</entry> + <entry id="46536" lang="en" sex="m">Thought Shield</entry> + <entry id="46537" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 2, psychic warrior 2 +Manifesting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round +Power Points: 3 +Metapsionics: Extend + +You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers. + +Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. + +Augment: For every additional power point you spend, this power's duration increases by 1 round, and the power resistance it provides increases by 1 point.</entry> + <entry id="46538" lang="en" sex="m">Synesthete</entry> + <entry id="46539" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: 1 +Metapsionics: Extend + +You receive one kind of sensory input when a different sense is stimulated. In particular, you can feel light and sound on the skin of your face. Your senses continue to work normally as well, unless they are impaired for some reason. + +By feeling light by absorbing ambient light onto your skin, you have your normal visual abilities, even if your eyes are closed or you are blinded. You gain a +4 circumstance bonus on all Spot and Search checks. + +By feeling sound by absorbing sound onto your skin, the expanded audio input provides you with a +4 circumstance bonus on Listen checks. + +Psionic or magical displacement effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses. + +You can also use this power to see sound if you are deafened, or hear light if you are blinded, thus removing all penalties associated with either condition.</entry> + <entry id="46540" lang="en" sex="m">Body Equilibrium</entry> + <entry id="46541" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 2, psychic warrior 2 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: 3 +Metapsionics: Extend + +You adjust your bodies equilibrium to correspond with the surface you are walking on, making you able to move easily across unusual and unstable surfaces. This makes you immune to entangle.</entry> + <entry id="46542" lang="en" sex="m">Conceal Thoughts</entry> + <entry id="46543" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One willing creature +Duration: 1 hour/level +Saving Throw: None +Power Resistance: No +Power Points: 1 +Metapsionics: Extend + +You protect the subject's thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks.</entry> + <entry id="46544" lang="en" sex="m">Empathy</entry> + <entry id="46545" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level +Power Points: 1 +Metapsionics: Extend + +You detect the surface emotions of creatures around you, giving you a +2 bonus to Bluff, Intimidate, and Persuade when interacting with them.</entry> + <entry id="46546" lang="en" sex="m">Far Hand</entry> + <entry id="46547" lang="en" sex="m">Psychokinesis +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: An unattended object weighing up to 5 pounds +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 1 +Metapsionics: None + +You can mentally lift and move an object from a distance to yourself. + +Augment: For every additional power point you spend, the weight limit of the target increases by 2 pounds. + + +Implementation note - WARNING: The method used for moving the object involves creating a copy and destroying the original. This may break some modules.</entry> + <entry id="46548" lang="en" sex="m">Matter Agitation</entry> + <entry id="46549" lang="en" sex="m">Psychokinesis +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One object or creature +Duration: 1 round/level +Saving Throw: None +Power Resistance: Yes +Power Points: 1 +Metapsionics: Extend + +You can excite the structure of an object, heating it to the point of combustion over time. The agitation grows more intense in the second and third rounds after you manifest the power, as described below. + +1st Round: Readily flammable material (paper, dry grass, tinder, torches) ignites. Skin reddens. (1 point of fire damage) +2nd Round: Wood smolders and smokes, metal becomes hot to the touch, skin blisters, hair smolders, paint shrivels, water boils. (1d4 points of fire damage) +3rd and Subsequent Rounds: Wood ignites, metal scorches. Skin burns and hair ignites, lead melts. (1d6 points of fire damage)</entry> + <entry id="46550" lang="en" sex="m">Skate</entry> + <entry id="46551" lang="en" sex="m">Psychoportation +Level: Psion/wilder 1, psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal or touch; see text +Target: You or one willing creature +Duration: 1 min./level +Saving Throw: None +Power Resistance: No +Power Points: 1 +Metapsionics: Extend + +You or another willing creature can slide along solid ground as if on smooth ice. If you manifest skate on yourself or another creature, the subject of the power retains equilibrium by mental desire alone, allowing her to gracefully skate along the ground, turn, or stop suddenly as desired. The skater's speed increases by 50%.</entry> + <entry id="46552" lang="en" sex="m">Telepathic Projection</entry> + <entry id="46553" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: One creature +Duration: 1 min./level +Saving Throw: None +Power Resistance: No +Power Points: 1 +Metapsionics: Extend + +Using this power, you can grant a +4 bonus on your own (or others') Bluff, Intimidate, Perform, and Persuade checks.</entry> + <entry id="46554" lang="en" sex="m">Dissolving Weapon</entry> + <entry id="46555" lang="en" sex="m">Psychometabolism [Acid] +Level: Psychic warrior 2 +Manifesting Time: 1 standard action +Range: Personal +Target: One held weapon; see text +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 3 +Metapsionics: Empower, Maximize, Twin + +Your weapon is corrosive, and sizzling moisture visibly oozes from it. You deal 4d6 points of acid damage to any creature or object you touch with your successful melee attack. Your weapon is charged with acid until you make a successful attack. + +Augment: For every 2 additional power points you spend, this power's damage increases by 1d6 points.</entry> + <entry id="46556" lang="en" sex="m">Psionic Lock</entry> + <entry id="46557" lang="en" sex="m">Psychoportation +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: Touch +Target: Door or chest touched +Duration: Permanent +Saving Throw: None +Power Resistance: No +Power Points: 3 + +A psionic lock manifested upon a door, chest, or portal psionically locks it.</entry> + <entry id="46558" lang="en" sex="m">Danger Sense</entry> + <entry id="46559" lang="en" sex="m">Clairsentience +Level: Psion/wilder 3, psychic warrior 3 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 hour/level +Power Points: 5 +Metapsionics: Extend + +You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you a +4 insight bonus on Reflex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps. + +Augment: If you spend 3 additional power points, this power also gives you the uncanny dodge ability</entry> + <entry id="46560" lang="en" sex="m">Energy Bolt</entry> + <entry id="46561" lang="en" sex="m">Psychokinesis [see text] +Level: Psion/wilder 3 +Manifesting Time: 1 standard action +Range: 120 ft. +Area: 120-ft. line +Duration: Instantaneous +Saving Throw: Reflex half or Fortitude half; see text +Power Resistance: Yes +Power Points: 5 +Metapsionics: Empower, Maximize, Twin, Widen + +Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. The beam begins at your fingertips. + +Cold: A bolt of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold bolt is a Fortitude save instead of a Reflex save. +Electricity: Manifesting a bolt of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. +Fire: A bolt of this energy type deals +1 point of damage per die. +Sonic: A bolt of this energy type deals -1 point of damage per die and ignores an object's hardness. + +This power's subtype is the same as the type of energy you manifest. + +Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.</entry> + <entry id="46562" lang="en" sex="m">Energy Bolt, Cold</entry> + <entry id="46563" lang="en" sex="m">Energy Bolt, Electricity</entry> + <entry id="46564" lang="en" sex="m">Energy Bolt, Fire</entry> + <entry id="46565" lang="en" sex="m">Energy Bolt, Sonic</entry> + <entry id="46566" lang="en" sex="m">Energy Burst</entry> + <entry id="46567" lang="en" sex="m">Psychokinesis [see text] +Level: Psion/wilder 3 +Manifesting Time: 1 standard action +Range: 40 ft. +Area: 40-ft-radius burst centered on you +Duration: Instantaneous +Saving Throw: Reflex half or Fortitude half; see text +Power Resistance: Yes +Power Points: 5 +Metapsionics: Empower, Maximize, Twin, Widen + +Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of unstable ectoplasmic energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Since this power extends outward from you, you are not affected by the damage. + +Cold: A burst of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold burst is a Fortitude save instead of a Reflex save. +Electricity: Manifesting a burst of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. +Fire: A burst of this energy type deals +1 point of damage per die. +Sonic: A burst of this energy type deals -1 point of damage per die and ignores an object's hardness. + +This power's subtype is the same as the type of energy you manifest. + +Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.</entry> + <entry id="46568" lang="en" sex="m">Energy Burst, Cold</entry> + <entry id="46569" lang="en" sex="m">Energy Burst, Electricity</entry> + <entry id="46570" lang="en" sex="m">Energy Burst, Fire</entry> + <entry id="46571" lang="en" sex="m">Energy Burst, Sonic</entry> + <entry id="46572" lang="en" sex="m">Energy Retort</entry> + <entry id="46573" lang="en" sex="m">Psychokinesis [see text] +Level: Psion/wilder 3 +Manifesting Time: 1 standard action +Range: Personal and close (25 ft. + 5 ft./2 levels); see text +Targets: You and creature or object attacking you; see text +Duration: 1 min./level +Saving Throw: Reflex half or Fortitude half; see text +Power Resistance: Yes +Power Points: 5 +Metapsionics: Chain, Empower, Extend, Maximize + +Upon manifesting this power, you choose cold, electricity, fire, or sonic. You weave a field of potential energy of the chosen type around your body. The first successful attack made against you in each round during the power's duration prompts a response from the field without any effort on your part. The attack may be physical, the effect of a power, or the effect of a spell (including spell-like, supernatural, and extraordinary abilities). An 'ectoburst' discharges from the field, targeting the source of the attack and dealing 4d6 points of damage of the chosen energy type. To be affected, a target must be within close range. The ectoburst is a ranged touch attack. + +Cold: A field of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold retort is a Fortitude save instead of a Reflex save. +Electricity: Manifesting a field of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. +Fire: A field of this energy type deals +1 point of damage per die. +Sonic: A field of this energy type deals -1 point of damage per die and ignores an object's hardness. + +This power's subtype is the same as the type of energy you manifest. + +Augment: For every additional power point you spend, this power's duration increases by 1 minute.</entry> + <entry id="46574" lang="en" sex="m">Energy Retort, Cold</entry> + <entry id="46575" lang="en" sex="m">Energy Retort, Electricity</entry> + <entry id="46576" lang="en" sex="m">Energy Retort, Fire</entry> + <entry id="46577" lang="en" sex="m">Energy Retort, Sonic</entry> + <entry id="46578" lang="en" sex="m">Exhalation of the Black Dragon</entry> + <entry id="46579" lang="en" sex="m">Psychometabolism [Acid] +Level: Psychic warrior 3 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Effect: Ray +Duration: Instantaneous +Saving Throw: None +Power Resistance: Yes +Power Points: 5 +Metapsionics: Chain, Empower, Maximize, Split Psionic Ray, Twin + +You spit forth vitriolic acid, originating from your mouth, at your target. If you succeed on a ranged touch attack, the target takes 3d6 points of acid damage. + +Augment: For every 2 additional power points you spend, this power's damage increases by 1d6 points.</entry> + <entry id="46580" lang="en" sex="m">Eradicate Invisibility</entry> + <entry id="46581" lang="en" sex="m">Psychokinesis +Level: Psion/wilder 3 +Manifesting Time: 1 standard action +Range: 50 ft. +Targets: You and all invisible creatures and objects in a 50-ft.-radius burst centered on you +Duration: Instantaneous +Saving Throw: Reflex negates +Power Resistance: No +Power Points: 5 +Metapsionics: Twin, Widen + +You radiate a psychokinetic burst that disrupts and negates all types of invisibility. Any creature that fails its save to avoid the effect loses its invisibility. + +Augment: For every additional power point you spend, this power's range and the radius of the burst in which it functions both increase by 5 feet.</entry> + <entry id="46582" lang="en" sex="m">Share Pain</entry> + <entry id="46583" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: Touch +Targets: You and one willing creature +Duration: 1 hour/level +Power Points: 3 +Metapsionics: Extend + +This power creates a psychometabolic connection between you and a willing subject so that some of your wounds are transferred to the subject. You take half damage from all attacks that deal hit point damage to you, and the subject takes the remainder. The amount of damage not taken by you is taken by the subject. If your hit points are reduced by a lowered Constitution score, that reduction is not shared with the subject because it is not a form of hit point damage. When this power ends, subsequent damage is no longer divided between the subject and you, but damage already shared is not reassigned. + +If you and the subject move farther away from each other than close range, the power ends. + + +Implementation notes: +You may not have more than one Share Pain or Share Pain, Forced active at any one time. Any subsequent uses override the previous.</entry> + <entry id="46584" lang="en" sex="m">Share Pain, Forced</entry> + <entry id="46585" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 3 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: 1 round/level +Saving Throw: Fortitude negates +Power Resistance: Yes +Power Points: 5 +Metapsionics: Extend, Twin + +As share pain, except as noted here. + +You attempt to force the sharing of your wounds with an unwilling creature, and for less time. If you are immune to the type of damage dealt, the target takes no damage. + +Augment: For every 2 additional power points you spend, this power's save DC increases by 1. + + +Implementation notes: +You may not have more than one Share Pain or Share Pain, Forced active at any one time. Any subsequent uses override the previous.</entry> + <entry id="46586" lang="en" sex="m">Dimension Door, Psionic</entry> + <entry id="46587" lang="en" sex="m">Psychoportation (Teleportation) +Level: Psion/wilder 4, psychic warrior 4 +Manifesting Time: 1 standard action +Range: Long (400 ft. + 40 ft./level) +Target or Targets: You and touched objects or other touched willing creatures +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 7 +Metapsionics: None + +You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction**. You may also bring one additional willing Medium or smaller creature or its equivalent per three manifester levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with you. * + +Notes: +* Implemented as within 10ft of you due to the lovely quality of NWN location tracking code. +** The direction is the same as the direction of where you target the spell relative to you. A listener will be created so you can say the distance.</entry> + <entry id="46588" lang="en" sex="m">Empathic Feedback</entry> + <entry id="46589" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 4, psychic warrior 3 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: Psion/wilder 7, psychic warrior 5 +Metapsionics: Extend + +You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it takes damage equal to the amount it dealt to you or 5 points, whichever is less. This damage is empathic in nature, so powers and abilities the attacker may have such as damage reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage your attacker. + +Augment: For every additional power point you spend, this power's damage potential increases by 1 point.</entry> + <entry id="46590" lang="en" sex="m">Energy Adaptation</entry> + <entry id="46591" lang="en" sex="m">Psychometabolism [Acid, Cold, Electricity, Fire, Sonic] +Level: Psion/wilder 4, psychic warrior 4 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: 7 +Metapsionics: Extend + +Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals acid, cold, electricity, fire, or sonic damage. + +When you absorb damage, you radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted. + +The energy resistance provided by this power increases to 20 points at 9th manifester level and to a maximum of 30 points at 13th level.</entry> + <entry id="46592" lang="en" sex="m">Freedom of Movement, Psionic</entry> + <entry id="46593" lang="en" sex="m">Psychoportation +Level: Psion/wilder 4, psychic warrior 4 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: 7 +Metapsionics: Extend + +This power enables you to move and attack normally for the duration of the power, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.</entry> + <entry id="46594" lang="en" sex="m">Mindwipe</entry> + <entry id="46595" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 4 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: Instantaneous +Saving Throw: Fortitude negates +Power Resistance: Yes +Power Points: 7 +Metapsionics: Twin + +You partially wipe your victim's mind of past experiences, bestowing two negative levels upon it. If the subject has at least as many negative levels as Hit Dice, it dies. The effects of multiple negative levels stack. + +If the subject survives, it loses these two negative levels after 1 hour. (No Fortitude save is necessary to avoid gaining the negative level permanently.) + +Augment: You can manifest this power in one or both of the following ways. +1. For every 2 additional power points you spend, this power's save DC increases by 1. +2. For every 3 additional power points you spend, this power bestows an additional negative level on the subject.</entry> + <entry id="46596" lang="en" sex="m">Power Leech</entry> + <entry id="46597" lang="en" sex="m">Telepathy (Compulsion) [Mind-Affecting] +Level: Psion/wilder 4 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: Any psionic creature +Duration: Concentration, up to 1 round/level; see text +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 7 +Metapsionics: Empower, Extend, Maximize + +Your brow erupts with an arc of crackling dark energy that connects with your foe, draining it of 1d6 power points and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum). + +The drain continues in each round you maintain concentration while the subject of the drain remains in range. If the subject is drained to 0 power points, this power ends. + +Concentrating to maintain power leech is a full-round action (you can take no other actions aside from a 5-foot step).</entry> + <entry id="46598" lang="en" sex="m">Keen Edge, Psionic</entry> + <entry id="46599" lang="en" sex="m">Metacreativity +Level: Psion/wilder 3, psychic warrior 3 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Targets: One weapon +Duration: 10 min./level +Saving Throw: None +Power Resistance: No +Power Points: 5 +Metapsionics: Extend + +You mentally sharpen the edge of your weapon, granting it the keen property. This only works on piercing or slashing weapons.</entry> + <entry id="46600" lang="en" sex="m">Mental Barrier</entry> + <entry id="46601" lang="en" sex="m">Clairsentience +Level: Psion/wilder 3, psychic warrior 3 +Manifesting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round +Power Points: 5 +Metapsionics: Extend + +You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection bonus to Armor Class. + +Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. + +Augment: You can augment this power in one or both of the following ways. +1. If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1. +2. For every additional power point you spend, this power's duration increases by 1 round.</entry> + <entry id="46602" lang="en" sex="m">Mind Trap</entry> + <entry id="46603" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 3 +Manifesting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round +Saving Throw: None +Power Resistance: No +Power Points: 5 +Metapsionics: Extend + +You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d6 power points. This power's effect does not negate a power being used against you. + +Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. + +Augment: For every additional power point you spend, this power's duration increases by 1 round.</entry> + <entry id="46604" lang="en" sex="m">Touchsight</entry> + <entry id="46605" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 3 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 5 +Metapsionics: Extend + +You generate a subtle telekinetic field of mental contact, allowing you to 'feel' your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. You ignore invisibility, darkness, and concealment. You do not need to make Spot or Listen checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.</entry> + <entry id="46606" lang="en" sex="m">Ectoplasmic Shambler</entry> + <entry id="46607" lang="en" sex="m">Metacreativity (Creation) +Level: Psion/wilder 5 +Manifesting Time: 1 round +Range: Long (400 ft. + 40 ft./level) +Effect: One ectoplasmic manifestation of 10m radius +Duration: 1 min./level +Saving Throw: None +Power Resistance: No +Power Points: 9 +Metapsionics: Extend, Twin, Widen + +You fashion an ephemeral mass of pseudo-living ectoplasm called an ectoplasmic shambler. As the consistency of the ectoplasmic shambler is that of thick mist, those within the shambler are blinded. In addition, manifesting powers (or casting spells) within the shambler is difficult due to the constant turbulence felt by those caught in the shambler's form. + +Creatures enveloped by the shambler, regardless of Armor Class, take 1 point of damage for every two manifester levels you have in each round they become or remain within the roiling turbulence of the shambler. Anyone trying to manifest a power must make a Concentration check (DC 15 + power's or spell's level) to successfully manifest a power or cast a spell inside the shambler.</entry> + <entry id="46608" lang="en" sex="m">Power Resistance</entry> + <entry id="46609" lang="en" sex="m">Clairsentience +Level: Psion/wilder 5 +Manifesting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: 1 min./level +Saving Throw: None +Power Resistance: No +Power Points: 9 +Metapsionics: Extend + +The creature gains power resistance equal to 12 + your manifester level.</entry> + <entry id="46610" lang="en" sex="m">Psychic Crush</entry> + <entry id="46611" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 5 +Manifesting Time: 1 standard action +Range: Close (25 ft. +5 ft./2 levels) +Target: One creature +Duration: Instantaneous +Saving Throw: Will partial; see text +Power Resistance: Yes +Power Points: 9 +Metapsionics: Empower, Maximize, Twin + +Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target must make a Will save with a +4 bonus* or collapse unconscious and dying at -1 hit points. If the target succeeds on the save, it takes 3d6 points of damage. + +Augment: For every 2 additional power points you spend, this power's damage increases by 1d6 points. + + +* Due to the way saves are handled in NWN, this has been implemented as a lowered DC instead.</entry> + <entry id="46612" lang="en" sex="m">Tower of Iron Will</entry> + <entry id="46613" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 5 +Manifesting Time: 1 swift action +Range: 10 ft. +Area: 10-ft.-radius emanation centered on you +Duration: 1 round +Saving Throw: None +Power Resistance: No +Power Points: 9 +Metapsionics: Extend, Widen + +You generate a bastion of thought so strong that it offers protection to you and everyone around you, improving the self-control of all. You and all creatures in the power's area gain power resistance 19 against all mind-affecting powers. + +Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. + +Augment: For every additional power point you spend, this power's duration increases by 1 round and the power resistance it provides increases by 1 point.</entry> + <entry id="46614" lang="en" sex="m">True Seeing, Psionic</entry> + <entry id="46615" lang="en" sex="m">Clairsentience +Level: Psion/wilder 5 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 9 +Metapsionics: Extend + +As the true seeing spell, except as noted here.</entry> + <entry id="46616" lang="en" sex="m">Fuse Flesh</entry> + <entry id="46617" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 6 +Manifesting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: 1 round/level +Saving Throw: Fortitude negates and Fortitude partial; see text +Power Resistance: Yes +Power Points: 11 +Metapsionics: Extend, Twin + +You cause the touched subject's flesh to ripple, grow together, and fuse into a nearly seamless whole. The subject is forced into a fetal position (if humanoid), with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. + +If the target fails its Fortitude save to avoid the power's effect, the subject must immediately attempt a second Fortitude save. If this second save is failed, the creature's eyes and ears fuse over, effectively blinding and deafening it. + +Augment: For every 2 additional power points you spend, this power's save DC increases by 1.</entry> + <entry id="46618" lang="en" sex="m">Decerebrate</entry> + <entry id="46619" lang="en" sex="m">Psychoportation [Teleportation] +Level: Psion/wilder 7 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./level) +Target: One living creature +Duration: Instantaneous +Saving Throw: Fortitude negates +Power Resistance: Yes +Power Points: 13 +Metapsionics: Twin + +With decerebrate, you selectively remove a portion of the creatures brain stem. The creature loses all cerebral functions, vision, hearing, and the ability to move. If greater restoration is cast on the target within 1 hour, the target lives. Otherwise, the target will die from the brain damage.</entry> + <entry id="46620" lang="en" sex="m">Energy Wave</entry> + <entry id="46621" lang="en" sex="m">Psychokinesis [see text] +Level: Psion/wilder 7 +Manifesting Time: 1 standard action +Range: 120 ft. +Area: Cone-shaped spread +Duration: Instantaneous +Saving Throw: Reflex half or Fortitude half; see text +Power Resistance: Yes +Power Points: 13 +Metapsionics: Empower, Maximize, Twin, Widen + +Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a flood of energy of the chosen type out of unstable ectoplasm that deals 13d6 points of damage to each creature and object in the area. This power originates at your hand and extends outward in a cone. + +Cold: A wave of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wave is a Fortitude save instead of a Reflex save. +Electricity: Manifesting a wave of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. +Fire: A wave of this energy type deals +1 point of damage per die. +Sonic: A wave of this energy type deals -1 point of damage per die and ignores an object's hardness. + +This power's subtype is the same as the type of energy you manifest. + +Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.</entry> + <entry id="46622" lang="en" sex="m">Energy Wave, Cold</entry> + <entry id="46623" lang="en" sex="m">Energy Wave, Electricity</entry> + <entry id="46624" lang="en" sex="m">Energy Wave, Fire</entry> + <entry id="46625" lang="en" sex="m">Energy Wave, Sonic</entry> + <entry id="46626" lang="en" sex="m">Insanity</entry> + <entry id="46627" lang="en" sex="m">Telepathy (Compulsion) [Mind-Affecting] +Level: Psion/wilder 7 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Target: One creature +Duration: Instantaneous +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 13 +Metapsionics: Twin, Widen + +Creatures affected by this power are permanently confused and constantly behave randomly, as the spell. + +Augment: For every 2 additional power points you spend, this power's save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.</entry> + <entry id="46628" lang="en" sex="m">Mind Blank, Personal</entry> + <entry id="46629" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 7, psychic warrior 6 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: One day +Power Points: Psion/wilder 13, psychic warrior 11 +Metapsionics: Extend + +You are protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers with the mind-affecting or scrying descriptors. Psionic mind blank even foils bend reality, limited wish, miracle, reality revision, and wish when they are used in such a way as to affect your mind or to gain information about it (however, metafaculty can pierce the protective quality of psionic mind blank). Remote viewing (scrying) attempts that are targeted specifically at you do not work at all.</entry> + <entry id="46630" lang="en" sex="m">Oak Body</entry> + <entry id="46631" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 7, psychic warrior 5 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: Psion/wilder 13, psychic warrior 9 +Metapsionics: Extend + +This power transforms your body into living oak, which grants you several advantages. + +You gain damage reduction 10/ slashing and a +5 bonus to natural armor that overlaps (does not stack with) any natural armor bonus you may already have. You are immune to ability damage, blindness, deafness, disease, drowning, poison and stunning. + +You take only half damage from cold effects of all kinds. However, you gain vulnerability to fire. + +You gain a +4 enhancement bonus to Strength, but you take a -2 penalty to Dexterity (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an armor check penalty of -4 and an arcane spell failure chance of 25%. + +Augment: For every additional power point you spend, this power's duration increases by 1 minute.</entry> + <entry id="46632" lang="en" sex="m">Ultrablast</entry> + <entry id="46633" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 7 +Manifesting Time: 1 standard action +Range: 15 ft. +Area: 15-ft.-radius spread centered on you +Duration: Instantaneous +Saving Throw: Will half +Power Resistance: Yes +Power Points: 13 +Metapsionics: Empower, Maximize, Twin, Widen + +You 'grumble' psychically (which both psionic and nonpsionic creatures can detect), then release a horrid shriek from your subconscious that disrupts the brains of all enemies in the power's area, dealing 13d6 points of damage to each enemy. + +Augment: For every additional power point you spend, this power's damage increases by 1d6 points.</entry> + <entry id="46634" lang="en" sex="m">Iron Body, Psionic</entry> + <entry id="46635" lang="en" sex="m">Metacreativity (Creation) +Level: Psion/wilder 8 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 15 +Metapsionics: Extend + +This power transforms your body into living iron, which grants you several powerful resistances and abilities. + +You gain damage reduction 15/+5. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, and stunning. You take only half damage from acid and fire of all kinds. + +You gain a +6 enhancement bonus to your Strength score, but you take a '6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50%, just as if you were clad in full plate armor.</entry> + <entry id="46636" lang="en" sex="m">Mind Blank, Psionic</entry> + <entry id="46637" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 8 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: One day +Saving Throw: None +Power Resistance: No +Power Points: 15 +Metapsionics: Extend + +The subject is protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers with the mind-affecting or scrying descriptors. Psionic mind blank even foils bend reality, limited wish, miracle, reality revision, and wish when they are used in such a way as to affect the subject's mind or to gain information about it (however, metafaculty can pierce the protective quality of psionic mind blank). Remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all.</entry> + <entry id="46638" lang="en" sex="m">True Metabolism</entry> + <entry id="46639" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 8 +Manifesting Time: 1 round +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 15 +Metapsionics: Extend + +You are difficult to kill while this power persists. You automatically heal damage at the rate of 10 hit points per round. + +This power is not effective against damage from starvation, thirst, or suffocation. Also, attack forms that don't deal hit point damage (for example, most poisons) ignore true metabolism. You must have a Constitution score to gain any of this power's benefits.</entry> + <entry id="46640" lang="en" sex="m">Assimilate</entry> + <entry id="46641" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 9 +Manifesting Time: 1 standard action +Range: Touch +Target: One living creature touched +Duration: Instantaneous and 1 hour; see text +Saving Throw: Fortitude half +Power Resistance: Yes +Power Points: 17 +Metapsionics: Empower, Maximize, Twin + +Your pointing finger turns black as obsidian. A creature touched by you is partially assimilated into your form and takes 20d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is killed, entirely assimilated into your form, leaving behind only a trace of fine dust. An assimilated creature's equipment is unaffected. + +A creature that is partially assimilated into your form (that is, a creature that has at least 1 hit point following your use of this power) grants you a number of temporary hit points equal to half the damage you dealt for 1 hour. + +A creature that is completely assimilated grants you a number of temporary hit points equal to the damage you dealt and a +4 bonus to each of your ability scores for 1 hour. If the assimilated creature knows psionic powers, you gain knowledge of one of its powers for 1 hour.</entry> + <entry id="46642" lang="en" sex="m">Etherealness, Psionic</entry> + <entry id="46643" lang="en" sex="m">Psychoportation +Level: Psion/wilder 9 +Manifesting Time: 1 standard action +Range: Touch +Targets: You and one other touched willing creature/three levels +Duration: 1 min./level +Saving Throw: None +Power Resistance: Yes (harmless) +Power Points: 17 +Metapsionics: Extend + +You and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three manifester levels to the Ethereal Plane. Once ethereal, the subjects need not stay together. + +When the power expires, all affected creatures on the Ethereal Plane return to material existence. Taking any hostile actions will force immediate return to material existence for the creature taking the hostile action.</entry> + <entry id="46644" lang="en" sex="m">Microcosm</entry> + <entry id="46645" lang="en" sex="m">Telepathy (Compulsion) [Mind-Affecting] +Level: Psion/wilder 9 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target or Area: One creature; or one or more creatures within a 15-ft.-radius sphere +Duration: Instantaneous +Saving Throw: None +Power Resistance: Yes +Power Points: 17 +Metapsionics: Twin, Widen + +This power enables you to warp the consciousness and senses of one or more creatures, sending the victim into a catatonic state. When microcosm is manifested, you can target either a single creature within range or a group of creatures all located within the power's area. + +Single Target: If microcosm targets a single creature, that creature's senses are pinched off from the real world if it currently has 100 or fewer hit points. The subject's senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual death. + +Area Effect: If microcosm is manifested on an area, it sends all affected creatures into a shared catatonia (the world is a construct, but within the world, the victims can interact with each other). It affects only creatures that currently have 30 or fewer hit points, and only up to a total of 300 hit points of such creatures. The power affects creatures with the lowest hit point totals first. (Creatures with negative hit points count as having 0 hit points.) + +Manifesting microcosm a second time on an affected creature turns its sensory pathways outward once more. + +Augment: For every additional power point you spend, the number of individual and group hit points the power can affect increases by 10.</entry> + <entry id="46646" lang="en" sex="m">Timeless Body</entry> + <entry id="46647" lang="en" sex="m">Psychoportation +Level: Psion/wilder 9 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round +Power Points: 17 +Metapsionics: Extend + +Your body ignores all harmful (and helpful) effects. While timeless body is in effect, you are invulnerable to all attacks and powers.</entry> + <entry id="46648" lang="en" sex="m">Body Purification</entry> + <entry id="46649" lang="en" sex="m">Psychometabolism (Healing) +Level: Psion/wilder 3, psychic warrior 2 +Manifesting Time: 1 round +Range: Personal +Target: You +Duration: Instantaneous +Power Points: Psion/wilder 5, psychic warrior 3 +Metapsionics: None + +When you manifest this power, you cleanse your body of all ability damage.</entry> + <entry id="46650" lang="en" sex="m">Catapsi</entry> + <entry id="46651" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 5, psychic warrior 5 +Manifesting Time: 1 standard action +Range: 30 ft. +Area: 30-ft.-radius emanation centered on you +Duration: 1 round/level +Saving Throw: Will negates; see text +Power Resistance: Yes +Power Points: 9 +Metapsionics: Extend + +By manifesting this power, you generate psychic static, interfering with the ability of other psionic characters to manifest their powers or use psi-like abilities (you are not affected by your own catapsi manifestation). All psionic activity within the area requires 4 more power points to manifest than normal, unless a character makes a Will save each time he attempts to manifest a power. If two or more fields of catapsi overlap, the effects are not cumulative. + +The limit on the number of power points a subject can spend on a power remains in effect; thus, a subject may not be able to manifest its highest-level powers. If manifesting a power would cause the manifester to exceed his available power points or his spending limits, the manifestation fails automatically, but no power points are expended.</entry> + <entry id="46652" lang="en" sex="m">Create Sound</entry> + <entry id="46653" lang="en" sex="m">Metacreativity (Creation) [Sonic] +Level: Psion/wilder 1 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Effect: Sounds; see text +Duration: 1 round/level +Saving Throw: None +Power Resistance: No +Power Points: 1 +Metapsionics: Extend + +You create a volume of changing sounds that disguises the target's movements, granting the target a bonus of +4 to your move silently checks.</entry> + <entry id="46654" lang="en" sex="m">Control Air</entry> + <entry id="46655" lang="en" sex="m">Psychokinesis +Level: Kineticist 2 +Manifesting Time: 1 standard action +Range: Long (400 ft. + 40 ft./level) +Area: 50-ft.-radius spread +Duration: Instantaneous +Saving Throw: Fortitude negates +Power Resistance: Yes +Power Points: 3 +Metapsionics: Twin, Widen + +You summon a gust of wind, knocking down everyone in the area unless they succeed at their save.</entry> + <entry id="46656" lang="en" sex="m">Control Sound</entry> + <entry id="46657" lang="en" sex="m">Psychokinesis [Sonic] +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: One creature or object +Duration: 1 round/level +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 3 +Metapsionics: Extend, Twin + +You shape and alter existing sounds, creating a zone of silence around the target. If the target is hostile, it receives a will save and power resistance, otherwise the effect automatically takes place.</entry> + <entry id="46658" lang="en" sex="m">Dispel Psionics</entry> + <entry id="46659" lang="en" sex="m">Psychokinesis +Level: Psion/wilder 3 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Target or Area: One creature; or 20-ft.-radius burst +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 5 +Metapsionics: Twin, Widen + +This power attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the manifester makes a dispel check of 1d20 +1 per manifester level (to a maximum of +10) against a DC of 11 + the power effect's manifester level. + +Augment: For every additional power point spent, the manifester level limit on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure).</entry> + <entry id="46660" lang="en" sex="m">Energy Wall</entry> + <entry id="46661" lang="en" sex="m">Metacreativity (Creation) [see text] +Level: Psion/wilder 3 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Area: An opaque sheet of energy 10m long and 2m wide +Duration: 1d4 rounds + 1 round/level +Saving Throw: Reflex half or Fortitude half; see text +Power Resistance: No +Power Points: 5 +Metapsionics: Extend, Empower, Maximize, Twin, Widen + +Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an immobile sheet of energy of the chosen type formed out of unstable ectoplasm. The wall sends forth waves of energy, dealing 2d6 points of damage to creatures entering the wall. In addition, anyone that remains within the energy wall takes 2d6 points of damage +1 point per manifester level (maximum +20). + +If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. + +Cold: A sheet of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wall is a Fortitude save instead of a Reflex save. +Electricity: Manifesting a sheet of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. +Fire: A sheet of this energy type deals +1 point of damage per die. +Sonic: A sheet of this energy type deals -1 point of damage per die and ignores an object's hardness. + +This power's subtype is the same as the type of energy you manifest.</entry> + <entry id="46662" lang="en" sex="m">Energy Wall, Cold</entry> + <entry id="46663" lang="en" sex="m">Energy Wall, Electricity</entry> + <entry id="46664" lang="en" sex="m">Energy Wall, Fire</entry> + <entry id="46665" lang="en" sex="m">Energy Wall, Sonic</entry> + <entry id="46666" lang="en" sex="m">Evade Burst</entry> + <entry id="46667" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 7, psychic warrior 3 +Manifesting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round/Level +Power Points: Psion/wilder 13, psychic warrior 5 +Metapsionics: Extend + +For the duration of the power, you gain the ability to throw off faux ectoplasmic shells that allow you to slide out of range of a damaging effects that allow a Reflex save. This is equivalent to possessing the Evasion ability. + +Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn. + +Augment: If you spend 4 additional power points, the effect is instead equivalent to Improved Evasion, meaning you take only half damage on a failed Reflex save.</entry> + <entry id="46668" lang="en" sex="m">Hustle</entry> + <entry id="46669" lang="en" sex="m">Psychometabolism +Level: Egoist 3, psychic warrior 2 +Manifesting Time: 1 swift action +Range: Personal +Target: You +Power Points: Egoist 5, psychic warrior 3 +Metapsionics: Extend + +You gain the effect of Haste for one round. + +You can manifest this power with an instant thought. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.</entry> + <entry id="46670" lang="en" sex="m">Moment of Prescience, Psionic</entry> + <entry id="46671" lang="en" sex="m">Clairsentience +Level: Psion/wilder 7 +Manifesting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round +Power Points: 13 +Metapsionics: Extend + +You add a bonus equal to your manifester level (max +25) to attack, armour class, saves, or skills for the duration of the power. + +Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.</entry> + <entry id="46672" lang="en" sex="m">Moment of Prescience, Attack Bonus</entry> + <entry id="46673" lang="en" sex="m">Moment of Prescience, Armour Bonus</entry> + <entry id="46674" lang="en" sex="m">Moment of Prescience, Save Bonus</entry> + <entry id="46675" lang="en" sex="m">Moment of Prescience, Skill Bonus</entry> + <entry id="46676" lang="en" sex="m">Psychic Reformation</entry> + <entry id="46677" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 4 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 7, XP; see text +Metapsionics: None + +When this power is manifested, the subject can choose to make again all the decisions related to the latest level it has gained. + +The subject can undo decisions of these sorts that were made at lower levels, if both the subject and the manifester agree to pay the necessary XP before this power is manifested (see below). + +XP Cost: This power costs 50 XP to manifest to reformat choices made when the character reached her current level. For each additional previous level into which the revision reaches, the power costs an additional 50 XP. The manifester and subject split all XP costs evenly. + +Augmentation: For every additional power point you spend, the revision reaches one level further. The XP cost is accordingly increased, as specified above. + + +Implementation Note: This power may optionally be nerfed via a switch, changing it's behaviour to only allow reselection of psionic powers gained in the reformed levels.</entry> + <entry id="46678" lang="en" sex="m">Retrieve</entry> + <entry id="46679" lang="en" sex="m">Psychoportation (Teleportation) +Level: Psion/wilder 6 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: One object you can hold or carry in one hand, weighing up to 10 lb./level +Duration: Instantaneous +Saving Throw: Will negates; see text +Power Resistance: No +Power Points: 11 +Metapsionics: None + +You automatically teleport an item you can see within range directly to your hand. If the object is in the possession of an opponent, it comes to your hand if your opponent fails a Will save. * + +Augment: For every additional power point you spend, the weight limit of the target increases by 10 pounds. + + +Implementation notes: +WARNING: The method used for moving the object involves creating a copy and destroying the original. This may break some modules. +* The power will only take a weapon from the main hand if targeted at a creature, and only if that creature is set to be disarmable.</entry> + <entry id="46680" lang="en" sex="m">Shadow Body</entry> + <entry id="46681" lang="en" sex="m">Psychometabolism +Level: Psion/wilder 8 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 15 +Metapsionics: Extend + +Your body and all your equipment are subsumed by your shadow. As a living shadow, you drift in and out of the shadow plane, giving you total concealment (50% miss chance). + +While in your shadow body, you gain damage reduction 10/+1 and darkvision. You are immune to extra damage from critical hits, ability damage, disease, drowning, and poison. You take only half damage from acid, electricity, and fire of all kinds. + +While affected by this power, you can be detected by powers that read thoughts, life, or presences (including true seeing). + +If you take any hostile actions, you will return fully to the Prime Material plane for a round.</entry> + <entry id="46682" lang="en" sex="m">Shatter Mind Blank</entry> + <entry id="46683" lang="en" sex="m">Telepathy +Level: Psion/wilder 5 +Manifesting Time: 1 standard action +Range: 30 ft. +Area: 30-ft.-radius burst centered on you +Duration: Instantaneous +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 9 +Metapsionics: Twin, Widen + +This power can negate a mind blank affecting the target. If the target fails its save and does not overcome your attempt with its power resistance, you can shatter the mind blank by making a successful check (1d20 + your manifester level, maximum +20) against a DC equal to 11 + the manifester level of the creator of the mind blank effect. If you succeed, the psionic mind blank or personal mind blank ends, allowing you to affect the target thereafter with mind-affecting powers.</entry> + <entry id="46684" lang="en" sex="m">Temporal Acceleration</entry> + <entry id="46685" lang="en" sex="m">Psychoportation +Level: Psion/wilder 6 +Manifesting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round (in apparent time); see text +Power Points: 11 +Metapsionics: Extend + +You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, cast spells, move, or perform other types of actions. + +When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are shaken for 1 round upon your return to the standard time frame. + +Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. + +Augment: For every 4 additional power points you spend, this power's duration (in apparent time) increases by 1 round.</entry> + <entry id="46686" lang="en" sex="m">Time Hop</entry> + <entry id="46687" lang="en" sex="m">Psychoportation +Level: Psion/wilder 3 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Targets: One Medium or smaller creature +Duration: 1 round/level; see text +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 5 +Metapsionics: Extend, Twin, Widen + +The subject of the power hops forward in time 1 round for every manifester level you have. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject's point of view, no time has passed at all. + +In each round of the power's duration, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends. + +Augment: You can augment this power in one or both of the following ways. +1. For every 2 additional power points you spend, you can affect a creature of one size category larger. +2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.</entry> + <entry id="46688" lang="en" sex="m">Telekinetic Maneuver</entry> + <entry id="46689" lang="en" sex="m">Psychokinesis [Force] +Level: Psion/wilder 4 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: One creature +Duration: 1 round / 2 levels +Saving Throw: None +Power Resistance: Yes +Power Points: 7 +Metapsionics: Extend, Twin + +You mentally push a foe, attempting to knock it prone and disarm it. The DC of the discipline check for the target to resist being knocked down or disarmed is equal to your manifester level + you ability modified in your manifesting stat. The Discipline checks to avoid being knocked down and disarmed are rolled separately. + +Augment: For every 2 additional power points spent, the DC of the Discipline check is increased by 1.</entry> + <entry id="46690" lang="en" sex="m">Ubiquitous Vision</entry> + <entry id="46691" lang="en" sex="m">Clairsentience +Level: Psion/wilder 3, psychic warrior 3 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: 5 +Metapsionics: Extend + +You have metaphoric 'eyes in the back of your head,' and on the sides and top as well, granting you benefits in specific situations. In effect, you have a 360-degree sphere of sight, allowing you a perfect view of creatures that might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and rogues are denied their sneak attack ability because you do not lose your Dexterity bonus (but they may still sneak attack you if you are caught flat-footed). Your Spot and Search checks gain a +4 enhancement bonus.</entry> + <entry id="46692" lang="en" sex="m">Psychic Theurge</entry> + <entry id="46693" lang="en" sex="m">Psychic Theurges</entry> + <entry id="46694" lang="en" sex="m">psychic theurge</entry> + <entry id="46695" lang="en" sex="m">(PRESTIGE CLASS) +Psychic Theurges access both the divine mysteries of spellcasting and the psionic powers of the mind. Psychic Theurges tend to be driven, ambitious sorts, willing to sacrifice more subtle abilities in exchange for pure power. Many continuously hunt for further knowledge that will enhance their mastery of both divine spells and psionic powers. + +- Hit Die: d4 +- Proficiencies: A Psychic Theurge gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Spellcasting: Able to cast 2nd level Divine spells. +Manifesting: Able to cast 2nd level Powers. +Skills: Concentration 6 ranks, Lore 6 ranks. + +BONUS CASTING AND MANIFESTING + +Upon gaining a level in Psychic Theurge, the character gains new spells, powers, and power points as if he had also gained a level in his highest caster class and manifester class.</entry> + <entry id="46696" lang="en" sex="m">Cerebremancer</entry> + <entry id="46697" lang="en" sex="m">Cerebremancers</entry> + <entry id="46698" lang="en" sex="m">cerebremancer</entry> + <entry id="46699" lang="en" sex="m">(PRESTIGE CLASS) +Cerebremancers access both the arcane mysteries of spellcasting and the psionic powers of the mind. Cerebremancers tend to be driven, ambitious sorts, willing to sacrifice more subtle abilities in exchange for pure power. Many continuously hunt for further knowledge that will enhance their mastery of both arcane spells and psionic powers. + +- Hit Die: d4 +- Proficiencies: A Cerebremancer gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Spellcasting: Able to cast 2nd level Arcane spells. +Manifesting: Able to cast 2nd level Powers. +Skills: Concentration 6 ranks, Lore 6 ranks. + +BONUS CASTING AND MANIFESTING + +Upon gaining a level in Cerebremancer, the character gains new spells, powers, and power points as if he had also gained a level in his highest caster class and manifester class.</entry> + <entry id="46700" lang="en" sex="m">Astral Seed</entry> + <entry id="46701" lang="en" sex="m">Metacreativity +Level: Shaper 8 +Manifesting Time: 10 minutes +Range: 0 ft. +Effect: One storage crystal +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 15 +Metapsionics: None + +This power weaves strands of ectoplasm into a crystal containing the seed of your living mind. You may have only one seed in existence at any one time. Until such time as you perish, the astral seed is totally inert. Upon dying, you are transported to the location of your astral seed, where you will spend a day regrowing a body. Respawning in this manner will cost a level. If your astral seed is destroyed, the power will fail. </entry> + <entry id="46702" lang="en" sex="m">Banishment, Psionic</entry> + <entry id="46703" lang="en" sex="m">Psychoportation +Level: Nomad 6 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart +Duration: Instantaneous +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 11 +Metapsionics: Twin + +This spell forces extraplanar creatures back to their home plane if they fail a save. Affected creatures include summons, outsiders, and elementals. You can banish up to 2 HD per caster level. + +Augment: For every 2 additional power points you spend, this power's save DC increases by 1 and your manifester level increases by 1 for the purpose of overcoming power resistance.</entry> + <entry id="46704" lang="en" sex="m">Burst</entry> + <entry id="46705" lang="en" sex="m">Psychoportation +Level: Nomad 1, psychic warrior 1 +Manifesting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round +Power Points: 1 +Metapsionics: Extend + +This power increases your speed by 50%. + +Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.</entry> + <entry id="46706" lang="en" sex="m">Dimensional Anchor, Psionic</entry> + <entry id="46707" lang="en" sex="m">Psychoportation +Level: Nomad 4 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Effect: Ray +Duration: 1 min./level +Saving Throw: None +Power Resistance: Yes +Power Points: 7 +Metapsionics: Extend, Split Psionic Ray, Twin + +A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. + +A dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.</entry> + <entry id="46708" lang="en" sex="m">Dismissal, Psionic</entry> + <entry id="46709" lang="en" sex="m">Psychoportation +Level: Nomad 4 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One extraplanar creature +Duration: Instantaneous +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 7 +Metapsionics: Twin + +This spell forces an extraplanar creature back to its home plane if it fails a save. Extraplanar creatures are outsiders and elementals. This spell does not work on summons that are not of these races.</entry> + <entry id="46710" lang="en" sex="m">Ectoplasmic Cocoon</entry> + <entry id="46711" lang="en" sex="m">Metacreativity +Level: Shaper 3 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: One Medium or smaller creature +Duration: 1 round/level +Saving Throw: Reflex negates +Power Resistance: No +Power Points: 5 +Metapsionics: Extend, Twin + +You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. The subject can still breathe but is otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject's nostrils are clear (air passes through the cocoon normally). + +Augment: You can augment this power in one or both of the following ways. +1. For every 2 additional power points you spend, this power's save DC increases by 1. +2. For every 2 additional power points you spend, this power can affect a target one size category larger.</entry> + <entry id="46712" lang="en" sex="m">Ectoplasmic Cocoon, Mass</entry> + <entry id="46713" lang="en" sex="m">Metacreativity +Level: Shaper 7 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Area: 20-ft.-radius burst +Duration: 1 hour/level +Saving Throw: Reflex negates +Power Resistance: No +Power Points: 13 +Metapsionics: Extend, Twin, Widen + +You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subjects in the area like mummies. The subjects can still breathe but are otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject's nostrils are clear (air passes through the cocoon normally). + +Augment: For every 2 additional power points you spend, the radius of this power's area increases by 5 feet.</entry> + <entry id="46714" lang="en" sex="m">Ethereal Jaunt, Psionic</entry> + <entry id="46715" lang="en" sex="m">Psychoportation +Level: Nomad 7 +Display: Visual +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level +Power Points: 13 +Metapsionics: Extend + +You become ethereal, along with your equipment. For the duration of the power, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the power expires, you return to material existence. + +Taking any hostile actions will force the power to expire immediately.</entry> + <entry id="46716" lang="en" sex="m">Genesis</entry> + <entry id="46717" lang="en" sex="m">Metacreativity (Creation) +Level: Shaper 9 +Manifesting Time: 1 standard action +Range: Close +Target: A location for the portal +Effect: A demiplane and a portal to it +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 17 +Metapsionics: None + +You create a finite plane with limited access: a Demiplane. Demiplanes created by this power are very small, very minor planes, but they are private. Upon manifesting this power, a portal will appear in front of you that the manifester and all party members may use to enter the plane. Once anyone exits the plane, the plane is shut until the next manifesting of this power. Exiting the plane will return you to where you cast the portal.</entry> + <entry id="46718" lang="en" sex="m">Hail of Crystals</entry> + <entry id="46719" lang="en" sex="m">Metacreativity (Creation) +Level: Shaper 5 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Area: 20-ft.-radius burst +Duration: Instantaneous +Saving Throw: Reflex half +Power Resistance: No +Power Points: 9 +Metapsionics: Empower, Maximize, Twin, Widen + +A tiny ectoplasmic crystal emanates from your outstretched hand and rapidly expands to a 2-foot-diameter ball of crystal as it speeds toward the location you designate. You can choose to aim this crystal at a single target or at a specific point in space. + +If you aim the crystal at a single target, you must make a ranged touch attack to strike the target. Any creature or object struck by the ball of crystal takes 5d4 points of bludgeoning damage. + +Whether the crystal hits its target, misses, or was aimed at a point in space, it explodes upon arrival at the location you designated. Anyone within 20 feet of the explosion takes 9d4 points of slashing damage from the thousands of crystal shards that spray forth. + +Augment: For every additional power point you spend, this power's damage from the explosion of the crystal increases by 1d4 points.</entry> + <entry id="46720" lang="en" sex="m">Psionic Repair Damage</entry> + <entry id="46721" lang="en" sex="m">Metacreativity +Level: Shaper 2 +Manifesting Time: 1 standard action +Range: Touch +Target: Construct touched +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 3 +Metapsionics: Empower, Maximize, Twin + +When laying your hands upon a construct that has at least 1 hit point remaining, you reknit its structure to repair damage it has taken. The power repairs 3d8 points of damage +1 point per manifester level. Constructs that are immune to psionics or magic cannot be repaired in this fashion. + +Augment: For every 2 additional power points you spend, this power repairs an additional 1d8 points of damage.</entry> + <entry id="46722" lang="en" sex="m">Time Hop, Mass</entry> + <entry id="46723" lang="en" sex="m">Psychoportation +Level: Nomad 8 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Targets: All willing creatures in range +Duration: 1 hour; see text +Power Points: 15 +Metapsionics: None + +As time hop, except you affect all willing subjects in range, including yourself. + +Augment: For each additional power point spent, the duration of this power increases by 1 hour.</entry> + <entry id="46724" lang="en" sex="m">Thrallherd</entry> + <entry id="46725" lang="en" sex="m">Thrallherds</entry> + <entry id="46726" lang="en" sex="m">thrallherd</entry> + <entry id="46727" lang="en" sex="m">(PRESTIGE CLASS) +Thrallherds manipulate the minds of others as if they were clay in the hands of a sculptor. some creatures are more susceptible than others to the thrallherd's unconscious, but continual, call to service. And so they come, eager to be led, happy to follow, and completely under the thrallherd's control. In this way, thrallherds keep a minor menagerie of enthralled servants that are anxious to do their will. + +- Hit Die: d4 +- Proficiencies: A Thrallherd gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Feats: Narrow Mind (This feat requires 13 Wisdom) +Skills: Persuade 4 ranks, Lore 8 ranks. +Manifesting: Must be able to manifest 3rd level powers. +Special: Must be a Telepath Discipline Psion and able to manifest a Telepath Discipline Power. + +ABILITIES: + +Level +1: Thrallherd - Gain a thrall whose level is based upon Thrallherd's leadership score. +2: +3: Psionic Charm - Add Psionic Charm to the list of powers the Thrallherd can manifest. Once per day, he can manifest this power at a reduced cost. +4: +5: Psionic Dominate - Add Psionic Dominate to the list of powers the Thrallherd can manifest. Once per day, he can manifest this power at a reduced cost. +6: +7: Greater Dominate - Thrallherd no longer has to augment Dominate for animals, fey, giants, magical beasts, or monstrous humanoids. +8: +9: Superior Dominate - Thrallherd no longer has to augment Dominate for aberrations, dragons, elementals, and outsiders. +10: Twofold Master - Gain a thrall of a level 2 lower than the Thrallherd's level. + +BONUS MANIFESTING + +Upon reaching levels 2, 3, 4, 5, 6, 7, 8, 9, the Thrallherd gains a new manifester level, increasing his power points, total powers known, and maximum power level. </entry> + <entry id="46728" lang="en" sex="m">Thrallherd</entry> + <entry id="46729" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Thrallherd level 1. +Specifics: A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. The thrall who answers the call has a level equal to the following chart. Leadership score is calculated by adding Thrallherd's total level to its Cha modifier and its Thrallherd level. A level 5 Psion/5 thrallherd, with a +5 Cha modifier, has a leadership score of 20. A thrallherd can use this power 1/day and may only have 1 Thrall from this power. + +Leadership Thrall Level +1 0 +2 1 +3 2 +4 3 +5 3 +6 4 +7 5 +8 5 +9 6 +10 7 +11 7 +12 8 +13 9 +14 10 +15 10 +16 11 +17 12 +18 12 +19 13 +20 14 +21 15 +22 15 +23 16 +24 17 +25+ 17 +Use: Selected.</entry> + <entry id="46730" lang="en" sex="m">Psionic Charm</entry> + <entry id="46731" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Thrallherd level 3. +Specifics: Add the Psionic Charm power to the Thrallherd's power list, if he did not know it already. Once per day, the Thrallherd can manifest Psionic Charm at a reduced power point cost. The cost is reduced by 1 point per Thrallherd level, to a minimum of 1. This does not allow you to exceed the cap of power points you may spend on a power. +Use: Selected.</entry> + <entry id="46732" lang="en" sex="m">Psionic Dominate</entry> + <entry id="46733" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Thrallherd level 5. +Specifics: Add the Psionic Dominate power to the Thrallherd's power list, if he did not know it already. Once per day, the Thrallherd can manifest Psionic Dominate at a reduced power point cost. The cost is reduced by 1 point per Thrallherd level, to a minimum of 1. This does not allow you to exceed the cap of power points you may spend on a power. +Use: Selected.</entry> + <entry id="46734" lang="en" sex="m">Greater Dominate</entry> + <entry id="46735" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Thrallherd level 7. +Specifics: The Thrallherd no longer has to pay 2 additional power points for a Psionic Dominate to affect animals, fey, giants, magical beasts, or monstrous humanoids. This does not increases the save DC as if the Thrallherd had spent the power points. +Use: Automatic.</entry> + <entry id="46736" lang="en" sex="m">Superior Dominate</entry> + <entry id="46737" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Thrallherd level 9. +Specifics: The Thrallherd no longer has to pay 4 additional power points for a Psionic Dominate to affect aberrations, dragons, elementals or outsiders. This does not increases the save DC as if the Thrallherd had spent the power points. +Use: Automatic.</entry> + <entry id="46738" lang="en" sex="m">Twofold Master</entry> + <entry id="46739" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Thrallherd level 10. +Specifics: The Thrallherd gains a second thrall. This thrall's maximum level is equal to the thrallherd's level minus 2. +Use: Selected.</entry> + <entry id="46740" lang="en" sex="m">Thrallherd: Fighter</entry> + <entry id="46741" lang="en" sex="m">Thrallherd: Cleric</entry> + <entry id="46742" lang="en" sex="m">Thrallherd: Rogue</entry> + <entry id="46743" lang="en" sex="m">Thrallherd: Wizard</entry> + <entry id="46744" lang="en" sex="m">Twofold Master: Fighter</entry> + <entry id="46745" lang="en" sex="m">Twofold Master: Cleric</entry> + <entry id="46746" lang="en" sex="m">Twofold Master: Rogue</entry> + <entry id="46747" lang="en" sex="m">Twofold Master: Wizard</entry> + <entry id="46748" lang="en" sex="m">Fist of Zuoken</entry> + <entry id="46749" lang="en" sex="m">Fists of Zuoken</entry> + <entry id="46750" lang="en" sex="m">fist of zuoken</entry> + <entry id="46751" lang="en" sex="m">(PRESTIGE CLASS) +The Fists of Zuoken are members of an order of martial artists devoted to mastering their own physical and mental development while protecting psions and other psionic creatures. The Fists of Zuoken believe that mental powers are to be nurtured in all who possess them. In addition to their formidable prowess in combat, Fists of Zuoken develop mental powers that surprise and astound their enemies. If psionic creatures are undergoing persecution elsewhere, the Fists of Zuoken often come to their rescue, leaving only ruined bodies and burnt-out minds in their wake. + +- Hit Die: d6 +- Proficiencies: A Fist of Zuoken gains no additional proficiencies. +- Skill Points: 4 + Int Modifier + +REQUIREMENTS: + +Feats: Wild Talent (This can only be taken at level 1) +Skills: Concentration 9 ranks. +Base Attack Bonus: +4. +Special: Must have the Still Mind class ability (Monk level 3). + +ABILITIES: + +Level +1: Monk Abilities - A Fist of Zuoken stacks his Fist levels with those of monk for the purposes of unarmed damage. +2: +3: +4: +5: Bonus Psionic Feat - The Fist of Zuoken may take any psionic feat for which he meets the requirements. +6: +7: +8: +9: +10: Bonus Psionic Feat - The Fist of Zuoken may take any psionic feat for which he meets the requirements. + +Manifesting: The Fist of Zuoken chooses his powers from the Psychic Warrior power list. Follow the table below to determine his manifesting ability. Fists of Zuoken receive bonus power points from a high Wisdom score. + +Level Power Points Powers Known Power Level +1 1 1 1 +2 3 2 1 +3 6 3 2 +4 10 4 2 +5 15 5 3 +6 23 6 3 +7 31 7 4 +8 43 8 4 +9 55 9 5 +10 71 10 5</entry> + <entry id="46752" lang="en" sex="m">Empty profile</entry> + <entry id="46753" lang="en" sex="m">This creature has a smaller size than its appearance suggests. The effects of this are shown below. They are cumulative for each decreased size category. + +Colossal to Gargantuan: +Str -8, Con -4, AC (natural) -5, AC (dodge) +2, AB +2, Hide +4. +Gargantuan to Huge: +Str -8, Con -4, AC (natural) -4, AC (dodge) +2, AB +2, Hide -4. +Huge to Large: +Str -8, Dex +2, Con -4, AC (natural) -3, AC (dodge) +1, AB +1, Hide +4. +Large to Medium: +Str -8, Dex +2, Con -4, AC (natural) -2, AC (dodge) +1, AB +1, Hide +4. +Medium to Small: +Str -4, Dex +2, Con -2, AC (dodge) +1, AB +1, Hide +4. +Small to Tiny: +Str -4, Dex +2, AC (dodge) +1, AB +1, Hide +4. +Tiny to Diminutive: +Str -2, Dex +2, AC +2, AB +2, Hide +4. +Diminutive to Fine: +Dex +2, AC +4, AB +4, Hide +4.</entry> + <entry id="46754" lang="en" sex="m">This creature has a larger size than its appearance suggests. The effects of this are shown below. They are cumulative for each increased size category. + +Fine to Diminutive: +Dex -2, AC -4, AB -4, Hide -4. +Diminutive to Tiny: +Str +2, Dex -2, AC -2, AB -2, Hide -4. +Tiny to Small: +Str +4, Dex -2, AC (dodge) -1, AB -1, Hide -4. +Small to Medium: +Str +4, Dex -2, Con +2, AC (dodge) -1, AB -1, Hide -4. +Medium to Large: +Str +8, Dex -2, Con +4, AC (natural) +2, AC (dodge) -1, AB -1, Hide -4. +Large to Huge: +Str +8, Dex -2, Con +4, AC (natural) +3, AC (dodge) -1, AB -1, Hide -4. +Huge to Gargantuan: +Str +8, Con +4, AC (natural) +4, AC (dodge) -2, AB -2, Hide -4. +Gargantuan to Colossal: +Str +8, Con +4, AC (natural) +5, AC (dodge) -2, AB -2, Hide -4.</entry> + <entry id="46755" lang="en" sex="m">Size Increase +1</entry> + <entry id="46756" lang="en" sex="m">Size Increase +2</entry> + <entry id="46757" lang="en" sex="m">Size Increase +3</entry> + <entry id="46758" lang="en" sex="m">Size Increase +4</entry> + <entry id="46759" lang="en" sex="m">Size Increase +5</entry> + <entry id="46760" lang="en" sex="m">Size Increase +6</entry> + <entry id="46761" lang="en" sex="m">Size Decrease -1</entry> + <entry id="46762" lang="en" sex="m">Size Decrease -2</entry> + <entry id="46763" lang="en" sex="m">Size Decrease -3</entry> + <entry id="46764" lang="en" sex="m">Size Decrease -4</entry> + <entry id="46765" lang="en" sex="m">Size Decrease -5</entry> + <entry id="46766" lang="en" sex="m">Size Decrease -6</entry> + <entry id="46767" lang="en" sex="m">Aversion</entry> + <entry id="46768" lang="en" sex="m">Telepathy (Compulsion) [Mind-Affecting] +Level: Telepath 2 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: 1 hour/level +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 3 +Metapsionics: Extend, Twin + +You plant a powerful aversion in the mind of the subject. The target flees from you at every opportunity. + +Augment: For every 2 additional power points you spend, this power's save DC increases by 1 and the duration increases by 1 hour.</entry> + <entry id="46769" lang="en" sex="m">Crisis of Breath</entry> + <entry id="46770" lang="en" sex="m">Telepathy (Compulsion) [Mind-Affecting] +Level: Telepath 3 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: One breathing humanoid +Duration: 1 round/level +Saving Throw: Will negates, Fortitude partial; see text +Power Resistance: Yes +Power Points: 5 +Metapsionics: Extend, Twin, Widen + +You compel the subject to purge its entire store of air in one explosive exhalation, and thereby disrupt the subject's autonomic breathing cycle. The subject's lungs do not automatically function again while the power's duration lasts. + +If the target succeeds on a Will save when crisis of breath is manifested, it is unaffected by this power. If it fails its Will save, it can still continue to breathe by remaining in place and gasping for breath. + +An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but each round it does so, beginning in the round when it failed its Will save, the subject risks blacking out from lack of oxygen. It must succeed on a Fortitude save at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath. + +If a subject fails a Fortitude save, it falls to 1 HP. In the following round, it drops to -1 hit points and is dying. + +Augment: You can augment this power in one or more of the following ways. +1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid. +2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above. +3. If you spend 6 additional power points, this power can affect up to four creatures all within a 20-ft.-radius burst. +In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.</entry> + <entry id="46771" lang="en" sex="m">Empathic Transfer, Hostile</entry> + <entry id="46772" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Telepath 3, psychic warrior 3 +Manifesting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: Instantaneous +Saving Throw: Will half +Power Resistance: Yes +Power Points: 5 +Metapsionics: Twin, Widen + +You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you can transfer 50 points of damage (or less, if you choose) from yourself to the touched creature. You immediately regain hit points equal to the amount of damage you transfer. + +You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage. + +The damage transferred by this power has no type, so even if the subject has immunity to the type of damage you originally took, the transfer occurs normally and deals hit point damage to the subject. + +Augment: You can augment this power in one or both of the following ways. +1. For every additional power point you spend, you can transfer an additional 10 points of damage (maximum 90 points per manifestation). +2. If you spend 6 additional power points, this power affects all creatures in a 20-foot-radius spread centered on you. The amount of damage transferred is divided evenly among all hostile creatures in the area.</entry> + <entry id="46773" lang="en" sex="m">Dominate, Psionic</entry> + <entry id="46774" lang="en" sex="m">Telepathy (Compulsion) [Mind-Affecting] +Level: Telepath 4 +Manifesting Time: 1 round +Range: Medium (100 ft. + 10 ft./level) +Target: One humanoid +Duration: 1 round/level +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 7 +Metapsionics: Extend, Twin, Widen + +The target temporarily becomes a faithful and loyal servant of the manifester. + +Augment: You can augment this power in one or more of the following ways. +1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid. +2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above. +3. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power. +4. If you spend 1 additional power point, this power's duration is 1 hour rather than 1 round per manifester level. If you spend 2 additional power points, this power's duration is 1 day rather than 1 round per manifester level. +In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.</entry> + <entry id="46775" lang="en" sex="m">Psychic Chirurgery</entry> + <entry id="46776" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Telepath 9 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 17, XP; see text +Metapsionics: None + +You can repair psychic damage or grant another creature knowledge of powers you know, depending on the version of this power you manifest. + +Repair Psychic Damage: You can remove any compulsions and charms affecting the subject. + +You can remove all negative levels affecting the subject. + +You can also remove all effects penalizing the subject's ability scores, heal all ability damage, and remove any ability drain affecting the subject. Psychic chirurgery negates all forms of insanity, confusion, the effect of such powers as microcosm, and so on. + +Transfer Knowledge: If desired, you can use this power to directly transfer knowledge of a power you know to another psionic character. You can give a character knowledge of a power of any level that she can manifest, even if the power is not normally on the character's power list. Knowledge of powers gained through psychic chirurgery does not count toward the maximum number of powers a character can know per level. + +XP Cost: Each time you use psychic chirurgery to implant knowledge of a power in another creature, you pay an XP cost equal to 1,000 x the level of the power implanted. If you and the subject are both willing to do so, you can split this cost evenly.</entry> + <entry id="46777" lang="en" sex="m">Destiny Dissonance</entry> + <entry id="46778" lang="en" sex="m">Clairsentience +Level: Seer 1 +Manifesting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: 1 round/level +Saving Throw: None +Power Resistance: Yes +Power Points: 1 +Metapsionics: Extend, Twin + +Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store. Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of the manifester.</entry> + <entry id="46779" lang="en" sex="m">Precognition</entry> + <entry id="46780" lang="en" sex="m">Clairsentience +Level: Seer 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: 1 +Metapsionics: Extend + +Precognition allows your mind to glimpse fragments of potential future events - what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That's when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. + +In practice, manifesting this power grants you a 'precognitive edge.' Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge. + +You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. To apply this bonus for one round, press either the Attack, Save, Skill, or Damage option on the radial menu.</entry> + <entry id="46781" lang="en" sex="m">Fate Link</entry> + <entry id="46782" lang="en" sex="m">Clairsentience +Level: Seer 3 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: Any two living creatures that are initially no more than 30 ft. apart. +Duration: 10 min./level +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 5 +Metapsionics: Extend + +You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature experiences pain, both feel it. When one loses hit points, the other loses the same amount. If one takes nonlethal damage, so does the other. If one creature is subjected to an effect to which it is immune (such as a type of energy damage), the linked creature is not subjected to it either. If one dies, the other must immediately succeed on a Fortitude save against this power's save DC or gain two negative levels. + +No other effects are transferred by the fate link. + +Augment: For every 2 additional power points you spend, this power's save DC increases by 1.</entry> + <entry id="46783" lang="en" sex="m">Second Chance</entry> + <entry id="46784" lang="en" sex="m">Clairsentience +Level: Seer 5 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level +Power Points: 9 +Metapsionics: Extend + +You take a hand in influencing the probable outcomes of your immediate environment. You see the many alternative branches that reality could take in the next few seconds, and with this foreknowledge you gain the ability to reroll the first failed saving throw each round. You must take the result of the reroll, even if it's worse than the original roll.</entry> + <entry id="46785" lang="en" sex="m">Precognition, Greater</entry> + <entry id="46786" lang="en" sex="m">Clairsentience +Level: Seer 6 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 hour/level +Power Points: 11 +Metapsionics: Extend + +Precognition allows your mind to glimpse fragments of potential future events - what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That's when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. + +In practice, manifesting this power grants you a 'precognitive edge.' Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 1 hour per level, at which time your preknowledge fades and you lose your edge. + +You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +4 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. To apply this bonus for one round, press either the Attack, Save, Skill, or Damage option on the radial menu.</entry> + <entry id="46787" lang="en" sex="m">Hypercognition</entry> + <entry id="46788" lang="en" sex="m">Clairsentience +Level: Seer 8 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level +Power Points: 15 +Metapsionics: Extend + +You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge. However, your knowledge is in fact the result of a rigorously logical process that you force your mind to undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even extracting echoes of knowledge from the Astral Plane). + +The knowledge you gain manifests as a +20 enhancement bonus to Lore skill. + +Augmentation: For each additional power point, the enhancement bonus to Lore skill increases by +2.</entry> + <entry id="46789" lang="en" sex="m">Precognitive Edge: Attack</entry> + <entry id="46790" lang="en" sex="m">Precognitive Edge: Damage</entry> + <entry id="46791" lang="en" sex="m">Precognitive Edge: Saves</entry> + <entry id="46792" lang="en" sex="m">Precognitive Edge: Skills</entry> + <entry id="46793" lang="en" sex="m">Dimensional Swap</entry> + <entry id="46794" lang="en" sex="m">Psychoportation (Teleportation) +Level: Nomad 2, psychic warrior 2 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Targets: You and one ally in range +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 3 +Metapsionics: None + +You instantly swap positions between your current position and that of a designated ally in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other creatures. + +Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.</entry> + <entry id="46795" lang="en" sex="m">Teleport, Psionic Greater</entry> + <entry id="46796" lang="en" sex="m">Psychoportation (Teleportation) +Level: Psion/wilder 8 +Manifesting Time: 1 standard action +Range: Personal and touch +Target or Targets: You and touched objects or other touched willing creatures +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 15 +Metapsionics: None + +This power instantly transports you to a designated destination. You may also bring one additional willing Medium or smaller creature or its equivalent per three manifester levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with you. * + +Notes: + * Implemented as within 10ft of you due to the lovely quality of NWN location tracking code.</entry> + <entry id="46797" lang="en" sex="m">Dimension Slide</entry> + <entry id="46798" lang="en" sex="m">Psychoportation (Teleportation) +Level: Psychic warrior 3 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: You; see text +Duration: Instantaneous +Power Points: 5 +Metapsionics: None + +You instantly transfer yourself from your current location to any other spot within range to which you have line of sight. Movement caused by the use of dimension slide does not provoke attacks of opportunity. + +If you somehow attempt to transfer yourself to a location occupied by a solid body or a location you cant see the power simply fails to function.Q</entry> + <entry id="46799" lang="en" sex="m">Teleport, Psionic</entry> + <entry id="46800" lang="en" sex="m">Psychoportation (Teleportation) +Level: Nomad 5 +Manifesting Time: 1 standard action +Range: Personal and touch +Target or Targets: You and touched objects or other touched willing creatures +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 9 +Metapsionics: None + +This power instantly transports you to a designated destination, which may be as distant as 100 miles per manifester level. Interplanar travel is not possible. You may also bring one additional willing Medium or smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. * + +You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. ** + +To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table. + +On Target: + You appear where you want to be. +Off Target: + You appear safely a random distance away from the destination in a random direction. +Far Off Target: + You wind up somewhere completely different. +Mishap: + You and anyone else teleporting with you have gotten scrambled. You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time Mishap comes up, the characters take more damage and must reroll. + +On Target Off Target Way Off Target Mishap +0190 9194 9598 99100 + + +Notes: + * Implemented as within 10ft of you due to the lovely quality of NWN location tracking code. + ** Implemented as you having to have marked the location beforehand using the "Mark Location" + feat, found under the Teleport Options radial.Teleport</entry> + <entry id="46801" lang="en" sex="m">Teleportation Circle, Psionic</entry> + <entry id="46802" lang="en" sex="m">Psychoportation (Teleportation) +Level: Nomad 9 +Manifesting Time: 10 minutes +Range: 0 ft. +Effect: 5-ft.-radius circle that teleports those who activate it +Duration: 10 min./level +Saving Throw: None +Power Resistance: Yes +Power Points: 17 +Metapsionics: Extend + +You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you cant change it. The power fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane. + +The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way. + +Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.</entry> + <entry id="46803" lang="en" sex="m">Wild Surge 1 - 5</entry> + <entry id="46804" lang="en" sex="m">Wild Surge 6 - 10</entry> + <entry id="46805" lang="en" sex="m">Wild Surge 7</entry> + <entry id="46806" lang="en" sex="m">Wild Surge 8</entry> + <entry id="46807" lang="en" sex="m">Wild Surge 9</entry> + <entry id="46808" lang="en" sex="m">Wild Surge 10</entry> + <entry id="46809" lang="en" sex="m">Wild Surge 11</entry> + <entry id="46810" lang="en" sex="m">You cannot have Wild Surge and Overchannel active at the same time</entry> + <entry id="46811" lang="en" sex="m">Your Wilder level is not high enough to use this level of Wild Surge</entry> + <entry id="46812" lang="en" sex="m">Overchannel Level One</entry> + <entry id="46813" lang="en" sex="m">You cannot have Overchannel and Wild Surge active at the same time</entry> + <entry id="46814" lang="en" sex="m">Overchannel Level Two</entry> + <entry id="46815" lang="en" sex="m">You need to be at least level 8 to overchannel 2 manifester levels</entry> + <entry id="46816" lang="en" sex="m">Overchannel Level Three</entry> + <entry id="46817" lang="en" sex="m">You need to be at least level 15 to overchannel 3 manifester levels</entry> + <entry id="46818" lang="en" sex="m">Overchannel Off</entry> + <entry id="46819" lang="en" sex="m">Maximum Power Points Storable: 1</entry> + <entry id="46820" lang="en" sex="m">Maximum Power Points Storable: 3</entry> + <entry id="46821" lang="en" sex="m">Maximum Power Points Storable: 5</entry> + <entry id="46822" lang="en" sex="m">Maximum Power Points Storable: 7</entry> + <entry id="46823" lang="en" sex="m">Maximum Power Points Storable: 9</entry> + <entry id="46824" lang="en" sex="m">Maximum Power Points Storable: 11</entry> + <entry id="46825" lang="en" sex="m">Maximum Power Points Storable: 13</entry> + <entry id="46826" lang="en" sex="m">Maximum Power Points Storable: 15</entry> + <entry id="46827" lang="en" sex="m">Maximum Power Points Storable: 17</entry> + <entry id="46828" lang="en" sex="m">Total Power Points Stored: 1</entry> + <entry id="46829" lang="en" sex="m">Total Power Points Stored: 2</entry> + <entry id="46830" lang="en" sex="m">Total Power Points Stored: 3</entry> + <entry id="46831" lang="en" sex="m">Total Power Points Stored: 4</entry> + <entry id="46832" lang="en" sex="m">Total Power Points Stored: 5</entry> + <entry id="46833" lang="en" sex="m">Total Power Points Stored: 6</entry> + <entry id="46834" lang="en" sex="m">Total Power Points Stored: 7</entry> + <entry id="46835" lang="en" sex="m">Total Power Points Stored: 8</entry> + <entry id="46836" lang="en" sex="m">Total Power Points Stored: 9</entry> + <entry id="46837" lang="en" sex="m">Total Power Points Stored: 10</entry> + <entry id="46838" lang="en" sex="m">Total Power Points Stored: 11</entry> + <entry id="46839" lang="en" sex="m">Total Power Points Stored: 12</entry> + <entry id="46840" lang="en" sex="m">Total Power Points Stored: 13</entry> + <entry id="46841" lang="en" sex="m">Total Power Points Stored: 14</entry> + <entry id="46842" lang="en" sex="m">Total Power Points Stored: 15</entry> + <entry id="46843" lang="en" sex="m">Total Power Points Stored: 16</entry> + <entry id="46844" lang="en" sex="m">Total Power Points Stored: 17</entry> + <entry id="46845" lang="en" sex="m">Ectoplasmic Shambler has disrupted your concentration.</entry> + <entry id="46846" lang="en" sex="m">This item is too heavy for you to pick up</entry> + <entry id="46847" lang="en" sex="m">You do not have a precognitive edge</entry> + <entry id="46848" lang="en" sex="m">This item is cannot be locked</entry> + <entry id="46849" lang="en" sex="m">You are already Psionically Focused.</entry> + <entry id="46850" lang="en" sex="m">You are now Psionically Focused.</entry> + <entry id="46851" lang="en" sex="m">You failed to become Psionically Focused.</entry> + <entry id="46852" lang="en" sex="m">You do not have any Power Points, you cannot become Psionically Focused</entry> + <entry id="46853" lang="en" sex="m">* Target disarmed! *</entry> + <entry id="46854" lang="en" sex="m">Energy Ball</entry> + <entry id="46855" lang="en" sex="m">Psychokinesis [see text] +Level: Kineticist 4 +Manifesting Time: 1 standard action +Range: Long (400 ft. + 40 ft./level) +Area: 20-ft.-radius spread +Duration: Instantaneous +Saving Throw: Reflex half or Fortitude half; see text +Power Resistance: Yes +Power Points: 7 +Metapsionics: Empower, Maximize, Twin, Widen + +Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of energy of the chosen type that deals 7d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. + +Cold: A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a Fortitude save instead of a Reflex save. +Electricity: Manifesting a ball of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. +Fire: A ball of this energy type deals +1 point of damage per die. +Sonic: A ball of this energy type deals -1 point of damage per die and ignores an object's hardness. + +This power's subtype is the same as the type of energy you manifest. + +Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.</entry> + <entry id="46856" lang="en" sex="m">Energy Cone</entry> + <entry id="46857" lang="en" sex="m">Psychokinesis [see text] +Level: Kineticist 3 +Manifesting Time: 1 standard action +Range: 60 ft. +Area: Cone-shaped spread +Duration: Instantaneous +Saving Throw: Reflex half or Fortitude half; see text +Power Resistance: Yes +Power Points: 5 +Metapsionics: Empower, Maximize, Twin, Widen + +Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a cone of energy of the chosen type, extending outward from your hand, that deals 5d6 points of damage to every creature or object within the area. + +Cold: A cone of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold cone is a Fortitude save instead of a Reflex save. +Electricity: Manifesting a cone of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. +Fire: A cone of this energy type deals +1 point of damage per die. +Sonic: A cone of this energy type deals -1 point of damage per die and ignores an object's hardness. + +This power's subtype is the same as the type of energy you manifest. + +Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.</entry> + <entry id="46858" lang="en" sex="m">Energy Current</entry> + <entry id="46859" lang="en" sex="m">Psychokinesis [see text] +Level: Kineticist 5 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: Any two creatures no more than 15 ft. apart +Duration: Concentration, up to 1 round/level +Saving Throw: Reflex half or Fortitude half; see text +Power Resistance: Yes +Power Points: 9 +Metapsionics: Empower, Extend, Maximize + +Upon manifesting this power, you choose cold, electricity, fire, or sonic. Your body's psionically fueled bioenergetic currents produce an arc of energy of the chosen type that targets a creature you designate as the primary foe for 9d6 points of damage in every round when the power remains in effect. Energy also arcs off the primary foe to strike one additional foe that is initially within 15 feet of the primary foe, or that subsequently moves within 15 feet of the primary foe while the duration lasts. Secondary foes take half the damage that the primary foe takes in every round while the duration lasts. + +Should either the primary or secondary foe fall to less than 0 hit points (or should a target completely evade the effect with a special ability or power), the energy current 's arc randomly retargets another primary and/or secondary foe while the duration lasts. Targeted foes can move normally, possibly moving out of range of the effect, but each round they are targeted and remain in range they must make a saving throw to avoid taking full damage in that round. + +Concentrating to maintain energy current is a full-round action. If you take damage while maintaining energy current, you must make a successful Concentration check (DC 10 + damage dealt) to avoid losing your concentration on the power. + +Cold: A current of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold current is a Fortitude save instead of a Reflex save. +Electricity: Manifesting a current of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. +Fire: A current of this energy type deals +1 point of damage per die. +Sonic: A current of this energy type deals -1 point of damage per die and ignores an object's hardness. + +This power's subtype is the same as the type of energy you manifest. + +Augment: You can augment this power in one or both of the following ways. +1. For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1. +2. For every 4 additional power points you spend, this power can affect an additional secondary target. Any additional secondary target cannot be more than 15 feet from another target of the power.</entry> + <entry id="46860" lang="en" sex="m">Energy Missile</entry> + <entry id="46861" lang="en" sex="m">Psychokinesis [see text] +Level: Kineticist 2 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Targets: Up to five creatures or objects; no two targets can be more than 15 ft. apart. +Duration: Instantaneous +Saving Throw: Reflex half or Fortitude half; see text +Power Resistance: Yes +Power Points: 3 +Metapsionics: Empower, Maximize, Twin + +Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power. + +Cold: A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save. +Electricity: Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. +Fire: A missile of this energy type deals +1 point of damage per die. +Sonic: A missile of this energy type deals -1 point of damage per die and ignores an object's hardness. + +This power's subtype is the same as the type of energy you manifest. + +Augment: For every additional power point you spend, this power's damage increases by one die (d6) and its save DC increases by 1.</entry> + <entry id="46862" lang="en" sex="m">Ectoplasmic Form</entry> + <entry id="46863" lang="en" sex="m">Psychometabolism +Level: Egoist 3, psychic warrior 3 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 5 +Metapsionics: Extend + +You and all your gear become a partially translucent mass of rippling ectoplasm that generally conforms to your normal shape. You gain damage reduction 10/+2, and you gain immunity to poison and critical hits. Your material armor becomes meaningless, although your size, Dexterity, deflection bonuses, and armor bonuses from force effects (such as those gained by inertial armor) still apply to your Armor Class. + +You can manifest powers while in ectoplasmic form, but you must make a Concentration check (DC 20 + power level) for each power you attempt to manifest.</entry> + <entry id="46864" lang="en" sex="m">Empathic Transfer</entry> + <entry id="46865" lang="en" sex="m">Psychometabolism +Level: Egoist 2, psychic warrior 2 +Manifesting Time: 1 standard action +Range: Touch +Target: Willing creature touched +Duration: Instantaneous +Power Points: 3 +Metapsionics: Empower, Maximize, Twin + +You heal another creature's wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities you may have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target's pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you. + +Augment: For every additional power point you spend, you can heal an additional 2d10 points of damage (to a maximum of 10d10 points per manifestation).</entry> + <entry id="46866" lang="en" sex="m">Psionic Revivify</entry> + <entry id="46867" lang="en" sex="m">Psychometabolism (Healing) [Good] +Level: Egoist 5 +Manifesting Time: 1 standard action +Range: Touch +Target: Dead creature touched +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 9, XP +Metapsionics: None + +Psionic revivify lets a manifester reconnect a corpse's psyche with its body, restoring life to a recently deceased creature. + +This power functions like the raise dead spell, except that the affected creature receives no level loss, no Constitution loss, and no loss of powers. + +The creature has -1 hit points (but is stable) after being restored to life. + +XP Cost: 200 XP.</entry> + <entry id="46868" lang="en" sex="m">Psychic Vampire</entry> + <entry id="46869" lang="en" sex="m">Psychometabolism +Level: Egoist 4, psychic warrior 4 +Manifesting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: Instantaneous +Saving Throw: Fortitude negates +Power Resistance: Yes +Power Points: 7 +Metapsionics: Twin + +This power shrouds your hand with darkness that you can use to drain an opponent's power. + +If you make a successful melee touch attack (if the victim fails its Fortitude save), the darkness drains 2 power points from your foe for every manifester level you have. The drained points simply dissipate. + +Against a psionic being that has no power points or a nonpsionic foe, your attack instead deals 2 points of Intelligence, Wisdom, and Charisma damage.</entry> + <entry id="46870" lang="en" sex="m">Restoration, Psionic</entry> + <entry id="46871" lang="en" sex="m">Psychometabolism (Healing) +Level: Egoist 6 +Manifesting Time: 3 rounds +Range: Touch +Target: Creature touched +Duration: Instantaneous +Saving Throw: None +Power Resistance: No +Power Points: 11 +Metapsionics: None + +As the restoration spell, except as noted here.</entry> + <entry id="46872" lang="en" sex="m">Energy Ball, Cold</entry> + <entry id="46873" lang="en" sex="m">Energy Ball, Electricity</entry> + <entry id="46874" lang="en" sex="m">Energy Ball, Fire</entry> + <entry id="46875" lang="en" sex="m">Energy Ball, Sonic</entry> + <entry id="46876" lang="en" sex="m">Energy Cone, Cold</entry> + <entry id="46877" lang="en" sex="m">Energy Cone, Electricity</entry> + <entry id="46878" lang="en" sex="m">Energy Cone, Fire</entry> + <entry id="46879" lang="en" sex="m">Energy Cone, Sonic</entry> + <entry id="46880" lang="en" sex="m">Energy Current, Cold</entry> + <entry id="46881" lang="en" sex="m">Energy Current, Electricity</entry> + <entry id="46882" lang="en" sex="m">Energy Current, Fire</entry> + <entry id="46883" lang="en" sex="m">Energy Current, Sonic</entry> + <entry id="46884" lang="en" sex="m">Energy Missile, Cold</entry> + <entry id="46885" lang="en" sex="m">Energy Missile, Electricity</entry> + <entry id="46886" lang="en" sex="m">Energy Missile, Fire</entry> + <entry id="46887" lang="en" sex="m">Energy Missile, Sonic</entry> + <entry id="46888" lang="en" sex="m">Bite of the Wolf</entry> + <entry id="46889" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 1 +Metapsionics: Extend + +Your posture becomes stooped forward, and you grow a muzzle complete with fangs. You gain a bite attack, that deals 1d8 points of damage (assuming you are a Medium creature) when it hits. + +Your bite attack is a natural weapon, so you are considered armed when attacking with it, and it can be affected by powers, spells, and effects that enhance or improve natural weapons. + +If you are not a Medium creature, your bite attack's base damage varies as follows: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 6d6. + +Based on your psychic warrior level, your bite increases in ferocity as noted here: at 5th level your bite deals an extra 1d8 points of damage, at 10th level an extra 2d8, at 15th level an extra 3d8, and at 20th level an extra 4d8 points.</entry> + <entry id="46890" lang="en" sex="m">Claws of the Beast</entry> + <entry id="46891" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 1 +Manifesting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 hour/level +Power Points: see text +Metapsionics: Extend + +You call forth the aggressive nature of the beast inherent in yourself, psionically transforming your hands into deadly claws. You gain two natural attacks with your claws, each dealing 1d4 points of damage (1d6 if you are Large or larger, or 1d3 if you are Small or smaller) plus your Strength bonus. + +Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. + +Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks-you simply have two claw attacks at your normal attack bonus. + +You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your turn before you attack. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. + +You can still hold and manipulate items with your claws or cast spells just as well as you could with your hands. + +Augment: If you spend additional power points, you can create larger, sharper, and more deadly claws, as shown on the table below. + +Power Points Claw Damage + Small Medium Large +1 1d3 1d4 1d6 +3 1d4 1d6 1d8 +5 1d6 1d8 2d6 +7 1d8 2d6 3d6 +11 2d6 3d6 4d6 +15 3d6 4d6 5d6 +19 4d6 5d6 6d6 + +This augmentation is implemented as the following two augmentation options: +1. For every 2 power points spent, the size of the claws increases by one step on the table above. This increase may be used up to 3 times. +2. For every 4 power points spent, the size of the claws increases by one step on the table above. This increase may be used up to 3 times.</entry> + <entry id="46892" lang="en" sex="m">Animal Affinity</entry> + <entry id="46893" lang="en" sex="m">Psychometabolism +Level: Egoist 2, psychic warrior 2 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 3 +Metapsionics: Extend + +You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your ability scores (choose either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The power grants a +4 enhancement bonus to the ability score you choose, adding the usual benefits provided by a high ability bonus. Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you choose. If you choose to increase the ability you use to manifest powers, you do not gain the benefit of an increased ability score long enough to gain any bonus power points for a high ability score, but the save DCs of your powers increase for the duration of this power.</entry> + <entry id="46894" lang="en" sex="m">Call Weaponry</entry> + <entry id="46895" lang="en" sex="m">Psychoportation (Teleportation) +Level: Psychic warrior 1 +Manifesting Time: 1 round +Range: 0 ft. +Effect: One weapon; see text +Duration: 1 min./level; see text +Saving Throw: None +Power Resistance: No +Power Points: 1 +Metapsionics: Extend + +You call a weapon "from thin air" into your waiting hand (actually, it is a real weapon hailing from another location in space and time). You don't have to see or know of a weapon to call it-in fact, you can't call a specific weapon; you just specify the kind. If you call a projectile weapon, it comes with 3d6 bolts, arrows, or sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. + +Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons and thus are effective against damage reduction that requires a magic weapon to overcome. + +Augment: For every 4 additional power points you spend, this power improves the weapon's enhancement bonus on attack rolls and damage rolls by 1.</entry> + <entry id="46896" lang="en" sex="m">Claw of Energy</entry> + <entry id="46897" lang="en" sex="m">Psychokinesis [see text] +Level: Psychic warrior 4 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level +Power Points: 7 +Metapsionics: Extend + +If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to energize that weapon. The claw attack deals an extra 1d8 points of cold, electricity, or fire damage (as chosen by you at the time of manifestation) on a successful hit. + +If this power is manifested on a claw attack already benefiting from the effect of the power, the newer manifestation supersedes the older manifestation, even if both manifestations are of different energy types. + +This power's subtype is the same as the type of energy infused in the natural weapon.</entry> + <entry id="46898" lang="en" sex="m">Claw of Fire</entry> + <entry id="46899" lang="en" sex="m">Claw of Cold</entry> + <entry id="46900" lang="en" sex="m">Claw of Electricity</entry> + <entry id="46901" lang="en" sex="m">Claws of the Vampire</entry> + <entry id="46902" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 3 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level +Power Points: 5 +Metapsionics: Extend + +If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to change the nature of that weapon. When this power is manifested, your claws take on an ominous glimmer. Each time you make a successful claw attack against a living creature, you are healed of some amount of damage. + +Your claw attack gains the vampiric regeneration quality, with power equal to half your manifester level for the duration of the power.</entry> + <entry id="46903" lang="en" sex="m">Compression</entry> + <entry id="46904" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level +Power Points: 1 +Metapsionics: Extend + +This power causes instant diminution, halving your height, length, and width and dividing your weight by 8. This decrease changes your size category to the next smaller one. You gain a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum effective Strength score of 1), a +1 size bonus on attack rolls, and a +1 size bonus to Armor Class due to your reduced size. This power doesn't change your speed. + +Multiple effects that reduce size do not stack, which means (among other things) that you can't use a second manifestation of this power to further reduce yourself. + +Augment: You can augment this power in one or more of the following ways. +1. If you spend 6 additional power points, this power decreases your size by two size categories. You gain a +4 size bonus to Dexterity, a -4 size penalty to Strength (to a minimum effective Strength score of 1), a +2 size bonus on attack rolls, and a +2 size bonus to Armor Class due to your reduced size. +2. If you spend 2 additional power points, this power's duration is 1 minute per level rather than 1 round per level.</entry> + <entry id="46905" lang="en" sex="m">Control Object</entry> + <entry id="46906" lang="en" sex="m">Psychokinesis +Level: Kineticist 1 +Manifesting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./ level) +Target: One unattended object +Duration: 1 round/level +Saving Throw: None +Power Resistance: No +Power Points: 1 +Metapsionics: Extend + +You telekinetically "bring to life" an inanimate object. Though it is not actually alive, the object moves under your control. If it is a weapon, it deals the weapons damage plus your Intelligence modifier, otherwise it deals 1d6 plus your intelligence modifier. This power only works on weapons and armour.</entry> + <entry id="46907" lang="en" sex="m">Dispelling Buffer</entry> + <entry id="46908" lang="en" sex="m">Psychokinesis +Level: Kineticist 6, psychic warrior 6 +Manifesting Time: 1 standard action +Range: Personal or close (25 ft. + 5 ft./2 levels); see text +Target: You or one willing creature or one object; see text +Duration: 1 hour/level +Saving Throw: None +Power Resistance: No +Power Points: 11 +Metapsionics: Extend + +You create a psychokinetic shield around the subject that improves the chance that any powers affecting the subject will resist a dispel psionics power (or a dispel magic spell) or a negation effect that targets a specific power (such as shatter mind blank). When dispelling buffer is manifested on a creature or object, add +5 to the DC of the dispel check for each ongoing effect that is subject to being dispelled. + +Special: When a psychic warrior manifests this power, the range is personal and the target is the manifester.</entry> + <entry id="46909" lang="en" sex="m">Duodimensional Claw</entry> + <entry id="46910" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 3 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: 5 +Metapsionics: Extend + +If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to improve that weapon. Your claws become two-dimensional, making them razorsharp. The weapon is now psionically keen, doubling it's threat range.</entry> + <entry id="46911" lang="en" sex="m">Expansion</entry> + <entry id="46912" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round./level +Power Points: 1 +Metapsionics: Extend + +This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -1 size penalty on attack rolls, and a -1 size penalty to Armor Class due to your increased size. + +This power doesn't change your speed. + +Multiple effects that increase size do not stack, which means (among other things) that you can't use a second manifestation of this power to further expand yourself. + +Augment: You can augment this power in one or more of the following ways. +1. If you spend 6 additional power points, this power increases your size by two size categories instead of one. You gain a +4 size bonus to Strength, a -4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -2 size penalty on attack rolls, and a -2 size penalty to Armor Class due to your increased size. +2. If you spend 2 additional power points, this power's duration is 10 minutes per level rather than 1 round per level.</entry> + <entry id="46913" lang="en" sex="m">Form of Doom</entry> + <entry id="46914" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 6 +Manifesting Time: 1 standard action +Range: Personal; see text +Target: You +Duration: 1 round/level +Power Points: 11 +Metapsionics: Extend + +You wrench from your subconscious a terrifying visage of deadly hunger and become one with it. You are transformed into a nightmarish version of yourself, complete with an ooze-sleek skin coating, lashing tentacles, and a fright-inducing countenance. You retain your basic shape and can continue to use your equipment. This power cannot be used to impersonate someone; while horrible, your form is recognizably your own. + +You gain the frightful presence extraordinary ability, which takes effect automatically. Opponents within 30 feet of you that have fewer Hit Dice or levels than you become shaken for 5d6 rounds if they fail a Will save (DC 16 + your Cha modifier). An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. + +Your horrific form grants you a natural armor bonus of +5, damage reduction 5/-, and a +4 bonus to your Strength score. In addition, you gain +33% to your land speed as well as a +10 bonus on Jump checks. + +A nest of violently flailing black tentacles sprout from your hair and back. You can make up to four additional attacks with these tentacles in addition to your regular melee attacks. You can make tentacle attacks within the space you normally threaten. Each tentacle attacks at your highest base attack bonus with a -5 penalty. These tentacles deal 2d8 points of damage plus one-half your Strength bonus on each successful strike. + +This power functions only while you inhabit your base form (for instance, you can't be metamorphed or polymorphed into another form, though you can use, claws of the beast, and bite of the wolf in conjunction with this power for your regular attacks), and while your mind resides within your own body. + +Augment: For every additional power point you spend, this power's duration increases by 2 rounds.</entry> + <entry id="46915" lang="en" sex="m">Immovability</entry> + <entry id="46916" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 4 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: Concentration +Power Points: 7 +Metapsionics: None + +You are almost impossible to move. Your weight does not vary; instead, you mentally attach yourself to the underlying fabric of the plane. You gain a +20 bonus on Discipline skill checks. You can't voluntarily move to a new location unless you stop concentrating, which ends the power. + +You cannot apply your Dexterity bonus to Armor Class; however, your anchored body gains damage reduction 15/-. + +You cannot make physical attacks or perform any other large-scale movements (you can make smallscale movements, such as breathing, turning your head, moving your eyes, talking, and so on). Powers with the teleportation descriptor manifested on you automatically fail. + + +Implementation note: To end concentrating on the power, use the control feat again. If the power is active, that will end it instead of manifesting it.</entry> + <entry id="46917" lang="en" sex="m">Metaphysical Claw</entry> + <entry id="46918" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level +Power Points: 1 +Metapsionics: Extend + +If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast) or a bite attack (which could be a natural bite attack or one you gain by means of the power bite of the wolf), you can use this power to provide your natural weapons a +1 enhancement bonus on attack rolls and damage rolls. + +Augment: If you spend 4 additional power points, this power's duration increases to 1 hour per level. +In addition, for every 4 additional power points you spend, this power improves the natural weapon's enhancement bonus on attack rolls and damage rolls by 1.</entry> + <entry id="46919" lang="en" sex="m">Metaphysical Weapon</entry> + <entry id="46920" lang="en" sex="m">Metacreativity +Level: Psychic warrior 1 +Manifesting Time: 1 standard action +Range: Touch +Target: Weapon touched +Duration: 1 min./level +Saving Throw: None +Power Resistance: No +Power Points: 1 +Metapsionics: Extend + +Metaphysical weapon gives a weapon a +1 enhancement bonus on attack rolls and damage rolls. + +Alternatively, you can affect up to 99 arrows, bolts, or bullets. The projectiles must be of the same type, and they have to be together (in the same stack). + +You can't manifest this power on most natural weapons, including a psychic warrior's claw strike. This power does work on a weapon brought into being by the graft weapon power. + +Augment: If you spend 4 additional power points, this power's duration increases to 1 hour per level. +In addition, for every 4 additional power points you spend, this power improves the weapon's enhancement bonus on attack rolls and damage rolls by 1.</entry> + <entry id="46921" lang="en" sex="m">Null Psionics Field</entry> + <entry id="46922" lang="en" sex="m">Psychokinesis +Level: Kineticist 6 +Manifesting Time: 1 standard action +Range: 10 ft. +Area: 10-ft.-radius emanation centered on you +Duration: 10 min./level(D) +Saving Throw: None +Power Resistance: See text +Power Points: 11 +Metapsionics: Extend, Widen + +An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most psionic effects, including powers, psi-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any psionic items or powers within its confines. A null psionics field negates any power or psionic effect used within, brought into, or manifested into its area. + +Dispel psionics does not remove the field. Two or more null psionics fields sharing any of the same space have no effect on each other. Certain powers may be unaffected by null psionics field (see the individual power descriptions). + + +Implementation note: To dismiss the power, use the control feat again. If the power is active, that will end it instead of manifesting it.</entry> + <entry id="46923" lang="en" sex="m">Painful Strike</entry> + <entry id="46924" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 2 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level +Power Points: 3 +Metapsionics: Extend + +Your natural weapons cause additional pain. Each successful attack you make with a natural weapon deals an extra 1d4 points of bludgeoning damage to the target.</entry> + <entry id="46925" lang="en" sex="m">Prevenom</entry> + <entry id="46926" lang="en" sex="m">Psychometabolism (Creation) +Level: Psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level or until discharged +Saving Throw: None and Fortitude negates; see text +Power Points: 1 +Metapsionics: Extend, Twin + +If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to produce a mild venom that coats one of your claws. On your next successful melee attack, the venom deals 2 points of Constitution damage. A target struck by the poison can make a Fortitude save (DC 10 + 1/2 your manifester level + your key ability modifier) to negate the damage. + +Augment: For every 6 additional power points you spend, this power's Constitution damage increases by 2 points.</entry> + <entry id="46927" lang="en" sex="m">Prevenom Weapon</entry> + <entry id="46928" lang="en" sex="m">Psychometabolism (Creation) +Level: Psychic warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: One held weapon; see text +Duration: Until discharged; see text +Saving Throw: None and Fortitude negates; see text +Power Points: 1 +Metapsionics: Twin + +As prevenom, except your weapon gains the poison coating as long as it remains in your grip: +This power produces a mild venom that coats a manufactured weapon you are wielding. On your next successful melee attack, the venom deals 2 points of Constitution damage. A target struck by the poison can make a Fortitude save (DC 10 + 1/2 your manifester level + your key ability modifier) to negate the damage. + +Augment: For every 6 additional power points you spend, this power's Constitution damage increases by 2 points.</entry> + <entry id="46929" lang="en" sex="m">Psychofeedback</entry> + <entry id="46930" lang="en" sex="m">Psychometabolism +Level: Egoist 5, Psychic Warrior 5 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 Round/level +Power Points: 9 +Metapsionics: Extend + +You can readjust your body to boost one physical ability score at the expense of one or more other scores. Select one ability score you would like to boost, and increase it by the same amount that you decrease one or more other scores. All score decreases are treated as a special form of ability damage, called ability burn, which cannot be magically or psionically healed - it goes away only through natural healing. +You can boost your Strength, Dexterity or Constitution score by an amount equal to your manifester level (or any lesser amount), assuming you can afford to burn your other ability scores to such an extent. +When the duration of this power expires, your ability boost also ends, but your ability burn remains until it is healed naturally.</entry> + <entry id="46931" lang="en" sex="m">Reddopsi</entry> + <entry id="46932" lang="en" sex="m">Psychokinesis +Level: Kineticist 7 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: 13 +Metapsionics: Extend + +When you manifest reddopsi, powers targeted against you rebound to affect the original manifester. This effect reverses powers that have only you as a target (except dispel psionics and similar powers or effects). Powers that affect an area can't be reversed. Reddopsi also can't reverse any power with a range of touch. + +Should you rebound a power back against a manifester who also is protected by reddopsi, the power rebounds once more upon you.</entry> + <entry id="46933" lang="en" sex="m">Strength of my Enemy</entry> + <entry id="46934" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 2 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level +Power Points: 3 +Metapsionics: Extend + +You gain the ability to siphon away your enemy's strength for your own use. One of your natural or manufactured weapons becomes the instrument of your desire, and deals 1 point of Strength damage on each successful hit. You gain that point of Strength as an enhancement bonus to your Strength score. Strength you siphon from different foes is tracked separately - the total siphoned from each individual foe is considered a separate enhancement bonus to your Strength (maximum +8), and you gain only the highest total. + +Augment: For every 3 additional power points you spend, the maximum enhancement bonus you can add to your Strength increases by 2.</entry> + <entry id="46935" lang="en" sex="m">Tornado Blast</entry> + <entry id="46936" lang="en" sex="m">Psychokinesis +Level: Kineticist 9 +Manifesting Time: 1 round +Range: Long (400 ft. + 40 ft./level) +Area: 40-ft.-radius spread +Duration: Instantaneous +Saving Throw: Reflex half; see text +Power Resistance: No +Power Points: 17 +Metapsionics: Empower, Maximize, Twin, Widen + +You induce the formation of a slender vortex of fiercely swirling air. When you manifest it, a vortex of air visibly and audibly snakes out from your outstretched hand. + +If you want to aim the vortex at a specific creature, you can make a ranged touch attack to strike the creature. If you succeed, direct contact with the vortex deals 8d6 points of damage to the creature (no save). + +Regardless of whether your ranged touch attack hits (and even if you forgo the attack), all creatures in the area (including the one possibly damaged by direct contact) are picked up and violently dashed about, dealing 17d6 points of damage to each one. Creatures that make a successful Reflex save take half damage. + +After being dashed about, each creature that was affected finds itself situated in a new space 1d4 x 10 feet away from its original space in a random direction. Walls and other barriers can restrict this relocation; in such a case, the creature ends up adjacent to the barrier. + +Augment: For every additional power point you spend, this power's area damage (not the damage from direct contact dealt to a specific creature) increases by 1d6 points. For each extra 2d6 points of damage, this power's save DC increases by 1.</entry> + <entry id="46937" lang="en" sex="m">Truevenom</entry> + <entry id="46938" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 4 +Manifesting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 min./level or until discharged +Saving Throw: None and Fortitude negates; see text +Power Points: 7 +Metapsionics: Extend, Empower, Maximize, Twin + +If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to produce a horrible poison that coats one of your claws. On your next successful melee attack with the claw during the power's duration, the poison deals 1d8 points of Constitution damage immediately and another 1d8 points of Constitution damage 1 minute later. The target of your attack can negate each instance of damage with a Fortitude save.</entry> + <entry id="46939" lang="en" sex="m">Truevenom Weapon</entry> + <entry id="46940" lang="en" sex="m">Psychometabolism (Creation) +Level: Psychic warrior 4 +Manifesting Time: 1 swift action +Range: Personal +Target: One held weapon; see text +Duration: 1 min./level or until discharged +Saving Throw: None and Fortitude negates; see text +Power Points: 7 +Metapsionics: Extend, Empower, Maximize, Twin + +As truevenom, except your weapon gains the poison coating as long as it remains in your grip, until the effect is discharged, or until the duration expires, whichever occurs first. +You can use this power to produce a horrible poison that coats a manufactured weapon you are wielding. On your next successful melee attack with the weapon during the power's duration, the poison deals 1d8 points of Constitution damage immediately and another 1d8 points of Constitution damage 1 minute later. The target of your attack can negate each instance of damage with a Fortitude save.</entry> + <entry id="46941" lang="en" sex="m">Vampiric Weapon</entry> + <entry id="46942" lang="en" sex="m">Psychometabolism +Level: Psychic warrior 3 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level +Power Points: 5 +Metapsionics: Extend + +When this power is manifested, your weapon takes on an ominous glimmer. Each time you make a successful attack against a living creature, you are healed of some amount of damage. + +Your weapon attack gains the vampiric regeneration quality, with power equal to half your manifester level for the duration of the power.</entry> + <entry id="46943" lang="en" sex="m">Weapon of Energy</entry> + <entry id="46944" lang="en" sex="m">Psychokinesis [see text] +Level: Psychic warrior 4 +Range: Touch +Target: Weapon touched +Duration: 1 round/level +Power Points: 7 +Metapsionics: Extend + +You can use this power to energize a weapon. That weapon deals an extra 1d8 points of cold, electricity, or fire damage (as chosen by you at the time of manifestation) on a successful hit. + +If this power is manifested on a already benefiting from the effect of the power, the newer manifestation supersedes the older manifestation, even if both manifestations are of different energy types. + +This power's subtype is the same as the type of energy infused in the touched weapon.</entry> + <entry id="46945" lang="en" sex="m">Weapon of Fire</entry> + <entry id="46946" lang="en" sex="m">Weapon of Cold</entry> + <entry id="46947" lang="en" sex="m">Weapon of Electricity</entry> + <entry id="46948" lang="en" sex="m">Intellect Fortress</entry> + <entry id="46949" lang="en" sex="m">Psychokinesis +Level: Psion/wilder 4 +Manifesting Time: 1 swift action +Range: 20 ft. +Area: 20-ft.-radius spread centered on you +Duration: 1 round +Saving Throw: None +Power Resistance: Yes +Power Points: 7 +Metapsionics: Extend, Widen + +You encase yourself and your allies in a shimmering fortress of telekinetic force. All damage from powers and psi-like abilities taken by subjects inside the area of the intellect fortress, including ability damage, is halved. This lowering takes place prior to the effects of other powers or abilities that lessen damage, such as damage reduction and evasion. + +Powers that are not subject to power resistance are not affected by an intellect fortress. + +Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. + +Augment: For every additional power point you spend, this power's duration increases by 1 round.</entry> + <entry id="46950" lang="en" sex="m">Chameleon</entry> + <entry id="46951" lang="en" sex="m">Psychometabolism +Level: Egoist 2, Psychic Warrior 1 +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level +Power Points: 1 +Metapsionics: Extend + +Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive a +10 enhancement bonus on Hide checks.</entry> + <entry id="46952" lang="en" sex="m">Duskblade</entry> + <entry id="46953" lang="en" sex="m">Duskblades</entry> + <entry id="46954" lang="en" sex="m">duskblade</entry> + <entry id="46955" lang="en" sex="m">(BASE CLASS) +"My blade and my magic are one and the same." + +The Duskblade blurs the line between spellcaster and warrior, marrying the power of magic with hand-to-hand combat prowess. +A student of arcane spellcasting techniques, the Duskblade combines arcane spellcasting with the combat skills of a fighter. While the ability to cast arcane spells in armor originated with the elves, over the millenia the secrets of the Duskblade have been disseminated to the other races, and today members of any race can become a Duskblade. + +- Alignment Restrictions: none +- Hit Die: d8 +- Proficiencies: A Duskblade is proficient with Simple and Martial Weapons, all Armor and Shields. +- Skill Points: 2 + Int Modifier + +ABILITIES: + +Level + 1: Armored Mage (light) + 2: Combat Casting + 3: Arcane Channeling + 4: Armored Mage (medium) + 5: Quick Cast 1/day + 6: Spell Power +2 + 7: Armored Mage (shields) + 8: - + 9: - +10: Quick Cast 2/day +11: Spell Power +3 +12: - +13: Arcane Channeling (full attack) +14: - +15: Quick Cast 3/day +16: Spell Power +4 +17: - +18: Spell Power +5 +19: - +20: Quick Cast 4/day + +SPELLCASTING + +To cast a spell, the Duskblade must have an Intelligence score of 10 + the spell level. The DC of a Duskblade's spell is 10 + Spell Level + Intelligence Modifier. A Duskblade's caster level is equal to his class level. He casts spells as a Sorcerer does. He initially does not suffer arcane spell failure chance when casting in light armor, later on he learns to cast without arcane spell failure in medium armor and with shields, however failure chance from heavy armor applies normally. + +Spells Known: +The Duskblade starts knowing all level 0 combat spells and two level 1 spells. Each time he gains a new class level, he learns one additional spell of the highest level he can cast. + +Level: 0 1 2 3 4 5 + + 1: 2 2 - - - - + 2: 2 3 - - - - + 3: 2 4 - - - - + 4: 2 5 - - - - + 5: 2 5 1 - - - + 6: 2 5 2 - - - + 7: 2 5 3 - - - + 8: 2 5 4 - - - + 9: 2 5 4 1 - - + 10: 2 5 4 2 - - + 11: 2 5 4 3 - - + 12: 2 5 4 4 - - + 13: 2 5 4 4 1 - + 14: 2 5 4 4 2 - + 15: 2 5 4 4 3 - + 16: 2 5 4 4 4 - + 17: 2 5 4 4 4 1 + 18: 2 5 4 4 4 2 + 19: 2 5 4 4 4 3 + 20: 2 5 4 4 4 4 + +Spells per day: +Level: 0 1 2 3 4 5 + + 1: 3 2 - - - - + 2: 4 3 - - - - + 3: 5 4 - - - - + 4: 6 5 - - - - + 5: 6 5 2 - - - + 6: 6 6 3 - - - + 7: 6 6 5 - - - + 8: 6 7 6 - - - + 9: 6 7 6 2 - - + 10: 6 8 7 3 - - + 11: 6 8 7 5 - - + 12: 6 8 8 6 - - + 13: 6 9 8 6 2 - + 14: 6 9 8 7 3 - + 15: 6 9 8 7 5 - + 16: 6 9 9 8 6 - + 17: 6 10 9 8 6 2 + 18: 6 10 9 8 7 3 + 19: 6 10 10 9 7 5 + 20: 6 10 10 10 8 6</entry> + <entry id="46956" lang="en" sex="m">Epic Duskblade</entry> + <entry id="46957" lang="en" sex="m">Type: Class +Prerequisite: Duskblade level 21 +The Epic Duskblade is a Juggernaut on the battlefield, wasting his foes with steel and spell. + +ABILITIES: + +Level +21: Spell Power +6 +22: - +23: Bonus Feat +24: - +25: Quick Cast 5/day +26: Spell Power +7, Bonus Feat +27: - +28: - +29: Bonus Feat +30: Quick Cast 6/day +31: Spell Power +8 +32: Bonus Feat +33: - +34: - +35: Quick Cast 7/day, Bonus Feat +36: Spell Power +9 +37: - +38: Spell Power +10, Bonus Feat +39: - +40: Quick Cast 8/day</entry> + <entry id="46958" lang="en" sex="m">Healing Hands (Ex)</entry> + <entry id="46959" lang="en" sex="m">Type: Class +Prerequisite: Healer level 1 +Whenever a Healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th level Healer with an 18 Charisma casts Cure Light Wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus.</entry> + <entry id="46960" lang="en" sex="m">Augment Quickselect 4</entry> + <entry id="46961" lang="en" sex="m">Augment Quickselect 5</entry> + <entry id="46962" lang="en" sex="m">Augment Quickselect 6</entry> + <entry id="46963" lang="en" sex="m">Augment Quickselect 7</entry> + <entry id="46964" lang="en" sex="m">Empty Quickselection</entry> + <entry id="46965" lang="en" sex="m">Power Points Remaining:</entry> + <entry id="46966" lang="en" sex="m">Quickselection set to</entry> + <entry id="46967" lang="en" sex="m">Select the quickselection to store the current augmentation level in.</entry> + <entry id="46968" lang="en" sex="m">Augment Quickselect 1</entry> + <entry id="46969" lang="en" sex="m">Augment Quickselect 2</entry> + <entry id="46970" lang="en" sex="m">Augment Quickselect 3</entry> + <entry id="46971" lang="en" sex="m">Augment 0</entry> + <entry id="46972" lang="en" sex="m">Augment 1</entry> + <entry id="46973" lang="en" sex="m">Augment 2</entry> + <entry id="46974" lang="en" sex="m">Augment 3</entry> + <entry id="46975" lang="en" sex="m">Augment 4</entry> + <entry id="46976" lang="en" sex="m">Augment 5</entry> + <entry id="46977" lang="en" sex="m">Augment 6</entry> + <entry id="46978" lang="en" sex="m">Augment 7</entry> + <entry id="46979" lang="en" sex="m">Augment 8</entry> + <entry id="46980" lang="en" sex="m">Augment 9</entry> + <entry id="46981" lang="en" sex="m">Augment 00</entry> + <entry id="46982" lang="en" sex="m">Augment 10</entry> + <entry id="46983" lang="en" sex="m">Augment 20</entry> + <entry id="46984" lang="en" sex="m">Augment 30</entry> + <entry id="46985" lang="en" sex="m">Augment 40</entry> + <entry id="46986" lang="en" sex="m">Please wait</entry> + <entry id="46987" lang="en" sex="m">Previous</entry> + <entry id="46988" lang="en" sex="m">Next</entry> + <entry id="46989" lang="en" sex="m">Return to power level selection.</entry> + <entry id="46990" lang="en" sex="m">Select level of power to gain. + +NOTE: +This may take a while when first browsing a particular level's powers.</entry> + <entry id="46991" lang="en" sex="m">Select a power to gain. +You can select</entry> + <entry id="46992" lang="en" sex="m">more powers.</entry> + <entry id="46993" lang="en" sex="m">You have selected:</entry> + <entry id="46994" lang="en" sex="m">Is this correct?</entry> + <entry id="46995" lang="en" sex="m">You will be able to select more powers after you gain another level in a psionic caster class.</entry> + <entry id="46996" lang="en" sex="m">Finish</entry> + <entry id="46997" lang="en" sex="m">Abort</entry> + <entry id="46998" lang="en" sex="m">Replenish Spell Slots</entry> + <entry id="46999" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Specifics: This feat allows you to change your epic spell slots for the Epic Spellcasting System. Activate it whenever you wish to rearrange your epic spells. +Use: Selected</entry> + <entry id="47000" lang="en" sex="m">Frenzied Berserker</entry> + <entry id="47001" lang="en" sex="m">Frenzied Berserkers</entry> + <entry id="47002" lang="en" sex="m">frenzied berserker</entry> + <entry id="47003" lang="en" sex="m">(PRESTIGE CLASS) +The random madness of the thunderstorm and the unpredictability of the slaadi come together in the soul of the Frenzied Berserker. Unlike most other characters, she does not fight to achieve some heroic goal or defeat a loathsome villain. Those are mere excuses - it is the thrill of combat that draws her. For the Frenzied Berserker, the insanity of battle is much like an addictive drug - she must constantly seek out more conflict to feed her craving for battle. + +- Hit Die: d12. +- Proficiencies: Frenzied Berserkers gain no weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Non-lawful +Base Attack Bonus: +6. +Feats: Cleave, Intimidating Rage, Power Attack. + +ABILITIES: + +Levels +1: Frenzy - Increases strength +6 (+10 at 8), reduces AC -4, takes 2 damage per round and attacks nearest target (friends included), useable once per day. +2: Great Cleave - Like Cleave, except upon killing an enemy there is no limit to subsequent attacks. + Remain Conscious - Player is alive until they hit -10 HP. +3: Frenzy - Can be used twice a day. +4: Deathless Frenzy - Player can not die until their frenzy is over. This ability does not prevent death from spell effects such as slay living or disintegrate. +5: Frenzy - Can be used three times a day. + Improved Power Attack - Increases damage by +10, but gives a -10 attack penalty. +6: Inspire Frenzy - Causes friendly party members within a 10 ft radius to make a will save or enter a frenzy. +7: Frenzy - Four uses a day. +8: Greater Frenzy + Inspire Frenzy - Increases to two uses a day. +9: Frenzy - Five uses a day. +10: Inspire Frenzy - Three uses a day. + Supreme Power Attack - Gives a -10 penalty to attack, but gives +10 bonus to damage. + No longer winded after a frenzy + +NOTE: +Cannot have haste cast on you while frenzied.</entry> + <entry id="47004" lang="en" sex="m">Frenzy</entry> + <entry id="47005" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Frenzied Berserker Level 1 +Specifics: When taking damage a Frenzied Berserker must make will save DC (10 + damage suffered) or enter a frenzy. Upon entering a frenzy the Frenzied Berserker gains +6 Strength (+10 at level 8) and an additional attack per round, but receives -4 AC and 2 damage per round. The frenzy lasts 3 + Constitution modifier rounds. +Use: Selected. +During a frenzy, the Frenzied Berserker will attack the closest person regardless of friendship. Once a round, a Frenzied Berserker may attempt a will save DC 20 to end a frenzy early. After a frenzy, the Frenzied Berserker is winded and suffers -2 Str and Dex, and can only walk for the next 10 rounds or until her next frenzy. At level 10 a Frenzied Berserker is no longer winded after a frenzy. +</entry> + <entry id="47006" lang="en" sex="m">Greater Frenzy</entry> + <entry id="47007" lang="en" sex="m">Inspire Frenzy</entry> + <entry id="47008" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Frenzied Berserker Level 6 +Specifics: While frenzying, a Frenzied Berserker may choose to inspire her allies into a frenzy. When used, all party members within 10 ft must make a Will Save DC (10 + Frenzied Berserker Level + Charisma modifier). Upon failing this save, the ally enters a frenzy. +Use: Selected. +</entry> + <entry id="47009" lang="en" sex="m">Intimidating Rage</entry> + <entry id="47010" lang="en" sex="m">Type of Feat: General +Prerequisites: Ability to Rage. +Specifics: When you rage, it demoralizes your opponents. When starting a rage the closest enemy must make a Will Save DC (10 + 1/2 character level + Charisma modifier) or become shaken for the duration of your rage. +Use: Automatic. +A shaken character receives a -2 morale penalty on attack rolls, saves, and checks.</entry> + <entry id="47011" lang="en" sex="m">Supreme Power Attack</entry> + <entry id="47012" lang="en" sex="m">Type of Feat: Class +Prerequisite: Frenzied Berserker 10 +Specifics: A 10th-level Frenzied Berserker gains a +2 bonus on her melee damage rolls when using the Power Attack feat. This benefit does not stack with the effects of Power Attack or Improved Power Attack. +Use: Automatic when using Power Attack.</entry> + <entry id="47013" lang="en" sex="m">Remain Conscious</entry> + <entry id="47014" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Frenzied Berserker Level 2 +Specifics: You have a tenacity of will that supports you even when things look bleak. After your hit points are reduced to 0 or below, you may take one partial action on your turn every round until you reach -10 hit points. +Use: Automatic. +</entry> + <entry id="47015" lang="en" sex="m">Deathless Frenzy</entry> + <entry id="47016" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Frenzied Berserker Level 4 +Specifics: The Frenzied Berserker can scorn death and unconsciousness while in a frenzy. Should her hit points to fall to 0 or below because of hit point loss, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally. This ability does not prevent death from spell effects such as slay living or disintegrate. +Use: Automatic. +</entry> + <entry id="47017" lang="en" sex="m"><CUSTOM0> frenzies.</entry> + <entry id="47018" lang="en" sex="m"><CUSTOM0> attempts to end frenzy.</entry> + <entry id="47019" lang="en" sex="m"><CUSTOM0> inspires frenzy in allies.</entry> + <entry id="47020" lang="en" sex="m">Improved Power Attack (Frenzied Berserker version)</entry> + <entry id="47021" lang="en" sex="m">Type of Feat: Class +Prerequisite: Frenzied Berserker 5 +Specifics: Beginning at 5th level, a frenzied berserker gains a +1.5 bonus (rounded down) on her melee damage rolls for every -2 penalty she on her melee attack rolls when using the Power Attack feat. This benefit does not stack with the effects of Power Attack. +Use: Automatic when using Power Attack.</entry> + <entry id="47022" lang="en" sex="m">Cancel Frenzy</entry> + <entry id="47023" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Frenzied Berserker Level 1 +Specifics: Upon activation the player makes a Will Save DC 20. If they pass they will save, then frenzy is ended. +Use: Automatic. +</entry> + <entry id="47024" lang="en" sex="m">Spell Resistance 10</entry> + <entry id="47025" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 10, plus 1 per level. +Use: Automatic.</entry> + <entry id="47026" lang="en" sex="m">Tempest</entry> + <entry id="47027" lang="en" sex="m">Tempests</entry> + <entry id="47028" lang="en" sex="m">tempest</entry> + <entry id="47029" lang="en" sex="m">(PRESTIGE CLASS) +The Tempest is the point of calm within a whirling barrier of deadly blades. Poets use colorful terms such as dancer to describe the movement of a Tempest and her two blades, but mastery of this fighting style is not about dancing. Nor is it about impressing anyone - least of all poets. The Tempest focuses on learning the ultimate secrets of two-weapon fighting for a single purpose - the destruction of her enemies. + +- Hit Die: d10. +- Proficiencies: Tempests gain no weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +9. +Feats: Ambidexterity, Dodge, Mobility, Spring Attack, Two-Weapon Fighting, and Weapon Finesse (any) or Weapon Focus (any). Rangers are considered to have Ambidexterity and Two-Weapon-Fighting at Level 1. + +ABILITIES: + +Levels +1: Improved Two-Weapon Fighting - Character is able to get a second off hand attack at a -5 penalty to attack roll. +2: Two-Weapon Defense +1 - The Tempest gains +1 bonus to her dodge AC. +4: Two-Weapon Defense +2 - Bonus improves to +2. +5: Greater Two-Weapon Fighting - Tempest gains another attack per round, but at a -2 penalty to her attack bonus. +7: Two-Weapon Defense +3 - Bonus improves to +3. +8: Absolute Ambidexterity - Decreases the two-weapon fighting penalties to -0/-0 or -2/-2 with a non-light weapon in the off-hand. +10: Supreme Two-Weapon Fighting - Tempest gains another two attacks per round in her off hand but at a -4 penalty to her attack bonus. + +NOTE: +The Tempest is best in light armor. While wearing heavy or medium armor a tempest loses all bonus abilities.</entry> + <entry id="47030" lang="en" sex="m">Greater Two-Weapon Fighting</entry> + <entry id="47031" lang="en" sex="m">Type of Feat: General +Prerequisite: Improved Two-Weapon Fighting, Two-Weapon Fighting, Ambidexterity, base attack bonus +15. +Specifics: You are a master at fighting two-handed. While using Greater Two Weapon Fighting a player can make an third off-hand attack per round. +A Tempest gains Greater Two-Weapon Fighting for free at level 5. She loses this special ability when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword). +Use: Automatic.</entry> + <entry id="47032" lang="en" sex="m">Supreme Two-Weapon Fighting</entry> + <entry id="47033" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tempest Level 10 +Specifics: A Tempest has truly mastered two-weapon fighting. While using Supreme Two Weapon Fighting a Tempest can make an fourth off-hand attack per round. +She loses this special ability when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword). +Use: Automatic. +</entry> + <entry id="47034" lang="en" sex="m">Two-Weapon Defense</entry> + <entry id="47035" lang="en" sex="m">Type of Feat: General +Prerequisite: Dex 15, Two-Weapon Fighting +Specifics: Your two weapon fighting style increases your defense as well as offense. Non-Tempest characters gain +1 dodge bonus to their AC while wielding two weapons. +At 2nd level, the Tempest gains Two-Weapon Defense as a bonus feat. As she gains Tempest levels, her AC bonus from this feat increases, rising to +2 at 4th level and to +3 at 7th level. +Use: Automatic. +</entry> + <entry id="47036" lang="en" sex="m">Perfect Two-Weapon Fighting</entry> + <entry id="47037" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Dex 25, Greater Two-Weapon Fighting +Specifics: You have mastered fighting with two weapons. You can make as many attacks with the off-hand as you can with your main hand. +Use: Automatic.</entry> + <entry id="47038" lang="en" sex="m">Absolute Ambidexterity</entry> + <entry id="47039" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tempest Level 8 +Specifics: The Tempest's attack penalties for fighting with two weapons lessen by 2 when she is wearing light armor or no armor. Thus, if she fights with a light weapon in her off hand, she suffers no penalties on her attack rolls for fighting with two weapons. (If the off-hand weapon is not light, she suffers a -2 penalty on attack rolls with both her primary hand and her offhand.) +Use: Automatic. +</entry> + <entry id="47040" lang="en" sex="m">Foe Hunter</entry> + <entry id="47041" lang="en" sex="m">Foe Hunters</entry> + <entry id="47042" lang="en" sex="m">foe hunter</entry> + <entry id="47043" lang="en" sex="m">(PRESTIGE CLASS) +The Foe Hunter has but one purpose in life: to kill creatures of the type she hates. She is willing to pay any price or risk any danger to prevail against this hated foe. Her blade is anathema to such creatures, and her body is more often than not proof against their attacks. Though her hatred of this enemy is boundless and unending, it is not unthinking or rash. She lives to put an end to her hated foe, but she does not throw away her own life needlessly. + +- Hit Die: d10. +- Proficiencies: Foe Hunters gain no weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +7. +Feats: Favored Enemy, Trackless Step, Weapon Focus (any). + +ABILITIES: + +Levels +1: Hated Enemy - The Foe Hunter gains all bonuses against their hated enemy. + Rancor +1d6 - First attack of the round deals bonus damage to hated enemies. Bonus damage even works on enemies immune to criticals. +2: Hated Enemy Damage Reduction 3/- - Character gains damage reduction from all hated enemies. +3: Rancor +2d6 +4: Hated Enemy Damage Reduction 5/- + Hated Enemy Spell Resistance +5: Rancor +3d6 +6: Hated Enemy Damage Reduction 7/- +7: Rancor +4d6 +8: Hated Enemy Damage Reduction 9/- +9: Rancor +5d6 +10: Death Attack - The Foe Hunter can make a death attack against a hated enemy that is denied its Dexterity bonus to AC. + Hated Enemy Damage Reduction 11/- + +NOTES: +Hated Enemy Damage Reduction - Could not properly implement damage reduction vs. a specific race due to game engine limitations. The player regenerates the HP instead of having it resisted. +Death Attack - The foe hunter can make a death attack against a hated enemy that is denied its Dexterity bonus to AC.</entry> + <entry id="47044" lang="en" sex="m">Rancor</entry> + <entry id="47045" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Foe Hunter Level 1 +Specifics: The Foe Hunter can deliver a powerful blow to her hated enemy. When activated, the Foe Hunter delivers an extra powerful attack. The Foe Hunter adds rancor damage if the enemy is their hated foe. This damage increases every other level from 1d6 damage up to 5d6 damage. The extra damage from a rancor attack applies even if that hated enemy is immune to critical hits. +Use: Automatic. +</entry> + <entry id="47046" lang="en" sex="m">Death Attack</entry> + <entry id="47047" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Foe Hunter Level 10 +Specifics: The Foe Hunter can make a Death Attack against a hated enemy that is denied its Dexterity bonus to AC. If the attack succeeds, the enemy must make a Fortitude Save DC (10 + Foe Hunter Level + Intelligence modifier) or die. +Use: Automatic.</entry> + <entry id="47048" lang="en" sex="m">Hated Enemy Spell Resistance</entry> + <entry id="47049" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Foe Hunter Level 4 +Specifics: The Foe Hunter can avoid the effects of spells and spell-like abilities that would directly affect her, as long as they originate from her hated enemy. Against such effects, the foe hunter has spell resistance equal to 15 + her Foe Hunter class level. This stacks with any other applicable spell resistance the character may have. +Use: Automatic. +</entry> + <entry id="47050" lang="en" sex="m">Hated Enemy Damage Reduction</entry> + <entry id="47051" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Foe Hunter Level 2 +Specifics: The Foe Hunter becomes increasingly immune to her hated foes attacks. At 2nd level she shrugs off 3 damage received per attack. The damage reduced increases by 2 ever other level to a maximum of 11/-. This damage resistance does not stack with any other damage resistance that the Foe Hunter may have. +Use: Automatic.</entry> + <entry id="47052" lang="en" sex="m">Hated Enemy</entry> + <entry id="47053" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Foe Hunter Level 1 +Specifics: The Foe Hunter chooses one creature type that she has already selected as a favored enemy to be the target of her hatred. This choice determines what kind of foe hunter she becomes - orc hunter, giant hunter, or the like. The choice of hated enemy is irreversible. +Use: Automatic. +</entry> + <entry id="47054" lang="en" sex="m">Hated Enemy: Dwarves</entry> + <entry id="47055" lang="en" sex="m">Hated Enemy: Elves</entry> + <entry id="47056" lang="en" sex="m">Hated Enemy: Gnomes</entry> + <entry id="47057" lang="en" sex="m">Hated Enemy: Halflings</entry> + <entry id="47058" lang="en" sex="m">Hated Enemy: Half-Elves</entry> + <entry id="47059" lang="en" sex="m">Hated Enemy: Half-Orcs</entry> + <entry id="47060" lang="en" sex="m">Hated Enemy: Humans</entry> + <entry id="47061" lang="en" sex="m">Hated Enemy: Aberrations</entry> + <entry id="47062" lang="en" sex="m">Hated Enemy: Animals</entry> + <entry id="47063" lang="en" sex="m">Hated Enemy: Beasts</entry> + <entry id="47064" lang="en" sex="m">Hated Enemy: Constructs</entry> + <entry id="47065" lang="en" sex="m">Hated Enemy: Dragons</entry> + <entry id="47066" lang="en" sex="m">Hated Enemy: Goblinoids</entry> + <entry id="47067" lang="en" sex="m">Hated Enemy: Monstrous Humanoids</entry> + <entry id="47068" lang="en" sex="m">Hated Enemy: Orcs</entry> + <entry id="47069" lang="en" sex="m">Hated Enemy: Reptilian Humanoids</entry> + <entry id="47070" lang="en" sex="m">Hated Enemy: Elementals</entry> + <entry id="47071" lang="en" sex="m">Hated Enemy: Fey</entry> + <entry id="47072" lang="en" sex="m">Hated Enemy: Giants</entry> + <entry id="47073" lang="en" sex="m">Hated Enemy: Magical Beasts</entry> + <entry id="47074" lang="en" sex="m">Hated Enemy: Outsiders</entry> + <entry id="47075" lang="en" sex="m">Hated Enemy: Shapechangers</entry> + <entry id="47076" lang="en" sex="m">Hated Enemy: Undead</entry> + <entry id="47077" lang="en" sex="m">Hated Enemy: Vermin</entry> + <entry id="47078" lang="en" sex="m">Eye of Gruumsh</entry> + <entry id="47079" lang="en" sex="m">Eye of Gruumsh's</entry> + <entry id="47080" lang="en" sex="m">eye of Gruumsh</entry> + <entry id="47081" lang="en" sex="m">(PRESTIGE CLASS) +Most people think they've seen the worst that orcs can breed when an orc barbarian comes raging over a hilltop - at least until they see a one-eyed orc barbarian come raging over a hilltop. This creature may well be an eye of Gruumsh, an orc so devoted to his evil deity that he has disfigured himself in Gruumsh's name. + +In an epic battle at the dawn of time, the elven deity Corellon Larethian stabbed out Gruumsh's left eye. Filled with rage and hatred, the orc deity called for followers loyal enough to serve in his image. Those who heed this call are known as the eyes of Gruumsh. They sacrifice their right eyes instead of their left ones so that their impaired vision balances that of their deity. Thus, symbolically at least, they can see what he cannot. These living martyrs to Gruumsh are some of the toughest orcs and half-orcs in the world. + +- Hit Die: d12. +- Proficiencies: Eye of Gruumsh's gain no weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Race: any Orcish race. +Alignment: Chaotic Evil, Chaotic Neutral, or Neutral Evil. +Base Attack Bonus: +6. +Feats: Weapon Proficiency (Double-Axe), Weapon Focus (Orc Double-Axe). +Special: Follower of Gruumsh that has put his own right eye out during a ritual. (Clerics taking this class must have two of the following domains: War, Strength, Evil.) + +ABILITIES: + +Levels: + 1: Blind-Fight, Command the Horde, Rage + 2: Swing Blindly + 3: Ritual Scarring +1 + 4: Blinding Spittle 2X day + 5: Blindsight, 5-foot radius + 6: Ritual Scarring +2 + 7: Blinding Spittle 4X day + 8: Blindsight, 10-foot radius + 9: Ritual Scarring +3 +10: Sight of Gruumsh +</entry> + <entry id="47082" lang="en" sex="m">Command the Horde</entry> + <entry id="47083" lang="en" sex="m">Type of Feat: Class +Prerequisite: Eye of Gruumsh +At 1st level, the Eye of Gruumsh may grant a +2 morale bonus on Will Saves to any non-good orcs or half-orcs with HD lower than his character level within 30 feet of him. Any recipient who willingly goes against the eye of Gruumsh's directions loses this bonus immediately. Using this ability is a standard action, and the effect lasts for 1 hour per Eye of Gruumsh level. +</entry> + <entry id="47084" lang="en" sex="m">Swing Blindly</entry> + <entry id="47085" lang="en" sex="m">Type of Feat: Class +Prerequisite: Eye of Gruumsh +An Eye of Gruumsh's rage becomes more powerful when he reaches 2nd level, but at the cost of lowered defenses. The character adds +4 to strength while in a rage, but his AC penalty goes from -2 to -4. +</entry> + <entry id="47086" lang="en" sex="m">Ritual Scarring</entry> + <entry id="47087" lang="en" sex="m">Type of Feat: Class +Prerequisite: Eye of Gruumsh +Through frequent disfiguration of his own skin, an Eye of Gruumsh's natural armor bonus improves by +1 at 3rd level. This bonus increases +1 for every 3 Eye of Gruumsh levels gained thereafter. +</entry> + <entry id="47088" lang="en" sex="m">Blinding Spittle</entry> + <entry id="47089" lang="en" sex="m">Type of Feat: Class +Prerequisite: Eye of Gruumsh +The eye of Gruumsh can launch blinding spittle at any opponent within 20 feet. Using a ranged touch attack (at a -4 penalty), he spits his stomach acid into the target's eyes. An opponent who fails a Reflex save (DC 10 + Eye of Gruumsh level + Eye of Gruumsh's Constitution bonus) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don't have eyes or don't depend on vision. Blinding spittle is usable twice per day at 4th level and four times a day at 7th level. + +</entry> + <entry id="47090" lang="en" sex="m">Sight of Gruumsh</entry> + <entry id="47091" lang="en" sex="m">Type of Feat: Class +Prerequisite: Eye of Gruumsh +At 10th level, the Eye of Gruumsh sees the moment of his own death through his missing eye. This foreknowledge gives him a +2 morale bonus on all saving throws from then on. (Whether or not the vision is accurate is irrelevant-the character believes it to be true.) + +</entry> + <entry id="47092" lang="en" sex="m">Blindsight</entry> + <entry id="47093" lang="en" sex="m">Type of Feat: Class +Prerequisite: Eye of Gruumsh +Some creatures have a special sense (smell, vibration, etc.) that allows them to detect creatures that are near them. This ability can see through invisibility, darkness, and most other types of concealment. It does not allow them to detect ethereal creatures and its range is limited to the specified distance. For an Eye of Gruumsh, this distance is 5 ft. radius at level 5th level and a 10 ft. radius at 8th level. +</entry> + <entry id="47094" lang="en" sex="m"><CUSTOM0> activates command the horde.</entry> + <entry id="47095" lang="en" sex="m"><CUSTOM0> uses blinding spittle.</entry> + <entry id="47096" lang="en" sex="m">Orc Warlord</entry> + <entry id="47097" lang="en" sex="m">Orc Warlords</entry> + <entry id="47098" lang="en" sex="m">orc warlord</entry> + <entry id="47099" lang="en" sex="m">(PRESTIGE CLASS) +The Orcish Warlord is a savage general of an unruly army, the leader of one of the deadly and all too common orc hordes that rampage down from the Spine of the World to savage and brutalize the civilized lands of Faerun. An orc warlord is an imposing figure, often slathered with scars both ritualistic and all too real in origin. + +- Hit Die: d12. +- Proficiencies: Orc Warlords gain no weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: +Race: any Orcish race +Alignment: Any non-good +Base Attack Bonus: +5 +Feats: Blood of the Warlord, Leadership +Skills: 8 Intimidate, 5 Ride +Special: Ability to Rage + +ABILITIES: +Levels: +1: Gather Horde I, Release Horde +2: Inspire Courage +3: Gather Horde II +4: +5: Final Rage + +NOTES: +Gather Horde - Summon orcs as henchmen +Release Horde - Unsummon orc henchmen +Inspire Courage - +2 saves vs. fear and charm and +1 to attack and damage for allies. +Final Rage - All allies within 10 feet enter a rage.</entry> + <entry id="47100" lang="en" sex="m">Blood of the Warlord</entry> + <entry id="47101" lang="en" sex="m">Type of Feat: General +Prerequisite: any Orcish or Half-Orcish race* +You are seen as a king among kings and a natural leader of orcs. You gain +2 on all persuade and intimidate checks against orcs. In addition, all of your allies gain a +1 morale bonus to their attack roles and will saving throws. +Use: Selected. + +* If you take this feat at level 1 and you do not meet the prerequisites you will be unable to gain levels.</entry> + <entry id="47102" lang="en" sex="m">Inspire Courage</entry> + <entry id="47103" lang="en" sex="m">Type of Feat: Class +Prerequisite: Orc Warlord +An Orc Warlord can inspire courage in his allies for five rounds. This ability grants a +1 morale bonus on attack rolls, damage, and a +2 morale bonus to saving rolls vs. charm an fear effects. +</entry> + <entry id="47104" lang="en" sex="m">Final Rage</entry> + <entry id="47105" lang="en" sex="m">Type of Feat: Class +Prerequisite: Orc Warlord +At 5th level, the Orc Warlord gains the ability to incite a rage in all his nearby allies for one last phenomenal attack. All allies within 10 ft (including the warlord himself) enter a rage. +</entry> + <entry id="47106" lang="en" sex="m">Gather Horde I</entry> + <entry id="47107" lang="en" sex="m">Type of Feat: Class +Prerequisite: Orc Warlord +At level 1, the Orc Warlord can summon 2 orc allies to fight by his side. +</entry> + <entry id="47108" lang="en" sex="m">Gather Horde II</entry> + <entry id="47109" lang="en" sex="m">Type of Feat: Class +Prerequisite: Orc Warlord +At level 3, the Orc Warlord can summon 4 orc allies to fight by his side. +</entry> + <entry id="47110" lang="en" sex="m">Release Horde</entry> + <entry id="47111" lang="en" sex="m">Type of Feat: Class +Prerequisite: Orc Warlord +Activating this feat allows your current summoned horde to leave. You can summon them back again at a later time.</entry> + <entry id="47112" lang="en" sex="m"><CUSTOM0> inspires courage in allies.</entry> + <entry id="47113" lang="en" sex="m"><CUSTOM0> activates final rage.</entry> + <entry id="47114" lang="en" sex="m">Gather Horde: Orc Skull Splitter</entry> + <entry id="47115" lang="en" sex="m">Gather Horde: Orc Weapon Master</entry> + <entry id="47116" lang="en" sex="m">Gather Horde: Orc Axe Thrower</entry> + <entry id="47117" lang="en" sex="m">Gather Horde: Orc Shaman</entry> + <entry id="47118" lang="en" sex="m">Type: Class +Prerequisite: Healer level 20 +Once per day, a 20th-level Healer can bring a dead creature back to life, as if casting a True Resurrection spell.</entry> + <entry id="47119" lang="en" sex="m">Shifter (PnP)</entry> + <entry id="47120" lang="en" sex="m">Quick Shift Slots (1-5)</entry> + <entry id="47121" lang="en" sex="m">Quick Shift Slots (6-10)</entry> + <entry id="47122" lang="en" sex="m">Quick Shift Slot 1</entry> + <entry id="47123" lang="en" sex="m">Quick Shift Slot 2</entry> + <entry id="47124" lang="en" sex="m">Quick Shift Slot 3</entry> + <entry id="47125" lang="en" sex="m">Quick Shift Slot 4</entry> + <entry id="47126" lang="en" sex="m">Quick Shift Slot 5</entry> + <entry id="47127" lang="en" sex="m">Quick Shift Slot 6</entry> + <entry id="47128" lang="en" sex="m">Quick Shift Slot 7</entry> + <entry id="47129" lang="en" sex="m">Quick Shift Slot 8</entry> + <entry id="47130" lang="en" sex="m">Quick Shift Slot 9</entry> + <entry id="47131" lang="en" sex="m">Quick Shift Slot 10</entry> + <entry id="47132" lang="en" sex="m">Quick Shift Slots allow you to shift quickly into pre-selected shapes</entry> + <entry id="47133" lang="en" sex="m">Greater Wild Shape</entry> + <entry id="47134" lang="en" sex="m">Greater Wild Shape (x3)</entry> + <entry id="47135" lang="en" sex="m">Greater Wild Shape (x5)</entry> + <entry id="47136" lang="en" sex="m">Greater Wild Shape (x7)</entry> + <entry id="47137" lang="en" sex="m">Greater Wild Shape (x9)</entry> + <entry id="47138" lang="en" sex="m">Greater Wild Shape (infinite)</entry> + <entry id="47139" lang="en" sex="m">Greater Wild Shape +Specifics: Targets a creature and you will try to become just like the creature you target. +Use: Selected. +Level: +1: 1/day. Small, medium and humanoid. +2: Monstrous humanoid and animal. +3: 3/day. Large, tiny and beast +4: Giant and vermin. +5: 5/day. Magical beast. +6: Aberration and ooze. +7: 7/day. Huge and dragon. +8: Undead and construct. +9: 9/day. Elemental and outsider +10: Evershifting Form: No limit to Greater Wild Shape/day +</entry> + <entry id="47140" lang="en" sex="m">Epic Wild Shape</entry> + <entry id="47141" lang="en" sex="m">Epic Wild Shape (x3)</entry> + <entry id="47142" lang="en" sex="m">Epic Wild Shape (x5)</entry> + <entry id="47143" lang="en" sex="m">Epic Wild Shape (x7)</entry> + <entry id="47144" lang="en" sex="m">Epic Wild Shape (x9)</entry> + <entry id="47145" lang="en" sex="m">Epic Wild Shape (x11)</entry> + <entry id="47146" lang="en" sex="m">Epic Wild Shape (x13)</entry> + <entry id="47147" lang="en" sex="m">Epic Wild Shape +Prerequisite: Epic Shifter (lvl 11 shifter, lvl 21 character) +Specifics: Targets a creature and you will try to become just like the creature you target. This epic form will give you an item that embodies the forms special 'Spell Like' or 'Supernatural' powers. +Use: Selected. +Level: +11: 1/day +14: 3/day +17: 5/day +20: 7/day +23: 9/day +26: 11/day +29: 13/day +</entry> + <entry id="47148" lang="en" sex="m">Shifter Options</entry> + <entry id="47149" lang="en" sex="m">Shifter Options: + +With this you can: +* Select a shape you know to turn into using 'Greater Wild Shape' +* Select a shape you know to turn into using 'Epic Wild Shape' +* View / change the shapes you have assigned to your 'Quick Shift Slots' +* Assign shapes you know to your 'Quick Shift Slots' +* Assign epic shapes you know to your 'Quick Shift Slots' +* Remove shapes you no longer want +* Turn on/off 'Druid Wild Shape' to 'Greater Wild Shape' conversion. +</entry> + <entry id="47150" lang="en" sex="m">Return to True Form</entry> + <entry id="47151" lang="en" sex="m">Use this to return to your true form</entry> + <entry id="47152" lang="en" sex="m">Natural Spell</entry> + <entry id="47153" lang="en" sex="m">Prerequisite: Wis 13, able to wild shape +Specifics: Allows you to cast spells in shapes that can normally not cast spells. +Use: Automatic.</entry> + <entry id="47154" lang="en" sex="m">(PRESTIGE CLASS) +A Shifter has no form they call their own. Instead, they clothe themselves in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the Shifter actually comes closer to their true self through all of their transformations. Of necessity, their sense of self is based not on their outward form, but on their soul, which is truly the only constant about them. It is the inner strength of that soul that enables them to take on any shape and remain themselves within. + +(This PrC was created to bring the shifter closer to PnP rules.) + +- Hit Die: d8. +- Proficiencies: A Shifter does not gain any additional weapon or armor proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: +Spellcasting: 3rd level spells. +Feats: Alertness, Endurance +Special: You must be able to assume an alternate form. See the following list: + Arcane or divine classes with the ability to cast Polymorph Self.This includes: + Archivist (spell level 4, class level 7) + Hexblade (spell level 4, class level 14) + Ranger (spell level 4, class level 15) + Shaman (spell level 4, class level 7) + Sublime Chord (spell level 4) + Sorcerer (spell level 4, class level 8) + Suel Archanamach (spell level 4, class level 8) + Wizard (spell level 4, class level 7) + Divine classes having the Animal domain, which gives the ability to cast Shapechange at spell level 9. + Classes with the ability to use one of these invocations: + Mask of Flesh, Humanoid Shape, Spider Shape, Hellspawned Grace. + Classes with certain special abilities: + Bonded Summoner: Elemental Form (Level 10) + Druid: Wild Shape (Level 5) + Initiate of Draconic Mysteries: Dragon Shape (Level 10) + Ninja Spy: Thousand Faces (Level 7) + Werewolf: Alternate Form, Wolf (Level 1) + Certain races: + Aranea + Changeling + Fey'ri + Hound Archon + Naztharune Rakshasa + Pixie + Rakshasa + Shifter + Yuan-ti Pureblood + Zakya Rakshasa + +ABILITIES: + +Level: +1: Greater Wild Shape - Can change into small, medium and humanoid once per day. Creature Weapon Proficiency - Can use creature weapons. +2: Can change into animal and monstrous humanoid. +3: Can change into large, tiny and beast. Can use Greater Wild Shape three time a day. +4: Can change into giant and vermin. +5: Can change into magical beast. Can use Greater Wild Shape five times a day. +6: Can change into aberration and ooze. +7: Can change into huge and dragon. Can use Greater Wild Shape seven times a day. +8: Can change into undead and construct. +9: Can change into elemental and outsider. Can use Greater Wild Shape nine times a day. +10: Evershifting form - No limit to Greater Wild Shape/day. + + +Epic Shifter + +The epic Shifter has gone beyond the normal druidic ability to wildshape; no longer does she simply assume a new form when she changes shape. The epic Shifter actually becomes the new creature. Epic Shifters are rarely encountered in their true form; indeed, some of the most ancient and powerful Shifters claim (with some pride) to have forgotten their true form entirely. + +Epic Shifters are generally a wild and carefree lot, and they prefer to spend their time exploring the multiverse and reveling in new forms and shapes they discover along the way. + +Level: +11: Epic Wild Shape - Can turn into almost anything once a day, gaining some abilities of some of the shapes. +14: 3 Epic Wild Shape/day. +17: 5 Epic Wild Shape/day. +20: 7 Epic Wild Shape/day. +23: 9 Epic Wild Shape/day. +26: 11 Epic Wild Shape/day. +29: 13 Epic Wild Shape/day. +</entry> + <entry id="47155" lang="en" sex="m">Archetypal Form</entry> + <entry id="47156" lang="en" sex="m">Type of Feat: DM Tool - "The dirty hobbitses will not get their hands on my preciousss" +Prerequisite: A creature you don't want people to polymorph into +Specifics: The presence of this feat on a creature, as tested for using GetHasFeat(), prevents the use of it as a template +by users of PRC polymorphing mechanics (PnP Shifter, Soul Eater, etc.) +Use: Automatic, used in the function GetCanShiftIntoCreature() in prc_inc_shifting</entry> + <entry id="47157" lang="en" sex="m">Soak 4 Damage</entry> + <entry id="47158" lang="en" sex="m">Soak 6 Damage</entry> + <entry id="47159" lang="en" sex="m">Soak 7 Damage</entry> + <entry id="47160" lang="en" sex="m">Soak 8 Damage</entry> + <entry id="47161" lang="en" sex="m">Soak 9 Damage</entry> + <entry id="47162" lang="en" sex="m">Soak 11 Damage</entry> + <entry id="47163" lang="en" sex="m">Soak 12 Damage</entry> + <entry id="47164" lang="en" sex="m">Soak 13 Damage</entry> + <entry id="47165" lang="en" sex="m">Soak 14 Damage</entry> + <entry id="47166" lang="en" sex="m">Soak 16 Damage</entry> + <entry id="47167" lang="en" sex="m">Soak 17 Damage</entry> + <entry id="47168" lang="en" sex="m">Soak 18 Damage</entry> + <entry id="47169" lang="en" sex="m">Soak 19 Damage</entry> + <entry id="47170" lang="en" sex="m">Soak 21 Damage</entry> + <entry id="47171" lang="en" sex="m">Soak 22 Damage</entry> + <entry id="47172" lang="en" sex="m">Soak 23 Damage</entry> + <entry id="47173" lang="en" sex="m">Soak 24 Damage</entry> + <entry id="47174" lang="en" sex="m">Soak 26 Damage</entry> + <entry id="47175" lang="en" sex="m">Soak 27 Damage</entry> + <entry id="47176" lang="en" sex="m">Soak 28 Damage</entry> + <entry id="47177" lang="en" sex="m">Soak 29 Damage</entry> + <entry id="47178" lang="en" sex="m">Soak 31 Damage</entry> + <entry id="47179" lang="en" sex="m">Soak 32 Damage</entry> + <entry id="47180" lang="en" sex="m">Soak 33 Damage</entry> + <entry id="47181" lang="en" sex="m">Soak 34 Damage</entry> + <entry id="47182" lang="en" sex="m">Soak 36 Damage</entry> + <entry id="47183" lang="en" sex="m">Soak 37 Damage</entry> + <entry id="47184" lang="en" sex="m">Soak 38 Damage</entry> + <entry id="47185" lang="en" sex="m">Soak 39 Damage</entry> + <entry id="47186" lang="en" sex="m">Soak 41 Damage</entry> + <entry id="47187" lang="en" sex="m">Soak 42 Damage</entry> + <entry id="47188" lang="en" sex="m">Soak 43 Damage</entry> + <entry id="47189" lang="en" sex="m">Soak 44 Damage</entry> + <entry id="47190" lang="en" sex="m">Soak 46 Damage</entry> + <entry id="47191" lang="en" sex="m">Soak 47 Damage</entry> + <entry id="47192" lang="en" sex="m">Soak 48 Damage</entry> + <entry id="47193" lang="en" sex="m">Soak 49 Damage</entry> + <entry id="47194" lang="en" sex="m">Due to PvP settings, you cannot attack this target.</entry> + <entry id="47195" lang="en" sex="m">divine</entry> + <entry id="47196" lang="en" sex="m">arcane</entry> + <entry id="47197" lang="en" sex="m">psionic</entry> + <entry id="47198" lang="en" sex="m">Helper/Tools</entry> + <entry id="47199" lang="en" sex="m">alternative</entry> + <entry id="47200" lang="en" sex="m">OK</entry> + <entry id="47201" lang="en" sex="m">Missing</entry> + <entry id="47202" lang="en" sex="m">Failed</entry> + <entry id="47203" lang="en" sex="m">All requirements are available.</entry> + <entry id="47204" lang="en" sex="m">Some requirements are missing.</entry> + <entry id="47205" lang="en" sex="m">Market price</entry> + <entry id="47206" lang="en" sex="m">Gold cost</entry> + <entry id="47207" lang="en" sex="m">Experience cost</entry> + <entry id="47208" lang="en" sex="m">check DC</entry> + <entry id="47209" lang="en" sex="m">Sanctify Martial Strike (Whip)</entry> + <entry id="47210" lang="en" sex="m">Sanctify Martial Strike (Trident)</entry> + <entry id="47211" lang="en" sex="m">Vile Martial Strike (Whip)</entry> + <entry id="47212" lang="en" sex="m">Vile Martial Strike (Trident)</entry> + <entry id="47213" lang="en" sex="m">Craft Item</entry> + <entry id="47214" lang="en" sex="m">Use this ability on a recipe created with "Examine Recipe or Item" to craft a new item. Note that there's no confirmation; use "Examine Recipe or Item" to know the requisites without doing anything.</entry> + <entry id="47215" lang="en" sex="m">Examine Recipe and Craft Item</entry> + <entry id="47216" lang="en" sex="m">Use this ability on an object to obtain a recipe from it (if available). +Use it on a recipe to read it and know the requisites. Use this ability again on a recipe within 6 seconds to craft a new item. Note that there's no further confirmation for the second use.</entry> + <entry id="47217" lang="en" sex="m">Spell</entry> + <entry id="47218" lang="en" sex="m">Feat</entry> + <entry id="47219" lang="en" sex="m">Please wait before crafting new objects.</entry> + <entry id="47220" lang="en" sex="m">Item Crafting Recipe</entry> + <entry id="47221" lang="en" sex="m">This scroll contains the recipe to create an item. To determine the item that this scroll makes, use 'Examine Item or Recipe' on it.</entry> + <entry id="47222" lang="en" sex="m">Sorry, but the Crafting System has been disabled by the module administrator.</entry> + <entry id="47223" lang="en" sex="m">Special</entry> + <entry id="47224" lang="en" sex="m">You need 1 GP to write a recipe.</entry> + <entry id="47225" lang="en" sex="m">Crusaderky revised crafting reserved</entry> + <entry id="47226" lang="en" sex="m">Mindblade</entry> + <entry id="47227" lang="en" sex="m">This is a semisolid blade composed of psychic energy distilled from your mind.</entry> + <entry id="47228" lang="en" sex="m">Improved Critical (mindblade)</entry> + <entry id="47229" lang="en" sex="m">Overwhelming Critical (mindblade)</entry> + <entry id="47230" lang="en" sex="m">Devastating Critical (mindblade)</entry> + <entry id="47231" lang="en" sex="m">Manifest Mindblade</entry> + <entry id="47232" lang="en" sex="m">Type of Feat: Class +Prerequisites: Soulknife 1st +Specifics: You manifest a semisolid blade composed of psychic energy distilled from your mind. +Use: Selected</entry> + <entry id="47233" lang="en" sex="m">A soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways to a short sword. A mind blade is considered a magic weapon (+1) for the purpose of overcoming damage reduction. + A soulknife's mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus to attack rolls and damage rolls. + Implementation Note: For the purposes of interaction with Iaijutsu Master class, a mindblade in bastard sword form is considered equivalent to a katana. This is due to the fact that in PnP, katana = masterwork bastard sword.</entry> + <entry id="47234" lang="en" sex="m">Weapon Focus (mindblade)</entry> + <entry id="47235" lang="en" sex="m">Type of Feat: Class +Prerequisite: Soulknife 1st +Required for: Weapon Specialization (fighter only) +Specifics: A character with this feat is particularly skilled with a mindblade, gaining a +1 attack bonus with it. +Use: Automatic</entry> + <entry id="47236" lang="en" sex="m">Greater Weapon Focus (mindblade)</entry> + <entry id="47237" lang="en" sex="m">Type of Feat: Class +Prerequisite: Soulknife 9th +Specifics: A character with this feat is particularly skilled with a mindblade, gaining a +1 attack bonus with it. This stacks with Weapon Focus. +Use: Automatic</entry> + <entry id="47238" lang="en" sex="m">Throw Mindblade</entry> + <entry id="47239" lang="en" sex="m">Type of Feat: Class +Prerequisites: Soulknife 2nd +Specifics: A soulknife of 2nd level or higher can throw his mindblade as a ranged weapon. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike with a thrown mind blade and can use the blade in conjunction with other special abilities. +Use: Selected + +Technical: The number of throwable mindblades you receive on using this feat is the number you could throw plus one (a workaround for a BioBug). The last blade will be deleted when you throw the second-to-last blade. Also, any blades remaining after a round will be deleted.</entry> + <entry id="47240" lang="en" sex="m">Psychic Strike</entry> + <entry id="47241" lang="en" sex="m">Type of Feat: Class +Prerequisites: Soulknife 3rd +Specifics: As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or a ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue's sneak attack the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.) + A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action. Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it. + At every four levels beyond 3rd, the extra damage from a soulknife's psychic strike increases by 1d8. +Use: Selected</entry> + <entry id="47242" lang="en" sex="m">Free Draw</entry> + <entry id="47243" lang="en" sex="m">Type of Feat: Class +Prerequisites: Soulknife 5th +Specifics: At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however. +Use: Selected</entry> + <entry id="47244" lang="en" sex="m">Shape Mindblade</entry> + <entry id="47245" lang="en" sex="m">Type of Feat: Class +Prerequisites: Soulknife 5th +Specifics: At 5th level, a soulknife gains the ability to change the form of his mindblade. As a full-round action, he can change his mind blade to replicate a longsword (damage 1d8) or a bastard sword (damage 1d10, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency feat). + Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade. For example, a 12th-level soulknife normally creates a single +3 mind blade, but he could use this ability to instead materialize two +2 mind blades. +Use: Selected</entry> + <entry id="47246" lang="en" sex="m">Mindblade Enhancement</entry> + <entry id="47247" lang="en" sex="m">Type of Feat: Class +Prerequisites: Soulknife 6th +Specifics: At 6th level, a soulknife gains the ability to enhance his mind blade. He can add a weapon special ability that has an enhancement bonus value of +1. + At every four levels beyond 6th, the value of the enhancement a soulknife can add to his weapon improves by +1, A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife's level. For example, an 18th-level soulknife could add two +2 weapon special abilities, or one +1 weapon ability and one +3 weapon ability. + The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decided to reassign it's abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities. + A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife. +Use: Automatic on manifesting mindblades, select to change special abilities + + +Weapon Special Ability Enhancement Bonus Value +Lucky +1 +Defending +1 +Keen +1 +Vicious +1 +PsychoKinetic +1 +Mighty Cleaving +2 +Collision +2 +Mindcrusher +2 +Psychokinetic Burst +2 +Suppression +2 +Wounding +2 +Disrupting +3 +Soulbreaker +4</entry> + <entry id="47248" lang="en" sex="m">Bladewind</entry> + <entry id="47249" lang="en" sex="m">Type of Feat: Class +Prerequisites: Soulknife 9th +Specifics: At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent. + As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife's regular mind blade. + When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). + The mind blade immediately reverts to it's previous form after the bladewind attack. + This feat counts as Whirlwind Attack for the purpose of prerequisites. +Use: Selected + +Note: If you have Improved Whirlwind Attack, use this feat to trigger it instead of it's own entry.</entry> + <entry id="47250" lang="en" sex="m">Knife to the Soul</entry> + <entry id="47251" lang="en" sex="m">Type of Feat: Class +Prerequisites: Soulknife 13th +Specifics: Beginning at 13th level, when a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses, A soulknife can combine extra dice of damage and ability damage in any combination, so a 19th-level soulknife could choose to strike for 3 points of Charisma damage and an extra 2d8 points of damage. +Use: Automatic when active, damage type selected from this radial</entry> + <entry id="47252" lang="en" sex="m">Knife to the Soul 1-5</entry> + <entry id="47253" lang="en" sex="m">Type of Feat: Class +Prerequisites: Knife to the Soul +Specifics: Holds the selections for using 1 to 5 of Psychic Strike damage dice as ability damage when Knife to the Soul is active. You may select a higher number of damage dice than you have Psychic Strike dice, but this has no effect. +Use: Selected</entry> + <entry id="47254" lang="en" sex="m">Knife to the Soul 6-10</entry> + <entry id="47255" lang="en" sex="m">Type of Feat: Class +Prerequisites: Soulknife 23rd, Knife to the Soul +Specifics: Holds the selections for using 6 to 10 of Psychic Strike damage dice as ability damage when Knife to the Soul is active. You may select a higher number of damage dice than you have Psychic Strike dice, but this has no effect. +Use: Selected</entry> + <entry id="47256" lang="en" sex="m">Epic Soulknife</entry> + <entry id="47257" lang="en" sex="m">PLACEHOLDER UNTIL EPIC SK FEATS DECIDED</entry> + <entry id="47258" lang="en" sex="m">Weapon Specialization (mindblade)</entry> + <entry id="47259" lang="en" sex="m">Epic Weapon Focus (mindblade)</entry> + <entry id="47260" lang="en" sex="m">Epic Weapon Specialization (mindblade)</entry> + <entry id="47261" lang="en" sex="m">Dual Short Swords</entry> + <entry id="47262" lang="en" sex="m">1 Die</entry> + <entry id="47263" lang="en" sex="m">2 Dice</entry> + <entry id="47264" lang="en" sex="m">3 Dice</entry> + <entry id="47265" lang="en" sex="m">4 Dice</entry> + <entry id="47266" lang="en" sex="m">5 Dice</entry> + <entry id="47267" lang="en" sex="m">6 Dice</entry> + <entry id="47268" lang="en" sex="m">7 Dice</entry> + <entry id="47269" lang="en" sex="m">8 Dice</entry> + <entry id="47270" lang="en" sex="m">9 Dice</entry> + <entry id="47271" lang="en" sex="m">10 Dice</entry> + <entry id="47272" lang="en" sex="m"><CUSTOM0> manifests a mindblade.</entry> + <entry id="47273" lang="en" sex="m"><CUSTOM0> throws mindblades.</entry> + <entry id="47274" lang="en" sex="m"><CUSTOM0> charges their mindblade.</entry> + <entry id="47275" lang="en" sex="m"><CUSTOM0> suddenly has a mindblade in their hand!</entry> + <entry id="47276" lang="en" sex="m"><CUSTOM0>'s mindblade flows into a new form.</entry> + <entry id="47277" lang="en" sex="m"><CUSTOM0> hits all surrounding enemies with a fragment of <his/her> mindblade.</entry> + <entry id="47278" lang="en" sex="m"><CUSTOM0> concentrates for a moment.</entry> + <entry id="47279" lang="en" sex="m"><CUSTOM0> meditates on the nature of <his/her> mindblade.</entry> + <entry id="47280" lang="en" sex="m">You cannot use this feat more than once per round.</entry> + <entry id="47281" lang="en" sex="m">Type of Feat: Combat +Prerequisite: 21st level, Intelligence 13+, Dexterity 23+, Dodge, Expertise, Mobility, Spring Attack, and Whirlwind Attack or Bladewind class ability. +Specifics: The character performs a full attack action, and makes one melee attack at full base attack bonus against all opponents they threaten. +Use: Selected.</entry> + <entry id="47282" lang="en" sex="m">Your Psychic Strike is already active.</entry> + <entry id="47283" lang="en" sex="m">Defending</entry> + <entry id="47284" lang="en" sex="m">Vicious</entry> + <entry id="47285" lang="en" sex="m">Psychokinetic</entry> + <entry id="47286" lang="en" sex="m">Mighty Cleaving</entry> + <entry id="47287" lang="en" sex="m">Collision</entry> + <entry id="47288" lang="en" sex="m">Mindcrusher</entry> + <entry id="47289" lang="en" sex="m">Psychokinetic Burst</entry> + <entry id="47290" lang="en" sex="m">Suppression</entry> + <entry id="47291" lang="en" sex="m">Disrupting</entry> + <entry id="47292" lang="en" sex="m">Soulbreaker</entry> + <entry id="47293" lang="en" sex="m">You must have a mindblade manifested to use this feat.</entry> + <entry id="47294" lang="en" sex="m">You must use both your hands to wield the bastard sword.</entry> + <entry id="47295" lang="en" sex="m">You do not have the proficiency required to wield this weapon.</entry> + <entry id="47296" lang="en" sex="m">Multiple Throw</entry> + <entry id="47297" lang="en" sex="m">Type of Feat: Class +Prerequisites: Soulknife 17th +Specifics: At 17th level and higher, a soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make. Thus, a 17th-level soulknife could throw two mind blades, with a base attack bonus of +12/+7. +Use: Automatic</entry> + <entry id="47298" lang="en" sex="m">Knife to the Soul set to:</entry> + <entry id="47299" lang="en" sex="m">Knife to the Soul dice set to:</entry> + <entry id="47300" lang="en" sex="m">Thrall of Graz'zt</entry> + <entry id="47301" lang="en" sex="m">Thralls of Graz'zt</entry> + <entry id="47302" lang="en" sex="m">thrall of graz'zt</entry> + <entry id="47303" lang="en" sex="m">(PRESTIGE CLASS) +The Thrall of Graz'zt is a sinister, conniving, and thoroughly evil master of arcane lore and dark secrets. She uses her charm and guile to learn things that she should never know - a sort of seductive loremaster who depends on subterfuge, not study. A loremaster spends her days in a library learning secrets, but a thrall of Graz'zt steals, seduces, or tricks them from others. + +- Hit Die: d6. +- Proficiencies: Thralls of Graz'zt gain no weapon or armor proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any Evil +Skills: Lore 5, Bluff 2, Persuade 2. +Feats: Thrall to Demon. +Spellcasting: Must be able to cast 3rd level arcane spells. + +ABILITIES: + +Levels: + 1: Charm + 2: Spell Betrayal - Deal an additional +1d6 damage when a damage dealing spell hits a flat-footed target. + 3: Dark Charisma - Gain a +1 enhancement bonus to all Animal Empathy, Bluff, Persuade, and Perform checks. + 4: Spell Betrayal - Bonus improves to +2d6. + Summon Demon - Summon a demon with 5 HD or less. + 5: Dark Charisma - Bonus improves to +2. + 6: Spell Betrayal - Bonus improves to +3d6. + Spellstrike - Deal an additional +1d6 damage when a damage dealing spell hits a distracted enemy. + 7: Dark Charisma - Bonus improves to +3 + 8: Spell Betrayal - Bonus improves to +4d6 + Spellstrike - Bonus improves to +2d6 + 9: Summon Demon - Summon a demon with 10 HD or less. +10: Spell Betrayal - Bonus improves to +5d6 + +BONUS SPELLS: + +Every other level in Thrall of Graz'zt, the character gains new spells per day as if he had also gained a level in her highest caster class. She does not learn any new spells through her abilities. She does not gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats). + +Epic Levels: + +11: Dark Charisma - Bonus improves to +4 +12: Spell Betrayal - Bonus improves to +6d6 + Spellstrike - Bonus improves to +3d6 +13: Dark Charisma - Bonus improves to +5 +14: Spell Betrayal - Bonus improves to +7d6 +15: Summon Demon - Summon a demon with 15 HD or less. +16: Spell Betrayal - Bonus improves to +8d6 + Spellstrike - Bonus improves to +4d6 +17: Dark Charisma - Bonus improves to +6 +18: Spell Betrayal - Bonus improves to +9d6 +19: +20: Spell Betrayal - Bonus improves to +10d6 + Spellstrike - Bonus improves to +5d6 + Summon Demon - Summon a demon with 20 HD or less. +21: Dark Charisma - Bonus improves to +7 +22: Spell Betrayal - Bonus improves to +11d6 +23: +24: Spell Betrayal - Bonus improves to +12d6 + Spellstrike - Bonus improves to +6d6 +25: Dark Charisma - Bonus improves to +8 + Summon Demon - Summon a demon with 25 HD or less. +26: Spell Betrayal - Bonus improves to +13d6 +27: +28: Spell Betrayal - Bonus improves to +14d6 + Spellstrike - Bonus improves to +7d6 +29: Dark Charisma - Bonus improves to +9 +30: Spell Betrayal - Bonus improves to +15d6 + Summon Demon - Summon a demon with 30 HD or less.</entry> + <entry id="47304" lang="en" sex="m">Charm</entry> + <entry id="47305" lang="en" sex="m">Type of Feat: Class +Prerequisite: Thrall of Graz'zt +A Thrall of Graz'zt can produce an effect identical to a charm person spell cast by a caster of the class level of the Thrall of Graz'zt's class level. +</entry> + <entry id="47306" lang="en" sex="m">Spell Betrayal</entry> + <entry id="47307" lang="en" sex="m">Type of Feat: Class +Prerequisite: Thrall of Graz'zt +When Casting a damage-dealing spell at a target or targets denied their dexterity bonus, a Thrall of Graz'zt can increase the damage dealt. At second level, she adds +1d6 damage to a spell cast against flat-footed targets. + +This damage increases +1d6 every other level starting at level 2 (2, 4, 6, 8, 10) for a max of +15d6 at level 30. +</entry> + <entry id="47308" lang="en" sex="m">Spellstrike</entry> + <entry id="47309" lang="en" sex="m">Type of Feat: Class +Prerequisite: Thrall of Graz'zt +At 6th level, a Thrall of Graz'zt can increase damage dealt when casting a spell on a target or targets threatened in melee (and thus distracted). The thrall can add half of their Spell Betrayal bonus (rounded down) to the damage dealt. + +This bonus is +1d6 at 6th level, and +2d6 at 8th level. This ability continues to progress during epic levels following the half spell betrayal bonus rounded down rule. +</entry> + <entry id="47310" lang="en" sex="m">Dark Charisma</entry> + <entry id="47311" lang="en" sex="m">Type of Feat: Class +Prerequisite: Thrall of Graz'zt +Starting at 3rd level, a Thrall of Graz'zt can add an enhancement bonus on certain Charisma based skill checks. This bonus applies to all Animal Empathy, Bluff, Persuade, and Perform checks. + +This bonus starts at +1 at 3rd level, and increases by one at level 3, 5, 7, 11, 13, 17, 21, 25, and 29 for maximum bonus of +9. +</entry> + <entry id="47312" lang="en" sex="m">Summon Demon</entry> + <entry id="47313" lang="en" sex="m">Type of Feat: Class +Prerequisite: Thrall of Graz'zt +At 4th level, a Thrall of Graz'zt can summon a demon of 5 HD or less once per day. This spell functions as a summon monster spell. + +The HD of the demon summoned increases to 10 HD at level 9, 15 HD at level 15, 20 HD at level 20, 25 HD at level 25, and 30 HD at level 30. +</entry> + <entry id="47314" lang="en" sex="m">Your mindblade enhancements have been reset and your mindblades destroyed due to level loss.</entry> + <entry id="47315" lang="en" sex="m">Cleanse Disease (Su)</entry> + <entry id="47316" lang="en" sex="m">Cunning Knowledge</entry> + <entry id="47317" lang="en" sex="m">Summon Succubus</entry> + <entry id="47318" lang="en" sex="m">Summon Vrock</entry> + <entry id="47319" lang="en" sex="m">Summon Glabrezu</entry> + <entry id="47320" lang="en" sex="m">Summon Marilith</entry> + <entry id="47321" lang="en" sex="m">Summon Balor</entry> + <entry id="47322" lang="en" sex="m">Type: Class +Prerequisite: Healer level 4 +A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a Remove Disease spell. +At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level.</entry> + <entry id="47323" lang="en" sex="m">Kensai</entry> + <entry id="47324" lang="en" sex="m">Assassin</entry> + <entry id="47325" lang="en" sex="m">Heavy</entry> + <entry id="47326" lang="en" sex="m">Fencing</entry> + <entry id="47327" lang="en" sex="m">Varied Fighting Styles</entry> + <entry id="47328" lang="en" sex="m">Type of Feat: Special +Prerequisite: Level 1. +Specifics: You have learned to fight with your weapons in different ways. A character with this feat can, assuming he does not have an unusual phenotype, change his fighting style every so often (90 seconds). +Use: Selected.</entry> + <entry id="47329" lang="en" sex="m">Fighting Style: Kensai</entry> + <entry id="47330" lang="en" sex="m">You know how to wield your weapons like a Kensai.</entry> + <entry id="47331" lang="en" sex="m">Fighting Style: Assassin</entry> + <entry id="47332" lang="en" sex="m">You know how to stab your opponents carefully, like an assassin.</entry> + <entry id="47333" lang="en" sex="m">Fighting Style: Heavy</entry> + <entry id="47334" lang="en" sex="m">You know how to hit hard with big weaponry.</entry> + <entry id="47335" lang="en" sex="m">Fighting Style: Fencing</entry> + <entry id="47336" lang="en" sex="m">You know how to goad your opponents on with your fencing style.</entry> + <entry id="47337" lang="en" sex="m">Fighting Style: Normal (Reset)</entry> + <entry id="47338" lang="en" sex="m">This is the general way most people learn to fight.</entry> + <entry id="47339" lang="en" sex="m"><CUSTOM0> changes his stance.</entry> + <entry id="47340" lang="en" sex="m">Maester</entry> + <entry id="47341" lang="en" sex="m">Maesters</entry> + <entry id="47342" lang="en" sex="m">maester</entry> + <entry id="47343" lang="en" sex="m">(PRESTIGE CLASS) +Maesters are the master crafters of the gnome world, combining technical and magical expertise to create incredible marvels. They specialize in the creation of magic items, bending all of their skill and ability toward the construction of items that are their art and livelihood. + +- Hit Die: d4. +- Proficiencies: A Maester does not gain any additional weapon or armor proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Arcane Spellcasting: Able to cast 3rd-level spells. +Feats: Any two item creation +Skills: Use Magic Device 4 ranks, any Craft 8 ranks. +Race: Gnome + +ABILITIES: + +Level +1: Bonus Feat - The Maester receives a bonus item creation feat. + Quick Crafting - All crafting takes 1/2 the normal time. +3: Identification - A Maester can attempt to identify an item by making a Spellcraft check vs the item's Lore DC. He may only do this once per item. +5: Bonus Feat +BONUS SPELLS + +Upon gaining a level in Maester, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. He does not learn any new spells through his abilities.</entry> + <entry id="47344" lang="en" sex="m">Quick Crafting</entry> + <entry id="47345" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Maester level 1. +Specifics: All crafting takes one half of the normal time to complete. +Use: Automatic.</entry> + <entry id="47346" lang="en" sex="m">Identification</entry> + <entry id="47347" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Maester level 3. +Specifics: A Maester can attempt to identify an item by making a Spellcraft check vs the Lore DC of the item. He may only do this once per item. +Use: Selected. + +lore item value +1 10 +2 50 +3 100 +4 150 +5 200 +6 300 +7 400 +8 500 +9 1000 +10 2500 +11 3750 +12 4800 +13 6500 +14 9500 +15 13000 +16 17000 +17 20000 +18 30000 +19 40000 +20 50000 +21 60000 +22 80000 +23 100000 +24 150000 +25 200000 +26 250000 +27 300000 +28 350000 +29 400000 +30 500000 + +31+ add 100,000 per point after 30</entry> + <entry id="47348" lang="en" sex="m">PRC Options</entry> + <entry id="47349" lang="en" sex="m">System feat. + +When you use this feat, you can access and change much of the additional PRC content that applies to your character. For example, to change code switches that the PRC have added.</entry> + <entry id="47350" lang="en" sex="m">Mindblade Enhancement + +Current selections: +<CUSTOM100></entry> + <entry id="47351" lang="en" sex="m">Select enhancement</entry> + <entry id="47352" lang="en" sex="m">Enhancement value: +4 +On a successful hit with the mindblade, the target must make a DC 18 fortitude save or gain a negative level.</entry> + <entry id="47353" lang="en" sex="m">Enhancement value: +3 +On each hit with the mindblade, unless the target succeeds at a DC 3/7 * (SK level + 16) Will save, it is dazed for a round.</entry> + <entry id="47354" lang="en" sex="m">Enhancement value: +2 +On hit, the mindblade deals 1 point of Constitution damage to the target. Creatures immune to critical hits are immune to this damage.</entry> + <entry id="47355" lang="en" sex="m">Enhancement value: +2 +When an opponent is struck with a suppressing mindblade, they are subject to a targeted 'dispel psionics power'. The wielder makes a power check (1d20 + 5 + SK level, maximum of +15) against a DC of 11+ manifester level of power to be dispelled.</entry> + <entry id="47356" lang="en" sex="m">Enhancement value: +2 +The mindblade glows with lethal psionic energy and releases blasts of it when a critical hit is scored with it. +It deals +1d4 magical damage on each hit and in addition +1d6 on critical hits.</entry> + <entry id="47357" lang="en" sex="m">Enhancement value: +2 +Any psionic creature struck by the mindblade loses a number of power points equal to half a roll of the weapon's base damage. If the creature is out of power points must succeed on a DC 17 Will save or take 1d2 points of Wisdom damage.</entry> + <entry id="47358" lang="en" sex="m">Enhancement value: +2 +The mindblade increases it's mass at the end of each swing, dealing +5 physical damage.</entry> + <entry id="47359" lang="en" sex="m">Enhancement value: +2 +The mindblade is supreme at following through, granting Cleave as bonus feat, or Great Cleave if Cleave is already possessed.</entry> + <entry id="47360" lang="en" sex="m">Enhancement value: +1 +The mindblade glows from within lethal psionic energy. It deals +1d4 magical damage on each hit.</entry> + <entry id="47361" lang="en" sex="m">Enhancement value: +1 +A vicious mindblade creates a flash of disruptive energy whenever it hits, dealing 2d6 damage to the target hit and 1d6 to the wielder.</entry> + <entry id="47362" lang="en" sex="m">Enhancement value: +1 +The mindblade is keen, doubling it's critical range.</entry> + <entry id="47363" lang="en" sex="m">Enhancement value: +1 +A defending mindblade grants it's wielder a +2 AC bonus.</entry> + <entry id="47364" lang="en" sex="m">Enhancement value: +1 +A lucky mindblade may be activated once per day to grant a +1 bonus to attack and damage rolls and all saves for 1 round per soulknife level</entry> + <entry id="47365" lang="en" sex="m">Current selections: +<CUSTOM100> + +Free Enhancement boni: <CUSTOM101></entry> + <entry id="47366" lang="en" sex="m">Show enhancement info</entry> + <entry id="47367" lang="en" sex="m">Change enhancements</entry> + <entry id="47368" lang="en" sex="m">Abandon changes and return to main menu</entry> + <entry id="47369" lang="en" sex="m">Save changes - will take effect after next rest</entry> + <entry id="47370" lang="en" sex="m">Soulbreaker - <CUSTOM114></entry> + <entry id="47371" lang="en" sex="m">Disrupting - <CUSTOM113></entry> + <entry id="47372" lang="en" sex="m">Wounding - <CUSTOM112></entry> + <entry id="47373" lang="en" sex="m">Suppression - <CUSTOM111></entry> + <entry id="47374" lang="en" sex="m">Psychokinetic Burst - <CUSTOM110></entry> + <entry id="47375" lang="en" sex="m">Mindcrusher - <CUSTOM109></entry> + <entry id="47376" lang="en" sex="m">Collision - <CUSTOM108></entry> + <entry id="47377" lang="en" sex="m">Mighty Cleaving - <CUSTOM107></entry> + <entry id="47378" lang="en" sex="m">Psychokinetic - <CUSTOM106></entry> + <entry id="47379" lang="en" sex="m">Vicious - <CUSTOM105></entry> + <entry id="47380" lang="en" sex="m">Keen - <CUSTOM104></entry> + <entry id="47381" lang="en" sex="m">Defending - <CUSTOM103></entry> + <entry id="47382" lang="en" sex="m">Lucky - <CUSTOM102></entry> + <entry id="47383" lang="en" sex="m">You have charged the mindblade in your main hand.</entry> + <entry id="47384" lang="en" sex="m">You have charged the mindblade in your off hand.</entry> + <entry id="47385" lang="en" sex="m">Change Mindblade Hand</entry> + <entry id="47386" lang="en" sex="m">Type of Feat: Class +Prerequisites: Soulknife 1st +Specifics: Using this feat changes the hand to which a single mindblade is manifested to. The change takes effect next time a mindblade is manifested. +Use: Selected</entry> + <entry id="47387" lang="en" sex="m">Your mind blade will now be manifested to off hand.</entry> + <entry id="47388" lang="en" sex="m">Your mind blade will now be manifested to main hand.</entry> + <entry id="47389" lang="en" sex="m">Weapon of Choice (mindblade)</entry> + <entry id="47390" lang="en" sex="m">Spell Girding</entry> + <entry id="47391" lang="en" sex="m">Type of Feat: General +Prerequisite: None. +Specifics: Your spells are particularly hardy, resisting dispel checks better than normal. Any dispel checks made against your spells are made at a -2 penalty. +Use: Automatic.</entry> + <entry id="47392" lang="en" sex="m">Force of Personality</entry> + <entry id="47393" lang="en" sex="m">Type of Feat: General +Prerequisite: 13 Cha. +Specifics: Your self belief are so strong that they bolster your willpower. You use your Charisma modifier instead of Wisdom for Will saves. +Use: Automatic.</entry> + <entry id="47394" lang="en" sex="m">Insightful Reflexes</entry> + <entry id="47395" lang="en" sex="m">Type of Feat: General +Prerequisite: None. +Specifics: Your keen intellect allows you an uncanny knack for avoiding dangerous effects. You use your Intelligence modifier instead of Dexterity for Reflex saves. +Use: Automatic.</entry> + <entry id="47396" lang="en" sex="m">Tactile Trapsmith</entry> + <entry id="47397" lang="en" sex="m">Type of Feat: General +Prerequisite: None. +Specifics: You rely on your reflexes and nimble fingers instead of intellect when searching a room or disabling a trap. You use your Dexterity modifier instead of Intelligence for the Search and Disable Trap skills. +Use: Automatic.</entry> + <entry id="47398" lang="en" sex="m">Augment Healing</entry> + <entry id="47399" lang="en" sex="m">Type of Feat: General +Prerequisite: Heal 4. +Specifics: You add 2 points of healing per spell level to the amount of damage healed by any Cure healing spell. +Use: Automatic.</entry> + <entry id="47400" lang="en" sex="m">Lasher</entry> + <entry id="47401" lang="en" sex="m">Lashers</entry> + <entry id="47402" lang="en" sex="m">lasher</entry> + <entry id="47403" lang="en" sex="m">(PRESTIGE CLASS) +The lasher prestige class uses the whip as an extension of herself. A whip in the hands of a lasher is like unto a live thing, obeying the character's every command. Lasher training goes far beyond simple exotic weapon proficiency, and not all who take up the discipline survive to its end. Their ability with the whip makes them deadly warriors to be reckoned with. + +- Hit Die: d10. +- Proficiencies: A lasher does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +5 +Feats: Weapon Proficiency (Exotic), Weapon Focus (Whip). +Skills: Craft Weapon 2 ranks. + +ABILITIES: + +Level +1: Whip Sneak Attack +1d6 +2: Improved Knockdown (Whip), Third Hand +3: Crack of Fate +4: Lashing Whip +5: Whip Sneak Attack +2d6 +6: Improved Disarm (Whip) +7: Stunning Snap +8: Crack of Doom +9: Whip Sneak Attack +3d6 +10: Death Spiral</entry> + <entry id="47404" lang="en" sex="m">Whip Sneak Attack +1d6</entry> + <entry id="47405" lang="en" sex="m">Type of Feat: Class +Prerequisite: Lasher. +Specifics: Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at 1st level and an additional +1d6 every four levels thereafter. This extra damage is not multiplied in the case of a critical hit. +Use: Automatic when using a whip. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits. If a lasher gets a general sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.</entry> + <entry id="47406" lang="en" sex="m">Whip Sneak Attack +2d6</entry> + <entry id="47407" lang="en" sex="m">Whip Sneak Attack +3d6</entry> + <entry id="47408" lang="en" sex="m">Improved Knockdown (Whip)</entry> + <entry id="47409" lang="en" sex="m">Type of Feat: Class +Prerequisite: Lasher level 2. +Specifics: At 2nd level, the lasher gains the Improved Knockdown feat, if using a whip. +Use: Selected.</entry> + <entry id="47410" lang="en" sex="m">Third Hand</entry> + <entry id="47411" lang="en" sex="m">Type of Feat: Class +Prerequisite: Lasher level 2. +Specifics: At 2nd level, a lasher's precision with the whip allows her to use it almost like a third hand - a third hand at the end of a flexible 15-foot-long arm - as a standard action. A lasher successfully performs a task if her attack roll equals or exceeds the DC for a given task: + +Punch a button, snuff a candle flame, flick a coin lying on the ground, etc. +Range 15 feet, DC 15. + +Retrieve an unattended object of up to 20 pounds, and deposit into your inventory. +Range 15 feet, DC 20. + +Retrieve an opponent's weapon and deposit into your inventory when using Improved Disarm (Whip). +Range 15 feet, DC 20 if opponent is disarmed. + +Use: Selected.</entry> + <entry id="47412" lang="en" sex="m">Crack of Fate</entry> + <entry id="47413" lang="en" sex="m">Type of Feat: Class +Prerequisite: Lasher level 3. +Specifics: At 3rd level, a lasher can take one extra attack per round with a whip. The attack is at the lasher's highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. +Use: Selected.</entry> + <entry id="47414" lang="en" sex="m">Lashing Whip</entry> + <entry id="47415" lang="en" sex="m">Type of Feat: Class +Prerequisite: Lasher level 4. +Specifics: At fourth level, the lasher adds a +2 damage bonus to her whip. If the lasher has already gained weapon specialization from another class (fighter, for example), the damage bonus stacks. +Use: Automatic.</entry> + <entry id="47416" lang="en" sex="m">Improved Disarm (Whip)</entry> + <entry id="47417" lang="en" sex="m">Type of Feat: Class +Prerequisite: Lasher level 6. +Specifics: At 6th level, the lasher gains the Improved Disarm feat, if using a whip to perform the disarm action. Treat the lasher's whip as a Medium-size weapon for purposes of disarming an opponent. +Use: Selected.</entry> + <entry id="47418" lang="en" sex="m">Stunning Snap</entry> + <entry id="47419" lang="en" sex="m">Type of Feat: Class +Prerequisite: Lasher level 7. +Specifics: A lasher can use a whip to stun a creature. The lasher can use this ability once per round, but no more than once per level per day. A foe struck by a whip must make a Fortitude saving throw (DC 10 + the lasher's level + Strength modifier), in addition to receiving damage. If the saving throw failed, the opponent is stunned for one round. Constructs, oozes, plants, undead, incorporeal creatures and creatures immune to critical hits cannot be stunned by the lasher's stunning attack. +Use: Selected.</entry> + <entry id="47420" lang="en" sex="m">Crack of Doom</entry> + <entry id="47421" lang="en" sex="m">Type of Feat: Class +Prerequisite: Lasher level 8. +Specifics: At 8th level, a lasher can take two extra attacks per round with a whip. This ability supersedes crack of fate (the abilities do not stack). The attack is at the lasher's highest base attack bonus, but each attack (the extra ones and the normal ones) suffers a -4 penalty. +Use: Selected.</entry> + <entry id="47422" lang="en" sex="m">Death Spiral</entry> + <entry id="47423" lang="en" sex="m">Type of Feat: Class +Prerequisite: Lasher level 10. +Specifics: At 10th level, the lasher gains transcendental understanding of her whip. Once per day, she can spin the whip over her head with supernatural speed. All foes within a 15-foot radius of the lasher must make a reflex save against a DC equal to the lasher's attack roll. Opponents who fail are stunned for 1d4+1 rounds. Stunned opponents must make a successful Fortitude save (DC 18) or become helpless for 1d4-1 rounds (minimum 1 round). Allies in range are spared the effects of the death spiral. The death spiral is a supernatural ability. +Use: Selected.</entry> + <entry id="47424" lang="en" sex="m">Epic Lasher</entry> + <entry id="47425" lang="en" sex="m">You are the epic lasher, quick, precise and deadly with a whip. + +Hit Die: d10 +Skill Points at Each Additional Level: 2+ Int Modifier +Bonus Feats: The epic lasher gains a bonus feat every three levels after 10th. +Special: + Whip Sneak Attack: improves by +1d6 every four levels after 9th. + +Epic Lasher Bonus Feats List: +Armor Skin, Damage Reduction, Devastating Critical (whip), Epic Toughness, Epic Weapon Focus (whip), Epic Prowess, Epic Weapon Specialization (whip), Improved Whirlwind Attack, Overwhelming Critical (whip), Superior Initiative.</entry> + <entry id="47426" lang="en" sex="m">Whip Sneak Attack +4d6</entry> + <entry id="47427" lang="en" sex="m">Whip Sneak Attack +5d6</entry> + <entry id="47428" lang="en" sex="m">Whip Sneak Attack +6d6</entry> + <entry id="47429" lang="en" sex="m">Whip Sneak Attack +7d6</entry> + <entry id="47430" lang="en" sex="m">Whip Sneak Attack +8d6</entry> + <entry id="47431" lang="en" sex="m">Sanctify Martial Strike (Mindblade)</entry> + <entry id="47432" lang="en" sex="m">Vile Martial Strike (Mindblade)</entry> + <entry id="47433" lang="en" sex="m">Weapon of Tempus (Mindblade)</entry> + <entry id="47434" lang="en" sex="m">Spellfire Wielder</entry> + <entry id="47435" lang="en" sex="m">Type of Feat: General + Prerequisite: Can only take this feat at 1st-level. + Specifics: You can use spellfire to absorb spell energy, fire destructive blasts, or heal others. + A spellfire wielder can ready an action to absorb spells targeted at her as if she were a rod of absorption. She gains one level of spellfire energy for every spell level absorbed and can store a number of spellfire energy levels equal to her Constitution. If she has reached her limit, she cannot absorb spells until she expends some of her stored spellfire levels. If her Constitution decreases so that her number of stored spellfire levels is greater than her current Constitution, the excess levels discharge at a random creature in range as destructive spellfire. + As a standard action, a spellfire wielder may expend stored spellfire energy as a melee or ranged touch attack (maximum range 400 feet), dealing 1d6 points of spellfire damage per level expended (Reflex half, DC 20). Spellfire damage is half fire damage and half raw magical power. Creatures with immunity, resistance, or protection against fire effects apply these to only half the damage, but not the other half. A creature can also choose "spellfire" as a weapon for the purpose of the Weapon Focus feat. + A spellfire wielder can heal a target by touch, restoring 2 hitpoints per spellfire energy level expended for this purpose. This is not considered positive energy, so it does not injure undead. + Use: Selected.</entry> + <entry id="47436" lang="en" sex="m">Spellfire</entry> + <entry id="47437" lang="en" sex="m">Spellfire: Increase Levels Expended</entry> + <entry id="47438" lang="en" sex="m">Spellfire: Decrease Levels Expended</entry> + <entry id="47439" lang="en" sex="m">Check Spellfire Level</entry> + <entry id="47440" lang="en" sex="m">-20</entry> + <entry id="47441" lang="en" sex="m">Check Spellfire Levels Expended</entry> + <entry id="47442" lang="en" sex="m">Spellfire: Quickselect</entry> + <entry id="47443" lang="en" sex="m">Change Quickselect</entry> + <entry id="47444" lang="en" sex="m">Quickselect 1</entry> + <entry id="47445" lang="en" sex="m">Quickselect 2</entry> + <entry id="47446" lang="en" sex="m">Quickselect 3</entry> + <entry id="47447" lang="en" sex="m">Type of Feat: General + Prerequisite: Can only take this feat at 1st-level. + Specifics: This set of feats allows the player to set the number of spellfire levels expended in the next use of a spellfire ability. To change the value of a quickselect, adjust the current setting to the value you wish to store, then use Change Quickselect, then use the quickselect in which to store your setting. + Use: Selected.</entry> + <entry id="47448" lang="en" sex="m">Spellfire Channeler</entry> + <entry id="47449" lang="en" sex="m">Spellfire Channelers</entry> + <entry id="47450" lang="en" sex="m">spellfire channeler</entry> + <entry id="47451" lang="en" sex="m">(PRESTIGE CLASS) + Spellfire is the raw energy of the Weave. Most who bear this gift never have the time or opportunity to develop these skills. Those who do practice their spellfire are able to hone their talent into a tool with fantastic abilities that most dabblers can only dream of. + + - Hit Die: d4. + - Proficiencies: Spellfire channelers are proficient with all simple weapons. + - Skill Points: 2 + Int Modifier. + + REQUIREMENTS: + + Feats: Endurance, Spellfire Wielder. + Skills: Concentration 8 ranks, Lore 2 ranks, Spellcraft 2 ranks. + + Use: Selected. + + ABILITIES: + + Level + 1: Drain charged item, increased storage 2 + 2: Improved healing + 3: Weapon Focus (spellfire), increased storage 3 + 4: Rapid Blast 2 + 5: Drain permanent item, increased storage 4 + 6: Charge item* + 7: Deflect Arrows**, increased storage 5 + 8: Rapid Blast 3 + 9: Crown of fire + 10: Maelstrom of fire + + *Replacing flight, due to popular demand + **Using Bioware deflect arrows, doesn't drain levels</entry> + <entry id="47452" lang="en" sex="m">Drain Charged Item</entry> + <entry id="47453" lang="en" sex="m">Type of Feat: Class + Prerequisite: Spellfire Channeler level 1. + Specifics: As a standard action, a spellfire channeler can drain charges from a touched charged item (including single-use items such as potions and scrolls), converting the energy into stored spellfire energy levels. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained. + Use: Selected.</entry> + <entry id="47454" lang="en" sex="m">Increased Storage</entry> + <entry id="47455" lang="en" sex="m">Type of Feat: Class + Prerequisite: Spellfire Channeler level 1. + Specifics: The channeler's capacity for storing spellfire energy levels is multiplied by the listed value. However, spellfire energy levels in excess of the channeler's Constitution score is dangerous, with different effects depending upon the number of levels stored: + Constitution +1 to Constitution X2: + The channeler's eyes glow brightly, and any creature, magic item or spell effect that touches the channeler causes 1 spellfire energy level to be discharged as a harmless burst of light. Once per day, the channeler must make a constitution check (DC 10) or take 1d6 points of damage as one of her spellfire energy level backfires. + Constitution X2+1 to Constitution X3: + As above, except a touch releases 1d4 spellfire energy levels as light, and the channeler must make the backfire Constitution check every hour. + Constitution X3+1 to Constitution X4: + As above, except the channeler feels a burning sensation within her body (treat as if distracted by a nondamaging spell, DC 20 to concentrate), and must make the backfire Constitution check every minute. A touch releases 1d6 spellfire energy levels as a flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her. + Constitution X4+1 to Constitution X5: + As above, except the character is in pain (treat as if distracted by a nondamaging spell, DC 25 to concentrate), and must make the backfire Constitution check every round. A touch releases 2d6 energy levels as a flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her. The channeler must make a Will save (DC 25) every round or be forced to expend a maximum-strength blast of energy at a random target within 30 feet in preference to any other action. + Regardless of the number of spellfire energy levels stored, a channeler can voluntarily expend only a number of spellfire energy levels per round equal to her Constitution score. (Involuntary expenditure, such as that noted above, isn't limited in this way.) + Use: Automatic.</entry> + <entry id="47456" lang="en" sex="m">Improved Healing</entry> + <entry id="47457" lang="en" sex="m">Type of Feat: Class + Prerequisite: Spellfire Channeler level 2. + Specifics: At 2nd level, the spellfire channeler can release stored spellfire energy levels to heal by touch. This restores 1d4+1 hit points per spellfire energy level expended (rather than the normal 2 points per spellfire energy level). + Use: Automatic.</entry> + <entry id="47458" lang="en" sex="m">Weapon Focus (spellfire)</entry> + <entry id="47459" lang="en" sex="m">Rapid Blast</entry> + <entry id="47460" lang="en" sex="m">Type of Feat: Class + Prerequisite: Spellfire Channeler level 4. + Specifics: At 4th level, the spellfire channeler can release two blasts of spellfire as a standard action. This increases to three blasts per standard action at 8th level. Each blast after the first suffers a cumulative -2 penalty to attack rolls (-0 for the first blast, -2 for the second, and -4 for the third). + Use: Selected.</entry> + <entry id="47461" lang="en" sex="m">Drain Permanent item</entry> + <entry id="47462" lang="en" sex="m">Type of Feat: Class + Prerequisite: Spellfire Channeler level 5. + Specifics: The channeler can drain power from permanent magic items by touch as a standard action. An item that creates spell effects loses that function for 24 hours, and the channeler gains spellfire energy levels equal to half the caster lever of the item. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained. + Use: Selected.</entry> + <entry id="47463" lang="en" sex="m">Charge Item</entry> + <entry id="47464" lang="en" sex="m">Type of Feat: Class + Prerequisite: Spellfire Channeler level 6. + Specifics: As a standard action, a spellfire channeler can expend stored spellfire energy level to add charges to a charged item. + Use: Selected.</entry> + <entry id="47465" lang="en" sex="m">Crown of Fire</entry> + <entry id="47466" lang="en" sex="m">Type of Feat: Class + Prerequisite: Spellfire Channeler level 9. + Specifics: By expending 10 spellfire energy levels, a channeler can manifest the crown of fire, which appears as a halo of spellfire around her head and provides light equal to a daylight spell. The crown of fire gives her damage reduction 10/+1 and automatically melts all non-magical weapons that strike her (after inflicting damage, if any). The crown of fire grants the channeler spell resistance 32 (as the spell resistance spell). Maintaining the crown of fire requires expending 10 spellfire energy levels each round, which can be done as a free action. The crown of fire does not interfere with the channeler's actions, including using other spellfire abilities. + Use: Selected.</entry> + <entry id="47467" lang="en" sex="m">Maelstrom of Fire</entry> + <entry id="47468" lang="en" sex="m">Type of Feat: Class + Prerequisite: Spellfire Channeler level 10. + Specifics: The channeler can release spellfire energy in all directions as a 20-foot-radius spread, dealing 1d6 damage per spellfire energy level expended to all creatures in the area (Reflex half, DC 10 + class level + Charisma modifier). + Use: Selected.</entry> + <entry id="47469" lang="en" sex="m">Epic Weapon Focus (spellfire)</entry> + <entry id="47470" lang="en" sex="m">Type of Feat: General + Prerequisite: Spellfire Wielder and base attack bonus +1 or higher, or Spellfire Channeler level 3. + Specifics: The character gains a +1 bonus to all attack rolls with spellfire. + Use: Automatic.</entry> + <entry id="47471" lang="en" sex="m">Type of Feat: Epic, Combat + Prerequisite: 21st level, Weapon Focus with chosen weapon. + Specifics: The character gains a +2 bonus to all attack rolls with spellfire. + Use: Automatic.</entry> + <entry id="47472" lang="en" sex="m"><CUSTOM0> uses Spellfire</entry> + <entry id="47473" lang="en" sex="m"><CUSTOM0> attempts to drain an item</entry> + <entry id="47474" lang="en" sex="m">Rapid Blast 2</entry> + <entry id="47475" lang="en" sex="m">Rapid Blast 3</entry> + <entry id="47476" lang="en" sex="m">Absorb Friendly Spells</entry> + <entry id="47477" lang="en" sex="m">Once per day, you may use the Lucky mindblade enhancement to gain +1 bonus to attack and damage rolls and saves for a duration of 1 round per soulknife level.</entry> + <entry id="47478" lang="en" sex="m">You have already used up the Lucky ability for today.</entry> + <entry id="47479" lang="en" sex="m">Holding the Charge: Touch Attack</entry> + <entry id="47480" lang="en" sex="m">Type of Feat: Special +Prerequisite: Spellcaster. +Specifics: This feat implements the touch attacks of various spells when holding the charge. +Use: Selected.</entry> + <entry id="47481" lang="en" sex="m">Ranged Attack</entry> + <entry id="47482" lang="en" sex="m">Type of Feat: Special +Prerequisite: Spellcaster. +Specifics: This feat implements the ranged attacks of various spells. +Use: Selected.</entry> + <entry id="47483" lang="en" sex="m">Select Target</entry> + <entry id="47484" lang="en" sex="m">Type of Feat: Special +Prerequisite: Spellcaster. +Specifics: This feat selects a target required in some spells. +Use: Selected.</entry> + <entry id="47485" lang="en" sex="m">Holding the Charge: Toggle</entry> + <entry id="47486" lang="en" sex="m">Type of Feat: Special +Prerequisite: Spellcaster. +Specifics: To use a spell that allows held charges, use this feat to turn on holding the charge, then cast the spell on yourself. The touch attack and ranged attack feats can then be used to discharge your spells on targets. This feat can be used again to disable holding the charge. +Use: Selected.</entry> + <entry id="47487" lang="en" sex="m"><CUSTOM0> performs ranged attack.</entry> + <entry id="47488" lang="en" sex="m">Mass Inflict Light Wounds</entry> + <entry id="47489" lang="en" sex="m">Caster Level(s): Cleric 5 +Innate Level: 5 +School: Necromancy +Descriptor(s): Negative +Component(s): Verbal, Somatic +Range: Short +Area of Effect / Target: Huge, up to 1 Target / Level +Duration: Instant +Additional Counter Spells: +Save: Will 1/2 +Spell Resistance: Yes + +The target creatures suffer 1d8 points of damage, +1 point per caster level (to a maximum of +25). Inflict spells have a reverse effect on undead, healing instead of harming them.</entry> + <entry id="47490" lang="en" sex="m">Mass Inflict Moderate Wounds</entry> + <entry id="47491" lang="en" sex="m">Caster Level(s): Cleric 6 +Innate Level: 6 +School: Necromancy +Descriptor(s): Negative +Component(s): Verbal, Somatic +Range: Short +Area of Effect / Target: Huge, up to 1 Target / Level +Duration: Instant +Additional Counter Spells: +Save: Will 1/2 +Spell Resistance: Yes + +The target creatures suffer 2d8 points of damage, +1 point per caster level (to a maximum of +30). Inflict spells have a reverse effect on undead, healing instead of harming them.</entry> + <entry id="47492" lang="en" sex="m">Mass Inflict Serious Wounds</entry> + <entry id="47493" lang="en" sex="m">Caster Level(s): Cleric 7 +Innate Level: 7 +School: Necromancy +Descriptor(s): Negative +Component(s): Verbal, Somatic +Range: Short +Area of Effect / Target: Huge, up to 1 Target / Level +Duration: Instant +Additional Counter Spells: +Save: Will 1/2 +Spell Resistance: Yes + +The target creatures suffer 3d8 points of damage, +1 point per caster level (to a maximum of +35). Inflict spells have a reverse effect on undead, healing instead of harming them.</entry> + <entry id="47494" lang="en" sex="m">Mass Inflict Critical Wounds</entry> + <entry id="47495" lang="en" sex="m">Caster Level(s): Cleric 8 +Innate Level: 8 +School: Necromancy +Descriptor(s): Negative +Component(s): Verbal, Somatic +Range: Short +Area of Effect / Target: Huge, up to 1 Target / Level +Duration: Instant +Additional Counter Spells: +Save: Will 1/2 +Spell Resistance: Yes + +The target creatures suffer 4d8 points of damage, +1 point per caster level (to a maximum of +40). Inflict spells have a reverse effect on undead, healing instead of harming them.</entry> + <entry id="47496" lang="en" sex="m">Greater Harm</entry> + <entry id="47497" lang="en" sex="m">Caster Level(s): Cleric 7 +Innate Level: 7 +School: Necromancy +Descriptor(s): Negative +Component(s): Verbal, Somatic +Range: Short +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: Will 1/2 +Spell Resistance: Yes + +If the caster makes a successful melee touch attack, Greater Harm charges a subject with negative energy that deals d12 points of damage per caster level (to a maximum of 20d12 at 20th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target's hit points to less than 1. This spell has a reverse effect on undead, healing the targeted undead instead of harming it.</entry> + <entry id="47498" lang="en" sex="m">Mass Harm</entry> + <entry id="47499" lang="en" sex="m">Caster Level(s): Cleric 9 +Innate Level: 9 +School: Necromancy +Descriptor(s): Negative +Component(s): Verbal, Somatic +Range: Short +Area of Effect / Target: Huge +Duration: Instant +Additional Counter Spells: +Save: Will 1/2 +Spell Resistance: Yes + +All enemies within the area of effect are dealt d12 points per caster level (to a maximum of 20d12 at 20th level). This spell has a reverse effect on undead, healing instead of harming them.</entry> + <entry id="47500" lang="en" sex="m">Werewolf</entry> + <entry id="47501" lang="en" sex="m">Werewolves</entry> + <entry id="47502" lang="en" sex="m">werewolf</entry> + <entry id="47503" lang="en" sex="m">(PRESTIGE CLASS) +Werewolves are humanoids who can transform themselves into wolves. In its natural form, a werewolf looks like any other member of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of a wolf, but on close inspection, its eyes show a faint spark of unnatural intelligence. + +The werewolf prestige class consists of two different classes the werewolf class and the wolf class. The first level you take in the werewolf prestige classes will always be a werewolf level. After that, every time you take a level in the werewolf prestige class, you must choose whether to level in the wolf or werewolf class. + +In general leveling in the wolf class will improve your stats in your wolf and werewolf form. Leveling in the werewolf class, will give you additional abilities to use. + +- Hit Die: d8. +- Proficiencies: A Werewolf does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Feats: True Lycanthrope or Iron Will +Alignment: Any non-lawful and non-good +Other: If not a true lycanthrope, you must be infected by someone who is. + +WEREWOLF CLASS + +Level +1: Lycanthropy, Alternate Form (Wolf), Low-light Vision, Shapechanger subtype, Werewolf Feat(Spot) +2: Alternate form (hybrid), Wolf Empathy, Damage reduction (5/silver), Weapon Focus (Bite) +3: Curse of Lycanthropy, Damage reduction (10/silver) + +Note: Only true lycanthropes can advance to level 3 in the werewolf class. + +WOLF CLASS + +Level +1: Str + 2, Con + 2, Natural Armor + 2, Creature attacks +2: Dex + 4, Con + 2, Alertness, Knockdown</entry> + <entry id="47504" lang="en" sex="m">Alternate Form (Wolf)</entry> + <entry id="47505" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Level 1 Werewolf +Specifics: A werewolf is able to transform himself into a wolf. This ability does not give the werewolf any of the wolves abilities unless they take levels in the wolf class. </entry> + <entry id="47506" lang="en" sex="m">Alternate Form (Hybrid)</entry> + <entry id="47507" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Level 2 Werewolf +Specifics: A werewolf can assume a hybrid form -- a shape between their humanoid and wolf form. As with the wolf form, this change is purely cosmetic unless the character has taken the wolf class to gain the appropriate abilities.</entry> + <entry id="47508" lang="en" sex="m">True Lycanthrope</entry> + <entry id="47509" lang="en" sex="m">Type of Feat: General +Prerequisite: Take only at 1st level +Specifics: Some humanoids are born as natural lycanthropes. They have the potential to develop this heritage and become powerful were-creatures without having to become infected.</entry> + <entry id="47510" lang="en" sex="m">Wolf Empathy</entry> + <entry id="47511" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Level 2 Werewolf +Specifics: A werewolf in any form can communicate and empathize with wolves. This ability allows a werewolf to call a wolf to aid them. +</entry> + <entry id="47512" lang="en" sex="m">Wolf Class (Level 1)</entry> + <entry id="47513" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Level 1 Wolf +Specifics: Although werewolves can take the form of wolves and hybrids, they do not gain any abilities in those forms unless they take levels in the wolf class. + +A level one wolf has the following abilities in their alternate forms: + +Strength + 2 +Constitution + 2 +Natural Armor + 2 +Bite</entry> + <entry id="47514" lang="en" sex="m">Wolf Class (Level 2)</entry> + <entry id="47515" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Level 2 Wolf +Specifics: Although werewolves can take the form of wolves and hybrids, they do not gain any abilities in those forms unless they take levels in the wolf class. + +A level two wolf has the following abilities in their alternate forms: + +Strength + 2 +Dexterity + 4 +Constitution + 4 +Natural Armor + 2 +Bite</entry> + <entry id="47516" lang="en" sex="m">Werewolf Class (Level 1)</entry> + <entry id="47517" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Level 1 Werewolf +Specifics: A level one werewolf gains the following abilities: + +Alternate form (wolf) +Low-light Vision +Shapechanger subtype +Werewolf feat (Spot)</entry> + <entry id="47518" lang="en" sex="m">Werewolf Class (Level 2)</entry> + <entry id="47519" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Level 2 Werewolf +Specifics: A level two werewolf gains the following abilities: + +Alternate form (Werewolf) +Wolf empathy +Damage reduction (5/silver) +Weapon Focus (bite)</entry> + <entry id="47520" lang="en" sex="m">Werewolf Class (Level 3)</entry> + <entry id="47521" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Level 9 Werewolf +Specifics: A level three werewolf gains the following abilities: + +Curse of Lycanthropy +Damage Reduction (10/silver)</entry> + <entry id="47522" lang="en" sex="m">Lycanthrope</entry> + <entry id="47523" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Level 1 Lycanthrope +Specifics: Lycanthropes gain special abilities due to their animal like nature. They gain the following abilities in all their forms: + +Wisdom + 2 +Natural Armor + 2</entry> + <entry id="47524" lang="en" sex="m">Astral Construct</entry> + <entry id="47525" lang="en" sex="m">Astral constructs are brought into being by the metacreativity power astral construct. They are formed from raw ectoplasm (a portion of the astral medium drawn into the Material Plane). The power points spent by the construct's creator during the manifestation of the power determine the level of the astral construct created. However, even astral constructs of the same level vary somewhat from each other, depending on the whims of their creators.</entry> + <entry id="47526" lang="en" sex="m">The slot you are trying to use contains invalid Astral Construct data. Please recreate it using the dialog.</entry> + <entry id="47527" lang="en" sex="m">Astral Construct options</entry> + <entry id="47528" lang="en" sex="m">Level: <CUSTOM100> +Size: <CUSTOM101> +HP: <CUSTOM102> +Speed: <CUSTOM103> + +Options selected: +Category A: <CUSTOM105> +Category B: <CUSTOM106> +Category C: <CUSTOM107></entry> + <entry id="47529" lang="en" sex="m">Select topic</entry> + <entry id="47530" lang="en" sex="m">Select level</entry> + <entry id="47531" lang="en" sex="m">9th-Level Astral Construct +Huge Construct +Base HP: 144 +Speed: 50 feet per round +Armor Class: 33 (+25 natural, -2 size) +Attack: 2 Slams +28 melee (2d6+16) +Saves: Fort +6, Ref +6, Will +6 +Abilities: Str 43, Dex 11, Con 10, Int 10, Wis 11, Cha 10 +Damage Reduction 15/+1</entry> + <entry id="47532" lang="en" sex="m">8th-Level Astral Construct +Large Construct +Base HP: 118 +Speed: 40 feet per round +Armor Class: 29 (+1 Dex, +19 natural, -1 size) +Attack: 2 Slams +25 melee (1d8+14) +Saves: Fort +5, Ref +6, Will +5 +Abilities: Str 39, Dex 13, Con 10, Int 10, Wis 11, Cha 10 +Damage Reduction 15/+1</entry> + <entry id="47533" lang="en" sex="m">7th-Level Astral Construct +Large Construct +Base HP: 101 +Speed: 40 feet per round +Armor Class: 27 (+1 Dex, +17 natural, -1 size) +Attack: 2 Slams +20 melee (1d8+12) +Saves: Fort +4, Ref +5, Will +4 +Abilities: Str 35, Dex 13, Con 10, Int 10, Wis 11, Cha 10 +Damage Reduction 10/+1</entry> + <entry id="47534" lang="en" sex="m">6th-Level Astral Construct +Large Construct +Base HP: 85 +Speed: 40 feet per round +Armor Class: 25 (+1 Dex, +15 natural, -1 size) +Attack: 2 Slams +17 melee (1d8+11) +Saves: Fort +3, Ref +4, Will +3 +Abilities: Str 33, Dex 13, Con 10, Int 10, Wis 11, Cha 10 +Damage Reduction 10/+1</entry> + <entry id="47535" lang="en" sex="m">5th-Level Astral Construct +Large Construct +Base HP: 68 +Speed: 40 feet per round +Armor Class: 23 (+1 Dex, +13 natural, -1 size) +Attack: 2 Slams +13 melee (1d8+9) +Saves: Fort +2, Ref +3, Will +2 +Abilities: Str 29, Dex 13, Con 10, Int 10, Wis 11, Cha 10 +Damage Reduction 5/+1</entry> + <entry id="47536" lang="en" sex="m">4th-Level Astral Construct +Medium Construct +Base HP: 47 +Speed: 40 feet per round +Armor Class: 22 (+2 Dex, +10 natural) +Attack: Slam +10 melee (1d6+10) +Saves: Fort +1, Ref +3, Will +1 +Abilities: Str 25, Dex 15, Con 10, Int 10, Wis 11, Cha 10</entry> + <entry id="47537" lang="en" sex="m">3rd-Level Astral Construct +Medium Construct +Base HP: 36 +Speed: 40 feet per round +Armor Class: 20 (+2 Dex, +8 natural) +Attack: Slam +7 melee (1d6+7) +Saves: Fort +1, Ref +3, Will +1 +Abilities: Str 21, Dex 15, Con 10, Int 10, Wis 11, Cha 10</entry> + <entry id="47538" lang="en" sex="m">2nd-Level Astral Construct +Medium Construct +Base HP: 31 +Speed: 40 feet per round +Armor Class: 18 (+2 Dex, +6 natural) +Attack: Slam +4 melee (1d6+4) +Saves: Fort +0, Ref +2, Will +0 +Abilities: Str 17, Dex 15, Con 10, Int 10, Wis 11, Cha 10</entry> + <entry id="47539" lang="en" sex="m">1st-Level Astral Construct +Small Construct +Base HP: 15 +Speed: 30 feet per round +Armor Class: 18 (+2 Dex, +5 natural, +1 size) +Attack: Slam +3 melee (1d4+3) +Saves: Fort +0, Ref +2, Will +0 +Abilities: Str 15, Dex 15, Con 10, Int 10, Wis 11, Cha 10</entry> + <entry id="47540" lang="en" sex="m">Astral Construct Menu C + +A manifester creating a 7th-level, 8th-level or 9th-level astral construct can choose one special ability from this menu. Alternatively, the astral construct can have two special abilities from Menu B. (One of both of Menu B choices can be swapped for two choices from Menu A.)</entry> + <entry id="47541" lang="en" sex="m">Whirlwind Attack (Ex) +The astral construct gains the Whirlwind Attack feat.</entry> + <entry id="47542" lang="en" sex="m">Spring Attack (Ex) +The astral construct gains the Spring Attack feat.</entry> + <entry id="47543" lang="en" sex="m">Rend (Ex) +The astral construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with it's slam damage, but does slashing damage instead of bludgeoning damage). An astral construct that hits the same opponent with two claw attacks in the same round rends it's foe, which deals extra damage equal to it's base physical damage + 1.5x it's Strength modifier.</entry> + <entry id="47544" lang="en" sex="m">Power Resistance (Ex) +The astral construct gains power resistance equal to 10 + it's Hit Dice.</entry> + <entry id="47545" lang="en" sex="m">Natural Invisibility (Su) +The astral construct is constantly invisible, even when attacking. This ability is inherent and not subject to removal from dispelling or invisibility purge.</entry> + <entry id="47546" lang="en" sex="m">Extreme Deflection (Ex) +The astral construct gains a +8 deflection bonus to Armor Class.</entry> + <entry id="47547" lang="en" sex="m">Extreme Damage Reduction (Ex) +The astral construct's surface forms hard, armourlike plates and provides an additional 6 points of damage reduction.</entry> + <entry id="47548" lang="en" sex="m">Extra Buff (Ex) +The astral construct gains an extra 30 hit points.</entry> + <entry id="47549" lang="en" sex="m">Energy Bolt (Sp) +The astral construct can manifest energy bolt (manifester level 8th) as a standard action once per round. The creator sets the energy type that the astral construct can manifest when he creates it.</entry> + <entry id="47550" lang="en" sex="m">Dimension Slide (Sp) +The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round.</entry> + <entry id="47551" lang="en" sex="m">Concussion (Sp) +The astral construct can manifest concussion blast (manifester level 7th) as a free action once per round.</entry> + <entry id="47552" lang="en" sex="m">Blindfight (Ex) +The astral construct gains the Blindfight feat.</entry> + <entry id="47553" lang="en" sex="m">Astral Construct Menu B + +A manifester creating a 4th-level, 5th-level or 6th-level astral construct can choose one special ability from this menu. Alternatively, the construct can have two special abilities from Menu A.</entry> + <entry id="47554" lang="en" sex="m">Poison Touch (Ex) +If the astral construct hist with a melee attack, the target must make an initial Fortitude save (DC 10 + 0.5 x astral construct's HD + astral construct's Cha modifier) or take 1 point of Constitution damage. +One minute later, the target must save again or take 1d2 points of Constitution damage.</entry> + <entry id="47555" lang="en" sex="m">Muscle (Ex) +The astral construct gains a +4 bonus to it's Strength score.</entry> + <entry id="47556" lang="en" sex="m">Improved Damage Reduction (Ex) +The astral construct's surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/+1 if it does not already have damage reduction).</entry> + <entry id="47557" lang="en" sex="m">Improved Critical (Ex) +The astral construct gains the Improved Critical feat with it's natural attacks.</entry> + <entry id="47558" lang="en" sex="m">Improved Buff (Ex) +The astral construct gains an extra 15 hit points.</entry> + <entry id="47559" lang="en" sex="m">Heavy Deflection (Ex) +The astral construct gains a +4 deflection bonus to Armor Class.</entry> + <entry id="47560" lang="en" sex="m">Fast Healing (Ex) +The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.</entry> + <entry id="47561" lang="en" sex="m">Extra Attack +If the astral construct is Medium of smaller, it gains two slam attacks instead of one when making a full attack. It's bonus of damage rolls for each attack is equal to it's Strength modifier, not it's Strength modifier x1,5. +If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. It's attacks are otherwise unchanged.</entry> + <entry id="47562" lang="en" sex="m">Energy Touch (Ex) +The astral construct deals an extra 1d4 (or 1d6 if you are a kineticist) of energy damage of a chosen type (fire, cold, acid or electricity) with it's physical attacks. +This ability is selectable several times, and each time you must select a new energy type.</entry> + <entry id="47563" lang="en" sex="m">Astral Construct Menu A + +A manifester creating a 1st-level, 2nd-level or a 3rd-level astral construct can choose one special ability from this menu.</entry> + <entry id="47564" lang="en" sex="m">Resistance (Ex) +Choose one of the following energy types: fire, cold, acid, electricity or sonic. The astral construct gains resistance 5 against that energy type. +This ability is selectable several times, and each time you must select a new energy type.</entry> + <entry id="47565" lang="en" sex="m">Power Attack (Ex) +The astral construct gains the Power Attack feat.</entry> + <entry id="47566" lang="en" sex="m">Mobility (Ex) +The astral construct gains the Mobility feat.</entry> + <entry id="47567" lang="en" sex="m">Knockdown (Ex) +The astral construct gains the Knockdown feat.</entry> + <entry id="47568" lang="en" sex="m">Improved Slam Attack (Ex) +The astral construct's natural attack deals damage as if it were one size larger.</entry> + <entry id="47569" lang="en" sex="m">Deflection (Ex) +The astral construct gains a +1 deflection bonus to Armor Class.</entry> + <entry id="47570" lang="en" sex="m">Cleave (Ex) +The astral construct gains the Cleave feat.</entry> + <entry id="47571" lang="en" sex="m">Celerity (Ex) +The astral construct's land speed is increased by 10 feet.</entry> + <entry id="47572" lang="en" sex="m">Buff (Ex) +The astral construct gains an extra 5 hit points.</entry> + <entry id="47573" lang="en" sex="m">Select slot</entry> + <entry id="47574" lang="en" sex="m">Select ability</entry> + <entry id="47575" lang="en" sex="m">Select element</entry> + <entry id="47576" lang="en" sex="m">Select menu</entry> + <entry id="47577" lang="en" sex="m">New level' +Note that lowering the level will remove any abilities selected.</entry> + <entry id="47578" lang="en" sex="m">Back to main menu</entry> + <entry id="47579" lang="en" sex="m">View another construct</entry> + <entry id="47580" lang="en" sex="m">Modify this construct</entry> + <entry id="47581" lang="en" sex="m">Back</entry> + <entry id="47582" lang="en" sex="m">Back to main menu (Aborts design)</entry> + <entry id="47583" lang="en" sex="m">Astral Construct info</entry> + <entry id="47584" lang="en" sex="m">Construct level info</entry> + <entry id="47585" lang="en" sex="m">Level 9</entry> + <entry id="47586" lang="en" sex="m">Level 8</entry> + <entry id="47587" lang="en" sex="m">Level 7</entry> + <entry id="47588" lang="en" sex="m">Level 6</entry> + <entry id="47589" lang="en" sex="m">Level 5</entry> + <entry id="47590" lang="en" sex="m">Level 4</entry> + <entry id="47591" lang="en" sex="m">Level 3</entry> + <entry id="47592" lang="en" sex="m">Level 2</entry> + <entry id="47593" lang="en" sex="m">Level 1</entry> + <entry id="47594" lang="en" sex="m">Construct abilities Menu C</entry> + <entry id="47595" lang="en" sex="m">Whirlwind Attack</entry> + <entry id="47596" lang="en" sex="m">Spring Attack</entry> + <entry id="47597" lang="en" sex="m">Rend</entry> + <entry id="47598" lang="en" sex="m">Power Resistance</entry> + <entry id="47599" lang="en" sex="m">Natural Invisibility</entry> + <entry id="47600" lang="en" sex="m">Extreme Deflection</entry> + <entry id="47601" lang="en" sex="m">Extreme Damage Reduction</entry> + <entry id="47602" lang="en" sex="m">Extra Buff</entry> + <entry id="47603" lang="en" sex="m">Energy Bolt</entry> + <entry id="47604" lang="en" sex="m">Dimension Slide</entry> + <entry id="47605" lang="en" sex="m">Concussion</entry> + <entry id="47606" lang="en" sex="m">Blindfight</entry> + <entry id="47607" lang="en" sex="m">Construct abilities Menu B</entry> + <entry id="47608" lang="en" sex="m">Poison Touch</entry> + <entry id="47609" lang="en" sex="m">Muscle</entry> + <entry id="47610" lang="en" sex="m">Improved Damage Reduction</entry> + <entry id="47611" lang="en" sex="m">Improved Critical</entry> + <entry id="47612" lang="en" sex="m">Improved Buff</entry> + <entry id="47613" lang="en" sex="m">Heavy Deflection</entry> + <entry id="47614" lang="en" sex="m">Fast Healing</entry> + <entry id="47615" lang="en" sex="m">Extra Attack</entry> + <entry id="47616" lang="en" sex="m">Energy Touch</entry> + <entry id="47617" lang="en" sex="m">Construct abilities Menu A</entry> + <entry id="47618" lang="en" sex="m">Resistance</entry> + <entry id="47619" lang="en" sex="m">Power Attack</entry> + <entry id="47620" lang="en" sex="m">Mobility</entry> + <entry id="47621" lang="en" sex="m">Knockdown</entry> + <entry id="47622" lang="en" sex="m">Improved Slam Attack</entry> + <entry id="47623" lang="en" sex="m">Deflection</entry> + <entry id="47624" lang="en" sex="m">Cleave</entry> + <entry id="47625" lang="en" sex="m">Celerity</entry> + <entry id="47626" lang="en" sex="m">Buff</entry> + <entry id="47627" lang="en" sex="m">Save settings</entry> + <entry id="47628" lang="en" sex="m">Construct 5</entry> + <entry id="47629" lang="en" sex="m">Construct 4</entry> + <entry id="47630" lang="en" sex="m">Construct 3</entry> + <entry id="47631" lang="en" sex="m">Construct 2</entry> + <entry id="47632" lang="en" sex="m">Construct 1</entry> + <entry id="47633" lang="en" sex="m">Remove ability</entry> + <entry id="47634" lang="en" sex="m">Sonic</entry> + <entry id="47635" lang="en" sex="m">Fire</entry> + <entry id="47636" lang="en" sex="m">Electricity</entry> + <entry id="47637" lang="en" sex="m">Cold</entry> + <entry id="47638" lang="en" sex="m">Acid</entry> + <entry id="47639" lang="en" sex="m">Add ability</entry> + <entry id="47640" lang="en" sex="m">Set level</entry> + <entry id="47641" lang="en" sex="m">Finish</entry> + <entry id="47642" lang="en" sex="m">View Astral Construct info</entry> + <entry id="47643" lang="en" sex="m">View / modify existing constructs</entry> + <entry id="47644" lang="en" sex="m">Make a new construct</entry> + <entry id="47645" lang="en" sex="m">Metacreativity (Creation) +Level: Shaper 1 +Range: Close (25 ft. + 5 ft./2 levels) +Duration: 1 round/level +Saving Throw: None +Power Resistance: No +Power Point Cost: 1 +Metapsionics: Extend + +This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate. + +Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders. + +Augment: For every 2 additional power points you spend, the level of the astral construct increases by one.</entry> + <entry id="47646" lang="en" sex="m">Astral Construct Options</entry> + <entry id="47647" lang="en" sex="m">Astral Construct Slot 1</entry> + <entry id="47648" lang="en" sex="m">Astral Construct Slot 2</entry> + <entry id="47649" lang="en" sex="m">Astral Construct Slot 3</entry> + <entry id="47650" lang="en" sex="m">Astral Construct Slot 4</entry> + <entry id="47651" lang="en" sex="m">Skullclan Hunter</entry> + <entry id="47652" lang="en" sex="m">Skullclan Hunters</entry> + <entry id="47653" lang="en" sex="m">skullclan hunter</entry> + <entry id="47654" lang="en" sex="m">(PRESTIGE CLASS) +The Skullclan Hunter is the acclaimed foe of unlife. He champions life by tracking and eradicating all creatures that mock it with evil intent. His devotion to his task is such that he spends moonless nights and weary days tracking undead to their lairs, or, when possible, joining a military band that is likely to come across a legion of the dead. + +- Hit Die: d6 +- Proficiencies: A Skullclan Hunter gains no additional proficiencies. +- Skill Points: 6 + Int Modifier + +REQUIREMENTS: + +Alignment: Any Good. +Skills: Lore 8 ranks. +Special: Able to turn undead, Sneak attack +2d6. + +ABILITIES: + +Level +1: +2: Divine Strike - Skullclan Hunters can now sneak attack undead. +3: Immunity to Fear, Sneak Attack +1d6. +4: Immunity to Disease, Protection from Evil (as the spell, but permanent). +5: Sword of Light - Pierce all undead damage reduction. +6: Sneak Attack + 2d6. +7: Immunity to Paralysis. +8: Immunity to Ability Damage. +9: Sneak Attack +3d6. +10: Immunity to Energy Drain.</entry> + <entry id="47655" lang="en" sex="m">Divine Strike</entry> + <entry id="47656" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Skullclan Hunter level 2. +Specifics: The Skullclan Hunter can now sneak attack the undead, dealing positive energy damage when he does so. +Use: Automatic.</entry> + <entry id="47657" lang="en" sex="m">Sword of Light</entry> + <entry id="47658" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Skullclan Hunter level 5. +Specifics: Any weapon wielded by the Skullclan Hunter now pierces the Damage Reduction of all Undead creatures. +Use: Automatic.</entry> + <entry id="47659" lang="en" sex="m">Immunity to Fear</entry> + <entry id="47660" lang="en" sex="m">Immunity to Disease</entry> + <entry id="47661" lang="en" sex="m">Immunity to Paralysis</entry> + <entry id="47662" lang="en" sex="m">Immunity to Ability Damage</entry> + <entry id="47663" lang="en" sex="m">Immunity to Energy Drain</entry> + <entry id="47664" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Skullclan Hunter level 3. +Specifics: As the Skullclan Hunter gains in power and ability, he adds a number of immunities. At level 3, he is immune to fear, at level 4 disease, at level 7 paralysis, at level 8 ability damage, and at level 10, he is immune to energy drain. +Use: Automatic.</entry> + <entry id="47665" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Warlock 1 + +Because the somatic components required for warlock invocations are relatively simple, a warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including eldritch blast, have a somatic component). A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes. + +Use: Automatic.</entry> + <entry id="47666" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Duskblade level 1 + +Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. + At 4th level, you learn to use medium armor with no chance of arcane spell failure. + At 7th level, you learn to use a heavy shield with no chance of arcane spell failure. + +Use: Automatic.</entry> + <entry id="47667" lang="en" sex="m">Arcane Channeling (Su)</entry> + <entry id="47668" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Duskblade level 3 +Beginning at 3rd level, the Duskblade can use a standard action to cast any touch spell he knows and deliver the spell through his weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. + +At 13th level the Duskblade can cast any touch spell he knows as part of a full attack action, and the spell affects each target you hit in melee combat that round.</entry> + <entry id="47669" lang="en" sex="m">Cleanse Paralysis (Su)</entry> + <entry id="47670" lang="en" sex="m">Type: Class +Prerequisite: Healer level 3 +A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a Remove Paralysis spell. +At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level.</entry> + <entry id="47671" lang="en" sex="m">Legendary Commander </entry> + <entry id="47672" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Cha 25, Epic Leadership, Persuade 30 ranks +Specifics: You can have two cohorts instead of one. +Use: Automatic</entry> + <entry id="47673" lang="en" sex="m">Epic Leadership</entry> + <entry id="47674" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Cha 25, Leadership, Leadership score 25. +Specifics: You attract a cohort with a level equal to (Leadership/2)+5. In all other ways Epic Leadership functions as the Leadership feat. Normally the Leadership feat provides no benefit for leadership scores beyond 25. + +Use: Automatic</entry> + <entry id="47675" lang="en" sex="m">Leadership</entry> + <entry id="47676" lang="en" sex="m">Type of Feat: General +Prerequisite: Character level 6th +Specifics: Having this feat enables the character to attract a loyal companion and devoted follower, a subordinate who assists her. See the table below for what level of cohort the character can recruit. + +A characters base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. + +The character can attract a single cohort of up to this level. Regardless of a characters Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort does not have any equipment of their own, that must be provided for them A character can try to attract a cohort of a particular race, class, and alignment. The cohorts alignment may not be opposed to the leaders alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if she recruits a cohort of an alignment different from her own. + +Cohorts earn XP as follows: +The cohort does not count as a party member when determining the party's XP. +Divide the cohorts level by the level of the PC with whom he is associated (the character with the Leadership feat who attracted the cohort). +Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohorts total. +If a cohort gains enough XP to bring it to a level one lower than the associated PCs character level, the cohort does not gain the new level. Instead, the cohorts new XP total is 1 less than the amount needed attain the next level. + +Use: Once per day, selected (through PRC Options) + +Leadership - Cohort +1 - none +2 - 1st +3 - 2nd +4 - 3rd +5 - 3rd +6 - 4th +7 - 5th +8 - 5th +9 - 6th +10 - 7th +11 - 7th +12 - 8th +13 - 9th +14 - 10th +15 - 10th +16 - 11th +17 - 12th +18 - 12th +19 - 13th +20 - 14th +21 - 15th +22 - 15th +23 - 16th +24 - 17th +25 or higher - 17th</entry> + <entry id="47677" lang="en" sex="m">This feat is used to signal to your familiar that they should hide somewhere on your person, in a pocket or similar place. While they are hidden, they cannot be damaged or killed.</entry> + <entry id="47678" lang="en" sex="m">Hide familiar</entry> + <entry id="47679" lang="en" sex="m">Cowardly but cunning, these small, demonic humanoids are often bound to the will of sorcerers and wizards and made to do their bidding. + +Skills : 3 ranks + 1 rank per level in listen, hide, move silently, search and spot +Feats : dark vision, toughness and weapon proficiency (creature) +Resistances : fire resistance (20), poison immunity and mind spells immunity +Attacks : 1d3 (claws) / 1d3 (claws) / 1d4 (bite) + quasit venom +1 HD : damage reduction (+1/5), magic resistance (10), regeneration (+2) +5 HD : damage reduction (+1/5), magic resistance (12), regeneration (+2), invisibility (1x/day) +10 HD : damage reduction (+1/5), magic resistance (14), regeneration (+2), invisibility (1x/day) +15 HD : damage reduction (+1/5), magic resistance (16), regeneration (+2), invisibility (2x/day), alteration bonus (+2) +20 HD : damage reduction (+2/5), magic resistance (18), regeneration (+3), invisibility (2x/day), alteration bonus (+3) +25 HD : damage reduction (+3/5), magic resistance (18), regeneration (+3), improve invisibility (3x/day), alteration bonus (+4) +30 HD : damage reduction (+4/5), magic resistance (18), regeneration (+4), improve invisibility (3x/day), alteration bonus (+5) +35 HD : damage reduction (+4/5), magic resistance (18), regeneration (+4), improve invisibility (4x/day), alteration bonus (+5) +40 HD : damage reduction (+4/5), magic resistance (18), regeneration (+4), improve invisibility (4x/day), alteration bonus (+5) </entry> + <entry id="47680" lang="en" sex="m">If you select this spell school, the PRC_PNP_SPELL_SCHOOL switch must be set. You will then be able to select your specialized and opposition schools via a conversation in-game.</entry> + <entry id="47681" lang="en" sex="m">PnP Spell Schools</entry> + <entry id="47682" lang="en" sex="m">School specialization + +You gain an extra spellslot for each spell level but you must memorize at least one spell from your specialist school for each spell level. If you do not, you will be unable to cast any spells.</entry> + <entry id="47683" lang="en" sex="m">School opposition + +You are unable to cast any spells from this school, either from items or from your spellbook.</entry> + <entry id="47684" lang="en" sex="m">School specialization: none</entry> + <entry id="47685" lang="en" sex="m">School opposition: Abjuration</entry> + <entry id="47686" lang="en" sex="m">School opposition: Conjuration</entry> + <entry id="47687" lang="en" sex="m">School opposition: Divination</entry> + <entry id="47688" lang="en" sex="m">School opposition: Enchantment</entry> + <entry id="47689" lang="en" sex="m">School opposition: Evocation</entry> + <entry id="47690" lang="en" sex="m">School opposition: Illusion</entry> + <entry id="47691" lang="en" sex="m">School opposition: Necromancy</entry> + <entry id="47692" lang="en" sex="m">School opposition: Transmutation</entry> + <entry id="47693" lang="en" sex="m">School specialization: Abjuration</entry> + <entry id="47694" lang="en" sex="m">School specialization: Conjuration</entry> + <entry id="47695" lang="en" sex="m">School specialization: Divination</entry> + <entry id="47696" lang="en" sex="m">School specialization: Enchantment</entry> + <entry id="47697" lang="en" sex="m">School specialization: Evocation</entry> + <entry id="47698" lang="en" sex="m">School specialization: Illusion</entry> + <entry id="47699" lang="en" sex="m">School specialization: Necromancy</entry> + <entry id="47700" lang="en" sex="m">School specialization: Transmutation</entry> + <entry id="47701" lang="en" sex="m">Talontar Blightlord</entry> + <entry id="47702" lang="en" sex="m">Talontar Blightlords</entry> + <entry id="47703" lang="en" sex="m">talontar blightlord</entry> + <entry id="47704" lang="en" sex="m">(PRESTIGE CLASS) +Corrupt priests who revel in decay, the blightlords of Talona are feared and reviled through out the Unapproachable East. Their plagues have transformed the western reaches of the Rawlinswood into a foul green hell of diseased monsters and deadly poisons. Worse yet, the blightlords seek to infect the healthy forests and lands nearby with the same sickness. Under the tutelage of the horrible Rotting Man, the Talontar Blightlords marshal the Rawlinswood's black horde, leading their infect minions forth to scourge the nearby lands. + +- Hit Die: d8. +- Proficiencies: A talontar blight does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Evil +Divine Spellcasting: Able to cast 4th-level spells. +Feats: Great Fortitude, Martial Weapon Proficiency(Halberd). +Special: Must worship Talona. A cleric who takes this class must have the Destruction and Evil domains. + +ABILITIES: + +Level +1: Blightbringer Prestige Domain, Blightblood - Immune to Disease +2: Illmaster - Animal companions gain the blightspawned template +3: Blight Touch 1/day - Melee touch attack to infect a victim with Talona's Blight +4: +5: Blight Touch 2/day +6: Black Glaive - Any Halberd the blightlord wields gains 1d6 cold damage. +7: Blight Touch 3/day +8: Corrupting Blows - Any Halberd the blightlord wields gains a DC 20 Wounding. +9: Blight Touch 4/day +10: Winterheart - type changes to "plant" which means that she is no longer subject to poison, sleep, mind-affecting effects, paralysis, polymorphing, critical hits, sneak attacks, or spells and effects that affect humanoids only + +Blightbringer Prestige Domain: + +Deity: Talona +Granted Power: Rebuke or command blightspawned creatures and evil-aligned animals. You may use this ability a number of times per day equal to 3+ your Charisma Modifier. + +BONUS SPELLS + +Upon gaining a level in talontar blightlord, the character gains new spells per day as if he had also gained a level in his highest divine caster class. </entry> + <entry id="47705" lang="en" sex="m">Blightbringer Prestige Domain</entry> + <entry id="47706" lang="en" sex="m">Deity: Talona +Granted Power: Rebuke or command blightspawned creatures and evil-aligned animals. You may use this ability a number of times per day equal to 3+ your Charisma Modifier. + +Domain Spells: +3: Contagion +5: Cone of Cold +6: Finger of Death +8: Horrid Wilting +9: Energy Drain</entry> + <entry id="47707" lang="en" sex="m">Blightblood</entry> + <entry id="47708" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Blightlord Level 1 +Specifics: A Talontar blightlord is completely immune to all disease, magical or otherwise.</entry> + <entry id="47709" lang="en" sex="m">Illmaster</entry> + <entry id="47710" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Blightlord Level 2 +Specifics: Any animal companions a blightlord possesses gain the blightspawned template.</entry> + <entry id="47711" lang="en" sex="m">Blight Touch</entry> + <entry id="47712" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Blightlord Level 3 +Specifics: Starting at 3rd level, once per day as a standard action, a Talontar blightlord may attempt a melee touch attack to infect a victim with Talona's Blight. + +Talona's Blight: +Supernatural disease +Fortitude Save DC: 10 + Talontar Blightlord class level + Wisdom Modifier +Incubation Period: 1d6 days +Damage: 1d4 Constitution, 1d4 Charisma. Damage continues until saved or Constitution equals 0 and the victim dies. +Additional Uses gained at 5th, 7th, and 9th level.</entry> + <entry id="47713" lang="en" sex="m">Black Glaive</entry> + <entry id="47714" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Blightlord Level 6 +Specifics: A Halberd in the hands of a level 6 Blightlord gains 1d6 bonus Cold Damage.</entry> + <entry id="47715" lang="en" sex="m">Corrupting Blows</entry> + <entry id="47716" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Blightlord Level 8 +Specifics: The Blightlords weapon gains the Wounding ability with a DC of 20.</entry> + <entry id="47717" lang="en" sex="m">Winterheart</entry> + <entry id="47718" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Blightlord Level 10 +Specifics: At 10th level, a Talontar blightlords infected blood effects a terrible change in her physiology. Her skin blackens and splits, becoming cold and slimy to the touch, although she does not bleed or suffer pain from this transformation. + +Her type changes to "plant" which means that she is no longer subject to poison, sleep, mind-affecting effects, paralysis, polymorphing, critical hits, sneak attacks, or spells and effects that affect humanoids only.</entry> + <entry id="47719" lang="en" sex="m">Mighty Contender of Kord</entry> + <entry id="47720" lang="en" sex="m">Mighty Contenders of Kord</entry> + <entry id="47721" lang="en" sex="m">mighty contender of kord</entry> + <entry id="47722" lang="en" sex="m">(PRESTIGE CLASS) +The church of Kord insists that the liberation of the spirit comes through the perfection of the body - in fact, clerics of the Brawler insist that the distinction between body and spirit is a false one, as each is totally dependent on the other. Some devotees of Kord practice breaking chains, demonstrating their bodily perfection while symbolizing their spiritual freedom. Those that seek the highest perfection of body and spirit become Mighty Contenders of Kord. + +- Hit Die: d10. +- Proficiencies: A Mighty Contender of Kord does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Divine Spellcasting: Must be able to cast level 1 spells. +Feats: Endurance, Power Attack +Skills: Lore 9 ranks. +Alignment: Chaotic Good +Special: Must Worship Kord (Clerics need Strength and Good domains) + +ABILITIES: + +Level +1: Feat of Strength: Add your cleric and Mighty Contender levels to determine the boost from the Strength Domain power. +2: +3: Surge of Strength: The boost from the Strength domain now lasts 1d4+1 rounds. +4: +5: Strength Increase +1 +6: +7: Feat of Power: For the first round of the Strength boost, you gain 1.5 * the normal boost. +8: +9: Strength Increase +2 +10: Surge of Power: For the entire duration of the Strength boost, you gain 1.5 * normal boost.</entry> + <entry id="47723" lang="en" sex="m">Feat of Strength</entry> + <entry id="47724" lang="en" sex="m">Type of Feat: Class Specific + Prerequisite: Mighty Contender of Kord level 1. + Specifics: The Mighty Contender of Kord adds his class level to his cleric level to determine the bonus to Strength granted by the Strength Domain Power. He may now use this ability a number of times per day equal to his strength modifier. +Use: Automatic.</entry> + <entry id="47725" lang="en" sex="m">Surge of Strength</entry> + <entry id="47726" lang="en" sex="m">Type of Feat: Class Specific + Prerequisite: Mighty Contender of Kord level 3. + Specifics: The duration of the Strength boost from the Strength Domain Power is increased to 1d4+1 rounds. +Use: Automatic.</entry> + <entry id="47727" lang="en" sex="m">Feat of Power</entry> + <entry id="47728" lang="en" sex="m">Type of Feat: Class Specific + Prerequisite: Mighty Contender of Kord level 7. + Specifics: When using the Strength Domain Power, the boost to Strength for the first round is 1.5 * the combined Cleric and Mighty Contender of Kord levels. +Use: Automatic.</entry> + <entry id="47729" lang="en" sex="m">Surge of Power</entry> + <entry id="47730" lang="en" sex="m">Type of Feat: Class Specific + Prerequisite: Mighty Contender of Kord level 10. + Specifics: When using the Strength Domain Power, the boost to Strength for the entire duration is 1.5 * the combined Cleric and Mighty Contender of Kord levels. +Use: Automatic.</entry> + <entry id="47731" lang="en" sex="m">Talona's Blight</entry> + <entry id="47732" lang="en" sex="m">Supernatural disease +Fortitude Save DC: 10 + Talontar Blightlord class level + Wisdom Modifier +Incubation Period: 1d6 days +Damage: 1d4 Constitution, 1d4 Charisma. Damage continues until saved or Constitution equals 0 and the victim dies.</entry> + <entry id="47733" lang="en" sex="m">Increased Movement Speed:</entry> + <entry id="47734" lang="en" sex="m">+10%</entry> + <entry id="47735" lang="en" sex="m">+20%</entry> + <entry id="47736" lang="en" sex="m">+30%</entry> + <entry id="47737" lang="en" sex="m">+40%</entry> + <entry id="47738" lang="en" sex="m">+50%</entry> + <entry id="47739" lang="en" sex="m">+60%</entry> + <entry id="47740" lang="en" sex="m">+70%</entry> + <entry id="47741" lang="en" sex="m">+80%</entry> + <entry id="47742" lang="en" sex="m">+90%</entry> + <entry id="47743" lang="en" sex="m">+100%</entry> + <entry id="47744" lang="en" sex="m">Cast Spell: DC</entry> + <entry id="47745" lang="en" sex="m">Cast spell: DC:</entry> + <entry id="47746" lang="en" sex="m">Cast Spell: DC: This item property modifies the DC at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item.</entry> + <entry id="47747" lang="en" sex="m">Cast Spell: Caster Level</entry> + <entry id="47748" lang="en" sex="m">Cast Spell: Caster Level:</entry> + <entry id="47749" lang="en" sex="m">Cast Spell: Caster Level: This item property modifies the Caster Level at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item.</entry> + <entry id="47750" lang="en" sex="m">Cleanse Fear (Su)</entry> + <entry id="47751" lang="en" sex="m">Increased Movement Speed</entry> + <entry id="47752" lang="en" sex="m">Decreased Movement Speed</entry> + <entry id="47753" lang="en" sex="m">Decreased Movement Speed:</entry> + <entry id="47754" lang="en" sex="m">Increased Movement Speed: This item property modifies the speed at which a character moves. Maximum is 100% (which equals 2x speed). Any additional bonus is lost, as the NWN engine only allows up to 2x speed.</entry> + <entry id="47755" lang="en" sex="m">Decreased Movement Speed: This item property modifies the speed at which a character moves. Maximum is -99%.</entry> + <entry id="47756" lang="en" sex="m">-10%</entry> + <entry id="47757" lang="en" sex="m">-20%</entry> + <entry id="47758" lang="en" sex="m">-30%</entry> + <entry id="47759" lang="en" sex="m">-40%</entry> + <entry id="47760" lang="en" sex="m">-50%</entry> + <entry id="47761" lang="en" sex="m">-60%</entry> + <entry id="47762" lang="en" sex="m">-70%</entry> + <entry id="47763" lang="en" sex="m">-80%</entry> + <entry id="47764" lang="en" sex="m">-90%</entry> + <entry id="47765" lang="en" sex="m">-99%</entry> + <entry id="47766" lang="en" sex="m">Ollam</entry> + <entry id="47767" lang="en" sex="m">Ollams</entry> + <entry id="47768" lang="en" sex="m">ollam</entry> + <entry id="47769" lang="en" sex="m">(PRESTIGE CLASS) +In Dwarven, the word "ollam" means teacher. The education of the dwarf people is considered a sacred duty, and those are considered knowledgeable in dwarf history and legend - and thought to possess above average common sense - are often called upon to take up the respected role of teacher in the community. While other cultures might see this as a job for young girls or old men, the dwarves see an ollam as a protector of their cherished culture. No one in the dwarf community takes that position lightly. + +- Hit Die: d8. +- Proficiencies: An Ollam does not gain any additional weapon or armor proficiencies. +- Skill Points: 6 + Int Modifier. + +REQUIREMENTS: + +Alignment: Lawful Good +Skills: Perform 5 ranks, Lore 10 ranks +Race: Dwarf + +ABILITIES: + +Level +1: Lore - The Ollam adds his class bonus to Lore checks. +3: Inspire Confidence - The Ollam grants an ally +2 to skills for 1 round per class level. If the ally is a dwarf, he gains +3. +5: Inspire Resilience - The Ollam grants a dwarf ally +4 Fortitude and damage reduction 5/-. A non-dwarf ally gains +2 Fortitude and is fatigued at the end of the duration. This effect lasts 1 minute. + +BONUS SPELLS + +Every other level in Ollam, the character gains new spells per day as if he had also gained a level in his highest divine caster class. </entry> + <entry id="47770" lang="en" sex="m">Lore</entry> + <entry id="47771" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ollam level 1. +Specifics: The Ollam adds his class level to Lore. +Use: Automatic.</entry> + <entry id="47772" lang="en" sex="m">Inspire Competence</entry> + <entry id="47773" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ollam level 3. +Specifics: The Ollam grants an ally +2 to skills for 1 round per class level. If the ally is a dwarf, he gains +3 to skills. +Use: Selected.</entry> + <entry id="47774" lang="en" sex="m">Inspire Resilience</entry> + <entry id="47775" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ollam level 5. +Specifics: The Ollam grants a dwarf ally +4 Fortitude and damage reduction 5/-. A non-dwarf ally gains +2 Fortitude and is fatigued at the end of the duration. This effect lasts 1 minute, as does the fatigue. +Use: Selected.</entry> + <entry id="47776" lang="en" sex="m">Cast Spell: Metamagic</entry> + <entry id="47777" lang="en" sex="m">Cast Spell: Metamagic:</entry> + <entry id="47778" lang="en" sex="m">Cast Spell: Metamagic: This item property modifies the Metamagic with which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. It may stack, untested.</entry> + <entry id="47779" lang="en" sex="m">Blightmind</entry> + <entry id="47780" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Talontar Blightlord 4. +Specifics: Once per day, the Blightlord gains the ability to dominate a blightspawned creature. The creature must make a saving throw vs 10 + Blightlord level + Wisdom modifier or be dominated for 1 minute per Blightlord level. +Use: Selected.</entry> + <entry id="47781" lang="en" sex="m">Type: Class +Prerequisite: Healer level 5 +A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 5th level, a healer gains the ability to cleanse fear once per day, as if casting a Remove Fear spell. +At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level.</entry> + <entry id="47782" lang="en" sex="m">Cleanse Poison (Su)</entry> + <entry id="47783" lang="en" sex="m">Type: Class +Prerequisite: Healer level 6 +A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 6th level, a healer gains the ability to cleanse poison once per day, as if casting a Neutralize Poison spell. +At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level.</entry> + <entry id="47784" lang="en" sex="m">Archmage</entry> + <entry id="47785" lang="en" sex="m">Archmages</entry> + <entry id="47786" lang="en" sex="m">archmage</entry> + <entry id="47787" lang="en" sex="m">(PRESTIGE CLASS) +The highest art is magic, often referred to as *the* Art. Its most advanced practitioners are frequently Archmages, bending spells in ways unavailable to other spellcasters. + +- Hit Die: d4. +- Proficiencies: An Archmage does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Arcane Spellcasting: Able to cast 7th-level spells +Feats: Skill Focus (Spellcraft), Spell Focus (Any School) +Skills: Spellcraft 15 ranks, Lore 15 ranks + +ABILITIES: + +Level +1: High Arcana*, Mastery of Elements (Normal) +2: High Arcana* +3: High Arcana* +4: High Arcana* +5: High Arcana* + +BONUS SPELLS + +The Archmage sacrifices the bonus spell slots he should gain in order to take a High Arcana feat at each level. He does, however, add his level to his base caster class when determining spell power (damage, duration...). + +HIGH ARCANA: + +Each level the Archmage must choose one of the following High Arcana feats: +* Arcane Fire: This feat allows the Archmage to convert any spells he knows into a powerful bolt of raw magical energy. +* Mastery of Elements: This feat allows the Archmage to change on the fly the damage type of any elemental spells. The feat to set them back to normal is free at level 1, the fire, cold, acid, electrical and sonic damages are separated in their own feats and must be selected. +* Mastery of Shapes: This feat allows the Archmage to create "holes" in her area of effect spells to protect his companions from the effects. +* Spell-Like ability: This feat allows the Archmage to permanently prepare a spell as a spell-like ability which she may then use 2 times per day. +* Spell Power: This feat allows the Archmage to increase his effective caster level by 1 (commutative with the normal level bonus they get).</entry> + <entry id="47788" lang="en" sex="m">Mastery of Elements(Normal)</entry> + <entry id="47789" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Archmage Level 1 +Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage back to normal. +Use: Selected. +NOTE: This feat is only useful if you take another Mastery of Elements feat as it is used to counter the effects.</entry> + <entry id="47790" lang="en" sex="m">Mastery of Elements(Fire)</entry> + <entry id="47791" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Archmage Level 1 +Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to fire. +Use: Selected.</entry> + <entry id="47792" lang="en" sex="m">Mastery of Elements(Cold)</entry> + <entry id="47793" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Archmage Level 1 +Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to cold. +Use: Selected.</entry> + <entry id="47794" lang="en" sex="m">Mastery of Elements(Acid)</entry> + <entry id="47795" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Archmage Level 1 +Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to acid. +Use: Selected.</entry> + <entry id="47796" lang="en" sex="m">Mastery of Elements(Electricity)</entry> + <entry id="47797" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Archmage Level 1 +Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to electricity. +Use: Selected.</entry> + <entry id="47798" lang="en" sex="m">Mastery of Elements(Sonic)</entry> + <entry id="47799" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Archmage Level 1 +Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to sonic. +Use: Selected.</entry> + <entry id="47800" lang="en" sex="m">Mastery of Shaping</entry> + <entry id="47801" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Archmage Level 1 +Specifics: The Archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. This allows the Archmage to not harm friends with area of effect spells. +Use: Selected.</entry> + <entry id="47802" lang="en" sex="m">Spell Power I</entry> + <entry id="47803" lang="en" sex="m">Spell Power II</entry> + <entry id="47804" lang="en" sex="m">Spell Power III</entry> + <entry id="47805" lang="en" sex="m">Spell Power IV</entry> + <entry id="47806" lang="en" sex="m">Spell Power V</entry> + <entry id="47807" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Archmage Level 1 +Specifics: This ability increases the Archmage's effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). +Use: Automatic.</entry> + <entry id="47808" lang="en" sex="m">Mastery of Elements</entry> + <entry id="47809" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Archmage Level 1 +Specifics: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. +Use: Selected.</entry> + <entry id="47810" lang="en" sex="m">Arcane Fire</entry> + <entry id="47811" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Archmage Level 1 +Specifics: The Archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. +Use: Selected. </entry> + <entry id="47812" lang="en" sex="m">Spell-Like Ability</entry> + <entry id="47813" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Archmage Level 1 +Specifics: An Archmage who selects this type of high arcana can permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. +The spell-like ability normally uses a spell slot of the spell's level, although the Archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level. +Use: Selected.</entry> + <entry id="47814" lang="en" sex="m">Animalistic Power</entry> + <entry id="47815" lang="en" sex="m">Caster Level(s): Cleric/Druid/Duskblade/Ranger/Sorcerer/Wizard 2 +Innate Level: 2 +School: Transmutation +Component(s): Verbal, Somatic, Material +Range: Touch +Area of Effect / Target: Creature touched +Duration: 1 min/level +Save: Will negates (harmless) +Spell Resistance: Yes (harmless) + +You imbue the subject with an aspect of the natural world. The subject gains a +2 enhancement bonus to Strength, Dexterity and Constitution.</entry> + <entry id="47816" lang="en" sex="m">Bigby's Striking Fist</entry> + <entry id="47817" lang="en" sex="m">Caster Level(s): Duskblade/Sorcerer/Wizard 2 +Innate Level: 2 +School: Evocation [Force] +Component(s): Verbal, Somatic, Material +Range: Medium (100ft. + 10 ft./level) +Area of Effect / Target: One creature +Duration: Instantaneous +Save: Reflex for half +Spell Resistance: Yes + +A large glowing fist, the size of a human torso, appears in front of the creature and slams into it with great force. The attack bonus of this Striking Fist equals your caster level + your key ability modifier +2 for the hand's Strength score (14). The fist deals 1d6 points of nonlethal damage per two caster levels (maximum 5d6). A subject that succeeds on it's Reflex save takes half damage.</entry> + <entry id="47818" lang="en" sex="m">Bigby's Tripping Hand</entry> + <entry id="47819" lang="en" sex="m">Caster Level(s): Duskblade/Sorcerer/Wizard 1 +Innate Level: 1 +School: Evocation [Force] +Component(s): Verbal, Somatic, Material +Range: Medium (100ft. + 10 ft./level) +Area of Effect / Target: One creature +Duration: Instantaneous +Save: Reflex negates +Spell Resistance: Yes + +A large glowing fist, the size of a human torso, appears in front of the creature and sweeps at it's legs. The large hand sweeps at the target creature's legs in a tripping maneuver. This trip attempt does not provoke attacks of opportunity. It's attack bonus equals your caster level + your key ability modifier + 2 for the hand's Strength score (14). The hand has a bonus of +1 on the trip attempt for every three caster levels, to a maximum of +5 at 15th level.</entry> + <entry id="47820" lang="en" sex="m">Oozemaster</entry> + <entry id="47821" lang="en" sex="m">Oozemasters</entry> + <entry id="47822" lang="en" sex="m">oozemaster</entry> + <entry id="47823" lang="en" sex="m">(PRESTIGE CLASS) +The Oozemaster is not a class for stable individuals. It involves relating one-on-one with things that relate to nothing at all. Unlike the animal lord's kindred creatures, the Oozemaster's charges have nothing to say. No one has yet developed a speak with ooze spell- or if someone has, the oozes haven't responded. Given that Oozemasters exude everything but confidence, most of them have few sentient friends and even fewer guests. Thus, they tend to gibber and talk to themselves a lot. + +- Hit Die: d8. +- Proficiencies: Oozemasters gain no weapon or armor proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Spellcasting: Able to cast 3rd-level arcane or divine spells. +Skills: Lore 7 ranks. +Feats: Great Fortitude. + +ABILITIES: + +Levels +1: Minor Oozy Touch - Can secrete a specific minor ooze for a touch attack often as desired. +2: Charisma Penalty -1 + Oozy Glob - Can use any learned minor oozy touch as a grenade weapon once per day. +3: Minor Oozy Touch - Can choose another minor ooze. +4: Charisma Penalty -2 + Oozy Glob - Can use twice per day +5: Major Oozy Touch +6: Charisma Penalty -3 + Oozy Glob - Can use three times per day. + Indiscernible Anatomy - Immunity to critical hits and sneak attacks. +7: Major Oozy Touch - Can choose a major ooze for a touch attack or another minor ooze. +8: Charisma Penalty -4 + Oozy Glob - Can use four times a day. + Slime Wave +9: Major Oozy Touch - Can choose another major or minor ooze. +10: Charisma Penalty -5 + Oozy Glob - Can use five times a day. + One with the Ooze - Type changes to ooze; gains the blind-fight feat; gains immunity to mind spells, poisons, and paralysis. + +BONUS SPELLS + +Every other level in Oozemaster, the character gains new spells per day as if he had also gained a level in his highest caster class. He does not learn any new spells through his abilities.</entry> + <entry id="47824" lang="en" sex="m">Minor Oozy Touch</entry> + <entry id="47825" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 1 +Specifics: The Oozemaster's hands can secrete a specific kind of ooze. The character may, as a full attack action, make a melee touch attack that has the effect listed for that kind of ooze on the table below. The Oozemaster can use this ability as often as desired. At 3rd level, he may choose one additional oozy minor oozy touch. +Use: Selected.</entry> + <entry id="47826" lang="en" sex="m">Minor Oozy Touch(Brown Mold)</entry> + <entry id="47827" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 1 +Specifics: Brown Mold touch attack - 1d6 + Oozemaster level points of cold damage +Use: Selected.</entry> + <entry id="47828" lang="en" sex="m">Minor Oozy Touch(Gray Ooze)</entry> + <entry id="47829" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 1 +Specifics: Gray Ooze touch attack - 1d6 + Oozemaster level points of acid damage. +Use: Selected.</entry> + <entry id="47830" lang="en" sex="m">Minor Oozy Touch(Ochre Jelly)</entry> + <entry id="47831" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 1 +Specifics: Ochre Jelly touch attack - 1d4+ Oozemaster level points of acid damage, Stun DC 15. +Use: Selected.</entry> + <entry id="47832" lang="en" sex="m">Minor Oozy Touch(Phosphorescent Fungus)</entry> + <entry id="47833" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 1 +Specifics: Phosphorescent fungus touch - Touched area emits a soft violet glow as a light spell until the fungus is wiped off. +Use: Selected.</entry> + <entry id="47834" lang="en" sex="m">Major Oozy Touch</entry> + <entry id="47835" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 5, 6, 7 +Specifics: The Oozemaster chooses a kind of major oozy touch, or from the choices in the Minor Oozy Touch. This ability is otherwise identical to minor oozy touch. +Use: Selected.</entry> + <entry id="47836" lang="en" sex="m">Major Oozy Touch(Black pudding)</entry> + <entry id="47837" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 5 +Specifics: Black pudding touch attack - 2d6 + Oozemaster level points of acid damage. +Use: Selected.</entry> + <entry id="47838" lang="en" sex="m">Major Oozy Touch(Gelatinous Cube)</entry> + <entry id="47839" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 5 +Specifics: Gelatinous Cube touch attack - Fortitude save (DC 15 + Oozemaster level) or paralyzed for a number of rounds equal to 1d6 + Oozemaster level. +Use: Selected.</entry> + <entry id="47840" lang="en" sex="m">Major Oozy Touch(Green Slime)</entry> + <entry id="47841" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 5 +Specifics: Green Slime touch attack - 1d6 temporary Constitution damage(DC 15 + Oozemaster level) and 1d6 + Oozemaster level points of acid damage. +Use: Selected.</entry> + <entry id="47842" lang="en" sex="m">Major Oozy Touch(Yellow Mold)</entry> + <entry id="47843" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 5 +Specifics: Yellow Mold touch attack - 2d4 points of temporary Constitution damage (DC 15 + Oozemaster level Fortitude save for half). +Use: Selected. +</entry> + <entry id="47844" lang="en" sex="m">Oozy Glob</entry> + <entry id="47845" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 2 +Specifics: The Oozemaster can throw a glob of the same material as any minor oozy touch gained, with a range increment of 10 feet. This is treated as a grenade-like weapon. Direct hits deal direct hit damage as noted on the oozy touch feats. All creatures within 5 feet suffer 1 point of the appropriate splash damage. +This ability is usable once per day at 2nd level and gains 1 more use per day each 2 levels of Oozemaster. +Use: Selected.</entry> + <entry id="47846" lang="en" sex="m">Oozy Glob(Brown Mold)</entry> + <entry id="47847" lang="en" sex="m">Oozy Glob(Gray Ooze)</entry> + <entry id="47848" lang="en" sex="m">Oozy Glob(Ochre Jelly)</entry> + <entry id="47849" lang="en" sex="m">Oozy Glob(Phosphorescent Fungus)</entry> + <entry id="47850" lang="en" sex="m">Indiscernible Anatomy</entry> + <entry id="47851" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 6 +Specifics: The Oozemaster's anatomy becomes difficult to discern. They gain immunity to critical hits and sneak attacks. +Use: Automatic.</entry> + <entry id="47852" lang="en" sex="m">Charisma Penalty</entry> + <entry id="47853" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 2 +Specifics: An Oozemaster is not the most beautiful sight to behold, as such they get a -1 Charisma bonus every 2 levels starting at level 2. +Use: Automatic.</entry> + <entry id="47854" lang="en" sex="m">One with the Ooze</entry> + <entry id="47855" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 10 +Specifics: The Oozemaster is as slimy as the creatures he favors. His type changes to Ooze. He gains the Blindfight feat and becomes immune to poison, paralysis and all mind-influencing effects. +Use: Select.</entry> + <entry id="47856" lang="en" sex="m">Slime Wave</entry> + <entry id="47857" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Oozemaster Level 8 +The oozemaster emits a wave of slime that does 2d6 acid damage per round and 1d6 points of temporary constitution damage on impact. +Use: Selected.</entry> + <entry id="47858" lang="en" sex="m">Caster Level(s): Druid 3, Ranger 3 +Innate Level: 3 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Personal +Area of Effect / Target: One living creature +Duration: 1 hour / level +Additional Counter Spells: +Save: None +Spell Resistance: No + +This spell strengthens the natural attacks of the target, giving it +1 to hit and +1 to damage for every three levels of the caster (maximum of +5). It also grants the creature an enchantment bonus equal to the hit/damage bonus given.</entry> + <entry id="47859" lang="en" sex="m">Caster Level(s): Druid 1, Ranger 1 +Innate Level: 1 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Personal +Area of Effect / Target: Caster +Duration: 1 minute / level +Additional Counter Spells: +Save: None +Spell Resistance: No + +This spell strengthens the natural attacks of the target, giving it +1 to hit and +1 to damage. It also grants the creature the ability to strike as if it were a +1 weapon (so it can bypass other creature's damage reduction).</entry> + <entry id="47860" lang="en" sex="m">Henshin Mystic</entry> + <entry id="47861" lang="en" sex="m">Henshin Mystic</entry> + <entry id="47862" lang="en" sex="m">Henshin Mystics</entry> + <entry id="47863" lang="en" sex="m">henshin mystic</entry> + <entry id="47864" lang="en" sex="m">(PRESTIGE CLASS) +Henshin Mystics are members of a monastic order that teaches what they consider to be a great mystery of the universe: that humanity is capable of a transformation (henshin) into divinity. Their training and discipline is aimed toward the ultimate perfection not only of themselves, but of all humanity. They believe this perfection is the future of the world and of humanity. This belief fills them with a hopeful peace. + +- Hit Die: d8 +- Proficiencies: No additional proficiencies are gained. +- Skill Points: 4 + Int Modifier + +REQUIREMENTS: + +Alignment: Any Lawful +Base Attack Bonus: +7 +Skills: Lore 13 Ranks +Feats: Purity of Body + +ABILITIES: + +Level +1: Riddle of Awareness - The Henshin Mystic can use scrying as a spell-like ability once per day. This grants the Henshin Mystic a +4 insight bonus on all Listen, Search and Spot checks for 1 minute per level. Scrying isn't in Neverwinter Nights but the bonuses are translated. +2: Blind Fight - Character gets to roll her miss chance percentile to see if it actually hits, as well invisible creatures get no bonus to hit the character in melee. + Diamond Body - Henshin Mystic in control of his metabolism that he gains immunity to poison of all kinds. +3: Happo Zanshin - The character gains a preternatural awareness of danger and can no longer be flanked. This gives the henshin mystic immunity to sneak attacks. +4: Riddle of Interaction - Henshin Mystic can use charm monster as a spell-like ability three times per day. In addition the Henshin Mystic gains a +4 insight bonus on all Bluff, Persuade, Taunt and Intimidate checks. + Ki Strike - Unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus. +6: Blindsight - Henshin Mystic gains the ability to perfectly sense his surroundings without relying on sight. This ability makes invisibility and darkness irrelevant to the mystic (though he still can't detect ethereal creatures). + Hitsu-Do - The Mystic gains the ability to cause his hands and weapons to light up with fire. This adds 1d6 fire damage to all attacks. This ability can be used for a duration of 2 rounds per mystic level per day. +9: Walk Through the Mountains - The character can assume an ethereal state for 2 rounds per level per day, as per the spell etherealness. +10: Riddle of Invulnerability - Mystic gains damage reduction 20/+1. + +MONK ABILITIES: + +The Henshin mystic continues to gain levels as a monk with regard to unarmed damage.R</entry> + <entry id="47865" lang="en" sex="m">Riddle of Awareness</entry> + <entry id="47866" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Henshin Mystic Level 1 +Specifics: The Henshin Mystic can use scrying as a spell-like ability once per day. This grants the Henshin Mystic a +4 insight bonus on all Listen, Search and Spot checks for 1 minute per level. Scrying isn't in Neverwinter Nights but the bonuses are translated. +Use: Selected.H</entry> + <entry id="47867" lang="en" sex="m">Happo Zanshin</entry> + <entry id="47868" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Henshin Mystic Level 3 +Specifics: A Henshin Mystic has a preternatural awareness of danger and can no longer be flanked. This gives the Henshin Mystic immunity to sneak attacks. +Use: Automatic.</entry> + <entry id="47869" lang="en" sex="m">Riddle of Interaction</entry> + <entry id="47870" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Henshin Mystic Level 4 +Specifics: The Henshin Mystic can use charm monster as a spell-like ability three times per day. In addition the Henshin Mystic gains a +4 insight bonus on all Bluff, Persuade, Taunt and Intimidate checks. +Use: Selected/Automatic. +</entry> + <entry id="47871" lang="en" sex="m">Blindsight</entry> + <entry id="47872" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Henshin Mystic Level 6 +Specifics: Henshin Mystic gains the ability to perfectly sense his surroundings without relying on sight. This ability makes invisibility and darkness irrelevant to the Mystic (though he still can't detect ethereal creatures). +Use: Automatic.</entry> + <entry id="47873" lang="en" sex="m">Hitsu-Do</entry> + <entry id="47874" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Henshin Mystic Level 6 +Specifics: The Mystic gains the ability to cause his hands and weapons to light up with fire. This adds 1d6 fire damage to all attacks. This ability can be used for a duration of 2 rounds per mystic level per day. +Use: Selected.</entry> + <entry id="47875" lang="en" sex="m">Walk Through The Mountains</entry> + <entry id="47876" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Henshin Mystic Level 9 +Specifics: Henshin Mystic can assume an ethereal state for 2 rounds per level per day, as per the spell etherealness. +Use: Selected.</entry> + <entry id="47877" lang="en" sex="m">Riddle of Invulnerability</entry> + <entry id="47878" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Henshin Mystic Level 10 +Specifics: Henshin Mystic gains damage reduction 20/+1. This means that the mystic ignores the first 20 points of damage from any attack unless the damage from that attack is dealt by a weapon with a +1 enhancement bonus (or better), by a spell, or by a form of energy. +Use: Automatic.</entry> + <entry id="47879" lang="en" sex="m">Drunken Master</entry> + <entry id="47880" lang="en" sex="m">Drunken Master</entry> + <entry id="47881" lang="en" sex="m">Drunken Masters</entry> + <entry id="47882" lang="en" sex="m">drunken master</entry> + <entry id="47883" lang="en" sex="m">(PRESTIGE CLASS) +Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. But few schools are as unusual -- or as controversial -- as Drunken Boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, Drunken Masters can perform truly prodigious feats of strength and bravery. + +- Hit Die: d8 +- Proficiencies: The Drunken Master gains no proficiencies in weapons or armor. +- Skill Points at Each Level: 4 + Int modifier. + +REQUIREMENTS: + +Base Attack Bonus: +4. +Class: Evasion class ability +Feats: Great Fortitude, Dodge. +Tumble: 6 ranks. + +1: Drink Like a Demon - Your body handles alcohol differently from other people. Every bottle or tankard of alcohol you consume reduces your Dexterity, Wisdom, and Intelligence by 1 point each, but increases your Strength and Constitution by 1 point. However, your Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of your new Dexterity modifier. + Bottle Proficiency - You can use bottles as weapons using your unarmed base attack bonus. +2: Stagger - By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents. +3: Swaying Waist - You weave and bob about as you attack. You gain a +2 dodge bonus to AC against any one opponent during your turn. +4: Disarm - Character can attempt to disarm an opponent at a -6 penalty to their attack. +5: Drunken Rage - Drunken Master can rage just as a barbarian does, with duration of 1 hour. You gain +4 to Strength, +4 to Constitution, a +2 morale bonus on Will saves, and a 2 penalty to AC. This ability works when you drink an alcoholic beverage. +6: Lurch - Your lurching movements let you make one feinting-in-combat Bluff check (opposed by opponents Intelligence modifier + Charisma modifier) per round. On a successful feint, the opponents Dexterity modifier is not added to his AC on the Drunken Masters next attack. You can only lurch other humanoids. +7: Drunken Embrace - The Drunken Master can grapple an opponent without provoking an attack of opportunity, and you gain a +4 competence bonus on all opposed grapple checks. +8: For Medicinal Purposes - By combining your ki power with alcohol, you can convert an alcoholic drink to a potion of heal up to three times per day. Potion only works on character creating it. +9: Improved Disarm - Character no longer incurs an attack of opportunity while attempting to disarm and the penalty drops to -4. +10: Breath of Flame - You can use your ki to ignite the alcohol within you and spew it forth from your mouth in a breath of flame.</entry> + <entry id="47884" lang="en" sex="m">Drink Like a Demon</entry> + <entry id="47885" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master Level 1 +Specifics: Your body handles alcohol differently from other people. You can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move-equivalent action. Every bottle or tankard of alcohol you consume reduces your Dexterity, Wisdom, and Intelligence by 1 point each, but increases your Strength and Constitution by 1 point. However, your Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of your new Dexterity modifier. Your body metabolizes one drink per hour, reducing both the penalties and the bonus accordingly. +Use: Automatic.</entry> + <entry id="47886" lang="en" sex="m">Bottle Proficiency</entry> + <entry id="47887" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master Level 1 +Specifics: You can use bottles as weapons using your unarmed base attack bonus. Bottles do either 1d6 points of bludgeoning damage and/or 1d4 points of slashing damage when the bottle breaks. You can have up to 3 hits before the bottle breaks. You must have a bottle in your inventory to use this ability. +Use: Selected.</entry> + <entry id="47888" lang="en" sex="m">Stagger</entry> + <entry id="47889" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master Level 2 +Specifics: By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents. This has two beneficial aspects: First, you move at twice your speed. Second, your damage is increased for a short period of time due to the power of the charge. Charge attacks must be made at opponents that are at least 10 feet away, add +2 to your attack roll, -2 to your AC. On a successful charge you deal double damage and may knockdown your opponent. +Use: Selected.</entry> + <entry id="47890" lang="en" sex="m">Swaying Waist</entry> + <entry id="47891" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master Level 3 +Specifics: You weave and bob about as you attack. You gain a +2 dodge bonus to AC against any one opponent during your turn. The NPC is your current target or last attacker. +Use: Selected.</entry> + <entry id="47892" lang="en" sex="m">Improvised Weapons</entry> + <entry id="47893" lang="en" sex="m">Type of Feat: Class +Prerequisite: Drunken Master Level 4 +Specifics: You can use furniture, farm implements, or nearly anything else at hand to attack your foes. Anything from a ladder to a haunch of meat to a barstool is a weapon once you imbue it with your ki using this ability. Regardless of the exact item, the weapon does 1d6 points of damage at your more advantageous number of attacks per round. Most items do bludgeoning damage, although shish-kabob skewers, for example, would do piercing damage. Items with broad, flat surfaces (such as tables) can be upended to become improvised tower shields. All unarmed bonuses still apply to Drunken Masters using Improvised Weapons. +Use: Automatic.</entry> + <entry id="47894" lang="en" sex="m">Drunken Rage</entry> + <entry id="47895" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master Level 5 +Specifics: You can rage just as a barbarian does, with duration of 1 hour. You gain +4 to Strength, +4 to Constitution, a +2 morale bonus on Will saves, and a 2 penalty to AC. You cannot multiply the effects of Drunken Rage. This ability works when you drink an alcoholic beverage. At level 10 the duration is increased to 3 hours. +Use: Selected.</entry> + <entry id="47896" lang="en" sex="m">Lurch</entry> + <entry id="47897" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master Level 6 +Specifics: Your lurching movements let you make one feinting-in-combat Bluff check (opposed by opponents Int Modifier + Cha Modifier) per round as a move-equivalent action. You gain a +4 competence bonus to Bluff checks made for this purpose. On a successful feint, the opponents Dex modifier is not added to his AC on the drunken masters next attack. You can only lurch other humanoids. +Use: Selected.</entry> + <entry id="47898" lang="en" sex="m">Drunken Embrace</entry> + <entry id="47899" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master Level 7 +Specifics: You can grapple an opponent without provoking an attack of opportunity, and you gain a +4 competence bonus on all opposed grapple checks. When a grapple is started each character in the fight must make a grapple check. If you win the check the opponent is grappled for 1d4 rounds. The grapple check is: Base Attack Bonus + Strength Modifier + Size Modifier. +Use: Selected.</entry> + <entry id="47900" lang="en" sex="m">For Medicinal Purposes</entry> + <entry id="47901" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master Level 8 +Specifics: By combining your ki power with alcohol, you can convert an alcoholic drink to a potion of heal up to three times per day. The alcohol activates the ki in your body, so the cure only works on you. Alcohol drunk in this way neither impairs nor improves your ability scores. +Use: Selected.</entry> + <entry id="47902" lang="en" sex="m">Breath of Flame</entry> + <entry id="47903" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master Level 10 +Specifics: You can use your ki to ignite the alcohol within you and spew it forth from your mouth in a breath of flame. Breath of flame deals 3d12 points of fire damage to all within the 20-foot cone (Reflex save DC 10 + class level + Con modifier for half). Each time you use breath of flame, it consumes one drinks worth of alcohol. First your inventory is searched for alcohol and if none is found it uses the alcohol within you removing the effects it gives you. +Use: Selected.</entry> + <entry id="47904" lang="en" sex="m">Brew Ale</entry> + <entry id="47905" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master level 11 +Specifics: You have become a connoisseur of alcoholic beverages and have developed specific tastes. You now can combine base ingredients and brew your own ale which may grant additional bonuses along with your Drunken Rage effects. +Use: Selected.</entry> + <entry id="47906" lang="en" sex="m">Improved Drunken Rage</entry> + <entry id="47907" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master level 11 +Specifics: Your blood has had alcohol running through it for a while now. Due to the constant content the effects of Drunken Rage last 3 hours rather than the standard one. +Use: Automatic.</entry> + <entry id="47908" lang="en" sex="m">Drunken Skin</entry> + <entry id="47909" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master level 13 +Specifics: The alcohol you drink has made your skin strong and your pain threshold large. You gain +4 to your natural AC. +Use: Automatic.</entry> + <entry id="47910" lang="en" sex="m">Drunken Thought</entry> + <entry id="47911" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master level 14 +Specifics: Your body has learned to use alcohol's buzz in a precise way which grants you +2 to all saving throws. +Use: Automatic.</entry> + <entry id="47912" lang="en" sex="m">Improved Bottle Proficiency</entry> + <entry id="47913" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master level 11 +Specifics: Your fighting and drinking skills have improved to the point where you can simultaneous drink alcohol from a bottle while using the bottle in a fight, thus combining Drunken Rage with Bottle Proficiency. +Usage: Use the feat and then target an alcoholic beverage. Drunken Rage and Bottle Proficiency will kick in giving you all the bonuses of the 2 feats.</entry> + <entry id="47914" lang="en" sex="m">Improved Breath of Flame</entry> + <entry id="47915" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Drunken Master level 15 +Specifics: You've learned to use Breath of Flame and figured out how to make it more powerful. The fire damage is 5d12 now instead of 3d12. +Use: Automatic.</entry> + <entry id="47916" lang="en" sex="m">Hathran</entry> + <entry id="47917" lang="en" sex="m">Hathrans</entry> + <entry id="47918" lang="en" sex="m">hathran</entry> + <entry id="47919" lang="en" sex="m">(PRESTIGE CLASS) +Hathran, also known as the Witches of Rashemen, comprise an elite sisterhood of spellcasters who lead the region. In Rashemi society, hathrans occupy the place reserved for powerful clerics in most Faerunian cultures. Hathran - meaning "learned sister" - heal the sick and wounded and care for the souls of their followers. + +- Hit Die: d4. +- Proficiencies: Exotic weapons. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Lawful good, lawful neutral or neutral good. +Gender: Female. +Race: Human or Human Subrace. +Spellcasting: Able to cast 2nd-level arcane spells and 2nd-level divine spells. +Feats: Ethran. + + +ABILITIES: + +Level +1: Cohort - Once per day the Hathran can call for a Rashemen Barbarian to serve as her cohort. +3: Fear Can cast Fear as the spell once per day. +6: Fear - Can cast Fear as the spell twice per day. +8: Fear - Can cast Fear as the spell three times per day. +10: Greater Command - Can attempt hold a group of enemies once per day. + +BONUS SPELLS + +Every second level, the character gains new spells per day as if she had also gained a level in her highest arcane and divine classes. She does not learn any new arcane spells through this ability, however.</entry> + <entry id="47920" lang="en" sex="m">Vigilant</entry> + <entry id="47921" lang="en" sex="m">Vigilants</entry> + <entry id="47922" lang="en" sex="m">vigilant</entry> + <entry id="47923" lang="en" sex="m">(PRESTIGE CLASS) +Part reconnaissance expert, part border guard, part spy and part diplomat, the vigilant is a highly trained warrior who can be confidently sent into any situation, no matter how grim the odds. Recruits who survive the harsh training and deadly initiation tests required to become a vigilant are assigned to one of the elite corps of these warriors, called a Vigil. + +- Hit Die: d12. +- Proficiencies: A vigilant does not gain any additional weapon or armor proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Alignment: Non-evil +Base Attack Bonus: +5 +Feats: Endurance, Track +Skills: Lore 4 ranks, Listen 5 ranks, Persuade 5 ranks. + +ABILITIES: + +Level +1: Sprint - Can move for a brief period of time as Hasted, three times per day. +2: Favored Enemy - Gains a Favored Enemy as the Ranger ability. +4: Great Fortitude - A character with this feat is tougher than normal, gaining a +2 bonus to all Fortitude saving throws. +5: Iron Will - The character's strong presence of mind gives him a +2 bonus to all Will saving throws. +6: Lightning Reflexes - The character's reflexes are faster than normal, granting him a +2 bonus to all Reflex saving throws. +7: Toughness - A character with this feat is tougher than normal, gaining one bonus hit point per level. +9: Vigilant Natural Armor - Gains plus 2 to his natural armor class. +10: Vigilant Natural Healing - Regenerates hit points at a rate of one per round.</entry> + <entry id="47924" lang="en" sex="m">Ethran</entry> + <entry id="47925" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Female*, Charisma 11+, Spellcaster +Specifics: Gain plus 2 bonus to checks on Animal Empathy and Charisma-based skills. +Use: Automatic. + +(*If you take this feat as a male, you will be asked to retake your feats. If you take this feat as a first level male, you will be unable to level up.)</entry> + <entry id="47926" lang="en" sex="m">Fochlucan Lyrist</entry> + <entry id="47927" lang="en" sex="m">Fochlucan Lyrists</entry> + <entry id="47928" lang="en" sex="m">Fochlucan lyrist</entry> + <entry id="47929" lang="en" sex="m">(PRESTIGE CLASS) +Warrior, thief, spy, poet, woodland champion -the Fochlucan lyrist is a legendary figure who serves as the herald and teacher to great kings, the champion of the common folk, and the keeper of lore long forgotten elsewhere. Only the best and brightest are invited to become Fochlucan lyrists, and those who eventually win the approval of the Fochlucan College's masters are remarkable individuals indeed, skilled in swordplay, magic, and diplomacy. + +REQUIREMENTS: +Alignment: Neutral good, neutral, chaotic neutral, or neutral evil. +Skills: Spellcraft 7 ranks , Persuasion 7 ranks , Lore 7 ranks , Perform 13 ranks , Pick Pocket 7 ranks +Spellcasting: Ability to cast 1st-level arcane and divine spells. +Class: Druid (for druidic language reqs). +Special: Bardic knowledge and evasion abilities. + +- Hit Die: d6 +- Proficiencies: Fochlucan lyrists gain no proficiency with any weapon or armor. +- Skill Points: 6 + Int Modifier + +ABILITIES: + +Spells per Day/Spells Known: At each level, a Fochlucan lyrist gains new spells per day (and spells known, if applicable) as if she had also gained a level in any one arcane spellcasting class and any one divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class or divine spellcasting class before becoming a Fochlucan lyrist, she must decide to which class to add each Fochlucan lyrist level for the purpose of determining spells per day, spells known, and overall caster level. + +Bardic Knowledge (Ex): A Fochlucan lyrist can attempt to recall some relevant piece of information about local notable people, legendary items, or noteworthy places. She adds her Fochlucan lyrist class level to her bardic knowledge checks, so her bardic knowledge checks have a bonus equal to her bard level + her Fochlucan lyrist level + her Int modifier. + +Bardic Music: A Fochlucan lyrist adds her lyrist level to her bard level to determine the number of times per day she can use her bardic music, the bardic music abilities she can employ, and the power of those abilities. For example, a 2nd-level rogue/5th-level bard/4th-level druid/3rd-level Fochlucan lyrist can use her bardic music eight times per day, can use any bardic music ability an 8th-level bard could use (assuming she meets the Perform skill rank requirements), and is treated as an 8th-level bard for adjudicating the effects of those abilities (such as number of targets, save DC, and so forth). + +Unbound: A Fochlucan lyrist's druid oaths are relaxed, allowing her to wear light metal armor with no loss of spellcasting, supernatural, or spell-like abilities. A lyrist also suffers no experience point penalty for multi-classing. (not implemented) +</entry> + <entry id="47930" lang="en" sex="m">Endurance</entry> + <entry id="47931" lang="en" sex="m">Type of Feat: General. +Prerequisite: None. +Specifics: Gain plus 4 to saving throws against Death. +Use: Automatic.</entry> + <entry id="47932" lang="en" sex="m">Track</entry> + <entry id="47933" lang="en" sex="m">Type of Feat: General. +Prerequisite: None. +Specifics: Gain plus 1 to Spot, Search and Listen. +Use: Automatic.</entry> + <entry id="47934" lang="en" sex="m">Vigilant Natural Armor</entry> + <entry id="47935" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Vigilant level 9. +Specifics: Gain plus 2 bonus to Natural Armor Class. +Use: Automatic.</entry> + <entry id="47936" lang="en" sex="m">Cohort</entry> + <entry id="47937" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Hathran level 1. +Specifics: The hathran gains a cohort as if she had the Leadership feat. This cohort is either a Raherni female with the Ethran feat or a Rachemi male with at least one level of barbarian. This cohort does not count against any cohorts the hathran may acquire by taking the Leadership feat. +Use: Selected.</entry> + <entry id="47938" lang="en" sex="m">Hathran Greater Command</entry> + <entry id="47939" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Hathran level 10. +Specifics: Once per day can attempt to exert control over a group of people. This will hold them in place for a number of rounds equal to your arcane caster level. +Use: Selected.</entry> + <entry id="47940" lang="en" sex="m">Epic Shugenja</entry> + <entry id="47941" lang="en" sex="m">Type: Class +Prerequisite: Shugenja level 21 +The Epic Shugenja has mastered the focus of his chosen element and uses it however he pleases. He will often be found in a leading position of his order. + +ABILITIES: + +Level + +21: - +22: - +23: Bonus Feat +24: - +25: - +26: Bonus Feat +27: - +28: - +29: Bonus Feat +30: - +31: - +32: Bonus Feat +33: - +34: - +35: Bonus Feat +36: - +37: - +38: Bonus Feat +39: - +40: -</entry> + <entry id="47942" lang="en" sex="m">Elemental Focus</entry> + <entry id="47943" lang="en" sex="m">Type: Class +Prerequisite: Shugenja level 1 +All Shugenjas have a favored element: air, earth, fire, or water. A Shugenja's choice of specialized element is sometimes determined by the Shugenja order in which he studies. At least half the spells the Shugenja knows must belong to his favored element, and the spell dictated by his order often belongs to that element as well. Shugenjas automatically gain the benefits of the Spell Focus feat (+1 to spell DCs) for spells from their favored element, regardless of it's school +As the cost of specializing in one element, a Shugenja is prohibited from learning spells associated with a different element. The prohibited element is dictated by the favored element, as described below. +Air: Air spells are subtle, involving travel, intuition, influence, divination, and illusion. Earth is the prohibited element for Air Shugenjas. The Order of the All-Seeing Eye and the Order of the Spring Zephyr specialize in Air magic. +Earth: Earth spells involve resilience and resolve, health and growth, and the strength of it's body. Air is the prohibited element for Earth Shugenjas. The Order of the Impenetrable Crucible and the Order of the Perfect Sculpture specialize in Earth magic. +Fire: Fire spells are destructive and blatant, though they also deal with intelligence, inspiration, and creativity. Water is the prohibited element for Fire Shugenjas. The Order of the consuming Flame specializes in Fire magic. +Water: Water spells involve transformation, cleansing, healing, and friendship. Fire is the prohibited element for Water Shugenjas. The Order of the Forbidding Wasteland and the Order of the Gentle Rain specialize in water magic. +The Shugenjas of the Order of the Ineffable Mystery can specialize in any of the four elements. The Order of the Ineffable Mystery also trains Shugenjas who specialize in the fifth element, the void.</entry> + <entry id="47944" lang="en" sex="m">Sprint</entry> + <entry id="47945" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Vigilant level 1. +Specifics: Character can move as if hasted for a brief duration three times per day. +Use: Selected.</entry> + <entry id="47946" lang="en" sex="m">Vigilant Natural Healing</entry> + <entry id="47947" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Vigilant level 10. +Specifics: Gain rapid healing allowing for the regeneration of 1 point per round. +Use: Automatic.</entry> + <entry id="47948" lang="en" sex="m">Hathran Fear</entry> + <entry id="47949" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Hathran levels 3, 6 and 8. +Specifics: Can cast Fear as 4th level sorcerer/wizard spell once per day at level 3, twice per day at level 6, and three times per day at level 8. +Use: Selected.</entry> + <entry id="47950" lang="en" sex="m">Celestial Companion (Ex)</entry> + <entry id="47951" lang="en" sex="m">Use Limitation: Minimum Ability Score</entry> + <entry id="47952" lang="en" sex="m">Use Limitation: Minimum Skill Ranks</entry> + <entry id="47953" lang="en" sex="m">Only Useable By Those With At Least:</entry> + <entry id="47954" lang="en" sex="m">Use Limitation: Able to cast spells of level</entry> + <entry id="47955" lang="en" sex="m">Use Limitation: Able to cast arcane spells of level</entry> + <entry id="47956" lang="en" sex="m">Use Limitation: Able to cast divine spells of level</entry> + <entry id="47957" lang="en" sex="m">Use Limitation: Sneak Attack</entry> + <entry id="47958" lang="en" sex="m">Only Usable By Those Able To Cast Spells Of At Least Level:</entry> + <entry id="47959" lang="en" sex="m">Only Usable By Those Able To Cast Arcane Spells Of At Least Level:</entry> + <entry id="47960" lang="en" sex="m">Only Usable By Those Able To Cast Divine Spells Of At Least Level:</entry> + <entry id="47961" lang="en" sex="m">Only Usable By Those Able To Sneak Attack For At Least:</entry> + <entry id="47962" lang="en" sex="m">Increased Movement Speed:</entry> + <entry id="47963" lang="en" sex="m">Increased Movement Speed</entry> + <entry id="47964" lang="en" sex="m">Increased Movement Speed: This item property modifies the speed at which a character moves. Maximum is 200% (which equals 3x speed). Any additional bonus is lost, as the NWN engine only allows up to 3x speed.</entry> + <entry id="47965" lang="en" sex="m">+10%</entry> + <entry id="47966" lang="en" sex="m">+20%</entry> + <entry id="47967" lang="en" sex="m">+30%</entry> + <entry id="47968" lang="en" sex="m">+40%</entry> + <entry id="47969" lang="en" sex="m">+50%</entry> + <entry id="47970" lang="en" sex="m">+60%</entry> + <entry id="47971" lang="en" sex="m">+70%</entry> + <entry id="47972" lang="en" sex="m">+80%</entry> + <entry id="47973" lang="en" sex="m">+90%</entry> + <entry id="47974" lang="en" sex="m">+100%</entry> + <entry id="47975" lang="en" sex="m">+110%</entry> + <entry id="47976" lang="en" sex="m">+120%</entry> + <entry id="47977" lang="en" sex="m">+130%</entry> + <entry id="47978" lang="en" sex="m">+140%</entry> + <entry id="47979" lang="en" sex="m">+150%</entry> + <entry id="47980" lang="en" sex="m">+160%</entry> + <entry id="47981" lang="en" sex="m">+170%</entry> + <entry id="47982" lang="en" sex="m">+180%</entry> + <entry id="47983" lang="en" sex="m">+190%</entry> + <entry id="47984" lang="en" sex="m">+200%</entry> + <entry id="47985" lang="en" sex="m">Blood of the Martyr</entry> + <entry id="47986" lang="en" sex="m">Necromancy (Healing) [Good] +Level: Cleric 4, Paladin 4 +Components: V, S +Casting Time: 1 action +Range: Medium (100 ft. + 10 ft/level) +Targets: 1 willing creature +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You may transfer your own hitpoints to a target creature within range. You must transfer at least 20 points. +Transferred hitpoints are damage to you. The creature takes your transferred hitpoints as if receiving a +cure wounds spell and cannot gain more than hit points than its maximum allows; any excess hitpoints are lost. +This spell transfers only actual hitpoints, not temporary hit points.</entry> + <entry id="47987" lang="en" sex="m">Blood of the Martyr(7)</entry> + <entry id="47988" lang="en" sex="m">Mark resting locations</entry> + <entry id="47989" lang="en" sex="m">Select whether you want that whenever you rest, the location will be automatically marked. +WARNING: The location is always stored in the first slot, so if you delete it, next time you rest whatever is now in the first slot will be overwritten.</entry> + <entry id="47990" lang="en" sex="m">Dimension Door (7)</entry> + <entry id="47991" lang="en" sex="m">Dimension Door - Direction and Distance - Self only</entry> + <entry id="47992" lang="en" sex="m">Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="47993" lang="en" sex="m">Listener ready. Due to some detail of how the NWN engine handles listening, the listener may only actually start listening during the next 3 seconds.</entry> + <entry id="47994" lang="en" sex="m">You can't teleport that far, distance limited to</entry> + <entry id="47995" lang="en" sex="m">You have 10 seconds to speak the distance (in meters)</entry> + <entry id="47996" lang="en" sex="m">Dimension Door</entry> + <entry id="47997" lang="en" sex="m">School: Conjuration (Teleportation) +Level: Brd 4, Sor/Wiz 4, Travel 4 +Components: V +Casting Time: 1 standard action +Range: Long (400 ft. + 40 ft./level) +Target: You and other touched willing creatures (i.e.. party members within 10ft of you) +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction**. You may also bring one additional willing Medium or smaller creature or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with you. * + +Notes: +* Implemented as within 10ft of you due to the lovely quality of NWN location tracking code. +** The direction is the same as the direction of where you target the spell relative to you. A listener will be created so you can say the distance.</entry> + <entry id="47998" lang="en" sex="m">Dimension Door - Self only</entry> + <entry id="47999" lang="en" sex="m">Dimension Door - Party within 10ft</entry> + <entry id="48000" lang="en" sex="m">Divine Master Harper</entry> + <entry id="48001" lang="en" sex="m">Arcane Master Harper</entry> + <entry id="48002" lang="en" sex="m">Master Harpers</entry> + <entry id="48003" lang="en" sex="m">master harper</entry> + <entry id="48004" lang="en" sex="m">(PRESTIGE CLASS) +Master Harpers are elite members of the Harpers, which is a secret society that battles evil and tyranny, preserves lore, and works to balance civilization and the wild. Master Harpers study spells and develop many skills to help them in their duties of preserving lore by imparting it to others, raising morale, and aiding Harpers and others who promote similar aims. + +- Hit Die: d6. +- Proficiencies: A Master Harper gains no proficiency with any armor or weapons. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any non evil. +Spells: Able to cast 2nd-level spells of the appropriate type. +Skills: Bluff 8 ranks, Persuade 8 ranks, Lore 12 ranks, Perform 12 ranks, Spellcraft 8 ranks. +Feats: Alertness, Iron Will. + +ABILITIES: + +Level +1: Harper Knowledge- Bonus for item identification + Harper Secret - 1 bonus feat: favored enemy, metamagic or bard feats +2: Craft Master Harper Item - May create potions +3: Mielikki's Truth - Once per day, can remove effect on an animal +5: Lycanbane - +5 bonus to the AC vs. Shapechanger, and you may transmit this bonus + Harper Secret + Musical Instrument Craft - Can use Craft Master Harper Item to create Musical Instrument +6: Milil's Ear - +4 bonus to the Listen Skill. +7: Lliira's Aura - Create an aura that gives allies a +4 bonus to saving throws against Mind Affecting spell.. +8: Deneir's Orel - +4 bonus to the Spellcraft Skill. +9: Tymora's Smile - +2 bonus on all saves, twice per day. +10: Harper Secret + + +BONUS SPELLS +Upon gaining a level in Master Harper, the character gains new spells per day as if he had also gained a level in his highest caster class. He does not learn any new spells through this ability. +</entry> + <entry id="48005" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master Harper Level 2. +Specifics: Once per day, the Harper may make a magical potion. +Use: Selected. +</entry> + <entry id="48006" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master Harper Level 9. +Specifics: Twice per day, the Harper or a target receives a +2 saving throw bonus on all saving throws for 5 turns. +Use: Selected. +</entry> + <entry id="48007" lang="en" sex="m">Harper Secret</entry> + <entry id="48008" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master Harper Level 1. +Specifics: The Master Harper learns secret Harper lore that improves her abilities. This secret comes in the form of a bonus feat: favored enemy, metamagic or bard feats +Use: Automatic. +</entry> + <entry id="48009" lang="en" sex="m">Craft Master Harper Item</entry> + <entry id="48010" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master Harper Level 2. +Specifics: Once per day, the Harper may make a magical potion. +Use: Selected. +</entry> + <entry id="48011" lang="en" sex="m">Lycanbane </entry> + <entry id="48012" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master Harper Level 5. +Specifics: The Harper receives a +5 AC bonus vs. Shapechangers, and once per day, can give this bonus to an ally. +Use: Automatic, Selected. +Note: There is no need to use this feat on yourself. Target your allies to grant them the bonus.</entry> + <entry id="48013" lang="en" sex="m">Mielikki's Truth </entry> + <entry id="48014" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master Harper Level 3. +Specifics: Once per day, the Harper receives can use this feat on an animal. If it is hostile, it loses bonuses, and if it is a summoned creature, it is unsummoned. Else, the animal loses surcharges. +Use: Selected. +</entry> + <entry id="48015" lang="en" sex="m">Milil's Ear </entry> + <entry id="48016" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master Harper Level 6 +Specifics: The Harper receives a +4 Listen Skill bonus. +Use: Automatic. +</entry> + <entry id="48017" lang="en" sex="m">Lliira's Aura </entry> + <entry id="48018" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master Harper Level 7. +Specifics: Once per day, the Harper can create an aura and allies receives a +4 saving throw bonus against mind-affecting spells. +Use: Automatic. +</entry> + <entry id="48019" lang="en" sex="m">Deneir's Orel </entry> + <entry id="48020" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master Harper Level 8 +Specifics: The Harper receives a +4 Spellcraft Skill bonus. +Use: Automatic. +</entry> + <entry id="48021" lang="en" sex="m">You must target an animal.</entry> + <entry id="48022" lang="en" sex="m">Musical Instrument Craft</entry> + <entry id="48023" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master Harper Level 5. +Specifics: In addition to creating potions, the Master Harper can create, with this feat Craft Master Harper Item, magical musical instruments. +Use: Use Craft Master Harper Item to create a magical musical instrument. After the instrument has been created, you can activate or deactivate the ability to customize the instruments by using this feat. To customize the instrument, cast spells upon it. There are certain limitations, however.</entry> + <entry id="48024" lang="en" sex="m">Instrument add spells mod activated</entry> + <entry id="48025" lang="en" sex="m">Instrument add spells mod deactivated</entry> + <entry id="48026" lang="en" sex="m">One item cannot cast any spell more than 5 times per day.</entry> + <entry id="48027" lang="en" sex="m">The instrument cannot cast this spell, because it is too powerful for it. Try with a less powerful spell.</entry> + <entry id="48028" lang="en" sex="m">Tymora's Smile</entry> + <entry id="48029" lang="en" sex="m">Harper Knowledge</entry> + <entry id="48030" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Master Harper Level 1. +Specifics: The Master Harper gains a bonus to his Lore skill equal to his or her class level.</entry> + <entry id="48031" lang="en" sex="m">Type of Feat: Spell List Level 2 +Prerequisite: Soldier of Light. +Specifics: He may cast some spells. + +Aid +Range: Touch +Area of Effect / Target: Single +Duration: 1 Turn / Level +Save: Harmless +Spell Resistance: No +The target gains a +1 bonus to attack rolls, a +1 bonus on saving throws versus fear, and a 1d8 bonus to maximum hit points. + +Consecrate +Range: Close +Area of Effect / Target: Huge +Duration: 2 Hours / Level +This spell bless an area, Charisma check make to turn undead within gains +3. Undead suffers -1 to attack, damage and save. Undead cannot create within this area + +Cure Moderate Wounds +Range: Touch +Area of Effect / Target: Single +Save: Will 1/2 +Spell Resistance: Yes +The target creature is healed for 2d8 points of damage, +1 point per caster level (to a maximum of +10). Healing spells have a reverse effect on undead, harming instead of healing them. + +Lesser Restoration +Range: Touch +Area of Effect / Target: Single +Save: Harmless +Spell Resistance: No +Removes all magical, extraordinary, and supernatural effects that apply a penalty to ability scores, AC, attack and damage rolls, spell resistance, and saving throws. Will not remove the effects of a curse or a disease.</entry> + <entry id="48032" lang="en" sex="m">Type of Feat: Spell List Level 3 +Prerequisite: Soldier of Light. +Specifics: He may cast some spells. + +Cure Serious Wounds +Range: Touch +Area of Effect / Target: Single +Save: Will 1/2 +Spell Resistance: Yes +The target creature is healed for 3d8 points of damage, +1 point per caster level (to a maximum of +15). Healing spells have a reverse effect on undead, harming instead of healing them. + +Greater Magic Weapon +Range: Short +Area of Effect / Target: Creature +Duration: 1 Hour / Level +One weapon gains a +1 enhancement bonus per 3 caster levels (+5 max) + +Negative Energy Protection +Duration: 1 Turn / Level +Range: Touch +Area of Effect / Target: Single +Save: Harmless +Spell Resistance: No +The target creature is rendered immune to all negative energy attacks, including supernatural ability damage and level drains. + +Prayer +Range: Personal +Area of Effect / Target: Caster, Colossal +Duration: 1 Turn / Level +Save: Harmless +Spell Resistance: Yes +All allies within the area of effect gain +1 to attack and damage rolls, skill checks, and saving throws. Enemies receive -1 penalties to the same. + +Remove Disease +Range: Touch +Area of Effect / Target: Single +Save: Harmless +Spell Resistance: No +All diseases and disease effects are removed from the target creature.</entry> + <entry id="48033" lang="en" sex="m">Type of Feat: Spell List level 4 +Prerequisite: Soldier of Light. +Specifics: He may cast some spells. + +Cure Critical Wounds +Range: Touch +Area of Effect / Target: Single +Save: Will 1/2 +Spell Resistance: Yes +The target creature is healed for 4d8 points of damage, +1 point per caster level (to a maximum of +20). Healing spells have a reverse effect on undead, harming instead of healing them. + +Holy Sword +Range: Touch +Area of Effect / Target: Creature +Duration: 1 Round / Level +This spell transforms the caster's melee weapon into a powerful Holy Avenger, a specially blessed weapon that, when wielded by a Good paladin, acts like a +5 holy weapon, +2d6 vs. Evil, and a Magic Circle vs. Evil. + +Planar Bind +Range: Short +Area of Effect / Target: Single or Point +Duration: 1 Hour / Level +Save: Will (-2) Negates +Spell Resistance: No +This spell has two modes of operation: targeting a single outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 1 round per 2 caster levels. The type of summoned ally is based on the caster's alignment: +Evil: Succubus +Neutral: Green slaad +Good: Hound archon + +Restoration +Range: Touch +Area of Effect / Target: Single +Save: Harmless +Spell Resistance: No +Removes all magical, extraordinary and supernatural effects that apply a penalty to ability scores, Armor Class, attack and damage rolls, spell resistance, saving throws and damage immunity. This spell also removes all level drain, blindness and deafness effects. Will not remove the effects of a curse or a disease.</entry> + <entry id="48034" lang="en" sex="m">Type of Feat: Spell List Level 1 +Prerequisite: Anti-Paladin. +Specifics: He may cast some spells. + +Bane +Range: Long +Area of Effect / Target: Colossal +Duration: 1 turn / level +Save: Will negates +Spell Resistance: Yes +Bane fills the caster's enemies with fear and doubt. They suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear. + +Inflict Light Wounds +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Save: Will 1/2 +Spell Resistance: Yes +If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d8 points of damage, + 1 point per caster level to a maximum of +5. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages. + +Protection From Good +Range: Touch +Area of Effect / Target: Single +Duration: 1 Hour / Level +Range: Touch +Area of Effect / Target: Single +Area of Effect / Target: Single +Duration: 1 Hour / Level +Target receives a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment. + +Summon Monster I +Range: Short +Area of Effect / Target: Point +Duration: 24 Hours +The caster summons a dire badger to be a faithful and loyal servant.</entry> + <entry id="48035" lang="en" sex="m">Type of Feat: Spell List Level 2 +Prerequisite: Anti-Paladin. +Specifics: He may cast some spells. + +Bull's Strength +Range: Touch +Area of Effect / Target: Single +Duration: 1 Hour / Level +The target creature's Strength is increased by 1d4+1. + +Darkness +Range: Touch (1 creature) +Area of Effect / Target: Huge +Duration: 1 Round / Level +Save: None +Spell Resistance: Yes +All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision. + +Desecrate +Range: Close +Area of Effect / Target: Huge +Duration: 2 Hours / Level +Spell Resistance: Yes +This spell imbues an area with negative energy, Charisma check make to turn undead within suffers -3. Undead gains +1 to attack, damage and save. Undead create within this area gains +1 HP per HD. + +Summon Monster II +Range: Short +Area of Effect / Target: Point +Duration: 24 Hours +The caster summons a dire badger to be a faithful and loyal servant.</entry> + <entry id="48036" lang="en" sex="m">Type of Feat: Spell List Level 3 +Prerequisite: Anti-Paladin. +Specifics: He may cast some spells. + +Blindness and Deafness +Range: Medium +Area of Effect / Target: Single +Duration: 1 Round / Level +Save: Fortitude Negates +Spell Resistance: Yes +The target creature is struck blind and deaf. + +Greater Magic Weapon +Range: Short +Area of Effect / Target: Creature +Duration: 1 Hour / Level +One weapon gains a +1 enhancement bonus per 3 caster levels (+5 max) + +Inflict Moderate Wounds +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Save: Will 1/2 +Spell Resistance: Yes +If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1 point per caster level (to a maximum of +10). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages. + +Magic Circle against Good +Range: Touch +Area of Effect / Target: Single, Medium +Duration: 1 Hour / Level +Additional Counter Spells: +Save: Harmless +Spell Resistance: No + +When this spell is cast, the caster chooses to be protected from good. The spell target and all allies within 10 feet receive a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment. + +Summon Monster III +Range: Short +Area of Effect / Target: Point +Duration: 24 Hours +The caster summons a dire badger to be a faithful and loyal servant.</entry> + <entry id="48037" lang="en" sex="m">Type of Feat: Spell List Level 4 +Prerequisite: Anti-Paladin. +Specifics: He may cast some spells. + +Death Ward +Range: Touch +Area of Effect / Target: Single +Duration: 1 Hour / Level +The target creature becomes immune to any death spells, spell-like abilities, and effects. + +Fear +Range: Medium +Area of Effect/ Target: Large +Duration: 1 Round / Level +Save: Will Negates +Spell Resistance: Yes +Affected creatures are consumed with mind-numbing fear that overrides all other actions. The affected creatures run away from all those they do not consider allies. + +Inflict Serious Wounds +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Save: Will 1/2 +Spell Resistance: Yes +If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1 point per caster level (to a maximum of +15). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages. + +Poison +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Save: Fortitude Negates +Spell Resistance: Yes +If the caster succeeds at a melee touch attack, the target must make a Fortitude save or suffer the effects of large scorpion venom (1d6 Strength damage on primary and secondary hits). + +Unholy Sword +Range: Touch +Area of Effect / Target: Creature +Duration: 1 Round / Level +This spell transforms the caster's melee weapon into a powerful Unholy sword, a specially cursed weapon that, when wielded by a Evil paladin, acts like a +5 holy weapon, +2d6 vs. Good, and a Magic Circle vs. Good. +</entry> + <entry id="48038" lang="en" sex="m">Type of Feat: Spell List Level 1 +Prerequisite: Corrupter. +Specifics: He may cast some spells. + +Bane +Range: Long +Area of Effect / Target: Colossal +Duration: 1 turn / level +Save: Will negates +Spell Resistance: Yes +Bane fills the caster's enemies with fear and doubt. They suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear. + +Inflict Light Wounds +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Save: Will 1/2 +Spell Resistance: Yes +If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d8 points of damage, + 1 point per caster level to a maximum of +5. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages. + +Protection From Good +Range: Touch +Area of Effect / Target: Single +Duration: 1 Hour / Level +Range: Touch +Area of Effect / Target: Single +Area of Effect / Target: Single +Duration: 1 Hour / Level +Target receives a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment. + +Summon Monster I +Range: Short +Area of Effect / Target: Point +Duration: 24 Hours +The caster summons a dire badger to be a faithful and loyal servant.</entry> + <entry id="48039" lang="en" sex="m">Type of Feat: Spell List Level 2 +Prerequisite: Corrupter. +Specifics: He may cast some spells. + +Bull's Strength +Range: Touch +Area of Effect / Target: Single +Duration: 1 Hour / Level +The target creature's Strength is increased by 1d4+1. + +Darkness +Range: Touch (1 creature) +Area of Effect / Target: Huge +Duration: 1 Round / Level +Save: None +Spell Resistance: Yes +All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision. + +Desecrate +Range: Close +Area of Effect / Target: Huge +Duration: 2 Hours / Level +Spell Resistance: Yes +This spell imbues an area with negative energy, Charisma check make to turn undead within suffers -3. Undead gains +1 to attack, damage and save. Undead create within this area gains +1 HP per HD. + +Summon Monster II +Range: Short +Area of Effect / Target: Point +Duration: 24 Hours +The caster summons a dire badger to be a faithful and loyal servant.</entry> + <entry id="48040" lang="en" sex="m">Type of Feat: Spell List Level 3 +Prerequisite: Corrupter. +Specifics: He may cast some spells. + +Blindness and Deafness +Range: Medium +Area of Effect / Target: Single +Duration: 1 Round / Level +Save: Fortitude Negates +Spell Resistance: Yes +The target creature is struck blind and deaf. + +Greater Magic Weapon +Range: Short +Area of Effect / Target: Creature +Duration: 1 Hour / Level +One weapon gains a +1 enhancement bonus per 3 caster levels (+5 max) + +Inflict Moderate Wounds +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Save: Will 1/2 +Spell Resistance: Yes +If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1 point per caster level (to a maximum of +10). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages. + +Magic Circle against Good +Range: Touch +Area of Effect / Target: Single, Medium +Duration: 1 Hour / Level +Additional Counter Spells: +Save: Harmless +Spell Resistance: No + +When this spell is cast, the caster chooses to be protected from good. The spell target and all allies within 10 feet receive a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment. + +Summon Monster III +Range: Short +Area of Effect / Target: Point +Duration: 24 Hours +The caster summons a dire badger to be a faithful and loyal servant.</entry> + <entry id="48041" lang="en" sex="m">Type of Feat: Spell List Level 4 +Prerequisite: Corrupter. +Specifics: He may cast some spells. + +Death Ward +Range: Touch +Area of Effect / Target: Single +Duration: 1 Hour / Level +The target creature becomes immune to any death spells, spell-like abilities, and effects. + +Fear +Range: Medium +Area of Effect/ Target: Large +Duration: 1 Round / Level +Save: Will Negates +Spell Resistance: Yes +Affected creatures are consumed with mind-numbing fear that overrides all other actions. The affected creatures run away from all those they do not consider allies. + +Inflict Serious Wounds +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Save: Will 1/2 +Spell Resistance: Yes +If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1 point per caster level (to a maximum of +15). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages. + +Poison +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Save: Fortitude Negates +Spell Resistance: Yes +If the caster succeeds at a melee touch attack, the target must make a Fortitude save or suffer the effects of large scorpion venom (1d6 Strength damage on primary and secondary hits). + +Unholy Sword +Range: Touch +Area of Effect / Target: Creature +Duration: 1 Round / Level +This spell transforms the caster's melee weapon into a powerful Unholy sword, a specially cursed weapon that, when wielded by a Evil paladin, acts like a +5 holy weapon, +2d6 vs. Good, and a Magic Circle vs. Good. +</entry> + <entry id="48042" lang="en" sex="m">Teleport Options</entry> + <entry id="48043" lang="en" sex="m">Type of Feat: User Interface +Prerequisites: None +Specifics: This radial contains controls for a part of the teleport system. + Mark Location - Use this to mark your current location for teleporting. + Options Dialog - This starts a dialog where you can view and remove stored teleport locations. In addition, there are some user-specific switches that can be toggled here. + End Quickselect - This deactivates your quickselection if it was active. + Quickselect Location 1 & 2 - These mark their respective locations to be the one where you teleport to when you next use a teleport spell / power / whatever that uses the PRC system. +Use: Selected</entry> + <entry id="48044" lang="en" sex="m">Mark Location</entry> + <entry id="48045" lang="en" sex="m">Type of Feat: User Interface +Prerequisites: None +Specifics: Use this to mark your current location for teleporting. It will be stored persistently on your character and will remain accessible over server resets or after playing in other modules before returning to this one. +Use: Selected</entry> + <entry id="48046" lang="en" sex="m">Options Dialog</entry> + <entry id="48047" lang="en" sex="m">Type of Feat: User Interface +Prerequisites: None +Specifics: This starts a dialog where you can view and remove stored teleport locations, set quickselects and toggle certain user-specific switches. +Use: Selected</entry> + <entry id="48048" lang="en" sex="m">End Quickselect</entry> + <entry id="48049" lang="en" sex="m">Type of Feat: User Interface +Prerequisites: None +Specifics: This deactivates your quickselection if it was active. +Use: Selected</entry> + <entry id="48050" lang="en" sex="m">Quickselection 1</entry> + <entry id="48051" lang="en" sex="m">Quickselection 2</entry> + <entry id="48052" lang="en" sex="m">Type of Feat: User Interface +Prerequisites: None +Specifics: This marks the location bound to it in Options Dialog to be the one where you teleport to when you next use a teleport spell / power / whatever that uses the PRC system. +Use: Selected</entry> + <entry id="48053" lang="en" sex="m">Not in module</entry> + <entry id="48054" lang="en" sex="m">Select location to use</entry> + <entry id="48055" lang="en" sex="m">Quickselection</entry> + <entry id="48056" lang="en" sex="m">Select a list to view.</entry> + <entry id="48057" lang="en" sex="m">List stored locations.</entry> + <entry id="48058" lang="en" sex="m">List quickselections.</entry> + <entry id="48059" lang="en" sex="m">Show options.</entry> + <entry id="48060" lang="en" sex="m">Select a location to manipulate.</entry> + <entry id="48061" lang="en" sex="m">Select action to perform on the location.</entry> + <entry id="48062" lang="en" sex="m">Store location in a quickslot.</entry> + <entry id="48063" lang="en" sex="m">Delete location.</entry> + <entry id="48064" lang="en" sex="m">Select quickslot to store the location in.</entry> + <entry id="48065" lang="en" sex="m">A list of the contents of your quickslots. Selecting a quickslot empties it.</entry> + <entry id="48066" lang="en" sex="m">Blank</entry> + <entry id="48067" lang="en" sex="m">Select option to modify.</entry> + <entry id="48068" lang="en" sex="m">Listener duration</entry> + <entry id="48069" lang="en" sex="m">0 seconds - Do not name at all</entry> + <entry id="48070" lang="en" sex="m">5 seconds</entry> + <entry id="48071" lang="en" sex="m">10 seconds</entry> + <entry id="48072" lang="en" sex="m">15 seconds</entry> + <entry id="48073" lang="en" sex="m">20 seconds</entry> + <entry id="48074" lang="en" sex="m">Select how long the game will wait for you to speak a name when marking a location.</entry> + <entry id="48075" lang="en" sex="m">Teleport quickselection deactivated.</entry> + <entry id="48076" lang="en" sex="m">This quickselection slot is empty!</entry> + <entry id="48077" lang="en" sex="m">Teleport location quickselection set to</entry> + <entry id="48078" lang="en" sex="m">You have reached the maximum allowed teleport locations (</entry> + <entry id="48079" lang="en" sex="m">). +You must remove at least one stored location before you can add new locations.</entry> + <entry id="48080" lang="en" sex="m">A location is already being marked, please wait.</entry> + <entry id="48081" lang="en" sex="m">Unnamed</entry> + <entry id="48082" lang="en" sex="m">Something prevents your extra-dimensional movement!</entry> + <entry id="48083" lang="en" sex="m">Create map pins for marked locations</entry> + <entry id="48084" lang="en" sex="m">Your target is too far!</entry> + <entry id="48085" lang="en" sex="m">Select whether you want map pins to be automatically to be created at locations you mark. Note that they may not appear immediately, but only after you re-enter the area. +Note: Turning this off will not remove existing map pins. Also, if you remove a map pin, turning this off and back on again will not recreate the map pin.</entry> + <entry id="48086" lang="en" sex="m">You do not have enough carrying capacity to teleport</entry> + <entry id="48087" lang="en" sex="m">Added teleport location:</entry> + <entry id="48088" lang="en" sex="m">Location could not be marked due to technical limitations - unable to uniquely identify area.</entry> + <entry id="48089" lang="en" sex="m">You do not have any locations marked for teleporting to!</entry> + <entry id="48090" lang="en" sex="m">Selection made. Select finish to continue.</entry> + <entry id="48091" lang="en" sex="m">Name gotten:</entry> + <entry id="48092" lang="en" sex="m">Summon Unicorn</entry> + <entry id="48093" lang="en" sex="m">Zone Of Animation</entry> + <entry id="48094" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Turn Undead, 25 Charisma, Undead Mastery +Specifics: You can use a rebuke or command undead attempt to animate corpses. You animate a total number of HD of undead equal to the number of undead that would be commanded by your result. You cant animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies +Use: Selected</entry> + <entry id="48095" lang="en" sex="m">Greater Teleport (13)</entry> + <entry id="48096" lang="en" sex="m">Greater Teleport</entry> + <entry id="48097" lang="en" sex="m">Greater Teleport - Self only</entry> + <entry id="48098" lang="en" sex="m">Greater Teleport - Party within 10ft</entry> + <entry id="48099" lang="en" sex="m">School: Conjuration (Teleportation) +Level: Sor/Wiz 7, Travel 7 +Components: V +Casting Time: 1 standard action +Range: Personal and touch +Target: You and touched objects or other touched willing creatures +Duration: Instantaneous +Saving Throw: None and Will negates (object) +Spell Resistance: No and Yes (object) + +This spell instantly transports you to a designated destination. You may also bring one additional willing Medium or smaller creature or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with you. * + +Notes: + * Implemented as within 10ft of you due to the lovely quality of NWN location tracking code.</entry> + <entry id="48100" lang="en" sex="m">Focused Spell Penetration (Abjuration)</entry> + <entry id="48101" lang="en" sex="m">Focused Spell Penetration (Conjuration)</entry> + <entry id="48102" lang="en" sex="m">Focused Spell Penetration (Divination)</entry> + <entry id="48103" lang="en" sex="m">Focused Spell Penetration (Enchantment)</entry> + <entry id="48104" lang="en" sex="m">Focused Spell Penetration (Evocation)</entry> + <entry id="48105" lang="en" sex="m">Focused Spell Penetration (Illusion)</entry> + <entry id="48106" lang="en" sex="m">Focused Spell Penetration (Necromancy)</entry> + <entry id="48107" lang="en" sex="m">Focused Spell Penetration (Transmutation)</entry> + <entry id="48108" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Epic Spell Focus (chosen school), Spell Focus (chosen school), Spell Penetration, ability to cast 9th-level spells. +Specifics: When casting spells of the chosen school, you gain a +4 bonus to caster level checks to defeat spell resistance. This stacks with all other bonuses to overcome spell resistance. +Use: Automatic. +</entry> + <entry id="48109" lang="en" sex="m">Focused Spell Penetration</entry> + <entry id="48110" lang="en" sex="m">Discipline of the Sun</entry> + <entry id="48111" lang="en" sex="m">Type of Feat: Divine. +Prerequisite: Turn Undead, Good Alignment. +Specifics: You spend two turn attempts when you turn undead, to destroy the Undead instead of turning them. +Use: Selected.</entry> + <entry id="48112" lang="en" sex="m">Empower Turning</entry> + <entry id="48113" lang="en" sex="m">Type of Feat: General. +Prerequisite: Turn Undead. +Specifics: You turn more Undead as usual. Your Turning Damage is multiplied by 1.5. +Use: Automatic.</entry> + <entry id="48114" lang="en" sex="m">Practiced Spellcaster (Bard)</entry> + <entry id="48115" lang="en" sex="m">Practiced Spellcaster (Cleric)</entry> + <entry id="48116" lang="en" sex="m">Practiced Spellcaster (Druid)</entry> + <entry id="48117" lang="en" sex="m">Practiced Spellcaster (Sorcerer)</entry> + <entry id="48118" lang="en" sex="m">Practiced Spellcaster (Wizard)</entry> + <entry id="48119" lang="en" sex="m">Type of Feat: General. +Prerequisite: Spellcraft 4. +Specifics: Your caster level for the chosen class increase by +4. This can't increased your caster level beyond your HD. (Ex: a Fighter 2 / Wizard 5 increase his caster level from 5 to 7). +Use: Automatic.</entry> + <entry id="48120" lang="en" sex="m">Epic Divine Might</entry> + <entry id="48121" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Divine Might, Turn Undead, Cha 21+, Str 21+, Power Attack. +Specifics: The character may spend one of his turn undead attempts to add twice his Charisma bonus to all weapon damage for a number of rounds equal to twice the Charisma bonus. +Use: Selected.</entry> + <entry id="48122" lang="en" sex="m">Epic Divine Resistance</entry> + <entry id="48123" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Turn Undead, Extra Turning, Divine Cleansing, Divine Resistance. +Specifics: The character may spend one of his turn undead attempts to imbue all his allies within 60 feet with resistance fire, cold and electricity 30 for Cha mod rounds. +Use: Selected.</entry> + <entry id="48124" lang="en" sex="m">Divine Cleansing</entry> + <entry id="48125" lang="en" sex="m">Type of Feat: General +Prerequisite: Cha 13,Turn Undead, Extra Turning. +Specifics: The character may spend one of his turn undead attempts to imbue all his allies within 60 feet a +2 on Fort Save for Cha mod rounds. +Use: Selected.</entry> + <entry id="48126" lang="en" sex="m">Divine Resistance</entry> + <entry id="48127" lang="en" sex="m">Type of Feat: General +Prerequisite: Turn Undead, Extra Turning, Divine Cleansing. +Specifics: The character may spend one of his turn undead attempts to imbue all his allies within 60 feet with resistance fire, cold and electricity 5. This protection last a turn. +Use: Selected.</entry> + <entry id="48128" lang="en" sex="m">Divine Vigor</entry> + <entry id="48129" lang="en" sex="m">Type of Feat: General +Prerequisite: Cha 13, Turn Undead, Extra Turning. +Specifics: The character may spend one of his turn undead attempts to increase his speed by 10 % and gains +2 to his Con for Cha mod turns. +Use: Selected.</entry> + <entry id="48130" lang="en" sex="m">Epic Divine Vigor</entry> + <entry id="48131" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Cha 19, Turn Undead, Extra Turning, Divine Vigor, Great Constitution I. +Specifics: The character may spend one of his turn undead attempts to increase his speed by 20 % and gains +6 to his Con for Cha mod turns. You can impart these bonuses to a number of creatures you are touching, as long as the total number of creatures enhanced does not exceed your Charisma modifier. +Use: Selected.</entry> + <entry id="48132" lang="en" sex="m">Invoke Divine Wrath</entry> + <entry id="48133" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Lore 26 ranks, Extra Turning, Spell level 9, Turn Undead, Smite. +Specifics: You can spend one of your turn attempts to blast a single creature within 60 feet with divine energies. The targeted creature must make a successful Fortitude saving throw (DC : 10 + half your turning class level + your Charisma modifier) or take 1d8 points of damage per two class levels. +Use: Selected.</entry> + <entry id="48134" lang="en" sex="m">Primary Weapon: Bow +7</entry> + <entry id="48135" lang="en" sex="m">Primary Weapon: Bow +8</entry> + <entry id="48136" lang="en" sex="m">Primary Weapon: Bow +9</entry> + <entry id="48137" lang="en" sex="m">Consecrate</entry> + <entry id="48138" lang="en" sex="m">Caster Level(s): Cleric 2 +Innate Level: 2 +School: Evocation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Huge +Duration: 2 Hours / Level +Additional Counter Spells: +Save: None +Spell Resistance: No + +This spell bless an area, Charisma check make to turn undead within gains +3. Undead suffers -1 to attack, damage and save. Undead cannot create within this area</entry> + <entry id="48139" lang="en" sex="m">Nature's Avatar</entry> + <entry id="48140" lang="en" sex="m">Caster Level(s): Druid 9 +Innate Level:9 +School: Evocation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Animal Companion +Duration: 1 minute/ level +Additional Counter Spells: +Save: Harmless +Spell Resistance: No + +The target animal companion gains +10 to attack and damage rolls and add 1d8 temporary hit points per caster level, plus the effects of haste.</entry> + <entry id="48141" lang="en" sex="m">Blessing of Bahamut</entry> + <entry id="48142" lang="en" sex="m">Caster Level(s): Paladin 3 +Innate Level:3 +School: Abjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Personal +Area of Effect / Target: Single +Duration: 1 round/ level +Additional Counter Spells: +Save: no +Spell Resistance: No + +Your skin takes on a platinum sheen that protects you from enemies. You gains damage reduction of 10/-.</entry> + <entry id="48143" lang="en" sex="m">Unyielding Roots</entry> + <entry id="48144" lang="en" sex="m">Caster Level(s): Druid 9 +Innate Level: 9 +School: Evocation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: 1 minute/ level +Additional Counter Spells: +Save: Harmless +Spell Resistance: No + +The target you touch grow thick tree roots that anchor him to the ground and provide him with life-sustaining healing. The creature can't move but gains immunity to Bigby's Forceful Hand, Earthquake, Poison, Negative level (as the Restoration spell ) and healing up 30 point of damage per round. The Target gets a +4 to Fort and Will saves, but -4 to Ref saves.</entry> + <entry id="48145" lang="en" sex="m">Wall of Greater Dispel Magic</entry> + <entry id="48146" lang="en" sex="m">Caster Level(s): Bard 5, Cleric 8, Druid 8, Wizard / Sorcerer 8 +Innate Level: 8 +School: Abjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Wall 30 ft Long +Duration: 1 Minute / Level +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +This spell creates a transparent barrier, anyone through it becomes the target of a Greater Dispel Magic spell.</entry> + <entry id="48147" lang="en" sex="m">Summon Elemental Familiar</entry> + <entry id="48148" lang="en" sex="m">Type of Feat: Class +Prerequisite: Bonded Summoner 1. +Specifics: A character with this feat may summon an elemental familiar once per day. +Use: Selected.</entry> + <entry id="48149" lang="en" sex="m">Mass Contagion</entry> + <entry id="48150" lang="en" sex="m">Caster Level(s): Cleric 5, Druid 5, Wizard / Sorcerer 6 +Innate Level: 5 +School: Necromancy +Descriptor(s): +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Huge +Duration: Instant +Counter Spells: Remove Disease +Save: Fortitude Negates +Spell Resistance: Yes + +The target creatures are struck down with one of the following debilitating diseases, randomly chosen: Blinding Sickness, Cackle Fever, Mind Fire, Red Ache, Shakes, or Slimy Doom.</entry> + <entry id="48151" lang="en" sex="m">Sacred Fist</entry> + <entry id="48152" lang="en" sex="m">Sacred Fists</entry> + <entry id="48153" lang="en" sex="m">sacred fist</entry> + <entry id="48154" lang="en" sex="m">(PRESTIGE CLASS) +Sacred fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them nor their deity. + +- Hit Die: d8. +- Proficiencies: None. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +4 +Skills: Lore 8. +Feats: Combat Casting, Dodge, Improved Unarmed Strike, Stunning Fist. +Divine Spellcasting : Able to cast spell level 1 + +Note: Sacred AC and Sacred Speed don't work if you wearing a medium or heavy armor. + +Code of Conduct: Wearing any weapon the Sacred Fist lost all his class benefits until full rest. + +ABILITIES: + +Level +1: Unarmed Damage - Sacred Fist's levels stack with his monk level + Sacred AC - +1. +2: None. +3: Sacred Speed +10%. +4: Sacred Flame - Gains an additional damage equal to his class level + Wis mod. Use 1/day (duration 1 minute). +5: Sacred AC - +2. +6: Sacred Speed +20%. +7: None. +8: Sacred Flame - 2/day. + Sacred Speed +30%. +9: None. +10: Sacred AC - +3. + Inner Armor - Gains a +4 to AC, Saving throws, Spell Resistance 25 for mod Wis rounds. + +BONUS SPELLS + +Every level in Sacred Fist, the character gains new spells per day as if he had also gained a level in his highest divine caster class. + +EPIC: + +Bonus Feats: The epic Sacred Fist gains a bonus feat every four levels after 10th + +Every 5 levels : Sacred AC increased by 1. +Every 4 levels : gains + 1 Sacred Flames use. + +Epic Sacred Fist Bonus Feats List: +Armor Skin, Auto Quicken Spell, Auto Silent Spell, Auto Still Spell, Blinding Speed, Damage Reduction, Epic Spell Penetration, Epic Prowess, Epic Spell Focus, Energy Resistance, Epic Toughness, Great Wisdom, Improved Combat Casting, Improved Spell Resistance, Improved Stunning Fist, Self-Concealment, Superior Initiative,.</entry> + <entry id="48155" lang="en" sex="m">Unarmed Damage</entry> + <entry id="48156" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sacred Fist level 1 +Specifics: The Sacred Fist unarmed damage stacks with monk levels.</entry> + <entry id="48157" lang="en" sex="m">Inner Armor</entry> + <entry id="48158" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sacred Fist 10 +Specifics: The Sacred Fist invoke a +4 bonus to AC, +4 on all saves and Spell resistance 25. The Sacred Flame last mod Wis rounds. +Use: Selected.</entry> + <entry id="48159" lang="en" sex="m">Sacred Flame 1</entry> + <entry id="48160" lang="en" sex="m">Sacred Flame 2</entry> + <entry id="48161" lang="en" sex="m">Sacred Flame 3</entry> + <entry id="48162" lang="en" sex="m">Sacred Flame 4</entry> + <entry id="48163" lang="en" sex="m">Sacred Flame 5</entry> + <entry id="48164" lang="en" sex="m">Sacred Flame 6</entry> + <entry id="48165" lang="en" sex="m">Sacred Flame 7</entry> + <entry id="48166" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sacred Fist 4 +Specifics: The Sacred Fist gains an additional damage equal to his class level + Wis mod. Half the damage is fire, the rest is divine. The Sacred Flame last 1 minute. +Use: Selected.</entry> + <entry id="48167" lang="en" sex="m">Sacred Speed 10%</entry> + <entry id="48168" lang="en" sex="m">Sacred Speed 20%</entry> + <entry id="48169" lang="en" sex="m">Sacred Speed 30%</entry> + <entry id="48170" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sacred Fist 3 +Specifics: The Sacred Fist speed increased by 10 % to level 1, 20 % to level 6 and 30 % to level 8. +Use: Automatic.</entry> + <entry id="48171" lang="en" sex="m">Sacred AC 1</entry> + <entry id="48172" lang="en" sex="m">Sacred AC 2</entry> + <entry id="48173" lang="en" sex="m">Sacred AC 3</entry> + <entry id="48174" lang="en" sex="m">Sacred AC 4</entry> + <entry id="48175" lang="en" sex="m">Sacred AC 5</entry> + <entry id="48176" lang="en" sex="m">Sacred AC 6</entry> + <entry id="48177" lang="en" sex="m">Sacred AC 7</entry> + <entry id="48178" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sacred Fist 1 +Specifics: The Sacred Fist gains +1 to AC every 5 levels. +Use: Automatic.</entry> + <entry id="48179" lang="en" sex="m">Sacred Fist Code of Conduct</entry> + <entry id="48180" lang="en" sex="m">Shadow Defense +1</entry> + <entry id="48181" lang="en" sex="m">Shadow Defense +2</entry> + <entry id="48182" lang="en" sex="m">Shadow Defense +3</entry> + <entry id="48183" lang="en" sex="m">Epic Shadow Defense</entry> + <entry id="48184" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shadow Adept 2 +Specifics: The Shadow Adept gains +1 on Saving throws vs. Spells from the Enchantment, Illusion, Necromancy. His bonus increases by +1 every 3 levels from level 2. +Use: Automatic.</entry> + <entry id="48185" lang="en" sex="m">Shield of Shadows</entry> + <entry id="48186" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shadow Adept 4 +Specifics: The Shadow Adept may invoke a globe like the Shield spell. Gains +4 to AC, immunity to missile magic, concealment 20%. He can use his shield 1 round per caster level. The duration not need be consecutive. 1 Use/Day. +Use: Selected.</entry> + <entry id="48187" lang="en" sex="m">Greater Shield of Shadows</entry> + <entry id="48188" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shadow Adept 8 +Specifics: The Shadow Adept may invoke a globe like the Shield spell. Gains +4 to AC, immunity to missile magic, concealment 20%, and spell resistance equal to 12 + class level. He can use his shield 1 round per caster level. The duration not need be consecutive. 1 Use/Day. +Use: Selected.</entry> + <entry id="48189" lang="en" sex="m">Shadow Walk</entry> + <entry id="48190" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shadow Adept 8 or Nightshade 10 +Specifics: The Shadow Adept may use Shadow Walk (invisibility sphere and sanctuary), once per day. This spell lasts 1 hour per caster level (Shadow Adept) and 1 hour per class level (Nightshade). +Use: Selected.</entry> + <entry id="48191" lang="en" sex="m">Shadow Double</entry> + <entry id="48192" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shadow Adept 10 +Specifics: The shadow adept can cast Project Image once per day. It lasts for one round. +Use: Selected.</entry> + <entry id="48193" lang="en" sex="m">Shadow Adept</entry> + <entry id="48194" lang="en" sex="m">Shadow Adepts</entry> + <entry id="48195" lang="en" sex="m">shadow adept</entry> + <entry id="48196" lang="en" sex="m">(PRESTIGE CLASS) +Some spellcasters who discover the existence of the Shadow Weave are cautious, altering their magic slowly. Others are more reckless, and hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to the casual student and discovering secrets unavailable to all but the most dedicated. These spellcasters are the shadow adepts, who make great sacrifices in some aspects of the Art in order to reap greater benefits elsewhere. + +- Hit Die: d4. +- Proficiencies: None. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Non-Good. +Skills: Lore 8, Spellcraft 8. +Feats: Shadow Weave Magic, any one metamagic feat. +Spellcasting : Able to cast level 3 Arcane Spells + +ABILITIES: + +Level +1: Shadow Feat +2: Low-Light Vision. + Shadow Defense +1 - gains +1 on Save vs. spells (School: Enchantment, Illusion, Necromancy and Darkness spells). +3: Shadow Spell Power +1 - gains +1 to DC (School: Enchantment, Illusion, Necromancy and Darkness spells). +4: Shield of Shadows - may cast the Shield spell ( with 20 % concealment). +5: Shadow Defense +2. +6: Shadow Spell Power +2. +7: Darkvision + Shadow Walk - may cast shadow walk spell (invisibility sphere and sanctuary). +8: Great Shield of Shadows- like Shield of Shadows with Spell Resistance (12 + class level). + Shadow Defense +3 +9: Shadow Spell Power +3. +10: Shadow Double - Cast project image once per day + +BONUS SPELLS + +Every level in Shadow Adept, the character gains new spells per day as if he had also gained a level in his highest caster class. + +EPIC: + +Bonus Feats: The epic Shadow Adept gains a bonus feat every four levels after 10th + +Every 3 levels : Shadow Defense and Shadow Spell Power increased by 1. + +Shadow Adept Bonus Feats List: +Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting.</entry> + <entry id="48197" lang="en" sex="m">Nightshade</entry> + <entry id="48198" lang="en" sex="m">Nightshades</entry> + <entry id="48199" lang="en" sex="m">nightshade</entry> + <entry id="48200" lang="en" sex="m">(PRESTIGE CLASS) +Nightshades are a group of skilled infiltrators who can operate in the bright sunlight of the surface world. Each must be a master of disguise, stealth and a friend of shadows. + +- Hit Die: d8. +- Proficiencies: Simple, Elf and Light Armor. +- Skill Points: 6 + Int Modifier. + +REQUIREMENTS: + +Race: Drow +Alignment: Evil. +Skills: Move Silently 7. +Feat: Point Blank Shot. +Arcane Spellcasting : Able to cast spell level 1. + +ABILITIES: + +Level +1: Light Adjusted - don't suffer from light blindness as other drow. + Web Walker - Immunity to web spell. +2: None. +3: Sneak Attack +1d6. +4: Invisibility. +5: Poison Immunity. +6: Sneak Attack +2d6. +7: Poison Spittle - Nightshade secrete a poison on 1 weapon (DC14: 1d4/1d4 STR). +8: Web (3/day). +9: Sneak Attack +3d6. +10: Shadow Walk - may shadow walk spell like invisibility sphere and sanctuary).. +</entry> + <entry id="48201" lang="en" sex="m">Light Adjusted</entry> + <entry id="48202" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Nightshade 1 +Specifics: The Nightshade don't suffers from light blindness as other drow do. +Use: Automatic.</entry> + <entry id="48203" lang="en" sex="m">Poison Immunity</entry> + <entry id="48204" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Nightshade 5 +Specifics: Nightshade become immune to Poison of all types. +Use: Automatic.</entry> + <entry id="48205" lang="en" sex="m">Poison Spittle</entry> + <entry id="48206" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Nightshade 7 +Specifics: Nightshade secrete a poison-like saliva (injury: DC 14, 1d4/1d4 STR). He can coat a blade weapon. +Use: Selected.</entry> + <entry id="48207" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Nightshade 4 +Specifics: Nightshade may cast the Invisibility spell (1/day). +Use: Selected.</entry> + <entry id="48208" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Nightshade 8 +Specifics: Nightshade may cast the Web spell (3/day). +Use: Selected.</entry> + <entry id="48209" lang="en" sex="m">Web Walker</entry> + <entry id="48210" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Nightshade 1 +Specifics: Nightshade can move through webs without hindrance. +Use: Automatic.</entry> + <entry id="48211" lang="en" sex="m">Shadow Weave</entry> + <entry id="48212" lang="en" sex="m">Type of Feat: General +Prerequisite: Must worship Shar. (Clerics taking this class must be have two of the following domains: Darkness, Evil, Fire.)* +Specifics: Add a +1 bonus to the DC for all saving throws of spells you cast from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor. You get a +1 bonus on caster level checks to overcome spell resistance for these schools and spells. Your effective caster level for spells you cast from the schools of Evocation or Transmutation (except spells with the darkness descriptor) is reduced by one. The reduced caster level affects the spell's range, duration, damage, and any other level-dependent variables the spell might have, including dispel checks against you. You can no longer cast spells with the light descriptor, no matter what your level is. Such spells automatically fail. +Use: Automatic. + +(*If you take this feat as a cleric without the proper domains, you will be asked to retake your feats. If you take this feat as a first level cleric without the proper domains, you will be unable to level up.)</entry> + <entry id="48213" lang="en" sex="m">Tenacious Magic</entry> + <entry id="48214" lang="en" sex="m">Type of Feat: Metamagic +Prerequisite: Shadow Weave +Specifics: Your spells resist dispelling attempts by Weave users. +When a Weave caster makes a dispel check to dispel one of your spells, the DC is 15 + your caster level. This benefit does not extend to spells you cast from the schools of Evocation or Transmutation. +Use: Automatic.</entry> + <entry id="48215" lang="en" sex="m">Insidious Magic</entry> + <entry id="48216" lang="en" sex="m">Type of Feat: Metamagic +Prerequisite: Shadow Weave +Specifics: When you cast a Invisibility spell, your spell is Extended. +Use: Automatic.</entry> + <entry id="48217" lang="en" sex="m">Pernicious Magic</entry> + <entry id="48218" lang="en" sex="m">Type of Feat: Metamagic +Prerequisite: Shadow Weave +Specifics: you gains a +4 on caster level checks to defeat a Weave user's Spell Resistance. Don't Extend to Evocation and Transmutation spells. +Use: Automatic.</entry> + <entry id="48219" lang="en" sex="m">Ultimate Ranger</entry> + <entry id="48220" lang="en" sex="m">Ultimate Rangers</entry> + <entry id="48221" lang="en" sex="m">ultimate ranger</entry> + <entry id="48222" lang="en" sex="m">(BASE CLASS) +Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. + +- Hit Die: d10. +- Proficiencies: Simple, Martial, Shield and Light Armor. +- Skill Points: 4 + Int Modifier. + +ABILITIES: + +Level +1: Bonus Feat + Track + Trackless Step +2: Favored Enemy 1 +3: Grace +1- bonus on Reflex Save (only with Light Armor) +4: Bonus Feat +5: Animal Companion +7: Bonus Feat + Favored Enemy 2 +8: Snare Mastery - +4 to Craft Traps. + Grace +2 +10: Woodland Stride +11: Bonus Feat + Special Ability +12: Favored Enemy 3 +13: Grace +3 +14: Special Ability +15: Bonus Feat +17: Favored Enemy 4 + Special Ability +18: Grace +4 +19: Bonus Feat +20: Special Ability + +SPECIAL ABILITY: + +Barbarian Endurance, Sneak Attack +3d6, Armored Grace (Grace bonus with medium armor), Dodge Favored Bonus (FE bonus apply to Dodge AC bonus), Hawk Totem (Haste for 1 turn 1/day), Owl Totem (gains Low-Light vision, Alertness), Resist Favored Enemy(FE bonus apply to Saving bonus vs. Spell), Uncanny Dodge 1(retain his Dex bonus when flat-foot), Viper Totem (Immunity to Poison), Hide in plain Sight (Invisibility), Camouflage (Hide +5). + +BONUS FEAT: +Dodge, Mobility, Spring Attack, Weapon Focus, Endurance, Exotic Weapon Proficiency, Improved Initiative, Improved Unarmed Strike, Point Blank shot, Rapid Shot, Many Shot, 2 Weapon (Defense and Fighting), Favored Power Attack, Improved Favored Enemy. + +EPIC: + +Bonus Feats: The epic Ultimate Ranger gains a bonus feat at level 23 and every five levels thereafter. + +Every 5 levels: 1 Favored Enemy. +Every 3 levels: 1 Ability + +Ultimate Ranger Bonus Feats List: +Bane of Enemies, Blinding Speed, Epic Toughness, Epic Prowess, Epic Weapon Focus. +</entry> + <entry id="48223" lang="en" sex="m">Favored Enemy (U Ranger)</entry> + <entry id="48224" lang="en" sex="m">Snare Mastery</entry> + <entry id="48225" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ultimate Ranger +Specifics: gains a +4 to Craft Traps. +Use: Automatic.</entry> + <entry id="48226" lang="en" sex="m">(Abi) Armored Grace</entry> + <entry id="48227" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ultimate Ranger, Medium Armor Proficiency +Specifics: can wear medium armor without losing Grace bonuses to Reflex saves. +Use: Automatic.</entry> + <entry id="48228" lang="en" sex="m">(Abi) Dodge Favored Enemy</entry> + <entry id="48229" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ultimate Ranger +Specifics: A rangers favored enemy bonuses apply to his Armor Class (Dodge bonus). +Use: Automatic.</entry> + <entry id="48230" lang="en" sex="m">(Abi) Resist Favored Enemy</entry> + <entry id="48231" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ultimate Ranger +Specifics: A rangers favored enemy bonuses apply to his Saving throws vs. spells. +Use: Automatic.</entry> + <entry id="48232" lang="en" sex="m">(Abi) Hawk Totem</entry> + <entry id="48233" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ultimate Ranger +Specifics: Once per day, he can cast Haste (1 Turn). +Use: Selected.</entry> + <entry id="48234" lang="en" sex="m">(Abi) Owl Totem</entry> + <entry id="48235" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ultimate Ranger +Specifics: gains low-light vision ability and Alertness feat. +Use: Automatic.</entry> + <entry id="48236" lang="en" sex="m">(Abi) Viper Totem</entry> + <entry id="48237" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ultimate Ranger +Specifics: gains immunity to all poisons. +Use: Automatic.</entry> + <entry id="48238" lang="en" sex="m">Grace 1</entry> + <entry id="48239" lang="en" sex="m">Grace 2</entry> + <entry id="48240" lang="en" sex="m">Grace 3</entry> + <entry id="48241" lang="en" sex="m">Grace 4</entry> + <entry id="48242" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ultimate Ranger 3 +Specifics: gains a +1 bonus on Reflex saves at 3rd level. This bonus increases every 5 levels. A ranger loses this bonus when wearing medium or heavy armor. +Use: Automatic.</entry> + <entry id="48243" lang="en" sex="m">Dragonsong Lyrist</entry> + <entry id="48244" lang="en" sex="m">Dragonsong Lyrists</entry> + <entry id="48245" lang="en" sex="m">dragonsong lyrist</entry> + <entry id="48246" lang="en" sex="m">(PRESTIGE CLASS) +The dragonsong lyrist taps into the power of dragonsong, an ancient form of performance that originated among the draconic races, to create strange and wondrous magical effects. + +- Hit Die: d6. +- Proficiencies: None. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Alignment: Non-Evil. +Skills: Concentration 5, Lore 5, Persuade 5, Perform 10. +Feats: Dragonsong. + +ABILITIES: + +Level +1: Greater Dragonsong: (song of strength) +4 Str +2: Greater Dragonsong: (song of compulsion) charm monsters +3: Greater Dragonsong: (song of speed) speed +50% +4: Greater Dragonsong: (song of fear) aura of fear +5: Greater Dragonsong: (song of healing) restore hit points (moderate) + +Greater Dragonsong Use: Once a day per class level. +Song of strength, compulsion and fear lasts until you cast a spell or activate magical item. + +BONUS SPELLS + +Starting at level 1 and every 2 levels of Dragonsong Lyrist, the character gains new spells per day as if he had also gained a level in his highest arcane caster class.</entry> + <entry id="48247" lang="en" sex="m">Song of Strength</entry> + <entry id="48248" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dragonsong Lyrist Level 1 +Specifics: The Dragonsong Lyrist may use his song to imbue himself or his allies within 30 feet who can hear a +4 bonus to Strength. +Use: Activated.</entry> + <entry id="48249" lang="en" sex="m">Song of Compulsion</entry> + <entry id="48250" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dragonsong Lyrist Level 2 +Specifics: The Dragonsong Lyrist may use his song to make a suggestion to a single creature within 30 feet who can hear the lyrist. +Use: Activated.</entry> + <entry id="48251" lang="en" sex="m">Song of Speed</entry> + <entry id="48252" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dragonsong Lyrist Level 3 +Specifics: The Dragonsong Lyrist may use his song to increase speed to himself or his allies within 30 feet and lasts 1 turn per level. +Use: Activated.</entry> + <entry id="48253" lang="en" sex="m">Song of Fear</entry> + <entry id="48254" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dragonsong Lyrist Level 4 +Specifics: The Dragonsong Lyrist may use his song to inspire fear within 30 feet. +Use: Activated.</entry> + <entry id="48255" lang="en" sex="m">Song of Healing</entry> + <entry id="48256" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dragonsong Lyrist Level 5 +Specifics: The Dragonsong Lyrist may use his song to cure moderate wounds on himself and his allies within 30 feet. +Use: Activated.</entry> + <entry id="48257" lang="en" sex="m">Dragonsong</entry> + <entry id="48258" lang="en" sex="m">Type of Feat: General. +Prerequisite: Charisma 13, Lore 4, Perform 6. +Specifics: Your song echo the power of a dragon. You gains a +2 on Perform Checks involving song. And the DC of any your song increase by 2. +Use: Automatic.</entry> + <entry id="48259" lang="en" sex="m">Undead Mastery</entry> + <entry id="48260" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Cha 21, Turn Undead, Epic. +Specifics: You may command up to ten times your level in HD of undead. +Use: Automatic.</entry> + <entry id="48261" lang="en" sex="m">Unholy Strike</entry> + <entry id="48262" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Smite Good, Evil Alignment*, Epic. +Specifics: Any weapon used is treated as an unholy weapon (+2d6 unholy damage). Does not stack with similar abilities. +Use: Automatic. + +(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry> + <entry id="48263" lang="en" sex="m">Vile Martial Strike</entry> + <entry id="48264" lang="en" sex="m">Type of Feat: Vile. +Prerequisite: Weapon Focus with chosen weapon, Charisma 15. +Specifics: The weapon chosen deals +1 damage. + +(*Note: The Vile weapon's wielder is corrupt by the evil power.) + +Use: Automatic.</entry> + <entry id="48265" lang="en" sex="m">Vile Martial Strike (Club)</entry> + <entry id="48266" lang="en" sex="m">Vile Martial Strike (Dagger)</entry> + <entry id="48267" lang="en" sex="m">Vile Martial Strike (Mace)</entry> + <entry id="48268" lang="en" sex="m">Vile Martial Strike (Morningstar)</entry> + <entry id="48269" lang="en" sex="m">Vile Martial Strike (Quarterstaff)</entry> + <entry id="48270" lang="en" sex="m">Vile Martial Strike (Spear)</entry> + <entry id="48271" lang="en" sex="m">Vile Martial Strike (Short Sword)</entry> + <entry id="48272" lang="en" sex="m">Vile Martial Strike (Rapier)</entry> + <entry id="48273" lang="en" sex="m">Vile Martial Strike (Scimitar)</entry> + <entry id="48274" lang="en" sex="m">Vile Martial Strike (Longsword)</entry> + <entry id="48275" lang="en" sex="m">Vile Martial Strike (Greatsword)</entry> + <entry id="48276" lang="en" sex="m">Vile Martial Strike (Handaxe)</entry> + <entry id="48277" lang="en" sex="m">Vile Martial Strike (Battleaxe)</entry> + <entry id="48278" lang="en" sex="m">Vile Martial Strike (Greataxe)</entry> + <entry id="48279" lang="en" sex="m">Vile Martial Strike (Halberd)</entry> + <entry id="48280" lang="en" sex="m">Vile Martial Strike (Light Hammer)</entry> + <entry id="48281" lang="en" sex="m">Vile Martial Strike (Light Flail)</entry> + <entry id="48282" lang="en" sex="m">Vile Martial Strike (Warhammer)</entry> + <entry id="48283" lang="en" sex="m">Vile Martial Strike (Heavy Flail)</entry> + <entry id="48284" lang="en" sex="m">Vile Martial Strike (Scythe)</entry> + <entry id="48285" lang="en" sex="m">Vile Martial Strike (Katana)</entry> + <entry id="48286" lang="en" sex="m">Vile Martial Strike (Bastard Sword)</entry> + <entry id="48287" lang="en" sex="m">Vile Martial Strike (Dire Mace)</entry> + <entry id="48288" lang="en" sex="m">Vile Martial Strike (Double Axe)</entry> + <entry id="48289" lang="en" sex="m">Vile Martial Strike (Two-Bladed Sword)</entry> + <entry id="48290" lang="en" sex="m">Vile Martial Strike (Kama)</entry> + <entry id="48291" lang="en" sex="m">Vile Martial Strike (Kukri)</entry> + <entry id="48292" lang="en" sex="m">Vile Martial Strike (Heavy Crossbow)</entry> + <entry id="48293" lang="en" sex="m">Vile Martial Strike (Light Crossbow)</entry> + <entry id="48294" lang="en" sex="m">Vile Martial Strike (Sling)</entry> + <entry id="48295" lang="en" sex="m">Vile Martial Strike (Longbow)</entry> + <entry id="48296" lang="en" sex="m">Vile Martial Strike (Shortbow)</entry> + <entry id="48297" lang="en" sex="m">Vile Martial Strike (Shuriken)</entry> + <entry id="48298" lang="en" sex="m">Vile Martial Strike (Dart)</entry> + <entry id="48299" lang="en" sex="m">Vile Martial Strike (Sickle)</entry> + <entry id="48300" lang="en" sex="m">Vile Martial Strike (Dwarven Waraxe)</entry> + <entry id="48301" lang="en" sex="m">Vile</entry> + <entry id="48302" lang="en" sex="m">Lingering Damage</entry> + <entry id="48303" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Sneak Attack +8d6, Crippling Strike, Epic. +Specifics: Any time you deal damage with a sneak attack, that target takes damage equal to your sneak attack on your next turn as well. +Use: Automatic. +(*Note: You can select this feat even when you don't have Sneak Attack +8d6, but it will not give you any benefits, so be smart and don't choose it if you can't use it.) + +</entry> + <entry id="48304" lang="en" sex="m">(Abi) Fast Movement</entry> + <entry id="48305" lang="en" sex="m">(Abi) Sneak Attack +3d6</entry> + <entry id="48306" lang="en" sex="m">(Abi) Uncanny Dodge 1</entry> + <entry id="48307" lang="en" sex="m">Improved Favored Enemy</entry> + <entry id="48308" lang="en" sex="m">Type of Feat: General +Prerequisite: Favored Enemy ability, Base Attack 5. +Specifics: You deals an extra 3 pts. of damage against your favorite enemy. +Use: Automatic. +</entry> + <entry id="48309" lang="en" sex="m">Favored Power Attack</entry> + <entry id="48310" lang="en" sex="m">Type of Feat: General +Prerequisite: Favored Enemy ability, Power Attack, Base Attack 4. +Specifics: When you use power attack against your favorite enemy, you subtract a number from your attack rolls and add twice that number to your damage rolls. +Use: Automatic. + +</entry> + <entry id="48311" lang="en" sex="m">Extended Rage</entry> + <entry id="48312" lang="en" sex="m">Type of Feat: General +Prerequisite: Rage or Frenzy ability. +Specifics: Each uses of your rage lasts an additional 5 rounds beyond its normal duration. +Use: Automatic.</entry> + <entry id="48313" lang="en" sex="m">Improved Two-Weapon Defense</entry> + <entry id="48314" lang="en" sex="m">Greater Two-Weapon Defense</entry> + <entry id="48315" lang="en" sex="m">(Abi) Camouflage</entry> + <entry id="48316" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ultimate Ranger +Specifics: gains a bonus +5 to Hide. +Use: Automatic.</entry> + <entry id="48317" lang="en" sex="m">(Abi) Hide In Plain Sight</entry> + <entry id="48318" lang="en" sex="m">Darkness</entry> + <entry id="48319" lang="en" sex="m">Darkness Domain +Clerics who take the Darkness domain gain access to an improved list of bonus spells. +Domain Bonus Spells +The cleric gains access to the following spells at the specified spell level: Blindness/Deafness (2), Blacklight (3), Armor of Darkness (4), Darkbolt (5),Power Word Stun (8), Power Word Kill (9).</entry> + <entry id="48320" lang="en" sex="m">Armor of Darkness</entry> + <entry id="48321" lang="en" sex="m">Caster Level(s): Darkness 4 +Innate Level: 4 +School: Abjuration +Descriptor(s): Darkness +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: 10 Turn /lvl +Additional Counter Spells: +Save: Will negate (harmless) +Spell Resistance: Yes (harmless) +The target have a + 3 deflection bonus to Armor Class and an additional +1 for every 4 caster levels (max +8), gains a +2 saving throw bonus against holy and good. Undead creatures gain also +4 turn resistance.</entry> + <entry id="48322" lang="en" sex="m">Dark Bolt</entry> + <entry id="48323" lang="en" sex="m">Caster Level(s): Darkness 5 +Innate Level: 5 +School: Abjuration +Descriptor(s): Darkness +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: Will partial +Spell Resistance: Yes +You can hurl one darkbolt for every 2 caster levels (max 7). A bolt deals 2d8, and dazed for 1 round ( unless it makes a Will Save). Undead take no damage but are dazed if they fail their saves.</entry> + <entry id="48324" lang="en" sex="m">Blacklight</entry> + <entry id="48325" lang="en" sex="m">Caster Level(s): Sorc/Wiz 3,Darkness 3 +Innate Level: 3 +School: Evocation +Descriptor(s): Darkness +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: 20 ft Area. +Duration: 1 rd/lvl +Additional Counter Spells: Daylight +Save: Will negate or none +Spell Resistance: Yes or No (object) +All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced by you. +</entry> + <entry id="48326" lang="en" sex="m">Dark Bolt (all Bolt)</entry> + <entry id="48327" lang="en" sex="m">Dark Bolt (1 Bolt/rnd)</entry> + <entry id="48328" lang="en" sex="m">Anti-Paladin</entry> + <entry id="48329" lang="en" sex="m">Anti-Paladins</entry> + <entry id="48330" lang="en" sex="m">anti-paladin</entry> + <entry id="48331" lang="en" sex="m">(BASE CLASS) +The Anti-paladin is, as the name suggests, the antithesis of the virtuous Paladin. Whereas the Paladin uses divine favour to strike at the forces of evil, the Anti-paladin harnesses those very forces to wreak havoc among his foes. + +Mantled with unholy favour, this paragon of evil cuts a swathe of death and destruction everywhere he goes, leaving chaos and misery in his wake. The Anti-paladin can call upon the powers of darkness to smite his foes in many different ways, inflicting pain, disease and terror on any who stand in his way. + +Fear him. Loathe him. Beware him. This is a true champion of evil! +- Alignment Restrictions: Chaotic Evil only. +- Hit Die: d10. +- Proficiencies: Simple, Martial, Shield and Light, Medium and Heavy Armor. +- Skill Points: 2 + Int Modifier. + +ABILITIES: + +Level +1: Smite Good 1/day +2: Divine Grace +3: Aura of Fear - Aura -4 vs. Fear, and you're immune to Fear effect. + Death Knell 1/day +4: Turn Outsider +5: Smite Good 2/day +6: Contagion 1/day +8: Death Knell 2/day +9: Contagion 2/day +10: Smite Good 3/day +12: Contagion 3/day +13: Death Knell 3/day +15: Smite Good 4/day + Contagion 4/day +18: Contagion 5/day + Death Knell 4/day +20: Smite Good 5/day + +SPELL LIST: +Level 1: Bane, Inflict Light Wounds, Protection from Good, Summon Monster 1. +Level 2: Bull's Strength, Darkness, Desecrate, Summon Monster 2. +Level 3: Blindness/Deafness, Greater Magic Weapon, Inflict Moderate Wounds, Magic Circle against Good, Summon Monster 3. +Level 4: Death Ward, Fear, Inflict Serious Wounds, Poison, Unholy Sword.</entry> + <entry id="48332" lang="en" sex="m">Darkness Domain Powers</entry> + <entry id="48333" lang="en" sex="m">Corrupter</entry> + <entry id="48334" lang="en" sex="m">Corrupters</entry> + <entry id="48335" lang="en" sex="m">corrupter</entry> + <entry id="48336" lang="en" sex="m">(BASE CLASS) +The Corrupter's primary focus is to corrupt the faith of others, his favored targets are good clerics. + +- Alignment Restrictions: Neutral Evil only. +- Hit Die: d10. +- Proficiencies: Simple, Martial, Shield and Light, Medium and Heavy Armor. +- Skill Points: 2 + Int Modifier. + +ABILITIES: + +Level +1: Smite Heathen 1/day - smite divine caster (including paladin or ranger who have yet to progress to cast a divine spell). +2: Divine Grace + Hidden Faith - bonus +4 to Bluff. +3: Aura of Fear - Aura -4 vs. Fear, and you're immune to Fear effect. +4: Rebuke Divine magic - cut divine caster off from their source of power. +5: Smite Heathen 2/day +6: Fiendish Familiar +8: Corrupt Soul 1/day +10: Smite Heathen 3/day +12: Corrupt Soul 2/day +15: Smite Heathen 4/day +16: Corrupt Soul 3/day +20: Corrupt Soul 4/day + Smite Heathen 5/day + +SPELL LIST: +Level 1: Bane, Cure Light Wounds, Divine Favor, Doom, Inflict Light Wounds. +Level 2: Cat's Grace, Desecrate, Eagle's Splendor, Owl's Wisdom. +Level 3: Cure Moderate Wounds, Dispel Magic, Greater Magic Weapon, Inflict Moderate Wounds, Magic Circle against Good. +Level 4: Cure Serious Wounds, Dominate Person, Fear, Inflict Serious Wounds, Restoration.T</entry> + <entry id="48337" lang="en" sex="m">Type of Feat: Class +Prerequisite: Anti-Paladin or Corrupter. +Specifics: an Anti-Paladin or Corrupter may attempt to struck down an enemy with a disease.. +Use: Selected.</entry> + <entry id="48338" lang="en" sex="m">Death Knell</entry> + <entry id="48339" lang="en" sex="m">Type of Feat: Class +Prerequisite: Anti-Paladin. +Specifics: an Anti-Paladin may use Death knell as a spell-like ability. If the target has less than 10 hp and fails a will save vs. DC of 12 + Wis Modifier, the target dies and the caster gains +2 Str, +1d8 HP, and +1 caster level for a number of turns equal to caster level. +Use: Selected.</entry> + <entry id="48340" lang="en" sex="m">Smite Heathen</entry> + <entry id="48341" lang="en" sex="m">Type of Feat: Class +Prerequisite: Corrupter. +Specifics: a Corrupter may smite all targets with the ability (including paladin or ranger who have yet to progress to cast a divine spell) to cast divine spells. +Use: Selected.</entry> + <entry id="48342" lang="en" sex="m">Fiendish Familiar</entry> + <entry id="48343" lang="en" sex="m">Hidden Faith</entry> + <entry id="48344" lang="en" sex="m">Type of Feat: Class +Prerequisite: Corrupter. +Specifics: a Corrupter gains a +4 to Bluff. +Use: Automatic.</entry> + <entry id="48345" lang="en" sex="m">Rebuke Divine Magic</entry> + <entry id="48346" lang="en" sex="m">Type of Feat: Class +Prerequisite: Corrupter. +Specifics: a Corrupter gains the ability to cut divine caster off from their source of power. The corrupter does a Turning check as a cleric three levels lower would. The result indicates the highest-level divine spellcaster then the corrupter can cut off from her connection to her deity. The Turning damage indicates the maximum Hit Dice within 60 feet than ability can affect. Affected spellcasters cannot cast for 1 minutes, except if the corrupter have twice as many corrupter levels as the creature has divine caster levels; in this case, lasts for 24hou24 hoursrs. The corrupter may use this ability 3+ Cha mod per Day. +Use: Selected.</entry> + <entry id="48347" lang="en" sex="m">Turn Outsider</entry> + <entry id="48348" lang="en" sex="m">Type of Feat: Class +Prerequisite: Anti-Paladin level 4. +Specifics: a Anti-Paladin gains the ability to turn Good Outsiders and Rebuke the Evil ones. The Anti-Paladin may use this ability 3+ Cha mod per Day. The Anti-Paladin turns or rebuke as a cleric of three levels lower would Turn Undead.</entry> + <entry id="48349" lang="en" sex="m">Maximize Turn Undead</entry> + <entry id="48350" lang="en" sex="m">Type of Feat: General. +Prerequisite: Soldier of Light level 16. +Specifics: You turn more Undead as usual. Your Turning Damage is multiplied by 2. +Use: Automatic.</entry> + <entry id="48351" lang="en" sex="m">Supreme Positive Energy Burst</entry> + <entry id="48352" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Soldier of Light level 24 +Specifics: Use one Turn attempt to damage all undead within 100 feet of the character, dealing 1d6 Positive damage per Light of Soldier level. Undead make a reflex Save (DC: 10+soldier level) for half damage.</entry> + <entry id="48353" lang="en" sex="m">Entropist</entry> + <entry id="48354" lang="en" sex="m">Entropists</entry> + <entry id="48355" lang="en" sex="m">entropist</entry> + <entry id="48356" lang="en" sex="m">(PRESTIGE CLASS) +Obsessed with destroying wizards, they harness the power of a sphere of annihilation and lean how to protect themselves against its effects. Sorcerers, Wizards, Dwarves and Elves are never Entropists. + +- Hit Die: d8. +- Proficiencies: None. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Non-Good. +Skills: Concentration 5, Lore 5. +Feats: Great Fortitude, Magical Aptitude. +Divine Spellcasting : Able to cast spell level 4 + +ABILITIES: + +Level +1: Shard of Entropomancy - Twice a day, Entropomancer create a shard, that deals 3d6 pts of damage (Fort 1/2 DC: 12+Wis mod) +2: Sanctify of Body - Immunity to spell that would destroy or transform his body (Implosion, Petrifaction). +3: Entropic Field - all healing spell fails within your aura (duration: 1 round / class level) +4: Hand of Entropy - By expending a spell and succeed a melee touch attack, you deals 1d6+ 1 per level of spell used. (duration: 1 rnd per caster level). +5: Shard of Entropomancy (5d6) - (DC: 14+Wis mod) +6: - +7: Arcane Resistance - gains +2 on all saving throws against arcane spells (Weave or Shadow Weave). +8: - +9: Shard of Entropomancy (7d6) - (DC: 16+Wis mod) +10: Control Sphere - allow to control a sphere of annihilation + +BONUS SPELLS + +Every 2 levels in Entropist, the character gains new spells per day as if he had also gained a level in his highest divine caster class.</entry> + <entry id="48357" lang="en" sex="m">3d6</entry> + <entry id="48358" lang="en" sex="m">4d6</entry> + <entry id="48359" lang="en" sex="m">5d6</entry> + <entry id="48360" lang="en" sex="m">6d6</entry> + <entry id="48361" lang="en" sex="m">7d6</entry> + <entry id="48362" lang="en" sex="m">8d6</entry> + <entry id="48363" lang="en" sex="m">Aura of Fear</entry> + <entry id="48364" lang="en" sex="m">Type of Feat: Class +Prerequisite: Anti-Paladin, Corrupter. +Specifics: gains an evil aura, enemies suffers a -4 against fear effects and you're immune to fear. +Use: Selected.</entry> + <entry id="48365" lang="en" sex="m">Shadow Spell Power 1</entry> + <entry id="48366" lang="en" sex="m">Shadow Spell Power 2</entry> + <entry id="48367" lang="en" sex="m">Shadow Spell Power 3</entry> + <entry id="48368" lang="en" sex="m">Epic Shadow Spell Power</entry> + <entry id="48369" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shadow Adept 3 +Specifics: The Shadow Adept add +1 to the DC when he cast a Spell from the Enchantment, Illusion, Necromancy and Darkness spells. His bonus increases by +1 every 3 levels. +Use: Automatic.</entry> + <entry id="48370" lang="en" sex="m">Dragonsong Focus</entry> + <entry id="48371" lang="en" sex="m">Type of Feat: Class Dragonsong Lyrist +Prerequisite: Dragonsong Lyrist level 1. +Required for: Greater Dragonsong Focus. +Specifics: A character with this feat, gaining a +2 bonus to Dragonsong save DC. +Use: Automatic.</entry> + <entry id="48372" lang="en" sex="m">Greater Dragonsong Focus</entry> + <entry id="48373" lang="en" sex="m">Type of Feat: Class Dragonsong Lyrist +Prerequisite: Dragonsong Focus. +Required for: Epic Dragonsong Focus. +Specifics: A character with this feat, gaining a +4 bonus to Dragonsong save DC. +Use: Automatic.</entry> + <entry id="48374" lang="en" sex="m">Epic Dragonsong Focus</entry> + <entry id="48375" lang="en" sex="m">Type of Feat: Class Dragonsong Lyrist +Prerequisite: Greater Dragonsong Focus. +Specifics: A character with this feat, gaining a +6 bonus to Dragonsong save DC. +Use: Automatic.</entry> + <entry id="48376" lang="en" sex="m">Epic Song of Strength</entry> + <entry id="48377" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dragonsong Lyrist Level 6 +Specifics: The Dragonsong Lyrist may use his song to imbue himself or his allies within 30 feet who can hear a +6 bonus to Strength and +2 bonus to constitution. +Use: Activated.</entry> + <entry id="48378" lang="en" sex="m">Epic Song of Compulsion</entry> + <entry id="48379" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dragonsong Lyrist Level 7 +Specifics: The Dragonsong Lyrist may use his song to make a suggestion to a single creature within 30 feet who can hear the lyrist. You can reroll, if you failed your compulsion roll. +Use: Activated.</entry> + <entry id="48380" lang="en" sex="m">Epic Song of Speed</entry> + <entry id="48381" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dragonsong Lyrist Level 8 +Specifics: The Dragonsong Lyrist may use his song to increase speed and haste to himself or his allies within 30 feet and lasts 1 turn per level. +Use: Activated.</entry> + <entry id="48382" lang="en" sex="m">Epic Song of Fear</entry> + <entry id="48383" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dragonsong Lyrist Level 4 +Specifics: The Dragonsong Lyrist may use his song to inspire fear within 30 feet. His DC increases by 4. +Use: Activated.</entry> + <entry id="48384" lang="en" sex="m">Epic Song of Healing</entry> + <entry id="48385" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dragonsong Lyrist Level 5 +Specifics: The Dragonsong Lyrist may use his song to cure critical wounds on himself and his allies within 30 feet and regenerate 3 hitpoints per round for 1 round per level. +Use: Activated.</entry> + <entry id="48386" lang="en" sex="m">Corrupt Soul </entry> + <entry id="48387" lang="en" sex="m">Type of Feat: Class +Prerequisite: Corrupter. +Specifics: an Corrupter may attempt to corrupt a creature, the target must succeed at a Will save or become neutral and you gains +4 To STR,CHA and +2 Will Save, but on failed save the target become hostile. +Use: Selected.</entry> + <entry id="48388" lang="en" sex="m">Desecrate</entry> + <entry id="48389" lang="en" sex="m">Unholy Sword</entry> + <entry id="48390" lang="en" sex="m">Temple Raider of Olidammara</entry> + <entry id="48391" lang="en" sex="m">Temple Raiders of Olidammara</entry> + <entry id="48392" lang="en" sex="m">temple raider of Olidammara</entry> + <entry id="48393" lang="en" sex="m">(PRESTIGE CLASS) +Worshippers of Olidammara have few temples of their own, but some of them spend a good deal of time in the temples of other deities...robbing them of every valuable that is even remotely portable. These are the "The Temple Raiders" + +- Hit Die: d6. +- Proficiencies: Simple, Rapier with medium and Light Armor.. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Alignment: Chaotic. +Skills: Disable Trap 5, Lore 1, Open Lock 4, Search 8. +Base Attack Bonus: +5 +Special: must worship Olidammara + +ABILITIES: + +Level +1: Trap Finding - allow to disable traps with DC 20+. +2: Sneak Attack +1d6. +3: Uncanny Dodge 1 +4: Save bonus +1. +5: Sneak Attack +2d6. +6: Uncanny Reflex +7: Save bonus +2. +8: Sneak Attack +3d6. +9: Uncanny Dodge 2 +10: Save bonus +3 + +SPELL LIST: + +Level 1: Cure Light Wounds, Endure Elements, Inflict Light Wounds, Invisibility to Undead, Shield of Faith +Level 2: Cat's Grace, Cure Moderate Wounds, Darkvision, Inflict Moderate Wounds, Knock +Level 3: Cure Serious Wounds, Dispel Magic, Inflict Serious Wounds, Negative Energy Protection, Remove Curse +Level 4: Cure Critical Wounds, Inflict Critical Wounds, Neutralize Poison, Restoration, Spell Immunity</entry> + <entry id="48394" lang="en" sex="m">Outlaw of the Crimson Road</entry> + <entry id="48395" lang="en" sex="m">Outlaws of the Crimson Road</entry> + <entry id="48396" lang="en" sex="m">outlaw of the crimson road</entry> + <entry id="48397" lang="en" sex="m">(PRESTIGE CLASS) +A failed revolutionary, a loyal supporter of some deposed ruler, or just an ordinary individual who angered the wrong person, Outlaws of the Crimson Road are forced to live outside of societies laws, robbing those who pass within their sphere of influence, and hiding from all others who seek to take them in for "justice." + +- Hit Die: d6. +- Proficiencies: Simple, Martial with Medium and Light Armor. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Skills: Bluff 5, Intimidate 5, Persuade 5. +Feats: Expertise, Improved Initiative. +Base Attack Bonus: +4 +Special: A legal authority must pronounce a writ of outlawry upon the character + +ABILITIES: + +Level +1: Ambush +1d6 - as Sneak Attack. +2: Life on the Crimson Road - learn a bonus feat. +3: Ambush +2d6. + Evasion +4: Fugitive's Luck +1- gains +1 on all saving throws. + Leadership - +4 to Persuade +5: Ambush +3d6. + Life on the Crimson Road +6: Fugitive's Luck +2. + Improved Evasion. +7: Ambush +4d6. + Ranged Disarm +8: Legend - +4 to Persuade, Bluff, Intimidate. +9: Ambush +5d6. + Fugitive's Luck +3. +10: Cheat Death - as Defensive Roll.</entry> + <entry id="48398" lang="en" sex="m">Save bonus +1</entry> + <entry id="48399" lang="en" sex="m">Save bonus +2</entry> + <entry id="48400" lang="en" sex="m">Save bonus +3</entry> + <entry id="48401" lang="en" sex="m">Epic Save bonus</entry> + <entry id="48402" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Temple Raider 4 +Specifics: The Temple Raider add +1 on all saving throws. His bonus increases by +1 every 3 levels. +Use: Automatic.</entry> + <entry id="48403" lang="en" sex="m">Ambush (+1d6)</entry> + <entry id="48404" lang="en" sex="m">Ambush (+2d6)</entry> + <entry id="48405" lang="en" sex="m">Ambush (+3d6)</entry> + <entry id="48406" lang="en" sex="m">Ambush (+4d6)</entry> + <entry id="48407" lang="en" sex="m">Ambush (+5d6)</entry> + <entry id="48408" lang="en" sex="m">Ambush (+6d6)</entry> + <entry id="48409" lang="en" sex="m">Ambush (+7d6)</entry> + <entry id="48410" lang="en" sex="m">Ambush (+8d6)</entry> + <entry id="48411" lang="en" sex="m">Ambush (+9d6)</entry> + <entry id="48412" lang="en" sex="m">Ambush (+10d6)</entry> + <entry id="48413" lang="en" sex="m">Ambush (+11d6)</entry> + <entry id="48414" lang="en" sex="m">Ambush (+12d6)</entry> + <entry id="48415" lang="en" sex="m">Ambush (+13d6)</entry> + <entry id="48416" lang="en" sex="m">Ambush (+14d6)</entry> + <entry id="48417" lang="en" sex="m">Ambush (+15d6)</entry> + <entry id="48418" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Outlaw 1 +Specifics: Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at 1st level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit. +Use: Automatic.</entry> + <entry id="48419" lang="en" sex="m">Fugitive's Luck +1</entry> + <entry id="48420" lang="en" sex="m">Fugitive's Luck +2</entry> + <entry id="48421" lang="en" sex="m">Fugitive's Luck +3</entry> + <entry id="48422" lang="en" sex="m">Epic Fugitive's Luck</entry> + <entry id="48423" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Outlaw 4 +Specifics: The Outlaw add +1 on all saving throws. His bonus increases to +2 to 6th, +3 to 10th and +1 every 3 levels thereafter. +Use: Automatic.</entry> + <entry id="48424" lang="en" sex="m">Leadership</entry> + <entry id="48425" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Outlaw 4 +Specifics: The Outlaw gains +4 to Persuade. +Use: Automatic.</entry> + <entry id="48426" lang="en" sex="m">Legends</entry> + <entry id="48427" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Outlaw 8 +Specifics: The Outlaw gains +4 to Bluff, Intimidate and persuade. +Use: Automatic.</entry> + <entry id="48428" lang="en" sex="m">Combat Medic</entry> + <entry id="48429" lang="en" sex="m">Combat Medics</entry> + <entry id="48430" lang="en" sex="m">combat medic</entry> + <entry id="48431" lang="en" sex="m">(PRESTIGE CLASS) +On the front lines of battle, injury is inevitable. Where the carnage is at its worst, the combat medic can be found, keeping her allies alive and tending to the fallen. For a combat medic, the goal is not to kill the enemy but to make sure the enemy does not kill her troops. Her ability to keep forces fighting makes her invaluable to an army. She is entrusted with the care of the best forces available, sometimes even assigned to elite strike teams. + +- Hit Die: d6. +- Proficiencies: None. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any nonevil. +Skills: Concentration 4 (ranks), Heal 8 (ranks). +Feats: Combat Casting, Dodge. +Spells: Ability to cast Cure Light Wounds. + +ABILITIES: + +Level +1: Healing Kicker (Sanctuary) +2: Defensive Casting + Field Healer +3: Healing Kicker (Reflex Saves) + Mobility +4: Evasion +5: Healing Kicker (Aid) + Spontaneous Heal + +BONUS SPELLS + +Every level in Combat Medic, the character gains new spells per day as if he had also gained a level in any one divine spellcasting class that includes Cure Light Wounds on its spell list, provided he belonged to that class previously.</entry> + <entry id="48432" lang="en" sex="m">Healing Kicker (Sanctuary)</entry> + <entry id="48433" lang="en" sex="m">At 1st level, whenever you cast a healing spell on an ally, you can choose to imbue the spell with a Sanctuary effect (as the spell). The Will save DC to overcome this effect is equal to 15 + class level + Wisdom modifier. This effect lasts for one round. + +You can use your Healing Kicker ability once per round, up to a total number of times per day equal to your class level + your Wisdom modifier (minimum once per day). Only one secondary effect can be imbued into any single spell, and it cannot be applied to yourself.</entry> + <entry id="48434" lang="en" sex="m">Healing Kicker (Reflex Saves)</entry> + <entry id="48435" lang="en" sex="m">At 3rd level, whenever you cast a healing spell on an ally, you can grant the target of your healing spell a competence bonus on Reflex saves equal to your class level. This effect lasts for 1 round. + +You can use your Healing Kicker ability once per round, up to a total number of times per day equal to your class level + your Wisdom modifier (minimum once per day). Only one secondary effect can be imbued into any single spell, and it cannot be applied to yourself.</entry> + <entry id="48436" lang="en" sex="m">Healing Kicker (Aid)</entry> + <entry id="48437" lang="en" sex="m">At 5th level, whenever you cast a healing spell on an ally, you can choose to the spell with a maximized Aid effect (as the spell, but the quantity of temporary hit points granted is equal to 8 + your class level). This effect lasts for 1 minute or until the temporary hit points are depleted, whichever comes first. + +You can use your Healing Kicker ability once per round, up to a total number of times per day equal to your class level + your Wisdom modifier (minimum once per day). Only one secondary effect can be imbued into any single spell, and it cannot be applied to yourself.</entry> + <entry id="48438" lang="en" sex="m">Defensive Casting</entry> + <entry id="48439" lang="en" sex="m">At 2nd level, a Combat medic is capable of spellcasting even under the most dangerous circumstances. You gain a competence bonus equal to your class level on Concentration checks.</entry> + <entry id="48440" lang="en" sex="m">Field Healer</entry> + <entry id="48441" lang="en" sex="m">At 2nd level, a Combat medic becomes adept at administering first aid quickly and while under duress. You gain a competence bonus equal to your class level on Heal checks.</entry> + <entry id="48442" lang="en" sex="m">Spontaneous Heal</entry> + <entry id="48443" lang="en" sex="m">At 5th level, a Combat medic gains the ability to "lose" any prepared spell or spell slot of 6th level or higher in order to cast Heal, even if that spell is not normally on his spell list. If you do not have the ability to cast 6th-level spells, you can't use this class feature.</entry> + <entry id="48444" lang="en" sex="m"><CUSTOM0> imbues healing energies into a spell.</entry> + <entry id="48445" lang="en" sex="m">Warsling Sniper</entry> + <entry id="48446" lang="en" sex="m">Warsling Snipers</entry> + <entry id="48447" lang="en" sex="m">warsling sniper</entry> + <entry id="48448" lang="en" sex="m">(PRESTIGE CLASS) +The warsling sniper is an expert in the use of the weapon commonly associated with the halfling race. Among the hin, these individuals are known by their proper name, and are often accorded great respect in the hin community. To nearly everyone else, however, these sharpshooters are known as "those damned sling assassins!" or by even more colourful epithets. While some warsling snipers do actually sell their talents to those wishing to dispose of their enemies, most are not professional assassins but rather highly skilled specialists who use their skills to help protect their communities or improve their chances of adventuring successfully. A number of warsling snipers remain with their families for most of their lives, imparting their superlative skills to the young. + +- Hit Die: d6. +- Proficiencies: None. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Skills: Hide 4 ranks, Spot 6 ranks, Craft (Weapon) 3 ranks +Feats: Point Blank Shot, Rapid Shot +Base Attack Bonus: +5 +Race: Halfling +Special: Must be able to wield a sling + +ABILITIES: + +Level +1: 1d6 Sling Sneak Attack - Only works when wielding a sling +2: Blindfight +3: 2d6 Sling Sneak Attack +4: Improved Critical: Sling +5: 3d6 Sling Sneak Attack +6: Improved Ricochet - On the first successful attack of each round, the warsling sniper gets a free attack at the enemy closest to the one hit.</entry> + <entry id="48449" lang="en" sex="m">Improved Ricochet</entry> + <entry id="48450" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: Warsling Sniper level 6. +Specifics: On the first successful attack of each round, the warsling sniper makes an additional attack at a -2 penalty on the creature closest to the one struck. +Use: Automatic.</entry> + <entry id="48451" lang="en" sex="m">Storm Magic</entry> + <entry id="48452" lang="en" sex="m">Type of Feat: General. +Prerequisite: None. +Specifics: When the weather in an area is raining or snowing, you gain +1 caster level. +Use: Automatic.</entry> + <entry id="48453" lang="en" sex="m">Magical Aptitude</entry> + <entry id="48454" lang="en" sex="m">Type of Feat: General. +Prerequisite: None. +Specifics: You gain +2 to Spellcraft and Use Magical Device. +Use: Automatic.</entry> + <entry id="48455" lang="en" sex="m">Rallying Cry</entry> + <entry id="48456" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Purple Dragon Knight level 1. +Specifics: Three times per day, a Purple Dragon Knight can utter a powerful shout that gives all allies a +1 bonus to attack and a 20% bonus to land speed for one round. +Use: Selected.</entry> + <entry id="48457" lang="en" sex="m">Fear</entry> + <entry id="48458" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Purple Dragon Knight level 3. +Specifics: Once per day, the Purple Dragon Knight may cast the Fear spell with a caster level equal to his character level. +Use: Selected.</entry> + <entry id="48459" lang="en" sex="m">Oath of Wrath</entry> + <entry id="48460" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Purple Dragon Knight level 4. +Specifics: Once per day, the Purple Dragon Knight may swear to defeat a single opponent. He gains a +2 bonus to Attack, Damage, Saves, and Skills vs that opponent. This lasts for a number of rounds equal to twice his class level. +Use: Selected.</entry> + <entry id="48461" lang="en" sex="m">Final Stand</entry> + <entry id="48462" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Purple Dragon Knight level 5. +Specifics: Once per day, the Purple Dragon Knight can inspire his troops to a heroic effort. Each ally in the area gains 2d10 hitpoints. This ability can affect a number of people equal to his Purple Dragon Knight level + Charisma modifier, and lasts for the same number of rounds. +Use: Selected.</entry> + <entry id="48463" lang="en" sex="m">Inspire Courage</entry> + <entry id="48464" lang="en" sex="m">Type of Feat: Class. +Prerequisite: Purple Dragon Knight level 2. +Specifics: Once per day, the Purple Dragon Knight can inspire his troops in combat. All affected creatures gain a +1 bonus to Attack and Damage, and a +2 bonus against mind affecting spells. These bonuses last for 10 rounds. +Use: Selected.</entry> + <entry id="48465" lang="en" sex="m">Dimensional Anchor</entry> + <entry id="48466" lang="en" sex="m">School: Abjuration +Level: Clr 4, Sor/Wiz 4 +Components: V, S +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Effect: Ray +Duration: 1 min./level +Saving Throw: None +Spell Resistance: Yes (object) + +A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. + +A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.</entry> + <entry id="48467" lang="en" sex="m">Dimensional Anchor (7)</entry> + <entry id="48468" lang="en" sex="m">Dimensional Lock</entry> + <entry id="48469" lang="en" sex="m">School: Abjuration +Level: Clr 8, Sor/Wiz 8 +Components: V, S +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Area: 20-ft.-radius emanation centered on a point in space +Duration: One day/level +Saving Throw: None +Spell Resistance: Yes + +You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible. + +A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.</entry> + <entry id="48470" lang="en" sex="m">Dimensional Lock (15)</entry> + <entry id="48471" lang="en" sex="m">You feel steady.</entry> + <entry id="48472" lang="en" sex="m">You feel jumpy.</entry> + <entry id="48473" lang="en" sex="m">Teleport</entry> + <entry id="48474" lang="en" sex="m">School: Conjuration (Teleportation) +Level: Sor/Wiz 5, Travel 5 +Components: V +Casting Time: 1 standard action +Range: Personal and touch +Target: You and touched objects or other touched willing creatures +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You may also bring one additional willing Medium or smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. * + +You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. ** + +To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table. + +On Target: + You appear where you want to be. +Off Target: + You appear safely a random distance away from the destination in a random direction. +Far Off Target: + You wind up somewhere completely different. +Mishap: + You and anyone else teleporting with you have gotten scrambled. You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time Mishap comes up, the characters take more damage and must reroll. + +On Target Off Target Way Off Target Mishap +0190 9194 9598 99100 + + +Notes: + * Implemented as within 10ft of you due to the lovely quality of NWN location tracking code. + ** Implemented as you having to have marked the location beforehand using the "Mark Location" + feat, found under the Teleport Options radial.Teleport</entry> + <entry id="48475" lang="en" sex="m">Teleport - Self only</entry> + <entry id="48476" lang="en" sex="m">Teleport - Party within 10ft</entry> + <entry id="48477" lang="en" sex="m">Teleport (9)</entry> + <entry id="48478" lang="en" sex="m">Quick Cast</entry> + <entry id="48479" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Duskblade level 5 +Beginning at 5th level, a Duskblade can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. At 10th level and every 5 levels afterwards the Duskblade gains one additional use per day.</entry> + <entry id="48480" lang="en" sex="m">Spell Power (Ex)</entry> + <entry id="48481" lang="en" sex="m">Type of Feat: Class specific +Prerequisite: Duskblade level 6 +Starting at 6th level, a Duskblade can more easily overcome the spell resistance of any opponent he successfully injures with a melee attack. If he has injured an opponent with a melee attack, he gains a +2 bonus on his caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases by 1 every five levels afterwards, with an additional increase at level 18 and 38.</entry> + <entry id="48482" lang="en" sex="m">Attempt to escape.</entry> + <entry id="48483" lang="en" sex="m">Wait here.</entry> + <entry id="48484" lang="en" sex="m">Do you want to attempt to escape the maze' +If you choose to escape, you will make a DC20 Intelligence check each round until you succeed and escape or 10 minutes pass. If you choose to wait, you will be automatically removed from the maze after 10 minutes have passed. + +Time left</entry> + <entry id="48485" lang="en" sex="m">Int check</entry> + <entry id="48486" lang="en" sex="m">The spell fails - the target cannot be teleported.</entry> + <entry id="48487" lang="en" sex="m">The spell fails - minotaurs cannot be mazed.</entry> + <entry id="48488" lang="en" sex="m">Maze</entry> + <entry id="48489" lang="en" sex="m">School: Conjuration (Teleportation) +Level: Sor/Wiz 8 +Components: V, S +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: See text +Saving Throw: None +Spell Resistance: Yes + +You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 10 minutes, forcing the subject to leave. * + +On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. +Minotaurs are not affected by this spell. + + +* Implemented such that NPCs always try escape and PCs are given a choice whether to attempt escape or not.</entry> + <entry id="48490" lang="en" sex="m">Maze (15)</entry> + <entry id="48491" lang="en" sex="m">Teleportation Circle</entry> + <entry id="48492" lang="en" sex="m">School: Conjuration (Teleportation) +Level: Sor/Wiz 9 +Components: V +Casting Time: 10 minutes +Range: 0 ft. +Effect: 5-ft.-radius circle that teleports those who activate it +Duration: 10 min./level +Saving Throw: None +Spell Resistance: Yes + +You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you cant change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane. + +The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way. + +Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.</entry> + <entry id="48493" lang="en" sex="m">Teleportation Circle - Visible</entry> + <entry id="48494" lang="en" sex="m">Teleportation Circle - Hidden</entry> + <entry id="48495" lang="en" sex="m">Teleportation Circle (17)</entry> + <entry id="48496" lang="en" sex="m">Epic Divine Shield</entry> + <entry id="48497" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Divine Shield, Turn Undead, Cha 21+, Str 21+, Power Attack. +Specifics: The character may spend one of his turn undead attempts to add twice his Charisma bonus to his AC for a number of rounds equal to twice the Charisma bonus. +Use: Selected.</entry> + <entry id="48498" lang="en" sex="m">Warchief</entry> + <entry id="48499" lang="en" sex="m">Warchiefs</entry> + <entry id="48500" lang="en" sex="m">warchief</entry> + <entry id="48501" lang="en" sex="m">(PRESTIGE CLASS) +A Warchief leads a primitive, aggressive tribe of humanoids, especially when they turned to marauding. The Warchief calls on his indomitable presence and terrible visage to spur his followers to feats of great courage and sacrifice for the tribe. The tribe member who hangs back learns firsthand that the Warchief's displeasure is a terror eclipsing even the hardships of war - better to die in glory on the battlefield than under the Warchief's torturous punishments. Inspired into a killing frenzy, the Warchief and his band sweep the enemies of the tribe before their onslaught. + +- Hit Die: d10. +- Proficiencies: A Warchief gains no additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: +Base Attack Bonus: +3. + +ABILITIES: +Level +1: Tribal Frenzy +2 - The Warchief inspires a frenzy in his followers, granting them a bonus to Strength. +2: Ability Boost +2 - The Warchief gains +2 to his Charisma score. +3: Tribal Frenzy +4 +4: +5: Tribal Frenzy +6 +6: Ability Boost +4 +7: Tribal Frenzy +8 +8: Devoted Bodyguards - Once per round, an ally takes a blow for his Warchief. +9: Tribal Frenzy +10 +10: Ability Boost +6</entry> + <entry id="48502" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warchief Level 1. +Specifics: The Warchief inspires a frenzy in his allies. It lasts until combat is over or the Warchief cancels it, whichever comes sooner. All allies gain a +2 bonus to Strength, and take damage equal to their Hit Dice for every round of the Frenzy. The bonus to Strength increases to +4 at level 3, +6 at level 5, and so on. +Use: Selected.</entry> + <entry id="48503" lang="en" sex="m">Ability Boost</entry> + <entry id="48504" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warchief Level 2. +Specifics: The Warchief gains a +2 bonus to Charisma. This increases to +4 at level 6 and +6 at level 10 of the class. +Use: Automatic.</entry> + <entry id="48505" lang="en" sex="m">Devoted Bodyguards</entry> + <entry id="48506" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warchief Level 8. +Specifics: Once per round when struck, the Warchief can attempt a DC 15 Reflex save to instead have the damage done to his nearest ally. If he succeeds, all damage is transferred and the Warchief is healed of all damage the blow caused. +Use: Automatic.</entry> + <entry id="48507" lang="en" sex="m">Tribal Frenzy</entry> + <entry id="48508" lang="en" sex="m">War Mind</entry> + <entry id="48509" lang="en" sex="m">War Minds</entry> + <entry id="48510" lang="en" sex="m">war mind</entry> + <entry id="48511" lang="en" sex="m">(PRESTIGE CLASS) +War minds are expert fighters who claim to possess unequaled knowledge in the arts of war. Through a combination of inner contemplation and external study of an ancient text called the Talariic Codex, war minds grow in their craft of arms and war. Those who study the Talariic Codex learn several tenets, collectively known as the chains of war. As a war mind masters one chain, he opens himself to learn the next chain in the series, should he desire to continue to bend his mind to the intensive studies required to advance in this class. + +- Hit Die: d10 +- Proficiencies: A War mind gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Psionics: Must possess a power point reserve of at least 1 power point. +Skills: Lore 8 ranks. +Base Attack Bonus: +3. +Alignment: Non-Chaotic. + +ABILITIES: + +Level +1: Chain of Personal Superiority - +2 Str and Con for 1 minute. 3 times per day. +2: Chain of Defensive Posture - +2 Armour Class for 1 minute. 3 times per day. +3: Enduring Body - Damage Reduction 1. +4: +5: Sweeping Strike - On every attack, the Warmind swings at two creatures. +6: Enduring Body - Damage Reduction 2. +7: Chain of Personal Superiority - +4 Str and Con for 1 minute. 3 times per day. +8: Chain of Defensive Posture - +4 Armour Class for 1 minute. 3 times per day. +9: Enduring Body - Damage Reduction 3. +10: Chain of Overwhelming Force - 10d6 Damage on a single attack. 1 time per day. + +Manifesting: The War Mind chooses his powers from the Psychic Warrior power list. Follow the table below to determine his manifesting ability. War Minds receive bonus power points from a high Wisdom score. + +Level Power Points Powers Known Power Level +1 2 1 1 +2 5 2 1 +3 9 2 1 +4 14 3 2 +5 20 3 2 +6 28 4 3 +7 37 4 3 +8 47 5 4 +9 58 5 4 +10 70 6 5</entry> + <entry id="48512" lang="en" sex="m">Chain of Personal Superiority</entry> + <entry id="48513" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warmind Level 1. +Specifics: Three times per day, the Warmind can grant himself +2 to Strength and Constitution as a free action. At 7th level, the bonus increases to +4. This lasts for 1 minute. +Use: Selected.</entry> + <entry id="48514" lang="en" sex="m">Chain of Defensive Posture</entry> + <entry id="48515" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warmind Level 2. +Specifics: Three times per day, the Warmind can grant himself +2 to Armour Class as a free action. At 8th level, the bonus increases to +4. This lasts for 1 minute. +Use: Selected.</entry> + <entry id="48516" lang="en" sex="m">Enduring Body</entry> + <entry id="48517" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warmind Level 3. +Specifics: The spirit of the ideal body transforms a War mind, granting him damage resistance 1/-. At 6th level this improves to 2/-, and to 3/- at 9th level. +Use: Automatic.</entry> + <entry id="48518" lang="en" sex="m">Sweeping Strike</entry> + <entry id="48519" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warmind Level 5. +Specifics: On each melee attack a War mind makes, he also attacks one other creature within melee range of both him and his target. +Use: Automatic.</entry> + <entry id="48520" lang="en" sex="m">Chain of Overwhelming Force</entry> + <entry id="48521" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warmind Level 10. +Specifics: Once per day, the Warmind can perfectly execute an attack, dealing an extra 10d6 damage on his attempt. +Use: Selected.</entry> + <entry id="48522" lang="en" sex="m">7d4 Damage</entry> + <entry id="48523" lang="en" sex="m">7d4</entry> + <entry id="48524" lang="en" sex="m">8d4 Damage</entry> + <entry id="48525" lang="en" sex="m">8d4</entry> + <entry id="48526" lang="en" sex="m">9d4 Damage</entry> + <entry id="48527" lang="en" sex="m">9d4</entry> + <entry id="48528" lang="en" sex="m">10d4 Damage</entry> + <entry id="48529" lang="en" sex="m">10d4</entry> + <entry id="48530" lang="en" sex="m">9d6 Damage</entry> + <entry id="48531" lang="en" sex="m">9d6</entry> + <entry id="48532" lang="en" sex="m">10d6 Damage</entry> + <entry id="48533" lang="en" sex="m">10d6</entry> + <entry id="48534" lang="en" sex="m">3d10 Damage</entry> + <entry id="48535" lang="en" sex="m">3d10</entry> + <entry id="48536" lang="en" sex="m">4d10 Damage</entry> + <entry id="48537" lang="en" sex="m">4d10</entry> + <entry id="48538" lang="en" sex="m">5d10 Damage</entry> + <entry id="48539" lang="en" sex="m">5d10</entry> + <entry id="48540" lang="en" sex="m">6d10 Damage</entry> + <entry id="48541" lang="en" sex="m">6d10</entry> + <entry id="48542" lang="en" sex="m">7d10 Damage</entry> + <entry id="48543" lang="en" sex="m">7d10</entry> + <entry id="48544" lang="en" sex="m">8d10 Damage</entry> + <entry id="48545" lang="en" sex="m">8d10</entry> + <entry id="48546" lang="en" sex="m">9d10 Damage</entry> + <entry id="48547" lang="en" sex="m">9d10</entry> + <entry id="48548" lang="en" sex="m">10d10 Damage</entry> + <entry id="48549" lang="en" sex="m">10d10</entry> + <entry id="48550" lang="en" sex="m">3d12 Damage</entry> + <entry id="48551" lang="en" sex="m">3d12</entry> + <entry id="48552" lang="en" sex="m">4d12 Damage</entry> + <entry id="48553" lang="en" sex="m">4d12</entry> + <entry id="48554" lang="en" sex="m">5d12 Damage</entry> + <entry id="48555" lang="en" sex="m">5d12</entry> + <entry id="48556" lang="en" sex="m">6d12 Damage</entry> + <entry id="48557" lang="en" sex="m">6d12</entry> + <entry id="48558" lang="en" sex="m">7d12 Damage</entry> + <entry id="48559" lang="en" sex="m">7d12</entry> + <entry id="48560" lang="en" sex="m">8d12 Damage</entry> + <entry id="48561" lang="en" sex="m">8d12</entry> + <entry id="48562" lang="en" sex="m">9d12 Damage</entry> + <entry id="48563" lang="en" sex="m">9d12</entry> + <entry id="48564" lang="en" sex="m">10d12 Damage</entry> + <entry id="48565" lang="en" sex="m">10d12</entry> + <entry id="48566" lang="en" sex="m">Hexblade's Curse</entry> + <entry id="48567" lang="en" sex="m">Type of Feat: Class +Prerequisite: Hexblade level 1 +Once per day + the Hexblade's CHA modifier, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the Hexblade and within 60 feet. The target of a Hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks and weapon damage rolls for one hour thereafter. A successful Will save (DC 10 + 1/2 Hexblade's class level + Hexblade's CHA mod)negates the effect. At every 4th level beyond 1st, a Hexblade gains the ability to use his curse one additional time per day. + +Greater Hexblade's Curse + +When a Hexblade attains 7th level, the penalties incurred by a target of his curse become -4 instead of -2. + +Dire Hexblade's Curse + +When a Hexblade attains 19th level, the penalties incurred by a target of his curse become -6 instead of -4. + +Epic Hexblade's Curse + +When a Hexblade attains 37th level, the penalties incurred by a target of his curse become -8 instead of -6.</entry> + <entry id="48568" lang="en" sex="m">Mettle</entry> + <entry id="48569" lang="en" sex="m">Type of Feat: Class +Prerequisite: Hexblade level 3, Crusader level 13. +A Hexblade or Crusader can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save, he instead completely negates the effect.</entry> + <entry id="48570" lang="en" sex="m">Aura of Unluck</entry> + <entry id="48571" lang="en" sex="m">Type of Feat: Class +Prerequisite: Hexblade level 12 +Once per day, a Hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the Hexblade while this Aura of Unluck is active has a 20 % miss chance. Activating this aura is a free action, and the aura lasts for a number of rounds equal to 3 + the Hexblade's Charisma bonus (if any). At 16th level and every 4 levels onward, a Hexblade can use his Aura of Unluck one additional time per day</entry> + <entry id="48572" lang="en" sex="m">Arcane Resistance</entry> + <entry id="48573" lang="en" sex="m">Type of Feat: Class +Prerequisite: Hexblade level 2 +At 2nd level a Hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.</entry> + <entry id="48574" lang="en" sex="m">Epic Hexblade</entry> + <entry id="48575" lang="en" sex="m">Type: Class +Prerequisite: Hexblade level 21 +The Epic Hexblade is a true bane for his enemies. The daily uses of his abilities continue to increase, while his curse and Dark Companion become even more potent as he progresses. + +ABILITIES: + +Level +21: Epic Dark Companion, Hexblade's Curse 6/day +22: Swift Cast 6/day +23: - +24: Bonus Feat, Aura of Unluck 4/day +25: Hexblade's Curse 7/day +26: Swift Cast 7/day +27: - +28: Bonus Feat, Aura of Unluck 5/day +29: Hexblade's Curse 8/day +30: Swift Cast 8/day +31: - +32: Bonus Feat, Aura of Unluck 6/day +33: Hexblade's Curse 9/day +34: Swift Cast 9/day +35: - +36: Bonus Feat, Aura of Unluck 7/day +37: Epic Hexblade's Curse, Hexblade's Curse 10/day +38: Swift Cast 10/day +39: - +40: Bonus Feat, Aura of Unluck 8/day </entry> + <entry id="48576" lang="en" sex="m">Greater Hexblade's Curse</entry> + <entry id="48577" lang="en" sex="m">Dire Hexblade's Curse</entry> + <entry id="48578" lang="en" sex="m">Epic Hexblade's Curse</entry> + <entry id="48579" lang="en" sex="m">Dark Companion</entry> + <entry id="48580" lang="en" sex="m">Epic Dark Companion</entry> + <entry id="48581" lang="en" sex="m">Type: Class +Prerequisite: Hexblade level 4 +You create an illusionary companion resembling a panther, spun from the darkness of the night. Any enemy adjacent to your Dark Companion takes a -2 penalty on it's saves and to it's AC. Your Dark Companion has no real substance and thus can't attack or otherwise affect creatures or objects. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. Your Dark Companion is treated as a spell whose level is equal to 1/4 your Hexblade level. + +For the Epic Hexblade the effects of the Dark Companion increase to -4 instead of -2.</entry> + <entry id="48582" lang="en" sex="m">Augment Familiar</entry> + <entry id="48583" lang="en" sex="m">School: Transmutation +Caster Level: Sorcerer/Wizard 2, Hexblade 1 +Components: V, S +Range: Close +Target: Your familiar +Duration: Concentration + 1 round/level +Saving Throw: Fortitude negates (harmless) +Spell Resistance: Yes (harmless) + +This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws. + +(note that a Hexblade can't get a familiar due to NWN hardcoding, and it's unlikely that this changes) +</entry> + <entry id="48584" lang="en" sex="m">Deflect</entry> + <entry id="48585" lang="en" sex="m">Abjuration [Force] +Level: Duskblade 2, sorcerer/wizard 2 +Components: V +Casting Time: 1 immediate action +Range: Personal +Duration: 1 round or until discharged + +You project a field of invisible force, creating a +short-lived protective barrier. You gain a +deflection bonus to your AC against a single attack; +this bonus is equal to 1/2 your caster level +(round down).</entry> + <entry id="48586" lang="en" sex="m">Blade of Blood +</entry> + <entry id="48587" lang="en" sex="m">Blade of Blood +Necromancy +Level: Assassin 1, blackguards 1, cleric 1, duskblade 1, sorcerer/wizard 1 +Components: V,S +Casting Time: 1 swift action +Range: Touch +Target: Weapon touched +Duration: 1 round/level or until discharged +Saving Throw: None +Spell Resistance: No + +This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living creature, blade of blood discharges. The spell deals an extra 1d6 points of damage against the target of the attack. You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 points of damage(for a total of 3d6 points of extra damage). + +The weapon loses this property if its wielder drops it or otherwise loses contact with it.</entry> + <entry id="48588" lang="en" sex="m">Animalistic Power +</entry> + <entry id="48589" lang="en" sex="m">Animalistic Power +Transmutation +Level: Cleric 2, druid 2, duskblade 2, ranger 2, sorcerer/wizard 2 +Components: V,S,M +Casting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: 1 minute/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +You imbue the subject with an aspect of the natural world. The subject gains a +2 enhancement bonus to Strength, Dexterity, and Constitution. + +Material Component: A bit of animal fur, feathers, or skin.</entry> + <entry id="48590" lang="en" sex="m">False Life</entry> + <entry id="48591" lang="en" sex="m">School: Necromancy +Caster Level: Sorcerer/Wizard/Hexblade 2 +Components: V, S, M +Range: Personal +Target: You +Duration: 1 hour/level or until discharged + +You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1D10 +1 per caster level (maximum +10).</entry> + <entry id="48592" lang="en" sex="m">Protection from Arrows</entry> + <entry id="48593" lang="en" sex="m">School: Abjuration +Caster Level: Sorcerer/Wizard/Hexblade 2 +Components: V, S, F +Range: Touch +Target: Creature touched +Duration: 1 min/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/+1 against ranged weapons. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.</entry> + <entry id="48594" lang="en" sex="m">Touch of Idiocy</entry> + <entry id="48595" lang="en" sex="m">School: Enchantment (Compulsion) [Mind-Affecting] +Caster Level: Sorcerer/Wizard/Hexblade 2 +Components: V, S +Range: Touch +Target: Living creature touched +Duration: 10 min/level +Saving Throw: No +Spell Resistance: Yes + +With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1D6 penalty to the target's Intelligence, Wisdom and Charisma scores. This penalty can't reduce any of these scores below 1.</entry> + <entry id="48596" lang="en" sex="m">Deep Slumber</entry> + <entry id="48597" lang="en" sex="m">School: Enchantment (Compulsion) [Mind-Affecting] +Caster Level: Sorcerer/Wizard/Hexblade 3 +Components: V, S, M +Range: Medium +Target: One or more living creatures within a 10-ft.-radius burst +Duration: 1 min/level +Saving Throw: Will negates +Spell Resistance: Yes + +This spell causes a magical slumber to come upon 10 HD of creatures, Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closets to the spells point of origin are affected first. HD that are not sufficient to affect a creature are wasted.</entry> + <entry id="48598" lang="en" sex="m">Hound of Doom</entry> + <entry id="48599" lang="en" sex="m">School: Illusion (Shadow) +Caster Level: Hexblade 3 +Components: V, S +Range: Close +Effect: Shadowy Hound +Duration: 1 min/level or until destroyed +Saving Throw: No +Spell Resistance: No + +You shape the essence of the Plane of Shadow to create a powerful doglike companion that serves you loyally for the duration of the spell. The Hound of Doom has the statistics of a Dire Wolf with the following adjustments: It gains a deflection bonus to AC equal to your Charisma bonus, it's hitpoints when created are equal to your full normal hitpoints, and it uses your base attack bonus instead of it's own (adding it's +7 bonus from Strength and -1 penalty from size as normal).</entry> + <entry id="48600" lang="en" sex="m">Repel Vermin</entry> + <entry id="48601" lang="en" sex="m">School: Abjuration +Caster Level: Bard/Cleric/Druid 4, Ranger/Hexblade 3 +Components: V, S, DF +Range: 10 ft. +Area: 10-ft.-radius emanation centered on you +Duration: 10 min/level +Saving Throw: None or Will negates +Spell Resistance: Yes + +An invisible barrier holds back vermin. A vermin with HD of less than one-third your level can't penetrate the barrier. A vermin with HD of one-third your level or more can penetrate the barrier if it succeeds a Will save. Even so, crossing the barrier deals the vermin 2D6 points of damage.</entry> + <entry id="48602" lang="en" sex="m">Baleful Polymorph</entry> + <entry id="48603" lang="en" sex="m">School: Transmutation +Caster Level: Druid/Sorcerer/Wizard 5, Hexblade 4 +Components: V, S +Range: Close +Target: One creature +Duration: Permanent +Saving Throw: Fortitude negates, Will partial +Spell Resistance: Yes + +As Polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard or toad). If the new form would prove fatal to the creature, the target gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses it's extraordinary, supernatural and spell-like abilities, loses it's ability to cast spells, and gains the alignment, special abilities and Intelligence, Wisdom and Charisma scores of it's new form in place of its own. It still retains it's class and level (or HD), as well as all benefits deriving therefrom. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the Shapechanger subtype can revert to it's normal form.</entry> + <entry id="48604" lang="en" sex="m">Break Enchantment</entry> + <entry id="48605" lang="en" sex="m">School: Abjuration +Caster Level: Bard/Paladin/Hexblade 4, Cleric/Sorcerer/Wizard 5 +Components: V, S +Range: Close +Target: Up to one creature per level, all within 30 ft. of each other +Duration: Instantaneous +Saving Throw: Special +Spell Resistance: No + +This spell frees victims from enchantment, transmutations and curses. It can reverse even an instantaneous effect, such as Flesh to Stone. For each such effect, you make a caster level check (1D20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed item, the DC is 25. If the spell is one that cannot be dispelled by Dispel Magic, Break Enchantment works only if that spell is 5th level or lower. If the effect comes from a permanent magic item, such as a cursed sword, Break Enchantment does not remove the curse from that item, but it does free the victim from the item's effect.</entry> + <entry id="48606" lang="en" sex="m">Cursed Blade</entry> + <entry id="48607" lang="en" sex="m">School: Necromancy +Caster Level: Assassin/Hexblade 4 +Components: V +Range: Touch +Target: One melee weapon +Duration: 1 min/level +Saving Throw: No +Spell Resistance: No + +A weapon affected by this spell deals wounds that can't be healed in the usual fashion. Any damage dealt by the weapon (not including damage from special weapon properties such as flaming, holy, wounding, and so on) cannot be cured by any means until the damaged individual has received a Remove Curse spell (or some other effect that neutralizes a curse). If a creature is slain by a weapon that is under the effect of this spell, it can't be raised from the dead unless a Remove Curse spell (or similar effect) is cast on the body or a True Resurrection spell is used.</entry> + <entry id="48608" lang="en" sex="m">Solid Fog</entry> + <entry id="48609" lang="en" sex="m">School: Conjuration +Caster Level: Sorcerer/Wizard/Hexblade 4 +Components: V, S, M +Range: Medium (100 ft. + 10 ft./level) +Effect: Fog spreads in 20-ft. radius, 20 ft. high +Duration: 10 min/level +Saving Throw: No +Spell Resistance: No + +A bank of fog billows out from the point you designate. The fog obscures all sight, including Darkvision, beyond 5 feet. A creature within 5 feet has concealment (20 % miss chance). Creatures farther away have Total Concealment (50 % miss chance, and the attacker cant use sight to locate the target). Any creature attempting to move through the fog progresses at a speed of 5 feet, regardless of it's normal speed, and it takes a -2 penalty on all melee attack rolls. The vapors prevent effective ranged attacks (except for magic rays and the like).</entry> + <entry id="48610" lang="en" sex="m">Detect Scrying</entry> + <entry id="48611" lang="en" sex="m">School: Divination +Caster Level: Bard/Sorcerer/Wizard/Hexblade 4 +Components: V, S, M +Range: 40 ft. +Area: 40-ft.-radius emanation centered on you +Duration: 24 hours +Saving Throw: No +Spell Resistance: No + +You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area. If the scrying attempt originates within the area, you also know its location; otherwise you and the scrier immediately make opposed caster level checks (1D20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.</entry> + <entry id="48612" lang="en" sex="m">Man at Arms</entry> + <entry id="48613" lang="en" sex="m">Men at Arms</entry> + <entry id="48614" lang="en" sex="m">man at arms</entry> + <entry id="48615" lang="en" sex="m">(PRESTIGE CLASS) +While a fighter concentrates on mastering one or two weapons, a Man at Arms prefers a wider familiarity with weapons. + +- Hit Die: d10. +- Proficiencies: Proficient with all types of weapon, armor and all shields. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: 8 +Feats: Power Attack, Weapon Focus (any four weapons). + +ABILITIES: + +Level +1: General Specialization: Gains a +1 to attack and damage with any weapon. +2: None. +3: Master Critical: Have Improved Critical feat with any weapon he has Weapon Focus in. +4: Focused Strike: When he using the Power Attack feat he deals additional damage, equal to his Dex mod. (Limited by the power attack level.) +5: Improved Initiative. +6: Strike at the Core: Your weapon deals Constitution damage (DC: 10+Class Level). +7: Spring Attack +8: Furious Assault: Gains the ability to make an additional attack, but his attacks suffers a -2 penalty. +9: Legendary Prowess: gains +2 to AC, attack and damage. +10: Epic Initiative + +EPIC: + +Bonus Feats: The epic Man at Arms gains a bonus feat every four levels after 10th + +Epic Strike at the Core: your DC increase by +1 every 5 level. + +Epic Man at Arms Bonus Feats List: +Armor Skin, Damage Reduction, Devastating Critical, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Prowess, Great Strength, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative.</entry> + <entry id="48616" lang="en" sex="m">Power Attack: 0 - 4</entry> + <entry id="48617" lang="en" sex="m">Type of Feat: General +Prerequisite: Str 13+ +Specifics: With this feat you can make powerful but ungainly attacks. You may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. +Use: Selected + +Technical: The PRC Power Attack feats are instant feats (NWN v1.66+) and take no action to activate. +Your power attack selection is the sum of your selections from the 'Power Attack: 0 -4' and 'Power Attack: 0 - 20' radials. +Normally, a quickselect sets your power attack to whatever value you have placed in it (zero if uninitialized). +To change the value stored in a quickselect, first use the Change Quickselect feat under Power Attack - Quickselects radial. Then, use any of the quickselect feats within the next 10 seconds. The old value for that feat will be overwritten with your current power attack value. + +NOTE: Depending on PRC configuration variables, this may either behave either: +1) as described above +2) be limited to sacrifice only as much as you could using the Bioware Power Attack and Improved Power Attack feats +3) be completely disabled.</entry> + <entry id="48618" lang="en" sex="m">Power Attack +0</entry> + <entry id="48619" lang="en" sex="m">Power Attack +1</entry> + <entry id="48620" lang="en" sex="m">Power Attack +2</entry> + <entry id="48621" lang="en" sex="m">Power Attack +3</entry> + <entry id="48622" lang="en" sex="m">Power Attack +4</entry> + <entry id="48623" lang="en" sex="m">Power Attack: 0 - 20</entry> + <entry id="48624" lang="en" sex="m">* REMOVED * +Type of Feat: General +Prerequisite: Improved Power Attack. +Specifics: This feat allows the character to trade a -6 to 10 penalty on his attack roll to gain a +6 to +10 bonus on his damage roll. It is very useful when fighting tough, easy-to-hit opponents. +Use: Combat Mode.</entry> + <entry id="48625" lang="en" sex="m">Power Attack +5</entry> + <entry id="48626" lang="en" sex="m">Power Attack +10</entry> + <entry id="48627" lang="en" sex="m">Power Attack +15</entry> + <entry id="48628" lang="en" sex="m">Power Attack +20</entry> + <entry id="48629" lang="en" sex="m">You just stumbled across a BioBug. Attempting to use this feat/power/spell when you open the radial on your character does not work. +Workarounds: Either place it on your quickbar or just open the radial on whatever you intend to target. Note that the latter option will obviously not work if you need to target yourself.</entry> + <entry id="48630" lang="en" sex="m">General Specialization</entry> + <entry id="48631" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Man At Arms level 1 +Specifics: Gains a +1 to attack and damage with any weapon. +Use: Automatic.</entry> + <entry id="48632" lang="en" sex="m">Master Critical</entry> + <entry id="48633" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Man At Arms level 3 +Specifics: Gains Improved Critical feat with any weapon he has Weapon Focus in. +Use: Automatic.</entry> + <entry id="48634" lang="en" sex="m">Focused Strike</entry> + <entry id="48635" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Man At Arms level 4 +Specifics: When he using the Power Attack feat he deals additional damage, equal to his Dex mod, limited by the Power Attack level (i.e. +1 damage for Power Attack 1, +2 damage for Power Attack 2, and so on.) +Use: Automatic.</entry> + <entry id="48636" lang="en" sex="m">Strike at the Core</entry> + <entry id="48637" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Man At Arms level 6 +Specifics: Your weapon drains Constitution ability (DC: 10+Class Level). +Use: Automatic.</entry> + <entry id="48638" lang="en" sex="m">Furious Assault</entry> + <entry id="48639" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Man At Arms level 8 +Specifics: Gains the ability to make an additional attack, but his attacks suffers a -2 penalty. +Use: Combat Mode.</entry> + <entry id="48640" lang="en" sex="m">Legendary Prowess</entry> + <entry id="48641" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Man At Arms level 9 +Specifics: Gains +2 to AC, attack and damage. +Use: Automatic.</entry> + <entry id="48642" lang="en" sex="m">True Mastery</entry> + <entry id="48643" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Man At Arms level 10 +Specifics: Gains Weapon Focus in any four weapons. +Use: Selected. +</entry> + <entry id="48644" lang="en" sex="m">Bolt Xag-Ya</entry> + <entry id="48645" lang="en" sex="m">Bolt deals 1d8 positive damage.</entry> + <entry id="48646" lang="en" sex="m">Fast Healing 3</entry> + <entry id="48647" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Soldier of Light level 20 +You regenerate 3 HP per round. +Use: Automatic.</entry> + <entry id="48648" lang="en" sex="m">Fast Healing 1</entry> + <entry id="48649" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Soldier of Light 7 or Forest Master 10 +You regenerate 1 HP per round. +Use: Automatic.</entry> + <entry id="48650" lang="en" sex="m">Fast Healing 2</entry> + <entry id="48651" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Soldier of Light level 10 +You regenerate 2 HP per round. +Use: Automatic.</entry> + <entry id="48652" lang="en" sex="m">Energon Companion</entry> + <entry id="48653" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Soldier of Light level 4 +You may summon a Good Outsider. +Use: Selected. </entry> + <entry id="48654" lang="en" sex="m">Fist of Iron</entry> + <entry id="48655" lang="en" sex="m">Type of Feat: General. +Prerequisite: Base Attack Bonus 2, Improved Unarmed Strike. +Specifics: You deal an extra 1d4 damage when you make an unarmed attack (duration 2 round). You may use this feat 3+Wis mod per day. +Use: Selected.</entry> + <entry id="48656" lang="en" sex="m">Smite Undead</entry> + <entry id="48657" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Soldier of Light level 2 +This feat allows the character to make a special holy attack against undead creatures. Soldier of Light apply their Wisdom modifier to their attack roll and their class level to the damage delivered. Smite Undead may be used 3 + Cha modifier per day. +Use: Selected. Smite Undead only affects undead creatures.</entry> + <entry id="48658" lang="en" sex="m">Soldier of Light</entry> + <entry id="48659" lang="en" sex="m">Soldiers of Light</entry> + <entry id="48660" lang="en" sex="m">soldier of light</entry> + <entry id="48661" lang="en" sex="m">(PRESTIGE CLASS) +Like the paladin, the Soldier of Light is devoted to the destruction of all evil creatures and is always willing to help others. They often co-operate with paladin and other allies of good alignment. + +- Hit Die: d10. +- Proficiencies: All simple and martial weapons, all armor and shields. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +5 +Alignment: Neutral Good +Skills: Lore 4 ranks. +Special: Must worship Elishar. (Clerics taking this class must have two of the following domains: Good, Healing, Knowledge, Luck, Protection, Sun.) + +ABILITIES: + +Level +1: Turn Undead - As a cleric of the same class level as the Soldier of Light. This stacks with any levels of Cleric and/or Paladin. +2: Divine Grace - Applies Charisma bonus to all saving throws. + Smite Undead - May add Wisdom bonus to attack bonus against an undead target. If the strike hits, the blow deals 1 point of positive damage per point of Wisdom bonus. Usable 3/day, +1 per Charisma bonus/day. +3: Positive Fortitude - Gains +2 to all saving throws against necromantic spells and drain effects. +4: Energon Companion - May summon a Xag-Ya companion (Good Outsider), 1/day. +5: Divine Vengeance - May spend 2 Turn Undead attempts to add +2d6 positive damage against Undead to the caster's weapon (1 round/Cha bonus, minimum 1 round). +6: - +7: Fast Healing 1 - Regenerate 1 HP/round. +8: Positive Energy Burst - May spend two Turn Undead attempts to damage all undead within 100 feet of the character, dealing 1d6 positive damage per Soldier of Light level. Undead affected may make a reflex save (DC: 10 + Soldier of Light levels) for half damage. + Improved Energon Companion: your companion gains +2HD. +9: - +10: Fast Healing 2 - Regenerate 2 HP/round. + +SPELL LIST: +Casts spells as a cleric based on Wisdom with a caster level equal to class level (plus any applicable PrCs). + +Level 1: Cure Light Wounds, Bless Weapon, Bless, Magic Weapon Shield of Faith, Protection from Evil, Light +Level 2: Cure Moderate Wounds, Aid, Consecrate Lesser Restoration +Level 3: Cure Serious Wounds, Greater Magic Weapon, Magic Circle against Evil, Searing Light, Negative Energy Protection, Prayer, Remove Disease +Level 4: Cure Critical Wounds, Death Ward, Holy Sword, Restoration + +EPIC: + +13: Healing Domain - Healing spells are empowered. +16: Maximize Turn Undead - When you turn undead, your turn damage is multiplied by 2 (Don't stacks with Empower Turning). +19: Fast Healing 3 - Regenerate 3 HP/round. +22: Supreme Positive Energy Burst: Now you only spend 1 turn attempt when you use Positive Energy Burst. + +Bonus Feats: The epic Soldier of Light gains a bonus feat every three levels after 10th. + +Soldier of Light Bonus Feats List: +Armor Skin, Devastating Critical, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Prowess, Great Smiting, Great Wisdom, Overwhelming Critical, Perfect Health, Planar Turning.</entry> + <entry id="48662" lang="en" sex="m">Positive Fortitude</entry> + <entry id="48663" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Soldier of Light level 3 +Specifics: gains +2 on all saving throws against Necromantic spells and drain effects.</entry> + <entry id="48664" lang="en" sex="m">Divine Vengeance</entry> + <entry id="48665" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Soldier of Light level 5 or Turn Undead, Extra Turning +Specifics: Use a Turn attempt to add +2d6 positive damage to his weapon against Undead (duration Cha mod).</entry> + <entry id="48666" lang="en" sex="m">Positive Energy Burst</entry> + <entry id="48667" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Soldier of Light level 8 +Specifics: Use two Turn attempt to damage all undead within 100 feet of the character, dealing 1d6 Positive damage per Light of Soldier level. Undead make a reflex Save (DC: 10+soldier level) for half damage.</entry> + <entry id="48668" lang="en" sex="m">Remove Blindness (Su)</entry> + <entry id="48669" lang="en" sex="m">Type: Class +Prerequisite: Healer level 9 +A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 9th level, a healer gains the ability to cleanse blindness once per day, as if casting a Remove Blindness/Deafness spell. +At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level.</entry> + <entry id="48670" lang="en" sex="m">Share Spells</entry> + <entry id="48671" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tamer of Beasts level 7 +Specifics: When the tamer casts a spell on himself it also affects nearest companion (max 20 feet). +Use: Automatic.</entry> + <entry id="48672" lang="en" sex="m">Epic Animal Mastery</entry> + <entry id="48673" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tamer of Beasts level 11 +Specifics: The tamer may use Animal Friendship to affect vermin. +Use: Automatic.</entry> + <entry id="48674" lang="en" sex="m">Inspire Greatness</entry> + <entry id="48675" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tamer of Beasts level 10 +Specifics: When you use this aura, your animal companions gain +2d8 Hit points, +2 to attacks and +1 to Fort save. This ability lasts 5 rounds. +Use: Selected.</entry> + <entry id="48676" lang="en" sex="m">Share Saving Throws</entry> + <entry id="48677" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tamer of Beasts level 9 +Specifics: Your animal companions may use your base save or their own (take higher). +Use: Automatic.</entry> + <entry id="48678" lang="en" sex="m">Blood Bond</entry> + <entry id="48679" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tamer of Beasts level 3 +Specifics: Animal companions gain +2 to attacks, saves. +Use: Automatic.</entry> + <entry id="48680" lang="en" sex="m">Magical Animal Mastery</entry> + <entry id="48681" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tamer of Beasts level 9 +Specifics: The tamer may use Animal Friendship to affect magical beasts. Magical beasts count as double their own Hit Dice. +Use: Automatic.</entry> + <entry id="48682" lang="en" sex="m">Vermin Mastery</entry> + <entry id="48683" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tamer of Beasts level 5 +Specifics: The tamer may use Animal Friendship to affect vermin. +Use: Automatic.</entry> + <entry id="48684" lang="en" sex="m">Animal Mastery</entry> + <entry id="48685" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tamer of Beasts level 1 +Specifics: The tamer can have companions whose Hit Dice total no more than the sum of twice his tamer level plus twice his caster level for animal friendship. No individual companions can have more Hit Dice than the tamer. +Use: Automatic.</entry> + <entry id="48686" lang="en" sex="m">Touch of Golden Ice</entry> + <entry id="48687" lang="en" sex="m">Type of Feat: Exalted. +Prerequisite: Con 13, Good Alignment*. +Specifics: Any evil being you hit (with glove or natural attack) is ravaged by Golden Ice (Poison DC 14, 2d6/1d6 Dex). You cannot wield a weapon and use this ability at the same time. +Use: Automatic. + +(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry> + <entry id="48688" lang="en" sex="m">Stigmata Con -8</entry> + <entry id="48689" lang="en" sex="m">Stigmata Con -6</entry> + <entry id="48690" lang="en" sex="m">Stigmata Con -4</entry> + <entry id="48691" lang="en" sex="m">Stigmata Con -2</entry> + <entry id="48692" lang="en" sex="m">Stigmata</entry> + <entry id="48693" lang="en" sex="m">Type of Feat: Exalted. +Prerequisite: Nimbus of Light, Good Alignment*. +Specifics: You can heal the wounds and ailments of others' using your own life energy. When you activate this ability, as a free action, you immediately take at least 2 points of temporary Constitution damage. You can take as many points of Constitution damage as you wish**, as long as you remain alive and conscious. + Once you have activated your stigmata, you can touch your allies to heal them of 1 point of constitution damage per level they possess for every 2 points of Constitution damage you take. In addition, any character you touch who is suffering from a disease is cured of it.*** + You can use this touch on one ally per point of Constitution damage you take.*** + When you use this ability, the wounds on your body bleed in proportion to the Constitution damage you take. The bleeding persists for 1 hour and the Constitution damage cannot be restored by any means until the bleeding has stopped. Once the bleeding has stopped, you can freely activate your stigmata again, whether or not you have recovered your lost constitution, as long as you have enough Constitution to use the ability and survive. +Use: Selected. + +Notes: +*: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it. +**: Limited to 2, 4, 6 and 8 points due to technical limits. +***: Due to technical limits, one cannot "hold the charge" on the stigmata. To make up for that, diseases will always be cured.</entry> + <entry id="48694" lang="en" sex="m">Holy Radiance</entry> + <entry id="48695" lang="en" sex="m">Type of Feat: Exalted. +Prerequisite: Cha 15, Nimbus of Light, Good Alignment*. +Specifics: You can increase the intensity of the light surrounding you to damage undead creatures. At will, as a free action, you can empower the radiance surrounding you into a blazing glow that sheds bright light in a 10-foot radius. Undead within 10 feet of you take 1d4 damage per round they remain within your halo. +Use: Selected. + +(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry> + <entry id="48696" lang="en" sex="m">Nimbus of Light</entry> + <entry id="48697" lang="en" sex="m">Type of Feat: Exalted. +Prerequisite: Base Attack Bonus 1, Good Alignment*. +Required For: Holy Radiance, Stigmata. +Specifics: You are cloaked in a radiant light that marks you as a servant of purest ideals. You gain a +2 bonus to persuade. Your radiance sheds light with a radius of 5 feet. +Use: Selected. + +(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry> + <entry id="48698" lang="en" sex="m">Intuitive Attack</entry> + <entry id="48699" lang="en" sex="m">Type of Feat: Exalted. +Prerequisite: Base Attack Bonus 1, Good Alignment*. +Specifics: With a simple weapon or a natural weapon, you may use your Wisdom modifier instead your Strength modifier on attack rolls. +Use: Automatic. + +(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry> + <entry id="48700" lang="en" sex="m">Hand of a Healer</entry> + <entry id="48701" lang="en" sex="m">Type of Feat: Exalted. +Prerequisite: Cha 13, Lay on Hand, Good Alignment*. +Specifics: When you determining how many hit points you can cure, treat your Charisma score as if it were 2 points higher. +Use: Automatic. + +(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry> + <entry id="48702" lang="en" sex="m">Exalted Turning</entry> + <entry id="48703" lang="en" sex="m">Type of Feat: Exalted. +Prerequisite: Turn Undead, Good or Neutral Alignment*. +Specifics: Any Undead that you turns take an extra 3d6 damage in addition to the normal turning effect. +Use: Automatic. + +(*Note: You can select this feat even when evil, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry> + <entry id="48704" lang="en" sex="m">Sanctify Martial Strike (Sickle)</entry> + <entry id="48705" lang="en" sex="m">Sanctify Martial Strike (Dwarven Waraxe)</entry> + <entry id="48706" lang="en" sex="m">Weapon of Tempus (dwarven waraxe)</entry> + <entry id="48707" lang="en" sex="m">Weapon of Tempus (sickle)</entry> + <entry id="48708" lang="en" sex="m">Snilloc's Major Missile(9)</entry> + <entry id="48709" lang="en" sex="m">Snilloc's Major Missile (20)</entry> + <entry id="48710" lang="en" sex="m">Natural Armor +2</entry> + <entry id="48711" lang="en" sex="m">Natural Armor +4</entry> + <entry id="48712" lang="en" sex="m">Natural Armor +6</entry> + <entry id="48713" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tamer of Beasts +Specifics: His companions gains +2 to its natural armor, this bonus rises to +4 at 6th level and +6 at 9th level. +Use: Automatic.</entry> + <entry id="48714" lang="en" sex="m">Companion Int 4</entry> + <entry id="48715" lang="en" sex="m">Companion Int 6</entry> + <entry id="48716" lang="en" sex="m">Companion Int 8</entry> + <entry id="48717" lang="en" sex="m">Companion Int 10</entry> + <entry id="48718" lang="en" sex="m">Companion Int 12</entry> + <entry id="48719" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tamer of Beasts +Specifics: His companions become more intelligent, the minimum score Intelligence score rises by 2 points for every two tamer levels. +Use: Automatic.</entry> + <entry id="48720" lang="en" sex="m">Tamer of Beasts</entry> + <entry id="48721" lang="en" sex="m">Tamers of Beasts</entry> + <entry id="48722" lang="en" sex="m">tamer of beasts</entry> + <entry id="48723" lang="en" sex="m">(PRESTIGE CLASS) +The Tamer of Beasts. + +- Hit Die: d8. +- Proficiencies: Gains no proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Class: Druid or Ranger. +Skills: Animal Empathy 10. +Feats: Skill Focus(Animal Empathy), Animal Companion. + +ABILITIES: + +Level +1: Animal Empathy - Tamer may have up to 5 animals. + Intelligence 4 - Intelligence of your animal companion rises by 4. +2: None +3: Blood Bond - Your animals gain +2 to attack, checks and saving throws. + Intelligence 6 + Natural Armor +2 +4: None. +5: Vermin Mastery - The tamer may use Animal Friendship to affect vermin. + Intelligence 8 +6: Natural Armor +4 + Share Saving Throws - Your animal companion may use your base save or their own (take higher). +7: Intelligence 10 + Share Spells - When the tamer casts a spell on himself it also affects nearest companion (max 20 feet). +8: None +9: Intelligence 12 + Magical Animal Mastery - The tamer may use Animal Friendship to affect magical beasts. + Natural Armor +6 +10: Inspire Greatness - Tamer may grant +2 Hit Dice, +2 Attack, +1 Fort Save to all his companions within 30 feet. use 1/day max 5 round. + +BONUS SPELLS +Each Three levels in Tamer, the character gains new spells per day as if he had also gained a level in his highest caster class </entry> + <entry id="48724" lang="en" sex="m">Perfect Shot 2</entry> + <entry id="48725" lang="en" sex="m">Type of Feat: General +Prerequisite: Base Attack Bonus 6, Point Blank Shot, Pinpoint Accuracy, Weapon Focus (ranged weapon). +Specifics: When you make a attack using pinpoint accuracy, you sacrifice your additional attacks. You deal an additional 1d6 damage per iterative attack ( ex: with 3 attacks, you deal +2d6 damage). +This feat increases the damage from Perfect Shot 1 from 1d4 to 1d6 +Use: Selected.</entry> + <entry id="48726" lang="en" sex="m">Weapon Specialization</entry> + <entry id="48727" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Archer level 8 +Specifics: You become eligible to take Bow Mastery feat. +Use: Automatic.</entry> + <entry id="48728" lang="en" sex="m">Shuriken Mastery</entry> + <entry id="48729" lang="en" sex="m">Type of Feat: General +Prerequisite: Weapon Focus (Shuriken), Weapon Specialization (Shuriken). +Specifics: You receive a +1 to attack with shuriken. +Use: Automatic.</entry> + <entry id="48730" lang="en" sex="m">Crossbow Mastery</entry> + <entry id="48731" lang="en" sex="m">Type of Feat: General +Prerequisite: Weapon Focus (any Crossbow), Weapon Specialization (any Crossbow). +Specifics: You receive a +1 to attack with all crossbows. +Use: Automatic.</entry> + <entry id="48732" lang="en" sex="m">Bow Mastery</entry> + <entry id="48733" lang="en" sex="m">Type of Feat: General +Prerequisite: Weapon Focus (any Bow), Weapon Specialization (any Bow) or Archer level 8. +Specifics: You receive a +1 to attack with all bows. +Use: Automatic.</entry> + <entry id="48734" lang="en" sex="m">Unarmed Damage Stance 5</entry> + <entry id="48735" lang="en" sex="m">60</entry> + <entry id="48736" lang="en" sex="m">58</entry> + <entry id="48737" lang="en" sex="m">56</entry> + <entry id="48738" lang="en" sex="m">54</entry> + <entry id="48739" lang="en" sex="m">52</entry> + <entry id="48740" lang="en" sex="m">50</entry> + <entry id="48741" lang="en" sex="m">48</entry> + <entry id="48742" lang="en" sex="m">46</entry> + <entry id="48743" lang="en" sex="m">44</entry> + <entry id="48744" lang="en" sex="m">42</entry> + <entry id="48745" lang="en" sex="m">40</entry> + <entry id="48746" lang="en" sex="m">38</entry> + <entry id="48747" lang="en" sex="m">36</entry> + <entry id="48748" lang="en" sex="m">34</entry> + <entry id="48749" lang="en" sex="m">Ranged Disarm</entry> + <entry id="48750" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Archer level 18 +Specifics: You can attempt to disarm an opponent. +Use: Automatic.</entry> + <entry id="48751" lang="en" sex="m">Spell Level 4</entry> + <entry id="48752" lang="en" sex="m">Type of Feat: Spell List Level 1 +Prerequisite: Soldier of Light. +Specifics: He may cast some spells. + +Bless +Range: Touch +Area of Effect / Target: Colossal +Duration: 1 Turn / Level +Save: Harmless +Spell Resistance: No +All allies within the area of effect gain a +1 bonus to attack rolls, along with a +1 on Will saves against fear. + +Cure Light Wounds +Range: Touch +Area of Effect / Target: Single +Save: Will 1/2 +Spell Resistance: Yes +The target creature is healed for 1d8 points of damage, +1 point per caster level (to a maximum of +5). Healing spells have a reverse effect on undead, harming instead of healing them. + +Magic Weapon +Range: Touch +Area of Effect / Target: Single +Duration: 1 Hour / Level +You empower the touched weapon with a +1 enhancement bonus + +Protection from Evil +Range: Touch +Area of Effect / Target: Single +Area of Effect / Target: Single +Duration: 1 Hour / Level +Target receives a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment + +Shield of Faith +Range: Touch +Area of Effect / Target: Single +Duration: 1 Turn / Level +Saving Throw: None +Target gains +2 AC bonus +1/ 6 levels (+5 max). </entry> + <entry id="48753" lang="en" sex="m">Least Legacy</entry> + <entry id="48754" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Must have completed the least legacy ritual for your Weapon of Legacy +Specifics: You can use your Weapon of Legacy's least legacy abilities (5th to 10th levels) +Use: Automatic</entry> + <entry id="48755" lang="en" sex="m">Lesser Legacy</entry> + <entry id="48756" lang="en" sex="m">Type of Feat: Legacy + Prerequisite: Least Legacy, must have completed the lesser legacy ritual for your Weapon of Legacy + Specifics: You can use your Weapon of Legacy's lesser legacy abilities (11th to 16th levels) +Use: Automatic</entry> + <entry id="48757" lang="en" sex="m">Greater Legacy</entry> + <entry id="48758" lang="en" sex="m">Type of Feat: Legacy + Prerequisite: Lesser Legacy, must have completed the greater legacy ritual for your Weapon of Legacy + Specifics: You can use your Weapon of Legacy's greater legacy abilities (17th+ levels) +Use: Automatic</entry> + <entry id="48759" lang="en" sex="m">Changestaff</entry> + <entry id="48760" lang="en" sex="m">Transmutation +Level: Druid 7 +Components: V, S +Casting Time: 1 round +Range: Short +Effect: One treant +Duration: 1 hour/level +Saving Throw: None +Spell Resistance: No + +This spell summons a treant to defend you.</entry> + <entry id="48761" lang="en" sex="m">Totem Rager</entry> + <entry id="48762" lang="en" sex="m">Totem Ragers</entry> + <entry id="48763" lang="en" sex="m">totem rager</entry> + <entry id="48764" lang="en" sex="m">(PRESTIGE CLASS) +The totem rager embodies the wrath of nature in its most bestial form. Like the barbarian, she can stir herself into a fierce rage to cleave her enemies, and like the totemist, she can shape the forces of nature into soulmelds that grant her the power of magical beasts. But only in the totem rager do these abilities feed upon each other like the beasts of the wild, growing stronger from one another's essence. She can use her rage to make her soulmelds better, and use her soulmelds to make her virtually unstoppable in combat +REQUIREMENTS: + +Base Attack Bonus: +5. +Skills: Intimidate 5 ranks. +Feat: Cobalt Rage. +Special: Ability to bind soulmelds to totem chakra, rage class feature. + + + +- Hit Die: d10. +- Proficiencies: You gain no new proficiencies with weapons, armor, or shields. +- Skill Points: 4 + Int Modifier. + +ABILITIES: + +Level + 1: Totem rage, wild empathy + 2: Extra Rage + 3: Damage Reduction 1/- + 4: Chakra Binds (crown, feet, hands) + 5: Extended Rage + 6: - + 7: Damage Reduction 2/- + 8: Extra Rage + 9: Chakra Binds (arms, brow, shoulders) +10: Totem Chakra Bind (+2 capacity) + +BONUS MELDSHAPING: + +At each totem rager level except for levels 1 and 6, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the totem rager level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. + +</entry> + <entry id="48765" lang="en" sex="m">Unarmed Damage Stance 1</entry> + <entry id="48766" lang="en" sex="m">Unarmed Damage Stance 2</entry> + <entry id="48767" lang="en" sex="m">Unarmed Damage Stance 3</entry> + <entry id="48768" lang="en" sex="m">Unarmed Damage Stance 4</entry> + <entry id="48769" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Epic Initiate of Draconic Mysteries +Specifics: The Initiate of Draconic Mysteries gains +4 bludgeon damage, and +2 to Wisdom. The effect will last for 1 + Wisdom modifier rounds. +Use: Selected.</entry> + <entry id="48770" lang="en" sex="m">Bladesinger</entry> + <entry id="48771" lang="en" sex="m">Bladesingers</entry> + <entry id="48772" lang="en" sex="m">bladesinger</entry> + <entry id="48773" lang="en" sex="m">(PRESTIGE CLASS) +Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger's lithe movements and subtle tactics are beautiful, and belying their deadly martial efficiency. + +- Hit Die: d8. +- Proficiencies: Gains Light Armor Proficiency. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Race: Elf or Half-elf. +Base Attack Bonus: +5 +Skills: Concentration 4, Tumble 2, Perform 3. +Feats: Combat Casting, Dodge, Weapon Focus (Longsword or Rapier), Still Spell. +Arcane Spellcasting : Able to cast spell level 1 + +ABILITIES: + +Level +1: Bladesong Style - gains a AC bonus equal to his class level (max bonus Int) +2: Bonus Feat - (Any Meta Magic, Improved Critical (Longsword and Rapier), Improved Disarm, Mobility, Spring Attack, Whirlwind Attack). +3: Lesser Spellsong - Concentration +5. +4: None. +5: Bonus Feat. +6: Greater Spellsong - ignores arcane spell failure when wearing a light armor. +7: None +8: Bonus Feat. +9: None +10: Song of Fury - gains a extra attack but make his attacks to -2. + +NOTE: + +If he doesn't wield a longsword or a rapier (and nothing in the off hand), he loses all benefits of any of his song abilities (Bladesong Style, Lesser Spellsong, Song of Fury), and loses all abilities if he wears medium or heavy armor. + +BONUS SPELLS + +Every other level in Bladesinger, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. + +EPIC: + +Bonus Feats: The epic Bladesinger gains a bonus feat every three levels after 10th + +Epic Bladesinger Bonus Feats List: +Armor Skin, Automatic Still Spell, Blinding Speed, Epic Spell Focus, Epic Toughness, Epic Weapon Focus (Longsword, Rapier), Improved Combat Casting, Superior Initiative.</entry> + <entry id="48774" lang="en" sex="m">Bladesong Style</entry> + <entry id="48775" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bladesinger level 1 +Specifics: When he wearing a longsword or a rapier (and nothing in the other), he gains a AC bonus equal to his class level (max bonus Int). +Use: Automatic.</entry> + <entry id="48776" lang="en" sex="m">Lesser Spellsong</entry> + <entry id="48777" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bladesinger level 2 +Specifics: When he wearing a longsword or a rapier (and nothing in the other), he gains +5 to Concentration. +Use: Automatic.</entry> + <entry id="48778" lang="en" sex="m">Greater Spellsong</entry> + <entry id="48779" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bladesinger level 6 +Specifics: When he wearing a light armor, he ignores arcane spell failure. +Use: Automatic.</entry> + <entry id="48780" lang="en" sex="m">Song of Fury</entry> + <entry id="48781" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bladesinger level 10 +Specifics: When he wearing a longsword or a rapier (and nothing in the other), he gains an extra attack. But suffers a -2 to his attacks. +Use: Automatic.</entry> + <entry id="48782" lang="en" sex="m">Perfect Shot</entry> + <entry id="48783" lang="en" sex="m">Type of Feat: General +Prerequisite: Base Attack Bonus 6, Point Blank Shot, Pinpoint Accuracy, Weapon Focus (ranged weapon). +Specifics: When you make a attack using pinpoint accuracy, you sacrifice your additional attacks. You deal an additional 1d4 damage per iterative attack ( ex: with 3 attacks, you deal +2d4 damage). +Taking this feat a second time, the damage increases to +1d6 instead of +1d4. +Use: Selected.</entry> + <entry id="48784" lang="en" sex="m">Killing Shot</entry> + <entry id="48785" lang="en" sex="m">Type of Feat: General +Prerequisite: Base Attack Bonus 19, Perfect Shot. +Specifics: When you make a attack using pinpoint accuracy, the critical range on the weapon increased by 2. +Use: Automatic. </entry> + <entry id="48786" lang="en" sex="m">Pinpoint Accuracy</entry> + <entry id="48787" lang="en" sex="m">Type of Feat: General +Prerequisite: Dex 13, Point Blank Shot. +Specifics: You may spend a round to aim a target, and receive a +2 to your attack roll the next round. You may aim for up to 3 consecutive rounds, gaining a maximum +6, but you only make a single attack. +Use: Selected.</entry> + <entry id="48788" lang="en" sex="m">Pinpoint Accuracy +2</entry> + <entry id="48789" lang="en" sex="m">Pinpoint Accuracy +4</entry> + <entry id="48790" lang="en" sex="m">Pinpoint Accuracy +6</entry> + <entry id="48791" lang="en" sex="m">Improved Many Shot</entry> + <entry id="48792" lang="en" sex="m">Type of Feat: General +Prerequisite: Dex 21, Base Attack Bonus 19, Point Blank Shot, Rapid Shot, Many Shot. +Specifics: You can fire multiple arrows simultaneously against a nearby target (30 feet). You may fire 5 arrows with a -10 penalty and 6 arrows with -12. +Use: Selected.</entry> + <entry id="48793" lang="en" sex="m">Many Shot -10</entry> + <entry id="48794" lang="en" sex="m">Many Shot -12</entry> + <entry id="48795" lang="en" sex="m">Jump</entry> + <entry id="48796" lang="en" sex="m">Ability: Strength. +Requires Training: no. +Classes: All. + +A successful check allows a character to jump over pits, vault low fences. Halfling have a +2 racial bonus. + +Synergy: If you have 5+ rank in Tumble, you get a +2 to Jump checks. If you have 5+ ranks in Jump you get +2 to Tumble checks. + +Use: Automatic.</entry> + <entry id="48797" lang="en" sex="m">Many Shot -4</entry> + <entry id="48798" lang="en" sex="m">Many Shot -6</entry> + <entry id="48799" lang="en" sex="m">Many Shot -8</entry> + <entry id="48800" lang="en" sex="m">Resistance Element 5</entry> + <entry id="48801" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 1 +Specifics: A Bonded Summoner gains 5 damage resistance in the chosen energy. +Use: Automatic.</entry> + <entry id="48802" lang="en" sex="m">Resistance Element 10</entry> + <entry id="48803" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 3 +Specifics: A Bonded Summoner gains 10 damage resistance in the chosen energy. +Use: Automatic.</entry> + <entry id="48804" lang="en" sex="m">Resistance Element 15</entry> + <entry id="48805" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 5 +Specifics: A Bonded Summoner gains 15 damage resistance in the chosen energy. +Use: Automatic.</entry> + <entry id="48806" lang="en" sex="m">Resistance Element 20</entry> + <entry id="48807" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 7 +Specifics: A Bonded Summoner gains 20 damage resistance in the chosen energy. +Use: Automatic.</entry> + <entry id="48808" lang="en" sex="m">Immunity Sneak Attack</entry> + <entry id="48809" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 9 +Specifics: A Bonded Summoner gains immunity to sneak attacks. +Use: Automatic.</entry> + <entry id="48810" lang="en" sex="m">Immunity Element</entry> + <entry id="48811" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 9 +Specifics: A Bonded Summoner gains immunity in the chosen energy. +Use: Automatic.</entry> + <entry id="48812" lang="en" sex="m">Immunity Critical Hit</entry> + <entry id="48813" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 9 +Specifics: A Bonded Summoner gains immunity to critical hits. +Use: Automatic.</entry> + <entry id="48814" lang="en" sex="m">Summoner Bonded Air</entry> + <entry id="48815" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 1 +Specifics: A Summoner is bonded with an Air Elemental. +Use: Automatic.</entry> + <entry id="48816" lang="en" sex="m">Summoner Bonded Earth</entry> + <entry id="48817" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 1 +Specifics: A Summoner is bonded with an Earth Elemental. +Use: Automatic.</entry> + <entry id="48818" lang="en" sex="m">Summoner Bonded Fire</entry> + <entry id="48819" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 1 +Specifics: A Summoner is bonded with a Fire Elemental. +Use: Automatic.</entry> + <entry id="48820" lang="en" sex="m">Summoner Bonded Water</entry> + <entry id="48821" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 1 +Specifics: A Summoner is bonded with a Water Elemental. +Use: Automatic.</entry> + <entry id="48822" lang="en" sex="m">Summoner Bonded</entry> + <entry id="48823" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: Bonded Summoner Level 1 +Specifics: The Summoner is bonded with chosen element. +Use: Automatic.</entry> + <entry id="48824" lang="en" sex="m">Elemental Companion (Medium)</entry> + <entry id="48825" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 1. +Specifics: A character with this feat may summon a familiar once per day. +Use: Selected.</entry> + <entry id="48826" lang="en" sex="m">Elemental Companion (Large)</entry> + <entry id="48827" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 3. +Specifics: A character with this feat may summon a familiar once per day. +Use: Selected.</entry> + <entry id="48828" lang="en" sex="m">Elemental Companion (Huge)</entry> + <entry id="48829" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 5. +Specifics: A character with this feat may summon a familiar once per day. +Use: Selected.</entry> + <entry id="48830" lang="en" sex="m">Elemental Companion (Greater)</entry> + <entry id="48831" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 7. +Specifics: A character with this feat may summon a familiar once per day. +Use: Selected.</entry> + <entry id="48832" lang="en" sex="m">Elemental Companion (Elder)</entry> + <entry id="48833" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 9. +Specifics: A character with this feat may summon a familiar once per day. +Use: Selected.</entry> + <entry id="48834" lang="en" sex="m">Elemental Form</entry> + <entry id="48835" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 10. +Specifics: A Bonded Summoner can take the shape of an elemental once per day (max 10 hours). +Use: Selected.</entry> + <entry id="48836" lang="en" sex="m">Shadowlord Power</entry> + <entry id="48837" lang="en" sex="m">Type of Feat: Class Specific +Specifics: The character may access the Shadowlord class.</entry> + <entry id="48838" lang="en" sex="m">Elemental Type</entry> + <entry id="48839" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Bonded Summoner Level 10 +Specifics: Your type changes to Elemental and your subrace changes to your Element. +Use: Automatic.</entry> + <entry id="48840" lang="en" sex="m">Initiate of Draconic Mysteries</entry> + <entry id="48841" lang="en" sex="m">Initiates of Draconic Mysteries</entry> + <entry id="48842" lang="en" sex="m">initiate of draconic mysteries</entry> + <entry id="48843" lang="en" sex="m">(PRESTIGE CLASS) +Not all who explore the mysterious powers of dragons do so out of heritage or religious faith. Some become Initiates of Draconic Mysteries; students of a knowledge that leads to greater power. + +- Hit Die: d8. +- Proficiencies: None. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Skills: Concentration 6, Lore 6, Tumble 4, Jump 8. +Feats: Alertness, Improved Unarmed Strike, Power Attack. + +ABILITIES: + +Level +1: Evasion - Upon successful Reflex saving throws, the character takes no damage. +2: Claw of the Dragon +1 - Unarmed strike gains a + 1 enhancement and adds slashing damage. +3: Keen Sense - Gain Low-Light Vision and Darkvision. +4: Increased Unarmed Damage - Unarmed strike increased by a die (d3 to d4 or d8 to d10). + Polymorphed - Increase the creature damage (wildshape, shapechange, etc) +5: Frightful Presence - You have a Fear Aura (Dragons are immune). + Claw of the Dragon +2. +6: Improved Evasion - Upon failed Reflex saving throws, character receives only half damage. +7: Spell Resistance - 15 + class level. +8: Increased Unarmed Damage. + Claw of the Dragon +3. +9: Stunning Strike - Unarmed strike may stun for 1 round, five percent change of striking. +10: Dragon Shape - Gains the ability to turn into Huge Dragon (once per day, max 1 hour). </entry> + <entry id="48844" lang="en" sex="m">Claw of the Dragon +1</entry> + <entry id="48845" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Initiate of Draconic Mysteries Level 2 +Specifics: The Initiate of Draconic Mysteries unarmed attack counts as a magic weapon +1 against creatures with damage reduction and adds slashing damage. +Use: Automatic.</entry> + <entry id="48846" lang="en" sex="m">Increased Unarmed Damage 1</entry> + <entry id="48847" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Initiate of Draconic Mysteries Level 4 +Specifics: The Initiate of Draconic Mysteries unarmed strike increased by a die (d3 to d4 or d8 to d10). +Use: Automatic.</entry> + <entry id="48848" lang="en" sex="m">Increased Unarmed Damage 2</entry> + <entry id="48849" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Initiate of Draconic Mysteries Level 8 +Specifics: The Initiate of Draconic Mysteries unarmed strike increased by a die (d3 to d4 or d8 to d10). +Use: Automatic.</entry> + <entry id="48850" lang="en" sex="m">Claw of the Dragon +2</entry> + <entry id="48851" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Initiate of Draconic Mysteries Level 5 +Specifics: The Initiate of Draconic Mysteries unarmed attack counts as a magic weapon +2 against creatures with damage reduction. +Use: Automatic.</entry> + <entry id="48852" lang="en" sex="m">Claw of the Dragon +3</entry> + <entry id="48853" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Initiate of Draconic Mysteries Level 8 +Specifics: The Initiate of Draconic Mysteries unarmed attack counts as a magic weapon +3 against creatures with damage reduction. +Use: Automatic.</entry> + <entry id="48854" lang="en" sex="m">Snilloc's Major Missile</entry> + <entry id="48855" lang="en" sex="m">School: Evocation +Descriptor(s): Force +Component(s): Verbal, Somatic +Range: Long +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile every two caster levels, to a maximum of 15 missiles at level 29. Magic missiles do 1D4+1 points of damage each. +</entry> + <entry id="48856" lang="en" sex="m">Spell Resistance</entry> + <entry id="48857" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Initiate of Draconic Mysteries Level 7 +Specifics: The Initiate of Draconic Mysteries gains a spell resistance equal to 15 + her class level. +Use: Automatic.</entry> + <entry id="48858" lang="en" sex="m">Frightful Presence</entry> + <entry id="48859" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Initiate of Draconic Mysteries Level 5 +Specifics: The Initiate of Draconic Mysteries can activate an aura of fear (dragons are immune). +Use: Activated/Automatic.</entry> + <entry id="48860" lang="en" sex="m">Dragon Shape</entry> + <entry id="48861" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Initiate of Draconic Mysteries Level 10 +Specifics: The Initiate of Draconic Mysteries can take the shape of an Huge Dragon once per day (max 1 hour). +Use: Selected.</entry> + <entry id="48862" lang="en" sex="m">Huge Gold Dragon</entry> + <entry id="48863" lang="en" sex="m">Huge Red Dragon</entry> + <entry id="48864" lang="en" sex="m">Huge Prismatic Dragon</entry> + <entry id="48865" lang="en" sex="m">Stunning Strike</entry> + <entry id="48866" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Initiate of Draconic Mysteries Level 8 +Specifics: The Initiate of Draconic Mysteries unarmed strike may stun an opponent for 1 rounds, five percent chance. +Use: Automatic.</entry> + <entry id="48867" lang="en" sex="m">5% / 1 Round</entry> + <entry id="48868" lang="en" sex="m">Many Shot</entry> + <entry id="48869" lang="en" sex="m">Type of Feat: General +Prerequisite: Dex 17, Base Attack Bonus 6, Point Blank Shot, Rapid Shot +Specifics: You can fire multiple arrows simultaneously against a nearby target (30 feet). You may fire 2 arrows with a-4 penalty. For every 5 pts BAB you have above +6, you may add an arrow with a cumulative -2 (max 4 arrows).</entry> + <entry id="48870" lang="en" sex="m">Legendary Dreadnought</entry> + <entry id="48871" lang="en" sex="m">Legendary Dreadnoughts</entry> + <entry id="48872" lang="en" sex="m">legendary dreadnought</entry> + <entry id="48873" lang="en" sex="m">(PRESTIGE CLASS) +The Legendary Dreadnought is the ultimate foot soldier, an absolute force of destruction, a total warrior who excels at sheer combat prowess. While some rely of cunning and reflexes in a fight, and others uphold a code of honor or engage in combat from horseback, the Legendary Dreadnought simply wades into battle, completely bent on relentless, steady destruction. When the tide of combat flows against him, he stands like a rock. It is the Legendary Dreadnought who has the might to breach the seemingly unbreachable gates. + +- Hit Die: d12. +- Proficiencies: All simple and martial weapons, all armor and shields. +- Skill Points at Each Level: 2+ Int Modifier. + +REQUIREMENTS + +Base Attack Bonus: +23 +Skills: Intimidate 15 ranks. +Feats: Lightning Reflexes, Great Cleave, Improved Bullrush, Improved Critical. + +ABILITIES: + +Level +1: Unstoppable - Once per day, gains a 20+ bonus to attack rolls for 1 round. +2: Unmovable - Once per day, gains a 20+ bonus to Discipline checks, and is immobile. +3: Epic Toughness.* - Character gains 20 HP. +4: Epic Damage Reduction.* - Dreadnought gains 3/- damage reduction. +5: Bonus Feat. +6: Unstoppable - Twice per day. +7: Unmovable - Twice per day. +8: Epic Fortitude. +9: Epic Damage Reduction.* - Dreadnought gains 6/- damage reduction. +10: Bonus Feat. +11: Unstoppable - Three times per day. +12: Unmovable - Three times per day. +13: Epic Toughness.* - Character gains an additional 20 HP. +14: Epic Damage Reduction.* - Dreadnought gains 9/- damage reduction. +15: Bonus Feat. + +*Bioware has made it impossible to add permanent HP by custom methods. Therefore, at 3rd level the Character will gain Epic Toughness 1, at 8th, Epic Fortitude, and at 13 Epic Toughness 2. This will grant a total of 40hp while in PnP the total gained HP would equal 36. Additionally to get the Damage Reduction to stack with current damage reduction used by the Barbarian and Dwarven Defender Classes the class gains Epic Damage Reduction, plan your character builds appropriately.</entry> + <entry id="48874" lang="en" sex="m">Unstoppable</entry> + <entry id="48875" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Legendary Dreadnought Level 1 +Specifics: Once per day, gains a 20+ bonus to attack for 1 round. Extra uses every 5 levels. +Use: Selected.</entry> + <entry id="48876" lang="en" sex="m">Unmovable</entry> + <entry id="48877" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Legendary Dreadnought Level 2 +Specifics: Once per day, gains a 20+ bonus to Discipline checks, but with greatly reduced mobility. Extra uses every 5 levels. +Use: Selected.</entry> + <entry id="48878" lang="en" sex="m">Disciple of Baalzebul</entry> + <entry id="48879" lang="en" sex="m">Disciples of Baalzebul</entry> + <entry id="48880" lang="en" sex="m">disciple of Baalzebul</entry> + <entry id="48881" lang="en" sex="m">(PRESTIGE CLASS) +The Disciple of Baalzebul, is a liar, a cheat, and a thief. She is more likely to kill a paladin while he sleeps than face him in direct combat. She uses deceit and trickery to get what she wants, betraying even her family and closest friends to achiever her goals. Her abilities make her an astute prevaricator and a sneaky backstabber, but she can wield her lords powerful influence with everything from devils to flies if she needs to. + +- Hit Die: d6. +- Proficiencies: All simple and martial weapons, and light armor. +- Skill Points at Each Level: 6+ Int Modifier. + +REQUIREMENTS + +Alignment: Any evil. +Skills: Bluff 10 ranks, Diplomacy, Persuade 8 ranks. +Feats: Disciple of Darkness. + +ABILITIES: + +Level +1: Tongue of the Devil - Add Intelligence modifier as well as Charisma to Bluff checks. +2: Sneak Attack 1d6* +3: Suggestion - Once per day, cast a version of Charm with a DC of 10 + Disciple Class Level + Charisma modifier. +4: Baalzebul Summon 1 - Summon a devil once per day. +6: Insect Plague - Once per day summon biting flies to interrupt the concentration of your enemies. +7: Beguiling Nature - Every other day produce an effect identical to mass charm with a Will save DC of 10 + Disciple Level + Charisma modifier. +9: Baalzebul Summon 2 - Summon a greater devil once per day. +10: King of Lies - Gain a permanent +4 bonus to Charisma.</entry> + <entry id="48882" lang="en" sex="m">Tongue of the Devil</entry> + <entry id="48883" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Baalzebul Level 1 +Specifics: Add Intelligence modifier as well as Charisma to Bluff checks. +Use: Automatic. +</entry> + <entry id="48884" lang="en" sex="m">Suggestion</entry> + <entry id="48885" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Baalzebul Level 3 +Specifics: Once per day, cast a version of Charm with a DC of 10 + Disciple Class Level + Charisma modifier. +Use: Selected.</entry> + <entry id="48886" lang="en" sex="m">Baalzebul Summon 1</entry> + <entry id="48887" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Baalzebul Level 4 +Specifics: Summon a devil once per day. +Use: Selected.</entry> + <entry id="48888" lang="en" sex="m">Insect Plague</entry> + <entry id="48889" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Baalzebul Level 6 +Specifics: The Disciple of Baalzebul calls forth biting flies to assail its foes. Once per day, cast a spell causing 1d3 damage and a -10 modifier on all skills. +Use: Cast.</entry> + <entry id="48890" lang="en" sex="m">Beguiling Nature</entry> + <entry id="48891" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Baalzebul Level 7 +Specifics: Every other day produce an effect identical to mass charm with a Will save DC of 10 + Disciple Level + Charisma modifier. +Use: Selected.</entry> + <entry id="48892" lang="en" sex="m">Baalzebul Summon 2</entry> + <entry id="48893" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Baalzebul Level 9 +Specifics: Once per day summon a greater devil. +Use: Selected.</entry> + <entry id="48894" lang="en" sex="m">King of Lies</entry> + <entry id="48895" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Disciple of Baalzebul Level 10 +Specifics: Gain a permanent +4 bonus to Charisma. +Use: Automatic.</entry> + <entry id="48896" lang="en" sex="m">Iaijutsu Focus</entry> + <entry id="48897" lang="en" sex="m">Use this skill to gather your personal energy in an iaijutsu duel. + +Ability: Charisma +Classes: All +Untrained: No + +Check: If you attack an opponent using the Iaijutsu Attack, you can deal extra damage, based on the result of an Iaijutsu Focus Check. </entry> + <entry id="48898" lang="en" sex="m">Iaijutsu Master</entry> + <entry id="48899" lang="en" sex="m">Iaijutsu Masters</entry> + <entry id="48900" lang="en" sex="m">iaijutsu master</entry> + <entry id="48901" lang="en" sex="m">(PRESTIGE CLASS) +Iaijutsu is the martial art of drawing a weapon, almost always a katana and attacking with it in the same fluid motion. It is the foundation of some forms of dueling, and its masters are feared and respected throughout the world. + +- Hit Die: d10 +- Proficiencies: Iaijutsu Masters are proficient in all simple and martial weapons, gain no proficiencies in armor or shields. +- Skill Points at Each Level: 4+ Int Modifier. + +REQUIREMENTS: + +Alignment: Any Lawful +Base Attack Bonus: +6 +Skills: Iaijutsu Focus 9 Ranks +Feats: Improved Initiative, Weapon Focus: Katana + +ABILITIES: + +Level +1: Katana Finesse - Character can use their Dexterity modifier instead of Strength for attack bonuses while using a katana. + Canny Defense - While wearing no armor, the Iaijutsu Master can add their Intelligence modifier to their AC while using a katana. +4: Bonus Feat. +5: Iaijutsu Attack - If an Iaijutsu Master begins combat within melee range of an opponent, they can make an attack drawing the weapon at the same time as striking which grants bonus damage depending upon an Iaijutsu Focus Check. +8: One Strike, Two Cuts - An Iaijutsu Master can make two attacks with a katana as a standard action. +9: Bonus Feat. +10: Strike from the Void - Character adds her Charisma modifier to each extra damage die gained from using the Iaijutsu Attack. + +*Note, since there is no way to properly implement Iaijutsu Duels, to make the class more inline with the NWN game engine the Strike with No Thought feat is replaced with the Iaijutsu Attack at level 5, and Strike from the Void is moved to 10th level. Damage granted from the Iaijutsu Focus is inline with those given in the source book from which the class came.</entry> + <entry id="48902" lang="en" sex="m">Weapon Finesse (Katana)</entry> + <entry id="48903" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Iaijutsu Master Level 1 +Specifics: An Iaijutsu Master may use their Dexterity modifier instead of their Strength modifier on attack rolls with their katana.</entry> + <entry id="48904" lang="en" sex="m">Canny Defense</entry> + <entry id="48905" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Iaijutsu Master Level 2 +Specifics: When not wearing armor, Iaijutsu Masters add their Intelligence bonus to modify their AC. +Use: Automatic.</entry> + <entry id="48906" lang="en" sex="m">One Strike, Two Cuts</entry> + <entry id="48907" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Iaijutsu Master Level 8 +Specifics: An Iaijutsu Master can make two attacks with a katana as a standard action. +Use: Selected.</entry> + <entry id="48908" lang="en" sex="m">Strike from the Void</entry> + <entry id="48909" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Iaijutsu Master Level 10 +Specifics: An Iaijutsu Master adds her Charisma modifier to each extra damage die gained from using the Iaijutsu Attack. +Use: Selected.</entry> + <entry id="48910" lang="en" sex="m">Iaijutsu Attack</entry> + <entry id="48911" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Iaijutsu Master Level 5 +Specifics: Iaijutsu, the art of drawing the weapon, and attacking in one smooth motion. This attack deals damage equal to a normal attack with bonus damage dependent upon a skill check of the Iaijutsu Focus skill. +Use: When Unarmed, activate the skill, target an enemy within melee range and you will draw your blade and attack in one action.</entry> + <entry id="48912" lang="en" sex="m">Epic Iaijutsu Master</entry> + <entry id="48913" lang="en" sex="m">Among the Iaijutsu Masters are told stories of warriors who have transcended this ancient art. These are the epic masters of Iaijutsu -- swordfighters of incomparable skill. Some can strike numerous times with a single cut, others can use their swords to perform blinding works of precision cutting, and some even strike so fast that they do not seem to draw their blade at all. + +Gains Echoes of the Edge at 11th level and every 3rd after. +Gains Spirit Strike at 12th level and every 3rd after. +Gains an Epic Bonus Feat at 13th level and every 3rd after.</entry> + <entry id="48914" lang="en" sex="m">Echoes of the Edge</entry> + <entry id="48915" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Iaijutsu Master Level 11 +Specifics: The epic Iaijutsu master gains the ability to strike at a creature an additional time as a free action, as long as they successfully damage the target on the first strike. This attack is resolved at the highest base attack bonus and deals an amount of damage equal to the previous attack. +Use: Selected. +</entry> + <entry id="48916" lang="en" sex="m">Spirit Strike</entry> + <entry id="48917" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Iaijutsu Master Level 12 +Specifics: The epic Iaijutsu Master can draw their sword, strike with it, and return it to its sheath so quickly that they don't even seem to move. The strike is so fast, no blood stains the blade, and the victim may not initially realize they have been cut. +Use: Selected.I</entry> + <entry id="48918" lang="en" sex="m">Improved Iaijutsu Focus (Epic)</entry> + <entry id="48919" lang="en" sex="m">Type of Feat: General +Prerequisite: Iaijutsu Focus 27 ranks. +Specifics: The extra damage you inflict when you make an Iaijutsu Focus check no longer has a maximum die cap. The progression of extra damage continues indefinitely, increasing by +1d6 for every 5 points over a result of 10 you receive on the check. For example, an Iaijutsu Focus check of 76 would inflict +14d6 points of damage. +Use: Automatic.</entry> + <entry id="48920" lang="en" sex="m">Disciple of Dispater</entry> + <entry id="48921" lang="en" sex="m">Disciples of Dispater</entry> + <entry id="48922" lang="en" sex="m">disciple of Dispater</entry> + <entry id="48923" lang="en" sex="m">(PRESTIGE CLASS) +The Disciple of Dispater is a war-like general of evil. He is defensively minded and eager to have others fight for him. When he must fight, he does so on his terms and on his chosen battleground. Disciples of Dispater verge on paranoia and are thus distrustful of everyone. They have mystical power over iron that allows them to grant themselves even greater abilities in battle. + +- Hit Die: d10 +- Proficiencies: Disciple of Dispater is proficient in all simple and martial weapons, all armor and shields. +- Skill Points at Each Level: 4 + Int Mod. + +REQUIREMENTS: + +Alignment: Any Evil +Base Attack Bonus: +6 +Feats: Disciple of Darkness, Expertise, Power Attack. + +ABILITIES: + +Level +1: Device Lore - A +2 Bonus to Disable Device checks. +2: Iron Hews - Once per day the Disciple of Dispater may add a +3 divine bonus on damage from attacks for 1 round per Constitution modifier. +3: Rusting Grasp - Once per day, Disciple can attempt to grab an opponents weapon and if it is mostly metal destroy it. +4: Iron Power - When using an iron or steel weapon, gain +1 bonus to attack and damage rolls. Furthermore his threat range is doubled as if the weapon were keen. At 8th level the bonus improves to +2. This does not stack with Keen Weapons but does with the Improved Critical feat. +5: Summon Erinyes - Disciple can summon 1 erinyes once per day. +6: Greater Iron Hews - Once per day per point of Constitution bonus a Disciple of Dispater may add a +6 divine bonus on damage from attacks made that round. +7: Iron Skin: Once per day a Disciple of Dispater can produce an effect identical to the stone skin spell. +10: Iron Body - Once per day a disciple can produce an effect identical to that on an Iron Body spell.</entry> + <entry id="48924" lang="en" sex="m">Device Lore</entry> + <entry id="48925" lang="en" sex="m">Type of Feat: General +Prerequisite: Disciple of Dispater Level 1 +Specifics: A +2 Bonus to Disable Device checks is gained by the disciple. +Use: Automatic.</entry> + <entry id="48926" lang="en" sex="m">Iron Hews</entry> + <entry id="48927" lang="en" sex="m">Type of Feat: General +Prerequisite: Disciple of Dispater Level 2 +Specifics: Once per day add a +3 divine bonus on damage from attacks for 1 round per Con Modifier. +Use: Selected.</entry> + <entry id="48928" lang="en" sex="m">Rusting Grasp</entry> + <entry id="48929" lang="en" sex="m">Type of Feat: General +Prerequisite: Disciple of Dispater Level 3 +Specifics: Once per day, can attempt to grab an opponents weapon and if it is mostly metal destroy it. +Use: Selected.</entry> + <entry id="48930" lang="en" sex="m">Iron Power</entry> + <entry id="48931" lang="en" sex="m">Type of Feat: General +Prerequisite: Disciple of Dispater Level 4 +Specifics: When using an iron or steel weapon, gain a +1 bonus to attack and damage rolls. Furthermore his threat range is doubled as if the weapon were keen. At 8th level the bonus improves to +2. This does not stack with Keen Weapons but does with the Improved Critical feat. +Use: Automatic.</entry> + <entry id="48932" lang="en" sex="m">Summon Erinyes</entry> + <entry id="48933" lang="en" sex="m">Type of Feat: General +Prerequisite: Disciple of Dispater Level 5 +Specifics: Summons one Erinyes once per day. At level nine, summons 1d4 Erinyes. +Use: Selected.</entry> + <entry id="48934" lang="en" sex="m">Greater Iron Hews</entry> + <entry id="48935" lang="en" sex="m">Type of Feat: General +Prerequisite: Disciple of Dispater Level 6 +Specifics: Once per day the Disciple of Dispater may add a +6 divine bonus on damage from attacks made for round per Constitution Modifier. +Use: Selected.</entry> + <entry id="48936" lang="en" sex="m">Iron Skin</entry> + <entry id="48937" lang="en" sex="m">Type of Feat: General +Prerequisite: Disciple of Dispater Level 7 +Specifics: Once per day a Disciple of Dispater can produce an effect identical to the stone skin spell. +Use: Selected.</entry> + <entry id="48938" lang="en" sex="m">Iron Body</entry> + <entry id="48939" lang="en" sex="m">Type of Feat: General +Prerequisite: Disciple of Dispater Level 10 +Specifics: Once per day, character can produce an effect identical to that of an Iron Body spell. +Use: Selected.</entry> + <entry id="48940" lang="en" sex="m">Ravager</entry> + <entry id="48941" lang="en" sex="m">Ravagers</entry> + <entry id="48942" lang="en" sex="m">ravager</entry> + <entry id="48943" lang="en" sex="m">(PRESTIGE CLASS) +Feared by many, understood by few, the infamous Ravager is an individual who has dedicated himself to the service of Erythnul, Deity of Slaughter. Living a life of violence and savagery the Ravager seeks to spread this deities malignant influence wherever he goes, never resting long in one place lest the forces of good and law pursue him. + +- Hit Die: d10 +- Proficiencies: The ravager is proficient in all simple and martial weapons, all armor and shields. +- Skill Points at Each Level: 2 + Int Mod. + +REQUIREMENTS + +Alignment: CE, CN, NE +BAB: +5 +Feats: Dirty Fighting, Power Attack, Cleave. +Intimidate: 3 Ranks. +Lore: 7 Ranks. + +CLASS SKILLS: Intimidate, Lore, Move Silently + +CLASS FEATURES: + +Pain Touch: A Ravager can make an unarmed touch attack that causes 1d8 hit points of damage, plus one point per Ravager level. Weapons can also transmit this damage at 1d4 + 1 point per class level. + +Aura of Fear: Enemies near the Ravager suffer a -2 penalty to all saving throws for 3 rounds + 1 extra round for every Ravager level. + +Cruelest Cut: On a successful attack you deal 1d4 points of temporary constitution damage to your target in addition to the normal damage of the attack. + +Visage of Terror: Once per day on a successful touch attack you can trigger a spell like ability similar to the spell phantasmal killer with a DC equal to 14 + Ravager levels. + +1: Pain Touch 1 +2: Aura of Fear 1 +3: Cruelest Cut 1 +4: Pain Touch 2 +5: Aura of Fear 2 +6: Cruelest Cut 2 +7: Pain Touch 3 +8: Aura of Fear 3 +9: Cruelest Cut 3 +10: Visage of Terror</entry> + <entry id="48944" lang="en" sex="m">Pain Touch</entry> + <entry id="48945" lang="en" sex="m">A Ravager can make an unarmed touch +attack that causes 1d8 hit points of damage, plus one point per Ravager level. Weapons can also transmit this damage at 1d4 + 1 point per class +level.</entry> + <entry id="48946" lang="en" sex="m">Aura of Fear</entry> + <entry id="48947" lang="en" sex="m">Enemies near the Ravager suffer a -2 +penalty to all saving throws for 3 rounds + 1 extra round for every Ravager level.</entry> + <entry id="48948" lang="en" sex="m">Cruelest Cut</entry> + <entry id="48949" lang="en" sex="m">On a successful attack you deal 1d4 points of temporary constitution damage to your target in addition to the normal damage of the attack.</entry> + <entry id="48950" lang="en" sex="m">Visage of Terror</entry> + <entry id="48951" lang="en" sex="m">Once per day on a successful touch attack you can trigger a spell like ability +similar to the spell phantasmal killer with a DC equal to 14 + Ravager levels.</entry> + <entry id="48952" lang="en" sex="m">Samurai CW</entry> + <entry id="48953" lang="en" sex="m">Samurai</entry> + <entry id="48954" lang="en" sex="m">samurai</entry> + <entry id="48955" lang="en" sex="m">(BASE CLASS) +Known for their matchless bravery and strict code of honor, the samurai were the noble soldiers of feudal Japan. The reputation of samurai for being tenacious in combat often precedes them in battle, and their mere presence is often enough to make dishonorable enemies slink away in the darkness. + +- Alignment: Any Lawful. +- Hit Die: d10 +- Proficiencies: All simple and martial weapons, with medium and light armor. +- Skill Points at Each Level: 2 + Int Mod. + +CLASS SKILLS: Concentration, Craft, Persuade, Intimidate, Lore + +CLASS FEATURES: + +Level 1: Daisho Proficiency +Level 2: Two-Weapon Fighting +Level 3: Kiai Smite 1/Day +Level 4: -- +Level 5: -- +Level 6: Staredown +Level 7: Kiai Smite 2/Day +Level 8: Improved Initiative +Level 9: -- +Level 10: Mass Staredown +Level 11: Improved Two-Weapon Fighting +Level 12: Kiai Smite 3/Day +Level 13: -- +Level 14: Improved Staredown +Level 15: -- +Level 16: Greater Two-Weapon Fighting +Level 17: Kiai Smite 4/Day +Level 18: -- +Level 19: -- +Level 20: Frightful Presence + +Daisho Proficiency (Ex): In melee combat, a samurai favors the katana and the wakizashi (a short sword). Many samurai receive an heirloom set of these two blades, known as the daisho. Because a samurai is trained in their use, he gains Katana Weapon Proficiency as a bonus feat. + +Kiai Smite (Ex): Once per day, a samurai of 3rd level or higher can give a great cry during combat that invigorates him. When a samurai shouts, his next attack gains a bonus on the attack roll and damage roll equal to his Charisma bonus(minimum +1). As a samurai gains levels, he can make a kiai smite more often. + +Staredown (Ex): At 6th level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent. + +Mass Staredown (Ex): At 10th level, a samurai has sufficient presence that he can cow multiple foes. Using a Intimidate check, the samurai can demoralize all opponents within 30 feet with a single action. + +Improved Staredown (Ex): At 14th level, even a glance from the hard eyes of a samurai is enough to give his foes a pause. The effects of Staredown and Mass Staredown now last 5 rounds instead of the standard 2. + +Frightful Presence (Ex): A 20th-level Samurais bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a Will save(DC 20 + Cha Modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have more than 4 Hit Dice, but fewer than the Samurai). Creatures with more Hit Dice then the Samurai are not affected. Any foe that successfully resists the effect cannot be affected again by the same samurai's frightful presence for 24 hours.</entry> + <entry id="48956" lang="en" sex="m">Kiai Smite</entry> + <entry id="48957" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: CW Samurai Level 3 +Specifics: Once per day, a samurai of 3rd level or higher can give a great cry during combat that invigorates him. When a samurai shouts, his next attack gains a bonus on the attack roll and damage roll equal to his Charisma bonus(minimum +1). As a samurai gains levels, he can make a kiai smite more often.</entry> + <entry id="48958" lang="en" sex="m">Staredown</entry> + <entry id="48959" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: CW Samurai Level 6 +Specifics: At 6th level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent. + +Demoralize Opponent: You can use Intimidate to weaken an opponent's resolve in combat. To do so, make an Intimidate check opposed by the target's modified level check (1d20 + hit dice + wisdom bonus, if any). If you win, the target becomes shaken for 1 round. A shaken character takes a -2 penalty on attack rolls, ability checks and saving throws.</entry> + <entry id="48960" lang="en" sex="m">Mass Staredown</entry> + <entry id="48961" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: CW Samurai Level 10 +Specifics: At 10th level, a samurai has sufficient presence that he can cow multiple foes. Using a Intimidate check, the samurai can demoralize all opponents within 30 feet with a single action.</entry> + <entry id="48962" lang="en" sex="m">Improved Staredown</entry> + <entry id="48963" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: CW Samurai Level 14 +Specifics: At 14th level, even a glance from the hard eyes of a samurai is enough to give his foes a pause. The effects of Staredown and Mass Staredown now last 5 rounds instead of the standard 2.</entry> + <entry id="48964" lang="en" sex="m">Frightful Presence</entry> + <entry id="48965" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: CW Samurai Level 20 +Specifics: A 20th-level Samurais bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a Will save(DC 20 + Cha Modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have more than 4 Hit Dice, but fewer than the Samurai). Creatures with more Hit Dice then the Samurai are not affected. Any foe that successfully resists the effect cannot be affected again by the same samurai's frightful presence for 24 hours. + +Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack. + +Shaken: A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.</entry> + <entry id="48966" lang="en" sex="m">Shadow Walker Rites</entry> + <entry id="48967" lang="en" sex="m">Making Contact with the Shadow Lords, you sacrifice 10000 gold for the honor of being able to take the Shadowlord Prestige Class.</entry> + <entry id="48968" lang="en" sex="m">Soak 1 Damage</entry> + <entry id="48969" lang="en" sex="m">Soak 2 Damage</entry> + <entry id="48970" lang="en" sex="m">Soak 3 Damage</entry> + <entry id="48971" lang="en" sex="m">Runescarred Berserker</entry> + <entry id="48972" lang="en" sex="m">Runescarred Berserkers</entry> + <entry id="48973" lang="en" sex="m">runescarred berserker</entry> + <entry id="48974" lang="en" sex="m">(PRESTIGE CLASS) +Deadly barbarians who bear magical runes carved into their flesh, Runescarred Berserkers are among the most feared of Rashemen's defenders. They are loyal body guards to the hathrans of the land and stand ready to unleash a storm of martial fury at a single word from any Witch. + +- Hit Die: d10 +- Proficiencies: No weapon or armor proficiencies gained. +- Skill Points at Each Level: 4 + Int Modifier + +REQUIREMENTS: +Base Attack Bonus: +7 +Skills: Craft Weapon 5 ranks, Intimidate 5 ranks, Sense Motive 2 ranks. +Feats: Iron Will +Special: Must have one Rashemi Berserker Lodge feat (Ettercap, Great Stag, Ice Troll, Owlbear, Snow Tiger, or Wolf Berserker) + +CLASS SKILLS: +Climb, Craft, Discipline, Intimidate, Jump, Listen, Ride, Sense Motive + +CLASS FEATURES: +1: Scribe Runescar +2: Runescarred Rage +3: Ritual Scarring 1 +4: Spawn of the Frost, Damage Reduction 1/- +5: Runescarred Rage +6: Ritual Scarring 2 +7: Damage Reduction 2/- +8: Greater Rage +9: Runescarred Rage, Ritual Scarring +3 +10: Damage Reduction 3/- + +A Wisdom Score of 10 + the Spell Level is needed to Scribe a Rune Scar. +A Runescar costs 5 x spell level x caster level in Gold and 1/25th of that in XP to scribe. +Scribing a runescar is painful, and deals the Runescarred 1d6 points of damage per spell level. +You can choose to scribe at less than your caster level if desired. +Runescars can only affect the Runescarred Berserker when activated +A Runescarred Berserker can only have 7 scars scribed at a time. + +Spells Known + +1: 1 x Level 1 +2: 2 x Level 1 +3: 2 x Level 1, 1 x Level 2 +4: 3 x Level 1, 2 x Level 2 +5: 3 x Level 1, 2 x Level 2, 1 x Level 3 +6: 3 x Level 1, 3 x Level 2, 2 x Level 3 +7: 4 x Level 1, 3 x Level 2, 2 x Level 3, 1 x Level 4 +8: 4 x Level 1, 3 x Level 2, 2 x Level 3, 2 x Level 4 +9: 4 x Level 1, 4 x Level 2, 3 x Level 3, 2 x Level 4, 1 x Level 5 +10: 4 x Level 1, 4 x Level 2, 3 x Level 3, 3 x Level 4, 2 x Level 5 + +Runescarred Spell List + +1st Level: Cure Moderate Wounds, Divine Favor, True Strike, See Invisibility, Resist Elements, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law +2nd Level: Keen Edge, Bulls Strength, Endurance, Cure Serious Wounds, Invisibility, Darkvision, Protection from Elements +3rd Level: Divine Power, Haste, Death Ward, Greater Magic Weapon, Cure Critical Wounds, Freedom of Movement +4th Level: Improved Invisibility, Neutralize Poison, Restoration, Righteous Might, Stoneskin +5th Level: Heal, Spell Resistance</entry> + <entry id="48975" lang="en" sex="m">Scribe Runescar</entry> + <entry id="48976" lang="en" sex="m">At 1st level, a Runescarred Berserker learns how to carve a Runescar into her own skin. A Runescar is a means of storing a spell, much like a scroll. + +Scribing a Runescar uses materials equal to 5gp x spell level x caster level, and XP equal to 1/25th the GP spent. + +In addition, scribing a Runescar is painful dealing 1d6 points of damage per spell level. + +A Runescarred Berserker can bear no more then seven runescars at any one time: two on the chest, two on the upper arms, two on the backs of the hands, and one on the face. + +Runescars can only affect the Runescarred Berserker when activated</entry> + <entry id="48979" lang="en" sex="m">Ritual Scarring</entry> + <entry id="48980" lang="en" sex="m">Through frequent disfiguration of their own skin a runescarred berserker gains a +1 natural armor bonus to AC at 3rd level. This increases to +2 at 6th and +3 at 9th.</entry> + <entry id="48981" lang="en" sex="m">Spawn of the Frost</entry> + <entry id="48982" lang="en" sex="m">Inured to the bitter cold of Rashemens winters a runescarred berserker gains cold resistance 5.D</entry> + <entry id="48983" lang="en" sex="m">Damage Reduction</entry> + <entry id="48984" lang="en" sex="m">Starting at 4th level a runescarred berserker gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the berserker takes each time she is dealt damage from a weapon or natural attack. At 7th and 10th level this damage reduction increases to 2 and then 3 points. + +This overlaps (does not stack with) damage reduction from any other class feature.</entry> + <entry id="48985" lang="en" sex="m">Left Hand</entry> + <entry id="48986" lang="en" sex="m">Right Hand</entry> + <entry id="48987" lang="en" sex="m">Left Arm</entry> + <entry id="48988" lang="en" sex="m">Right Arm</entry> + <entry id="48989" lang="en" sex="m">Left Chest</entry> + <entry id="48990" lang="en" sex="m">Right Chest</entry> + <entry id="48991" lang="en" sex="m">Face</entry> + <entry id="48992" lang="en" sex="m">Resist 500 / -</entry> + <entry id="48993" lang="en" sex="m">Resist 1 / -</entry> + <entry id="48994" lang="en" sex="m">Resist 2 / -</entry> + <entry id="48995" lang="en" sex="m">Resist 3 / -</entry> + <entry id="48996" lang="en" sex="m">Resist 4 / -</entry> + <entry id="48997" lang="en" sex="m">Skill Focus (Iaijutsu Focus)</entry> + <entry id="48998" lang="en" sex="m">Epic Skill Focus (Iaijutsu Focus)</entry> + <entry id="48999" lang="en" sex="m">Grants a bonus of +3 to your Iaijutsu Focus checks. + +This bonus is increased to +13 if Epic Skill Focus is taken as well.</entry> + <entry id="49000" lang="en" sex="m">Animate Objects</entry> + <entry id="49001" lang="en" sex="m">Caster Level(s): Cleric 6, Bard 6 +Innate Level: 6 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Object +Duration: 1 round / level +Additional Counter Spells: +Save: None +Spell Resistance: No + +You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate. An animated object can be of any nonmagical material. This spell cannot animate objects carried or worn by a creature.</entry> + <entry id="49002" lang="en" sex="m">Chill Touch</entry> + <entry id="49003" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 1 +Innate Level: 1 +School: Necromancy +Descriptor(s): Cold +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: 1d4 + 1 round / level +Additional Counter Spells: +Save: Fortitude partial +Spell Resistance: Yes + +A touch from the character's hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.</entry> + <entry id="49004" lang="en" sex="m">Chill Touch (2)</entry> + <entry id="49005" lang="en" sex="m">Epic Ravager</entry> + <entry id="49006" lang="en" sex="m">The Epic Ravager has embraced the depths of madness. They are engines of pure destructive rage, treachery, and focused hate. + +An Epic Ravager gains powers in the following order every 5 levels. + +Pain Touch +Aura of Fear +Cruelest Cut +Bonus Feat +Visage of Terror + +Bonus Feat List +Epic Skill Focus(Intimidate), Epic Skill Focus(Move Silently), Epic Weapon Focus, Overwhelming Critical, Devastating Critical, Great Strength, Great Dexterity, Great Charisma, Epic Toughness, Epic Prowess, Armour Skin, Epic DR.</entry> + <entry id="49007" lang="en" sex="m">Summon Lammasu</entry> + <entry id="49008" lang="en" sex="m">You have identified the</entry> + <entry id="49009" lang="en" sex="m">in your inventory</entry> + <entry id="49010" lang="en" sex="m">Poisoned Weapon</entry> + <entry id="49011" lang="en" sex="m">The poison on your weapon has worn off.</entry> + <entry id="49012" lang="en" sex="m">You coat your weapon with</entry> + <entry id="49013" lang="en" sex="m">You clean the old poison off your weapon.</entry> + <entry id="49014" lang="en" sex="m">You slip while applying the poison to your weapon.</entry> + <entry id="49015" lang="en" sex="m">This poison cannot be applied to a weapon.</entry> + <entry id="49016" lang="en" sex="m">Throw Poison Vial</entry> + <entry id="49017" lang="en" sex="m">Poison Weapon (PnP poisons)</entry> + <entry id="49018" lang="en" sex="m">shatters harmlessly.</entry> + <entry id="49019" lang="en" sex="m">Poison Item (PnP poisons)</entry> + <entry id="49020" lang="en" sex="m">You smear</entry> + <entry id="49021" lang="en" sex="m">all over</entry> + <entry id="49022" lang="en" sex="m">Poison Food (PnP poisons)</entry> + <entry id="49023" lang="en" sex="m">You put some</entry> + <entry id="49024" lang="en" sex="m">into</entry> + <entry id="49025" lang="en" sex="m">Clean Poison Off</entry> + <entry id="49026" lang="en" sex="m">You remove all traces of poison off of</entry> + <entry id="49027" lang="en" sex="m">You slip while cleaning</entry> + <entry id="49028" lang="en" sex="m">and touch the poison.</entry> + <entry id="49029" lang="en" sex="m">* Target is not an item *</entry> + <entry id="49030" lang="en" sex="m">That is not a contact poison.</entry> + <entry id="49031" lang="en" sex="m">Target is already poisoned.</entry> + <entry id="49032" lang="en" sex="m"><CUSTOM0> covers an object with something.</entry> + <entry id="49033" lang="en" sex="m"><CUSTOM0> mixes something into the food.</entry> + <entry id="49034" lang="en" sex="m"><CUSTOM0> cleans poison off an item.</entry> + <entry id="49035" lang="en" sex="m">That is not an ingested poison.</entry> + <entry id="49036" lang="en" sex="m">Target is not food.</entry> + <entry id="49037" lang="en" sex="m">You notice</entry> + <entry id="49038" lang="en" sex="m">is covered with poison and pick it up very carefully.</entry> + <entry id="49039" lang="en" sex="m">You suddenly remember that the item you were about to use is covered with poison and try cleaning it first.</entry> + <entry id="49040" lang="en" sex="m">Blade of Blood</entry> + <entry id="49041" lang="en" sex="m">Caster Level(s): Assassin/Blackguard/Cleric/Duskblade/Sorcerer/Wizard 1 +Innate Level: 1 +School: Necromancy +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Weapon touched +Duration: 1 round/level or until discharged +Save: None +Spell Resistance: No + +This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living creature, Blade of Blood discharges. The spell deals an extra 1d6 points of damage against the target of the attack. You can voluntarily take 5 hitpoints of damage to empower the weapon to deal an extra 2d6 of damage (for a total of 3d6 extra damage). The weapon loses this property if its wielder drops it or otherwise loses contact with it.</entry> + <entry id="49042" lang="en" sex="m">Blade of Blood 1d6</entry> + <entry id="49043" lang="en" sex="m">Blade of Blood 3d6</entry> + <entry id="49044" lang="en" sex="m">Contact</entry> + <entry id="49045" lang="en" sex="m">Ingested</entry> + <entry id="49046" lang="en" sex="m">Inhaled</entry> + <entry id="49047" lang="en" sex="m">Injury</entry> + <entry id="49048" lang="en" sex="m">Wyvern Poison (Epic)</entry> + <entry id="49049" lang="en" sex="m">Tiny Centipede Poison</entry> + <entry id="49050" lang="en" sex="m">Medium Centipede Poison</entry> + <entry id="49051" lang="en" sex="m">Large Centipede Poison</entry> + <entry id="49052" lang="en" sex="m">Huge Centipede Poison</entry> + <entry id="49053" lang="en" sex="m">Gargantuan Centipede Poison</entry> + <entry id="49054" lang="en" sex="m">Colossal Centipede Poison</entry> + <entry id="49055" lang="en" sex="m">Tiny Scorpion Poison</entry> + <entry id="49056" lang="en" sex="m">Small Scorpion Poison</entry> + <entry id="49057" lang="en" sex="m">Medium Scorpion Poison</entry> + <entry id="49058" lang="en" sex="m">Huge Scorpion Poison</entry> + <entry id="49059" lang="en" sex="m">Gargantuan Scorpion Poison</entry> + <entry id="49060" lang="en" sex="m">Colossal Scorpion Poison</entry> + <entry id="49061" lang="en" sex="m">Eyeblast</entry> + <entry id="49062" lang="en" sex="m">Balor Bile</entry> + <entry id="49063" lang="en" sex="m">Vilestar</entry> + <entry id="49064" lang="en" sex="m">Sasson Juice</entry> + <entry id="49065" lang="en" sex="m">Sufferfume</entry> + <entry id="49066" lang="en" sex="m">Urthanyk</entry> + <entry id="49067" lang="en" sex="m">Mist of Nourn</entry> + <entry id="49068" lang="en" sex="m">Ishentav</entry> + <entry id="49069" lang="en" sex="m">Burning angel wing fumes</entry> + <entry id="49070" lang="en" sex="m">Golden Ice</entry> + <entry id="49071" lang="en" sex="m">This crystalline substance is cold to the touch, though it doesn't melt except at infernally high temperatures. Evil creatures subjected to it feel it's cold spreading throughout their bodies.</entry> + <entry id="49072" lang="en" sex="m">Celestial Lightsblood</entry> + <entry id="49073" lang="en" sex="m">This rare substance is as ethereal as pure alcohol, though it is not intoxicating. A pure silvery color, it first slows and then sickens creatures it affects.</entry> + <entry id="49074" lang="en" sex="m">Jade Water</entry> + <entry id="49075" lang="en" sex="m">Jade is a potent substance, noted for it's effect on certain kinds of evil supernatural creatures. Jade water is simply holy water with a suspension of jade crystals that takes on unusual potency as a ravage.</entry> + <entry id="49076" lang="en" sex="m">Purified Couatl Venom</entry> + <entry id="49077" lang="en" sex="m">The venom of a couatl, when milked from the creature and purified, becomes a potent ravage that severely weakens the victim.</entry> + <entry id="49078" lang="en" sex="m">Unicorn Blood</entry> + <entry id="49079" lang="en" sex="m">Drawn from a willing unicorn, unicorn blood retains it's potency as a ravage only as long as the unicorn that donated the blood remains alive.</entry> + <entry id="49080" lang="en" sex="m">Channeled Pyroburst</entry> + <entry id="49081" lang="en" sex="m">Caster Level(s): Duskblade/Sorcerer/Wizard 4 +Innate Level: 4 +School: Evocation [Fire] +Component(s): Verbal, Somatic +Range: Medium (100 ft. +10 ft./level) +Area of Effect / Target: special +Duration: Instantaneous +Save: Reflex for half +Spell Resistance: Yes + +This spell creates a bolt of fiery energy that blasts your enemies. The spell's strength depends on the amount of time you spend channeling energy into it. +If you cast this spell as a swift action, it deals 1d4 of fire damage per two caster levels (maximum 10d4) against a single target of your choice. +If you cast this spell as a standard action, it deals 1d6 points of fire damage per caster level (/maximum 10d6) to all creatures in a 10-foot-radius spread. +If you cast this spell as a full round action, it deals 1d8 points of fire damage per caster level (maximum 10d8) to all creatures in a 15-foot-radius spread. +If you spend 2 rounds casting this spell, it deals 1d10 fire damage per caster level (maximum 10d10) to all creatures in a 20-foot-radius spread.</entry> + <entry id="49082" lang="en" sex="m">Swift Channeled Pyroburst</entry> + <entry id="49083" lang="en" sex="m">Standard Channeled Pyroburst</entry> + <entry id="49084" lang="en" sex="m">Full round Channeled Pyroburst</entry> + <entry id="49085" lang="en" sex="m">Two rounds Channeled Pyroburst</entry> + <entry id="49086" lang="en" sex="m">Crown of Might</entry> + <entry id="49087" lang="en" sex="m">Caster Level(s): Cleric/Duskblade/Sorcerer/Wizard 3 +Innate Level: 3 +School: Transmutation +Component(s): Verbal, Somatic, Material +Range: Touch +Area of Effect / Target: Creature touched +Duration: 1 hour/level or until discharged +Save: Will negates (harmless) +Spell Resistance: Yes (harmless) + +This spell creates a crown of magical energy that grants the spell's recipient a +2 enhancement bonus to Strength. As an immediate action, the creature wearing a Crown of Might can discharge it's magic to gain a +8 enhancement bonus to Strength for 1 round. The spell ends after the wearer uses the crown in this manner. The crown occupies space on the body as a headband, hat, or helm. If the crown is removed, the spell immediately ends.</entry> + <entry id="49088" lang="en" sex="m">Crown of Protection</entry> + <entry id="49089" lang="en" sex="m">Caster Level(s): Cleric/Duskblade/Sorcerer/Wizard 3 +Innate Level: 3 +School: Transmutation +Component(s): Verbal, Somatic, Material +Range: Touch +Area of Effect / Target: Creature touched +Duration: 1 hour/level or until discharged +Save: Will negates (harmless) +Spell Resistance: Yes (harmless) + +This spell creates a crown of magical energy that grants the spell's recipient a +1 deflection bonus to AC and a +1 resistance bonus on all saves. As an immediate action, the creature wearing a Crown of Might can discharge its magic to gain a +4 deflection bonus to AC and a +4 resistance bonus on all saves for 1 round. The spell ends after the wearer uses the crown in this manner. The crown occupies space on the body as a headband, hat, or helm. If the crown is removed, the spell immediately ends.</entry> + <entry id="49090" lang="en" sex="m">Caster Level(s): Cleric 4, Druid 3 +Innate Level: 3 +School: Necromancy +Descriptor(s): Poison +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: Instant; see text +Additional Counter Spells: Neutralize Poison +Save: Fortitude Negates; see text +Spell Resistance: Yes + +Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).</entry> + <entry id="49091" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 5 +Innate Level: 5 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium (100 ft. + 10 ft./level) +Area of Effect / Target: Large +Duration: 1 min./level +Additional Counter Spells: +Saving Throw: Fortitude partial; see text +Spell Resistance: No + +This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage each round while in the cloud). + +A living creature with 6 or more HD takes 1d4 points of Constitution damage each round while in the cloud (a successful Fortitude save halves this damage). Holding ones breath doesn't help, but creatures immune to poison are unaffected by the spell.Po</entry> + <entry id="49092" lang="en" sex="m">Pox</entry> + <entry id="49093" lang="en" sex="m">Caster Level(s): Druid 6 +Innate Level: 6 +School: Necromancy +Descriptor(s): Evil +Component(s): Verbal, Somatic +Range: Close (25 ft. + 5 ft./2 levels) +Area of Effect / Target: Up to one living creature / level in 5ft. radius. +Duration: Instantaneous +Additional Counter Spells: +Save: Fortitude Negates +Spell Resistance: Yes + +Subjects take 1d4 points Constitution drain. Their skin breaks out in yellow lesions and takes a pale yellow pallor.</entry> + <entry id="49094" lang="en" sex="m">Pestilence</entry> + <entry id="49095" lang="en" sex="m">Caster Level(s): Cleric 8, Druid 7 +Innate Level: 7 +School: Necromancy +Descriptor(s): Evil +Component(s): Verbal, Somatic, Disease +Range: Touch +Area of Effect / Target: Living creature touched +Duration: Instantaneous +Additional Counter Spells: +Save: Fortitude negates +Spell Resistance: Yes + +The subject contracts a particularly terrible and contagious disease, which strikes immediately with no incubation period. The caster infects the subject with a sickness that deals 1d4 points of Constitution drain each day until the subject dies. The subject may attempt a new saving throw each day, but she must succeed at two saves in a row to rid herself of the disease (as with most diseases). +However, the disease, once unleashed, continues to spread. For the first day of the sickness, anyone touching the subject must succeed at a Fortitude saving throw or fall victim to the same malady. That victim in turn becomes contagious on the first day of her own affliction. + +Disease component: Any disease</entry> + <entry id="49096" lang="en" sex="m">Pox (11)</entry> + <entry id="49097" lang="en" sex="m">Pox (18)</entry> + <entry id="49098" lang="en" sex="m">Pestilence (13)</entry> + <entry id="49099" lang="en" sex="m">Pestilence (15)</entry> + <entry id="49100" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Factotum 1 +Specifics: You can spend one inspiration point to gain a bonus on a skill equal to your factotum level for one round. You can use this ability once per day for a particular skill, and you must have at least one rank in that skill. +Use: Selected</entry> + <entry id="49101" lang="en" sex="m">Opportunistic Piety - Heal</entry> + <entry id="49102" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Factotum 5 +Specifics: You can spend one inspiration point to heal a living creature of a number of points of damage equal to twice your factotum level + your Int modifier. Alternately, it will damage an undead creature an equal amount. +Use: Selected</entry> + <entry id="49103" lang="en" sex="m">Opportunistic Piety - Turn</entry> + <entry id="49104" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Factotum 5 +Specifics: You can spend one inspiration point to turn undead as a cleric of your factotum level. +Use: Selected</entry> + <entry id="49105" lang="en" sex="m">Celebrant of Sharess</entry> + <entry id="49106" lang="en" sex="m">Celebrants of Sharess</entry> + <entry id="49107" lang="en" sex="m">celebrant of sharess</entry> + <entry id="49108" lang="en" sex="m">(PRESTIGE CLASS) +Sharess is a paradoxical deity. Originally, she was a war goddess of the Mulhorandi pantheon - a champion in the war against Set and his forces of evil. Now, however, she is a goddess of passion and sex who is more often referred to as the Festhall Madam than as the Foe of Set. Most of her priests forget her glorious past and spend their time running brothels and celebrating the Endless Revel of Life, a nearly constant parade of festivals in their goddess's honor. But the celebrants of Sharess are different. They do not neglect Sharess in her present aspect as the goddess of pleasure and lust, but neither do they forget the ancient Foe of Set, who was Anhur's lieutenant. Celebrants of Sharess are seducers and warriors, hedonists and pious champions of good. While many of the goddess's followers are chaotic neutral and some even lean toward evil, the celebrants are an ever-present reminder that evil is the enemy, and that pleasure is to be enjoyed and shared with all as an act of good. Though celebrants of Sharess are not clerics, in many ways they represent a truer embodiment of their deity's nature than many of her clerics do. + +- Hit Die: d6 +- Proficiencies: Celebrants of Sharess gain no proficiencies +- Skill Points: 6 + Int Modifier. + +REQUIREMENTS: + +Alignment: Chaotic good +Skills: Diplomacy 7 ranks , Perform 7 ranks +Feats: Sacred Vow, Vow of Purity + +ABILITIES: + +Level +1: Cat Familiar - Gain a cat as a familiar + Flirtation (Fascinate) - Once per day per class level, Fascinate creatures +2: Rage - As barbarian +3: +4: Flirtation (Confusion) - Confuse fascinated creature +5: Pounce of the Tigress - Gain Pounce at the end of charge +6: Rage 2/day +7: Sanctuary - You and allies gain sanctuary +8: Swiftness of the Tigress - Gain haste once a day +9: +10: Rage 3/day + Flirtation (Dominate) - Dominate fascinated creature</entry> + <entry id="49109" lang="en" sex="m">Vow of Purity</entry> + <entry id="49110" lang="en" sex="m">Type of Feat: General +Prerequisite: Sacred Vow +Specifics: You gain a +4 perfection bonus on Fortitude saving throws to resist disease and death effects. +Use: Automatic</entry> + <entry id="49111" lang="en" sex="m">Flirtation (Fascinate)</entry> + <entry id="49112" lang="en" sex="m">Dragon Breath Weapon</entry> + <entry id="49113" lang="en" sex="m">You gain access to a Draconic Breath Weapon. The shape and element of this breath weapon varies based on what type of dragon disciple you are. + + At level 3, this breath weapon will inflict 2d10 damage. + At level 7, it will inflict 4d10. + At level 10, it will inflict 6d10. + At level 13 and every three levels thereafter, your breath weapon will gain 2d10 damage. + + The save DC of this breath attack is a reflex save of 10 + CON + 1/2 your Dragon Disciple level. Those passing this reflex save will take half damage.</entry> + <entry id="49114" lang="en" sex="m">Dragon Blood, Lung - Chiang Lung</entry> + <entry id="49115" lang="en" sex="m">The blood of a Chiang Lung Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Chiang Lung Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. + +You do not gain any special breath attack.</entry> + <entry id="49116" lang="en" sex="m">Dragon Blood, Lung - Li Lung</entry> + <entry id="49117" lang="en" sex="m">The blood of a Li Lung Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Li Lung Dragon ancestry. + +You do not gain any immunities. + +You do not gain any special breath attack. Instead you gain the ability to "roar" three times per day, deafening everyone within 60 feet with no saving throw.</entry> + <entry id="49118" lang="en" sex="m">Dragon Blood, Lung - Lung Wang</entry> + <entry id="49119" lang="en" sex="m">The blood of a Lung Wang Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Lung Wang Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. You also receive total immunity to fire. + +At level 3, you gain the ability to breath a 30 foot cone of fire once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="49120" lang="en" sex="m">Dragon Blood, Lung - Pan Lung</entry> + <entry id="49121" lang="en" sex="m">The blood of a Pan Lung Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Pan Lung Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. + +You do not gain any special breath attack.</entry> + <entry id="49122" lang="en" sex="m">Dragon Blood, Lung - Shen Lung</entry> + <entry id="49123" lang="en" sex="m">The blood of a Shen Lung Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Shen Lung Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. You also receive total immunity to electrical energy, as well as total immunity to poisons. + +You do not gain any special breath attack.</entry> + <entry id="49124" lang="en" sex="m">Dragon Blood, Lung - T'ien Lung</entry> + <entry id="49125" lang="en" sex="m">The blood of a T'ien Wang Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your T'ien Wang Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. + +At level 3, you gain the ability to breath a 30 foot cone of fire once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="49126" lang="en" sex="m">Dragon Blood, Lung - Tun mi Lung</entry> + <entry id="49127" lang="en" sex="m">The blood of a Tun mi Lung Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Tun mi Lung Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. + +You do not gain any special breath attack.</entry> + <entry id="49128" lang="en" sex="m">Dragon Blood, Lung - Yu lung</entry> + <entry id="49129" lang="en" sex="m">The blood of a Yu Lung Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Yu Lung Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive the ability to breath water and total immunity to 'drown' spells and effects. + +You do not gain any special breath attack.</entry> + <entry id="49130" lang="en" sex="m">Epic Dragon Disciple</entry> + <entry id="49131" lang="en" sex="m">Embracing your draconic heritage is but one stop on your life journey. Your quest to understand, command, and harness your draconic energies has taken you into realm of the epic. + +Hit Die: d12 +Skill Points at Each Additional Level: 2+ Int Modifier +Bonus Feats: The epic dragon disciple gains a bonus feat every five levels after 10th + +Your breath weapon damage potential increases by 2d10 for every 3 levels after 10th. +The save DC against your breath weapon continues to increase as you level. +Your natural AC increases by +1 for every 5 levels after 10th. +At level 12 you gain the ability to make 2 slam attacks with your wings. +At level 15 you increase in size, which increases the damage of your natural weapons. +At level 17 you gain a tail and the ability to make a slap attack with it. +At level 18 you gain spell resistance equal to 20+Disciple Level. +At level 20 you gain True Seeing. +At level 25 you increase in size, which increases the damage of your natural weapons. + +Epic Dragon Disciple Bonus Feats List: +Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Damage Reduction, Epic Prowess, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Improved Combat Casting, Epic Spell Focus: Lore, Great Charisma, Great Constitution, Great Strength. + +(note: If you attempt to select a second Draconic Color through your bonus feats, you will be forced to re-level).</entry> + <entry id="49132" lang="en" sex="m">Draconic Spell Resistance</entry> + <entry id="49133" lang="en" sex="m">As a Dragon Disciple, you gain Spell Resistance of 20+Class Level.</entry> + <entry id="49134" lang="en" sex="m">True Seeing</entry> + <entry id="49135" lang="en" sex="m">You gain Blindsight, the ability to see without vision.</entry> + <entry id="49136" lang="en" sex="m">Fast Healing I</entry> + <entry id="49137" lang="en" sex="m">You gain Regeneration +3</entry> + <entry id="49138" lang="en" sex="m">Fast Healing II</entry> + <entry id="49139" lang="en" sex="m">You gain Regeneration +6</entry> + <entry id="49140" lang="en" sex="m">Fast Healing III</entry> + <entry id="49141" lang="en" sex="m">You gain Regeneration +9</entry> + <entry id="49142" lang="en" sex="m">Draconic Spell Resistance</entry> + <entry id="49143" lang="en" sex="m">Your Draconic blood grants you spell resistance equal to 20+Dragon Disciple Level.</entry> + <entry id="49144" lang="en" sex="m">Draconic Armor Increase</entry> + <entry id="49145" lang="en" sex="m">Your scales continue to thicken in epic levels, granting you increased AC.</entry> + <entry id="49146" lang="en" sex="m">Dragon Blooded</entry> + <entry id="49147" lang="en" sex="m">Type of Feat: General +Prerequisite: Can only take this feat at 1st-level. +Specifics: This feat qualifies you to take the Dragon Disciple Prestige Class, even if you are not a Sorcerer or Bard. You must still meet all other requirements. +Use: Automatic.</entry> + <entry id="49148" lang="en" sex="m">Cleanse Spirit (Su)</entry> + <entry id="49149" lang="en" sex="m">Type: Class +Prerequisite: Healer level 10 +A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 10th level, a healer gains the ability to restore a creature to health once per day, as if casting a Greater Restoration spell. +At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level.</entry> + <entry id="49150" lang="en" sex="m">3d8</entry> + <entry id="49151" lang="en" sex="m">4d8</entry> + <entry id="49152" lang="en" sex="m">5d8</entry> + <entry id="49153" lang="en" sex="m">6d8</entry> + <entry id="49154" lang="en" sex="m">7d8</entry> + <entry id="49155" lang="en" sex="m">8d8</entry> + <entry id="49156" lang="en" sex="m">9d8</entry> + <entry id="49157" lang="en" sex="m">10d8</entry> + <entry id="49158" lang="en" sex="m">Order of the Bow Initiate</entry> + <entry id="49159" lang="en" sex="m">Order of the Bow Initiates</entry> + <entry id="49160" lang="en" sex="m">order of the bow initiate</entry> + <entry id="49161" lang="en" sex="m">(PRESTIGE CLASS) +When asked, "What is Truth?", an initiate of the Order of the Bow picks up his bow, fires an arrow, and, without saying a word, lets his mastery of the weapon serve as the gauge of the archer's progress along the way. By learning the meditative art of the Way of the Bow, the archer improves his discipline, precision, and spirituality. Order of the Bow Initiates see their weapons as extensions of their being, and the use of a bow as a spiritual experience. + +- Hit Die: d8. +- Proficiencies: An Order of the Bow Initiate does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +5 +Feats: Weapon Focus: Longbow or Weapon Focus: Shortbow, Point Blank Shot, Rapid Shot. +Skills: Craft Weapon 5 ranks, Lore 2 ranks. + +ABILITIES: + +Level +1: Ranged Precision 1d8 - An Order of the Bow Initiate can make a single attack a round with a damage bonus +2: +3: Ranged Precision 2d8 - Damage increase +4: Greater Weapon Focus - The Order of the Bow Initiate gains +1 to attack +5: Ranged Precision 3d8 - Damage increase +6: Sharp Shooting - Blind Fight feat. +7: Ranged Precision 4d8 - Damage increase +8: +9: Ranged Precision 5d8 - Damage increase +10: Extended Precision - The range at which the Order of the Bow Initiate can use its Ranged Precision ability doubles + </entry> + <entry id="49162" lang="en" sex="m">Ranged Precision</entry> + <entry id="49163" lang="en" sex="m">Type of Feat: Class Specific + Prerequisite: Order of the Bow Initiate level 1. + Specifics: The Order of the Bow Initiate can perform a single attack on a creature no farther than 30 feet away. The attack has a damage bonus of 1d8. The bonus increase by 1d8 for every two Order of the Bow Initiate levels (2d8 at level 3, 3d8 at level 5, and so on). This does not work on creatures immune to critical hits. +Use: Selected.</entry> + <entry id="49164" lang="en" sex="m">Greater Weapon Focus</entry> + <entry id="49165" lang="en" sex="m">Type of Feat: Class Specific + Prerequisite: Order of the Bow Initiate level 4. + Specifics: The Order of the Bow Initiate gains +1 to attack with a Longbow or Shortbow. +Use: Automatic.</entry> + <entry id="49166" lang="en" sex="m">Extended Precision</entry> + <entry id="49167" lang="en" sex="m">Type of Feat: Class Specific + Prerequisite: Order of the Bow Initiate level 10. + Specifics: The range for the Order of the Bow Initiate Ranged Precision ability is increased from 30 feet to 60 feet. +Use: Selected.</entry> + <entry id="49168" lang="en" sex="m">Epic Order of the Bow Initiate</entry> + <entry id="49169" lang="en" sex="m">Your mastery of the bow is legend. You can fell foes with a single strike, and the entire Order of the Bow looks up to your mastery. You are the supreme wielder of the bow. + +Hit Die: d8 +Skill Points at Each Additional Level: 2+ Int Modifier +Bonus Feats: The epic Order of the Bow Initiate gains a bonus feat every three levels after 10th +Ranged Precision: Your ranged precision damage increases to 6d8 at level 11, and continues to increase at the same rate (7d8 at 13, 8d8 at 15, and so on). + +Epic Order of the Bow Initiate Bonus Feats List: +Blinding Speed, Epic Prowess, Weapon Focus: Long/Short Bow, Overwhelming Critical: Long/Short Bow, Devastating Critical: Long/Short Bow, Manyshot, Improved Manyshot, Pinpoint Accuracy, Great Dexterity, Epic Reflexes, Epic Toughness.</entry> + <entry id="49170" lang="en" sex="m">Cleanse Petrification (Su)</entry> + <entry id="49171" lang="en" sex="m">Ethereal</entry> + <entry id="49172" lang="en" sex="m">You exist on the Ethereal Plane. While on the Ethereal Plane, a creature is called ethereal. Unlike incorporeal creatures, ethereal creatures are not present on the Material Plane. + +Ethereal creatures are invisible, inaudible, insubstantial, and scentless to creatures on the Material Plane. Even most magical attacks have no effect on them. See invisibility and true seeing reveal ethereal creatures. + +An ethereal creature can't affect the Material Plane, not even magically. An ethereal creature, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects. + +Even if a creature on the Material Plane can see an ethereal creature the ethereal creature is on another plane. Only force effects can affect the ethereal creatures. If, on the other hand, both creatures are ethereal, they can affect each other normally. </entry> + <entry id="49173" lang="en" sex="m">Incorporeal</entry> + <entry id="49174" lang="en" sex="m">You lack a physical body. Such creatures are insubstantial and can't be touched by nonmagical matter or energy. Likewise, they cannot manipulate objects or exert physical force on objects. However, incorporeal beings have a tangible presence that sometimes seems like a physical attack against a corporeal creature. + +Incorporeal creatures are present on the same plane as the characters, and characters have some chance to affect them. + +Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by spells, spell-like effects, or supernatural effects. They are immune to all nonmagical attack forms. + +Even when struck by magic or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal source. + +Incorporeal creatures are immune to critical hits and sneak attacks.</entry> + <entry id="49175" lang="en" sex="m">Lesser Deflect</entry> + <entry id="49176" lang="en" sex="m">Caster Level(s): Duskblade/Sorcerer/Wizard 1 +Innate Level: 1 +School: Abjuration [Force] +Component(s): Verbal +Range: Personal +Area of Effect / Target: Weapon touched +Duration: Instantaneous + +You project a field of invisible force, creating a short-lived protective barrier. You gain a deflection bonus to your AC against a single attack; this bonus is equal to +1 per three caster levels (maximum +5)</entry> + <entry id="49177" lang="en" sex="m">Dimension Hop</entry> + <entry id="49178" lang="en" sex="m">Caster Level(s): Duskblade/Sorcerer/Wizard 2 +Innate Level: 2 +School: Conjuration (Teleportation) +Component(s): Verbal +Range: Touch +Area of Effect / Target: Creature touched +Duration: Instantaneous +Saving Throw: Will negates +Spell Resistance: Yes + +You instantly teleport the subject creature a distance of 5 feet per two caster levels. The destination must be an unoccupied space within line of sight.</entry> + <entry id="49179" lang="en" sex="m">Dispelling Touch</entry> + <entry id="49180" lang="en" sex="m">Caster Level(s): Duskblade 3, Sorcerer/Wizard 2 +Innate Level: 2 +School: Abjuration +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: One touched creature, object, or spell effect +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You can use Dispelling Touch to end an ongoing spell that has been cast on a creature or object, or a spell that has a noticeable ongoing effect. You make a dispel check (1d20 + your caster level, maximum +10) against the spell effect with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell or until you fail all your checks. Magic items carried by a creature are not affected.</entry> + <entry id="49181" lang="en" sex="m">Doom Scarabs</entry> + <entry id="49182" lang="en" sex="m">Caster Level(s): Duskblade 3, Sorcerer/Wizard 4 +Innate Level: 4 +School: Necromancy +Component(s): Verbal, Somatic +Range: 60 ft. +Area of Effect / Target: Cone-shaped burst +Duration: Instantaneous +Saving Throw: Will for half +Spell Resistance: special + +A swarm of scarabs surges from your outstretched hand. These insects rip and bite at all living creatures in the are, the return to you with life essence stolen from their victims. This spell has two effects. It deals 1d6 points of damage per two caster levels (maximum 10d6) to all creatures in the area. Spell resistance does not apply to this damage. However, spell resistance does apply to the spell's secondary effect. If you overcome a creature's spell resistance, you gain 1d4 temporary hit points as the scarabs feast on the creature's arcane energy and bleed it back to you. You gain these temporary hit points for each creature whose spell resistance you overcome. You never gain temporary hit points from creatures that do not have spell resistance. The temporary hit points gained from this spell last for up to 1 hour.</entry> + <entry id="49183" lang="en" sex="m">Energy Aegis</entry> + <entry id="49184" lang="en" sex="m">Caster Level(s): Cleric/Duskblade/Sorcerer/Wizard 3 +Innate Level: 3 +School: Abjuration +Component(s): Verbal +Range: Close +Area of Effect / Target: One creature +Duration: 1 round +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +When you cast Energy Aegis, specify an energy type (acid, cold, electricity, fire, or sonic). Against the next attack using this energy type that targets the subject, it gains resistance 20.</entry> + <entry id="49185" lang="en" sex="m">Energy Aegis, Acid</entry> + <entry id="49186" lang="en" sex="m">Energy Aegis, Cold</entry> + <entry id="49187" lang="en" sex="m">Energy Aegis, Electricity</entry> + <entry id="49188" lang="en" sex="m">Energy Aegis, Fire</entry> + <entry id="49189" lang="en" sex="m">Energy Aegis, Sonic</entry> + <entry id="49190" lang="en" sex="m">Halt</entry> + <entry id="49191" lang="en" sex="m">Caster Level(s): Bard/Duskblade/Sorcerer/Wizard 3 +Innate Level: 3 +School: Transmutation +Component(s): Verbal +Range: Close +Area of Effect / Target: One creature +Duration: 1 round +Saving Throw: Will negates +Spell Resistance: Yes + +The subject creature's feet (or whatever pass for it's feet) become momentarily stuck to the floor. The creature must stop moving, and cannot move farther in it's current turn. This spell has no effect on creatures that are not touching the ground (such as flying creatures), and the subject can still use a standard action (if it has one available in this round) to move by means of teleportation magic.</entry> + <entry id="49192" lang="en" sex="m">Type: Class +Prerequisite: Healer level 13 +A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 13th level, a healer gains the ability to restore a petrified creature to health once per day, as if casting a Stone to Flesh spell. +At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level.</entry> + <entry id="49193" lang="en" sex="m">Power Points</entry> + <entry id="49194" lang="en" sex="m">Your manifester level is not high enough to spend</entry> + <entry id="49195" lang="en" sex="m">You do not have a high enough ability score to manifest this power</entry> + <entry id="49196" lang="en" sex="m">You do not have enough Power Points to manifest this power</entry> + <entry id="49197" lang="en" sex="m">Your target's abilities cause you to use more Power Points than you have. The power fails</entry> + <entry id="49198" lang="en" sex="m">You have used your Psionic Focus</entry> + <entry id="49199" lang="en" sex="m">You have lost your Psionic Focus</entry> + <entry id="49200" lang="en" sex="m">Psionic Focus</entry> + <entry id="49201" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Being a psionic creature +Specifics: Used to gain psionic focus. Make a concentration check versus DC 20, on success you become psionically focused. +Use: Selected +</entry> + <entry id="49202" lang="en" sex="m">Cloak Dance</entry> + <entry id="49203" lang="en" sex="m">Type of Feat: General +Prerequisite: Hide 10+ ranks, Perform 2+ ranks +Specifics: You can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment. +Use: Selected +</entry> + <entry id="49204" lang="en" sex="m">Reckless Offense</entry> + <entry id="49205" lang="en" sex="m">Type of Feat: General +Prerequisite: Base attack bonus +1 or higher +Specifics: Using this feat applies a -4 AC penalty and a +2 bonus to attacks for one round. +Use: Selected</entry> + <entry id="49206" lang="en" sex="m">Closed Mind</entry> + <entry id="49207" lang="en" sex="m">Type of Feat: General +Prerequisite: Non-psionic (no power point reserve or psi-like abilities) +Specifics: Your mind is better able to resist psionics than normal. You get a +2 bonus on all saving throws to resist powers. +Use: Automatic</entry> + <entry id="49208" lang="en" sex="m">Force Of Will</entry> + <entry id="49209" lang="en" sex="m">Type of Feat: General +Prerequisite: Iron Will, Non-psionic (no power point reserve or psi-like abilities) +Specifics: Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect. +Use: Automatic</entry> + <entry id="49210" lang="en" sex="m">Hostile Mind</entry> + <entry id="49211" lang="en" sex="m">Type of Feat: General +Prerequisite: Cha 15, Non-psionic (no power point reserve or psi-like abilities) +Specifics: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 you character level + your Charisma modifier or take 2d6 points of damage. +Use: Automatic</entry> + <entry id="49212" lang="en" sex="m">Mental Resistance</entry> + <entry id="49213" lang="en" sex="m">Type of Feat: General +Prerequisite: Base Will save bonus +2 or higher, Non-psionic (no power point reserve or psi-like abilities) +Specifics: Against psionic attacks that do not employ an energy type to deal damage, such as mind thrust, you gain damage reduction 3/-. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, you take 3 points less than you would normally take. +Use: Automatic</entry> + <entry id="49214" lang="en" sex="m">Psionic Hole</entry> + <entry id="49215" lang="en" sex="m">Type of Feat: General +Prerequisite: Con 15, Non-psionic (no power point reserve or psi-like abilities) +Specifics: When a foe strikes you in melee combat, the foe immediately loses psionic focus, if any. +Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power. +Use: Automatic</entry> + <entry id="49216" lang="en" sex="m">Combat Manifestation</entry> + <entry id="49217" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: None +Specifics: You get a +4 bonus to concentration checks made to manifest powers successfully if damaged or otherwise interrupted while manifesting the power. +Use: Automatic + +NOTE: Due to technical limitations, this gives a generic +4 bonus to concentration. As a side-effect of having to do so, the DC for becoming psionically focused is increased by 4.</entry> + <entry id="49218" lang="en" sex="m">Mental Leap</entry> + <entry id="49219" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Str 13, Jump 5 ranks +Specifics: You expend your psionic focus to make a jump with +10 bonus. +Use: Selected</entry> + <entry id="49220" lang="en" sex="m">Narrow Mind</entry> + <entry id="49221" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Wis 13 +Specifics: You get a +4 bonus to your concentration check to become psionically focused. +Use: Automatic</entry> + <entry id="49222" lang="en" sex="m">Power Penetration</entry> + <entry id="49223" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: None +Specifics: To use this feat you must expend your psionic focus. You get a +4 bonus on manifester level checks made to overcome a creature's power resistance. +Use: Selected</entry> + <entry id="49224" lang="en" sex="m">Greater Power Penetration</entry> + <entry id="49225" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Power Penetration +Specifics: To use this feat, you must expend your psionic focus. You get a +8 bonus on manifester level checks to overcome a creature's power resistance. +Use: Selected</entry> + <entry id="49226" lang="en" sex="m">Weapon Focus (ray)</entry> + <entry id="49227" lang="en" sex="m">Type of Feat: General +Prerequisite: Base attack bonus +1 or higher +Specifics: The character gains a +1 bonus to all attack rolls with ray-type spells. +Use: Automatic</entry> + <entry id="49228" lang="en" sex="m">Epic Weapon Focus (ray)</entry> + <entry id="49229" lang="en" sex="m">Type of Feat: Epic, Combat +Prerequisite: 21st level, Weapon Focus with chosen weapon. +Specifics: The character gains a +2 bonus to all attack rolls with ray-type spells. +Use: Automatic</entry> + <entry id="49230" lang="en" sex="m">Power Specialization</entry> + <entry id="49231" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Weapon Focus(ray), manifester level 4th +Specifics: With rays and ranged touch attack powers that deal damage, you deal an extra 2 points of damage. If you expend your psionic focus (by activating this feat) when you manifest a ray or a ranged touch attack power that deals damage, you add your key ability bonus to the damage (instead of 2). +Use: Automatic and selected</entry> + <entry id="49232" lang="en" sex="m">Greater Power Specialization</entry> + <entry id="49233" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Power Specialization, Weapon Focus(ray), manifester level 12th +Specifics: Your powers that deal damage deal an extra 2 points of damage. This damage stacks with other bonuses on damage rolls to powers, including the one from Power Specialization. The damage bonus applies only if the target or targets are within 30 feet. +Use: Automatic</entry> + <entry id="49234" lang="en" sex="m">Psionic Dodge</entry> + <entry id="49235" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Dex 13, Dodge +Specifics: You must be psionically focused to use this feat. You receive a +1 dodge bonus to your Armor Class. +Use: Automatic when psionically focused</entry> + <entry id="49236" lang="en" sex="m">Psionic Endowment</entry> + <entry id="49237" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: None +Specifics: To use this feat, you must expend your psionic focus. You add 2 to the save DC of a power you manifest. +Use: Selected</entry> + <entry id="49238" lang="en" sex="m">Greater Psionic Endowment</entry> + <entry id="49239" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: None +Specifics: To use this feat, you must expend your psionic focus. You add 4 to the save DC of a power you manifest. +Use: Selected</entry> + <entry id="49240" lang="en" sex="m">Psionic Fist</entry> + <entry id="49241" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Str 13 +Specifics: When using this feat, your unarmed attack or attack with a natural weapon deals an extra 2d6 points of damage. Using this feat requires that you expend your psionic focus. +If your attack misses, the focus is still lost. +Use: Selected</entry> + <entry id="49242" lang="en" sex="m">Greater Psionic Fist</entry> + <entry id="49243" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Str 13, Psionic Fist, base attack bonus +5 +Specifics: When using this feat, your unarmed attack or attack with a natural weapon deals an extra 4d6 points of damage. Using this feat requires that you expend your psionic focus. +If your attack misses, the focus is still lost. +Use: Selected</entry> + <entry id="49244" lang="en" sex="m">Psionic Weapon</entry> + <entry id="49245" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Str 13 +Specifics: To use this feat, you must expend your psionic focus. Your attack with a melee weapon deals an extra 2d6 points of damage. If your attack misses, you still expend your psionic focus. +Use: Selected</entry> + <entry id="49246" lang="en" sex="m">Greater Psionic Weapon</entry> + <entry id="49247" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Str 13, Psionic Weapon, base attack bonus +5 +Specifics: To use this feat, you must expend your psionic focus. Your attack with a melee weapon deals an extra 4d6 points of damage. If your attack misses, you still expend your psionic focus. +Use: Selected</entry> + <entry id="49248" lang="en" sex="m">Psionic Shot</entry> + <entry id="49249" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Point Blank Shot +Specifics: To use this feat, you must expend your psionic focus. Your ranged attack deals an extra 2d6 points of damage. If your attack misses, you still expend your psionic focus. +Use: Selected</entry> + <entry id="49250" lang="en" sex="m">Greater Psionic Shot</entry> + <entry id="49251" lang="en" sex="m">Type of Feat: Psionic +Prerequisite: Point Blank Shot, Psionic Shot, base attack bonus +5 +Specifics: To use this feat, you must expend your psionic focus. Your ranged attack deals an extra 4d6 points of damage. If your attack misses, you still expend your psionic focus. +Use: Selected</entry> + <entry id="49252" lang="en" sex="m">You do not posses 4 metapsionic feats and may not take Improved Metapsionics.</entry> + <entry id="49253" lang="en" sex="m">You do not have the ability to manifest powers of the normal maximum power level in at least one psionic class and may not take </entry> + <entry id="49254" lang="en" sex="m">You may only have 1 Discipline.</entry> + <entry id="49255" lang="en" sex="m">Please reselect your feats.</entry> + <entry id="49256" lang="en" sex="m">You are not a psionic character and may not take</entry> + <entry id="49257" lang="en" sex="m">You are a psionic character and may not take</entry> + <entry id="49258" lang="en" sex="m">Anti-Psionic Feats</entry> + <entry id="49259" lang="en" sex="m">Anti-Psionic feats are only available to characters and creatures without the ability to manifest powers. (In other words, they must neither have a power point reserve nor have psi-like abilities.) +Note that if you take one of these feats, you will never be able to become a psionic character. + +Due to technical reasons, we cannot enforce this limitation directly. If you do take one of these feats without qualifying for it, you will be re-leveled.</entry> + <entry id="49260" lang="en" sex="m">Boost Construct</entry> + <entry id="49261" lang="en" sex="m">Type of Feat: Psionic +Prerequisites: None +Specifics: When manifesting an astral construct, you can give it one additional special ability from any menu that the construct has an ability from. +Use: Automatic</entry> + <entry id="49262" lang="en" sex="m">Overchannel</entry> + <entry id="49263" lang="en" sex="m">Type of Feat: Psionic +Prerequisites: None +Specifics: While manifesting a power, you can increase your effective manifester level by one, but in doing so you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can choose to increase your effective manifester level by three, but you take 5d8 points of damage. +The effective increase in manifester level increase the number of power points you can spend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration and overcoming power resistance. +Use: Selected +Special: You cannot have Wilder's Wild Surge ability and Overchannel active at the same time.</entry> + <entry id="49264" lang="en" sex="m">Overchannel 1</entry> + <entry id="49265" lang="en" sex="m">Overchannel 2</entry> + <entry id="49266" lang="en" sex="m">Overchannel 3</entry> + <entry id="49267" lang="en" sex="m"><CUSTOM0> overchannels.</entry> + <entry id="49268" lang="en" sex="m">Overchannel Off</entry> + <entry id="49269" lang="en" sex="m"><CUSTOM0> ceases overchanneling.</entry> + <entry id="49270" lang="en" sex="m">Speed Of Thought</entry> + <entry id="49271" lang="en" sex="m">Type of Feat: Psionic +Prerequisites: Wis 13 +Specifics: As long as you are psionically focused, and not wearing heavy armor, you gain an insight bonus to your speed of 25%. +Use: Automatic when psionically focused</entry> + <entry id="49272" lang="en" sex="m">Psionic Talent I</entry> + <entry id="49273" lang="en" sex="m">Type of Feat: Psionic +Prerequisites: Having a power point reserve +Specifics: When you take this feat for the first time, you gain 2 power points. +Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1 (for example, you gain 3 power points if you take this feat a second time). +Use: Automatic</entry> + <entry id="49274" lang="en" sex="m">Psionic Talent II</entry> + <entry id="49275" lang="en" sex="m">Psionic Talent III</entry> + <entry id="49276" lang="en" sex="m">Psionic Talent IV</entry> + <entry id="49277" lang="en" sex="m">Psionic Talent V</entry> + <entry id="49278" lang="en" sex="m">Psionic Talent VI</entry> + <entry id="49279" lang="en" sex="m">Psionic Talent VII</entry> + <entry id="49280" lang="en" sex="m">Psionic Talent VIII</entry> + <entry id="49281" lang="en" sex="m">Psionic Talent IX</entry> + <entry id="49282" lang="en" sex="m">Psionic Talent X</entry> + <entry id="49283" lang="en" sex="m">Talented</entry> + <entry id="49284" lang="en" sex="m">Type of Feat: Psionic +Prerequisites: Overchannel +Specifics: To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling. +Use: Automatic</entry> + <entry id="49285" lang="en" sex="m">Psionic Meditation</entry> + <entry id="49286" lang="en" sex="m">Type of Feat: Psionic +Prerequisites: Wis 13, Concentration 7 ranks +Specifics: You can take a move action to become psionically focused instead of taking a full-round action. +Use: Selected</entry> + <entry id="49287" lang="en" sex="m"><CUSTOM0> attempts to become psionically focused.</entry> + <entry id="49288" lang="en" sex="m">Rapid Metabolism</entry> + <entry id="49289" lang="en" sex="m">Type of Feat: General +Prerequisites: Con 13 +Specifics: You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. +Use: Selected + +Note: Due to the rather greater natural healing rate in NWN, this feat by default heals 1 + Constitution bonus HP per turn instead. Refer to the PRC switches for a way to turn on the PnP behaviour.</entry> + <entry id="49290" lang="en" sex="m">Unavoidable Strike</entry> + <entry id="49291" lang="en" sex="m">Type of Feat: Psionic +Prerequisites: Str 13, Psionic Fist, base attack bonus +5 +Specifics: To use this feat, you must expend you psionic focus. You can resolve your unarmed strike or attack with a natural weapon as a touch attack. +If you miss, you still expend your psionic focus. +Use: Selected</entry> + <entry id="49292" lang="en" sex="m">Wild Talent</entry> + <entry id="49293" lang="en" sex="m">Type of Feat: General +Prerequisites: None +Specifics: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats and metapsionic feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat. +Use: Automatic</entry> + <entry id="49294" lang="en" sex="m">Wounding Attack</entry> + <entry id="49295" lang="en" sex="m">Type of Feat: Psionic +Prerequisites: Base attack bonus +8 +Specifics: To use this feat, you must expend you psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt. +If you miss, you still expend your psionic focus. +Use: Selected</entry> + <entry id="49296" lang="en" sex="m">Wounding Attack - Melee</entry> + <entry id="49297" lang="en" sex="m">Wounding Attack - Ranged</entry> + <entry id="49298" lang="en" sex="m">Deep Impact</entry> + <entry id="49299" lang="en" sex="m">Type of Feat: Psionic +Prerequisites: Str 13, Psionic Weapon, base attack bonus +5 +Specifics: To use this feat, you must expend you psionic focus. You can resolve your attack with a melee weapon as a touch attack. +If you miss, you still expend your psionic focus. +Use: Selected</entry> + <entry id="49300" lang="en" sex="m">Fell Shot</entry> + <entry id="49301" lang="en" sex="m">Type of Feat: Psionic +Prerequisites: Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5 +Specifics: To use this feat, you must expend you psionic focus. You can resolve your ranged attack as a ranged touch attack. +If you miss, you still expend your psionic focus. +Use: Selected</entry> + <entry id="49302" lang="en" sex="m">Epic Psionic Focus</entry> + <entry id="49303" lang="en" sex="m">Type of Feat: Epic, Psionic +Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. +Specifics: When you expend your psionic focus, you can simultaneously use two feats that require a psionic focus to be expended, instead of just one. The feats must be stackable (for instance, Empower Power and Maximize Power could both be used together on the same power). You must still spend the requisite power points required to use each metapsionic feat, and you cannot exceed the power point limit set by your manifester level. +Special: You can take this feat multiple times. Each time you do so, you can simultaneously use one additional feat that requires a psionic focus to be expended. +Use: Automatic</entry> + <entry id="49304" lang="en" sex="m">Expanded Knowledge</entry> + <entry id="49305" lang="en" sex="m">Type of Feat: Psionic +Prerequisites: Manifester level 3rd +Specifics: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. For example, a 7th-level psion gains either a new 1st, 2nd, or 3rd level power. You can choose any power, including powers from another discipline's list or even from another class' list. +Special: You can take this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest. +Use: Automatic</entry> + <entry id="49306" lang="en" sex="m">Epic Expanded Knowledge</entry> + <entry id="49307" lang="en" sex="m">Type of Feat: Epic, Psionic +Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. +Specifics: You learn one additional power at any level up to the highest level of power you can manifest. You can choose any power, even one that is a part of another discipline's list or another class' list. +Special: You can take this feat multiple times. Each time, you learn one new power at any level up to the highest level of power you can manifest. +Use: Automatic</entry> + <entry id="49308" lang="en" sex="m">Improved Metapsionics</entry> + <entry id="49309" lang="en" sex="m">Type of Feat: Epic, Psionic +Prerequisites: Character level 21st, four metapsionic feats, Psicraft 30 ranks. +Specifics: Metapsionic powers you manifest cost 2 power points less than normal (to a minimum of 1 power point). For instance, you could manifest a twinned power as a power that costs only 4 more power points rather than 6 more power points. +This feat has no effect on metapsionic powers that inflate the cost by only 2 power points. +Special: You can take this feat multiple times. The effects stack, though you can't lower the cost of any metapsionic power to less than 1 power point. +Use: Automatic + +Note: For multiple metapsionics on the same power, by default this is applied separately for each metapsionic. There is a switch to turn it to affect the sum of the added costs instead.</entry> + <entry id="49310" lang="en" sex="m">Improved Manifestation</entry> + <entry id="49311" lang="en" sex="m">Type of Feat: Epic, Psionic +Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. +Specifics: When you select this feat, you gain 19 power points. +Special: You can take this feat multiple times. Each time you do so, you gain an additional number of power points equal to your previous benefit +2. +Use: Automatic</entry> + <entry id="49312" lang="en" sex="m">Power Knowledge - Psion</entry> + <entry id="49313" lang="en" sex="m">Power Knowledge - Psychic Warrior</entry> + <entry id="49314" lang="en" sex="m">Power Knowledge - Wilder</entry> + <entry id="49315" lang="en" sex="m">Type of Feat: Epic, Psionic +Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. +Specifics: You learn two new powers of any level up to the highest level of power you can manifest. The powers you select must be on your class list or the list for your discipline. +Special: You can take this feat multiple times. Each time, you learn two new powers at any level up to the highest level of power you can manifest. +Use: Automatic</entry> + <entry id="49316" lang="en" sex="m">Chain Power</entry> + <entry id="49317" lang="en" sex="m">Type of Feat: Metapsionic +Prerequisites: None +Specifics: To use this feat you must expend your psionic focus. You can chain any power that affects a single target and deals either acid, cold, electricity, fire or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). Each target gets to make a saving throw, if one is allowed by the power, You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). +Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. +Use: Selected</entry> + <entry id="49318" lang="en" sex="m">Empower Power</entry> + <entry id="49319" lang="en" sex="m">Type of Feat: Metapsionic +Prerequisites: None +Specifics: To use this feat, you must expend your psionic focus. You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables. +Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. +Use: Selected</entry> + <entry id="49320" lang="en" sex="m">Extend Power</entry> + <entry id="49321" lang="en" sex="m">Type of Feat: Metapsionic +Prerequisites: None +Specifics: To use this feat, you must expend your psionic focus. You can manifest an extended power. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat. +Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. +Use: Selected</entry> + <entry id="49322" lang="en" sex="m">Maximize Power</entry> + <entry id="49323" lang="en" sex="m">Type of Feat: Metapsionic +Prerequisites: None +Specifics: To use this feat, you must expend your psionic focus. You can maximize a power. All variable, numeric effects of a power modified by this feat are maximized. A maximized power deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed checks are not affected, nor are powers without random variables. +Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hit points, and so on) of the augmented power. +An empowered and maximized power gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. +Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level. +Use: Selected</entry> + <entry id="49324" lang="en" sex="m">Split Psionic Ray</entry> + <entry id="49325" lang="en" sex="m">Type of Feat: Metapsionic +Prerequisites: Any other metapsionic feat +Specifics: To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power's range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take. +Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. +Use: Selected</entry> + <entry id="49326" lang="en" sex="m">Twin Power</entry> + <entry id="49327" lang="en" sex="m">Type of Feat: Metapsionic +Prerequisites: None +Specifics: To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned Psionic Charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). +Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. +Use: Selected</entry> + <entry id="49328" lang="en" sex="m">Widen Power</entry> + <entry id="49329" lang="en" sex="m">Type of Feat: Metapsionic +Prerequisites: None +Specifics: To use this feat, you must expend your psionic focus. You can alter a burst, emanation, line, or spread-shaped power to increase it's area (Powers that do not have an area of one these four sorts are not affected by this feat). Any numeric measurements of the power's area are increased by 100%. For example, an Energy Burst power (which normally produces a 40-foot radius spread) that is widened now fills an 80-foot radius spread. +Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level. +Use: Selected</entry> + <entry id="49330" lang="en" sex="m">You do not have at least one other metapsionic feat besides Split Psionic Ray, so you may not take it.</entry> + <entry id="49331" lang="en" sex="m">Gain Psionic Focus</entry> + <entry id="49332" lang="en" sex="m">Turn off all Psionic Focus -based abilities</entry> + <entry id="49333" lang="en" sex="m">You already have the maximum amount of psionic focus expending feats active.</entry> + <entry id="49334" lang="en" sex="m">Summon Androsphinx</entry> + <entry id="49335" lang="en" sex="m">Epic Psionic Focus I</entry> + <entry id="49336" lang="en" sex="m">Epic Psionic Focus II</entry> + <entry id="49337" lang="en" sex="m">Epic Psionic Focus III</entry> + <entry id="49338" lang="en" sex="m">Epic Psionic Focus IV</entry> + <entry id="49339" lang="en" sex="m">Epic Psionic Focus V</entry> + <entry id="49340" lang="en" sex="m">Epic Psionic Focus VI</entry> + <entry id="49341" lang="en" sex="m">Epic Psionic Focus VII</entry> + <entry id="49342" lang="en" sex="m">Epic Psionic Focus VIII</entry> + <entry id="49343" lang="en" sex="m">Epic Psionic Focus IX</entry> + <entry id="49344" lang="en" sex="m">Epic Psionic Focus X</entry> + <entry id="49345" lang="en" sex="m">Expanded Knowledge I</entry> + <entry id="49346" lang="en" sex="m">Expanded Knowledge II</entry> + <entry id="49347" lang="en" sex="m">Expanded Knowledge III</entry> + <entry id="49348" lang="en" sex="m">Expanded Knowledge IV</entry> + <entry id="49349" lang="en" sex="m">Expanded Knowledge V</entry> + <entry id="49350" lang="en" sex="m">Expanded Knowledge VI</entry> + <entry id="49351" lang="en" sex="m">Expanded Knowledge VII</entry> + <entry id="49352" lang="en" sex="m">Expanded Knowledge VIII</entry> + <entry id="49353" lang="en" sex="m">Expanded Knowledge IX</entry> + <entry id="49354" lang="en" sex="m">Expanded Knowledge X</entry> + <entry id="49355" lang="en" sex="m">Epic Expanded Knowledge I</entry> + <entry id="49356" lang="en" sex="m">Epic Expanded Knowledge II</entry> + <entry id="49357" lang="en" sex="m">Epic Expanded Knowledge III</entry> + <entry id="49358" lang="en" sex="m">Epic Expanded Knowledge IV</entry> + <entry id="49359" lang="en" sex="m">Epic Expanded Knowledge V</entry> + <entry id="49360" lang="en" sex="m">Epic Expanded Knowledge VI</entry> + <entry id="49361" lang="en" sex="m">Epic Expanded Knowledge VII</entry> + <entry id="49362" lang="en" sex="m">Epic Expanded Knowledge VIII</entry> + <entry id="49363" lang="en" sex="m">Epic Expanded Knowledge IX</entry> + <entry id="49364" lang="en" sex="m">Epic Expanded Knowledge X</entry> + <entry id="49365" lang="en" sex="m">Improved Metapsionics I</entry> + <entry id="49366" lang="en" sex="m">Improved Metapsionics II</entry> + <entry id="49367" lang="en" sex="m">Improved Metapsionics III</entry> + <entry id="49368" lang="en" sex="m">Improved Metapsionics IV</entry> + <entry id="49369" lang="en" sex="m">Improved Metapsionics V</entry> + <entry id="49370" lang="en" sex="m">Improved Metapsionics VI</entry> + <entry id="49371" lang="en" sex="m">Improved Metapsionics VII</entry> + <entry id="49372" lang="en" sex="m">Improved Metapsionics VIII</entry> + <entry id="49373" lang="en" sex="m">Improved Metapsionics IX</entry> + <entry id="49374" lang="en" sex="m">Improved Metapsionics X</entry> + <entry id="49375" lang="en" sex="m">Improved Manifestation I</entry> + <entry id="49376" lang="en" sex="m">Improved Manifestation II</entry> + <entry id="49377" lang="en" sex="m">Improved Manifestation III</entry> + <entry id="49378" lang="en" sex="m">Improved Manifestation IV</entry> + <entry id="49379" lang="en" sex="m">Improved Manifestation V</entry> + <entry id="49380" lang="en" sex="m">Improved Manifestation VI</entry> + <entry id="49381" lang="en" sex="m">Improved Manifestation VII</entry> + <entry id="49382" lang="en" sex="m">Improved Manifestation VIII</entry> + <entry id="49383" lang="en" sex="m">Improved Manifestation IX</entry> + <entry id="49384" lang="en" sex="m">Improved Manifestation X</entry> + <entry id="49385" lang="en" sex="m">Power Knowledge - Psion I</entry> + <entry id="49386" lang="en" sex="m">Power Knowledge - Psion II</entry> + <entry id="49387" lang="en" sex="m">Power Knowledge - Psion III</entry> + <entry id="49388" lang="en" sex="m">Power Knowledge - Psion IV</entry> + <entry id="49389" lang="en" sex="m">Power Knowledge - Psion V</entry> + <entry id="49390" lang="en" sex="m">Power Knowledge - Psion VI</entry> + <entry id="49391" lang="en" sex="m">Power Knowledge - Psion VII</entry> + <entry id="49392" lang="en" sex="m">Power Knowledge - Psion VIII</entry> + <entry id="49393" lang="en" sex="m">Power Knowledge - Psion IX</entry> + <entry id="49394" lang="en" sex="m">Power Knowledge - Psion X</entry> + <entry id="49395" lang="en" sex="m">Power Knowledge - Psychic Warrior I</entry> + <entry id="49396" lang="en" sex="m">Power Knowledge - Psychic Warrior II</entry> + <entry id="49397" lang="en" sex="m">Power Knowledge - Psychic Warrior III</entry> + <entry id="49398" lang="en" sex="m">Power Knowledge - Psychic Warrior IV</entry> + <entry id="49399" lang="en" sex="m">Power Knowledge - Psychic Warrior V</entry> + <entry id="49400" lang="en" sex="m">Power Knowledge - Psychic Warrior VI</entry> + <entry id="49401" lang="en" sex="m">Power Knowledge - Psychic Warrior VII</entry> + <entry id="49402" lang="en" sex="m">Power Knowledge - Psychic Warrior VIII</entry> + <entry id="49403" lang="en" sex="m">Power Knowledge - Psychic Warrior IX</entry> + <entry id="49404" lang="en" sex="m">Power Knowledge - Psychic Warrior X</entry> + <entry id="49405" lang="en" sex="m">Power Knowledge - Wilder I</entry> + <entry id="49406" lang="en" sex="m">Power Knowledge - Wilder II</entry> + <entry id="49407" lang="en" sex="m">Power Knowledge - Wilder III</entry> + <entry id="49408" lang="en" sex="m">Power Knowledge - Wilder IV</entry> + <entry id="49409" lang="en" sex="m">Power Knowledge - Wilder V</entry> + <entry id="49410" lang="en" sex="m">Power Knowledge - Wilder VI</entry> + <entry id="49411" lang="en" sex="m">Power Knowledge - Wilder VII</entry> + <entry id="49412" lang="en" sex="m">Power Knowledge - Wilder VIII</entry> + <entry id="49413" lang="en" sex="m">Power Knowledge - Wilder IX</entry> + <entry id="49414" lang="en" sex="m">Power Knowledge - Wilder X</entry> + <entry id="49415" lang="en" sex="m">Chained</entry> + <entry id="49416" lang="en" sex="m">Empowered</entry> + <entry id="49417" lang="en" sex="m">Extended</entry> + <entry id="49418" lang="en" sex="m">Maximized</entry> + <entry id="49419" lang="en" sex="m">Split</entry> + <entry id="49420" lang="en" sex="m">Twinned</entry> + <entry id="49421" lang="en" sex="m">Widened</entry> + <entry id="49422" lang="en" sex="m">and</entry> + <entry id="49423" lang="en" sex="m">Power</entry> + <entry id="49424" lang="en" sex="m">Power Knowledge - Fist of Zuoken I</entry> + <entry id="49425" lang="en" sex="m">Power Knowledge - Fist of Zuoken II</entry> + <entry id="49426" lang="en" sex="m">Power Knowledge - Fist of Zuoken III</entry> + <entry id="49427" lang="en" sex="m">Power Knowledge - Fist of Zuoken IV</entry> + <entry id="49428" lang="en" sex="m">Power Knowledge - Fist of Zuoken V</entry> + <entry id="49429" lang="en" sex="m">Power Knowledge - Fist of Zuoken VI</entry> + <entry id="49430" lang="en" sex="m">Power Knowledge - Fist of Zuoken VII</entry> + <entry id="49431" lang="en" sex="m">Power Knowledge - Fist of Zuoken VIII</entry> + <entry id="49432" lang="en" sex="m">Power Knowledge - Fist of Zuoken IX</entry> + <entry id="49433" lang="en" sex="m">Power Knowledge - Fist of Zuoken X</entry> + <entry id="49434" lang="en" sex="m">Quickened</entry> + <entry id="49435" lang="en" sex="m">Quicken Power</entry> + <entry id="49436" lang="en" sex="m">Type of Feat: Metapsionic +Prerequisites: None +To use this feat, you must expend your psionic focus. You can quicken a power. You can perform another action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened. + +Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. +Use: Selected</entry> + <entry id="49437" lang="en" sex="m">Target does not posses a claw attack!</entry> + <entry id="49438" lang="en" sex="m">Target is already under effect of the Compression power!</entry> + <entry id="49439" lang="en" sex="m">Target is already under effect of the Expansion power!</entry> + <entry id="49440" lang="en" sex="m">Target does not posses a natural attack!</entry> + <entry id="49441" lang="en" sex="m">Power Knowledge - Warmind I</entry> + <entry id="49442" lang="en" sex="m">Power Knowledge - Warmind II</entry> + <entry id="49443" lang="en" sex="m">Power Knowledge - Warmind III</entry> + <entry id="49444" lang="en" sex="m">Power Knowledge - Warmind IV</entry> + <entry id="49445" lang="en" sex="m">Power Knowledge - Warmind V</entry> + <entry id="49446" lang="en" sex="m">Power Knowledge - Warmind VI</entry> + <entry id="49447" lang="en" sex="m">Power Knowledge - Warmind VII</entry> + <entry id="49448" lang="en" sex="m">Power Knowledge - Warmind VIII</entry> + <entry id="49449" lang="en" sex="m">Power Knowledge - Warmind IX</entry> + <entry id="49450" lang="en" sex="m">Power Knowledge - Warmind X</entry> + <entry id="49451" lang="en" sex="m">Target is not a weapon!</entry> + <entry id="49452" lang="en" sex="m">Target is not valid for Strength of my Enemy!</entry> + <entry id="49453" lang="en" sex="m">Target is not wielding a weapon!</entry> + <entry id="49454" lang="en" sex="m">Force of Will used for this round.</entry> + <entry id="49455" lang="en" sex="m">PRC note: Though Jaroo will not say so, you may pass his test by using a spell or a power to destroy the statue.</entry> + <entry id="49456" lang="en" sex="m">Energy Surge</entry> + <entry id="49457" lang="en" sex="m">Caster Level(s): Duskblade/Sorcerer/Wizard 3 +Innate Level: 3 +School: Transmutation +Component(s): Verbal +Range: Close +Area of Effect / Target: One weapon +Duration: 1 round +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +You temporarily imbue a weapon with elemental energy. When you cast this spell, specify an energy type (acid, cold, electricity, fire, or sonic). This spell is a spell of that type, and the target weapon is sheathed in that energy. If the attack is successful, it deals an extra 3d6 points of damage of the specified energy type.</entry> + <entry id="49458" lang="en" sex="m">Energy Surge, Acid</entry> + <entry id="49459" lang="en" sex="m">Energy Surge, Cold</entry> + <entry id="49460" lang="en" sex="m">Energy Surge, Electricity</entry> + <entry id="49461" lang="en" sex="m">Energy Surge, Fire</entry> + <entry id="49462" lang="en" sex="m">Energy Surge, Sonic</entry> + <entry id="49463" lang="en" sex="m">Kelgore's Fire Bolt</entry> + <entry id="49464" lang="en" sex="m">Caster Level(s): Duskblade/Sorcerer/Wizard 1 +Innate Level: 1 +School: Evocation [Fire] +Component(s): Verbal, Somatic, Material +Range: Medium +Area of Effect / Target: One creature +Duration: Instantaneous +Saving Throw: Reflex for half +Spell Resistance: special + +This spell conjures a small orb of rock and sheathes it in arcane energy. This spell deals 1d6 points of fire damage per caster level (maximum of 5d6). If you fail to overcome the target's spell resistance, the spell still deals 1d6 points of fire damage from the heat and force of the conjured orb's impact.</entry> + <entry id="49465" lang="en" sex="m">Regroup</entry> + <entry id="49466" lang="en" sex="m">Caster Level(s): Duskblade/Sorcerer/Wizard 3 +Innate Level: 3 +School: Conjuration (Teleportation) +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: One willing creature/level +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.</entry> + <entry id="49467" lang="en" sex="m">Rouse</entry> + <entry id="49468" lang="en" sex="m">Caster Level(s): Duskblade/Sorcerer/Wizard 1 +Innate Level: 1 +School: Enchantment (Compulsion) [Mind-Affecting] +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: 10-ft.-radius burst +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +With a loud snap of your fingers, you cause any sleeping creatures in the spell's area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points.</entry> + <entry id="49469" lang="en" sex="m">Seeking Ray</entry> + <entry id="49470" lang="en" sex="m">Caster Level(s): Duskblade/Sorcerer/Wizard 2 +Innate Level: 2 +School: Evocation +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Ray +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +A ray of electricity springs from your hand. It snakes around obstacles, cover, and other impediments on it's way toward your target. The ray deals 4d6 of electricity damage if it strikes your target. While this ray requires a ranged touch attack to strike an opponent, it ignores concealment and cover (but not total concealment and total cover), and it does not take the standard penalty for firing into melee.</entry> + <entry id="49471" lang="en" sex="m">Slashing Dispel</entry> + <entry id="49472" lang="en" sex="m">Caster Level(s): Duskblade 5 Sorcerer/Wizard 4 +Innate Level: 4 +School: Abjuration +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: One Creature or 20-ft.-radius burst +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +This spell functions like a Dispel Magic, except as noted here. Any creature that has a spell effect removed from it takes 2 points of damage per level of the dispelled effect. If a creature loses the effects of multiple spells, it takes damage for each one.</entry> + <entry id="49473" lang="en" sex="m">Sonic Shield</entry> + <entry id="49474" lang="en" sex="m">Caster Level(s): Bard 3, Duskblade/Sorcerer/Wizard 5 +Innate Level: 5 +School: Evocation +Component(s): Verbal, Somatic +Range: Personal +Area of Effect / Target: Self +Duration: 1 round/level + +This spell grants you a +4 deflection bonus to AC. In addition, anyone who successfully hits you with a melee attack takes 1d8 points of sonic damage and must make a Fortitude saving throw or be knocked 5 feet away from you into an unoccupied space. If no space of sufficient size is available for it to enter, it instead takes an extra 1d8 points of damage.</entry> + <entry id="49475" lang="en" sex="m">Sure Strike</entry> + <entry id="49476" lang="en" sex="m">Caster Level(s): Duskblade/Sorcerer/Wizard 2 +Innate Level: 2 +School: Divination +Component(s): Verbal +Range: Personal +Area of Effect / Target: Self +Duration: 1 round or until discharged + +You gain a fleeting glimpse into the future, enough to guide your impending attack. You cast this spell immediately before you make an attack roll. You can see into the future for that attack, granting you a +1 insight bonus per three caster levels on your next attack roll.</entry> + <entry id="49477" lang="en" sex="m">New Limb (Su)</entry> + <entry id="49478" lang="en" sex="m">Type: Class +Prerequisite: Healer level 15 +A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 15th level, a healer gains the ability to regrow a creature's lost or damaged body part once per day, as if casting a Regenerate spell. +At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level.</entry> + <entry id="49479" lang="en" sex="m">Area of effect</entry> + <entry id="49480" lang="en" sex="m">Decreased Cost A</entry> + <entry id="49481" lang="en" sex="m">Decreased Cost B</entry> + <entry id="49482" lang="en" sex="m">Decreased Cost C</entry> + <entry id="49483" lang="en" sex="m">Decreased Cost D</entry> + <entry id="49484" lang="en" sex="m">Decreased Cost E</entry> + <entry id="49485" lang="en" sex="m">Decreased Cost F</entry> + <entry id="49486" lang="en" sex="m">Decreased Cost G</entry> + <entry id="49487" lang="en" sex="m">Decreased Cost H</entry> + <entry id="49488" lang="en" sex="m">Increased Cost A</entry> + <entry id="49489" lang="en" sex="m">Increased Cost B</entry> + <entry id="49490" lang="en" sex="m">Increased Cost C</entry> + <entry id="49491" lang="en" sex="m">Increased Cost D</entry> + <entry id="49492" lang="en" sex="m">Increased Cost E</entry> + <entry id="49493" lang="en" sex="m">Havoc Mage</entry> + <entry id="49494" lang="en" sex="m">Havoc Mages</entry> + <entry id="49495" lang="en" sex="m">havoc mage</entry> + <entry id="49496" lang="en" sex="m">(PRESTIGE CLASS) +Combat magic is usually reserved for spellcasters in the second rank who are content to lob spells as if artillery from behind the cover of front-rank combatants. Not so the havoc mage, who shares as much in common with a fighter as with a wizard. The havoc mage has learned to toss off spells with such reckless abandon that he can fight head-to-head with both sword and spell without incurring the bitter consequences other spellcasters must contend with. A havoc mage is interested in maximum carnage in the shortest amount of time, by dint of a quick spell cast where an enemy least expects it. A havoc mage must first learn the ways of arcane magic, so those most likely to take up the sword (to complement the wand) are sorcerers and wizards. These normally sedate characters are drawn to the frenzy of battle, during which a flashing sword can be just as effect in their own hands as a well timed spell. + +- Hit Die: d8. +- Proficiencies: A havoc mage does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Arcane Spellcasting: Able to cast 2nd-level spells. +Base Attack Bonus: +4 +Skills: Lore 5 ranks. + +ABILITIES: + +Level +1: Battlecast 2nd level - A havoc mage gains the ability to cast 2nd level or lower spells while making a single weapon attack. Casting a spell in this manner does not provoke an attack of opportunity. +3: Battlecast 4th level +5: Battlecast 8th level + +BONUS SPELLS + +Every other level in Havoc Mage, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. He does not learn any new spells through his abilities.</entry> + <entry id="49497" lang="en" sex="m">Battlecast</entry> + <entry id="49498" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: Havoc Mage level 1. +Specifics: A havoc mage gains the ability to cast spells of a certain level or lower while making a single weapon attack. Using battlecast does not provoke an attack of opportunity. To use this ability, merely turn it on. On all subsequent spells, you will perform a single attack against the spell target. However, if the spell target is out of range of your physical attack, it will not work, for example if you cast a spell at range while holding a sword you will not attack the target. At 1st level, this ability allows you to battlecast 2nd level or lower spells. At 3rd level this increases to 4th or lower, and at 5th level you may battlecast 8th or lower. +Use: Selected.</entry> + <entry id="49499" lang="en" sex="m">**** 45,000 - 50,000 reserved for Race Pack Races****</entry> + <entry id="49500" lang="en" sex="m">Drow, Female</entry> + <entry id="49501" lang="en" sex="m">Drow, Male</entry> + <entry id="49502" lang="en" sex="m">Drow</entry> + <entry id="49503" lang="en" sex="m">drow</entry> + <entry id="49504" lang="en" sex="m">Descended from the original dark-skinned subrace called the Illythiiri, the drow also known as dark elves, were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Living in the Underdark, they built a matriarchal society based on power and deceit. The drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be often mistaken for white) in shades of lilac, silver, pink and blue. They also tend to be smaller and thinner than most elves. + +Drow females tend to be bigger and stronger than males. Drow society is theocratic and strongly matriarchal with females holding all positions of power and responsibility in the government, the militia and in the home. Their preferred class is cleric. +Drow males tend to be smaller and weaker than females. In society they tend to fill the lower ranks as fighters, rangers and rogues although their aptitude for magic is equal, if not superior, to that of other elven subraces. Their preferred class is wizard. + +Drow Ability Adjustments: +2 Dex, +2 Int, +2 Cha, -2 Con. +Favored Class Females (Cleric): A multiclass female drows cleric class does not count when determining whether she suffers an XP penalty for multiclassing. +Favored Class Males (Wizard): A multiclass male drows wizard class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. +- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. +- Iron Will: +2 racial bonus on savings throws versus will. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Affinity (Spot): +2 racial bonus to Spot checks. +- Keen Senses: Drow make active Search checks automatically and with no movement penalties. +- Darkvision: Drow can see in the dark. +- Spell Resistance: Innate spell resistance of 11 plus 1 per level. +- Light Blindness: Abrupt exposure to light blinds a drow for 1 round. In addition drow suffer -1 circumstance penalty to attack rolls, saves and checks while operating in bright light. +- Spell-Like Abilities: 1/day - Darkness, Faerie Fire. Caster level 3rd. +- Elven: Drow are considered Elven for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: NA</entry> + <entry id="49505" lang="en" sex="m">Arctic Dwarf</entry> + <entry id="49506" lang="en" sex="m">Arctic Dwarven</entry> + <entry id="49507" lang="en" sex="m">arctic dwarven</entry> + <entry id="49508" lang="en" sex="m">Arctic Dwarves</entry> + <entry id="49509" lang="en" sex="m">Native from mountains at the heart of the great glacier and other northerly regions, arctic dwarves are little known to the outside world. Unlike other dwarves, arctic dwarves have little interest in mining or crafts, instead devoting themselves to hunting, raising children and leisure. Traditional dwarven strictures, such as those imposed by family and clan hold little weight in arctic dwarf society. Arctic Dwarves are squat and hardy, with blocky bodies, pinched faces and +stubby legs. They rarely exceed 3 feet in height and are nearly as broad as they are tall. They eyes are bright blue and their skin white, almost bluish. + +Arctic Dwarven Ability Adjustments: +4 Str, +2 Con, -2 Cha, -2 Dex. +Favored Class (Ranger): A multiclass arctic dwarf's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Stonecunning: +2 racial bonus on Search checks made in subterranean areas. +- Darkvision: Dwarves are able to see in the dark. +- Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons. +- Hardiness vs. Spells: +2 racial bonus on saving throws against spells. +- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs. +- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). +- Defensive Training vs. Giants: +4 dodge bonus to AC against giants. +- Skill Affinity (Lore): +2 racial bonus to Lore checks. +- Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks. +- Skill Affinity (Appraise): +2 racial bonus to Appraise checks. +- Immunity to Cold: Arctic Dwarves are immunity to the effects of cold and cold-based spells. +- Level Adjustment: +2 +- Small Stature: + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Dwarven: Arctic Dwarves count as Dwarves for the purpose of spells.</entry> + <entry id="49510" lang="en" sex="m">Gold Dwarf</entry> + <entry id="49511" lang="en" sex="m">Gold Dwarven</entry> + <entry id="49512" lang="en" sex="m">gold dwarven</entry> + <entry id="49513" lang="en" sex="m">Gold Dwarves</entry> + <entry id="49514" lang="en" sex="m">Found largely in the south in the immediate vicinity of the Great Rift. Renowned not only for their smithwork and craftsmanship but also for their military progress and legendary wealth, gold dwarves have maintained their empire for millennia, unbowed by the passage of time. The skin of a gold dwarf is light brown or deeply tanned, and her eyes are usually brown or hazel. Both genders wear their hair long; hair color ranges from black to gray or brown, with all shades fading to light gray as time progresses. + +Gold Dwarven Ability Adjustments: +2 Con, -2 Dex. +Favored Class (Fighter): A multiclass gold dwarf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Stonecunning: +2 racial bonus on Search checks made in subterranean areas. +- Darkvision: Gold Dwarves are able to see in the dark. +- Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons. +- Hardiness vs. Spells: +2 racial bonus on saving throws against spells. +- Offensive Training vs. Aberrations: +1 racial bonus on attack rolls against aberrations. +- Defensive Training vs. Giants: +4 dodge bonus to AC against giants. +- Skill Affinity (Lore): +2 racial bonus to Lore checks. +- Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks. +- Skill Affinity (Appraise): +2 racial bonus to Appraise checks. +- Dwarven: Gold Dwarves count as Dwarves for the purpose of spells.</entry> + <entry id="49515" lang="en" sex="m">Duergar</entry> + <entry id="49516" lang="en" sex="m">duergar</entry> + <entry id="49517" lang="en" sex="m">duergar</entry> + <entry id="49518" lang="en" sex="m">Descended from a dwarf clan enslaved by mind flayers, duergar (a.k.a. gray dwarves) suffered for generations under enslavement and cruel experimentation at the hand of their cruel masters. Finally they managed to recover their freedom as a bitter and evil race with limited psionic powers. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair and gray skin. + +Duergar Ability Adjustments: +2 Con, -4 Cha. +Favored Class (Fighter): A multiclass duergar's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Stonecunning: +2 racial bonus on Search checks made in subterranean areas. +- Darkvision: Duergar are able to see in the dark. +- Immunity to Poisons: racial immunity to poisons. +- Immunity to Paralysis: racial immunity to paralysis. +- Hardiness vs. Spells: +2 racial bonus on saving throws against spells. +- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs. +- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids. +- Defensive Training vs. Giants: +4 dodge bonus to AC against giants. +- Skill Affinity (Lore): +2 racial bonus to Lore checks. +- Skill Affinity (Move Silently): +4 racial bonus to Move Silently +- Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks. +- Skill Affinity (Appraise): +2 racial bonus to Appraise checks. +- Partial Skill Affinity (Listen): +1 racial bonus to Listen checks. +- Partial Skill Affinity (Spot): +1 racial bonus to Spot checks. +- Immunity to Phantasms: Duergar are immune to phantasms such as Weird and Phantasmal Killer +- Light Sensitivity: Duergar suffer -2 penalty to attack rolls, saves and checks while operating in bright light. +- Spell-Like Abilities: 1/day - Invisibility. Caster level 3rd. +- Naturally Psionic: Duergar gain 3 bonus power points at 1st level. +- Dwarven: Duergar count as Dwarves for the purpose of spells.</entry> + <entry id="49519" lang="en" sex="m">Shield Dwarf</entry> + <entry id="49520" lang="en" sex="m">Shield Dwarven</entry> + <entry id="49521" lang="en" sex="m">shield dwarven</entry> + <entry id="49522" lang="en" sex="m">Shield Dwarves</entry> + <entry id="49523" lang="en" sex="m">**identical to Hill Dwarves (base Dwarves). Not activated as PC race**</entry> + <entry id="49524" lang="en" sex="m">Urdunnir</entry> + <entry id="49525" lang="en" sex="m">urdunnir</entry> + <entry id="49526" lang="en" sex="m">Urdunnir</entry> + <entry id="49527" lang="en" sex="m">Urdunnir, sometimes known as orecutter dwarves, are a long forgotten offshoot of dwarves who have become one with earth and stone. Urdunnir are taught to live in harmony with the environment that they see as great sea of earth and stone, ever changing and always beautiful. The skin of an urdunnir is light gray and their eyes always silver. Both genders wear their hair long; hair color is uniformly gray or brown, with varying degrees of silver and black highlights. + +Urdunnir Ability Adjustments: +2 Con, -2 Cha. +Favored Class (Fighter): A multiclass Urdunnir's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Stonecunning: +2 racial bonus on Search checks made in subterranean areas. +- Darkvision: Urdunnir are able to see in the dark. +- Hardiness vs. Poisons: +4 racial bonus on saving throws against poisons. +- Hardiness vs. Spells: +2 racial bonus on saving throws against spells. +- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs. +- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). +- Defensive Training vs. Giants: +4 dodge bonus to AC against giants. +- Skill Affinity (Lore): +2 racial bonus to Lore checks. +- Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks. +- Skill Affinity (Appraise): +2 racial bonus to Appraise checks. +- Stone Shape: Urdunnir can take the shape of stone (using Stoneskin as 4th level wizard) +- Dwarven: Urdunnir count as Dwarves for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +4 +Racial Hit Dice/Class: NA</entry> + <entry id="49528" lang="en" sex="m">Wild Dwarf</entry> + <entry id="49529" lang="en" sex="m">Wild Dwarven</entry> + <entry id="49530" lang="en" sex="m">wild dwarven</entry> + <entry id="49531" lang="en" sex="m">Wild Dwarves</entry> + <entry id="49532" lang="en" sex="m">Wild dwarves are primitive inhabitant of the jungle. They have largely rejected the clan based craft- and smith-oriented culture of their dwarf cousins, choosing instead to live in hunting bands with ever shifting memberships. Wild dwarves are dark-skinned, short and stout, with dark brown eyes. Their heavenly tattooed bodies are covered with grease to ward off insects. + +Wild Dwarven Ability Adjustments: +2 Con, -2 Cha. +Favored Class (Barbarian): A multiclass wild dwarf's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Darkvision: Wild Dwarves are able to see in the dark. +- Improved Hardiness vs. Poisons: +3 racial bonus on saving throws against poisons. +- Hardiness vs. Spells: +2 racial bonus on saving throws against spells. +- Resist Disease: +4 racial bonus on saving throws versus disease. +- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs. +- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). +- Defensive Training vs. Giants: +4 dodge bonus to AC against giants. +- Skill Affinity (Lore): +2 racial bonus to Lore checks. +- Use Poison: Wild Dwarves gain automatic success when coating a weapon with poison +- Resist Fire: Innate fire resistance of 5 +- Small Stature: + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Dwarven: Wild Dwarves count as Dwarves for the purpose of spells.</entry> + <entry id="49533" lang="en" sex="m">Aquatic Elf</entry> + <entry id="49534" lang="en" sex="m">Aquatic Elven</entry> + <entry id="49535" lang="en" sex="m">aquatic elven</entry> + <entry id="49536" lang="en" sex="m">Aquatic Elves</entry> + <entry id="49537" lang="en" sex="m">The aquatic elves, also known as sea elves, are civilized and good hearted people who inhabit the seas. Most aquatic elves hail from underwater cities but small settlements of this race can be found in the seas along the coast. Aquatic elves hair is usually stringy and thick, cut short for warriors but otherwise worn long. Sea elves have radiant skin of deep green or blue with irregular thin brown or white stripes and patches. Eye colors for aquatic elves come in blue, green, green and gold shades. + +Aquatic Elven Ability Adjustments: +2 Dex, -2 Int. +Favored Class (Fighter): A multiclass aquatic elf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. +- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. +- Water Breathing: Creature can breath water and is therefore immune to the effects of Drown and Mass Drown. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Affinity (Spot): +2 racial bonus to Spot checks. +- Keen Senses: Aquatic Elves make active Search checks automatically and with no movement penalties. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Elven: Aquatic Elves are considered Elven for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="49538" lang="en" sex="m">Snow Elf</entry> + <entry id="49539" lang="en" sex="m">Snow Elven</entry> + <entry id="49540" lang="en" sex="m">snow elven</entry> + <entry id="49541" lang="en" sex="m">Snow Elves</entry> + <entry id="49542" lang="en" sex="m">Snow elves are much like their southern brethren. They make their home within nature, building grand cities of ice on the tops of distant mountaintops, only rarely leaving them to visit the outside world. They have no special resistance to the cold, but their cities and magic protects them. One of their few differences is their eyes and hair, both white as the snow surrounding them. + +Snow Elven Ability Adjustments: +2 Dex, -2 Cha. +Favored Class (Wizard): A multiclass snow elf's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. +- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. +- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow) +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Affinity (Spot): +2 racial bonus to Spot checks. +- Keen Senses: Snow Elves make active Search checks automatically and with no movement penalties. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Elven: Snow Elves are considered Elven for the purpose of spells.</entry> + <entry id="49543" lang="en" sex="m">Sun Elf</entry> + <entry id="49544" lang="en" sex="m">Sun Elven</entry> + <entry id="49545" lang="en" sex="m">sun elven</entry> + <entry id="49546" lang="en" sex="m">Sun Elves</entry> + <entry id="49547" lang="en" sex="m">Sun elves, or gold elves, are famed for their command of both arcane and divine magic, which exceeds that of any other living race. Works of elven high magic thousands of years old still survive in the hidden refuges of sun elves. Sun elves have bronze skin, hair of golden blond, copper or black, and eyes of green or gold. They favor contemplation, lore and study over the quick games and light-hearted songs of other elves, but seem to embody the unearthly beauty, grace and presence of elven folk. + +Sun Elven Ability Adjustments: +2 Int, -2 Con. +Favored Class (Wizard): A multiclass sun elf's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. +- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. +- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow) +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Affinity (Spot): +2 racial bonus to Spot checks. +- Keen Senses: Sun Elves make active Search checks automatically and with no movement penalties. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Elven: Sun Elves are considered Elven for the purpose of spells.</entry> + <entry id="49548" lang="en" sex="m">Wild Elf</entry> + <entry id="49549" lang="en" sex="m">Wild Elven</entry> + <entry id="49550" lang="en" sex="m">wild elven</entry> + <entry id="49551" lang="en" sex="m">Wild Elves</entry> + <entry id="49552" lang="en" sex="m">Wild elves, also known as green elves, are insular and savage. As a result they are rarely seen outside their forest homes. The green elves were always close to nature, even more than other elves, but they have forgotten many of the high arts and lore of their people, choosing stealth and survival over learning and enlightenment. Their skin tends to be brown and their hair ranges from black to light brown, lightening to silvery white with age. + +Wild Elven Ability Adjustments: +2 Dex, -2 Int +Favored Class (Sorcerer): A multiclass wild elf's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. +- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. +- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow) +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Affinity (Spot): +2 racial bonus to Spot checks. +- Keen Senses: Wild Elves make active Search checks automatically and with no movement penalties. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Elven: Wild Elves are considered Elven for the purpose of spells.</entry> + <entry id="49553" lang="en" sex="m">Wood Elf</entry> + <entry id="49554" lang="en" sex="m">Wood Elven</entry> + <entry id="49555" lang="en" sex="m">wood elven</entry> + <entry id="49556" lang="en" sex="m">Wood Elves</entry> + <entry id="49557" lang="en" sex="m">The wood elves do not view their homelands as a land apart. They understand better than their kindred that, for better or for worse, their fates are bound up with the fates of the humans, dwarves and halflings of the land. Also known as copper or sylvan elves, these people have coppery skin tinged with green, and brown, green or hazel eyes. Hair is usually brown or black, occasionally blond or coppery-red. + +Wood Elven Ability Adjustments: +2 Str, +2 Dex, -2 Int, -2 Cha, -2 Con. +Favored Class (Ranger): A multiclass wood elf's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. +- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. +- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow) +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Affinity (Spot): +2 racial bonus to Spot checks. +- Keen Senses: Wild Elves make active Search checks automatically and with no movement penalties. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Elven: Wood Elves are considered Elven for the purpose of spells.</entry> + <entry id="49558" lang="en" sex="m">Dark Elf</entry> + <entry id="49559" lang="en" sex="m">Dark Elven</entry> + <entry id="49560" lang="en" sex="m">dark elven</entry> + <entry id="49561" lang="en" sex="m">Dark Elves</entry> + <entry id="49562" lang="en" sex="m">**similar to Drow - not activated as PC race**</entry> + <entry id="49563" lang="en" sex="m">Svirfneblin</entry> + <entry id="49564" lang="en" sex="m">svirfneblin</entry> + <entry id="49565" lang="en" sex="m">Deep gnomes, known also as svirfneblin, have become understandably distrustful of all strangers after centuries of living with the everyday perils the Underdark. With strangers, most deep gnomes are sullen, reserved and suspicious, almost to a fault. Their skin is the color of the rocks among which they live. They have dark gray eyes, tending towards black. Their hair is of similar color, although it's only seen in a woman as the men are entirely bald and beardless. + +Svirfneblin Ability Adjustments: +2 Dex, +2 Wis, -2 Str, -4 Cha. +Favored Class (Wizard): A multiclass svirfneblins wizard class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Stonecunning: +2 racial bonus on Search checks made in subterranean areas. +- Darkvision: Svirfneblin are able to see in the dark. +- Small Stature + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Hardiness vs. Illusions: +2 racial bonus on saving throws against mind-affecting spells. +- Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids. +- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). +- Dodge +4: +4 racial dodge armor class bonus. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Concentration): +2 racial bonus to Concentration checks. +- Skill Affinity (Hide Underground): +2 racial bonus to Hide checks; +4 when underground. +- Spell Focus (Illusion): Svirfneblin add +2 DC to any Illusion spells they cast. This is identical to the feat. +- Very Heroic: +2 racial bonus to all saving throws. +- Spell Resistance: Spell Resistance of 11, plus 1 per level. +- Spell-Like Abilities: 1/day - Blindness and Deafness (DC 16), Blur, Disguise Self. Caster level is equal to the svirfneblin's character level, DC is Charisma-based with +4 racial bonus. +- Gnomish: Svirfneblin count as Gnomes for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +3 +Racial Hit Dice/Class: NA</entry> + <entry id="49566" lang="en" sex="m">Forest Gnome</entry> + <entry id="49567" lang="en" sex="m">Forest Gnomish</entry> + <entry id="49568" lang="en" sex="m">forest gnomish</entry> + <entry id="49569" lang="en" sex="m">Forest Gnomes</entry> + <entry id="49570" lang="en" sex="m">Forest Gnomes have a great love for nature, particularly deep and quiet forests far from civilization or even anyone's home. For this reason many people, including others of their kind, have never seen a forest gnome. Unlike other gnomes, forest gnomes wear their hair and beards long, often to the almost to their feet when unbound. The males often trim their beards to a fine point or curl them into hornlike spikes extending to either side of their faces. Their skin is the color of bark, and their eyes are usually brown or blue. Their hair is brown or black, becoming gray or white with age. + +Forest Gnomish Ability Adjustments: +2 Con, -2 Str. +Favored Class (Wizard): A multiclass forest gnome's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Hardiness vs. Illusions: +2 racial bonus on saving throws against mind-affecting spells. +- Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids. +- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). +- Defensive Training vs. Giants: +4 dodge bonus to AC against giants. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Concentration): +2 racial bonus to Concentration checks. +- Skill Affinity (Hide Forest): +4 racial bonus to Hide, +8 when in the forest. +- Spell Focus (Illusion): Rock Gnomes add +2 DC to any Illusion spells they cast. This is identical to the feat. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Gnomish: Forest Gnomes count as Gnomes for the purpose of spells.</entry> + <entry id="49571" lang="en" sex="m">Rock Gnome</entry> + <entry id="49572" lang="en" sex="m">Rock Gnomish</entry> + <entry id="49573" lang="en" sex="m">rock gnomish</entry> + <entry id="49574" lang="en" sex="m">Rock Gnomes</entry> + <entry id="49575" lang="en" sex="m">Rock gnomes are the most common of their race in Faerun. Although many adventuring gnomes have taken up illusionary magic, most gnomes prefer the bardic life. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years. + +Rock Gnomish Ability Adjustments: +2 Con, -2 Str. +Favored Class (Bard): A multiclass rock gnome's bard class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Hardiness vs. Illusions: +2 racial bonus on saving throws against mind-affecting spells. +- Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids. +- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). +- Defensive Training vs. Giants: +4 dodge bonus to AC against giants. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Concentration): +2 racial bonus to Concentration checks. +- Spell Focus (Illusion): Rock Gnomes add +2 DC to any Illusion spells they cast. This is identical to the feat. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Gnomish: Rock Gnomes count as Gnomes for the purpose of spells. + +Special: Rock Gnomes are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear. </entry> + <entry id="49576" lang="en" sex="m">Cold Endurance</entry> + <entry id="49577" lang="en" sex="m">Type of Feat: General +Prerequisite: Base Fortitude save +2 +Benefit: You gain a +2 bonus on saving throws against cold effects. +Use: Automatic</entry> + <entry id="49578" lang="en" sex="m">Improved Cold Endurance</entry> + <entry id="49579" lang="en" sex="m">Type of Feat: General +Prerequisite: Base Fortitude save +6, Cold Endurance +Benefit: You gain cold resistance 5. +Use: Automatic</entry> + <entry id="49580" lang="en" sex="m">Ettercap Berserker</entry> + <entry id="49581" lang="en" sex="m">Type of Feat: General +Prerequisite: Rage, Human race +Specifics: You gain a +2 bonus on saving throws against poison. When raging, you gain a +6 bonus to Constitution. During a greater rage, you instead gain a +8 bonus to Constitution. +Use: Automatic</entry> + <entry id="49582" lang="en" sex="m">Ice Troll Berserker</entry> + <entry id="49583" lang="en" sex="m">Type of Feat: General +Prerequisite: Rage, Human race, Con 13 +Specifics: When raging, you gain a +2 natural armor bonus to AC. During a greater rage this natural armor bonus increases to +4. +Use: Automatic</entry> + <entry id="49584" lang="en" sex="m">Wolf Berserker</entry> + <entry id="49585" lang="en" sex="m">Type of Feat: General +Prerequisite: Rage, Human race +Specifics: You gain a +4 bonus on trip attacks and on checks to resist an opponent's trip attacks. +Use: Automatic</entry> + <entry id="49586" lang="en" sex="m">Half-Drow</entry> + <entry id="49587" lang="en" sex="m">half-drow</entry> + <entry id="49588" lang="en" sex="m">In most lands, half-drow are quite rare. Since many drow are irredeemably evil, they only mate with humans by way of rape or slavery. Half-drow are often as dark-hearted as their elven parents, but with a bitter resentment that comes from being treated as inferior members of drow society. Despite this, good half-drow are much less rare than good drow. Half-drow have dusky skin, silver or white hair and a broad range of eye colors. + +Half-Drow Ability Adjustments: none +Favored Class: Any + +Special Abilities: + +- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. +- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. +- Partial Skill Affinity (Listen): +1 racial bonus to Listen checks. +- Partial Skill Affinity (Search): +1 racial bonus to Search checks. +- Partial Skill Affinity (Spot): +1 racial bonus to Spot checks. +- Darkvision: Half-Drow can see in the dark. +- Elven: Half-Drow are considered Elven for the purpose of spells.</entry> + <entry id="49589" lang="en" sex="m">Gray Orc</entry> + <entry id="49590" lang="en" sex="m">Gray Orcish</entry> + <entry id="49591" lang="en" sex="m">gray orcish</entry> + <entry id="49592" lang="en" sex="m">Gray Orcs</entry> + <entry id="49593" lang="en" sex="m">Although gray orcs are comfortable with the savage life of the barbarian, they tend to be more calm and collected than northern orcs, focusing their rage and hatred inward. A gray orc looks less bestial than their more savage kin, but is still obviously nonhuman. Their faces are less porcine than the mountain orcs, with the exception of their tusks. They have yellow, orange or red eyes, lupine ears and black or gray hair. + +Gray Orc Ability Adjustments: +2 Str, +2 Wis, -2 Int, -2 Cha. +Favored Class (Cleric): A multiclass gray orc's cleric class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Gray Orcs are able to see in the dark. +- Track: +1 racial bonus to Spot, Search and Listen checks. +- Base movement of 40. +- Light Sensitivity: Gray Orcs suffer -2 penalty to attack rolls, saves and checks while operating in bright light. +- Orcish: Gray Orcs are considered Orcish for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="49594" lang="en" sex="m">Orog</entry> + <entry id="49595" lang="en" sex="m">orog</entry> + <entry id="49596" lang="en" sex="m">Orogs</entry> + <entry id="49597" lang="en" sex="m">Deep Orcs, also known as orogs, revel in the spoils of war. They are quick to rise to battle, but afterward they fall back to enjoy the fruits of their victories. The concept of leading a horde of raging orcs on a pointless crusade is alien to the mindset of the orog. Orogs looks similar to a large mountain orc, except that the ears are somewhat larger and their eyes are huge and pale. + +Orog Ability Adjustments: +6 Str, +2 Cha, -2 Dex, -2 Wis. +Favored Class (Fighter): A multiclass orog's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Orogs are able to see in the dark. +- Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks. +- Natural Armor Bonus: Racial natural armor bonus of 2. +- Resist Cold: Innate cold resistance of 5. +- Resist Fire: Innate fire resistance of 5. +- Light Blindness: Abrupt exposure to light blinds an orog for 1 round. In addition orogs suffer -1 circumstance penalty to attack rolls, saves and checks while operating in bright light. +- Orcish: Orogs are considered Orcish for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: NA</entry> + <entry id="49598" lang="en" sex="m">Ghostwise Halfling</entry> + <entry id="49599" lang="en" sex="m">ghostwise halfling</entry> + <entry id="49600" lang="en" sex="m">Ghostwise Halflings</entry> + <entry id="49601" lang="en" sex="m">These wild, nearly feral halflings rarely leave the confines of the deep forests. Strange and reclusive, they form close-knit communities because of their telekinetic talents and are uncomfortable with strangers. Physically, they share similar builds and characteristics with their halfling kin, and many of their abilities as well. + +Ghostwise Halfling Ability Adjustments: +2 Dex, -2 Str. +Favored Class (Barbarian): A multiclass ghostwise halfling's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature: + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Jump): +2 racial bonus to Jump checks. +- Lucky: +1 luck bonus to all saving throws. +- Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. +- Good Aim: +1 racial bonus to attack rolls made with throwing weapons. +- Halfling: Ghostwise Halflings are considered Halflings for the purpose of spells. + +Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="49602" lang="en" sex="m">Tundra Halfling</entry> + <entry id="49603" lang="en" sex="m">tundra halfling</entry> + <entry id="49604" lang="en" sex="m">Tundra Halflings</entry> + <entry id="49605" lang="en" sex="m">Halflings native to the frostfell and far northern regions are known as tundra halflings. They are like the typical halfling in both appearance and lifestyle, but supplement their nomadic ways with permanent structures along their normal paths of wandering. It's not uncommon for tundra halflings to move from empty village to empty village along with the change in seasons. + +Tundra Halfling Ability Adjustments: +2 Dex, -2 Str. +Favored Class (Ranger): A multiclass tundra halfling's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature: + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Jump): +2 racial bonus to Jump checks. +- Lucky: +1 luck bonus to all saving throws. +- Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. +- Good Aim: +1 racial bonus to attack rolls made with throwing weapons. +- Halfling: Tundra Halflings are considered Halflings for the purpose of spells. + +Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear.</entry> + <entry id="49606" lang="en" sex="m">Strongheart Halfling</entry> + <entry id="49607" lang="en" sex="m">strongfoot halfling</entry> + <entry id="49608" lang="en" sex="m">Strongfoot Halflings</entry> + <entry id="49609" lang="en" sex="m">Strongheart are more organized, orderly and industrious race than other halflings. They build to last and fiercely defend their homeland against threats that their lightfoot kin would simply flee. Physically, they share similar builds and characteristics with their halfling kin, and many of their abilities as well. Like humans, they are especially adept at learning new skills. + +Strongheart Halfling Ability Adjustments: +2 Dex, -2 Str. +Favored Class (Rogue): A multiclass Strongheart halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature: + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Jump): +2 racial bonus to Jump checks. +- Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. +- Quick to Master: Strongheart Halflings receive 1 extra feat at first level. +- Good Aim: +1 racial bonus to attack rolls made with throwing weapons. +- Halfling: Strongheart Halflings are considered Halflings for the purpose of spells. + +Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear.</entry> + <entry id="49610" lang="en" sex="m">Aasimar</entry> + <entry id="49611" lang="en" sex="m">aasimar</entry> + <entry id="49612" lang="en" sex="m">The aasimar bear the legacy of a celestial being or even a deity in their ancestry. While elves, dwarves, gnomes and halflings with celestial ancestry are reputed to exist, those crossbreeds are not true aasimar. Aasimar look human except for one distinguishing feature related to their unusual ancestor: silver hair, golden, pearly opalescent or brilliant topaz eyes, emerald, silvery or golden skin. + +Aasimar Ability Adjustments: +2 Cha, +2 Wis. +Favored Class (Paladin): A multiclass aasimars paladin class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Darkvision: Aasimar are able to see in the dark. +- Skill Affinity (Spot): +2 racial bonus to Spot checks. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Resist Cold: Innate cold resistance of 5. +- Resist Acid: Innate acid resistance of 5. +- Resist Electrical: Innate electrical resistance of 5. +- Spell-Like Abilities: 1/day - Light. Caster level 3rd. +- Outsider: Aasimar are considered Outsiders for the purpose of spells. +- Human: Aasimar are considered Human for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="49613" lang="en" sex="m">Air Genasi</entry> + <entry id="49614" lang="en" sex="m">air genasi</entry> + <entry id="49615" lang="en" sex="m">Air genasi see themselves as the inheritors of the sky, the wind and the very air of the world. Their emotions vary quickly between calm reserve and great intensity. Air genasi look human except for one or two distinguishing features: light blue or pale white skin or white or blue hair. + +Air Genasi Ability Adjustments: +2 Dex, +2 Int, -2 Cha, -2 Wis. +Favored Class (Fighter): A multiclass air genasi's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Note: Genasi clerics must have the relevant elemental domain. + +Special Abilities: + +- Darkvision: Air Genasi can see in the dark. +- Hardiness vs. Air: +1 racial bonus on saving throws against air, sonic and electricity spells (additional +1 for every 5 levels). +- Breathless: Immune to spells affecting breathing. +- Outsider: Air Genasi are considered Outsiders for the purpose of spells. +- Human: Air Genasi are considered Human for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="49616" lang="en" sex="m">Earth Genasi</entry> + <entry id="49617" lang="en" sex="m">earth genasi</entry> + <entry id="49618" lang="en" sex="m">Earth genasi are patient, stubborn and contemplative in their decision making. Marked at birth with obvious traits reflecting their heritage, earth genasi are often shunned by others, but their physical gifts make them able to defend themselves against most attackers. Earth genasi are obviously not human, but have mostly human features except for one or two distinguishing traits related to their elemental ancestors like earthlike skin, eyes like black pits or gems, very large hand or feet, iron gray hair or metallic sheen to skin or hair. + +Earth Genasi Ability Adjustments: +2 Str, +2 Con, -2 Cha, -2 Wis. +Favored Class (Fighter): A multiclass earth genasis fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Note: Genasi clerics must have the relevant elemental domain. + +Special Abilities: + +- Darkvision: Earth Genasi can see in the dark. +- Hardiness vs. Earth: +1 racial bonus on saving throws against earth and acid spells (additional +1 for every 5 levels). +- Outsider: Earth Genasi are considered Outsiders for the purpose of spells. +- Human: Earth Genasi are considered Human for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="49619" lang="en" sex="m">Fey'ri</entry> + <entry id="49620" lang="en" sex="m">fey'ri</entry> + <entry id="49621" lang="en" sex="m">The result of four noble houses of sun elves breeding with demons in an attempt to strengthen their bloodlines, fey'ri are a type of planetouched that breeds true among their kind. Marked by their fiendish blood, fey'ri are rare among most planetouched in that they have a self-sustaining community, so they are raised among their kind. In general form they resemble sun elves, although all have large bat-like wings. They have one or more unusual features: fiery red eyes, long pointed tail, bat-like ears or deep red skin. + +Fey'ri Ability Adjustments: +2 Dex, +2 Int, -2 Con. +Favored Class (Sorcerer): A multiclass fey'ri's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. +- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. +- Hardiness vs. Electricity: +2 racial bonus on saving throws against electricity. +- Hardiness vs. Poisons: +2 racial bonus on saving throws against poison. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Affinity (Spot): +2 racial bonus to Spot checks. +- Skill Affinity (Hide): +2 racial bonus to Hide checks. +- Skill Affinity (Bluff): +2 racial bonus to Bluff checks. +- Damage Reduction: Innate damage reduction of 10/+1. +- Epic Fire Resistance: Innate fire resistance of 10. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Spell-Like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. + Fey'ri spell-like abilities have caster level equal to the fey'ri's character level. The DC is Charisma-based. +- Outsider: Fey'ri are considered Outsiders for the purpose of spells. +- Elven: Fey'ri are considered Elven for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +3 +Racial Hit Dice/Class: NA</entry> + <entry id="49622" lang="en" sex="m">Fire Genasi</entry> + <entry id="49623" lang="en" sex="m">fire genasi</entry> + <entry id="49624" lang="en" sex="m">Fire genasi are usually thought of as hot-blooded and quick to anger, and they have earned that reputation. Mercurial, proud and often fearless, they are not content to sit and watch the world pass by them by. Fire genasi are obviously not human, having mostly human features except for one or two exceptional traits related to their elemental ancestors like: charcoal gray or deep red or skin, red or orange hair or large red teeth. + +Fire Genasi Ability Adjustments: +2 Int, -2 Cha. +Favored Class (Fighter): A multiclass fire genasi's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Note: Genasi clerics must have the relevant elemental domain. + +Special Abilities: + +- Darkvision: Fire Genasi can see in the dark. +- Hardiness vs. Fire: +1 racial bonus on saving throws against fire spells (additional +1 for every 5 levels). +- Outsider: Fire Genasi are considered Outsiders for the purpose of spells. +- Human: Fire Genasi are considered Human for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="49625" lang="en" sex="m">Tanarukk</entry> + <entry id="49626" lang="en" sex="m">tanarukk</entry> + <entry id="49627" lang="en" sex="m">Bred from orc slaves and demons (vrocks, in particular), tanarukks are a powerful and evil strain of planetouched. They bread true with their own kind or with pureblood orcs. Although an offspring may have only one tanarukk grandparent all the abilities of a tanarukk are preserved. Unlike most planetouched, tanarukks have fairly uniform appearance, resembling short, stocky orcs with stooped postures. They eyes are red and their skin varies from gray-green to dark brown. + +Tanarukk Ability Adjustments: +4 Str, +2 Dex, -4 Cha, -2 Wis. +Favored Class (Barbarian): A multiclass tanarukks barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Tanarukk are able to see in the dark. +- Epic Fire Resistance: Innate fire resistance of 10. +- Natural Armor Bonus: Racial natural armor bonus of 4. +- Weapon Proficiency (Martial): All tanarukk are proficient with Martial Weapons. +- Natural Weapon: Tanarukk can make an natural bite attack. +- Spell Resistance: Innate spell resistance of 14, plus 1 per level. +- Outsider: Tanarukk are considered Outsiders for the purpose of spells. +- Orcish: Tanarukk are considered Orcish for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +3 +Racial Hit Dice/Class: 5 of Outsider</entry> + <entry id="49628" lang="en" sex="m">Tieflings</entry> + <entry id="49629" lang="en" sex="m">tiefling</entry> + <entry id="49630" lang="en" sex="m">Tieflings are the distant descendant of some evil outsider, such as a demon, devil, night hag, rakshasa or even some servant of an evil deity. Elves and orcs with fiendish heritage are known to exist but those are distinct lines and are not true tieflings. Tieflings look human except for one or two distinguishing features: small horns, fangs, hooves, forked tongue, goat-like legs, tail, glowing red or cat eyes or furry, leathery, scaly, red or bruised blue skin. + +Tiefling Ability Adjustments: +2 Dex, +2 Int, -2 Cha. +Favored Class (Rogue): A multiclass tieflings rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Darkvision: Tieflings are able to see in the dark. +- Skill Affinity (Hide): +2 racial bonus to Hide checks. +- Skill Affinity (Bluff): +2 racial bonus to Bluff checks. +- Resist Cold: Innate cold resistance of 5. +- Resist Fire: Innate fire resistance of 5. +- Resist Electrical: Innate electrical resistance of 5. +- Spell-Like Abilities: 1/day - Darkness. Caster level 3rd. +- Outsider: Tieflings are considered Outsiders for the purpose of spells. +- Human: Tieflings are considered Human for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="49631" lang="en" sex="m">Water Genasi</entry> + <entry id="49632" lang="en" sex="m">water genasi</entry> + <entry id="49633" lang="en" sex="m">Water genasi are patient and independent, used to solving problems on their own and not afraid to take a lot of time doing so. At times they are fierce and destructive like terrible storms, but more often than not they present a tranquil appearance, despite whatever emotions run underneath that quiet surface. Water genasi look human except one distinguishing feature related to their elemental ancestor like: blue-green skin or hair, large black-blue eyes or clammy flesh. + +Air Genasi Ability Adjustments: +2 Con. -2 Cha. +Favored Class (Fighter): A multiclass water genasi's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Note: Genasi clerics must have the relevant elemental domain. + +Special Abilities: + +- Darkvision: Water Genasi can see in the dark. +- Hardiness vs. Water: +1 racial bonus on saving throws against water and cold spells (additional +1 for every 5 levels). +- Water Breathing: Creature can breath water and is therefore immune to the effects of Drown and Mass Drown. +- Outsider: Water Genasi are considered Outsiders for the purpose of spells. +- Human: Water Genasi are considered Human for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="49634" lang="en" sex="m">ogre</entry> + <entry id="49635" lang="en" sex="m">Ogres are hulking monsters standing over 9 feet tall with a thick, tough hide. The skin on their 650-pound frame ranges from yellow to brown. They are known for being violent and bad-tempered and tend to keep company with trolls, giants and ogre mages. Although living in small, tribal communities, it is not unheard of for an ogre to accept mercenary work among humans. Their bent toward chaos makes them ideal barbarian. A raging ogre barbarian is an inspiration to other ogres. + +Ogre Ability Adjustments: +10 Str, +4 Con, -2 Dex, -4 Int, -4 Cha +Favored Class (Barbarian): A multiclass ogre's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Ogres are able to see in the dark. +- Weapon Proficiency (Martial): All ogres are proficient with Martial Weapons. +- Weapon Proficiency (Simple): All ogres are proficient with Simple Weapons. +- Armor Proficiency (Medium): All ogres are proficient with Medium Armor. +- Armor Proficiency (Light): All ogres are proficient with Light Armor. +- Shield: All ogres are proficient with Shields. +- Natural Armor Bonus: Racial natural armor bonus of 5. +- Large Creature: Ogres suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. +- Giant: Ogres count as Giants for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: 4 of Giant</entry> + <entry id="49636" lang="en" sex="m">goblin</entry> + <entry id="49637" lang="en" sex="m">Goblins</entry> + <entry id="49638" lang="en" sex="m">Goblins are small creatures that many consider to be little more than a nuisance. Standing just over 3 feet and weighing less than 50 pounds, these creatures are seldom intimidating on their own but can be cunningly lethal in larger numbers. Their skin tone ranges from yellow to deep red, and they prefer to wear colors that blend into their natural surroundings of dark caverns. Often bullied by the larger races, goblins have learned to exploit their advantages, usually in the form of sheer numbers and ingenuity. + +Goblin Ability Adjustments: +2 Dex, -2 Str, -2 Cha +Favored Class (Rogue): A multiclass goblin's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature: +- +1 size bonus to attack rolls. +- +1 size bonus to AC. +- +4 size bonus to Hide checks. +- Darkvision: Goblins are able to see in the dark. +- Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. +- Goblinoid: Goblins count as Goblinoids for the purpose of spells.</entry> + <entry id="49639" lang="en" sex="m">Orcish</entry> + <entry id="49640" lang="en" sex="m">orcish</entry> + <entry id="49641" lang="en" sex="m">Orcs are aggressive humanoids with a reputation for war and destruction. They are stronger than their Half-Orc cousins but not as wise to the world beyond their surroundings. An orc's hair is usually black and he sports lupine ears with reddish eyes. Orcs believe that survival depends on conquering as much territory as possible, which makes relations with other creatures very difficult. Orcs often make their home in caves but are capable of building organized cities below ground. They wear their battle scars proudly as signs of achievement. + +Orc Ability Adjustments: +4 Str, -2 Int, -2 Cha, -2 Wis. +Favored Class (Barbarian): A multiclass orc's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Orcs are able to see in the dark. +- Light Sensitivity: Orcs suffer -2 penalty to attack rolls, saves and checks while operating in bright light. +- Orcish: Orcs are considered Orcish for the purpose of spells.</entry> + <entry id="49642" lang="en" sex="m">kobold</entry> + <entry id="49643" lang="en" sex="m">Kobolds</entry> + <entry id="49644" lang="en" sex="m">Kobolds are short, reptilian humanoids with a scaly hide and a doglike head. They are small creatures, about the size of a gnome or halfling. Their skin color ranges from pale grey to dusty black with eyes than glow a deep red. Kobolds are experts in crafting traps and spend much of their time fortifying their lairs and surroundings with this devices. These surroundings are usually dark places like caverns and overgrown forests, perfect for ambushing opponents, as is the preferred kobold tactic. + +Kobold Ability Adjustments: +2 Dex, -4 Str, -2 Con +Favored Class (Sorcerer): A multiclass kobold's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature: +- +1 size bonus to attack rolls. +- +1 size bonus to AC. +- +4 size bonus to Hide checks. +- Darkvision: Kobolds are able to see in the dark. +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Focus (Craft Trap): +2 bonus to Craft Trap checks. +- Natural Armor Bonus: Racial natural armor bonus of 1. +- Light Sensitivity: Kobolds suffer -2 penalty to attack rolls, saves and checks while operating in bright light. +- Dragonblooded: Kobolds have the dragonblood subtype. +- Reptilian: Kobolds count as Reptilian for the purpose of spells.</entry> + <entry id="49645" lang="en" sex="m">bugbear</entry> + <entry id="49646" lang="en" sex="m">Bugbears</entry> + <entry id="49647" lang="en" sex="m">Bugbears are the biggest and the strongest of the goblinoid races, and are more aggressive than their smaller relatives. They survive primarily by hunting weaker creatures. Although not related to bears, it has hide and claws that resemble those of its namesake. Bugbears are muscular and stand 7 feet tall. They prefer to dwell in temperate, mountainous regions, living in small tribal units. + +Bugbear Ability Adjustments: +4 Str, +2 Dex, +2 Con, -2 Cha +Favored Class (Rogue): A multiclass bugbear's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Bugbears are able to see in the dark. +- Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. +- Weapon Proficiency (Simple): All bugbears are proficient with simple weapons. +- Armor Proficiency (Light): All bugbears are proficient with light armor. +- Shield: All bugbears are proficient with shields. +- Natural Armor Bonus: Racial natural armor bonus of 3. +- Goblinoid: Bugbears count as Goblinoids for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: 3 of Humanoid</entry> + <entry id="49648" lang="en" sex="m">gnoll</entry> + <entry id="49649" lang="en" sex="m">Gnolls</entry> + <entry id="49650" lang="en" sex="m">Gnolls are hyena-headed humanoids that wander in loose tribes. Most have dirty yellow or reddish fur and grayish skin. As nocturnal carnivores, gnolls are natural predators and tend to think with their stomachs. Although they will form alliances with other humanoid races, they are just as soon to break them without regret or warning if it suits their need. Gnoll society if usually ruled by its strongest member who uses fear, intimidation and strength to remain in power. Gnolls are in excess of 7 feet tall and typically weigh over 300 pounds. + +Gnoll Ability Adjustments: +4 Str, +2 Con, -2 Int, -2 Cha +Favored Class (Ranger): A multiclass gnoll's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: +- Darkvision: Gnolls are able to see in the dark. +- Natural Armor Bonus: Racial natural armor bonus of 1. +- Monstrous: Gnolls count as Monstrous Humanoids for the purpose of spells. +- Weapon Familiarity: Gnolls treat battleaxes and shortbows as simple weapons. +- Racial Hit Dice: A gnoll begins with two levels of humanoid. +- Level Adjustment: +1</entry> + <entry id="49651" lang="en" sex="m">minotaur</entry> + <entry id="49652" lang="en" sex="m">Minotaurs</entry> + <entry id="49653" lang="en" sex="m">Minotaurs are strong, fiercely territorial creatures often found in vast underground labyrinths. They are bipedal, with the head of a bull, and weigh over 700 pounds. A minotaur's natural cunning and feral instincts enable it to find its way easily though even the most confusing tunnel complexes. Because of the acuity of their sense, minotaurs are seldom surprised and never caught flat-footed. + +Minotaur Ability Adjustments: +8 Str, +4 Con, -4 Int, -2 Cha +Favored Class (Barbarian): A multiclass minotaur's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Minotaurs are able to see in the dark. +- Scent: Keen Senses and +4 racial bonus to Search, Spot and Listen checks. +- Track: +1 racial bonus to Search, Spot and Listen checks. +- Natural Armor Bonus: Racial natural armor bonus of 5. +- Weapon Proficiency (Simple): All Minotaurs are proficient with Simple Weapons. +- Weapon Proficiency (Martial): All Minotaurs are proficient with Martial Weapons. +- Natural Weapon: Minotaurs can make an unarmed gore attack with their horns. +- Powerful Charge: Minotaurs can make a charging gore attack at +2 to hit, -2 to AC for an additional 4d6+6 damage. +- Uncanny Dodge: Minotaurs retain their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. +- Large Creature: Minotaurs suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. +- Monstrous: Minotaurs count as Monstrous Humanoids for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: 6 of Monstrous Humanoid</entry> + <entry id="49654" lang="en" sex="m">lizardfolk</entry> + <entry id="49655" lang="en" sex="m">Lizardfolk are reptilian humanoids, primitive by modern standards but rumored to be relatives of the creator races. Lizardfolk are tall and muscular, and prefer frontal assaults in combat. Organized tribes, however, are able to use traps and ambushes to compensate for a lack of numbers. Survival is the primary concern in lizardfolk society and will engage in a number of activities, such as allying with other races of pledging servitude to dragons, to ensure this. Lizardfolk can speak draconian and can become competent druids, although their size makes them ideal fighters. + +Lizardfolk Ability Adjustments: +2 Str, +2 Con, -2 Int +Favored Class (Druid): A multiclass lizardfolk's druid class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Weapon Proficiency (Simple): All Lizardfolk are proficient with Simple Weapons. +- Natural Weapon: Lizardfolk can make an natural bite attack. +- Shield: All Lizardfolk are proficient with shields. +- Skill Affinity (Jump): +4 racial bonus to Jump checks. +- Natural Armor Bonus: Racial natural armor bonus of 5. +- Darkvision: Lizardfolk are able to see in the dark. +- Reptilian: Lizardfolk count as Reptilian for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: 2 of Humanoid</entry> + <entry id="49656" lang="en" sex="m">yuan-ti pureblood</entry> + <entry id="49657" lang="en" sex="m">Yuan-ti are descended from humans whose bloodlines have been mixed with those of snakes. Their cunning and ruthlessness are legendary, as are their ability to allied with any race as the situation suits. In Yuan-ti society, Purebloods comprise the nobility while Abominations are the fighting force. All yuan-ti exhibit snake-like features in varying degrees, and all yuan-ti are able to speak Abyssal. Because of their intelligence, yuan-ti purebloods are able to organize themselves and fight with skill comparable to that of any race. The prefer ranged attacks and spells to melee and will sacrifice the least desirable members of the community in hand-to-hand combat. Yuan-ti purebloods appear human at first glance, with only very subtle snakelike features. + +Yuan-ti Pureblood Ability Adjustments: +2 Dex, +2 Int, +2 Cha. +Favored Class (Ranger): A multiclass yuan-ti's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Yuan-ti Purebloods are able to see in the dark. +- Alertness: +2 bonus to Spot and Listen checks due to finely tuned senses. +- Blind Fighting: Yuan-ti have the ability to fight well if blinded or against invisible creatures. +- Weapon Proficiency (Simple): All yuan-ti are proficient with simple weapons. +- Armor Proficiency (Light): All yuan-ti are proficient with light armor. +- Shield: All yuan-ti are proficient with shields. +- Spell Resistance: Innate spell resistance of 14, plus 1 per character level. +- Natural Armor Bonus: Racial natural armor bonus of 1. +- Spell-Like Abilities: 1/day - Charm Person, Darkness, Entangle, Fear. Caster level 3rd. The DC is Charisma-based. +- Monstrous: Yuan-ti Purebloods count as Monstrous Humanoids for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: 4 of Monstrous Humanoid</entry> + <entry id="49658" lang="en" sex="m">hobgoblin</entry> + <entry id="49659" lang="en" sex="m">Hobgoblins</entry> + <entry id="49660" lang="en" sex="m">Hobgoblins are the larger cousins of goblins, and far more aggressive. They are at constant war with elves and harbor a deep hatred of them. Hobgoblins stand over 6 feet tall, with reddish-brown hair and fur-covered hide. These creatures have a strong grasp of strategy and tactics, and are capable of developing sophisticated battle plans. Their society is geared toward military activities, with young being raised for battle. Under the leadership of a skilled warrior, hobgoblin bands can be formidable opponents. + +Hobgoblin Ability Adjustments: +2 Dex, +2 Con +Favored Class (Fighter): A multiclass hobgoblins fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Hobgoblins are able to see in the dark. +- Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. +- Goblinoid: Hobgoblins count as Goblinoids for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="49661" lang="en" sex="m">Githyanki</entry> + <entry id="49662" lang="en" sex="m">githyanki</entry> + <entry id="49663" lang="en" sex="m">Githyanki are tall, gaunt humanoids from an ancient line of being from the Astral Plane. Built roughly like humans, they are elaborate dressers and have a passion for fine weapons. They have yellowish skin and russet hair, with pointed ears that resemble those of an elf but are serrated at the back. The gith empire arose from slave rebellion against their master mind flayers. Once free, the gith split into two distinct races - the githyanki and githzerai. The githyanki live within massive fortresses adrift in the Astral Plane and have been known to form alliances with Red Dragons. + +Githyanki Ability Adjustments: +2 Dex, +2 Con, -2 Wis +Favored Class (Fighter): A multiclass githyanki's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Githyanki are able to see in the dark. +- Spell Resistance: Innate spell resistance of 5, plus 1 per character level. +- Spell-Like Abilities: 3/day - Blur, Daze. Caster level 3rd. The DC is Charisma-based. +- Outsider: Githyanki are considered Outsiders for the purpose of spells. +- Human: Githyanki are considered Human for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: NA</entry> + <entry id="49664" lang="en" sex="m">Githzerai</entry> + <entry id="49665" lang="en" sex="m">githzerai</entry> + <entry id="49666" lang="en" sex="m">Githzerai are tall, thin humanoids with sharp features and somber, yellow eyes. The are typically hard-hearted creatures, making their homes in hidden monasteries on the plane of Limbo. The gith empire arose from slave rebellion against their master mind flayers. Once free, the gith split into two distinct races - the githyanki and githzerai. The githzerai's imprisonment at the hands of the illithids formed the foundation or their monastic lifestyle. Their fortress of perfect order provides a sharp contrast to the perpetual chaos that exists on their native plane. + +Githzerai Ability Adjustments: +6 Dex, +2 Wis, -2 Int +Favored Class (Monk): A multiclass githzerai's monk class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Githzerai are able to see in the dark. +- Spell Resistance: Innate spell resistance of 5, plus 1 per character level. +- Spell-Like Abilities: 3/day - Daze. Caster level 3rd. The DC is Charisma-based. +- Outsider: Githzerai are considered Outsiders for the purpose of spells. +- Human: Githzerai are considered Human for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: NA</entry> + <entry id="49667" lang="en" sex="m">rakshasa</entry> + <entry id="49668" lang="en" sex="m">Rakshasa are decadent, arrogant creatures who prides themselves on their ability to deceive. These creatures resemble tigers or bears, although they are humanoid and are unmistakable in their expensive silks and jewels. Generally malevolent, rakshasa are masters of the magical arts. They have an incredibly high innate resistance to spells and many are completely immune to lower level magics. Having a disdain for combat, these creatures prefer spellcasting classes. + +Rakshasa Ability Adjustments: +2 Str, +4 Dex, +2 Int, +6 Cha, +2 Wis, +6 Con. +Favored Class (Sorcerer): A multiclass rakshasa's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Rakshasa are able to see in the dark. +- Base movement of 40. +- Weapon Proficiency (Simple): All rakshasa are proficient with simple weapons. +- Weapon Proficiency (Martial): All rakshasa are proficient with martial weapons. +- Weapon Proficiency (Creature): Rakshasa can make an unarmed attack with their claws. +- Skill Affinity (Bluff): +2 racial bonus to all Bluff checks. +- Spell Resistance: Innate spell resistance of 27, plus 1 per character level. +- Natural Armor Bonus: Racial natural armor bonus of 9. +- Damage Reduction: Innate damage reduction of 15/+1 +- Spell-Like Abilities: At will - Disguise. +- Outsider: Rakshasa are considered Outsiders for the purpose of spells. +- Sorcerer Casting: Rakshasa cast spells as a Sorcerer of their hit dice (7th level) + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +7 +Racial Hit Dice/Class: 7 of Outsider</entry> + <entry id="49669" lang="en" sex="m">Illithid</entry> + <entry id="49670" lang="en" sex="m">illithid</entry> + <entry id="49671" lang="en" sex="m">Illithid, known commonly as mind flayers, are so insidious, diabolical and powerful that all denizens of the dark fear them. They bend others to their will and shatter enemies' minds. Despite their strange appearance, with greenish-mauve rubbery flesh and tentacled head, illithids are quite charismatic and able to persuade others to follow their demands. This is due to their innate psionic ability to read and control the thoughts or lesser creatures. Illithids are utterly self-serving and do not make for loyal companions. They congregate in small underground cities where the population is swollen by the overwhelming number of slaves. The centre of every illithid community is a powerful elder brain. + +Illithid Ability Adjustments: +2 Str, +4 Dex, +8 Int, +6 Cha, +6 Wis, +2 Con. +Favored Class (Wizard): A multiclass illithid's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Illithid are able to see in the dark. +- Spell Resistance: Innate spell resistance of 25, plus 1 per character level. +- Natural Armor Bonus: Racial natural armor bonus of 3. +- Weapon Proficiency (Creature): Illithid can make an unarmed attack with their tentacles. +- Spell-Like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. +- Extract: Illithid have a chance to extract the brain of a victim on a successful hit. +- Aberration: Illithid are considered Aberrations for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +7 +Racial Hit Dice/Class: 8 of Aberration</entry> + <entry id="49672" lang="en" sex="m">pixie</entry> + <entry id="49673" lang="en" sex="m">Pixies</entry> + <entry id="49674" lang="en" sex="m">Pixies are merry pranksters that are known for leading travelers astray. They are equally known, however, for being roused to surprising ire when dealing with evil creatures. They are naturally adept with magic, with a high spell resistance and an affinity for spell casting. Being mischievous, they are particularly drawn to illusionary spells and can, in fact, cast invisibility on themselves with no specific magical training. Legend claims that pixies die only through injury or disease. + +Pixie Ability Adjustments: +8 Dex, +6 Int, +6 Cha, +4 Wis, -4 Str +Favored Class (Sorcerer): A multiclass pixie's sorcerer class does not count when determining whether she suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Pixies are able to see in the dark. +- Small Stature +- +1 size bonus to attack rolls. +- +1 size bonus to AC. +- +4 size bonus to Hide checks. +- Dodge: The character gains a +1 dodge bonus to AC against attacks from his current target or last attacker. +- Spell Resistance: Innate spell resistance of 15, plus 1 per character level. +- Natural Armor Bonus: Racial natural armor bonus of 1. +- Skill Affinity (Spot): +2 racial bonus to Spot checks. +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Damage Reduction: Innate damage reduction of 10/+1. +- Spell-Like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. +- Fey: Pixies count as Fey for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +4 +Racial Hit Dice/Class: NA</entry> + <entry id="49675" lang="en" sex="m">azer</entry> + <entry id="49676" lang="en" sex="m">Azer are dwarf-like beings native to the Elemental Plane of Fire. They wear kilts of brass, bronze or copper and speak an ancient language known as Ignan. Although unfriendly and taciturn, Azer rarely provoke a fight except to relieve a foe of much-treasured gems. Their society is a heavily-regimented one wherein everyone has a designated place. Somewhat xenophobic, only fighters among their kind are likely to venture out among the other planes. + +Azer Ability Adjustments: +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, -2 Cha. +Favored Class (Fighter): A multiclass azers fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Azer are able to see in the dark. +- Spell Resistance: Innate spell resistance of 13, plus 1 per character level. +- Natural Armor Bonus: Racial natural armor bonus of 6. +- Azer Heat Bonus: +1 heat damage on a successful hit (armed or unarmed) +- Immunity to Fire: Azer are immune to the effects of fire. +- Vulnerability to Cold: Azer take 50% more damage from cold and cold-based spells. +- Outsider: Azer count as Outsiders for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +4 +Racial Hit Dice/Class: 2 of Outsider</entry> + <entry id="49677" lang="en" sex="m">Yuan-ti Abomination</entry> + <entry id="49678" lang="en" sex="m">Yuan-ti Abominations</entry> + <entry id="49679" lang="en" sex="m">**not included in first release**</entry> + <entry id="49680" lang="en" sex="m">Half-Ogre</entry> + <entry id="49681" lang="en" sex="m">half-ogre</entry> + <entry id="49682" lang="en" sex="m">Half-Ogres</entry> + <entry id="49683" lang="en" sex="m">Half-ogres are the product of human and ogre crosses. They are generally slow to think but quick to anger. Half-ogres are exceptionally strong and large, yet enjoy simple pleasures such as feasting, drinking, boasting, wrestling, drumming and wild dancing. A half-ogre skin color ranges from dull yellow to dull brown. Their thick hides sport patches of dark, warty dumps and they generally have dark hair. + +Half-Ogre Ability Adjustments: +6 Str, +2 Con, -2 Dex, -2 Int, -2 Cha +Favored Class (Barbarian): A multiclass half-ogre's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Half-Ogres are able to see in the dark. +- Natural Armor Bonus: Racial natural armor bonus of 4. +- Large Creature: Half-Ogres suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. +- Giant: Half-Ogres count as Giants for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: NA</entry> + <entry id="49684" lang="en" sex="m">Deep Imaskari</entry> + <entry id="49685" lang="en" sex="m">Imaskari</entry> + <entry id="49686" lang="en" sex="m">imaskari</entry> + <entry id="49687" lang="en" sex="m">The deep Imaskari are heirs to the lost empire of Imaskari. One of the earliest human empires, the Imaskari were destroyed by the slaves they had abducted from other worlds. A few, however, managed to preserve themselves and their kin. Fleeing deep into the bowels of the earth, they sealed themselves away from both the knowledge and the recriminations of the surface world. A deep Imaskari appears mostly human tall and slender. Her skin looks pale and stone like, as if expertly sculpted from the finest veined marble, though it is as soft as human skin to the touch. + +Deep Imaskari Ability Adjustments: +2 Int, -2 Dex. +Favored Class (Wizard): A multiclass imaskari's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Skill Affinity (Hide): +2 racial bonus to Hide checks. +- Skill Affinity (Hide Underground): +4 racial bonus to Hide checks when underground +- Low-Light Vision: Allows them to see better than normal in the dark. +- Human: Imaskari are considered Human for the purpose of spells.</entry> + <entry id="49688" lang="en" sex="m">Trollish</entry> + <entry id="49689" lang="en" sex="m">trollish</entry> + <entry id="49690" lang="en" sex="m">Trolls are carnivorous creatures found in all climates, from tundra to desert. Their lack of fear makes them excellent fighters, launching into combat without hesitation. Known for their ravenous appetites, trolls will often establish lairs near settlements in order to hunt the creatures that make their dwelling there. A typical troll stands 9 feet tall and weighs about 500 pounds, with females being slightly larger than males. Their rubbery hide is moss green or putrid gray, and their heir is generally greenish black or iron gray in color. + +Troll Ability Adjustments: +12 Str, +4 Dex, +12 Con, -4 Int, -4 Cha, -2 Wis. +Favored Class (Fighter): A multiclass troll's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Trolls are able to see in the dark. +- Track: +1 racial bonus to Spot, Search and Listen checks. +- Natural Weapon: Trolls can make an natural bite attack and attack with claws. +- Rend: It a troll hits with both its claws, it deals additional damage. +- Natural Armor Bonus: Racial natural armor bonus of 5. +- Regeneration: Innate ability to regenerate 5 hit points per round. +- Large Creature: Trolls suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. +- Giant: Trolls count as Giants for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +5 +Racial Hit Dice/Class: 6 of Giant</entry> + <entry id="49691" lang="en" sex="m">You left the safety of the clan seeking adventure in the lands of the civilized people. Although you struggle to overcome your feral instincts, you have chosen a path of discipline, aspiring to represent your kind as a symbol of power and success in the world of men.</entry> + <entry id="49692" lang="en" sex="m">You have made your home among the marshes and wetlands of Faerun, hiding in old ruins and underground caves, the elder races no longer a part of this world. But you yearn for more, perhaps a return to days when your kind was feared and respected among the lesser creatures. And you begin a journey to that end.</entry> + <entry id="49693" lang="en" sex="m">You remember very little of your home. This world is a very strange one, indeed, and foreign to an outsider like you. Perhaps you have always been an outsider, and this is why you have decided to seek adventure in new surroundings. Your power will no doubt prove very useful in the strange lands. But when even the land sees you as a stranger, very few of its paths can be traveled with certainty.</entry> + <entry id="49694" lang="en" sex="m">Living in the very foundation of the earth, you have become an object of fear and hatred among surface dwellers. Your racial kin have shunned you and now hold you in contempt. But it they who have lost their way, pathetically trying to live among the scourge that is men. It is time you faced your foes and proved the superiority of your kind.</entry> + <entry id="49695" lang="en" sex="m">You have lived your entire life in the tranquility of nature, where your instincts have served you well, and your survival has been assured by the end of your spear. But the time has come for you to venture form the security of your homelands and to prove yourself in the world of magic and machine.</entry> + <entry id="49696" lang="en" sex="m">Avariel</entry> + <entry id="49697" lang="en" sex="m">avariel</entry> + <entry id="49698" lang="en" sex="m">The avariel are the most reclusive and least numerous of the elven subraces on Faerun. This elusiveness, along with their natural beauty, has instilled within them condescension and pity for their land-bound kin. They are, by nature, free spirits who possess and irrepressible zest for life. The most striking feature of the avariels is their soft, striking wings. Their skin is pale, often porcelain white, with tinges of blue of faint silver. They generally have silver-white or black hair, and are considered the most beautiful of the elven races. + +Avariel Ability Adjustments: +4 Dex, +2 Int, +2 Wis, -2 Con. +Favored Class (Cleric): A multiclass avariel's cleric class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. +- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells. +- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow) +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Affinity (Jump): +4 racial bonus to Jump checks. +- Keen Sight: +4 racial bonus to Spot checks. +- Keen Senses: Avariel make active Search checks automatically and with no movement penalties. +- Dive: +2 attack while suffering -2 to armor class. A successful attack does double damage if using a piercing weapon. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Elven: Avariel are considered Elven for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +3 +Racial Hit Dice/Class: NA</entry> + <entry id="49699" lang="en" sex="m">Swiftness of the Tigress</entry> + <entry id="49700" lang="en" sex="m">Type of Feat: Class +Prerequisite: Celebrant of Sharess 8 +Specifics: The Celebrant gains the benefit of haste for one round per class level, once per day +Use: Selected</entry> + <entry id="49701" lang="en" sex="m">**not included in first release**</entry> + <entry id="49702" lang="en" sex="m">Centaur</entry> + <entry id="49703" lang="en" sex="m">centaur</entry> + <entry id="49704" lang="en" sex="m">Centaurs</entry> + <entry id="49705" lang="en" sex="m">Far stronger and faster than other humanoid races, centaurs rule huge swathes of the wild. They build peaceful, idyllic communities, hunting what and where they wish. Centaurs inhabit the plains and forests in tribes of varying size. Even though they build permanent shelters and live in one place for many years at a time, centaurs roam from their homes on a regular basis, ranging over great distances +in relatively short amounts of time. Centaurs regard such excursions as essential to understanding the world around their homes, and they greatly enjoy such activity for its own sake. Although their crafts have not reached the level of some of the humanoid races, it is only because centaurs prefer to venture from their homes often rather than to stay in one place and ply a single trade. + +Centaur Ability Adjustments: +8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom. +Favored Class (Ranger): A multiclass Centaur's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +Large size: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks +A centaur's base land speed is 50 feet. +Darkvision ++3 armor bonus +Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice; a base attack bonus of +4; and base saving throw bonuses of Fort +1, Ref +4, and Will +4. +Level adjustment +2. +Monstrous Humanoid: Centaurs are considered Monstrous Humanoids for the purpose of spells. + +Special: The appearance isn't great for a centaur. We know.</entry> + <entry id="49706" lang="en" sex="m">Shade</entry> + <entry id="49707" lang="en" sex="m">shade</entry> + <entry id="49708" lang="en" sex="m">Shades</entry> + <entry id="49709" lang="en" sex="m">**not included in first release**</entry> + <entry id="49710" lang="en" sex="m">Tallfellow Halfling</entry> + <entry id="49711" lang="en" sex="m">tallfellow halfling</entry> + <entry id="49712" lang="en" sex="m">Tallfellow Halflings</entry> + <entry id="49713" lang="en" sex="m">Tallfellow halflings are slightly bigger than their lightfoot cousins. They stand more than half as high as humans, and have athletic builds, fair skin and fair hair. Tallfellows are somewhat rare among halfling folk, generally preferring the company of elves where they are known to exist. They are less athletic than their kin, despite their builds, and share some of the traits of their elf companions. + +Tallfellow Halfling Ability Adjustments: +2 Dex, -2 Str. +Favored Class (Rogue): A multiclass tallfellow halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature: + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Affinity (Spot): +2 racial bonus to Spot checks. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Keen Sense: Tallfellow Halflings make active Search checks automatically and with no movement penalties. +- Lucky: +1 luck bonus to all saving throws. +- Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. +- Good Aim: +1 racial bonus to attack rolls made with throwing weapons. +- Halfling: Tallfellow Halflings are considered Halflings for the purpose of spells. + +Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear.</entry> + <entry id="49714" lang="en" sex="m">Deep Halflings</entry> + <entry id="49715" lang="en" sex="m">deep halfling</entry> + <entry id="49716" lang="en" sex="m">Deep Halflings</entry> + <entry id="49717" lang="en" sex="m">Deep halflings are shorter, stockier versions of their lightfoot cousins. The are miners by trade and take pleasure in gems and fine masonry. They rarely mix with humans or elves, but enjoy the company of dwarves, with whom they share much in common. Deep halflings stand a little less than half as high as humans, and have stocky builds with ruddy skin, black hair and dark eyes. + +Deep Halfling Ability Adjustments: +2 Dex, -2 Str. +Favored Class (Rogue): A multiclass deep halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature: + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Darkvision: Deep halflings are able to see in the dark. +- Stonecunning: +2 racial bonus on Search checks made in subterranean areas. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks. +- Skill Affinity (Appraise): +2 racial bonus to Appraise checks. +- Lucky: +1 luck bonus to all saving throws. +- Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. +- Good Aim: +1 racial bonus to attack rolls made with throwing weapons. +- Halfling: Deep Halflings are considered Halflings for the purpose of spells. + +Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear.</entry> + <entry id="49718" lang="en" sex="m">Type of Feat: Class +Prerequisite: Celebrant of Sharess 1 +Specifics: One creature per three levels (1 at 1st, 2 at 4th, 3 at 7th, 4 at 10th) becomes fascinated if they fail a Will save against DC 10 + class level + charisma modifier. You may use all flirtation abilities a total of once per day per class level. +Use: Selected</entry> + <entry id="49719" lang="en" sex="m">Flirtation (Confuse)</entry> + <entry id="49720" lang="en" sex="m">Type of Feat: Class +Prerequisite: Celebrant of Sharess 4 +Specifics: One creature already under the effects of Fascinate becomes confused if they fail a Will save against DC 10 + class level + charisma modifier. You may use all flirtation abilities a total of once per day per class level. +Use: Selected</entry> + <entry id="49721" lang="en" sex="m">Flirtation (Dominate)</entry> + <entry id="49722" lang="en" sex="m">Type of Feat: Class +Prerequisite: Celebrant of Sharess 10 +Specifics: One creature already under the effects of Fascinate becomes dominated if they fail a Will save against DC 10 + class level + charisma modifier. You may use all flirtation abilities a total of once per day per class level. +Use: Selected</entry> + <entry id="49723" lang="en" sex="m">Sanctuary</entry> + <entry id="49724" lang="en" sex="m">Type of Feat: Class +Prerequisite: Celebrant of Sharess 7 +Specifics: The Celebrant and all allies gain the benefits of Sanctuary, with a save DC equal to her Perform check. +Use: Selected</entry> + <entry id="49725" lang="en" sex="m">Troglodyte</entry> + <entry id="49726" lang="en" sex="m">troglodyte</entry> + <entry id="49727" lang="en" sex="m">Troglodytes</entry> + <entry id="49728" lang="en" sex="m">Troglodytes are revolting lizard creatures as evil as the foulest of demons. They are very warlike and savor the taste of their enemies - especially humanoids. Troglodytes are not especially intelligent, but their ferocity and natural cunning more than compensate for this deficiency. They often launch bloody raids against humanoid settlements or ambush caravans in warm climates. They guard their lairs aggressively, lashing out at anyone who comes too near. +A troglodyte stands about 5 feet tall and weighs about 150 pounds. It is shorter than a typical human and has long arms. It walks erect on squat legs and has a long, narrow tail that it uses for balance. Troglodytes speak Draconic. They most often advance in the cleric class, though many choose to be fighters. + +Troglodyte Ability Adjustments: +4 Con, -2 Dex, -2 Int +Favored Class (Cleric): A multiclass troglodyte's cleric class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Weapon Proficiency (Simple): All troglodytes are proficient with Simple Weapons. +- Natural Weapon: Troglodytes can make an natural bite attack. +- Natural Armor Bonus: Racial natural armor bonus of 6. +- Skill Affinity (Hide): +4 racial bonus to Hide checks (+8 in underground areas). +- Darkvision: Troglodytes are able to see in the dark. +- Stench: Troglodytes carry a repulsive odor which causes harm to those around them. +- Reptilian: Troglodytes count as Reptilian for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: 2 of Humanoid</entry> + <entry id="49729" lang="en" sex="m">Neraphim</entry> + <entry id="49730" lang="en" sex="m">Neraph</entry> + <entry id="49731" lang="en" sex="m">neraph</entry> + <entry id="49732" lang="en" sex="m">Neraphim are sometimes mistaken for slaad at a distance due to the two races' similarity in appearance. Although the two may share a similar lineage, they are considered distinct creatures. Neraphim are a nomadic people who hunt through the maelstrom of Limbo, tracking their elusive and ever-moving prey. Similar to drow, neraphim organize themselves into houses, each laying claim to certain hunting grounds. Although unfriendly towards other race, neraphim will team up whenever survival is at stake. + +Neraph Ability Adjustments: None. +Favored Class (Ranger): A multiclass neraph's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Neraphim can see in the dark. +- Leap: +5 racial bonus on Jump checks. +- Skill Affinity (Spot): +2 racial bonus on Spot checks. +- Skill Affinity (Search): +2 racial bonus on Search checks. +- Natural Armor Bonus: Racial natural armor bonus of 2. +- Outsider: Neraphim are considered Outsiders for the purpose of spells.</entry> + <entry id="49733" lang="en" sex="m">Shadowswyft</entry> + <entry id="49734" lang="en" sex="m">shadowswyft</entry> + <entry id="49735" lang="en" sex="m">Shadowswyfts</entry> + <entry id="49736" lang="en" sex="m">Shadowswyft are planetouched beings with ancestry from the Plane of Shadow. They are mercurial in temperament and delight in living in the moment. As a result, they are poor planners and have little patience for strategy. Shadowswyfts bear little resemblance to other races, although they are lean with chiseled features, much like elves. The average male stands about 6 feet tall and weights 165 pounds. They have skin ranging from brown to black, with blackened, slanted eyes - a build perfectly suited for hiding amongst shadows. Unlike most species, shadowswyfts are amiable towards most other races, seeing individual actions as more important than blood lineage. + +Shadowswyft Ability Adjustments: +2 Dex, -2 Con. +Favored Class (Rogue): A multiclass shadowswyft's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Shadowswyfts can see in the dark. +- Base movement of 40. +- Skill Affinity (Hide): +4 racial bonus to Hide checks. +- Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. +- Blooded: +2 racial bonus to Initiative and Spot checks. +- Light Blindness: Abrupt exposure to light blinds a shadowswyft for 1 round. In addition shadowswyft suffer -1 circumstance penalty to attack rolls, saves and checks while operating in bright light. +- Outsider: Shadowswyfts are considered Outsiders for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="49737" lang="en" sex="m">**new TLK for Dwarves and Halflings**</entry> + <entry id="49738" lang="en" sex="m">Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly. + +Dwarven Ability Adjustments: +2 Con, -2 Cha. +Favored Class (Fighter): A multiclass dwarf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Stonecunning: +2 racial bonus on Search checks made in subterranean areas. +- Darkvision: Dwarves are able to see in the dark. +- Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons. +- Hardiness vs. Spells: +2 racial bonus on saving throws against spells. +- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs. +- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). +- Defensive Training vs. Giants: +4 dodge bonus to AC against giants. +- Skill Affinity (Lore): +2 racial bonus to Lore checks. +- Skill Affinity (Craft Armor): +2 racial bonus to Craft Armor checks. +- Skill Affinity (Craft Weapon): +2 racial bonus to Craft Weapon checks. +- Skill Affinity (Appraise): +2 racial bonus to Appraise checks.</entry> + <entry id="49739" lang="en" sex="m">Halflings are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150. + +Halfling Ability Adjustments: +2 Dex, -2 Str. + +Favored Class (Rogue): A multiclass halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature: + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Jump): +2 racial bonus to Jump checks. +- Lucky: +1 luck bonus to all saving throws. +- Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. +- Good Aim: +1 racial bonus to attack rolls made with throwing weapons. + +Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear. +Packages: Halfling characters should only choose the default package for their class, as the other packages may give the halfling weapons they cannot use.</entry> + <entry id="49740" lang="en" sex="m">Yuan-ti Pureblood</entry> + <entry id="49741" lang="en" sex="m">Wemic</entry> + <entry id="49742" lang="en" sex="m">wemic</entry> + <entry id="49743" lang="en" sex="m">Wemics</entry> + <entry id="49744" lang="en" sex="m">Fierce hunters that roam the plains, wemics are masters of ambushes and strategy. Wemics have the body of a lion with a humanoid torso. A wemic's face is a mixture of human and leonine features. Wemics typically live and hunt in groups called prides. + +Wemic Ability Adjustments: +8 Str, +2 Dex, +2 Con, -2 Cha +Favored Class (Barbarian): A multiclass wemic's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Wemics are able to see in the dark. +- Large Creature: Wemics suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. +- Weapon Proficiency (Simple): All Wemics are proficient with Simple Weapons. +- Natural Armor Bonus: Racial natural armor bonus of 4. +- Skill Bonus (Jump): +8 racial bonus to Jump checks. +- Monstrous Humanoid: Wemics are considered Monstrous Humanoids for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +3 +Racial Hit Dice/Class: 4 of Monstrous Humanoid</entry> + <entry id="49745" lang="en" sex="m">The wild, empty savannah is not enough to satisfy your natural curiosity about the world for any length of time. Forsaking your own pride, at least for the time being, your wanderings have brought you in contact with the puny Two-Legs who leap so boldly into the face of adventure.</entry> + <entry id="49746" lang="en" sex="m">Brownie</entry> + <entry id="49747" lang="en" sex="m">brownie</entry> + <entry id="49748" lang="en" sex="m">Brownies</entry> + <entry id="49749" lang="en" sex="m">Brownies are benign and exceedingly nimble creatures that may be related very distantly to halflings. Peaceful and friendly, brownies live in pastoral regions, foraging and gleaning their food. + +A brownie stands no taller than 2 feet and weighs about 6 pounds. Their garments are usually made of wool or linen and dyed bright colors and decorated with elaborate embroidery or trimmed with silver or gold studs and buttons. + +Brownie Ability Adjustments: -6 Strength, +10 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma +Favored Class (Wizard): A multiclass Brownie's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Brownies are able to see in the dark. +- Skill Bonus (Craft Weapon): +2 racial bonus to Craft Weapon checks. +- Skill Bonus (Craft Armor): +2 racial bonus to Craft Armor checks. +- Skill Bonus (Craft Trap): +2 racial bonus to Craft Trap checks. +- Skill Bonus (Listen): +2 racial bonus to Listen checks. +- Skill Bonus (Spot): +2 racial bonus to Spot checks. +- Uncanny Dodge: Brownies retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. +- Evasion: Whenever a Reflex save is allowed for half damage, Brownies instead takes no damage if they succeed at the save. +- Hide in Plain Sight: Brownies are able to use the Hide skill even while being observed. +- Spell-Like Abilities: 1/day - Confusion. Caster level 7th plus character level. The DC is Charisma-based. +- Fey: Brownies are considered Fey for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +4 +Racial Hit Dice/Class: NA</entry> + <entry id="49750" lang="en" sex="m">Summon Cornugon</entry> + <entry id="49751" lang="en" sex="m">Summon Gelugon</entry> + <entry id="49752" lang="en" sex="m">Summon Glabrezu</entry> + <entry id="49753" lang="en" sex="m">Summon Hamatula</entry> + <entry id="49754" lang="en" sex="m">Summon Osyluth</entry> + <entry id="49755" lang="en" sex="m">Conjuration (Creation or Calling) +Level: Clr 9, Sor/Wiz 9 +Components: V, S +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Effect: See text +Duration: 1 round/level +Saving Throw: None +Spell Resistance: No + +The caster summons a one outsider from a list of 26 below. +Astral Deva, Bralani Eladrin, Celestial Avenger, Hound Archon, Lantern Archon, Word Archon, Balor, Bezekira, Cornugon, Erinyes, Gelugon, Glabrezu, Hamatula, Imp, Marilith, Osyluth, Succubus, Vrock, Elder Air Elemental, Elder Earth Elemental, Elder Fire Elemental, Elder Water Elemental, Steam Mephit, Green Slaad, Red Slaadi, Death Slaadi.</entry> + <entry id="49756" lang="en" sex="m">Scrying</entry> + <entry id="49757" lang="en" sex="m">Divination (Scrying) +Level: Bard 3, Cleric 5, Druid 4, Sorc/Wiz 4 +Components: V, S +Casting Time: 1 standard action +Range: Special +Effect: See text +Duration: 1 minute/level +Saving Throw: Will negates +Spell Resistance: Yes + +You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject's immediate surroundings. No spells may be cast while scrying. + +Valid targets are any monster within the same area as the caster, or any PC.</entry> + <entry id="49758" lang="en" sex="m">Greater Scrying</entry> + <entry id="49759" lang="en" sex="m">Divination (Scrying) +Level: Bard 6, Cleric 7, Druid 7, Sorc/Wiz 7 +Components: V, S +Casting Time: 1 standard action +Range: Special +Effect: See text +Duration: 1 Hour/level +Saving Throw: Will negates +Spell Resistance: Yes + +You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject's immediate surroundings. Detect Chaos, Good, Evil, or Law may be cast while Scrying. All other spells will fail. + +Valid targets are any monster within the same area as the caster, or any PC.</entry> + <entry id="49760" lang="en" sex="m">Divination (Scrying) +Level: Bard 3, Sorc/Wiz 3 +Components: V, S +Casting Time: 1 standard action +Range: Special +Effect: See text +Duration: 1 Min/level +Saving Throw: None. +Spell Resistance: No. + +You create a magical sensor that allows you to spy on creatures that are within the area with you. + +Valid targets are any creatures within the same area as the caster.</entry> + <entry id="49761" lang="en" sex="m">Discern Location</entry> + <entry id="49762" lang="en" sex="m">Divination (Scrying) +Level: Cleric 8, Sorc/Wiz 8 +Components: V, S +Casting Time: 1 standard action +Range: Special +Effect: See text +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You learn the location of any single creature, instantly knowing which area it resides in. + +Valid targets are any monster within the same area as the caster, or any PC.</entry> + <entry id="49763" lang="en" sex="m">Locate Creature</entry> + <entry id="49764" lang="en" sex="m">Divination +Level: Bard 4, Sorc/Wiz 4 +Components: V, S +Casting Time: 1 standard action +Range: Area +Effect: See text +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You learn the distance and facing to a single creature within the area you are in. + +Valid targets are any creatures within the same area as the caster.</entry> + <entry id="49765" lang="en" sex="m">Locate Object</entry> + <entry id="49766" lang="en" sex="m">Divination +Level: Bard 2, Cleric 3, Sorc/Wiz 2 +Components: V, S +Casting Time: 1 standard action +Range: Area +Effect: See text +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You learn the distance and facing to a single object within the area you are in. + +Valid targets are any items or placeables within the same area as the caster.</entry> + <entry id="49767" lang="en" sex="m">Arcane Eye</entry> + <entry id="49768" lang="en" sex="m">Divination (Scrying) +Level: Sorc/Wiz 4 +Components: V, S +Casting Time: 1 standard action +Range: Unlimited +Effect: See text +Duration: 1 Min./level +Saving Throw: None +Spell Resistance: No + +You create a magical sensor that can move at the same speed as a PC. It can roam around, exploring the area and reporting its findings back to the caster.</entry> + <entry id="49769" lang="en" sex="m">Obscure Object</entry> + <entry id="49770" lang="en" sex="m">Abjuration +Level: Brd 1, Clr 3, Sor/Wiz 2 +Components: V, S, M/DF +Casting Time: 1 standard action +Range: Touch +Target: One object touched +Duration: 8 hours (D) +Saving Throw: None +Spell Resistance: No + +This spell hides an object from location by divination (scrying) effects, such as the +scrying spell or a crystal ball. Such an attempt automatically fails (if the divination +is targeted on the object) or fails to perceive the object (if the divination is targeted +on a nearby location, object, or person). + +Arcane Material Component: A piece of chameleon skin.</entry> + <entry id="49771" lang="en" sex="m">Sequester</entry> + <entry id="49772" lang="en" sex="m">Abjuration +Level: Sor/Wiz 7 +Components: V, S, M +Casting Time: 1 standard action +Range: Touch +Target: One willing creature or object (up to a 2-ft. cube/level) touched +Duration: One day/level (D) +Saving Throw: None +Spell Resistance: No + +When cast, this spell not only prevents divination spells from working to detect or +locate the creature or object affected by sequester, it also renders the affected +creature or object invisible to any form of sight or seeing (as the invisibility spell). +The spell does not prevent the subject from being discovered through tactile means or +through the use of devices. Creatures affected by sequester become comatose and are effectively +in a state of suspended animation until the spell wears off or is dispelled. + +Material Component: A basilisk eyelash, gum arabic, and a dram of whitewash.</entry> + <entry id="49773" lang="en" sex="m">End Scrying</entry> + <entry id="49774" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: None. +Specifics: Using this feat will end all Scrying effects on the user. +Use: Selected.</entry> + <entry id="49775" lang="en" sex="m">Clairtangent Hand</entry> + <entry id="49776" lang="en" sex="m">Clairsentience (Scrying) +Level: Seer 5 +Display: Auditory, mental, and visual +Manifesting Time: 1 standard action +Range: See text +Area: See text +Duration: Up to 1 min./level; see text (D) +Saving Throw: None +Power Resistance: No +Power Points: 9 +Metapsionics: Extend + +You can see and hear some creature, which may be at any distance. Only Far Hand may be manifested while using this power. + +Valid targets are any monster within the same area as the caster, or any PC.</entry> + <entry id="49777" lang="en" sex="m">Clairvoyant Sense</entry> + <entry id="49778" lang="en" sex="m">Clairsentience (Scrying) +Level: Seer 2 +Display: Auditory and visual +Manifesting Time: 1 standard action +Range: See text +Effect: Psionic sensor +Duration: 1 min./level (D) +Saving Throw: None +Power Resistance: No +Power Points: 3 +Metapsionics: Extend + +You can see and hear a distant location almost as if you were there. Once you have selected the locale, the focus of your clairvoyant sense doesn't move, but you can rotate it in all directions to view the area as desired. No spells or powers may be manifest while using this power. + +Valid targets are any monster within the same area as the caster.</entry> + <entry id="49779" lang="en" sex="m">Detect Remote Viewing</entry> + <entry id="49780" lang="en" sex="m">Clairsentience +Level: Psion/wilder 4 +Display: Mental and visual +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 24 hours +Saving Throw: None +Power Resistance: No +Power Points: 7 +Metapsionics: Extend. + +You immediately become aware of any attempt to observe you by means of a clairsentience (scrying) power or divination (scrying) spell. You and the remote viewer immediately make opposed manifester level checks. If you succeed you learn the manifester's name and location.</entry> + <entry id="49781" lang="en" sex="m">Escape Detection</entry> + <entry id="49782" lang="en" sex="m">Clairsentience +Level: Psychic warrior 3, seer 3 +Display: None +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 hour/level +Power Points: 5 +Metapsionics: Extend + +You (plus all your gear and any objects you carry) become difficult to detect by clairsentience powers such as clairvoyant sense, remote viewing, and others. If a clairsentience power or similar effect is attempted against you, the manifester of the power must succeed on a manifester level check (1d20 + manifester level, or caster level if the opponent is not a manifester) against a DC of 13 + your manifester level (maximum +10).</entry> + <entry id="49783" lang="en" sex="m">Remote Viewing</entry> + <entry id="49784" lang="en" sex="m">Clairsentience (Scrying) +Level: Seer 4 +Display: Mental +Manifesting Time: 1 Standard Action +Range: See text +Effect: Quasi-real viewpoint +Duration: 1 min./level (D) +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 7 + +You send your mind across space and dimensions, forming it into a quasireal viewpoint from which you can see and hear some creature located at any distance from you, even if planar boundaries separate you. If the subject succeeds on a Will save, the remote viewing attempt fails. No spells or powers may be manifest while using this power. + +Valid targets are any monster within the same area as the caster, or any PC.</entry> + <entry id="49785" lang="en" sex="m">Remote View Trap</entry> + <entry id="49786" lang="en" sex="m">Clairsentience [Electricity] +Level: Psion/wilder 6 +Display: Mental and visual +Manifesting Time: 1 standard action +Range: Personal +Target: You +Duration: 24 hours + 1 hour/level +Saving Throw: Will half; see text +Power Resistance: No +Power Points: 11 +Metapsionics: Extend + +When others use clairvoyant sense, remote viewing, or other means of scrying you from afar, your prepared trap gives them a nasty surprise. If the scryer fails its saving throw, you are undetected. Moreover, the would-be observer takes 8d6 points of electricity damage. If the scryer makes its saving throw, it takes only 4d6 points of electricity damage and is able to observe you normally. Either way, you are aware of the attempt to view you, but not of the viewer or the viewer's location.</entry> + <entry id="49787" lang="en" sex="m">Sequester, Psionic</entry> + <entry id="49788" lang="en" sex="m">Clairsentience +Level: Psion/wilder 7 +Display: None +Manifesting Time: 1 standard action +Range: Touch +Target: One willing creature or one object (up to a 2-ft. cube/level) touched +Duration: One day/level (D) +Saving Throw: None or Will negates (object) +Power Resistance: No or Yes (object) +Power Points: 13 +Metapsionics: Extend + +When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled. + +Note: The Will save prevents an attended or magical object from being sequestered. +There is no save to see the sequestered creature or object or to detect it with a divination spell. + +Material Component: A basilisk eyelash, gum arabic, and a dram of whitewash.</entry> + <entry id="49789" lang="en" sex="m">Song of Arcane Power</entry> + <entry id="49790" lang="en" sex="m">Adaptive Style</entry> + <entry id="49791" lang="en" sex="m">Type of Feat: Blade Magic Feat +Prerequisites: Crusader, swordsage, or warblade level 1 +Benefit: You can change your readied maneuvers at any time by taking a full-round action. If you're a crusader, your current granted maneuvers are lost and you gain new granted maneuvers as if you had just readied your maneuvers for the day.</entry> + <entry id="49792" lang="en" sex="m">Blade Meditation</entry> + <entry id="49793" lang="en" sex="m">Type of Feat: General +Prerequisites: Concentration 1, Base Attack Bonus +4, One Maneuver +Specifics: When you take this feat, choose a discipline. You gain a +1 bonus on damage rolls with all the preferred weapons of your chosen discipline when using a strike combat maneuver, as well as a +2 bonus on checks involving the discipline's key skill. The save DCs of any maneuvers that you perform from the chosen discipline are increased by I, if they have a save DC.</entry> + <entry id="49794" lang="en" sex="m">Desert Fire</entry> + <entry id="49795" lang="en" sex="m">Type of Feat: General +Prerequisites: One Desert Wind Strike +Specifics: If you move at least 10 feet away from your original position before using a Desert Wind strike in the same round, that strike deals an extra 1d6 points of damage. +Use: Automatic</entry> + <entry id="49796" lang="en" sex="m">Desert Wind Dodge</entry> + <entry id="49797" lang="en" sex="m">Type of Feat: General +Prerequisites: Dex 13, one Desert Wind maneuver +Specifics: If you move at least 10 feet from your original position, you gain a +1 dodge bonus to AC and deal an extra point of fire damage with any attack you make with a Desert Wind weapon. This benefit lasts until the start oi your next turn. +Use: Automatic</entry> + <entry id="49798" lang="en" sex="m">Extra Granted Maneuver</entry> + <entry id="49799" lang="en" sex="m">Type of Feat: General +Prerequisites: Crusader level 1st +Specifics: You are granted one additional maneuver.</entry> + <entry id="49800" lang="en" sex="m">Extra Readied Maneuver</entry> + <entry id="49801" lang="en" sex="m">Type of Feat: General +Prerequisites: Swordsage level 1st +Specifics: You may ready one extra maneuver.</entry> + <entry id="49802" lang="en" sex="m">Devoted Bulwark</entry> + <entry id="49803" lang="en" sex="m">Type of Feat: General +Prerequisites: One Devoted Spirit maneuver +Specifics: If an enemy deals damage to you with a melee attack, you gain a +1 morale bonus to your AC until the end of your next turn</entry> + <entry id="49804" lang="en" sex="m">Avenging Strike</entry> + <entry id="49805" lang="en" sex="m">Type of Feat: General +Prerequisites: Good alignment +Specifics: As a swift action, you can channel the power of your faith and energy to enhance a single attack you make. You gain a bonus equal to your Charisma bonus (if any) on the attack roll and damage roll for the next melee attack you make against an outsider with the evil subtype. You can use this ability a number of times per day equal to your Charisma bonus (minimum l).</entry> + <entry id="49806" lang="en" sex="m">Rapid Assault</entry> + <entry id="49807" lang="en" sex="m">Type of Feat: General +Prerequisites: Base Attack Bonus +1 +Specifics: In the first round of combat, your attacks deal an extra 1d6 points of damage. +Use: Automatic</entry> + <entry id="49808" lang="en" sex="m">Superior Unarmed Strike</entry> + <entry id="49809" lang="en" sex="m">Type of Feat: General +Prerequisites: Improved Unarmed Strike, Base Attack Bonus +3 +Specifics: If you are a monk, you deal unarmed damage as a monk four levels higher. If you are not a monk, you deal (as a medium creature) 1d4 damage at 3rd level, 1d6 from 4th to 7th, 1d8 from 8th to 11th, 1d10 from 12th to 15th, and 2d6 from 16th onwards.</entry> + <entry id="49810" lang="en" sex="m">Snap Kick</entry> + <entry id="49811" lang="en" sex="m">Type of Feat: General +Prerequisites: Improved Unarmed Strike, BAB +6 +Specifics: When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. You take a -2 penalty on all attack rolls you make this round. +Use: Selected</entry> + <entry id="49812" lang="en" sex="m">Type of Feat: Class specific +Prerequisites: Dread Necromancer 1 + +Specifics: The somatic components required for dread necromancer spells are simple, so members of this class can cast dread necromancer spells while wearing light armor without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a dread necromancer wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do). + +Use: Automatic</entry> + <entry id="49813" lang="en" sex="m">Type of Feat: Class specific +Prerequisites: Hexblade 1 + +Specifics: Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes. + +Use: Automatic</entry> + <entry id="49814" lang="en" sex="m">Type of Feat: Class specific +Prerequisites: Hexblade level 6 +Specifics: The hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, 18, 22, 26, 30, 34 and 38.</entry> + <entry id="49815" lang="en" sex="m">Swift Cast</entry> + <entry id="49816" lang="en" sex="m">Caster Level(s): Bard 0, Cleric 0, Druid 0 +Innate Level: 0 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: Ghoul Touch +Save: None +Spell Resistance: Yes + +The target creature is healed for 1 point of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.</entry> + <entry id="49817" lang="en" sex="m">Fist of Dal Quor</entry> + <entry id="49818" lang="en" sex="m">Fists of Dal Quor</entry> + <entry id="49819" lang="en" sex="m">fist of dal quor</entry> + <entry id="49820" lang="en" sex="m">(PRESTIGE CLASS) +The Inspired are the lords of Riedra and the physical presence of the Dreaming Dark in Eberron, but their numbers are limited and their importance too great to be risked in common combat. When battle must be done, they turn to Chosen fists of dal quor. In response, the kalashtar of Adar have developed warriors who use similar techniques. + +- Hit Die: d10. +- Proficiencies: A Fist of Dal Quor gains no additional proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: +Base Attack Bonus: +4. +Feats: Any Exotic or Martial Weapon Proficiency, any one psionic feat. +Skills: Lore 4 ranks. + +ABILITIES: + +Level +1: Stunning Strike - A stunning blow with a weapon. One use per level. + Sneak Attack +1d6 +2: Resilient Mind - Bonus against mind-affecting abilities +3: Sneak Attack +2d6 +4: Resilient Body - Bonus against psionic abilities +5: Sneak Attack +3d6</entry> + <entry id="49821" lang="en" sex="m">Stunning Strike</entry> + <entry id="49822" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Fist of Dal Quor level 1 +Specifics: This feat works as per Stunning Fist, but instead works with any melee weapon. The Fist of Dal Quor gains one use per class level. +Use: Selected</entry> + <entry id="49823" lang="en" sex="m">Resilient Mind</entry> + <entry id="49824" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Fist of Dal Quor level 2 +Specifics: The Fist of Dal Quor gains a +2 bonus on all saves against mind-affecting spells, powers, and abilities. +Use: Automatic</entry> + <entry id="49825" lang="en" sex="m">Resilient Soul</entry> + <entry id="49826" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Fist of Dal Quor level 4 +Specifics: The Fist of Dal Quor gains a +2 bonus on all saves against psionic powers and abilities. +Use: Automatic</entry> + <entry id="49827" lang="en" sex="m">Pyrokineticist</entry> + <entry id="49828" lang="en" sex="m">Pyrokineticists</entry> + <entry id="49829" lang="en" sex="m">pyrokineticist</entry> + <entry id="49830" lang="en" sex="m">(PRESTIGE CLASS) +Pyrokineticists know that a little psionic power goes a long way - for those interested only in fire. They find both beauty and utility in the chaotic shape of flame, its spectrum of fuel-dependent colors, its warming heat, and its never-ending hunger. Those who take one or more levels in the pyrokineticist class are sometimes colloquially referred to as 'pyros'. + +Pyrokineticists like fire. A lot. Any character with some psionic ability is a possible candidate for this prestige class. Psions (particularly kineticists) and wilders might consider it acceptable to give up power acquisition in other areas if they have a passion for flame. Psychic warriors also enjoy the pyro's powers. Soulknives often take levels in this class to gain access to the weapon afire ability for their mind blades. Any character with the Wild Talent feat may also find this class appealing. + +- Hit Die: d8. +- Proficiencies: A Pyrokineticist gains no additional proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: +Alignment: Any Chaotic +Skills: Concentration 8 ranks, Lore 2 ranks. +Psionics: Must have a power point reserve of at least 1 power point. + +ABILITIES: + +Level +1: Chosen Element - Element to be used with class abilities + Fire Lash - Creates a whip using the chosen element +2: Fire Adaptation - +4 to saves, resist 10 vs element + Hand Afire - Unarmed attacks do 2d6 elemental damage +3: Bolt of Fire - Ranged touch attack does 1d6 elemental damage per level +4: Weapon Afire - Weapons (including ranged) do 2d6 elemental damage +5: Nimbus - Protects and allows touch attacks +6: Firewalk - Doubles speed for 1 power point per round +7: Fear No Fire - +8 to saves, resist 20 vs element +8: Greater Weapon Afire - Weapon, unarmed and nimbus attacks do 4d6 elemental damage +9: Heat Death - Target saves or dies +10: Conflagration - Area of effect, targets failing damage save must save or die</entry> + <entry id="49831" lang="en" sex="m">Cryokineticist</entry> + <entry id="49832" lang="en" sex="m">Sonokineticist</entry> + <entry id="49833" lang="en" sex="m">Electrokineticist</entry> + <entry id="49834" lang="en" sex="m">Acetokineticist</entry> + <entry id="49835" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 1 +Specifics: All your class abilities are fire based. +Use: Automatic</entry> + <entry id="49836" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 1 +Specifics: All your class abilities are cold based. Damage is reduced by 1 per die (minimum 1 per die). Saving Throws use Fortitude instead of Reflex. +Use: Automatic</entry> + <entry id="49837" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 1 +Specifics: All your class abilities are sonic based. Damage dice are reduced (d6 becomes d4, etc.). +Use: Automatic</entry> + <entry id="49838" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 1 +Specifics: All your class abilities are electricity based. Damage is reduced by 1 per die (minimum 1 per die). +Use: Automatic</entry> + <entry id="49839" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 1 +Specifics: All your class abilities are acid based. Damage is reduced by 1 per die (minimum 1 per die). +Use: Automatic</entry> + <entry id="49840" lang="en" sex="m">Fire Lash</entry> + <entry id="49841" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 1 +Specifics: A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful attack. A pyro can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it. +Use: Selected</entry> + <entry id="49842" lang="en" sex="m">Fire Adaptation</entry> + <entry id="49843" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 2 +Specifics: At 2nd level, a pyrokineticist becomes resistant to fire, gaining a +4 bonus on all saving throws against fire and heat spells and effects. In addition, she gains resistance to fire 10. +Use: Automatic</entry> + <entry id="49844" lang="en" sex="m">Hand Afire</entry> + <entry id="49845" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 2 +Specifics: Flames engulf one of the pyrokineticist's hands (but do her no harm). Her unarmed attacks with that hand deal an extra 2d6 points of fire damage. +Use: Automatic</entry> + <entry id="49846" lang="en" sex="m">Bolt of Fire</entry> + <entry id="49847" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 3 +Specifics: Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyro has. +Use: Selected</entry> + <entry id="49848" lang="en" sex="m">Weapon Afire</entry> + <entry id="49849" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 4 +Specifics: Flames that harm neither her nor the weapon engulf one weapon a pyrokineticist holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the pyrokineticist wields it. +Use: Automatic</entry> + <entry id="49850" lang="en" sex="m">Nimbus</entry> + <entry id="49851" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 5 +Specifics: Beginning at 5th level, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither the pyrokineticist nor her equipment engulf her entire body. While she is aflame, the character's Charisma score increases by 4, she can make a melee touch attack for 2d6 points of fire damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of fire damage. This ability lasts for up to 1 minute per pyrokineticist level and is usable once per day. +Use: Selected</entry> + <entry id="49852" lang="en" sex="m">Nimbus Touch Attack</entry> + <entry id="49853" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 5 +Specifics: This feat executes a melee touch attack when Nimbus is active. +Use: Selected</entry> + <entry id="49854" lang="en" sex="m">Firewalk</entry> + <entry id="49855" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 6 +Specifics: Beginning at 6th level, as a free action a pyrokineticist can expend her psionic focus (see the Concentration skill description, page 37) to move at twice her normal speed. She must pay 1 power point per round spent traveling in this fashion. Use the feat again to toggle the ability. +Use: Selected</entry> + <entry id="49856" lang="en" sex="m">Fear No Fire</entry> + <entry id="49857" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 7 +Specifics: At 7th level, a pyrokineticist becomes highly resistant to fire, gaining a +8 bonus on all saving throws against fire and heat spells and effects and also gaining resistance to fire 20. +Use: Automatic</entry> + <entry id="49858" lang="en" sex="m">Greater Weapon Afire</entry> + <entry id="49859" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 8 +Specifics: At 8th level, when a pyrokineticist uses her hand afire ability or her weapon afire ability, her unarmed attack or weapon deals an extra 4d6 points of fire damage instead of 2d6. Touch attacks made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6. +Use: Automatic</entry> + <entry id="49860" lang="en" sex="m">Heat Death</entry> + <entry id="49861" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 9 +Specifics: A pyrokineticist who reaches 9th level can expend her psionic focus and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + pyro's Cha modifier) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes 4d8 points of fire damage from the heat. +Use: Selected</entry> + <entry id="49862" lang="en" sex="m">Conflagration</entry> + <entry id="49863" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Pyrokineticist level 10 +Specifics: At 10th level, a pyrokineticist gains the ability to create a massive burst of raging flames around herself, burning everything in the area. Once per day, as a standard action, she can use this ability to deal 15d6 points of fire damage in a 30-foot-radius burst emanating from herself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + pyro's Cha modifier) for half damage. Anyone failing the Reflex save against the conflagration must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense heat. +Use: Selected</entry> + <entry id="49864" lang="en" sex="m">Weapon Focus (aptitude 1)</entry> + <entry id="49865" lang="en" sex="m">Epic Weapon Focus (aptitude 1)</entry> + <entry id="49866" lang="en" sex="m">Weapon Specialization (aptitude 1)</entry> + <entry id="49867" lang="en" sex="m">Epic Weapon Specialization (aptitude 1)</entry> + <entry id="49868" lang="en" sex="m">Improved Critical (aptitude 1)</entry> + <entry id="49869" lang="en" sex="m">Sanctify Martial Strike (aptitude 1)</entry> + <entry id="49870" lang="en" sex="m">Vile Martial Strike (aptitude 1)</entry> + <entry id="49871" lang="en" sex="m">Select a weapon to focus your feats on:</entry> + <entry id="49872" lang="en" sex="m">Your Aptitude feats have been set. You can choose a weapon type again when you next rest.</entry> + <entry id="49873" lang="en" sex="m">Exceptional Artisan I</entry> + <entry id="49874" lang="en" sex="m">Exceptional Artisan II</entry> + <entry id="49875" lang="en" sex="m">Exceptional Artisan III</entry> + <entry id="49876" lang="en" sex="m">Type of Feat: General +Prerequisite: Any item creation feat. +Specifics: You are an expert at creating magic items faster than usual. When determining the time you need to craft any item, reduce the base time by 25%. You can gain this feat multiple times. Its effects stack (geometrically). +Usage: Automatic.</entry> + <entry id="49877" lang="en" sex="m">Extraordinary Artisan I</entry> + <entry id="49878" lang="en" sex="m">Extraordinary Artisan II</entry> + <entry id="49879" lang="en" sex="m">Extraordinary Artisan III</entry> + <entry id="49880" lang="en" sex="m">Type of Feat: General +Prerequisite: Any item creation feat. +Specifics: You are an expert at creating magic items at a lower cost than usual. When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%. You can gain this feat multiple times. Its effects stack (geometrically). +Usage: Automatic.</entry> + <entry id="49881" lang="en" sex="m">Legendary Artisan I</entry> + <entry id="49882" lang="en" sex="m">Legendary Artisan II</entry> + <entry id="49883" lang="en" sex="m">Legendary Artisan III</entry> + <entry id="49884" lang="en" sex="m">Type of Feat: General +Prerequisite: Any item creation feat. +Specifics: You have mastered the method of creating magic items. When determining your XP cost for creating any magic item, reduce the base cost by 25%. You can gain this feat multiple times. Its effects stack (geometrically). +Usage: Automatic.</entry> + <entry id="49885" lang="en" sex="m">Artificer</entry> + <entry id="49886" lang="en" sex="m">Artificers</entry> + <entry id="49887" lang="en" sex="m">artificer</entry> + <entry id="49888" lang="en" sex="m">In Eberron, magic is almost technology. Spellcasters specialize in certain forms of that technology, while artificers tinker with its fundamental workings. Artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do. They have an amazing facility with magic items and constructs, and in many ways, they keep the magical world of Eberron running. + +- Hit Die: d6. +- Proficiencies: All simple Weapons, Light and Medium Armour, Shield Proficiency. +- Skill Points: 4 + Int Modifier. + +ABILITIES: + +Level +1: Artisan Bonus - +2 to Use Magic Device checks when using items + Item Creation - Craft items using Use Magic Device checks + Scribe Scroll +2: Brew Potion +3: Craft Wondrous Item +4: Craft Homunculus - Create a construct + Bonus Feat +5: Craft Magic Arms and Armor + Retain Essence - Recover XP from magic items +6: Metamagic Spell Trigger - Can add metamagic to crafted trigger items (e.g. wands) +7: Craft Wand +8: Bonus Feat +9: Craft Rod +10: +11: Metamagic Spell Completion - Can add metamagic to crafted completion items (e.g. scrolls) +12: Craft Staff + Bonus Feat +13: Skill Mastery +14: Forge Ring +15: +16: Bonus feat +17: +18: +19: +20: Bonus feat + + +Level Craft Reserve Infusions per day 1st 2nd 3rd 4th 5th 6th +1 20 2 - - - - - +2 40 3 - - - - - +3 60 3 1 - - - - +4 80 3 2 - - - - +5 100 3 3 1 - - - +6 150 3 3 2 - - - +7 200 3 3 2 - - - +8 250 3 3 3 1 - - +9 300 3 3 3 2 - - +10 400 3 3 3 2 - - +11 500 3 3 3 2 1 - +12 700 3 3 3 2 2 - +13 900 3 3 3 3 2 - +14 1,200 4 3 3 3 3 1 +15 1,500 4 4 3 3 3 2 +16 2,000 4 4 4 3 3 2 +17 2,500 4 4 4 4 3 3 +18 3,000 4 4 4 4 4 3 +19 4,000 4 4 4 4 4 4 +20 5,000 4 4 4 4 4 4 + +Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list. They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion. + +An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use. + +To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level. Infusions never allow saving throws. + +Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score. + +An artificer's infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with bull's strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull's strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters. + +Like a spellcaster, an artificer can apply item creation feats and metamagic feats to his infusions.</entry> + <entry id="49889" lang="en" sex="m">Artisan Bonus</entry> + <entry id="49890" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Artificer level 1 +Specifics: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand. +Use: Automatic</entry> + <entry id="49891" lang="en" sex="m">Item Creation</entry> + <entry id="49892" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Artificer level 1 +Specifics: An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. + +The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete. If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check - his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost. + +For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). + +An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll. + +An artificer's infusions do not meet spell prerequisites for creating magic items. + +Use: Automatic</entry> + <entry id="49893" lang="en" sex="m">Craft Homunculus</entry> + <entry id="49894" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Artificer level 4 +Specifics: At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP. + +If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, -2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct. + +An artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small. + +Use: Selected</entry> + <entry id="49895" lang="en" sex="m">Retain Essence</entry> + <entry id="49896" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Artificer level 5 +Specifics: At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level. + +For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 - 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 X 20) into his craft reserve. + +Use: Selected</entry> + <entry id="49897" lang="en" sex="m">Metamagic Spell Trigger</entry> + <entry id="49898" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Artificer level 6 +Specifics: At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. The Still Spell feat confers no benefit when applied to a spell trigger item. An artificer cannot use this ability when using a spell trigger item that does not have charges. +Use: Selected</entry> + <entry id="49899" lang="en" sex="m">Metamagic Spell Completion</entry> + <entry id="49900" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Artificer level 11 +Specifics: At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 X the modified level of the spell). An artificer can use this ability a number of times per day equal to 3 + his Int modifier. +Use: Selected</entry> + <entry id="49901" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Artificer level 13 +Specifics: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check. +Use: Automatic</entry> + <entry id="49902" lang="en" sex="m">Epic Artificer</entry> + <entry id="49903" lang="en" sex="m">The epic artificer remains a master of item creation, gaining +an increasing craft reserve and plenty of bonus feats to +learn the craft of epic item creation. + +Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of arcane lore for you, the epic wizard, to discover. + +Hit Die: d6 +Skill Points at Each Additional Level: 4+ Int Modifier +Bonus Feats: The epic artificer gains a bonus epic item creation feat every three levels after 20th + +Infusions: An epic artificer's caster level is equal to his class level. The artificer's number of infusions per day does not increase after 20th level. +An epic artificer doesn't automatically gain infusion slots above 6th level, though he can select the Improved Spell Capacity feat to gain infusion slots above 6th level (which can be used to hold lower-level infusions or infusions whose level has been increased above 6th by the use of metamagic feats). +Craft Reserve: An epic artificer's craft reserve increases by 1,000 points per level beyond 20th (6,000 points at 21st level. 7,000 points at 22nd level, and so on).</entry> + <entry id="49904" lang="en" sex="m">STUFF</entry> + <entry id="49905" lang="en" sex="m">STUFF</entry> + <entry id="49906" lang="en" sex="m">STUFF</entry> + <entry id="49907" lang="en" sex="m">STUFF</entry> + <entry id="49908" lang="en" sex="m">STUFF</entry> + <entry id="49909" lang="en" sex="m">Appraise Magic Value</entry> + <entry id="49910" lang="en" sex="m">Type of Feat: General +Prerequisites: Appraise 5 ranks, Lore 5 ranks, Spellcraft 5 ranks. +Benefit: If you know that an item is magical, you can use the Appraise skill to identify the item's properties. The DC of the Appraise check is 10 + the caster level of the item.</entry> + <entry id="49911" lang="en" sex="m">Dive For Cover</entry> + <entry id="49912" lang="en" sex="m">Type of Feat: General +Prerequisite: Base Reflex save bonus +4. +Benefit: If you fail a Reflex saving throw, you can immediately attempt the saving throw again. You must take the second result, whether it succeeds or fails. You become prone immediately after attempting the second roll.</entry> + <entry id="49913" lang="en" sex="m">Extraordinary Spell Aim</entry> + <entry id="49914" lang="en" sex="m">Type of Feat: General +Prerequisite: Spellcraft 15 ranks. +Benefit: Whenever you cast a spell with an area, you can attempt to shape the spell's area so that one creature within the area is unaffected by the spell. To accomplish this, you must succeed on a Spellcraft check (DC 25 + spell level).</entry> + <entry id="49915" lang="en" sex="m">Obscure Lore</entry> + <entry id="49916" lang="en" sex="m">Type of Feat: General +Prerequisite: Bardic Knowledge class feature +Benefit: You gain a +4 insight bonus on checks using your bardic knowledge class feature.</entry> + <entry id="49917" lang="en" sex="m">Dazzling Illusion</entry> + <entry id="49918" lang="en" sex="m">Type of Feat: General +Prerequisite: Spell Focus Illusion +Benefit: You render all enemies within 30 feet dazzled for 1 round. Blind creatures are immune to this effect.</entry> + <entry id="49919" lang="en" sex="m">Energy Abjuration</entry> + <entry id="49920" lang="en" sex="m">Type of Feat: General +Prerequisite: Spell Focus Abjuration +Benefit: When you cast an abjuration spell, you gain a special energy resistance equal to (1 + the spell's level) x 5. This will stop that much energy damage before dissipating.</entry> + <entry id="49921" lang="en" sex="m">Fearsome Necromancy</entry> + <entry id="49922" lang="en" sex="m">Type of Feat: General +Prerequisite: Spell Focus Necromancy +Benefit: Any foe affected by a necromancy spell you cast is shaken for 1 round, regardless of the result of the save. This mind-affecting fear ability does not stack with any other fear effect (it can't make a foe worse than shaken).</entry> + <entry id="49923" lang="en" sex="m">Insightful Divination</entry> + <entry id="49924" lang="en" sex="m">Type of Feat: General +Prerequisite: Spell Focus Divination +Benefit: When you cast a divination spell, you gain an insight bonus equal to the spell's level + 1 on the first save you make within the next 24 hours. After you roll this saving throw, you lose the benefit of both bonuses until you cast another divination spell.</entry> + <entry id="49925" lang="en" sex="m">Piercing Evocation</entry> + <entry id="49926" lang="en" sex="m">Type of Feat: General +Prerequisite: Spell Focus Evocation +Benefit: When you cast an evocation spell that deals energy damage (acid, cold, fire, electricity, or sonic), you can choose for 10 points of energy damage dealt by the spell to become untyped damage to which energy resistance and immunity do not apply.</entry> + <entry id="49927" lang="en" sex="m">Unsettling Enchantment</entry> + <entry id="49928" lang="en" sex="m">Type of Feat: General +Prerequisite: Spell Focus Enchantment +Benefit: Any foe required to save against an enchantment spell you cast takes a -2 penalty on attack rolls and to AC for 1 round, regardless of the result of the save. This is a mind-affecting effect.</entry> + <entry id="49929" lang="en" sex="m">Toughening Transmutation</entry> + <entry id="49930" lang="en" sex="m">Type of Feat: General +Prerequisite: Spell Focus Transmutation +Benefit: Whenever you cast a transmutation spell, you grant yourself damage reduction 5/+1. This effect lasts for 1 round.</entry> + <entry id="49931" lang="en" sex="m">Cloudy Conjuration</entry> + <entry id="49932" lang="en" sex="m">Type of Feat: General +Prerequisite: Spell Focus Conjuration +Benefit: When you cast a conjuration spell, a 5-foot-radius cloud of sickening smoke manifests. The cloud appears in the space of your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it. The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect.</entry> + <entry id="49933" lang="en" sex="m">Bloodclaw Master</entry> + <entry id="49934" lang="en" sex="m">Bloodclaw Masters</entry> + <entry id="49935" lang="en" sex="m">bloodclaw master</entry> + <entry id="49936" lang="en" sex="m">(PRESTIGE CLASS) +A bloodclaw master embraces the animal within to a degree that it becomes external, partially transforming him into the beast from which the discipline was inspired. He employs small, light weapons almost like claws. He focuses on the Tiger Claw discipline, and his maneuvers speak to the quick-striking nature of his discipline's feline namesake. + +- Hit Die: d12 +- Proficiencies: A Bloodclaw Master gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Skills: Jump 9 ranks. +Feats: Two-Weapon Fighting. +Maneuvers: Must know at least three Tiger Claw maneuvers. + +ABILITIES: + +Level +1: Shifting 1/day - Gains some aspects of the tiger. + Claws of the Beast - Damage bonus with two weapons +2: Superior Two-Weapon Fighting - Attack bonus using two weapons + Tiger Claw Synergy - Adapts to Tiger Claw stances +3: Pouncing Strike - Able to perform a pouncing charge + Shifting 2/day + Darkvision +4: Tiger Claw Synergy - Adapts to Tiger Claw strikes +5: Rending Claws - Damage when hitting with both weapons + Scent + Shifting 3/day + +Maneuvers + +The Bloodclaw Master may only select maneuvers from the Tiger Claw discipline. He adds his full class level to his initiator level. He gains new maneuvers known and readied at the indicated levels. + +Level Maneuvers Known Maneuvers Readied +1 1 0 +2 0 0 +3 1 1 +4 0 0 +5 1 0</entry> + <entry id="49937" lang="en" sex="m">Claws of the Beast</entry> + <entry id="49938" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Bloodclaw Master 1. +Specifics: When attacking with two daggers or Tiger Claw weapons (Kukri, Kama, Handaxe, or Unarmed), you add your full strength bonus to off-hand attacks. +Use: Automatic</entry> + <entry id="49939" lang="en" sex="m">Superior Two Weapon Fighting</entry> + <entry id="49940" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Bloodclaw Master 2. +Specifics: When attacking with two daggers or Tiger Claw weapons (Kukri, Kama, Handaxe, or Unarmed), you gain a +2 bonus to attack. +Use: Automatic</entry> + <entry id="49941" lang="en" sex="m">Tiger Claw Synergy</entry> + <entry id="49942" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Bloodclaw Master 2. +Specifics: While under the effects of a Tiger Claw Stance, you gain a +1 dodge bonus to AC, and a +10 ft. bonus to speed. At level 4, you gain a +1 bonus to attack on all Tiger Claw strikes. +Use: Automatic</entry> + <entry id="49943" lang="en" sex="m">Rending Claws</entry> + <entry id="49944" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Bloodclaw Master 5. +Specifics: When attacking with two daggers or Tiger Claw weapons (Kukri, Kama, Handaxe, or Unarmed), on each successful left-handed attack, you do an additional 2d6 damage. This will automatically expend one readied Tiger Claw maneuver each time it is used, and can only be used while shifting. +Use: Automatic</entry> + <entry id="49945" lang="en" sex="m">Pouncing Strike</entry> + <entry id="49946" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Bloodclaw Master 3. +Specifics: When attacking with two daggers or Tiger Claw weapons (Kukri, Kama, Handaxe, or Unarmed), you may make a charge attack that allows you to full attack at the end of the charge. This will automatically expend one readied Tiger Claw maneuver each time it is used. +Use: Selected</entry> + <entry id="49947" lang="en" sex="m">Shifting</entry> + <entry id="49948" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Bloodclaw Master 1. +Specifics: You gain a +2 bonus to strength, and grow two claws that each do 1d4 damage. This lasts for a number of rounds equal to you class level + your constitution modifier. +Use: Selected</entry> + <entry id="49949" lang="en" sex="m">Scent</entry> + <entry id="49950" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Bloodclaw Master 5. +Specifics: You gain Keen Senses and +4 bonus to Spot, Listen, and Search. +Use: Automatic</entry> + <entry id="49951" lang="en" sex="m">Ruby Knight Vindicator</entry> + <entry id="49952" lang="en" sex="m">Ruby Knight Vindicators</entry> + <entry id="49953" lang="en" sex="m">Ruby Knight Vindicator</entry> + <entry id="49954" lang="en" sex="m">(PRESTIGE CLASS) +The Ruby Knights are a crusader order in the service of Wee Jas, goddess of death and magic. Inscrutable and mysterious, these secretive warriors serve as the militant arm of the Jasite faith. They protect the temples of Wee Jas, guard important leaders of the church, aid powerful sorcerers and necromancers sworn to the Witch Goddess, and help to train novice clergy. When called upon, they also serve as spies and assassins. Within the Ruby Knight order, the knights-vindicator are responsible for undertaking duties of the last variety. Most of the time, a knights-vindicator is free to do as he pleases, but every so often leaders of the knightly order or high priests of the faith come to him with a special assignment that requires stealth, intimidation, or assassination. A Ruby Knight vindicator relies on his spiritual strength and skill in martial disciplines rarely mastered by crusaders to capture or dispatch marked enemies of the faith. He strikes with unflinching determination and righteous vengeance, and his benefactors within the church sleep comfortably knowing the Ruby Knights always stand ready to do the church's bidding. + +- Hit Die: d8 +- Proficiencies: A Ruby Knight Vindicator gains no additional proficiencies. +- Skill Points: 4 + Int Modifier + +REQUIREMENTS: + +Skills: Hide 4 ranks, Intimidate 4 ranks, Lore 8 ranks. +Maneuvers: Must know at least one Devoted Spirit maneuver, and one Devoted Spirit stance. +Special: Must be able to turn undead, and must worship Wee Jas. Clerics must have the Death and Magic domains. + +ABILITIES: + +Level +1: +2: Divine Recovery - Expend a Turning attempt to recover a maneuver +3: +4: +5: Armoured Stealth - No Armour Check Penalty to Hide +6: +7: Divine Impetus - Expend a Turning attempt to gain a swift action +8: +9: Divine Fury - Expend a Turning attempt to gain +4 attack, 1d10 damage +10: + +Maneuvers + +The Ruby Knight Vindicator may only select maneuvers from the Devoted Spirit, Shadow Hand, Stone Dragon, or White Raven disciplines. He adds his full class level to his initiator level. He gains new maneuvers known and readied at the indicated levels. + +Level Maneuvers Known Maneuvers Readied Stances Known +1 0 0 1 +2 1 0 0 +3 0 0 0 +4 1 0 0 +5 0 1 0 +6 1 0 1 +7 0 0 0 +8 1 0 0 +9 0 1 0 +10 1 0 0 + + +BONUS DIVINE SPELLS + +Every level in Ruby Knight Vindicator, the character gains new spells per day as if he had also gained a level in his highest divine caster class.</entry> + <entry id="49955" lang="en" sex="m">Divine Recovery</entry> + <entry id="49956" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Ruby Knight Vindicator 2. +Specifics: By expending a use of Turn Undead, you can recover a single maneuver as a swift action. +Use: Selected</entry> + <entry id="49957" lang="en" sex="m">Divine Impetus</entry> + <entry id="49958" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Ruby Knight Vindicator 7. +Specifics: By expending a use of Turn Undead, you can use two swift action maneuvers in the same round. +Use: Selected</entry> + <entry id="49959" lang="en" sex="m">Divine Fury</entry> + <entry id="49960" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Ruby Knight Vindicator 9. +Specifics: By expending a use of Turn Undead, you can gain a +4 bonus to attack and a +1d10 bonus to damage on your next strike maneuver. +Use: Selected</entry> + <entry id="49961" lang="en" sex="m">Armoured Stealth</entry> + <entry id="49962" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Ruby Knight Vindicator 5. +Specifics: You gain a bonus to Hide equal to the Armour Check Penalty of the armour that you wear. +Use: Automatic</entry> + <entry id="49963" lang="en" sex="m">Fog Cloud</entry> + <entry id="49964" lang="en" sex="m">School: Conjuration +Caster Level: Drd 2, Sor/Wiz 2 +Components: V, S, M +Range: Medium (100 ft. + 10 ft./level) +Effect: Fog spreads in 20-ft. radius, 20 ft. high +Duration: 10 min/level +Saving Throw: No +Spell Resistance: No + +A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50%).</entry> + <entry id="49965" lang="en" sex="m">Jade Phoenix Mage</entry> + <entry id="49966" lang="en" sex="m">Jade Phoenix Mages</entry> + <entry id="49967" lang="en" sex="m">jade phoenix mage</entry> + <entry id="49968" lang="en" sex="m">(PRESTIGE CLASS) +Long ago, a fellowship of swordsages known as the Masters of the Jade Phoenix took up the study of arcane magic in search of a new martial discipline. They discovered that the mental austerity and economy of action each swordsage had cultivated in his martial studies opened up the door to a powerful and unique form of arcane mastery. Properly applied, the stances and maneuvers of a martial discipline provided the mage with exceptional power and control in his arcane spellcasting - and by channeling the arcane energy of his spells into his martial maneuvers, he achieved supernatural perfection in his chosen disciplines. + +- Hit Die: d6 +- Proficiencies: A Jade Phoenix Mage gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Alignment: Any nonevil. +Skills: Concentration 9 ranks, Lore 2 ranks. +Maneuvers: Must know at least two martial maneuvers, including one strike. +Spells: Ability to cast 2nd-level arcane spells. + +ABILITIES: + +Level +1: Arcane Wrath - Expend spell use to get damage boost and +4 attack bonus to next attack. + Rite of Waking - Gain +2 bonus to lore checks, also +2 bonus to saving throws vs. death and fear. +2: Mystic Phoenix stance - Gain +1 caster level bonus and optional expend spell for damage resistance vs. evil. +3: +4: Empowering strike - Empower next spell cast upon successful melee strike. +5: +6: Firebird stance - Gain +3 caster levels when casting any fire spell, also gain resistance 10/fire. Optional expend spell for temporary damage aura. + Jade Phoenix Master - Can perform Rite of Waking on another. +7: +8: Quickening strike - Quickcast spell after successful melee strike. +9: +10: Emerald Immolation - You explode dealing 20d6 damage. + + Maneuvers Stances +Level Known Readied Known +1 1 0 0 +2 0 0 0 +3 1 1 0 +4 0 0 0 +5 1 0 1 +6 0 1 0 +7 1 0 0 +8 0 0 0 +9 1 1 0 +10 0 0 0 + + +</entry> + <entry id="49969" lang="en" sex="m">Arcane Wrath</entry> + <entry id="49970" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Jade Phoenix level 1. +Specifics: By losing any prepared spell, you gain a +4 bonus on a single attack or martial strike, as well as an extra 1d10 points of damage per spell level expended. Both bonuses must be applied on an attack made before your next turn. +Use: Selected</entry> + <entry id="49971" lang="en" sex="m">Rite of Waking</entry> + <entry id="49972" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Jade Phoenix level 1. +Specifics: You gain a +2 bonus to lore checks, as well as a +2 bonus on saving throws against death effects and fear effects. +Use: Selected</entry> + <entry id="49973" lang="en" sex="m">Mystic Phoenix Stance</entry> + <entry id="49974" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Jade Phoenix level 2 +Specifics: While you use this ability, your caster level when you cast arcane spells increases by 1, and you gain a +2 dodge bonus to AC. If you expend an arcane spell, you gain damage reduction versus all but evil 2x the level of the spell expended (maximum damage reduction 10/evil for fifth level spell). +Use: Selected</entry> + <entry id="49975" lang="en" sex="m">Empowering Strike</entry> + <entry id="49976" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Jade Phoenix level 4 +Specifics: The next time you successfully attack an enemy, an arcane spell that you cast before the end of your next turn is empowered. You do not need to know Empower Spell to be able to use this feat. You can use this ability once per encounter. +Use: Selected</entry> + <entry id="49977" lang="en" sex="m">Firebird Stance</entry> + <entry id="49978" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Jade Phoenix level 6. +Specifics: You gain fire resistance 10 and your caster level when you cast any fire spell increases by 3. If you expend an arcane spell, you gain an aura that deals 1d6 points of damage to any creature within 10 feet (Reflex half, DC 14 + key spellcasting ability modifier). Half of the damage is fire and the other half is magical. The aura lasts for one turn. +Use: Selected</entry> + <entry id="49979" lang="en" sex="m">Jade Phoenix Master</entry> + <entry id="49981" lang="en" sex="m">Quickening Strike</entry> + <entry id="49982" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Jade Phoenix level 8. +Specifics: Starting at 8th level, when you successfully attack an enemy with a martial strike, an arcane spell of 5th level or lower that you cast before the end of your next turn is quickened. You can use this ability once per encounter. +Use: Selected</entry> + <entry id="49983" lang="en" sex="m">Emerald Immolation</entry> + <entry id="49984" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Jade Phoenix level 10 +Specifics: You explode in a searing blast of green fire that deals 20d6 of damage in a 20-foot radius (Reflex half, DC 19 + key spellcasting ability modifier). Half of the damage is fire, the other half is magical. Extraplanar creatures that fail their saves must succeed on a Will save (DC 19 + key spellcasting ability modifier) or be killed. +Use: Selected</entry> + <entry id="49985" lang="en" sex="m">Jade Phoenix Mage Quickslots</entry> + <entry id="49986" lang="en" sex="m">Select and assign spells for use with Jade Phoenix Mage class abilities.</entry> + <entry id="49987" lang="en" sex="m">Spell Quickslot Conversation</entry> + <entry id="49988" lang="en" sex="m">Spell Quickslot 1</entry> + <entry id="49989" lang="en" sex="m">Spell Quickslot 2</entry> + <entry id="49990" lang="en" sex="m">Spell Quickslot 3</entry> + <entry id="49991" lang="en" sex="m">Spell Quickslot 4</entry> + <entry id="49992" lang="en" sex="m">Rite of Waking (Other)</entry> + <entry id="49993" lang="en" sex="m">Mystic Phoenix Stance (Augmented)</entry> + <entry id="49994" lang="en" sex="m">Firebird Stance (Augmented)</entry> + <entry id="49999" lang="en" sex="m">**** 50,000 - 50,500 reserved for Race Pack Feats ****</entry> + <entry id="50000" lang="en" sex="m">Light Sensitivity</entry> + <entry id="50001" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature suffers -2 penalty to attack rolls, saves and checks while operating in bright light. +Use: Automatic.</entry> + <entry id="50002" lang="en" sex="m">Light Blindness</entry> + <entry id="50003" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: Abrupt exposure to light blinds the creature for 1 round. In addition they suffer -1 circumstance penalty to attack rolls, saves and checks while operating in bright light. +Use: Automatic.</entry> + <entry id="50004" lang="en" sex="m">Spell Resistance 5</entry> + <entry id="50005" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 5, plus 1 per level. +Use: Automatic.</entry> + <entry id="50006" lang="en" sex="m">Spell Resistance 11</entry> + <entry id="50007" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 11, plus 1 per level. +Use: Automatic.</entry> + <entry id="50008" lang="en" sex="m">Spell Resistance 13</entry> + <entry id="50009" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 13, plus 1 per level. +Use: Automatic.</entry> + <entry id="50010" lang="en" sex="m">Spell Resistance 14</entry> + <entry id="50011" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 14, plus 1 per level. +Use: Automatic.</entry> + <entry id="50012" lang="en" sex="m">Spell Resistance 15</entry> + <entry id="50013" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 15, plus 1 per level. +Use: Automatic.</entry> + <entry id="50014" lang="en" sex="m">Spell Resistance 18</entry> + <entry id="50015" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 18, plus 1 per level. +Use: Automatic.</entry> + <entry id="50016" lang="en" sex="m">Spell Resistance 25</entry> + <entry id="50017" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 25, plus 1 per level. +Use: Automatic.</entry> + <entry id="50018" lang="en" sex="m">Spell Resistance 27</entry> + <entry id="50019" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 27, plus 1 per level. +Use: Automatic.</entry> + <entry id="50020" lang="en" sex="m">Dwarven</entry> + <entry id="50021" lang="en" sex="m">Creature is a member of the Dwarven race.</entry> + <entry id="50022" lang="en" sex="m">Elven</entry> + <entry id="50023" lang="en" sex="m">Creature is a member of the Elven race.</entry> + <entry id="50024" lang="en" sex="m">Gnomish</entry> + <entry id="50025" lang="en" sex="m">Creature is a member of the Gnomish race.</entry> + <entry id="50026" lang="en" sex="m">Halfling</entry> + <entry id="50027" lang="en" sex="m">Creature is a member of the Halfling race.</entry> + <entry id="50028" lang="en" sex="m">Orcish</entry> + <entry id="50029" lang="en" sex="m">Creature is a member of the Orcish race.</entry> + <entry id="50030" lang="en" sex="m">Human</entry> + <entry id="50031" lang="en" sex="m">Creature is a member of the Human race.</entry> + <entry id="50032" lang="en" sex="m">Outsider</entry> + <entry id="50033" lang="en" sex="m">Creature is a member of the race of Outsiders.</entry> + <entry id="50034" lang="en" sex="m">Giant</entry> + <entry id="50035" lang="en" sex="m">Creature is a member of the Giant race.</entry> + <entry id="50036" lang="en" sex="m">Fey</entry> + <entry id="50037" lang="en" sex="m">Creature is a member of the Fey race.</entry> + <entry id="50038" lang="en" sex="m">Goblinoid</entry> + <entry id="50039" lang="en" sex="m">Creature is a member of the Goblinoid race.</entry> + <entry id="50040" lang="en" sex="m">Monstrous Humanoid</entry> + <entry id="50041" lang="en" sex="m">Creature is a member of the race of Monstrous Humanoids.</entry> + <entry id="50042" lang="en" sex="m">Reptilian Humanoid</entry> + <entry id="50043" lang="en" sex="m">Creature is a member of the Reptilian race.</entry> + <entry id="50044" lang="en" sex="m">Aberration</entry> + <entry id="50045" lang="en" sex="m">Creature is a member of the race of Aberrations.</entry> + <entry id="50046" lang="en" sex="m">Hardiness against Air</entry> + <entry id="50047" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +2 to saving throws vs. air, sonic or electricity. +Use: Automatic.</entry> + <entry id="50048" lang="en" sex="m">Hardiness against Earth</entry> + <entry id="50049" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +2 to saving throws vs. earth or acid. +Use: Automatic.</entry> + <entry id="50050" lang="en" sex="m">Hardiness against Fire</entry> + <entry id="50051" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +2 to saving throws vs. fire. +Use: Automatic.</entry> + <entry id="50052" lang="en" sex="m">Hardiness against Water</entry> + <entry id="50053" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +2 to saving throws vs. water or cold. +Use: Automatic.</entry> + <entry id="50054" lang="en" sex="m">Hardiness against Electricity</entry> + <entry id="50055" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +2 to saving throws vs. electricity. +Use: Automatic.</entry> + <entry id="50056" lang="en" sex="m">Hardiness vs. Poison (3)</entry> + <entry id="50057" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +3 to saving throws vs. poison. +Use: Automatic.</entry> + <entry id="50058" lang="en" sex="m">Immunity to Cold</entry> + <entry id="50059" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature is immune to the effects of cold and cold-based spells. +Use: Automatic.</entry> + <entry id="50060" lang="en" sex="m">Immunity to Phantasms</entry> + <entry id="50061" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature is immune to the effects of phantasms, such as Weird and Phantasmal Killer. +Use: Automatic.</entry> + <entry id="50062" lang="en" sex="m">Nondetection</entry> + <entry id="50063" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature is undetectable by magic means. +Use: Automatic.</entry> + <entry id="50064" lang="en" sex="m">Immunity Poison</entry> + <entry id="50065" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature is immune to the effects of poison. +Use: Automatic.</entry> + <entry id="50066" lang="en" sex="m">Natural Armor 1</entry> + <entry id="50067" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +1 to their natural armor class. +Use: Automatic.</entry> + <entry id="50068" lang="en" sex="m">Natural Armor 3</entry> + <entry id="50069" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +3 to their natural armor class. +Use: Automatic.</entry> + <entry id="50070" lang="en" sex="m">Natural Armor 4</entry> + <entry id="50071" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +4 to their natural armor class. +Use: Automatic.</entry> + <entry id="50072" lang="en" sex="m">Natural Armor 5</entry> + <entry id="50073" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +5 to their natural armor class. +Use: Automatic.</entry> + <entry id="50074" lang="en" sex="m">Natural Armor 6</entry> + <entry id="50075" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +6 to their natural armor class. +Use: Automatic.</entry> + <entry id="50076" lang="en" sex="m">Natural Armor 9</entry> + <entry id="50077" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +9 to their natural armor class. +Use: Automatic.</entry> + <entry id="50078" lang="en" sex="m">Breathless</entry> + <entry id="50079" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature does not breath and is therefore immune to the effects of breathing-based spells. +Use: Automatic.</entry> + <entry id="50080" lang="en" sex="m">Constrict</entry> + <entry id="50081" lang="en" sex="m">**not included in release**</entry> + <entry id="50082" lang="en" sex="m">Regeneration 5</entry> + <entry id="50083" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature regenerates 5 hit points per round. +Use: Automatic.</entry> + <entry id="50084" lang="en" sex="m">Rend</entry> + <entry id="50085" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: If a creature with this special attack (extraordinary) hits the same target twice in a row during the same round with it's natural attack, it latches onto the opponent's body and tears the flesh. A rend attack deals damage equal to the creature's natural attack + 1-1/2 times its Str modifier. +Use: Automatic.</entry> + <entry id="50086" lang="en" sex="m">Resist Fire 5</entry> + <entry id="50087" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate fire resistance of 5. +Use: Automatic.</entry> + <entry id="50088" lang="en" sex="m">Suffocation</entry> + <entry id="50089" lang="en" sex="m">**not included in release**</entry> + <entry id="50090" lang="en" sex="m">Very Heroic</entry> + <entry id="50091" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +2 to all saving throws. +Use: Automatic.</entry> + <entry id="50092" lang="en" sex="m">Vulnerability Cold</entry> + <entry id="50093" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives 50% more damage from cold and cold-based attacks. +Use: Automatic.</entry> + <entry id="50094" lang="en" sex="m">Damage Reduction 10</entry> + <entry id="50095" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives damage reduction 10/+1 to hit. +Use: Automatic.</entry> + <entry id="50096" lang="en" sex="m">Damage Reduction 15</entry> + <entry id="50097" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives damage reduction 15/+1 to hit. +Use: Automatic.</entry> + <entry id="50098" lang="en" sex="m">Skill Affinity (Hide Underground)</entry> + <entry id="50099" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives a +4 racial bonus to Hide checks when underground. +Use: Automatic.</entry> + <entry id="50100" lang="en" sex="m">Skill Affinity (Hide in Forest)</entry> + <entry id="50101" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives a +8 racial bonus to Hide checks when in a natural area. +Use: Automatic.</entry> + <entry id="50102" lang="en" sex="m">Skill Affinity (Move Silently)</entry> + <entry id="50103" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives a +4 racial bonus to Move Silently checks. +Use: Automatic.</entry> + <entry id="50104" lang="en" sex="m">Skill Affinity (Jump)</entry> + <entry id="50105" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +2 racial bonus to Jump checks. +Use: Automatic.</entry> + <entry id="50106" lang="en" sex="m">Skill Affinity (Bluff)</entry> + <entry id="50107" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +2 racial bonus to Bluff checks. +Use: Automatic.</entry> + <entry id="50108" lang="en" sex="m">Alternate Form</entry> + <entry id="50109" lang="en" sex="m">**not included in release**</entry> + <entry id="50110" lang="en" sex="m">Disguise</entry> + <entry id="50111" lang="en" sex="m">Creature can alter its appearance to disguise or deceive, then revert to its original form.</entry> + <entry id="50112" lang="en" sex="m">Powerful Charge</entry> + <entry id="50113" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: Creature can perform an unarmed charge attack at +2 while suffering -2 to armor class. A successful attack does an additional 4d6+6 damage. +Use: Selected.</entry> + <entry id="50114" lang="en" sex="m">Skill Affinity (Craft Armor)</entry> + <entry id="50115" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +2 racial bonus to Craft Armor checks. +Use: Automatic.</entry> + <entry id="50116" lang="en" sex="m">Skill Affinity (Craft Weapon)</entry> + <entry id="50117" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +2 racial bonus to Craft Weapon checks. +Use: Automatic.</entry> + <entry id="50118" lang="en" sex="m">Elemental</entry> + <entry id="50119" lang="en" sex="m">Creature is a member of the race of Elementals.</entry> + <entry id="50120" lang="en" sex="m">Large Creature</entry> + <entry id="50121" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: Your character is classified as a large creature and thus gains a -1 penalty to AC and -4 to all hide checks. +Use: Automatic.</entry> + <entry id="50122" lang="en" sex="m">Natural Armor 2</entry> + <entry id="50123" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +2 to their natural armor class. +Use: Automatic.</entry> + <entry id="50124" lang="en" sex="m">Skill Affinity (Spot) +4</entry> + <entry id="50125" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +4 racial bonus to Spot checks. +Use: Automatic.</entry> + <entry id="50126" lang="en" sex="m">Skill Affinity (Jump) +4</entry> + <entry id="50127" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +4 racial bonus to Jump checks. +Use: Automatic.</entry> + <entry id="50128" lang="en" sex="m">Natural Armor 7</entry> + <entry id="50129" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +7 to their natural armor class. +Use: Automatic.</entry> + <entry id="50130" lang="en" sex="m">Natural Armor 8</entry> + <entry id="50131" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +8 to their natural armor class. +Use: Automatic.</entry> + <entry id="50132" lang="en" sex="m">Natural Armor 10</entry> + <entry id="50133" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +10 to their natural armor class. +Use: Automatic.</entry> + <entry id="50134" lang="en" sex="m">Skill Affinity (Hide)</entry> + <entry id="50135" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +2 racial bonus to Hide checks. +Use: Automatic.</entry> + <entry id="50136" lang="en" sex="m">Hardiness vs. Poison (4)</entry> + <entry id="50137" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains +4 to saving throws vs. poison. +Use: Automatic.</entry> + <entry id="50138" lang="en" sex="m">Polymorph Self</entry> + <entry id="50139" lang="en" sex="m">Alter Self</entry> + <entry id="50140" lang="en" sex="m">Revert to Own Form</entry> + <entry id="50141" lang="en" sex="m">Leap</entry> + <entry id="50142" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +5 racial bonus to Jump checks. +Use: Automatic.</entry> + <entry id="50143" lang="en" sex="m">Dive Attack</entry> + <entry id="50144" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: Creature can perform a dive attack at +2 while suffering -2 to armor class. A successful attack does double damage if using a piercing weapon. +Use: Selected.</entry> + <entry id="50145" lang="en" sex="m">Keen Sight</entry> + <entry id="50146" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +4 racial bonus to Spot checks. +Use: Automatic.</entry> + <entry id="50147" lang="en" sex="m">Special Abilities - Aasimar</entry> + <entry id="50148" lang="en" sex="m">Spell-Like Abilities: 1/day - Light. Caster level 3rd.</entry> + <entry id="50149" lang="en" sex="m">Cold Resistance 10</entry> + <entry id="50150" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate cold resistance of 10. +Use: Automatic.</entry> + <entry id="50151" lang="en" sex="m">Skill Affinity (Animal Empathy)</entry> + <entry id="50152" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives a +2 racial bonus to Animal Empathy checks. +Use: Automatic.</entry> + <entry id="50153" lang="en" sex="m">Wild Empathy</entry> + <entry id="50154" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives a +6 racial bonus to Animal Empathy checks. +Use: Automatic.</entry> + <entry id="50155" lang="en" sex="m">Kender Taunting</entry> + <entry id="50156" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: Kenders are experts at taunting, and gain a +4 to bluff and taunt checks. +Use: Automatic.</entry> + <entry id="50157" lang="en" sex="m">Special Abilities - Fey'ri</entry> + <entry id="50158" lang="en" sex="m">Spell-Like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. +Fey'ri spell-like abilities have caster level equal to the fey'ri's character level. The DC is Charisma-based.</entry> + <entry id="50159" lang="en" sex="m">Adamantine Body</entry> + <entry id="50160" lang="en" sex="m">Type of Feat: Warforged +Prerequisite: Composite Plating, 1st level only + +This Warforged was built using Adamantium for their armor plating. This grants a +8 bonus to AC, a +1 max Dex bonus to AC, a -5 armor check penalty, 35% arcane spell failure, DR 2/-, and counts as heavy armor. +Note: This uses the "armor" slot, and so you cannot wear other armor. +Use: Automatic.</entry> + <entry id="50161" lang="en" sex="m">Special Abilities - Githzerai</entry> + <entry id="50162" lang="en" sex="m">Spell-Like Abilities: 3/day - Daze. Caster level 3rd.</entry> + <entry id="50163" lang="en" sex="m">Special Abilities - Illithid</entry> + <entry id="50164" lang="en" sex="m">Spell-Like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. +Extract/Suck Brain: Illithid have a chance to extract the brain of a victim on a successful hit.</entry> + <entry id="50165" lang="en" sex="m">Special Abilities - Pixie</entry> + <entry id="50166" lang="en" sex="m">Spell-Like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based.</entry> + <entry id="50167" lang="en" sex="m">Immunity to Disease</entry> + <entry id="50168" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature is immune to disease. +Use: Automatic.</entry> + <entry id="50169" lang="en" sex="m">Immunity to Electricity</entry> + <entry id="50170" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature is immune to electric damage. +Use: Automatic.</entry> + <entry id="50171" lang="en" sex="m">Vulnerability to Fire</entry> + <entry id="50172" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature takes 50% more damage from fire. +Use: Automatic.</entry> + <entry id="50173" lang="en" sex="m">Fire Resistance 10</entry> + <entry id="50174" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate fire resistance of 10. +Use: Automatic.</entry> + <entry id="50175" lang="en" sex="m">Special Abilities - Urdunnir</entry> + <entry id="50176" lang="en" sex="m">Stone Shape: Urdunnir can take the shape of stone at will (using 'Stoneskin' as 4th level wizard).</entry> + <entry id="50177" lang="en" sex="m">Detect Evil</entry> + <entry id="50178" lang="en" sex="m">Detect Good</entry> + <entry id="50179" lang="en" sex="m">Detect Chaos</entry> + <entry id="50180" lang="en" sex="m">Detect Law</entry> + <entry id="50181" lang="en" sex="m">Azer Heat Damage</entry> + <entry id="50182" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature causes an additional 1 heat damage on every successful attack. +Use: Automatic.</entry> + <entry id="50183" lang="en" sex="m"><CUSTOM0> executes a powerful charge.</entry> + <entry id="50184" lang="en" sex="m"><CUSTOM0> executes a dive attack.</entry> + <entry id="50185" lang="en" sex="m">Dodge Bonus +4</entry> + <entry id="50186" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +4 racial bonus to Dodge AC. +Use: Automatic.</entry> + <entry id="50187" lang="en" sex="m">Skill Affinity (Appraise)</entry> + <entry id="50188" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +2 racial bonus to Appraise checks. +Use: Automatic.</entry> + <entry id="50189" lang="en" sex="m">Water Breathing</entry> + <entry id="50190" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature is immune to the effects of Drown and Mass Drown. +Use: Automatic.</entry> + <entry id="50191" lang="en" sex="m">Special Abilities - Minotaur</entry> + <entry id="50192" lang="en" sex="m">Powerful Charge: Minotaurs can make an unarmed powerful charge at -2 AC, +2 to hit, that inflicts an additional 4d6+6 damage.</entry> + <entry id="50193" lang="en" sex="m">Illithid have a chance to extract the brain of a victim on a successful hit.</entry> + <entry id="50194" lang="en" sex="m">Scent</entry> + <entry id="50195" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +4 racial bonus to Search, Spot and Listen checks. +Use: Automatic.</entry> + <entry id="50196" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: Fey'ri can assume the form of an elf at will. +Use: Selected.</entry> + <entry id="50197" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: Pixies can polymorph once per day. +Use: Selected.</entry> + <entry id="50198" lang="en" sex="m">Revert back to natural form.</entry> + <entry id="50199" lang="en" sex="m">Undead</entry> + <entry id="50200" lang="en" sex="m">Creature is Undead.</entry> + <entry id="50201" lang="en" sex="m">Beast</entry> + <entry id="50202" lang="en" sex="m">Creature is a member of the race of Beasts.</entry> + <entry id="50203" lang="en" sex="m">Vermin</entry> + <entry id="50204" lang="en" sex="m">Creature is a member of the race of Vermin.</entry> + <entry id="50205" lang="en" sex="m">Draconic</entry> + <entry id="50206" lang="en" sex="m">Creature is a member of the race of Dragons.</entry> + <entry id="50207" lang="en" sex="m">Skill Bonus (Jump)</entry> + <entry id="50208" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +8 racial bonus to Jump checks. +Use: Automatic.</entry> + <entry id="50209" lang="en" sex="m">Skill Affinity (Craft Trap)</entry> + <entry id="50210" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +2 racial bonus to Craft Trap checks. +Use: Automatic.</entry> + <entry id="50211" lang="en" sex="m">Polar Ray</entry> + <entry id="50212" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 8 +Innate Level: 8 +School: Evocation +Descriptor(s): Cold +Component(s): Verbal, Somatic +Range: Short +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).</entry> + <entry id="50213" lang="en" sex="m">Sohei</entry> + <entry id="50214" lang="en" sex="m">Soheis</entry> + <entry id="50215" lang="en" sex="m">sohei</entry> + <entry id="50216" lang="en" sex="m">(BASE CLASS) +Sohei are warrior monks, religious soldiers who protect large monasteries. Unlike shamans, sohei are more militant than holy, and receive very little religious instruction. Instead they are trained in the art of fighting. Sohei defend their monasteries against attacks and advance its political claims in the outside world. They are subject to the leader of their temple. + +- Alignment Restrictions: Lawful only +- Hit Die: d10 +- Proficiencies: A Sohei gains proficiencies with Simple and Martial Weapons, and Light. Medium and Heavy Armour. +- Skill Points: 2 + Int Modifier + +ABILITIES: + +Level +1: Ki Frenzy 1/Day - +2 Str, Dex, Extra Attack +2: Weapon Focus - Gain Weapon Focus in your chosen weapon. +3: Ki Frenzy 2/Day + Deflect Arrows +4: +5: Remain Conscious + Strength of Mind - Immunity to Stunning +6: +7: Ki Frenzy 3/Day + Defensive Strike - +4 to Attack when using Expertise +8: +9: Mettle +10: +11: Ki Frenzy 4/Day + Damage Resistance 1/- +12: +13: +14: Damage Resistance 2/- +15: Ki Frenzy 5/Day +16: +17: Damage Resistance 3/- +18: +19: Ki Frenzy 6/Day +20: Damage Resistance 4/- + +SPELLCASTING +To cast a spell, the Sohei must have a Wisdom score of 10 + the spell level. The DC of a Sohei's spell is 10 + Spell Level + Wisdom Modifier. A Sohei's caster level is equal to half his class level. + +Spells per day: +Level: 1 2 3 4 +1: - - - - +2: - - - - +3: - - - - +4: 0 - - - +5: 0 - - - +6: 1 - - - +7: 1 - - - +8: 1 0 - - +9: 1 0 - - +10: 1 1 - - +11: 1 1 0 - +12: 1 1 1 - +13: 1 1 1 - +14: 2 1 1 0 +15: 2 1 1 1 +16: 2 2 1 1 +17: 2 2 2 1 +18: 3 2 2 1 +19: 3 3 3 2 +20: 3 3 3 3</entry> + <entry id="50217" lang="en" sex="m">Ki Frenzy</entry> + <entry id="50218" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sohei level 1. +Specifics: You channel your Ki into a berserk frenzy, gaining +2 to Strength and Dexterity, 1 Extra attack per round, and a 33% movement boost. You take a -2 penalty to all attacks, and are unable to cast spells while in a frenzy. At the end of the frenzy, you are fatigued and take a -2 penalty to Strength and Constitution. Duration of both the Frenzy and the fatigue is 3 + Constitution rounds. +Use: Selected.</entry> + <entry id="50219" lang="en" sex="m">Strength of Mind</entry> + <entry id="50220" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sohei level 5. +Specifics: You gain immunity to Stunning and Sleep effects. +Use: Automatic.</entry> + <entry id="50221" lang="en" sex="m">Defensive Strike</entry> + <entry id="50222" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sohei 7. +Specifics: You gain a +4 bonus to attack when using Expertise. +Use: Automatic.</entry> + <entry id="50223" lang="en" sex="m">Damage Reduction</entry> + <entry id="50224" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sohei level 11. +Specifics: You gain damage reduction 1/- at level 11. This increases by 1 every 3 levels, to a maximum of 10/- at level 38. +Use: Automatic.</entry> + <entry id="50225" lang="en" sex="m">Epic Sohei</entry> + <entry id="50226" lang="en" sex="m">The Epic Sohei is a warrior without equal, able to enter into a frenzy at will and to withstand even the harshest of blows. + +ABILITIES: + +Level +21: - +22: - +23: Ki Frenzy 7/Day, Damage Resistance 5/- +24: Bonus Feat +25: - +26: Damage Resistance 6/- +27: Ki Frenzy 8/Day +28: Bonus Feat +29: Damage Resistance 7/- +30: - +31: Ki Frenzy 9/Day +32: Bonus Feat, Damage Resistance 8/- +33: - +34: - +35: Ki Frenzy 10/Day, Damage Resistance 9/- +36: Bonus Feat +37: - +38: Damage Resistance 10/- +39: Ki Frenzy 11/Day +40: Bonus Feat</entry> + <entry id="50227" lang="en" sex="m">Focused Lexicon: Aberration</entry> + <entry id="50228" lang="en" sex="m">Focused Lexicon: Animal</entry> + <entry id="50229" lang="en" sex="m">Focused Lexicon: Beast</entry> + <entry id="50230" lang="en" sex="m">Focused Lexicon: Construct</entry> + <entry id="50231" lang="en" sex="m">Focused Lexicon: Dragon</entry> + <entry id="50232" lang="en" sex="m">Focused Lexicon: Dwarf</entry> + <entry id="50233" lang="en" sex="m">Focused Lexicon: Elemental</entry> + <entry id="50234" lang="en" sex="m">Focused Lexicon: Elf</entry> + <entry id="50235" lang="en" sex="m">Focused Lexicon: Fey</entry> + <entry id="50236" lang="en" sex="m">Focused Lexicon: Giant</entry> + <entry id="50237" lang="en" sex="m">Focused Lexicon: Gnome</entry> + <entry id="50238" lang="en" sex="m">Focused Lexicon: Halfelf</entry> + <entry id="50239" lang="en" sex="m">Focused Lexicon: Halfling</entry> + <entry id="50240" lang="en" sex="m">Focused Lexicon: Halforc</entry> + <entry id="50241" lang="en" sex="m">Focused Lexicon: Human</entry> + <entry id="50242" lang="en" sex="m">Focused Lexicon: Goblinoid</entry> + <entry id="50243" lang="en" sex="m">Focused Lexicon: Monstrous Humanoid</entry> + <entry id="50244" lang="en" sex="m">Focused Lexicon: Orc</entry> + <entry id="50245" lang="en" sex="m">Focused Lexicon: Reptilian Humanoid</entry> + <entry id="50246" lang="en" sex="m">Focused Lexicon: Magical Beast</entry> + <entry id="50247" lang="en" sex="m">Focused Lexicon: Ooze</entry> + <entry id="50248" lang="en" sex="m">Focused Lexicon: Outsider</entry> + <entry id="50249" lang="en" sex="m">Focused Lexicon: Shapechanger</entry> + <entry id="50250" lang="en" sex="m">Focused Lexicon: Undead</entry> + <entry id="50251" lang="en" sex="m">Focused Lexicon: Vermin</entry> + <entry id="50252" lang="en" sex="m">Type of Feat: General +Prerequisite: Truespeak 6, able to speak utterances. +Specifics: Choose a creature type. The DC of your utterances against that creature type is increased by 1. +Use: Automatic.</entry> + <entry id="50253" lang="en" sex="m">Focused Lexicon</entry> + <entry id="50254" lang="en" sex="m">Utterance Focus: Breath of Cleansing</entry> + <entry id="50255" lang="en" sex="m">Utterance Focus: Breath of Recovery</entry> + <entry id="50256" lang="en" sex="m">Utterance Focus: Eldritch Attraction</entry> + <entry id="50257" lang="en" sex="m">Utterance Focus: Morale Boost</entry> + <entry id="50258" lang="en" sex="m">Utterance Focus: Preternatural Clarity</entry> + <entry id="50259" lang="en" sex="m">Utterance Focus: Sensory Focus</entry> + <entry id="50260" lang="en" sex="m">Utterance Focus: Silent Caster</entry> + <entry id="50261" lang="en" sex="m">Utterance Focus: Singular Mind</entry> + <entry id="50262" lang="en" sex="m">Utterance Focus: Temporal Spiral</entry> + <entry id="50263" lang="en" sex="m">Utterance Focus: Temporal Twist</entry> + <entry id="50264" lang="en" sex="m">Utterance Focus: Ward of Peace</entry> + <entry id="50265" lang="en" sex="m">Utterance Focus: Shockwave</entry> + <entry id="50266" lang="en" sex="m">Type of Feat: General +Prerequisite: Able to speak utterances. +Specifics: Choose a specific utterance. The DC of the chosen utterance is increased by 1. +Use: Automatic.</entry> + <entry id="50267" lang="en" sex="m">Utterance Focus</entry> + <entry id="50268" lang="en" sex="m">Recitation of the Fortified State</entry> + <entry id="50269" lang="en" sex="m">Type of Feat: Recitation +Prerequisite: Truespeak 9 ranks, levels in Truenamer class. +Specifics: You gain a natural armour bonus equal to 1/3rd your Truenamer level. This lasts for one round. You must succeed on a Truespeak check of 15 + (2 * your HD) - 2. +Use: Selected.</entry> + <entry id="50270" lang="en" sex="m">Recitation of Meditative State</entry> + <entry id="50271" lang="en" sex="m">Type of Feat: Recitation +Prerequisite: Truespeak 9 ranks, levels in Truenamer class. +Specifics: Use of this Recitation dispels most negative mental effects. You must succeed on a Truespeak check of 15 + (2 * your HD) - 2. +Use: Selected.</entry> + <entry id="50272" lang="en" sex="m">Recitation of Mindful State</entry> + <entry id="50273" lang="en" sex="m">Type of Feat: Recitation +Prerequisite: Truespeak 9 ranks, levels in Truenamer class. +Specifics: You gain a skill bonus equal to 1/3rd your Truenamer level on Open Lock, Disable Trap, and Craft skills. This lasts for two rounds. You must succeed on a Truespeak check of 15 + (2 * your HD) - 2. +Use: Selected.</entry> + <entry id="50274" lang="en" sex="m">Recitation of the Sanguine State</entry> + <entry id="50275" lang="en" sex="m">Type of Feat: Recitation +Prerequisite: Truespeak 9 ranks, levels in Truenamer class. +Specifics: Use of this Recitation cleanses your body of Poisons. You must succeed on a Truespeak check of 15 + (2 * your HD) - 2. +Use: Selected.</entry> + <entry id="50276" lang="en" sex="m">Recitation of Vital State</entry> + <entry id="50277" lang="en" sex="m">Type of Feat: Recitation +Prerequisite: Truespeak 9 ranks, levels in Truenamer class. +Specifics: Use of this Recitation cleanses your body of Disease. You must succeed on a Truespeak check of 15 + (2 * your HD) - 2. +Use: Selected.</entry> + <entry id="50278" lang="en" sex="m">Empower Utterance</entry> + <entry id="50279" lang="en" sex="m">Type of Feat: General +Prerequisite: Truespeak 9 ranks, Able to speak utterances. +Specifics: You can empower an utterance. All variable, numeric effects of an empowered utterance are increased by one-half. An empowered utterance deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Saving throws and opposed checks are not affected, nor are utterances without random variables. +Using this feat increases the DC to speak the utterance by 10. +Use: Selected.</entry> + <entry id="50280" lang="en" sex="m">Extend Utterance</entry> + <entry id="50281" lang="en" sex="m">Type of Feat: General +Prerequisite: Truespeak 6 ranks, Able to speak utterances. +Specifics: You can speak an extended utterance. An extended utterance lasts twice as long as normal. A utterance with a duration of concentration, instantaneous, or permanent is not affected by this feat. +Using this feat increases the DC to speak the utterance by 5. +Use: Selected.</entry> + <entry id="50282" lang="en" sex="m">Quicken Utterance</entry> + <entry id="50283" lang="en" sex="m">Type of Feat: General +Prerequisite: Truespeak 12 ranks, Able to speak utterances. +Specifics: You can quicken an utterance. You can perform another action, even speak another utterance, in the same round that you speak a quickened utterance. You can speak only one quickened utterance per round. A utterance whose speaking time is longer than 1 round cannot be quickened. +Using this feat increases the DC to speak the utterance by 20. +Use: Selected.</entry> + <entry id="50284" lang="en" sex="m">Truename Training</entry> + <entry id="50285" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Specifics: Truespeech is now a class skill for you. +Use: Automatic.</entry> + <entry id="50286" lang="en" sex="m">Ignore Spell Resistance</entry> + <entry id="50287" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Truenamer level 1 +Specifics: You can choose to ignore Spell Resistance entirely as you speak an utterance. +Using this feat increases the DC to speak the utterance by 5. +Use: Selected.</entry> + <entry id="50288" lang="en" sex="m">Crafted Tool Targeting</entry> + <entry id="50289" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Truenamer level 4 +Specifics: This feat allows you to choose which Inventory Slot you would like to target on the chosen creature. +If a Crafted Tool utterance is targeted directly on an item, it affects that item. Otherwise follow the instructions below. +Crafted Tool Targeting Conversation brings up a conversation that allows you to fill the four Crafted Tool Quickslots with chosen inventory slots. +Simply click on the chosen quickslot to have all your Crafted Tool utterances target that slot. +If the chosen slot is empty, the utterance will then attempt to find the proper target and affect that. +Use: Selected.</entry> + <entry id="50290" lang="en" sex="m">Crafted Tool Targeting Conversation</entry> + <entry id="50291" lang="en" sex="m">Crafted Tool Quickslot #1</entry> + <entry id="50292" lang="en" sex="m">Crafted Tool Quickslot #2</entry> + <entry id="50293" lang="en" sex="m">Crafted Tool Quickslot #3</entry> + <entry id="50294" lang="en" sex="m">Crafted Tool Quickslot #4</entry> + <entry id="50295" lang="en" sex="m">See the Named</entry> + <entry id="50296" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Truenamer level 9 +Specifics: You see the named creature for one round, as per the Scry spell. You must succeed on a Truespeak check at the normal DC versus the targeted creature. This can be used once per day. +Use: Selected.</entry> + <entry id="50297" lang="en" sex="m">Speak Unto The Masses</entry> + <entry id="50298" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Truenamer level 17 +Specifics: You can choose to affect all creatures of a racial type within 30' of the target. This only affects utterances from the Lexicon of the Evolving Mind. +When you do so, the DC to speak the utterance changes as follows: +The racial type chosen is that of the creature targeted. +The DC becomes 15 + (2 * The highest CR creature of the chosen racial type in the area) + (2 * The number of targets beyond the first). +For example, you target a Goblin, and within the area are three other Goblins and one Goblin Shaman, for a total of five creatures. +The DC is 15 + (2 * 4 [The Shaman's CR]) + (2 * 4 [The four other creatures in the area]), for a total of 31. +Use: Selected.</entry> + <entry id="50299" lang="en" sex="m">Say My Name and I Am There</entry> + <entry id="50300" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Truenamer level 20 +Specifics: You can choose to teleport to any party member by speaking their True nickname. This does not require a Truespeak check. +Use: Selected.</entry> + <entry id="50301" lang="en" sex="m">Knowledge Focus</entry> + <entry id="50302" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Truenamer level 2 +Specifics: You gain a +3 bonus to Lore. This increases to +6 at 7th, +9 at 10th, and +12 at 14th. +Use: Automatic.</entry> + <entry id="50303" lang="en" sex="m">Skill Focus (Truespeech)</entry> + <entry id="50304" lang="en" sex="m">Type of Feat: General +Prerequisite: Truespeech rank 1 +Specifics: You gain a +3 bonus to Truespeech. +Use: Automatic.</entry> + <entry id="50305" lang="en" sex="m">Epic Skill Focus (Truespeech)</entry> + <entry id="50306" lang="en" sex="m">Type of Feat: General +Prerequisite: Truespeech rank 20, Epic Character +Specifics: You gain a +10 bonus to Truespeech. +Use: Automatic.</entry> + <entry id="50307" lang="en" sex="m">Command</entry> + <entry id="50308" lang="en" sex="m">School: Enchantment (Compulsion) [Mind-Affecting] +Level: Cleric 1 +Components: V +Casting Time: 1 action +Range: Close (25 ft. + 5 ft/2 levels) +Targets: 1 living creature +Duration: 1 Round +Saving Throw: Will Negates +Spell Resistance: Yes + +You give the subject a single command, which it obeys to the best of its ability. + +Approach - The target runs directly towards you for one round. +Drop - The target drops what it is holding (This will not work on creatures that cannot be disarmed). +Fall - The target falls to the ground for one round. +Flee - The target runs away from the caster for one round. +Halt - The target stands in place and takes no action for one round.</entry> + <entry id="50309" lang="en" sex="m">Command Approach</entry> + <entry id="50310" lang="en" sex="m">Command Drop</entry> + <entry id="50311" lang="en" sex="m">Command Fall</entry> + <entry id="50312" lang="en" sex="m">Command Flee</entry> + <entry id="50313" lang="en" sex="m">Command Halt</entry> + <entry id="50314" lang="en" sex="m">Greater Command</entry> + <entry id="50315" lang="en" sex="m">School: Enchantment (Compulsion) [Mind-Affecting] +Level: Cleric 5 +Components: V +Casting Time: 1 action +Range: Close (25 ft. + 5 ft/2 levels) +Targets: 1 living creature/level +AoE: 30' Burst +Duration: 1 Round/level +Saving Throw: Will Negates +Spell Resistance: Yes + +You give the subjects a single command, which they obey to the best of their ability. At the beginning of each round, the targets get a new saving throw to end the effect. + +Approach - The target runs directly towards you for the duration of the spell. +Drop - The target drops what it is holding (This will not work on creatures that cannot be disarmed). +Fall - The target falls to the ground for the duration of the spell. +Flee - The target runs away from the caster for the duration of the spell. +Halt - The target stands in place and takes no action for the duration of the spell.</entry> + <entry id="50316" lang="en" sex="m">Greater Command Approach</entry> + <entry id="50317" lang="en" sex="m">Greater Command Drop</entry> + <entry id="50318" lang="en" sex="m">Greater Command Fall</entry> + <entry id="50319" lang="en" sex="m">Greater Command Flee</entry> + <entry id="50320" lang="en" sex="m">Greater Command Halt</entry> + <entry id="50321" lang="en" sex="m">Bereft</entry> + <entry id="50322" lang="en" sex="m">Berefts</entry> + <entry id="50323" lang="en" sex="m">bereft</entry> + <entry id="50324" lang="en" sex="m">(PRESTIGE CLASS) +The bereft are a group of truenamers who devote themselves to mastering the word of unmaking, a powerful component of Truespeech purportedly able to unravel creation. Through liberal use of the word's syllables, a bereft studies its effects so that one day he can master the complete word of unmaking and perhaps unlock the meaning of reality. + +- Hit Die: d6 +- Proficiencies: A Bereft gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Alignment: Any neutral +Skills: Truespeak 13 ranks. + +ABILITIES: + +Level +1: Syllable of Detachment - -2 Penalty on checks +2: Syllable of Affliction - Damage target's senses +3: Syllable of Exile - Maze target +4: Syllable of Dissolution - Target takes 8d6 damage +5: Syllable of Enervation - Target takes 2 Negative Levels.</entry> + <entry id="50325" lang="en" sex="m">Syllable of Detachment</entry> + <entry id="50326" lang="en" sex="m">Type of Feat: Class +Prerequisite: Bereft 1 +Specifics: When the Bereft successfully speak this syllable, the target takes a -2 penalty to skills, AB, and saves for a number of rounds equal to the Bereft's class level. +Use: Selected.</entry> + <entry id="50327" lang="en" sex="m">Syllable of Affliction</entry> + <entry id="50328" lang="en" sex="m">Type of Feat: Class +Prerequisite: Bereft 2 +Specifics: When the Bereft successfully speak this syllable, the target takes loses one of his senses for a number of rounds equal to the Bereft's class level. +Sight: The target is struck blind. +Hearing: The target becomes deaf. +Touch: The target takes a -2 penalty on Disable Trap, Jump, Open Lock, Search, and Tumble. +Use: Selected.</entry> + <entry id="50329" lang="en" sex="m">Afflict Sight</entry> + <entry id="50330" lang="en" sex="m">Afflict Hearing</entry> + <entry id="50331" lang="en" sex="m">Afflict Touch</entry> + <entry id="50332" lang="en" sex="m">Syllable of Exile</entry> + <entry id="50333" lang="en" sex="m">Type of Feat: Class +Prerequisite: Bereft 3 +Specifics: When the Bereft successfully speak this syllable, the target is affected as by the Maze spell, for one round. +Use: Selected.</entry> + <entry id="50334" lang="en" sex="m">Syllable of Dissolution</entry> + <entry id="50335" lang="en" sex="m">Type of Feat: Class +Prerequisite: Bereft 4 +Specifics: When the Bereft successfully speak this syllable, the target takes 8d6 damage. +Use: Selected.</entry> + <entry id="50336" lang="en" sex="m">Syllable of Enervation</entry> + <entry id="50337" lang="en" sex="m">Type of Feat: Class +Prerequisite: Bereft 5 +Specifics: When the Bereft successfully speak this syllable, the target gains two negative levels for 24 hours. +Use: Selected.</entry> + <entry id="50338" lang="en" sex="m">Brimstone Speaker</entry> + <entry id="50339" lang="en" sex="m">Brimstone Speakers</entry> + <entry id="50340" lang="en" sex="m">brimstone speaker</entry> + <entry id="50341" lang="en" sex="m">(PRESTIGE CLASS) +Brimstone Speakers regard the secret language of Truenames as nothing less than a gift from the gods. Through assiduous study, they master truenames that enable them to call eladrins, archons and angels to fight on their behalf. They also know the truename they're most famous for: the tongue of fire that burns away the stain of evil everywhere. + +- Hit Die: d8 +- Proficiencies: A Brimstone Speaker gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Alignment: Any Good +Skills: Truespeak 10 ranks. +Spellcasting: Must be able to cast 4th level divine spells. +Special: Clerics must have Fire or Good domains. + +ABILITIES: + +Level +1: Tongue of Fire 3d6 - A line of fire dealing damage +2: +3: Lesser Heavenly Entreaty - Call a Bralani Eladrin +4: +5: Tongue of Fire 5d6 +6: Heavenly Entreaty - Call a Word Archon +7: +8: +9: Greater Heavenly Entreaty - Call an Astral Deva +10: Tongue of Fire 8d6 + +SPELLCASTING + +Every odd level in Brimstone Speaker, the character gains new spells per day as if he had also gained a level in his highest divine caster class.</entry> + <entry id="50342" lang="en" sex="m">Tongue of Fire 3d6</entry> + <entry id="50343" lang="en" sex="m">Tongue of Fire 5d6</entry> + <entry id="50344" lang="en" sex="m">Tongue of Fire 8d6</entry> + <entry id="50345" lang="en" sex="m">Type of Feat: Class +Prerequisite: Brimstone Speaker 1 +Specifics: The Brimstone Speaker can speak a truename that translates as "tongue of fire". This ability allows them to create a line of fire 20 feet long. Those hit by the fire have a DC vs 10 + Class levels + Con modifier. There are three versions of the Tongue of Fire: 3d6 with a Truespeak DC of 25, 5d6 with a DC of 30, and 8d6 with a DC of 35. This ability is affected by the Law of Resistance. +Use: Selected.</entry> + <entry id="50346" lang="en" sex="m">Lesser Heavenly Entreaty</entry> + <entry id="50347" lang="en" sex="m">Heavenly Entreaty</entry> + <entry id="50348" lang="en" sex="m">Greater Heavenly Entreaty</entry> + <entry id="50349" lang="en" sex="m">Type of Feat: Class +Prerequisite: Brimstone Speaker 3 +Specifics: The Brimstone Speaker can shout the truenames of angelic powers, being granted their services in return. There are three versions of the Heavenly Entreaty: Lesser, which summons a Bralani Eladrin with a Truespeak DC of 27, Normal, which summons a Word Archon with a Truespeak DC of 33, and Greater, which summons an Astral Deva with a Truespeak DC of 43. This ability is affected by the Law of Resistance. +Use: Selected.</entry> + <entry id="50350" lang="en" sex="m">Slayer of Domiel</entry> + <entry id="50351" lang="en" sex="m">Slayers of Domiel</entry> + <entry id="50352" lang="en" sex="m">slayer of Domiel</entry> + <entry id="50353" lang="en" sex="m">(PRESTIGE CLASS) +Assassins, of course, are evil by their nature and the nature of what they do: committing murder for money is a completely evil act. However, sometimes the skill set of an assassin is required for more noble purposes. Claiming the power of the paragorn archon Domiel, the Slayers of Domiel are a disciplined, secretive order of stealthy spies and - when the need arises - assassins who serve the cause of law and good. Rather than rely entirely on stealth and poison, the Slayers of Domiel use supernatural means to dispatch evil foes. + +- Hit Die: d6 +- Proficiencies: A Slayer of Domiel gains no additional proficiencies. +- Skill Points: 4 + Int Modifier + +REQUIREMENTS: + +Alignment: Lawful Good +Skills: Hide 8 ranks, Move Silently 8 ranks. +Feats: Sanctify Martial Strike, Servant of the Heavens +Special: Sneak attack +3d6, Evasion + +ABILITIES: + +Level +1: Death Touch 1/day - Roll 1d6 per Slayer level. Slay target if the number is greater than current hitpoints. + Sneak Attack +1d6 + Detect Evil at will +2: Divine Grace - Charisma to saves +3: Sneak Attack +2d6 +4: Death Touch 2/day +5: Sneak Attack +3d6 +6: Improved Evasion +7: Sneak Attack +4d6 +8: Death Touch 3/day +9: Sneak Attack +5d6 +10: Death Touch 4/day + +SPELLCASTING +To cast a spell, the Slayer of Domiel must have a Wisdom score of 10 + the spell level. The DC of a Slayer of Domiel's spell is 10 + Spell Level + Wisdom Modifier. A Slayer of Domiel's caster level is equal to his class level. + +Spells per day: +Level: 1 2 3 4 +1: 0 - - - +2: 1 - - - +3: 1 0 - - +4: 1 1 - - +5: 1 1 0 - +6: 1 1 1 - +7: 2 1 1 0 +8: 2 1 1 1 +9: 2 2 1 1 +10: 2 2 2 1</entry> + <entry id="50354" lang="en" sex="m">Death Touch</entry> + <entry id="50355" lang="en" sex="m">Type of Feat: Class +Prerequisite: Slayer of Domiel 1. +Specifics: To use this ability, you must succeed on a melee touch attack. Roll 1d6 per Slayer of Domiel level. If the number rolled is greater than the target's current hit points, the target dies. Creatures immune to death effect are immune to this ability. You get 1 use per day at 1, 2 at level 4, 3 at level 8 and 4 at level 10. +Use: Selected.</entry> + <entry id="50356" lang="en" sex="m">Divine Grace</entry> + <entry id="50357" lang="en" sex="m">Type of Feat: Class +Prerequisite: Slayer of Domiel level 2. +Specifics: The Slayer of Domiel adds his Charisma bonus (if positive) to all saving throws. +Use: Automatic.</entry> + <entry id="50358" lang="en" sex="m">Detect Evil</entry> + <entry id="50359" lang="en" sex="m">Type of Feat: Class +Prerequisite: Slayer of Domiel 1. +Specifics: As the spell Detect Evil, at will. +Use: Selected.</entry> + <entry id="50360" lang="en" sex="m">Shocking Grasp</entry> + <entry id="50361" lang="en" sex="m">School: Evocation [Electricity] +Level: Sor/Wiz 1 +Components: V, S +Casting Time: 1 standard action +Range: Touch +Target: Creature or object touched +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). </entry> + <entry id="50362" lang="en" sex="m">Shocking Grasp(1)</entry> + <entry id="50363" lang="en" sex="m">Scorching Ray</entry> + <entry id="50364" lang="en" sex="m">School: Evocation [Fire] +Level: Sor/Wiz 2, Duskblade 2 +Components: V, S +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Effect: One or more rays +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.</entry> + <entry id="50365" lang="en" sex="m">Scorching Ray (3)</entry> + <entry id="50366" lang="en" sex="m">Ray of Exhaustion</entry> + <entry id="50367" lang="en" sex="m">School: Necromancy +Level: Sor/Wiz 3, Duskblade 3 +Components: V, S, M +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Effect: Ray +Duration: 1 min./level +Saving Throw: Fortitude partial; see text +Spell Resistance: Yes + +A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued. + +Material Component: A drop of sweat.</entry> + <entry id="50368" lang="en" sex="m">Ray of Exhaustion (5)</entry> + <entry id="50369" lang="en" sex="m">Waves of Fatigue</entry> + <entry id="50370" lang="en" sex="m">School: Necromancy +Level: Sor/Wiz 5 +Components: V, S +Casting Time: 1 standard action +Range: 30 ft. +Area: Cone-shaped burst +Duration: Instantaneous +Saving Throw: No +Spell Resistance: Yes + +Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued. </entry> + <entry id="50371" lang="en" sex="m">Waves of Fatigue (9)</entry> + <entry id="50372" lang="en" sex="m">Extra Edge</entry> + <entry id="50373" lang="en" sex="m">Type of Feat: General +Prerequisite: Warmage 4. +Specifics: You gain a +1 bonus on your warmage edge, plus an additional +1 bonus for every four warmage levels. +Use: Automatic.</entry> + <entry id="50374" lang="en" sex="m">Sudden Empower</entry> + <entry id="50375" lang="en" sex="m">Type of Feat: Metamagic +Prerequisite: Any metamagic feat. +Specifics: Once per day, you can apply the Empower Spell feat to the next spell you cast. +Use: Selected.</entry> + <entry id="50376" lang="en" sex="m">Sudden Extend</entry> + <entry id="50377" lang="en" sex="m">Type of Feat: Metamagic +Prerequisite: None. +Specifics: Once per day, you can apply the Extend Spell feat to the next spell you cast. +Use: Selected.</entry> + <entry id="50378" lang="en" sex="m">Sudden Maximize</entry> + <entry id="50379" lang="en" sex="m">Type of Feat: Metamagic +Prerequisite: Any metamagic feat. +Specifics: Once per day, you can apply the Maximize Spell feat to the next spell you cast. +Use: Selected.</entry> + <entry id="50380" lang="en" sex="m">Sudden Widen</entry> + <entry id="50381" lang="en" sex="m">Type of Feat: Metamagic +Prerequisite: None. +Specifics: Once per day, you can apply the Widen Spell feat to the next spell you cast. +Use: Selected.</entry> + <entry id="50382" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Sublime Chord 1. + +Specifics: The somatic components for a sublime chord's spells do not incur an arcane spell failure chance as normal for arcane spells if the sublime chord is wearing light armor. + +Use: Automatic.</entry> + <entry id="50383" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Warmage 1, Knight of the Weave 2 + +Specifics: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail (if those spells have somatic components). Warmages' limited focus and specialized training, however, allow them to avoid arcane spell failure as long as they stick to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class. At 8th level, a warmage learns to use medium armor with no chance of arcane spell failure. + +A Knight of the Weave recieves the same benefits, including the increase to medium armor at class level 8, except that they do not reduce the arcane spell failure chance from shields. + +Use: Automatic.</entry> + <entry id="50384" lang="en" sex="m">Advanced Learning</entry> + <entry id="50385" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Warmage. + +Specifics: At 3rd, 6th, 11th, and 16th level, a warmage can add a new spell to his list. The spell must be a wizard spell of the evocation school, and of a level no higher than the highest level spell the warmage already knows. + +Use: Automatic.</entry> + <entry id="50386" lang="en" sex="m">Warmage Edge</entry> + <entry id="50387" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Warmage 1. +Specifics: Whenever a Warmage casts a spell that does hit point damage, he adds his intelligence bonus to the damage dealt. Scrolls scribed and items used by the Warmage do not get this benefit. However, staffs do gain the benefit. +Use: Automatic.</entry> + <entry id="50388" lang="en" sex="m">Warmage</entry> + <entry id="50389" lang="en" sex="m">Warmages</entry> + <entry id="50390" lang="en" sex="m">warmage</entry> + <entry id="50391" lang="en" sex="m">(BASE CLASS) +Some spellcasters care for only one thing: war. They dream of steel and mighty blasts of devastating magic, the march of troops, and the unleashed destruction found on battlefields everywhere. Graduates of special arcane war colleges, those known as warmages are drilled only and utterly in the casting of spells most useful for laying down destruction, confusing an enemy, or screening an allied action. The utilitarian spells used by wizards and sorcerers have little importance to a warmage's way of thinking. What are support casters for, after all? A warmage cares only for success on the battlefield, or, in some cases, in a series of smaller campaigns favoured by adventuring companies. + +- Hit Die: d6 +- Proficiencies: A Warmage gains proficiencies with Simple Weapons, Light Armour, and Shields. +- Skill Points: 2 + Int Modifier + +ABILITIES: + +Level +1: Armoured Mage - No Arcane Spell Failure in light armour +Warmage Edge - Intelligence Modifier to spell damage +2: +3: Advanced Learning - Learn one new Evocation spell. +4: +5: +6: Advanced Learning - Learn one new Evocation spell. +7: Sudden Empower - Empower spell as a swift action. +8: Armoured Mage - No arcane spell failure in medium armour. +9: +10: Sudden Extend - Extend spell as a swift action. +11: Advanced Learning - Learn one new Evocation spell. +12: +13: +14: +15: Sudden Widen - Widen spell as a swift action. +16: Advanced Learning - Learn one new Evocation spell. +17: +18: +19: +20: Sudden Maximize - Maximize spell as a swift action. + +SPELLCASTING + +To cast a spell, the Warmage must have a Charisma score of 10 + the spell level. The DC of a Warmage's spell is 10 + Spell Level + Charisma Modifier. A Warmage's caster level is equal to his class level. He is a spontaneous caster. + +Spells per day: +Level: 0 1 2 3 4 5 6 7 8 9 + +1: 5 3 - - - - - - - - +2: 6 4 - - - - - - - - +3: 6 5 - - - - - - - - +4: 6 6 3 - - - - - - - +5: 6 6 4 - - - - - - - +6: 6 6 5 3 - - - - - - +7: 6 6 6 4 - - - - - - +8: 6 6 6 5 3 - - - - - +9: 6 6 6 6 4 - - - - - +10: 6 6 6 6 5 3 - - - - +11: 6 6 6 6 6 4 - - - - +12: 6 6 6 6 6 5 3 - - - +13: 6 6 6 6 6 6 4 - - - +14: 6 6 6 6 6 6 5 3 - - +15: 6 6 6 6 6 6 6 4 - - +16: 6 6 6 6 6 6 6 5 3 - +17: 6 6 6 6 6 6 6 6 4 - +18: 6 6 6 6 6 6 6 6 5 3 +19: 6 6 6 6 6 6 6 6 6 4 +20: 6 6 6 6 6 6 6 6 6 5</entry> + <entry id="50392" lang="en" sex="m">Fighting Challenge</entry> + <entry id="50393" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight 1. +Specifics: As a swift action, you utter a challenge against a single opponent. That foe must have a Challenge Rating equal to at least your level minus two, and an Intelligence of 5 or greater. If the target meets the conditions, you gain a +1 bonus to Will saves, Attack, and Damage against that creature. This lasts for five rounds plus your Charisma modifier. +While this ability is in effect, you cannot use it again. The bonus rises to +2 at 7, +3 at 13, and +4 at 19. +This costs one use of your Knight's Challenge. +Use: Selected.</entry> + <entry id="50394" lang="en" sex="m">Test of Mettle</entry> + <entry id="50395" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight 4. +Specifics: As a swift action, you shout a challenge against all opponents within 100'. Foes must have a Challenge Rating equal to at least your level minus two, and an Intelligence of 5 or greater to be affected. If they fail a Will save vs 10 + 1/2 class level + Charisma modifier, they close and attack with you. +This costs one use of your Knight's Challenge. +Use: Selected.</entry> + <entry id="50396" lang="en" sex="m">Call To Battle</entry> + <entry id="50397" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight 8. +Specifics: As a swift action, you grant an ally the chance to reroll the next save against fear that she must attempt during this round. +This costs one use of your Knight's Challenge. +Use: Selected.</entry> + <entry id="50398" lang="en" sex="m">Daunting Challenge</entry> + <entry id="50399" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight 12. +Specifics: As a swift action, you shout a challenge against all opponents within 100'. Foes must have a Challenge Rating equal to at least your level minus two, and an Intelligence of 5 or greater to be affected. If they fail a Will save vs 10 + 1/2 class level + Charisma modifier, your enemies are shaken. +This costs one use of your Knight's Challenge. +Use: Selected.</entry> + <entry id="50400" lang="en" sex="m">Bond of Loyalty</entry> + <entry id="50401" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight 16. +Specifics: As a swift action, you gain the ability to reroll the next save against mind affecting spells that you must attempt during this round. +This costs one use of your Knight's Challenge. +Use: Selected.</entry> + <entry id="50402" lang="en" sex="m">Loyal Beyond Death</entry> + <entry id="50403" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight 2. +Specifics: As a swift action, you shrug off all damage and other effects that would kill you. You do not die for one round. +Use: Selected.</entry> + <entry id="50404" lang="en" sex="m">Shield Block</entry> + <entry id="50405" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight 20. +Specifics: You designate a single foe during your round. You receive a +1 bonus to AC against that foe. At level 11, this increases to +2, and to +3 at 20th. +Use: Selected.</entry> + <entry id="50406" lang="en" sex="m">Bulwark of Defense</entry> + <entry id="50407" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight 3. +Specifics: An area 10' around you is treated as difficult terrain. +Use: Selected.</entry> + <entry id="50408" lang="en" sex="m">Vigilant Defender</entry> + <entry id="50409" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight 5. +Specifics: Any creature who attempts to tumble past you takes a penalty on tumble checks equal to your class level. +Use: Selected.</entry> + <entry id="50410" lang="en" sex="m">Shield Ally</entry> + <entry id="50411" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight 6. +Specifics: As a swift action, you share damage with one of your allies, taking 50% of all damage dealt to her. This lasts for one round. +Use: Selected.</entry> + <entry id="50412" lang="en" sex="m">Improved Shield Ally</entry> + <entry id="50413" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight 14. +Specifics: As a swift action, you share damage with one of your allies, taking 50% of all damage dealt to her. You also leap in front of a single blow, taking all damage from that strike. This lasts for one round. +Use: Selected.</entry> + <entry id="50414" lang="en" sex="m">Impetuous Endurance</entry> + <entry id="50415" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight 17. +Specifics: Whenever you are struck by a save requiring a Will or Fortitude save, you are able to reroll it should you fail. +Use: Automatic.</entry> + <entry id="50416" lang="en" sex="m">Knight</entry> + <entry id="50417" lang="en" sex="m">Knights</entry> + <entry id="50418" lang="en" sex="m">knight</entry> + <entry id="50419" lang="en" sex="m">(BASE CLASS) +A knight is a proud, skilled melee combatant who fights in the name of honour and chivalry. A knight relies on more than a sharp sword and stout suit of armour to defeat his foes. His drive, determination, and fighting spirit allow him to control the battlefield in ways that others cannot match. A knight can challenge an opponent to a duel, calling upon the foe's ego and pride to force his hand. The knight's talent with heavy armour, shields, and defensive tactics grant him the ability to disrupt his foe's plans. + +- Alignment Restrictions: Any lawful. +- Hit Die: d12 +- Proficiencies: A Knight gains proficiencies with Martial and Simple Weapons, Light, Medium and Heavy Armour, and Shields. +- Skill Points: 2 + Int Modifier + +ABILITIES: + +Level +1: Fighting Challenge - Challenge a foe to gain a bonus to attack and damage. +2: Shield Block - Bonus to defense against a single foe. +3: Bulwark of Defense - Difficult terrain surrounds you +4: Test of Mettle - Cause creatures who are worthy to fight you +5: Vigilant Defender - Prevent creatures from tumbling past you. + Bonus Feat +6: Shield Ally - Take damage for an ally. +7: +8: Call To Battle - Free a friend from the grips of fear. +9: +10: Bonus Feat +11: +12: Daunting Challenge - Enemies shake before you. +13: +14: Improved Shield Ally - Take damage for an ally, and stop a blow completely. +15: Bonus Feat +16: Bond of Loyalty - Resist controlling magics +17: Impetuous Endurance - Shrug off failed spells +18: +19: +20: Loyal Beyond Death - Not even death makes you fail at a challenge. + +Knight's Challenge abilities have uses per day equal to one half class level + Charisma modifier.</entry> + <entry id="50420" lang="en" sex="m">Vow of Silence</entry> + <entry id="50421" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Buomman + +At a young age you took a vow of silence, and you no longer speak in words. If you are a spellcaster, you must use the Silent Spell metamagic feat to cast spells with verbal components. +Use: Automatic.</entry> + <entry id="50422" lang="en" sex="m">Skill Affinity (Perform)</entry> + <entry id="50423" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Appropriate race + +This feat grants a +2 racial bonus to Perform checks. +Use: Automatic.</entry> + <entry id="50424" lang="en" sex="m">Hound Archon</entry> + <entry id="50425" lang="en" sex="m">hound archon</entry> + <entry id="50426" lang="en" sex="m">Hound Archons</entry> + <entry id="50427" lang="en" sex="m">Hound Archons look like well-muscled humans with canine heads. They are the hunters and stalkers among the Lawful Good celestials. They try to avoid harming good and innocent creatures, and only attack when provoked. Their extreme lawful good tendencies however often facilitates that. They generally meet a foe head-on, but if the odds are against them they will take steps to even the odds, such as hit-and-run tactics. + +Hound Archon Ability Adjustments: +4 Str, +2 Con, +2 Wis, +2 Cha. +Favored Class (Ranger): A multiclass hound archon's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Hound Archons are able to see in the dark. +- Base movement of 40. +- Weapon Proficiency (Simple): All hound archons are proficient with simple weapons. +- Weapon Proficiency (Martial): All hound archons are proficient with martial weapons. +- Weapon Proficiency (Creature): Hound Archons can attack with a bite(1d8) or a slam(1d4). +- Spell Resistance: Innate spell resistance of 16, plus 1 per character level. +- Natural Armor Bonus: Racial natural armor bonus of 9. +- Damage Reduction: Innate damage reduction of 10/+1 +- Immunities: Immune to Electricity and Petrification +- Hardiness vs Poison: +4 racial bonus to save vs poison +- Spell-Like Abilities: At will - Aid, Detect Evil, Teleport. +- Change Shape: Hound Archons can assume other mundane canine shapes at will. +- Auras: Hound Archons can activate a constant Magic Circle vs Evil, as the spell, and a aura to frighten(Will, DC:16+Cha) their enemies. +- Outsider: Hound Archons are considered Outsiders for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +5 +Racial Hit Dice/Class: 6 of Outsider</entry> + <entry id="50428" lang="en" sex="m">Immunity to Petrification</entry> + <entry id="50429" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature is immune to petrification. +Use: Automatic.</entry> + <entry id="50430" lang="en" sex="m">Spell Resistance 16</entry> + <entry id="50431" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 16, plus 1 per level. +Use: Automatic.</entry> + <entry id="50432" lang="en" sex="m">Aura of Menace</entry> + <entry id="50433" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has a righteous aura around it. Any creature that fails its will save(DC:16+Cha) is shaken. +Use: Selected.</entry> + <entry id="50434" lang="en" sex="m">Hound Archon Aid</entry> + <entry id="50435" lang="en" sex="m">Hound Archon Detect Evil</entry> + <entry id="50436" lang="en" sex="m">Hound Archon Magic Circle</entry> + <entry id="50437" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: A magic circle effect surrounds this creature. This adds +2 AC, immunity to mind spells and +2 saves versus all evil to all good creatures in the circle. +Use: Selected.</entry> + <entry id="50438" lang="en" sex="m">Teleport</entry> + <entry id="50439" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: This creature can instantly teleport to a designated location. He can only take himself and any objects he may be carrying. +Use: Selected.</entry> + <entry id="50440" lang="en" sex="m">Hound Archon Continual Flame</entry> + <entry id="50441" lang="en" sex="m">Change Shape(Canine)</entry> + <entry id="50442" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: Hound Archons can take the form of normal canines. +Use: Selected.</entry> + <entry id="50443" lang="en" sex="m">Shaman</entry> + <entry id="50444" lang="en" sex="m">Shamans</entry> + <entry id="50445" lang="en" sex="m">shaman</entry> + <entry id="50446" lang="en" sex="m">(BASE CLASS) +If a cleric's basic creed is that the handiwork of the deities is everywhere, a shaman's simple assertion is that the deities themselves are everywhere. Shamans are intermediaries between the world of the living and the realm of spirits - the vast multitude of living beings that infuse the world with a divine essence. The shaman offers prayers, sacrifices and services to the spirits, and in return gains the favour of patron spirits who bestow spells and other magical abilities upon him. + +- Hit Die: d6 +- Proficiencies: A Shaman gains proficiencies with simple weapons and light armour. +- Skill Points: 4 + Int Modifier + +ABILITIES: + +Level +1: Unarmed Strike + Domains - Gain two domains + Animal Companion - Gain a 2 HD animal companion +2: Spirit Sight - See invisible creatures +3: Turn Undead +4: Bonus Feat +5: Spirit's Favour - Charisma to Saves +6: +7: +8: Bonus Feat +9: +10: +11: Third Domain +12: Bonus Feat +13: +14: +15: +16: Bonus Feat +17: +18: +19: +20: Bonus Feat + +Notes: The domains a shaman gains at first level will not stack with those gained from Ocular Adept or Cleric. Also, the Shaman should aim for 13 Int or Dex so it can select enough bonus feats. A shaman without enough bonus feats will be unable to level. + +SPELLCASTING + +To cast a spell, the Shaman must have a Wisdom score of 10 + the spell level. The DC of a Shaman's spell is 10 + Spell Level + Wisdom Modifier. A Shaman's caster level is equal to his class level. He has access to any spell from the Shaman spell list, and casts spells as a Cleric does. + +Spells per day: +Level: 0 1 2 3 4 5 6 7 8 9 + +1: 3 2 - - - - - - - - +2: 4 3 - - - - - - - - +3: 4 3 2 - - - - - - - +4: 5 4 3 - - - - - - - +5: 5 4 3 2 - - - - - - +6: 5 4 4 3 - - - - - - +7: 6 5 4 3 2 - - - - - +8: 6 5 4 4 3 - - - - - +9: 6 5 5 4 3 2 - - - - +10: 6 5 5 4 4 3 - - - - +11: 6 6 5 5 4 3 2 - - - +12: 6 6 5 5 4 4 3 - - - +13: 6 6 6 5 5 4 3 2 - - +14: 6 6 6 5 5 4 4 3 - - +15: 6 6 6 6 5 5 4 3 2 - +16: 6 6 6 6 5 5 4 4 3 - +17: 6 6 6 6 6 5 5 4 3 2 +18: 6 6 6 6 6 5 5 4 4 3 +19: 6 6 6 6 6 6 5 5 4 4 +20: 6 6 6 6 6 6 5 5 5 5</entry> + <entry id="50447" lang="en" sex="m">Type of Feat: Class specific +Prerequisite: Shaman level 1 +Specifics: You gain a 2 Hit Dice Animal Companion. +Use: Selected.</entry> + <entry id="50448" lang="en" sex="m">Spirit Sight</entry> + <entry id="50449" lang="en" sex="m">Type of Feat: Class specific +Prerequisite: Shaman level 2 +Specifics: You gain the ability to see invisible creatures. +Use: Selected.</entry> + <entry id="50450" lang="en" sex="m">Spirit's Favour</entry> + <entry id="50451" lang="en" sex="m">Type of Feat: Class specific +Prerequisite: Shaman level 5 +Specifics: You gain your Charisma modifier to all saving throws. +Use: Selected.</entry> + <entry id="50452" lang="en" sex="m">Dromite</entry> + <entry id="50453" lang="en" sex="m">dromite</entry> + <entry id="50454" lang="en" sex="m">Dromites</entry> + <entry id="50455" lang="en" sex="m">Dromites might be mistaken for halflings at a distance, but close scrutiny reveals chitin-encrusted skin, compound eyes, and small antennae protruding from their brows. These insect-resembling humanoids stand 3' tall. They have no body hair, but a complicated arrangement of chitin mimics hair on the head. As a race, they have a slight natural tendency towards Psionics. + +Dromite Ability Adjustments: +2 Cha, -2 Str, -2 Wis. +Favored Class (Wilder): A multiclass dromite's wilder class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature ++1 size bonus to attack rolls. ++1 size bonus to AC. ++4 size bonus to Hide checks. +- 20' base speed +- Minor Sonic Resistance: Innate damage resistance 5 vs Sonic. +- Natural Armor Bonus: Racial natural armor bonus of 3. +- Naturally Psionic: Dromites gain 1 free power point at first level. +- Psi-Like Abilities: Energy Ray - 1/day +- Compound Eyes: +2 bonus to Spot +- Bonus Feat: Blind-Fight +- Monstrous Humanoid: Dromites are considered Monstrous Humanoids for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="50456" lang="en" sex="m">Elan</entry> + <entry id="50457" lang="en" sex="m">elan</entry> + <entry id="50458" lang="en" sex="m">Elans</entry> + <entry id="50459" lang="en" sex="m">Elans are made, not born. Living humans are selected from a pool of applicants by a council of elan, and those chosen undergo a secret psionic ritual, transforming them and giving them a new psionically-charged existence. For some arcane reason only humans are able to undergo the process, and while they retain their basic memories and personality, on the whole they become a completely new person. Physically they still keep their old appearance, but they are no longer subject to aging, becoming effectively immortal. They also no longer require sleep, instead meditating in a fashion similar to the elven reverie. + +Elan Ability Adjustments: -2 Cha. +Favored Class (Psion): A multiclass elan's psion class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- Naturally Psionic: Elans gain 2 free power points at first level. +- Resistance: Elans can spend 1 power point to give them a +4 to all saving throws until the next round as a free action. +- Resilience: Elans can spend power points to protect themselves from damage. For each power point spent in this way, they gain 2 temporary hit points, all of which fade after 1 round. +- Aberration: Elans are considered Aberrations for the purpose of spells.</entry> + <entry id="50460" lang="en" sex="m">Half-Giant</entry> + <entry id="50461" lang="en" sex="m">half-giant</entry> + <entry id="50462" lang="en" sex="m">Half-Giants</entry> + <entry id="50463" lang="en" sex="m">A cross between humans and giants, this race was bred into existence by a group of desert sorcerer-kings wanting a race of warriors and laborers. A few however found that the breeding had somehow awakened a spark of psionic power within them, and used it to escape their slavery and forge a new life for themselves. Physically they stand about 7-8' tall, sometimes being mistaken for a well-groomed Hill Giant. Despite their appearance, they are as quick of mind as any human, and usually retain human sensibilities. + +Half-Giant Ability Adjustments: +2 Str, +2 Con, -2 Dex. +Favored Class (Psychic Warrior): A multiclass half-giant's psychic warrior class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- Low-Light Vision: Half-Giants can see farther in dim lighting. +- Fire-Acclimated: +2 to save vs fire-based spells and effects. +- Powerful Build: Half-giants count as Large for purposes of grapples, trips, and similar abilities. They can wield weapons as if they were Large size. +- Naturally Psionic: Half-giants gain 2 free power points at first level. +- Psi-like Ability: Stomp - 1/day +- Giant: Half-giants are considered Giants for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="50464" lang="en" sex="m">Maenad</entry> + <entry id="50465" lang="en" sex="m">maenad</entry> + <entry id="50466" lang="en" sex="m">Maenads</entry> + <entry id="50467" lang="en" sex="m">Maenads are an emotional people, though at first glance they seem very reserved. This is because they bottle their wild tempest of emotions within themselves, only releasing it when necessary, or when unable to restrain it further. Physically they are tall and wiry, standing around 6'. They tend to wear their dark hair long and braided, and their skin is sparkles with flecks of living crystal embedded in it. + +Maenad Ability Adjustments: None. +Favored Class (Wilder): A multiclass maenad's wilder class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- Naturally Psionic: Maenads gain 2 free power points at first level. +- Psi-Like Abilities: Energy Ray: Sonic - 1/day +- Outburst: Once per day, for up to 4 rounds a Maenad can subjugate his mind to increase his physical prowess, taking -2 to Intelligence and Wisdom in exchange for a +2 to Strength. +- Humanoid: Maenads are considered Humanoids for the purpose of spells.</entry> + <entry id="50468" lang="en" sex="m">Xeph</entry> + <entry id="50469" lang="en" sex="m">xeph</entry> + <entry id="50470" lang="en" sex="m">Xephs</entry> + <entry id="50471" lang="en" sex="m">Xephs are a race of athletes and artisans, renowned for their feats in agility and speed, as well as their sense of humor. They value the arts highly, similar to elves, but when betrayed are as implacable as dwarves. Physically they stand around five and a half feet tall, with a slender build. They typically sport dark eyes and hair, matching their brown-colored skin. + +Xeph Ability Adjustments: +2 Dex, -2 Str. +Favored Class (Soulknife): A multiclass xeph's soulknife class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- Darkvision: Xephs are able to see in the dark. +- Naturally Psionic: Xephs gain 1 free power point at first level. +- Hardiness against Spells: +1 to save vs all spells and spell-like abilities. +- Burst: Three times per day, for up to 3 rounds a Xeph can increase his speed, depending on his level. 33% at levels 1-4, 66% at levels 5-8, up to a max of 100% at levels 9 and greater. +- Humanoid: Xephs are considered Humanoids for the purpose of spells.</entry> + <entry id="50472" lang="en" sex="m">You grew up among a culture that valued the powers of the mind, and worked to realize that potential. Now an adult, you have left home to explore the outside world, and in so doing also explore the inner world within yourself. What sights will you see, and what discoveries will you make about the universe and your own self? Only time will tell.</entry> + <entry id="50473" lang="en" sex="m">Naturally Psionic</entry> + <entry id="50474" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-specific +Specifics: You gain one extra power point at first level due to your race's natural psionic inclinations. +Use: Automatic.</entry> + <entry id="50475" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-specific +Specifics: You gain two extra power points at first level due to your race's natural psionic inclinations. +Use: Automatic.</entry> + <entry id="50476" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-specific +Specifics: You gain three extra power points at first level due to your race's natural psionic inclinations. +Use: Automatic.</entry> + <entry id="50477" lang="en" sex="m">Half-Giant Stomp</entry> + <entry id="50478" lang="en" sex="m">Fire Acclimated</entry> + <entry id="50479" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-specific +Specifics: You gain a +2 racial bonus to save vs fire-subtype spells and effects. +Use: Automatic.</entry> + <entry id="50480" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-specific +Specifics: You gain a +1 racial bonus to save vs all spells and effects. +Use: Automatic.</entry> + <entry id="50481" lang="en" sex="m">Powerful Build</entry> + <entry id="50482" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-specific +Specifics: You count as one size larger for any special maneuvers such as grapple or trip. In addition, you can wield weapons with no penalty as if you were one size larger. +Use: Automatic.</entry> + <entry id="50483" lang="en" sex="m">Elan Resistance</entry> + <entry id="50484" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-specific +Specifics: You can spend 1 power point to gain +4 to all saving throws for one round. +Use: Selected.</entry> + <entry id="50485" lang="en" sex="m">Elan Resilience</entry> + <entry id="50486" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-specific +Specifics: For each 1 power point spent, you gain 2 temporary hit points. These hit points fade after one round. You choose how many power points to expend as if augmenting a psionic power. This does not work unless you have a psionic base class. +Use: Selected.</entry> + <entry id="50487" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-specific +Specifics: Three times per day you can increase your speed for 3 rounds as follows: +Level Percent +1-4 33% +5-8 66% +9+ 100% +Use: Selected.</entry> + <entry id="50488" lang="en" sex="m">Outburst</entry> + <entry id="50489" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-specific +Specifics: Once per day, you can subjugate your mental ability to enhance your physical prowess, gaining -2 to Int and Wis and +2 to Str for 4 rounds. +Use: Selected.</entry> + <entry id="50490" lang="en" sex="m">Elven Lightblade</entry> + <entry id="50491" lang="en" sex="m">Elven Thinblade</entry> + <entry id="50492" lang="en" sex="m">Elven Courtblade</entry> + <entry id="50493" lang="en" sex="m">Base Damage: 1d6 +Base Critical Threat: 18-20/x2 +Base Damage Type: Piercing +Weapon Size: Small +Feats Required: Exotic</entry> + <entry id="50494" lang="en" sex="m">Base Damage: 1d8 +Base Critical Threat: 18-20/x2 +Base Damage Type: Piercing +Weapon Size: Medium +Feats Required: Exotic</entry> + <entry id="50495" lang="en" sex="m">Base Damage: 1d10 +Base Critical Threat: 18-20/x2 +Base Damage Type: Slashing and Piercing +Weapon Size: Large +Feats Required: Exotic</entry> + <entry id="50496" lang="en" sex="m">These rapier-like exotic weapons are the size of short swords but weight as much as a dagger. Dexterous elven rogues and fighters favor it for its ability to slip into cracks in armor. Some elven nobles carry one as a sign of status, even if they are not proficient in its use. + +This weapon is finessable, and counts as a rapier or a shortsword in regards to Weapon Focus, Weapon Specialization, their epic counterparts, Sanctify and Vile Martial Strikes, and Improved Critical.</entry> + <entry id="50497" lang="en" sex="m">This exotic rapier-like weapon is the size of a longsword, but much lighter. Like the lightblade, it is favored by dexterous elven rogues and fighters. + +This weapon is finessable, and counts as a rapier or a longsword in regards to Weapon Focus, Weapon Specialization, their epic counterparts, Sanctify and Vile Martial Strikes, and Improved Critical.</entry> + <entry id="50498" lang="en" sex="m">This large sword seems impossibly light and thin, tapering to a needlelike point. One edge of the blade is sharpened along its entire length, and the opposite side is only sharpened for the final quarter, near the tip. It has a long grip, a heavy counterweight, and a basket hilt, and is equally suited for quick thrusting or slicing attacks. + +This weapon is finessable, and counts as a greatsword in regards to Weapon Focus, Weapon Specialization, their epic counterparts, Sanctify and Vile Martial Strikes, and Improved Critical.</entry> + <entry id="50499" lang="en" sex="m">Song of Timelessness</entry> + <entry id="50500" lang="en" sex="m">Song of Cosmic Fire</entry> + <entry id="50501" lang="en" sex="m">***50,501 -> 51,000 reserved for domains and spells***</entry> + <entry id="50502" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Metal domain. +Granted Power: Free Martial Weapon Proficiency and Weapon Focus your choice of hammer. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Greater Magic Weapon (2), Keen Edge (3), Blade Barrier (5), Iron Body (8) +Use: Automatic.</entry> + <entry id="50503" lang="en" sex="m">Metal</entry> + <entry id="50504" lang="en" sex="m">Storm</entry> + <entry id="50505" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Storm domain. +Granted Power: The cleric receives 5/- electricity resistance. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Call Lightning (3), Gust of Wind (4), Ice Storm (6), Storm of Vengeance (8) +Use: Automatic.</entry> + <entry id="50506" lang="en" sex="m">Portal</entry> + <entry id="50507" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Portal domain. +Granted Power: None. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Benign Transposition (2), Dimension Door (4), Banishment (5), Gate (8) +Use: Automatic. </entry> + <entry id="50508" lang="en" sex="m">Force</entry> + <entry id="50509" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Force domain. +Granted Power: None. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Mage Armor (1), Magic Missile (2), Forceblast (3), Improved Mage Armor (4), Sphere of Ultimate Destruction (9) +Use: Automatic.</entry> + <entry id="50510" lang="en" sex="m">Slime</entry> + <entry id="50511" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Slime domain. +Granted Power: Rebuke or Command Ooze creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier. (Not yet implemented). +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Grease (1), Melf's Acid Arrow (2), Evard's Black Tentacles (5), Drown (6), Mass Drown (9) +Use: Automatic.</entry> + <entry id="50512" lang="en" sex="m">Tyranny</entry> + <entry id="50513" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to Tyranny domain. +Granted Power: The cleric gains +2 to the DC of any mind spell he casts. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Bestow Curse (2), Fear (3), Bigby's Grasping Hand (7), Dominate Monster (9) +Use: Automatic.</entry> + <entry id="50514" lang="en" sex="m">Spider</entry> + <entry id="50515" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Spider domain. +Granted Power: Rebuke or Command Spiders as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier. (Not yet implemented). +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Web (2), Spider Skin (3), Viscid Glob (5), Creeping Doom (8) +Use: Automatic.</entry> + <entry id="50516" lang="en" sex="m">Undeath</entry> + <entry id="50517" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to Undeath domain. +Granted Power: The cleric gains the Extra Turning feat for free. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Animate Dead (2), Control Undead (5), Create Greater Undead (7), Finger of Death (8) +Use: Automatic.</entry> + <entry id="50518" lang="en" sex="m">Time</entry> + <entry id="50519" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to Time domain. +Granted Power: The cleric gains the Improved Initiative feat for free. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Expeditious Retreat (1), Haste (4), Mass Haste (7), Premonition (9) +Use: Automatic.</entry> + <entry id="50520" lang="en" sex="m">Dwarf</entry> + <entry id="50521" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to Dwarf domain. +Granted Power: The cleric gains the Great Fortitude feat for free. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Glyph of Warding (2), Stoneskin (5), Protection from Spells (8) +Use: Automatic.</entry> + <entry id="50522" lang="en" sex="m">Charm</entry> + <entry id="50523" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to Charm domain. +Granted Power: You may boost your Charisma score by +4 once per day. This boost lasts for 1 minute. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Charm Monster (3), Dominate Person (5), Mass Charm (7), Dominate Monster (9) +Use: Once/Day.</entry> + <entry id="50524" lang="en" sex="m">Elf</entry> + <entry id="50525" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to Elf domain. +Granted Power: The cleric gains the Point Blank Shot feat. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: True Strike (1), Cat's Grace (2), Mass Cat's Grace (6), Sunburst (8) +Use: Automatic.</entry> + <entry id="50526" lang="en" sex="m">Family</entry> + <entry id="50527" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to Family domain. +Granted Power: As a free action, you may protect a number of creatures equal to your Charisma Modifier (minimum 1) with a +4 bonus to AC. This lasts 1 round per level. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Divine Protection (1), Legion's Shield of Faith (3), Protection From Spells (7) +Use: Once/Day.</entry> + <entry id="50528" lang="en" sex="m">Fate</entry> + <entry id="50529" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to Fate domain. +Granted Power: The cleric gains the Uncanny Dodge I ability. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Bestow Curse (2), Legion's Curse of Impending Blades (3), Premonition (8) +Use: Automatic.</entry> + <entry id="50530" lang="en" sex="m">Gnome</entry> + <entry id="50531" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Gnome domain. +Granted Power: +1 Caster level to all Illusion Spells. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Colour Spray (1), Blur (2), Mirror Image (3), Prismatic Spray (7), Weird (9) +Use: Automatic.</entry> + <entry id="50532" lang="en" sex="m">Halfling</entry> + <entry id="50533" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Halfling domain. +Granted Power: You gain the ability to add your Charisma Modifier to your Jump, Hide, and Move Silently checks. It can be used once a day and lasts for 10 minutes. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Camouflage (1), Cat's Grace (2), Freedom of Movement (3), Improved Invisibility (6) +Use: Once/Day.</entry> + <entry id="50534" lang="en" sex="m">Illusion</entry> + <entry id="50535" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Illusion domain. +Granted Power: +1 Caster level to all Illusion Spells. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Blur (2), Mirror Image (3), Phantasmal Killer (4), Shadow Shield (8) +Use: Automatic.</entry> + <entry id="50536" lang="en" sex="m">Hatred</entry> + <entry id="50537" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to Hatred domain. +Granted Power: Once per day as a free action, choose 1 race. You gain +2 Attack, Saving Throw, and Armour Class vs that race. This lasts for 1 minute. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Bestow Curse (2), Blood Frenzy (3), Righteous Might (4), Wail of the Banshee (9) +Use: Once/Day.</entry> + <entry id="50538" lang="en" sex="m">Nobility</entry> + <entry id="50539" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to Nobility domain. +Granted Power: You may grant allies a +2 bonus to Attack, Skills, Damage, and Saves. This does not affect you, and lasts for a number of rounds equal to your Charisma modifier. It can be used once per day. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Charm Person (2), Heroism (3), Greater Heroism (5), Dominate Monster (9) +Use: Once/Day.</entry> + <entry id="50540" lang="en" sex="m">Ocean</entry> + <entry id="50541" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Ocean domain. +Granted Power: None. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Snilloc's Snowball (1), Snilloc's Snowball Swarm (2), Drown (5), Mass Drown (8) +Use: Automatic.</entry> + <entry id="50542" lang="en" sex="m">Orc</entry> + <entry id="50543" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Orc domain. +Granted Power: Once per day, you may smite a target with a bonus to damage equal to your cleric level. If the target is an Elf or Dwarf, you gain +4 to the attack roll. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Prayer (2), Divine Power (3), Dominate Monster (8), Power Word: Kill (9) +Use: Automatic.</entry> + <entry id="50544" lang="en" sex="m">Renewal</entry> + <entry id="50545" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Renewal domain. +Granted Power: Once per day as a free action, you may gain 1d8 + Charisma modifier hitpoints. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Lesser Restoration (1), Restoration (3), Raise Dead (4), Resurrection (6) +Use: Automatic.</entry> + <entry id="50546" lang="en" sex="m">Retribution</entry> + <entry id="50547" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Retribution domain. +Granted Power: +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Death Armor (2), Elemental Shield (4), Destruction (7), Storm of Vengeance (8) +Use: Automatic.</entry> + <entry id="50548" lang="en" sex="m">Rune</entry> + <entry id="50549" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to Rune domain. +Granted Power: The cleric gains the Scribe Scroll feat. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Glyph of Warding (3), Wall of Greater Dispelling (7), Blackstaff (8) +Use: Automatic.</entry> + <entry id="50550" lang="en" sex="m">Scaleykind</entry> + <entry id="50551" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Scaleykind domain. +Granted Power: Rebuke or Command Reptiles as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier. (Not yet implemented). +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Magic Fang (1), Serpent's Sigh (3), Greater Magic Fang (4), Viscid Glob (5), Creeping Doom (9) +Use: Automatic.</entry> + <entry id="50552" lang="en" sex="m">Spells</entry> + <entry id="50553" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Spells domain. +Granted Power: You gain +2 Concentration and Spellcraft. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Lesser Spell Breach (4), Spell Mantle (5), Greater Spell Breach (9), Protection From Spells (7) +Use: Automatic.</entry> + <entry id="50554" lang="en" sex="m">Detect Undead</entry> + <entry id="50555" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Air domain. +Specifics: +Granted Power: Turn or Destroy Earth creatures as a good cleric turns undead. Rebuke or Command Air creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Call Lightning (3), Gust of Wind (4), Chain Lightning (6), Great Thunderclap (7) +Use: Automatic.</entry> + <entry id="50556" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Animal domain. +Specifics: +Granted Power: Clerics who take the Animal domain are able to summon more powerful allies. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Cat's Grace (2), Hold Animal (3), Dominate Monster (8), Shapechange (9) +Use: Automatic.</entry> + <entry id="50557" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Destruction domain. +Granted Power: Once per day, you may make a single melee attack with a +4 bonus to attack, and a damage bonus equal to your cleric level. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Slay Living (5), Crumble (6), Disintegrate (7), Implosion (8) +Use: Automatic.</entry> + <entry id="50558" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Earth domain. +Granted Power: Turn or Destroy Air creatures as a good cleric turns undead. Rebuke or Command Earth creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Stoneskin (4), Acid Storm (6), Stonehold (7), Bombardment (8) +Use: Automatic.</entry> + <entry id="50559" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Evil domain. +Granted Power: +1 Caster level on Evil spells. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Negative Energy Ray (1), Negative Energy Burst (3), Enervation (4), Finger of Death (7), Energy Drain (8) +Use: Automatic.</entry> + <entry id="50560" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Fire domain. +Granted Power: Turn or Destroy Water creatures as a good cleric turns undead. Rebuke or Command Fire creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Burning Bolts (2), Fireball (4), Firestorm (7), Delayed Blast Fireball (8) +Use: Automatic.</entry> + <entry id="50561" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Good domain. +Granted Power: +1 Caster level on Good spells. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Lesser Planar Binding (4), Stoneskin (5), Planar Binding (6), Greater Planar Binding (9) +Use: Automatic.</entry> + <entry id="50562" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Healing domain. +Granted Power: +1 Caster level on Healing Spells. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Cure Serious Wounds (2), Mass Cure Serious Wounds (4), Heal(5). +Use: Automatic.</entry> + <entry id="50563" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Plant domain. +Granted Power: Rebuke or Command Plant creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier. (Not yet implemented). +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Entangle (1), Barkskin (2), Creeping Doom (7), Unyielding Roots (9). +Use: Automatic.</entry> + <entry id="50564" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Sun domain. +Granted Power: Once per day, you can perform a greater turning. The greater turning is like a normal turning attempt, except that undead creatures that would be turned are destroyed instead. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Bless Weapon (1), Searing Light (2), Sunbeam (7), Sunburst (8) +Use: Automatic.</entry> + <entry id="50565" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Travel domain. +Granted Power: Once per day, you may cast Freedom of Movement on yourself. This lasts for a number of rounds equal to your cleric level. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Expeditious Retreat (1), Freedom of Movement (3), Dimension Door (4), Teleport (5), Greater Teleport (7) +Use: Automatic.</entry> + <entry id="50566" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Trickery domain. +Granted Power: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pockets checks equal to 1 per 2 levels. This effect lasts for 5 turns + the cleric's Charisma modifier. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Invisibility (2), Invisibility Sphere (3), Mirror Image (4), Improved Invisibility (5). +Use: Automatic.</entry> + <entry id="50567" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Death domain. +Granted Power: You may use a death touch once per day. You must succeed at a melee touch attack. When you touch, 1d6 per cleric level is rolled. If this is equal or greater than the target's hit points, it dies. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Fear (3), Enervation (5), Slay Living (6), Wail of the Banshee (9) +Use: Automatic.</entry> + <entry id="50568" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Strength domain. +Granted Power: Once per day as a free action, you may gain a bonus to Strength equal to your level. This lasts for 1 round. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Lionheart (1), Divine Power (3), Righteous Might (4), Stoneskin (5) +Use: Automatic.</entry> + <entry id="50569" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to War domain. +Granted Power: Free Martial Weapon Proficiency and Weapon Focus with the deity's favoured weapon. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Legion's Conviction (2), Legion's Shield of Faith (3), Mantle of Egregious Might (9) +Use: Once/Day.</entry> + <entry id="50570" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Protection domain. +Granted Power: Once per day as a free action, the target gains a saving throw bonus equal to your level. This lasts for 1 round. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Shield (1), Magic Vestment (2), Death Ward (3), Energy Buffer (4), Greater Stoneskin (6) +Use: Automatic.</entry> + <entry id="50571" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Water domain. +Granted Power: Turn or Destroy Fire creatures as a good cleric turns undead. Rebuke or Command Water creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Ice Storm (4), Cone of Cold (5), Drown (7), Mass Drown (9) +Use: Automatic.</entry> + <entry id="50572" lang="en" sex="m">Domination</entry> + <entry id="50573" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Domination domain. +Granted Power: The cleric gains the Spell Focus: Enchantment feat. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Charm Person (1), Dominate Person (4), Mass Hold Person (7), Mass Hold Monster (9) +Use: Automatic.</entry> + <entry id="50574" lang="en" sex="m">Cast Domain Level 1</entry> + <entry id="50575" lang="en" sex="m">Cast Domain Level 2</entry> + <entry id="50576" lang="en" sex="m">Cast Domain Level 3</entry> + <entry id="50577" lang="en" sex="m">Cast Domain Level 4</entry> + <entry id="50578" lang="en" sex="m">Cast Domain Level 5</entry> + <entry id="50579" lang="en" sex="m">Cast Domain Level 6</entry> + <entry id="50580" lang="en" sex="m">Cast Domain Level 7</entry> + <entry id="50581" lang="en" sex="m">Cast Domain Level 8</entry> + <entry id="50582" lang="en" sex="m">Cast Domain Level 9</entry> + <entry id="50583" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Any Bonus Domain +Specifics: This feat allows the user to cast spells from his bonus domains. To cast a spell, select the slot and level you wish to cast, and click on the target. You must have at least one spell memorized of the appropriate level for the spell to cast. Using the Check Domain Slots feat will tell you which Domain is in which slot. +Use: Selected.</entry> + <entry id="50584" lang="en" sex="m">Cast Domain Spell Level 1 Slot 1</entry> + <entry id="50585" lang="en" sex="m">Cast Domain Spell Level 1 Slot 2</entry> + <entry id="50586" lang="en" sex="m">Cast Domain Spell Level 1 Slot 3</entry> + <entry id="50587" lang="en" sex="m">Cast Domain Spell Level 1 Slot 4</entry> + <entry id="50588" lang="en" sex="m">Cast Domain Spell Level 1 Slot 5</entry> + <entry id="50589" lang="en" sex="m">Cast Domain Spell Level 2 Slot 1</entry> + <entry id="50590" lang="en" sex="m">Cast Domain Spell Level 2 Slot 2</entry> + <entry id="50591" lang="en" sex="m">Cast Domain Spell Level 2 Slot 3</entry> + <entry id="50592" lang="en" sex="m">Cast Domain Spell Level 2 Slot 4</entry> + <entry id="50593" lang="en" sex="m">Cast Domain Spell Level 2 Slot 5</entry> + <entry id="50594" lang="en" sex="m">Cast Domain Spell Level 3 Slot 1</entry> + <entry id="50595" lang="en" sex="m">Cast Domain Spell Level 3 Slot 2</entry> + <entry id="50596" lang="en" sex="m">Cast Domain Spell Level 3 Slot 3</entry> + <entry id="50597" lang="en" sex="m">Cast Domain Spell Level 3 Slot 4</entry> + <entry id="50598" lang="en" sex="m">Cast Domain Spell Level 3 Slot 5</entry> + <entry id="50599" lang="en" sex="m">Cast Domain Spell Level 4 Slot 1</entry> + <entry id="50600" lang="en" sex="m">Cast Domain Spell Level 4 Slot 2</entry> + <entry id="50601" lang="en" sex="m">Cast Domain Spell Level 4 Slot 3</entry> + <entry id="50602" lang="en" sex="m">Cast Domain Spell Level 4 Slot 4</entry> + <entry id="50603" lang="en" sex="m">Cast Domain Spell Level 4 Slot 5</entry> + <entry id="50604" lang="en" sex="m">Cast Domain Spell Level 5 Slot 1</entry> + <entry id="50605" lang="en" sex="m">Cast Domain Spell Level 5 Slot 2</entry> + <entry id="50606" lang="en" sex="m">Cast Domain Spell Level 5 Slot 3</entry> + <entry id="50607" lang="en" sex="m">Cast Domain Spell Level 5 Slot 4</entry> + <entry id="50608" lang="en" sex="m">Cast Domain Spell Level 5 Slot 5</entry> + <entry id="50609" lang="en" sex="m">Cast Domain Spell Level 6 Slot 1</entry> + <entry id="50610" lang="en" sex="m">Cast Domain Spell Level 6 Slot 2</entry> + <entry id="50611" lang="en" sex="m">Cast Domain Spell Level 6 Slot 3</entry> + <entry id="50612" lang="en" sex="m">Cast Domain Spell Level 6 Slot 4</entry> + <entry id="50613" lang="en" sex="m">Cast Domain Spell Level 6 Slot 5</entry> + <entry id="50614" lang="en" sex="m">Cast Domain Spell Level 7 Slot 1</entry> + <entry id="50615" lang="en" sex="m">Cast Domain Spell Level 7 Slot 2</entry> + <entry id="50616" lang="en" sex="m">Cast Domain Spell Level 7 Slot 3</entry> + <entry id="50617" lang="en" sex="m">Cast Domain Spell Level 7 Slot 4</entry> + <entry id="50618" lang="en" sex="m">Cast Domain Spell Level 7 Slot 5</entry> + <entry id="50619" lang="en" sex="m">Cast Domain Spell Level 8 Slot 1</entry> + <entry id="50620" lang="en" sex="m">Cast Domain Spell Level 8 Slot 2</entry> + <entry id="50621" lang="en" sex="m">Cast Domain Spell Level 8 Slot 3</entry> + <entry id="50622" lang="en" sex="m">Cast Domain Spell Level 8 Slot 4</entry> + <entry id="50623" lang="en" sex="m">Cast Domain Spell Level 8 Slot 5</entry> + <entry id="50624" lang="en" sex="m">Cast Domain Spell Level 9 Slot 1</entry> + <entry id="50625" lang="en" sex="m">Cast Domain Spell Level 9 Slot 2</entry> + <entry id="50626" lang="en" sex="m">Cast Domain Spell Level 9 Slot 3</entry> + <entry id="50627" lang="en" sex="m">Cast Domain Spell Level 9 Slot 4</entry> + <entry id="50628" lang="en" sex="m">Cast Domain Spell Level 9 Slot 5</entry> + <entry id="50629" lang="en" sex="m">Bonus Domains</entry> + <entry id="50630" lang="en" sex="m">Bonus Domains are granted through leveling in a class that grants them as a class bonus. They comprise all of the domains available.</entry> + <entry id="50631" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Knowledge domain. +Granted Power: +1 Caster level on all Divination spells. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Identify (1), Knock (2), Clairaudience and Clairvoyance (3), True Seeing (4), Legend Lore (6). +Use: Automatic.</entry> + <entry id="50632" lang="en" sex="m"><CUSTOM0> turns reptilians.</entry> + <entry id="50633" lang="en" sex="m"><CUSTOM0> turns oozes.</entry> + <entry id="50634" lang="en" sex="m"><CUSTOM0> turns spiders.</entry> + <entry id="50635" lang="en" sex="m"><CUSTOM0> turns plants.</entry> + <entry id="50636" lang="en" sex="m"><CUSTOM0> turns earth creatures.</entry> + <entry id="50637" lang="en" sex="m"><CUSTOM0> turns air creatures.</entry> + <entry id="50638" lang="en" sex="m"><CUSTOM0> turns water creatures.</entry> + <entry id="50639" lang="en" sex="m"><CUSTOM0> turns fire creatures.</entry> + <entry id="50640" lang="en" sex="m"><CUSTOM0> turns blightspawned.</entry> + <entry id="50641" lang="en" sex="m">Archer's Focus</entry> + <entry id="50642" lang="en" sex="m">Type of Feat: Class +Prerequisite: Bowman level 2 +Benefit: Scorching enemies with his focus, the bowman's arrows strike with precision and deadly force. He gains +4 to Dexterity and 1 extra attack per round. Duration of the focus is 3 rounds + one round per two class levels. He starts with one use per day. At levels 5, 8, 11, 14, 17, and 20 he gains another use. This applies only when he is wielding a bow. +Use: Selected.</entry> + <entry id="50643" lang="en" sex="m">Sniper's Skill</entry> + <entry id="50644" lang="en" sex="m">Type of Feat: Class +Prerequisite: Bowman level 5 +Benefit: The Bowman adds his dexterity to damage when wielding a bow. +Use: Automatic.</entry> + <entry id="50645" lang="en" sex="m">Agile Focus</entry> + <entry id="50646" lang="en" sex="m">Type of Feat: Class +Prerequisite: Bowman level 9 +Benefit: At 9th level, a Bowman's bonus to Dexterity during his focus increase to +6, and a second extra attack per round. +Use: Automatic.</entry> + <entry id="50647" lang="en" sex="m">Adept Focus</entry> + <entry id="50648" lang="en" sex="m">Type of Feat: Class +Prerequisite: Bowman level 13 +Benefit: At 13th level, a Bowman's bonus to Dexterity during his focus increase to +8, and a third extra attack per round. +Use: Automatic.</entry> + <entry id="50649" lang="en" sex="m">Supreme Focus</entry> + <entry id="50650" lang="en" sex="m">Type of Feat: Class +Prerequisite: Bowman level 19 +Benefit: At 19th level, a Bowman's bonus to Dexterity during his focus increase to +10, and a fourth extra attack per round. +Use: Automatic.</entry> + <entry id="50651" lang="en" sex="m">Fiendish Mount</entry> + <entry id="50652" lang="en" sex="m">Type of Feat: Class +Prerequisite: Anti-paladin 5 + +Anti-paladins gain a fiendish mount at 5th level. This ability functions just like the special mount ability of the paladin class except that an anti-paladin's special mount always has the fiendish template, and it remains for 1 hour per anti-paladin level once called. + +Use: Selected.</entry> + <entry id="50653" lang="en" sex="m">Skill Affinity (Hide) +4</entry> + <entry id="50654" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +4 racial bonus to Hide checks. +Use: Automatic.</entry> + <entry id="50656" lang="en" sex="m">Discharge Crown</entry> + <entry id="50658" lang="en" sex="m">Shadowmaster Shades</entry> + <entry id="50659" lang="en" sex="m">Dominate Elemental</entry> + <entry id="50660" lang="en" sex="m">Epic Fiendish Resilience II</entry> + <entry id="50661" lang="en" sex="m">Epic Fiendish Resilience III</entry> + <entry id="50662" lang="en" sex="m">Epic Fiendish Resilience IV</entry> + <entry id="50663" lang="en" sex="m">Epic Fiendish Resilience V</entry> + <entry id="50664" lang="en" sex="m">Epic Fiendish Resilience VI</entry> + <entry id="50665" lang="en" sex="m">Epic Fiendish Resilience VII</entry> + <entry id="50666" lang="en" sex="m">Epic Fiendish Resilience VIII</entry> + <entry id="50667" lang="en" sex="m">Epic Fiendish Resilience IX</entry> + <entry id="50668" lang="en" sex="m">Epic Fiendish Resilience X</entry> + <entry id="50669" lang="en" sex="m">Extra Invocation II</entry> + <entry id="50670" lang="en" sex="m">Extra Invocation III</entry> + <entry id="50671" lang="en" sex="m">Extra Invocation IV</entry> + <entry id="50672" lang="en" sex="m">Extra Invocation V</entry> + <entry id="50673" lang="en" sex="m">Extra Invocation VI</entry> + <entry id="50674" lang="en" sex="m">Extra Invocation VII</entry> + <entry id="50675" lang="en" sex="m">Extra Invocation VIII</entry> + <entry id="50676" lang="en" sex="m">Extra Invocation IX</entry> + <entry id="50677" lang="en" sex="m">Extra Invocation X</entry> + <entry id="50678" lang="en" sex="m">Epic Extra Invocation II</entry> + <entry id="50679" lang="en" sex="m">Epic Extra Invocation III</entry> + <entry id="50680" lang="en" sex="m">Epic Extra Invocation IV</entry> + <entry id="50681" lang="en" sex="m">Epic Extra Invocation V</entry> + <entry id="50682" lang="en" sex="m">Epic Extra Invocation VI</entry> + <entry id="50683" lang="en" sex="m">Epic Extra Invocation VII</entry> + <entry id="50684" lang="en" sex="m">Epic Extra Invocation VIII</entry> + <entry id="50685" lang="en" sex="m">Epic Extra Invocation IX</entry> + <entry id="50686" lang="en" sex="m">Epic Extra Invocation X</entry> + <entry id="50687" lang="en" sex="m">Epic Eldritch Blast II</entry> + <entry id="50688" lang="en" sex="m">Epic Eldritch Blast III</entry> + <entry id="50689" lang="en" sex="m">Epic Eldritch Blast IV</entry> + <entry id="50690" lang="en" sex="m">Epic Eldritch Blast V</entry> + <entry id="50691" lang="en" sex="m">Epic Eldritch Blast VI</entry> + <entry id="50692" lang="en" sex="m">Epic Eldritch Blast VII</entry> + <entry id="50693" lang="en" sex="m">Epic Eldritch Blast VIII</entry> + <entry id="50694" lang="en" sex="m">Epic Eldritch Blast IX</entry> + <entry id="50695" lang="en" sex="m">Epic Eldritch Blast X</entry> + <entry id="50696" lang="en" sex="m">Shadowmaster</entry> + <entry id="50697" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Spellcraft 24 ranks, beshadowed blast, dark discorporation, darkness, enervating shadow. +Specifics: You can create streaking masses of shadow around your form, providing you with a 50% miss chance against all attacks (as displacement). Activating this ability requires a standard action. + +You can use material from the Plane of Shadows to create quasireal illusions, mimicking certain sorcerer and wizard conjuration spells(as the spell Shades). + +Use: Automatic.</entry> + <entry id="50698" lang="en" sex="m">Paragon Visionary</entry> + <entry id="50699" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Spellcraft 24 ranks, dark foresight, devil's sight, see the unseen, voidsense. +Specifics: You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing). This is a supernatural ability. + +You receive a bonus on all Listen, Sense Motive, and Spot checks equal to double your Wisdom modifier or +6, whichever is greater. This is an extraordinary ability. + +Use: Automatic.</entry> + <entry id="50700" lang="en" sex="m">Morpheme Savant</entry> + <entry id="50701" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Baleful utterance, beguiling influence, word of changing, character level 21. +Specifics: You can use power word kill or power word stun. Activating this ability requires a standard action. + +When you use your beguiling influence invocation, the bonus granted on your Bluff, Diplomacy, and Intimidate checks is equal to double your Charisma bonus or +6, whichever is greater. Using this ability is part of the casting of the beguiling influence invocation. It is an extraordinary ability. + +Use: Automatic.</entry> + <entry id="50702" lang="en" sex="m">Master of the Elements</entry> + <entry id="50703" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Spellcraft 24 ranks, breath of the night, chilling tentacles, stony grasp, wall of perilous flame. +Specifics: As a full-round action, you can summon a single elder elemental. The monster serves you for a number of rounds equal to your caster level. Activating this ability requires a standard action. + +You can use dominate monster on elementals and creatures with the elemental racial type. + +You gain energy resistance 10 to acid, cold, electricity, fire, and sonic. If you have energy resistance from the warlock class, your resistance to those two elements increases by 10. This is an extraordinary ability. +Use: Automatic.</entry> + <entry id="50704" lang="en" sex="m">Lord of All Essences</entry> + <entry id="50705" lang="en" sex="m">Type of Feat: Epic +Prerequisite: One least, lesser, greater, and dark eldritch essence invocation, Spellcraft 24 ranks. +Specifics: When you use the eldritch blast ability, you can apply two eldritch essence invocations simultaneously. You could choose to fire an eldritch blast with both the binding blast and noxious blast eldritch essences. This also allows you to apply the same effect twice, though this is not beneficial in the case of all eldritch essences. The effects of each essence are resolved separately. If you imbue your eldritch blast with two different types of damage, half of the damage (rounded down) is dealt by each source. You must choose which essences you will use in conjunction with your eldritch blast before you start your action. If you possess the Eldritch Sculptor feat, you can apply two eldritch essence invocations to both your eldritch blasts in a single round. Activating this ability is part of the action to use an eldritch blast. + +For example, if Morthos is fighting an outsider he has never encountered, he can choose to imbue his eldritch blast with both hellrime blast and brimstone blast. He rolls 10d6 damage, dealing half fire and half cold damage. If the outsider happened to be immune to cold, but not fire, it would still take damage from the half that dealt fire damage. + +In addition, the DC of all eldritch essence invocations you use increases by 2. This is an extraordinary ability. + +You can use this feat to toggle which essence slot your activated essence invocations go into. +Use: Selected.</entry> + <entry id="50706" lang="en" sex="m">Epic Fiendish Resilience I</entry> + <entry id="50707" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Fiendish Resilience that grants Fast Healing 5. +Specifics: When you use your fiendish resilience ability, you gain fast healing 25 for 5 minutes. +You can gain feat multiple times. Each time you take the feat, you gain an additional use of the fiendish resilience ability, and the fast healing granted by the feat increases by 5. +Use: Automatic.</entry> + <entry id="50708" lang="en" sex="m">Extra Invocation I</entry> + <entry id="50709" lang="en" sex="m">Type of Feat: General +Prerequisite: A lesser warlock invocation. +Specifics: You learn an extra invocation. It must be of one lower level than the max level of invocation you can learn. + +This feat can be taken multiple times, and its effects stack. +Use: Automatic.</entry> + <entry id="50710" lang="en" sex="m">Epic Extra Invocation I</entry> + <entry id="50711" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Ability to use dark invocations, Spellcraft 24 ranks. +Specifics: You learn an extra invocation. + +This feat can be taken multiple times, and its effects stack. +Use: Automatic.</entry> + <entry id="50712" lang="en" sex="m">Epic Eldritch Blast I</entry> + <entry id="50713" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Eldritch Blast 9d6. +Specifics: The damage of your Eldritch Blast increases by 1d6 + +This feat can be taken multiple times, and its effects stack. +Use: Automatic.</entry> + <entry id="50714" lang="en" sex="m">Eldritch Sculptor</entry> + <entry id="50715" lang="en" sex="m">Type of Feat: Epic +Prerequisite: one blast shape invocation from each invocation rank, Spellcraft 24. +Specifics: You use two eldritch blasts instead of one. In addition, the area of each one is doubled. Eldritch Chain will chain out to 60' from each creature now, and Eldritch cone extends to 120'. +You also gain +2 on all attack rolls with your eldritch blast. +Use: Automatic.</entry> + <entry id="50716" lang="en" sex="m">Deceive Item</entry> + <entry id="50717" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Warlock 4. +Specifics: Warlocks can take 10 on Use Magic Device checks, even in combat. +Use: Automatic.</entry> + <entry id="50718" lang="en" sex="m">Warlock</entry> + <entry id="50719" lang="en" sex="m">Warlocks</entry> + <entry id="50720" lang="en" sex="m">warlock</entry> + <entry id="50721" lang="en" sex="m">(BASE CLASS) +Warlocks are born, not made. Their ancestors traded portions of their soul for magical power, and warlocks inherit this power. Unlike sorcerers or wizards, rather than harnessing magic through the guidelines of a spell, they manipulate the supernatural energy infusing them with will alone. The demand to further the goals of the originators of the pact, or to fight them, drives many to adventuring. + +- Hit Die: d6 +- Proficiencies: Warlocks are proficient with simple weapons and light armor. +- Skill Points: 2 + Int Modifier(x4 at 1st level) + +Abilities: +Alignment: Chaotic or Evil only. +Base Attack Bonus: +3/4 +Strong Saves: Will + +Eldritch Blast: The first ability a warlock learns is the eldritch blast; a 60' ray of magical energy. It has no saving throw, but is affected by spell resistance and requires a touch attack. Certain types of invocations can modify it, and it increases in damage as level increases. + +Damage Reduction: Fortified by the supernatural power flowing through his body, a warlock gains damage reduction 1/cold iron at level 3. This reduction increases by 1 point every 4 levels. + +Deceive Item: A warlock can use his mastery of the supernatural forces infusing his soul to make up for lack of knowledge. From 4th level on, a warlock can take 10 on all Use Magic Device checks, even in combat. + +Fiendish Resilience: Beginning at 8th level, a warlock knows the trick of fiendish resilience. For 2 minutes each day, they gain fast healing, with the amount increasing at levels 13 and 18. + +Energy Resistance: Beginning at 10th level a warlock chooses 2 elemental energies and gains resistance 5 to them. This resistance increases to 10 at level 20. + +Imbue Item: A warlock of 12th level or higher can "fake it" when crafting magic items, suffusing the item with supernatural power and attempting to emulate the required spell(though the warlock must still have the appropriate feat). A successful UMD check, vs DC 15 + spell level for arcane spells of DC 25 + spell level for divine spells, allows a single spell requirement to be passed. If any of the UMD check fails, the warlock does not lose gold or xp and the crafting fails. + +Invocations: These are spell-like abilities. Any of them that are known can be used at will, but otherwise act like spells, such as in regards to casting in combat, or spell resistance. Casting level is the warlock's class level, and those that grant saves have a DC of 10 + the equivalent spell level + the warlock's Cha modifier. +They come in 4 grades: least(2nd), lesser(4th), greater(6th), and dark(8th). Warlocks start with knowledge of a single least invocation, and gain access to more as below. At levels 6, 11, and 16 they also unlock the next level of invocation, but they can select invocations of any level equal to or less than their highest level of access. +Invocations are also subject to arcane spell failure, but warlocks ignore spell failure in light armor. + +Level Invocations known +1 1 +2 2 +3 2 +4 3 +5 3 +6 4 +7 4 +8 5 +9 5 +10 6 +11 7 +12 7 +13 8 +14 8 +15 9 +16 10 +17 10 +18 11 +19 11 +20 12 + +EPIC WARLOCK +Epic warlocks are supernatural power incarnate, retaining only the barest shred of their previous existence. Their damage reduction increases by 1 at level 23 and every 4 levels thereafter. They learn no new invocations normally, but their invoker level continues to increase. Their Eldritch Blast damage increases by 1d6 at level 22, and increases every 2 levels thereafter. They also gain a bonus feat every 3 levels. +</entry> + <entry id="50722" lang="en" sex="m">Warlock Acid Resistance</entry> + <entry id="50723" lang="en" sex="m">Warlock Cold Resistance</entry> + <entry id="50724" lang="en" sex="m">Warlock Electric Resistance</entry> + <entry id="50725" lang="en" sex="m">Warlock Fire Resistance</entry> + <entry id="50726" lang="en" sex="m">Warlock Sonic Resistance</entry> + <entry id="50727" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Warlock 10. +Specifics: You gain resistance 5 to the specified element. This increases by 5 at levels 20, 30, and 40. +Use: Selected.</entry> + <entry id="50728" lang="en" sex="m">Warlock Damage Reduction</entry> + <entry id="50729" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Warlock 3. +Specifics: Warlocks become inured to normal weapons gaining DR 1/cold iron. This DR increases by 1 every 4 levels. +Use: Selected.</entry> + <entry id="50730" lang="en" sex="m">Fiendish Resilience</entry> + <entry id="50731" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Warlock 8. +Specifics: Warlocks can, once per day, enter a state of being that grants them Fast Healing 1, and lasts for 2 minutes +At level 13 this improves to Fast Healing 2, and to 5 at level 18. Thereafter it increases by 2 at levels 23 and 33, and by 3 at 28 and 38. +Use: Selected.</entry> + <entry id="50732" lang="en" sex="m">Eldritch Blast</entry> + <entry id="50733" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Warlock 1. +Specifics: A warlock can channel magical energy into a ray of up to 60' long, damaging the target and sometimes imparting other debilitating effects. It deals 1d6 damage at first level, and increases by 1d6 every 2nd level until level 11, after which it rises by 1d6 every 3 levels. +It counts as a spell equal to one-half the warlock's invoking level, rounded up, and spell resistance does apply unless otherwise noted. While Spell Penetration feats do help, metamagic does not apply. +You can apply one essence and one blast shape invocation you know to any given eldritch blast use. +Use: Selected.</entry> + <entry id="50734" lang="en" sex="m">Imbue Item</entry> + <entry id="50735" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Warlock 12. +Specifics: Warlocks can shape their supernatural powers to emulate spells when creating magical items. They can replace any spell requirement of a crafted item with a UMD check of 15 + Spell Level for arcane spells, and 25 + Spell Level for divine spells. They must still have the appropriate crafting feats to craft, however. +If you are attempting to craft a wearable item, use the appropriate feat. +If you are attempting to craft a limited use item such as a wand, scroll, potion, or staff, then use this feat on the base item and select the spell to use in the following dialog. +Use: Selected/Automatic.</entry> + <entry id="50736" lang="en" sex="m">Frostblood Orc</entry> + <entry id="50737" lang="en" sex="m">Frostblood Orcish</entry> + <entry id="50738" lang="en" sex="m">frostblood orcish</entry> + <entry id="50739" lang="en" sex="m">Frostblood Orcs</entry> + <entry id="50740" lang="en" sex="m">Frostblood orcs trace their ancestry to ancient tribes that hunted and revered white dragons. After a successful hunt, the hunters would performa ritual where they drank the blood of their fallen foe, and over time this somehow managed to impart some traits of the white dragon into their bloodline. They are physically similar to other orcs, but sport pale white skin, catlike eyes, and stringy white or grey hair that grows quickly. + +Frostblood Orc Ability Adjustments: +4 Str, -2 Int, -2 Cha, -2 Wis. +Favored Class (Barbarian): A multiclass frostblood orc's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Frostblood Orcs are able to see in the dark. +- Cold Resistance: Cold Resistance 10. +- Vulnerability to Fire: 50% more damage from fire. +- Endurance: Frostblood Orcs gain Endurance as a bonus feat. +- Light Sensitivity: Frostblood Orcs suffer -2 penalty to attack rolls, saves and checks while operating in bright light. +- Dragonblooded: Frostblood Orcs have the Dragonblood subtype. +- Orcish: Orcs are considered Orcish for the purpose of spells.</entry> + <entry id="50741" lang="en" sex="m">Sunscorch Hobgoblin</entry> + <entry id="50742" lang="en" sex="m">sunscorch hobgoblin</entry> + <entry id="50743" lang="en" sex="m">Sunscorch Hobgoblins</entry> + <entry id="50744" lang="en" sex="m">Hobgoblins often ally with powerful dragons, to both sides' mutual benefit, with blue dragons being the most common due to shared territories. Although physical relationships are extremely rare between the two, a tribe of hobgoblins developed a series of rituals to allow them to take on aspects of dragonkind. This original tribe is long since gone, but the traits left behind by the rituals live on among the hobgoblin race. The birth of a Sunscorch Hobgoblin is considered a omen, and they are often leaders or the power behind the leader of a given tribe. They look like their fellows, but for brilliant azure eyes. They are more cunning and patient than normal hobgoblins, but they also inherited the blue dragon's vanity. + +Sunscorch Hobgoblin Ability Adjustments: +2 Con, +2 Wis +Favored Class (Fighter): A multiclass sunscorch hobgoblin's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Sunscorch Hobgoblins are able to see in the dark. +- Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. +- Skill Affinity (Bluff): +2 racial bonus to Bluff checks. +- Dragonblooded: Sunscorch Hobgoblins have the Dragonblood subtype. +- Goblinoid: Hobgoblins count as Goblinoids for the purpose of spells. + +Level Adjustment: +1</entry> + <entry id="50745" lang="en" sex="m">Disguise Self</entry> + <entry id="50746" lang="en" sex="m">Illusion (Glamer) +Level: Brd 1, Sor/Wiz 1 +Components: V, S +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level (D) + +You make yourself (including clothing, armor, weapons, and equipment) look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. +The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. +If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. +A creature that interacts with the glamer gets a Will save to recognize it as an illusion. </entry> + <entry id="50747" lang="en" sex="m">Disguise Self - Learn Shape</entry> + <entry id="50748" lang="en" sex="m">Disguise Self - Options</entry> + <entry id="50749" lang="en" sex="m">Disguise Self - Quickslot 1</entry> + <entry id="50750" lang="en" sex="m">Disguise Self - Quickslot 2</entry> + <entry id="50751" lang="en" sex="m">Disguise Self - Quickslot 3</entry> + <entry id="50752" lang="en" sex="m">Alter Self</entry> + <entry id="50753" lang="en" sex="m">Transmutation +Level: Brd 2, Sor/Wiz 2 +Components: V, S +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level (D) + +You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself. + +You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). + +You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels. + +If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components. + +You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, natural armor bonus, natural weapons (such as claws, bite, and so on), and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. + +You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth. + +You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn't change the creature type or subtype. + +When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form. </entry> + <entry id="50754" lang="en" sex="m">Alter Self - Learn Shape</entry> + <entry id="50755" lang="en" sex="m">Alter Self - Options</entry> + <entry id="50756" lang="en" sex="m">Alter Self - Quickslot 1</entry> + <entry id="50757" lang="en" sex="m">Alter Self - Quickslot 2</entry> + <entry id="50758" lang="en" sex="m">Alter Self - Quickslot 3</entry> + <entry id="50759" lang="en" sex="m">End Spell Effects</entry> + <entry id="50760" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: None. +Specifics: This feat grants abilities to end certain effects created by spells. +Use: Selected.</entry> + <entry id="50761" lang="en" sex="m">End PnP Polymorph</entry> + <entry id="50762" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: None. +Specifics: Using this feat will end PnP polymorph effects on the user. +Use: Selected.</entry> + <entry id="50763" lang="en" sex="m">Rakshasa Change Shape</entry> + <entry id="50764" lang="en" sex="m">Rakshasa Quickslot 1</entry> + <entry id="50765" lang="en" sex="m">Rakshasa Quickslot 2</entry> + <entry id="50766" lang="en" sex="m">Bralani Eladrin</entry> + <entry id="50767" lang="en" sex="m">Bralani</entry> + <entry id="50768" lang="en" sex="m">bralani</entry> + <entry id="50769" lang="en" sex="m">Bralani are the most wild and feral kind of eladrin, existing from heartbeat to heartbeat in a glorious never-ending passion. They are free-spirited outsiders native to Arborea, and roam the cosmos in search of good folk to aid. Physically, bralani resemble shorter, stocky elves, with silver-white hair and eyes that are constantly shifting through a rainbow of colors. + +Bralani Ability Adjustments: +8 Str, +8 Dex, +6 Con, +2 Int, +4 Wis, +4 Cha. +Favored Class (Fighter): A multiclass bralani's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Base movement of 40' +- Darkvision: Bralani can see in the dark. +- Natural Armor: +6 Natural AC +- Fey Damage Reduction: DR 10/cold iron +- Immunities: Immune to electricity and petrification. +- Elemental Resistance: Resistance 10 to cold and fire. +- Spell Resistance 17: Spell resistance of 17 + 1 per level. +- Spell-like Abilities: + at will - Blur, Charm Person, Gust of Wind, Mirror Image + 2/day - Cure Serious Wounds, Lightning Bolt +- Outsider: Bralani count as Outsiders for the purpose of spells. + +Level Adjustment: +5 +Racial Hit Dice/Class: 6 of Outsider</entry> + <entry id="50770" lang="en" sex="m">Grig</entry> + <entry id="50771" lang="en" sex="m">grig</entry> + <entry id="50772" lang="en" sex="m">Grigs</entry> + <entry id="50773" lang="en" sex="m">Grigs are a race of mischievous and lighthearted sprites. They have no fear of larger creatures and like to pull minor pranks on them. They are also fierce by sprite standards, ready to fight back with dagger when needed. These small creatures are only 1'6" tall on average, and boast light blue skin, forest green hair, and brown hairy legs. They typically wear brightly colored tunics or vests, with tiny gems for buttons. + +Grig Ability Adjustments: Dex +8, Con +2, Wis +2, Cha +4, Str -6. +Favored Class (Sorcerer): A multiclass grig's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Tiny Stature: + +2 size bonus to attack rolls. + +2 size bonus to AC. + +8 size bonus to Hide checks. +- Base movement of 20' +- Low-Light Vision: Allows them to see better than normal in the dark. +- Lesser Fey Damage Reduction: DR 5/cold iron +- Skill Affinity(Jump): +8 racial bonus to jump checks. +- Hide in Forest: +5 racial bonus to hide checks when in forested areas +- Spell Resistance 17: Spell resistance of 17 + 1 per level. +- Spell-like Abilities: 3/day - Entangle(DC 11+Cha), Invisibility, Pyrotechnics(DC 12+Cha). +- Fey: Grigs count as Fey for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +3 +Racial Hit Dice/Class: NA</entry> + <entry id="50774" lang="en" sex="m">Nixie</entry> + <entry id="50775" lang="en" sex="m">nixie</entry> + <entry id="50776" lang="en" sex="m">Nixies</entry> + <entry id="50777" lang="en" sex="m">Nixies are aquatic sprites who dwell in and protect pristine ponds and lakes. They are not bound to the water though, and can survive on land indefinitely. They are more reclusive than most fey and treat intruders to their territory with hostility and suspicion. Physically they resemble slim and comely humanoids, with lightly scaled, pale green skin and dark green hair. They stand about 4' tall, and typically wear clothes made of seaweed. + +Nixie Ability Adjustments: Dex +6, Int +2, Wis +2, Cha +8, Str -4. +Favored Class (Sorcerer): A multiclass nixie's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Small Stature: + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Base movement of 20' +- Low-Light Vision: Allows them to see better than normal in the dark. +- Lesser Fey Damage Reduction: DR 5/cold iron +- Wild Empathy: +6 racial bonus to animal empathy checks. +- Spell Resistance 16: Spell resistance of 16 + 1 per level. +- Amphibious: Immune to drowning. +- Spell-like Abilities: Waterbreathing on other 1/day, Charm Person 3/day +- Fey: Nixies count as Fey for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +3 +Racial Hit Dice/Class: NA</entry> + <entry id="50778" lang="en" sex="m">Nymph</entry> + <entry id="50779" lang="en" sex="m">nymph</entry> + <entry id="50780" lang="en" sex="m">Nymphs</entry> + <entry id="50781" lang="en" sex="m">Nymphs are nature's embodiment of physical beauty, and are the guardians of the sacred places of the wild. They hate evil, and take a dim view on those who despoil nature. Those who respect the wilds however are often shown kindness, but a nymph's demeanor is mercurial and could change at a moment's notice. They are most friendly towards elves, half-elves, and druids, knowing them for friends of nature. Physically nymphs are about the size and weight of a female elf, and are always female themselves. They are so unbearably lovely they can blind onlookers if the nymph does not take precautions, and the glance of an angry nymph can stun almost any creature. + +Nymph Ability Adjustments: +6 Dex, +2 Con, +6 Int, +6 Wis, +8 Cha. +Favored Class (Druid): A multiclass nymph's druid class does not count when determining whether she suffers an XP penalty for multiclassing. + +- Base movement of 30' +- Low-Light Vision: Allows them to see better than normal in the dark. +- Fey Damage Reduction: DR 10/cold iron +- Wild Empathy: +6 racial bonus to animal empathy checks. +- Unearthly Grace: A nymph's Charisma modifier is added to their AC and all saving throws. +- Blinding Beauty: All creatures within 30' must make a Fort save vs DC 13+Cha or be blinded. +- Stunning Glare: One creature within 30' must make a Fort save vs DC 13+Cha or be stunned for 2d4 rounds. +- Spell-like Abilities: Dimension Door 1/day +- Fey: Nymphs count as Fey for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +7 +Racial Hit Dice/Class: 6 of Fey</entry> + <entry id="50782" lang="en" sex="m">Satyr</entry> + <entry id="50783" lang="en" sex="m">satyr</entry> + <entry id="50784" lang="en" sex="m">Satyrs</entry> + <entry id="50785" lang="en" sex="m">Satyrs are a hedonistic race of creatures that frolic in the wilds. They love fine food, strong drink, and passionate romance. They are more likely to be found carrying a bottle of wine or a musical instrument than a weapon, but they are more than a little mischievous and sometimes seek fun at the expense of others. Physically about the size of a half-elf, satyrs resemble horned men with the legs and hooves of a goat. Their hooves and horns are jet black in color, while their hair and fur is usually red or chestnut brown. + +Satyr Ability Adjustments: +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha. +Favored Class (Bard): A multiclass satyr's bard class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Base movement of 40' +- Natural Armor: +4 Natural AC +- Low-Light Vision: Allows them to see better than normal in the dark. +- Lesser Fey Damage Reduction: DR 5/cold iron +- Natural Weapons: 1d6 head butt +- Skill Affinities: +4 racial bonus to all hide, listen, move silently, perform, and spot checks. +- Fey: Satyrs count as Fey for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: 5 of Fey</entry> + <entry id="50786" lang="en" sex="m">Blinding Beauty</entry> + <entry id="50787" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: Any creature within 30' who fails a Fortitude save vs 13 + your Cha modifier is blinded. You can suppress or activate this ability as a free action. +Use: Selected.</entry> + <entry id="50788" lang="en" sex="m">Stunning Glance</entry> + <entry id="50789" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: You can stun a creature with a single glance as a standard action. If they fail a Fortitude save vs 13 + your Cha modifier, they are stunned for 2d4 rounds. +Use: Selected.</entry> + <entry id="50790" lang="en" sex="m">Waterbreathing</entry> + <entry id="50791" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: You can grant the ability to breathe water to one creature for 24 hours. +Use: Selected.</entry> + <entry id="50792" lang="en" sex="m">Fey'ri Quickslot 1</entry> + <entry id="50793" lang="en" sex="m">Fey'ri Quickslot 2</entry> + <entry id="50794" lang="en" sex="m">Fey'Ri Change Shape</entry> + <entry id="50795" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race Specific +You can assume the form of any humanoid creature up to 1 size class larger or smaller than you. You can stay in this form until you decide to change again or return to your true form. You gain the natural weapons and size of the new form, but your abilities and special qualities stay the same. +This feat controls learning and using NPC shapes. +Use: Selected.</entry> + <entry id="50796" lang="en" sex="m">Unearthly Grace</entry> + <entry id="50797" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: You get your Charisma modifier added to your AC and saving throw checks. +Use: Automatic.</entry> + <entry id="50798" lang="en" sex="m">Daylight Adaptation</entry> + <entry id="50799" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: If you are a type of creature that suffers circumstance penalties when exposed to bright light, you no longer suffer those penalties, whether the light comes from natural or magical sources. +Use: Automatic.</entry> + <entry id="50800" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives a +5 racial bonus to Hide checks when in a natural area. +Use: Automatic.</entry> + <entry id="50801" lang="en" sex="m">Tiny Creature</entry> + <entry id="50802" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: Your character is classified as a tiny creature and thus gains a +2 bonus to AC and attack, and +8 to all hide checks. +Use: Automatic.</entry> + <entry id="50803" lang="en" sex="m">Spell Resistance 17</entry> + <entry id="50804" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 17, plus 1 per level. +Use: Automatic.</entry> + <entry id="50805" lang="en" sex="m">Fey Damage Reduction</entry> + <entry id="50806" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has DR 10/cold iron(+3). +Use: Automatic.</entry> + <entry id="50807" lang="en" sex="m">Lesser Fey Damage Reduction</entry> + <entry id="50808" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has DR 5/cold iron(+3). +Use: Automatic.</entry> + <entry id="50809" lang="en" sex="m">Skill Affinity (Perform) +4</entry> + <entry id="50810" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +4 racial bonus to Perform checks. +Use: Automatic.</entry> + <entry id="50811" lang="en" sex="m">Naztharune Rakshasa</entry> + <entry id="50812" lang="en" sex="m">Naztharune</entry> + <entry id="50813" lang="en" sex="m">naztharune</entry> + <entry id="50814" lang="en" sex="m">Naztharune Rakshasa are another breed of Rakshasa, oriented towards stealth rather than magic. They typically work as spies and infiltrators for the more powerful of their kindred, and hire out as mercenaries or assassins to other creatures. Unlike their related breeds, naztharune rakshasa don't mind not being the big boss of an operation, taking a more mercenary outlook. Physically, they are similar to other rakshasa, with the same tiger head and backwards-bending hands. The main distinctive feature is the black-as-night fur covering their body. + +Naztharune Rakshasa Ability Adjustments: +4 Str, +10 Dex, +8 Con, +4 Int, +4 Cha. +Favored Class (Rogue): A multiclass naztharune rakshasa's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Naztharune Rakshasa are able to see in the dark. +- Base movement of 40. +- Weapon Proficiency (Simple): All rakshasa are proficient with simple weapons. +- Weapon Proficiency (Martial): All rakshasa are proficient with martial weapons. +- Weapon Proficiency (Creature): Rakshasa can make an unarmed attack with their claws. +- Spell Resistance: Innate spell resistance of 21, plus 1 per character level. +- Natural Armor Bonus: Racial natural armor bonus of 5. +- Damage Reduction: Innate damage reduction of 15/+1 +- Improved Skill Affinity (Bluff): +4 racial bonus to bluff checks. +- Spell-Like Abilities: At will - Disguise. +- Rogue-like Abilities: Evasion, Improved Evasion, Uncanny Dodge, +6d6 Sneak Attack +- Shadow Manipulation: Hide in Plain Sight, Shadow Jump(acts like Dimension Door, 20' range) +- Outsider: Naztharune Rakshasa are considered Outsiders for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +5 +Racial Hit Dice/Class: 11 of Outsider</entry> + <entry id="50815" lang="en" sex="m">Racial Sneak Attack +6d6</entry> + <entry id="50816" lang="en" sex="m">Type of Feat: Race Specific + +Specifics: Adds +6d6 Sneak Attack damage to your existing sneak attack, or grants the ability to sneak attack for 6d6 damage. +Use: Automatic.</entry> + <entry id="50817" lang="en" sex="m">Improved Skill Affinity (Bluff)</entry> + <entry id="50818" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives a +4 racial bonus to Bluff checks. +Use: Automatic.</entry> + <entry id="50819" lang="en" sex="m">Spell Resistance 21</entry> + <entry id="50820" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 21, plus 1 per level. +Use: Automatic.</entry> + <entry id="50821" lang="en" sex="m">Spirit Folk</entry> + <entry id="50822" lang="en" sex="m">spirit folk</entry> + <entry id="50823" lang="en" sex="m">Spirit folk are the descendants of humans and various spirits of nature. They come in three specific subtypes, each of which has a slight affinity to a different element, granting a bonus to saves vs that element and another additional ability. They tend to be serene and calm, in tune with their surroundings, and show little desire of manipulating them with magic. Physically they look human, with small mouths and slender eyes. They tend to have a fair or golden complexion, and no body hair, though the hair on their head is fairly luxurious. + +Spirit Folk Ability Adjustments: None. +Favored Class (Any): A multiclass spirit folk's highest class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: +- Low-Light Vision: Allows them to see better than normal in the dark. +- Human: Spirit Folk are considered Human for the purpose of spells. + +Choose one type of Spirit Folk: +- Bamboo: +2 bonus to Lore, +2 saves against acid spells, Trackless Step. +4 to hide in wilderness settings. +- River: Immune to drowning, +2 to save vs cold spells. +- Sea: Immune to drowning, +2 to save vs fire spells. +- Mountain: +8 bonus to Climb, +2 bonus to Balance, Jump, and Tumble. +</entry> + <entry id="50824" lang="en" sex="m">Select a spirit heritage:</entry> + <entry id="50825" lang="en" sex="m">Your spirit heritage has been selected.</entry> + <entry id="50826" lang="en" sex="m">Bamboo</entry> + <entry id="50827" lang="en" sex="m">You are one of the Bamboo branch of the Spirit Folk. You gain the following benefits: + +Wilderness Knowledge: +2 racial bonus to Lore checks +Wilderness Stealth: Gains the Trackless Step feat and +4 to Hide checks in the wilderness. +Hardiness vs Earth/Acid: +2 to save vs acid spells and effects.</entry> + <entry id="50828" lang="en" sex="m">River</entry> + <entry id="50829" lang="en" sex="m">You are one of the River branch of the Spirit Folk. You gain the following benefits: + +Water Breathing: Immune to Drown. +Hardiness vs Water/Cold: +2 to save vs cold spells and effects.</entry> + <entry id="50830" lang="en" sex="m">Sea</entry> + <entry id="50831" lang="en" sex="m">You are one of the Sea branch of the Spirit Folk. You gain the following benefits: + +Water Breathing: Immune to Drown. +Hardiness vs Fire: +2 to save vs fire spells and effects.</entry> + <entry id="50832" lang="en" sex="m">You left the safety of the clan seeking adventure in the lands of the civilized people. The civilized world is strange and new, and you wonder what you might find.</entry> + <entry id="50833" lang="en" sex="m">Korobokuru</entry> + <entry id="50834" lang="en" sex="m">korobokuru</entry> + <entry id="50835" lang="en" sex="m">Korobokuru are dwarf-like humanoids who live in barren wilderness areas not likely to come into contact with humans. They prefer a simple life, living in small villages, which are sometimes just one extended family. They consider it poor taste to display wealth, but have a liking for simple art. They have reputation for rudeness and belligerence among humans, but while they resent that opinion they do nothing to disprove it. They tend to look wild and unkept, standing around 4' tall. They are leaner than dwarves, only weighing half as much. They have bright blue, brown, or green eyes, and small, pointed ears. Unlike their dwarven cousins they don't grow full beards, but both genders usually have sparse ones, or at least whiskers. + +Korobokuru Ability Adjustments: +2 Con, -2 Int. +Favored Class (Barbarian): A multiclass korobokuru's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Small Stature: + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Darkvision: Korobokuru are able to see in the dark. +- Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons. +- Hardiness vs. Spells: +2 racial bonus on saving throws against spells. +- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids. +- Defensive Training vs. Giants: +4 dodge bonus to AC against giants. +- Skill Affinity (Lore): +2 racial bonus to Lore checks. +- Dwarven: Korobokuru count as Dwarves for the purpose of spells.</entry> + <entry id="50836" lang="en" sex="m">Pterran</entry> + <entry id="50837" lang="en" sex="m">pterran</entry> + <entry id="50838" lang="en" sex="m">Pterrans</entry> + <entry id="50839" lang="en" sex="m">Pterrans are a reptilian race native to Athas, specifically to the region called the Hinterlands. They rarely leave their home villages, but recent natural disasters have inspired more than the rare few to enter the Tablelands. They are typically subdued and cautious among unfamiliar people, but when among friends they are optimistic, open, friendly, and inquisitive. Each Pterran chooses a life path that defines their personality, or perhaps the other way around. Warrior pterrans are the least disturbed by the brutality of the Tablelands, and take pleasure in military strategy. Druidic pterrans are most concerned with nature, and take the greatest pleasure when they eliminate a threat to it. Psionic pterrans are the most social, and take the greatest pleasure in intellectual pursuits such as solving riddles and resolving disputes. Physically they are anywhere between 5' and 6'6" tall, with light brown scaly skin. They wear little clothing, preferring sashes and loincloths, and have a finlike growth on the back of their head. There is no visible distinction between males and females. + +Pterran Ability Adjustments: +2 Wis, +2 Cha, -2 Dex +Favored Class (Psion): A multiclass pterran's psion class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- Poor Hearing: -2 racial penalty to Listen. +- Natural Weapon: Can make natural bite(1d4) and claw attacks(1d3 each). +- Reptilian: Pterrans count as Reptilian for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +0 +Racial Hit Dice/Class: 4 of Shapechanger</entry> + <entry id="50840" lang="en" sex="m">Mul</entry> + <entry id="50841" lang="en" sex="m">mul</entry> + <entry id="50842" lang="en" sex="m">Muls</entry> + <entry id="50843" lang="en" sex="m">Muls are a cross between humans and dwarves, force-bred to be slaves and gladiators. They combine human height and adaptability with dwarven musculature and resilience. Unlike other half-breeds, they are sterile, so the only way to make more is to breed more humans and dwarves. Muls are stoic and dull to pain, able to easily ignore bruises and other pains of life due to their raising. Even those that find freedom still are rarely able to escape their past, as each is marked with tattoos showing their history, owners, and so on. Even untattooed muls are valuable to slavers, as its cheaper to "retrieve" an "escaped" mul than to try and breed a new one. Physically they are second only to the half-giant in strength, and range in height up to 7' tall and 250 pounds in weight. They carry almost no fat, and are often hairless, with copper-colored skin. Common facial features include angular, almost protrusive eye ridges, and ears that point sharply backwards against the temples. + +Mul Ability Adjustments: +4 Str, +2 Con, -2 Cha. +Favored Class (fighter): A multiclass mul's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Darkvision: Muls are able to see in the dark. +- Nonlethal Damage Resistance: Damage Resistance 1/-. +- Dwarven: Muls count as Dwarves for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: 1 +Racial Hit Dice/Class: NA</entry> + <entry id="50844" lang="en" sex="m">Athasian Halfling</entry> + <entry id="50845" lang="en" sex="m">Halfling</entry> + <entry id="50846" lang="en" sex="m">halfling</entry> + <entry id="50847" lang="en" sex="m">Halflings</entry> + <entry id="50848" lang="en" sex="m">Athasian halflings are masters of the jungles of the Ringing Mountains. They are small, quick, and agile, and have a ancient culture that goes back far before the start of the current desolation. They are a insular and xenophobic race, worried more about their own kind than members of other races, and easily become frustrated with the other "uncivilized" races who don't know all the nuances and other aspects of halfling culture. They are also very uncomfortable with change, but still some leave their mountain home and journey into the Tablelands. Physically they are like the halflings of other worlds, but they tend to paint their skin in bright reds and greens. + +Athasian Halfling Ability Adjustments: +2 Dex, -2 Str. +Favored Class (Ranger): A multiclass Athasian halfling's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature: + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Skill Penalty (Persuade): -2 racial penalty to Persuade checks. +- Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. +- Skill Affinity (Listen): +4 racial bonus to Listen checks. +- Skill Affinity (Jump): +2 racial bonus to Jump checks. +- Hardiness vs Spells: +2 racial bonus to saving throws vs spells and spell-like abilities. +- Good Aim: +1 racial bonus to attack rolls made with throwing weapons. +- Halfling: Athasian Halflings are considered Halflings for the purpose of spells. + +Special: Halflings are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear.</entry> + <entry id="50849" lang="en" sex="m">Athasian Half-Giant</entry> + <entry id="50850" lang="en" sex="m">Half-Giant</entry> + <entry id="50851" lang="en" sex="m">half-giant</entry> + <entry id="50852" lang="en" sex="m">Half-Giants</entry> + <entry id="50853" lang="en" sex="m">A cross between humans and giants, this race was bred into existence by the Athasian dragon-sorcerer-kings wanting a race of warriors and laborers. A few however managed to escape their slavery, fleeing into the Tablelands and forge a new life for themselves. Physically they stand about 11' 6" tall, sometimes being mistaken for a well-groomed Hill Giant. They tend to be friendly, kind, and eager to please, but as bit slow of wit. Overall, however, they are some of the most powerful warriors on Athas. + +Athasian Half-Giant Ability Adjustments: +8 Str, +4 Con, -2 Dex, -4 Int, -4 Wis, -4 Cha. +Favored Class (Barbarian): A multiclass Athasian half-giant's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 40' base speed +- Large Creature: Athasian half-giants suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. +- Natural Armor: Athasian half-giants have a +2 bonus to natural armor. +- Darkvision: Athasian Half-Giants can see in darkness. +- Racial Weapon Proficiencies: Proficient with all simple and martial weapons. +- Giant: Half-giants are considered Giants for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: 2 of Giant</entry> + <entry id="50854" lang="en" sex="m">Athasian Half-Elf</entry> + <entry id="50855" lang="en" sex="m">Half-Elven</entry> + <entry id="50856" lang="en" sex="m">half-elven</entry> + <entry id="50857" lang="en" sex="m">Half-Elves</entry> + <entry id="50858" lang="en" sex="m">Half-elves on the world of Athas are notorious loners. Partly this stems form a lack of self-confidence due to their mixed blood. Their elven blood makes them distrusted among humans, while elven tradition demands they be abandoned. They will cooperate with companions, but find it difficult to rely on anyone. Many find companionship among the animals, these skills lending themselves well to being beast handlers in human society. Physically they are bulkier than elves, standing around 6' tall. Usually they find it easier to pass themselves off as humans, but they always have some features that hint at their heritage. + +Athasian Half-Elven Ability Adjustments: +2 Dex, -2 Cha. +Favored Class (Any): A multiclass Athasian half-elf's highest class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: +- Partial Skill Affinity (Listen): +1 racial bonus to Listen checks. +- Partial Skill Affinity (Search): +1 racial bonus to Search checks. +- Partial Skill Affinity (Spot): +1 racial bonus to Spot checks. +- Keen Senses: Athasian Elves make active Search checks automatically and with no movement penalties. +- Skill Affinity (Animal Empathy): +2 racial bonus to Animal Empathy checks. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Elven: Athasian Half-Elves are considered Elven for the purpose of spells.</entry> + <entry id="50859" lang="en" sex="m">Athasian Elf</entry> + <entry id="50860" lang="en" sex="m">Elven</entry> + <entry id="50861" lang="en" sex="m">elven</entry> + <entry id="50862" lang="en" sex="m">Elves</entry> + <entry id="50863" lang="en" sex="m">For the elves of Athas, running is life. If an elf is injured and can't keep up, they are left behind to die, and riding an animal is considered one of the greatest dishonors. When there is no need though, these elves tend to just laze around and live in the now. They tend to keep to their own kind unless they have an angle to pursue. Once their trust is earned, they do not betray it, but if they are betrayed, that same trust is gone forever. As a race they idolize Coraanu Star Racer, a warrior-thief as the epitome of elfness and honor him in song and deed, raiding and trading with aplomb. Physically they are taller than otherplanar elves, standing between 6'-7' with lean builds and angular facial features. + +Athasian Elven Ability Adjustments: +2 Dex, -2 Con. +Favored Class (Rogue): A multiclass Athasian elf's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: +- 40' Movement +- Bonus Proficiencies (Shortbow, Longbow) +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Affinity (Spot): +2 racial bonus to Spot checks. +- Keen Senses: Athasian Elves make active Search checks automatically and with no movement penalties. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Resistance to Elements: Athasian elves have a natural resistance to extreme temperatures, allowing them to ignore the first point of fire or cold damage dealt to them. +- Elven: Athasian Elves are considered Elven for the purpose of spells.</entry> + <entry id="50864" lang="en" sex="m">Athasian Dwarf</entry> + <entry id="50865" lang="en" sex="m">dwarf</entry> + <entry id="50866" lang="en" sex="m">Dwarves</entry> + <entry id="50867" lang="en" sex="m">Dwarven</entry> + <entry id="50868" lang="en" sex="m">Dwarves native to the world of Athas are a stubborn, devoted lot. They prefer meaningful tasks, and dive into them with an intensity seldom seen in other races. Every dwarf has a "focus" a goal that they devote their entire being to until it is accomplished, and seldom let anything stand in their way. Dwarves only share the subject of their focus with their closest friends and allies, and a dwarf who dies before completing their focus haunts the object of it until it is finished. Physically they are much like dwarves of other planes, but unlike their distant kin they are completely hairless, and find the idea of hair repulsive. Their skin is usually deeply tanned, and decorated with tattoos. + +Athasian Dwarf Ability Adjustments: +2 Con, -2 Cha. +Favored Class (fighter): A multiclass Athasian dwarf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Darkvision: Athasian Dwarves are able to see in the dark. +- Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons. +- Hardiness vs. Spells: +2 racial bonus on saving throws against spells. +- Dwarven: Athasian Dwarves count as Dwarves for the purpose of spells.</entry> + <entry id="50869" lang="en" sex="m">You grew up on the harsh world of Athas. Mercy is rare, and it's every person for themself, with the world being destroyed by the sorcerer-dragon-kings who rule it. Now you have left home and journeyed into the Tablelands, looking not just to survive, but to show this desolate land who's boss.</entry> + <entry id="50870" lang="en" sex="m">Poor Hearing</entry> + <entry id="50871" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives a -2 racial penalty to Listen checks. +Use: Automatic.</entry> + <entry id="50872" lang="en" sex="m">Nonlethal Damage Resistance</entry> + <entry id="50873" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has DR 1/-. +Use: Automatic.</entry> + <entry id="50874" lang="en" sex="m">Resistance to Elements</entry> + <entry id="50875" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives Fire Resistance 1 and Cold Resistance 1. +Use: Automatic.</entry> + <entry id="50876" lang="en" sex="m">Skill Penalty (Persuade)</entry> + <entry id="50877" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives a -2 racial penalty to Persuade checks. +Use: Automatic.</entry> + <entry id="50878" lang="en" sex="m">Improved Skill Affinity (Listen)</entry> + <entry id="50879" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives a +4 racial bonus to Listen checks. +Use: Automatic.</entry> + <entry id="50880" lang="en" sex="m">Extra Shifter Trait</entry> + <entry id="50881" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter +You can choose one additional shifter trait to manifest when you shift. You do not get the ability bonus from the second trait. +Use: Automatic.</entry> + <entry id="50882" lang="en" sex="m">Healing Factor</entry> + <entry id="50883" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter, Con 13 +When your shifting duration ends, you heal damage equal to your total character level. +Use: Automatic.</entry> + <entry id="50884" lang="en" sex="m">Shifter Agility</entry> + <entry id="50885" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter, Longstride trait +You gain +1 AC and +1 to Reflex saves when shifting. +Use: Automatic.</entry> + <entry id="50886" lang="en" sex="m">Shifter Defense</entry> + <entry id="50887" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter, 2 other shifter feats +You gain DR 2/silver when shifting. +Use: Automatic.</entry> + <entry id="50888" lang="en" sex="m">Greater Shifter Defense</entry> + <entry id="50889" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter, Shifter Defense, 3 other shifter feats +You gain DR 4/silver when shifting. +Use: Automatic.</entry> + <entry id="50890" lang="en" sex="m">Shifter Ferocity</entry> + <entry id="50891" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter, Wis 13 +You remain conscious when you go below 0 HP while shifting. You still die at -10 HP as normal. +Use: Automatic.</entry> + <entry id="50892" lang="en" sex="m">Shifter Instincts</entry> + <entry id="50893" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter +You gain +1 to Spot, Listen, and Sense Motive, whether shifting or not. +Use: Automatic.</entry> + <entry id="50894" lang="en" sex="m">Shifter Savagery</entry> + <entry id="50895" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter, Gorebrute, Longtooth, or Razorclaw trait, +6 BAB, ability to rage/frenzy +Your natural weapon increases 2 sizes and your critical range with your natural weapon doubles while shifting and raging. +Use: Automatic.</entry> + <entry id="50896" lang="en" sex="m">Shifter Feats</entry> + <entry id="50897" lang="en" sex="m">These feats enhance your natural shifting ability.</entry> + <entry id="50898" lang="en" sex="m">Beasthide Elite</entry> + <entry id="50899" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter, Beasthide trait +You gain +4 AC instead of +2 when shifting. +Use: Automatic.</entry> + <entry id="50900" lang="en" sex="m">Dreamsight Elite</entry> + <entry id="50901" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter, Dreamsight trait +You gain +5 to Spot and can see through invisibility when shifting. +Use: Automatic.</entry> + <entry id="50902" lang="en" sex="m">Gorebrute Elite</entry> + <entry id="50903" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter, Gorebrute trait +You can roll an opposed strength check to knock down your opponent on a charge when shifting. +Use: Automatic.</entry> + <entry id="50904" lang="en" sex="m">Longstride Elite</entry> + <entry id="50905" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter, Longstride trait +You gain 20' bonus movement instead of 10' when shifting. +Use: Automatic.</entry> + <entry id="50906" lang="en" sex="m">Longtooth Elite</entry> + <entry id="50907" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter, Longtooth trait +Your bite when shifting deals 1 Con damage. +Use: Automatic.</entry> + <entry id="50908" lang="en" sex="m">Razorclaw Elite</entry> + <entry id="50909" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter, Razorclaw trait +You can make an attack with both claws at your highest bonus on a charge when shifting. +Use: Automatic.</entry> + <entry id="50910" lang="en" sex="m">Wildhunt Elite</entry> + <entry id="50911" lang="en" sex="m">Type of Feat: Shifter +Prerequisite: Shifter, Wildhunt trait +You gain blindsense out to 30' when shifting. +Use: Automatic.</entry> + <entry id="50912" lang="en" sex="m">Shifter</entry> + <entry id="50913" lang="en" sex="m">shifter</entry> + <entry id="50914" lang="en" sex="m">Shifters</entry> + <entry id="50915" lang="en" sex="m">Shifters are the distant descendants of lycanthropes and humans, sometimes called the weretouched. They can no longer fully change form, but instead take on aspects of it in a unique ability called shifting. They are a unique race that breeds true, and prefer to form small communities and villages out in the wilds rather than live in cities. Their personality tends to be influenced by the animal they relate to. They are basically humanoid in shape, but move in a crouched posture, springing and leaping while their companions walk alongside normally. Their faces have a bestial cast, with wide, flat noses, large eyes, pointed ears, and long sideburns on both genders. Their forearms and lower legs grow long hair, and they wear their hair on their head thick and long. + +Shifter Ability Adjustments: +2 Dex, -2 Int, -2 Cha. +Favored Class (Ranger): A multiclass shifter's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Base movement of 30. +- Shifting: Shifters can assume aspects of their lycanthropic heritage. This grants them a bonus to one stat for 3+Con rounds, usable once per day. Shifter feats can extend the time and add uses per day, as well as add other effects. +- Low-Light Vision: Shifters can see better than normal in the dark. +- Animalistic Heritage: Shifters gain a +2 to Jump and Balance from their feral heritage. +- Shapeshifter: Shifters are considered Shapeshifters for the purpose of spells.</entry> + <entry id="50916" lang="en" sex="m">Shifting</entry> + <entry id="50917" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Shifter +You can "shift" and assume aspects of your ancestral heritage. You gain a +2 bonus to a specific stat and one other bonus when shifting. Shifting lasts for 3 rounds, plus the shifter's Con modifier. plus one round for each shifter feat they have. They can use this ability once per day, and for every two shifter feats they have they gain one additional use per day. +Use: Selected.</entry> + <entry id="50918" lang="en" sex="m">Beasthide</entry> + <entry id="50919" lang="en" sex="m">Type of Feat: Shifter Trait +Prerequisite: Shifter +You can "shift" and assume aspects of your ancestral heritage. +Beasthide shifters gain +2 to Constitution and +2 to AC when they shift. +Use: Automatic.</entry> + <entry id="50920" lang="en" sex="m">Dreamsight</entry> + <entry id="50921" lang="en" sex="m">Type of Feat: Shifter Trait +Prerequisite: Shifter +You can "shift" and assume aspects of your ancestral heritage. +Dreamsight shifters gain +2 to Wisdom and +2 to Animal Empathy when they shift. +Use: Automatic.</entry> + <entry id="50922" lang="en" sex="m">Gorebrute</entry> + <entry id="50923" lang="en" sex="m">Type of Feat: Shifter Trait +Prerequisite: Shifter +You can "shift" and assume aspects of your ancestral heritage. +Gorebrute shifters gain +2 to Strength, and grow horns that do 2d6 damage on a charge, when they shift. +Use: Automatic.</entry> + <entry id="50924" lang="en" sex="m">Longstride</entry> + <entry id="50925" lang="en" sex="m">Type of Feat: Shifter Trait +Prerequisite: Shifter +You can "shift" and assume aspects of your ancestral heritage. +Longstride shifters gain +2 to Dexterity and a 10' bonus to movement when they shift. +Use: Automatic.</entry> + <entry id="50926" lang="en" sex="m">Longtooth</entry> + <entry id="50927" lang="en" sex="m">Type of Feat: Shifter Trait +Prerequisite: Shifter +You can "shift" and assume aspects of your ancestral heritage. +Longtooth shifters gain +2 to Strength and gain a bite attack that does 1d6 when they shift. +Use: Automatic.</entry> + <entry id="50928" lang="en" sex="m">Razorclaw</entry> + <entry id="50929" lang="en" sex="m">Type of Feat: Shifter Trait +Prerequisite: Shifter +You can "shift" and assume aspects of your ancestral heritage. +Razorclaw shifters gain +2 to Strength and gain two claw attacks for 1d4 when they shift. +Use: Automatic.</entry> + <entry id="50930" lang="en" sex="m">Wildhunt</entry> + <entry id="50931" lang="en" sex="m">Type of Feat: Shifter Trait +Prerequisite: Shifter +You can "shift" and assume aspects of your ancestral heritage. +Wildhunt shifters gain +2 to Constitution and scent abilities when they shift, granting +4 to spot, listen, and search. +Use: Automatic.</entry> + <entry id="50932" lang="en" sex="m">Select a shifter trait to represent your lycanthrope heritage:</entry> + <entry id="50933" lang="en" sex="m">Your trait has been selected.</entry> + <entry id="50934" lang="en" sex="m"><CUSTOM0> manifests a shield of glowing psychic energy.</entry> + <entry id="50935" lang="en" sex="m">Shield of Thought</entry> + <entry id="50936" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Kalashtar, ability to manifest a mindblade +You can manifest a shield of thought(using this feat) as a move action. You can allocate any amount of your total Weapon Enhancement Bonus points to increase the enhancement on your shield rather than give your mindblade additional abilities. For each one point spent, your shield gains +1 AC, and your armor check penalty on the shield reduces by 1, to a maximum of 0. +Note: if you take this feat and are not a Kalashtar, you will have to reselect your feats. if you take this feat at level 1 and are not Kalashtar, you will be unable to level. +Use: Selected.</entry> + <entry id="50937" lang="en" sex="m">You didn't have Change Shape uses available.</entry> + <entry id="50940" lang="en" sex="m">Change Shape</entry> + <entry id="50941" lang="en" sex="m">Change Shape: + +With this you can attempt to learn a new shape and shift into that shape if you can learn it. +</entry> + <entry id="50942" lang="en" sex="m">Quick Change Shape</entry> + <entry id="50943" lang="en" sex="m">Changeling Quick Quickslot 1</entry> + <entry id="50944" lang="en" sex="m">Changeling Quick Quickslot 2</entry> + <entry id="50945" lang="en" sex="m">Minor Change Shape</entry> + <entry id="50946" lang="en" sex="m">Minor Change Shape: + +With this you can attempt to learn a new shape and shift into that shape if you can learn it. +</entry> + <entry id="50947" lang="en" sex="m">Changeling Quickslot 1</entry> + <entry id="50948" lang="en" sex="m">Changeling Quickslot 2</entry> + <entry id="50949" lang="en" sex="m">Change Shape Options</entry> + <entry id="50950" lang="en" sex="m">Change Shape Options: + +With this you can: +* Select a shape you know to turn into +* View what shapes you have assigned to your 'Quick Shift Slots' +* Assign shapes you know to your 'Quick Shift Slots' +* Remove shapes you no longer want +</entry> + <entry id="50951" lang="en" sex="m">Racial Emulation</entry> + <entry id="50952" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Changeling +When you use Minor Shape Change, you assume the racial type and subtype of the form you assume. +Use: Automatic.</entry> + <entry id="50953" lang="en" sex="m">Change Shape</entry> + <entry id="50954" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race Specific +You can assume the form of any Small, Medium, or Large humanoid creature. You can stay in this form until you decide to change again or return to your true form. +This feat controls learning and using NPC shapes. +Use: Selected.</entry> + <entry id="50955" lang="en" sex="m">Quick Change</entry> + <entry id="50956" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Changeling +You can now perform Minor Change Shape as a move action instead of a full action. +Use: Selected.</entry> + <entry id="50957" lang="en" sex="m">Minor Change Shape - General</entry> + <entry id="50958" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race Specific +You can physically alter your form to mimic that of another of similar size and mass. You can appear one foot shorter or taller, fatter or thinner, or even change genders, but you cannot grow new limbs. +This feat controls learning and using NPC shapes. Return to True Form is under this feat as well. +Use: Selected.</entry> + <entry id="50959" lang="en" sex="m">Strength of Two</entry> + <entry id="50960" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Kalashtar +You gain a +1 insight bonus to will saves as long as you are psionically focused. if you spend 1PP and expend your psionic focus, you can increase this bonus to +5 for one round. +Note: if you take this feat and are not a Kalashtar, you will have to reselect your feats. if you take this feat at level 1 and are not Kalashtar, you will be unable to level. +Use: Selected.</entry> + <entry id="50961" lang="en" sex="m">Soulblade Warrior</entry> + <entry id="50962" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Kalashtar, ability to manifest a mindblade +You can manifest a mindblade(using this feat) as a swift action. Your effective level for determining the mind blade enhancement class feature is 2 higher than normal, but you still do not get access to it until level 6 soulknife. +Note: if you take this feat and are not a Kalashtar, you will have to reselect your feats. if you take this feat at level 1 and are not Kalashtar, you will be unable to level. +Use: Selected.</entry> + <entry id="50963" lang="en" sex="m">Spiritual Force</entry> + <entry id="50964" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Kalashtar, ability to manifest a mindblade +You can expend your psionic focus while wielding your mindblade to gain bonus damage equal to your Charisma modifier for one round. +Note: if you take this feat and are not a Kalashtar, you will have to reselect your feats. if you take this feat at level 1 and are not Kalashtar, you will be unable to level. +Use: Selected.</entry> + <entry id="50965" lang="en" sex="m">Improved Fortification</entry> + <entry id="50966" lang="en" sex="m">Type of Feat: Warforged +Prerequisite: Warforged, +6 base attack bonus +You become immune to critical hits and precision damage. You can no longer be healed by Heal or the Cure Wounds spells. +Use: Automatic.</entry> + <entry id="50967" lang="en" sex="m">Kalashtar</entry> + <entry id="50968" lang="en" sex="m">kalashtar</entry> + <entry id="50969" lang="en" sex="m">Kalashtar are a compound race, a fusion of humans and an incorporeal race called the quori, native to a plane of dreams. Fleeing persecution, they found a way to escape to the Prime, and joined with those humans willing to welcome them. Now, kalashtar are a race of their own, each having a small portion of the original quori who joined with their ancestors, but due to the quori's exile the kalashtar cannot dream. Physically they appear like humans for the most part, but are typically a bit taller, with slightly more angular features. When they move, it is with more than the usual grace and elegance. + +Kalashtar Ability Adjustments: None. +Favored Class (Psion): A multiclass kalashtar's psion class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Base movement of 30. +- Dual Nature: Kalashtars gain a +2 racial bonus to save vs mind-affecting abilities due to their dual spirits. +- Social Masters: Kalashtar are adept at social situations, influencing others through their commanding presence and subtle psychic powers. They gain a +2 to all Bluff, Intimidate, and Persuade checks. +- Human: Kalashtar are considered Human for the purpose of spells.</entry> + <entry id="50970" lang="en" sex="m">Changeling</entry> + <entry id="50971" lang="en" sex="m">changeling</entry> + <entry id="50972" lang="en" sex="m">Changelings</entry> + <entry id="50973" lang="en" sex="m">Changelings are a true-breeding race descended from human and doppelganger ancestry. while they lack the full shifting capability of a doppelganger, they are still able to significantly alter their form, up to changing genders. Also, unlike doppelgangers, they have a defined gender in their natural form. This ability to assume another's shape makes them excellent at subterfuge. In their true form, they stand between 5 and 6 feet, with pale grey skin, and thin, fair hair. Their limbs are long and slightly out of proportion, and their facial features appear melted or somewhat unfinished, including blank white eyes. + +Changeling Ability Adjustments: None. +Favored Class (Rogue): A multiclass changeling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Base movement of 30. +- Slippery Mind: Changelings gain a +2 racial bonus to save vs mind-affecting abilities due to their slippery minds. +- Body Language: Changelings are adept at reading body language and attitude, and gain a +2 to all Bluff, Intimidate, and Sense Motive checks. +- Minor Shape Change: Changelings can physically alter their form to mimic someone of a similar size and mass, as if using a Disguise Self spell. +- Shapeshifter: Changelings are considered Shapeshifters for the purpose of spells.</entry> + <entry id="50974" lang="en" sex="m">You grew up during the last war on Khovaire, whether under the towers of Sharn, or elsewhere among the Five Nations. Many great heros fell during the clashes of that conflict, and now that you've come of age, perhaps you can find a place as one of the new guard of heroes.</entry> + <entry id="50975" lang="en" sex="m">Minor Change Shape - Dynamic</entry> + <entry id="50976" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race Specific +You can physically alter your form to mimic that of another of similar size and mass. You can appear one foot shorter or taller, fatter or thinner, or even change genders, but you cannot grow new limbs. +This feat selects a random PC appearance. +Use: Selected.</entry> + <entry id="50977" lang="en" sex="m">Mental Spell Resistance</entry> + <entry id="50978" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race Specific +You gain a +2 to save vs mind-affecting spells. +Use: Automatic.</entry> + <entry id="50979" lang="en" sex="m">Zakya Rakshasa</entry> + <entry id="50980" lang="en" sex="m">Zakya</entry> + <entry id="50981" lang="en" sex="m">zakya</entry> + <entry id="50982" lang="en" sex="m">A race of tigerlike humanoid warriors, the zakya are another breed of rakshasa. Unlike their sorcerer brethren, zakya prefer to charge in and get down and dirty in melee combat, and they are able to twist their backwards hands to wield weapons normally. In most other ways, however, they are identical to their sorcerer cousins. + +Zakya Rakshasa Ability Adjustments: +10 Str, +4 Dex, +10 Con, +2 Int, +2 Wis. +Favored Class (Fighter): A multiclass zakya rakshasa's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Zakya Rakshasa are able to see in the dark. +- Base movement of 50. +- Weapon Proficiency (Simple): All rakshasa are proficient with simple weapons. +- Weapon Proficiency (Martial): All rakshasa are proficient with martial weapons. +- Weapon Proficiency (Creature): Rakshasa can make an unarmed attack with their claws. +- Spell Resistance: Innate spell resistance of 22, plus 1 per character level. +- Natural Armor Bonus: Racial natural armor bonus of 9. +- Damage Reduction: Innate damage reduction of 15/+1 +- Spell-Like Abilities: At will - Disguise. 3/day - Chill Touch, True Strike, Vampiric Touch. +- Bonus Feat: 1 bonus feat of your choice. +- Outsider: Zakya Rakshasa are considered Outsiders for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +7 +Racial Hit Dice/Class: 7 of Outsider</entry> + <entry id="50983" lang="en" sex="m">Racial Chill Touch</entry> + <entry id="50984" lang="en" sex="m">Racial Vampiric Touch</entry> + <entry id="50985" lang="en" sex="m">Warforged</entry> + <entry id="50986" lang="en" sex="m">warforged</entry> + <entry id="50987" lang="en" sex="m">Warforged were originally built as mindless war machines, an army of constructs able to fight without food and water. As a side-effect of the processes used to create them, however, they gained sentience. At first this was a boon, as now there was no need for a living general to travel with them, but eventually the war came to an end, as all wars do. As they couldn't destroy the now-sentient race of living constructs, they were instead freed and left to find their own way in the world. Physically they look similar to golems, with plating made of metal and mineral covering a living wooden frame. They were created without gender, though a few with a more typically feminine mindset have modified their design and plating to mimic a humanoid female's shape. Warforged cannot reproduce, but can only be made at special Creation Forges built using uncovered ancient plans. They do not age either, and their mindset sometimes leaves the activities of the humanoid races a puzzle to them. + +Warforged Ability Adjustments: +2 Con, -2 Wis, -2 Cha. +Favored Class (Fighter): A multiclass warforged's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- Composite Plating: +2 to AC, cannot wear armor, and 5% arcane spell failure chance. +- Living Construct subtype: + Immune to sleep, paralyze, poison, energy drain, and disease + Does not heal naturally, healing spells only heal half the normal amount. +- Construct: Warforged count as Constructs for the purpose of spells.</entry> + <entry id="50988" lang="en" sex="m">You were created to fight in a great war, a construct designed to be a self-sufficient soldier and make decisions as necessary in the field. The war ended, and because of your kind's sentience, you were freed. With no war left to fight, and no owner other than yourself, you must find a new place in the world.</entry> + <entry id="50989" lang="en" sex="m">Mithril Plating</entry> + <entry id="50990" lang="en" sex="m">Type of Feat: Warforged +Prerequisite: Composite Plating, 1st level only + +This Warforged was built using Mithril for their armor plating. This grants a +5 bonus to AC, a +5 max Dex bonus to AC, a -2 armor check penalty, 15% arcane spell failure, and counts as wearing light armor. +Note: This uses the "armor" slot, and so you cannot wear other armor. +Use: Automatic.</entry> + <entry id="50991" lang="en" sex="m">Ironwood Plating</entry> + <entry id="50992" lang="en" sex="m">Type of Feat: Warforged +Prerequisite: Composite Plating, 1st level only + +This Warforged was built using Ironwood for their armor plating. This grants a +3 bonus to AC, a +4 max Dex bonus to AC, a -3 armor check penalty, 20% arcane spell failure, DR 2/slashing, and counts as light armor. +Note: This uses the "armor" slot, and so you cannot wear other armor. +Use: Automatic.</entry> + <entry id="50993" lang="en" sex="m">Unarmoured Body</entry> + <entry id="50994" lang="en" sex="m">Type of Feat: Warforged +Prerequisite: Composite Plating, 1st level only + +This Warforged was built without extraneous external armor plating, imposing no benefits or penalties. You can also wear armor. +Use: Automatic.</entry> + <entry id="50995" lang="en" sex="m">Composite Plating</entry> + <entry id="50996" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race Specific + +This Warforged was built with the standard body materials. This grants you a +2 armor bonus, a 5% arcane spell failure chance, and does not count as wearing armor. +Note: This uses the "armor" slot, and so you cannot wear other armor. Any other Warforged Body feats override and replace this one. +Use: Automatic.</entry> + <entry id="50997" lang="en" sex="m">Living Construct</entry> + <entry id="50998" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race Specific + +The creature is a member of the race of Constructs, with the subtype Living Construct. +This grants the following immunities: Disease, Energy Drain, Paralysis, Poison, Sleep. +Living Constructs do not heal normally when they rest, and only heal half the normal amount of hit points from spells and effects. +Use: Automatic.</entry> + <entry id="50999" lang="en" sex="m">Warforged Body Feats</entry> + <entry id="51000" lang="en" sex="m">These feats can only be taken by a warforged at 1st level. They represent different materials used in the warforged's construction.</entry> + <entry id="51001" lang="en" sex="m">Swashbuckler</entry> + <entry id="51002" lang="en" sex="m">Swashbucklers</entry> + <entry id="51003" lang="en" sex="m">swashbuckler</entry> + <entry id="51004" lang="en" sex="m">(BASE CLASS) +The Swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making them a versatile character indeed. + +- Hit Dice: d10. +- Proficiencies: Swashbucklers are proficient with simple and martial weapons, and light armor. +- Skill Points: 4 + Int Modifier (x 4 at 1st level). + +ABILITIES: + +Level +1: Weapon Finesse +2: Grace +1 +3: Insightful Strike +5: Dodge +1 +10: Dodge +2 +11: Lucky, Grace +2 +14: Weakening Critical +15: Dodge +3 +17: Slippery Mind +19: Wounding Critical +20: Grace +3, Dodge +4</entry> + <entry id="51005" lang="en" sex="m">Swashbuckler Grace 1</entry> + <entry id="51006" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 2 +Specifics: gains a +1 bonus on Reflex saves at 2nd level. This bonus increases every 9 levels. A swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered. +Use: Automatic.</entry> + <entry id="51007" lang="en" sex="m">Swashbuckler Grace 2</entry> + <entry id="51008" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 11 +Specifics: gains a +2 bonus on Reflex saves at 11th level. This bonus increases every 9 levels. A swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered. +Use: Automatic.</entry> + <entry id="51009" lang="en" sex="m">Swashbuckler Grace 3</entry> + <entry id="51010" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 20 +Specifics: gains a +3 bonus on Reflex saves at 20th level. This bonus increases every 9 levels. A swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered. +Use: Automatic.</entry> + <entry id="51011" lang="en" sex="m">Swashbuckler Grace 4</entry> + <entry id="51012" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 29 +Specifics: gains a +4 bonus on Reflex saves at 29th level. This bonus increases every 9 levels. A swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered. +Use: Automatic.</entry> + <entry id="51013" lang="en" sex="m">Swashbuckler Grace 5</entry> + <entry id="51014" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 38 +Specifics: gains a +5 bonus on Reflex saves at 38th level. This bonus increases every 9 levels. A swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered. +Use: Automatic.</entry> + <entry id="51015" lang="en" sex="m">Insightful Strike</entry> + <entry id="51016" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 3 +Specifics: A swashbuckler is able to place finesse attacks where they deal greater damage. They apply their Intelligence bonus to all damage rolls in addition to Strength damage bonus. This bonus applies only when equipped with light weapons, or any weapon used with the Weapon Finesse feat. Targets immune to sneak attacks or critical hits are immune to this bonus damage. A swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered with weight. +Use: Automatic when wearing Light Armor or Clothing, and while not encumbered.</entry> + <entry id="51017" lang="en" sex="m">Weakening Critical</entry> + <entry id="51018" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 14 +Specifics: On a critical hit, the Swashbuckler deals 2 Strength damage to their opponent. This does not work against creatures immune to critical hits. +Use: Automatic. + +(Note: To properly implement this feat, it is calculated separately from your actual critical hits. This means that sometimes you will get a special critical hit that does not deal extra damage, but instead deals Strength damage. Your chance of critical hits remains the same though.)</entry> + <entry id="51019" lang="en" sex="m">Wounding Critical</entry> + <entry id="51020" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 19 +Specifics: On a critical hit, the Swashbuckler deals 2 Constitution damage to their opponent (In addition to Strength damage). This does not work against creatures immune to critical hits. +Use: Automatic. + +(Note: To properly implement this feat, it is calculated separately from your actual critical hits. This means that sometimes you will get a special critical hit that does not deal extra damage, but instead deals Strength & Constitution damage. Your chance of critical hits remains the same though.)</entry> + <entry id="51021" lang="en" sex="m">Lucky</entry> + <entry id="51022" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 11 +Specifics: When a Swashbuckler reaches level 11, they gain the ability to re-roll a failed saving throw, attack, or skill check once per day. (This feat does not work, and is a placeholder until this ability is adjusted to fit into NWN). +Use: Automatic.</entry> + <entry id="51023" lang="en" sex="m">Swashbuckler Dodge 1</entry> + <entry id="51024" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 5 +Specifics: At level 5, the swashbuckler gains a +1 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. +Use: Automatic.</entry> + <entry id="51025" lang="en" sex="m">Swashbuckler Dodge 2</entry> + <entry id="51026" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 10 +Specifics: At level 10, the swashbuckler gains a +2 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. +Use: Automatic.</entry> + <entry id="51027" lang="en" sex="m">Swashbuckler Dodge 3</entry> + <entry id="51028" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 15 +Specifics: At level 15, the swashbuckler gains a +3 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. +Use: Automatic.</entry> + <entry id="51029" lang="en" sex="m">Swashbuckler Dodge 4</entry> + <entry id="51030" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 20 +Specifics: At level 20, the swashbuckler gains a +4 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. +Use: Automatic.</entry> + <entry id="51031" lang="en" sex="m">Swashbuckler Dodge 5</entry> + <entry id="51032" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 25 +Specifics: At level 25, the swashbuckler gains a +5 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. +Use: Automatic.</entry> + <entry id="51033" lang="en" sex="m">Swashbuckler Dodge 6</entry> + <entry id="51034" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 30 +Specifics: At level 30, the swashbuckler gains a +6 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. +Use: Automatic.</entry> + <entry id="51035" lang="en" sex="m">Swashbuckler Dodge 7</entry> + <entry id="51036" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 35 +Specifics: At level 35, the swashbuckler gains a +7 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. +Use: Automatic.</entry> + <entry id="51037" lang="en" sex="m">Swashbuckler Dodge 8</entry> + <entry id="51038" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swashbuckler 40 +Specifics: At level 40, the swashbuckler gains a +8 bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered. +Use: Automatic.</entry> + <entry id="51039" lang="en" sex="m">Marshal</entry> + <entry id="51040" lang="en" sex="m">Marshals</entry> + <entry id="51041" lang="en" sex="m">marshal</entry> + <entry id="51042" lang="en" sex="m">(BASE CLASS) +Sometimes it is not enough to be a conquering warrior, a champion of all that's right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a marshal. + +Marshals inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A marshal has a tactician's mind, a cartographer's overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out. + +- Hit Dice: d8. +- Proficiencies: Marshals are proficient with simple and martial weapons, all types of armor, and shields. +- Skill Points: 4 + Int Modifier (x 4 at 1st level). + +ABILITIES: + +A marshal gains Auras they may activate to boost themselves and all allies in a wide radius. You can activate your auras as many times per day as you wish, and they will last until you choose to deactivate them (there is no time limit or limit on uses per day). You may have 1 minor and 1 major aura active at any given time, but you must deactivate an aura before activating another of the same type (you may have to deactivate it twice). Auras apply much further than the visual effect appears. + +~Minor Aura~ +Minor Auras give a boost to yourself and your allies based on your Charisma score. Charisma is a Marshal characters primary stat. +Minor Auras are granted on levels +1 +3 +5 +7 +9 +12 +15 +19 + +~Major Aura~ +Major Auras give a boost to yourself and your allies based on your level. The higher level you are, the greater the benefit of a major aura. +Major Auras are granted on levels +1 +5 +9 +14 +20 + +~Grant Move Action~ +A marshal can haste himself and his allies for 1 round. This ability may be used once per day per 4 class levels.</entry> + <entry id="51043" lang="en" sex="m">Epic Swashbuckler</entry> + <entry id="51044" lang="en" sex="m">You have become the embodiment of panache and daring. You are an epic Swashbuckler. + +Hit Die: d10 +Skill Points at Each Additional Level: 4+ Int Modifier +Bonus Feats: The epic swashbuckler gains a bonus feat every three levels, starting at level 23 </entry> + <entry id="51045" lang="en" sex="m">Epic Marshal</entry> + <entry id="51046" lang="en" sex="m">An epic marshal commands legions of soldiers and sometimes rules his own nation. +His followers are loyal to the death, and his empire is the stuff of legend. + +Hit Die: d10 +Skill Points at Each Additional Level: 4+ Int Modifier +Bonus Feats: The epic marshal gains a bonus feat every three levels, starting at level 23 </entry> + <entry id="51047" lang="en" sex="m">Minor Aura - Demand Fortitude</entry> + <entry id="51048" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to their fortitude saving throws equal to your Charisma bonus. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51049" lang="en" sex="m">Minor Aura - Force of Will</entry> + <entry id="51050" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to their will saving throws equal to your Charisma bonus. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51051" lang="en" sex="m">Minor Aura - Watchful Eye</entry> + <entry id="51052" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to their reflex saving throws equal to your Charisma bonus. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51053" lang="en" sex="m">Minor Aura - Motivate Charisma</entry> + <entry id="51054" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to Charisma checks and Charisma-based skill checks, equal to your Charisma bonus. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51055" lang="en" sex="m">Minor Aura - Motivate Constitution</entry> + <entry id="51056" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to Constitution checks and Constitution-based skill checks, equal to your Charisma bonus. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51057" lang="en" sex="m">Minor Aura - Motivate Dexterity</entry> + <entry id="51058" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to Dexterity checks and Dexterity-based skill checks, equal to your Charisma bonus. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51059" lang="en" sex="m">Minor Aura - Motivate Intelligence</entry> + <entry id="51060" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to Intelligence checks and Intelligence-based skill checks, equal to your Charisma bonus. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51061" lang="en" sex="m">Minor Aura - Motivate Strength</entry> + <entry id="51062" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to Strength checks and Strength-based skill checks, equal to your Charisma bonus. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51063" lang="en" sex="m">Minor Aura - Motivate Wisdom</entry> + <entry id="51064" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus to Wisdom checks and Wisdom-based skill checks, equal to your Charisma bonus. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51065" lang="en" sex="m">Minor Aura - Determined Caster</entry> + <entry id="51066" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus equal to your Charisma bonus to overcoming spell resistance when casting spells. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51067" lang="en" sex="m">Minor Aura - Art of War</entry> + <entry id="51068" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Minor Aura is active, you and all allies within a 60 foot radius receive a bonus equal to your Charisma bonus on disarm, trip, and bull rush attempts. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51069" lang="en" sex="m">Major Aura - Motivate Ardor</entry> + <entry id="51070" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to all damage rolls. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51071" lang="en" sex="m">Major Aura - Motivate Care</entry> + <entry id="51072" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to their AC. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51073" lang="en" sex="m">Major Aura - Resilient Troops</entry> + <entry id="51074" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus on all saving throws. This does not stack with minor Auras. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51075" lang="en" sex="m">Major Aura - Motivate Urgency</entry> + <entry id="51076" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to their base land speed. For each +1 bonus granted, they gain an additional 5 feet to their base land speed. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51077" lang="en" sex="m">Major Aura - Hardy Soldiers</entry> + <entry id="51078" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive Damage Reduction equal to your bonus. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40 (so a level 7 Marshal grants DR 2/-, while a level 25 Marshal grants DR 5/-). +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51079" lang="en" sex="m">Major Aura - Motivate Attack</entry> + <entry id="51080" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to their attack rolls made with melee weapons. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51081" lang="en" sex="m">Major Aura - Steady Hand</entry> + <entry id="51082" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to their attack rolls made with ranged weapons. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51083" lang="en" sex="m">Grant Move Action</entry> + <entry id="51084" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: Grant Haste to all allies within a 60 foot radius for 1 turn. You may use this ability once per day at level 4, gaining an additional use each 4 levels. +Use: Activated.</entry> + <entry id="51085" lang="en" sex="m">Minor Aura</entry> + <entry id="51086" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: When a Minor Aura is active, it grants a bonus to certain skills or abilities equal to your Charisma bonus. This bonus is granted to you, and all allies within 60 feet. While you learn new Auras as you level, you may only have 1 Minor Aura active at any given time. +Use: Activated.</entry> + <entry id="51087" lang="en" sex="m">Major Aura</entry> + <entry id="51088" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: When a Major Aura is active, it grants a bonus to certain skills or abilities based on your level. This bonus is granted to you, and all allies within 60 feet. While you learn new Auras as you level, you may only have 1 Major Aura active at any given time. +Use: Activated.</entry> + <entry id="51089" lang="en" sex="m">Major Aura - Major Motivate Charisma</entry> + <entry id="51090" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to your Charisma. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51091" lang="en" sex="m">Major Aura - Major Motivate Constitution</entry> + <entry id="51092" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to your Constitution. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51093" lang="en" sex="m">Major Aura - Major Motivate Dexterity</entry> + <entry id="51094" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to your Dexterity. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51095" lang="en" sex="m">Major Aura - Major Motivate Intelligence</entry> + <entry id="51096" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to your Intelligence. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51097" lang="en" sex="m">Major Aura - Major Motivate Strength</entry> + <entry id="51098" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to your Strength. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51099" lang="en" sex="m">Major Aura - Major Motivate Wisdom</entry> + <entry id="51100" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Marshal +Specifics: While this Major Aura is active, you and all allies within a 60 foot radius receive a bonus to your Wisdom. This bonus is based on your level. It is a +1 bonus at level 2, gaining an additional +1 at levels 7, 14, 20, 25, 30, 35, and 40. +Use: Activated. A Marshal can only have 1 Minor and 1 Major aura active at any given time.</entry> + <entry id="51101" lang="en" sex="m">Type: Class +Prerequisite: Healer level 8 +When a Healer attains 8th level, the deities recognize her devotion and grant her a Celestial Unicorn Companion as her aide. The Unicorn, a symbol of healing and purity, serves the Healer willingly and unswervingly. +Once per day, the Healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the Healer and remains for 2 hours per Healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the Healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. +A Healer of 12th level or higher may select a Lammasu as her companion. Should she do so, the creature gains abilities, as if the character's Healer level was 4 levels lower than it actually is. +A Healer of 16th level or higher may select an Androsphinx as her companion. Should she do so, the creature gains abilities, as if the character's Healer level was 8 levels lower than it actually is.</entry> + <entry id="51102" lang="en" sex="m">Dismiss Companion</entry> + <entry id="51103" lang="en" sex="m">Epic Celestial Companion (Ex)</entry> + <entry id="51104" lang="en" sex="m">Type: Class +Prerequisite: Healer level 24 +The Epic Healer's Celestial Companion continues to increase in power. Starting at level 24 and if the healer's effective level for the companion is 21 or higher, the companion gains +2 bonus Hit Dice, it's natural armor increases by +2, and its Strength, Dexterity, and Intelligence increase by +1. The Companion's spell resistance equals the Healer's effective level +5.</entry> + <entry id="51105" lang="en" sex="m">Close Wounds</entry> + <entry id="51106" lang="en" sex="m">School: Conjuration (Healing) +Level: Cleric/Healer 3 +Components: V +Range: Short +Target: One Creature +Duration: Instantaneous +Save: Will for half (harmless) +Spell Resistance: Yes (harmless) + +This spell cures 2d4 points of damage. You can cast this spell with an instant utterance. If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to -10 hit points, for example, leaving the character at negative hit points but stable. +Used against an undead creature, Close Wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw).</entry> + <entry id="51107" lang="en" sex="m">Revivify</entry> + <entry id="51108" lang="en" sex="m">School: Conjuration (Healing) +Level: Cleric/Healer 5 +Components: V, S, M +Range: Touch +Target: Dead creature touched +Duration: Instantaneous +Save: None +Spell Resistance: Yes (harmless) + +Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim's death. Before the soul of the deceased has completely left the body, this spell halts it's journey while repairing somewhat the damage to the body. This spell functions like Raise Dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature is only restored to -1 hit points (but is stable).</entry> + <entry id="51109" lang="en" sex="m">Bless Water</entry> + <entry id="51110" lang="en" sex="m">You need</entry> + <entry id="51111" lang="en" sex="m">more character levels before you can take on that form.</entry> + <entry id="51112" lang="en" sex="m">You cannot polymorph into a PC.</entry> + <entry id="51113" lang="en" sex="m">Target cannot be polymorphed into.</entry> + <entry id="51114" lang="en" sex="m">The module settings prevent this creature from being polymorphed into.</entry> + <entry id="51115" lang="en" sex="m">You cannot use PnP Shifter abilities to polymorph into this creature.</entry> + <entry id="51116" lang="en" sex="m">more PnP Shifter levels before you can take on that form.</entry> + <entry id="51117" lang="en" sex="m">Your inventory is too full for the PRC Polymorphing system to work. Please make space for three (3) helmet-size items (4x4) in your inventory before trying again.</entry> + <entry id="51118" lang="en" sex="m">The PRC Polymorphing system will not work while you are affected by a polymorph effect. Please remove it before trying again.</entry> + <entry id="51119" lang="en" sex="m">Another PRC Polymorph transformation is underway at this moment. Please wait until it completes before trying again.</entry> + <entry id="51120" lang="en" sex="m">Polymorph failed: Failed to create a template of the creature to polymorph into.</entry> + <entry id="51121" lang="en" sex="m">School: Transmutation (Good) +Level: Cleric/Paladin/Healer 1 +Components: V, S, M +Range: Touch +Target: Flask of water touched +Duration: Instantaneous +Save: Will negates (object) +Spell Resistance: Yes (object) + +This transmutation imbues a flask of water with positive energy, turning it into Holy Water.</entry> + <entry id="51122" lang="en" sex="m">Calm Emotions</entry> + <entry id="51123" lang="en" sex="m">School: Enchantment (Compulsion) [Mind-Affecting] +Level: Bard/Cleric/Healer 2, Law Domain 2 +Components: V, S +Range: Medium +Target: Creatures in a 20ft.-radius spread +Duration: Concentration, up to 1 round/level +Save: Will negates +Spell Resistance: Yes + +This spell calms agitated creatures. You have no control over the affected creatures, but Calm Emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. +This spell automatically suppresses any morale bonuses granted by spells such as Bless, Good Hope and Rage, as well as negating a Bard's ability to inspire courage or a Barbarian's rage ability. It also suppresses any feat effects and removes the Confused condition from all targets.</entry> + <entry id="51124" lang="en" sex="m">Repulsion</entry> + <entry id="51125" lang="en" sex="m">School: Abjuration +Level: Cleric/Healer 7, Sorcerer/Wizard 6 +Components: V, S +Range: Personal +Target: Up to 10-ft.-radius/level emanation centered on you +Duration: 1 round/level +Save: Will negates +Spell Resistance: Yes + +An invisible mobile field surrounds you and prevents creatures from approaching you. Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons.</entry> + <entry id="51126" lang="en" sex="m">Holy Aura</entry> + <entry id="51127" lang="en" sex="m">School: Abjuration [Good] +Level: Cleric/Healer 8, Good Domain 8 +Components: V, S +Range: Personal +Target: One creature/level in a 20-ft.-radius burst centered on you +Duration: 1 round/level +Save: special +Spell Resistance: Yes (harmless) + +A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects. +First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike Protection from Evil, this benefit applies against all attacks, not just attacks by evil creatures. +Second, each warded creatures gains spell resistance 25 against evil spells and spells cast be evil creatures. +Third, the abjuration blocks possession and mental influence, just as Protection from Evil does. +Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as Blindness/Deafness, but against Holy Aura's save DC)</entry> + <entry id="51128" lang="en" sex="m">True Resurrection</entry> + <entry id="51129" lang="en" sex="m">School: Conjuration (Healing) +Level: Cleric/Healer 9 +Components: V, S, M +Range: Touch +Target: Dead creature touched +Duration: Instantaneous +Save: None +Spell Resistance: Yes (harmless) + +This spell functions like Resurrection, except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth or death is the most common method). +Upon completion of the spell, the creature is immediately restored to full hit points, vigor and health, with no loss of level (or Constitution points) or prepared spells. +You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it cant resurrect constructs or undead creatures. +Even true Resurrection can't restore to life a creature who has died of old age.</entry> + <entry id="51130" lang="en" sex="m">Foresight</entry> + <entry id="51131" lang="en" sex="m">School: Divination +Level: Druid/Sorcerer/Wizard/Healer 9 +Components: V, S, M +Range: Personal +Target: Self +Duration: 10 min./level +Save: Will negates (harmless) +Spell Resistance: Yes (harmless) + +This spell grants you a powerful sixth sense in relation to yourself. Once Foresight is cast, you receive instantaneous warnings of impending danger or harm. You would be warned in advance if a Rogue were about to attempt a sneak attack on you, or if a creature were about to leap out from a hiding place, or if an attacker were specifically targeting you with a spell or ranged weapon. You are never surprised or flat-footed. In addition the spell gives you a general idea of what action you might take to best protect yourself -- duck, jump right, close your eyes, and so on -- and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.</entry> + <entry id="51132" lang="en" sex="m">Order of the All-Seeing Eye (Air)</entry> + <entry id="51133" lang="en" sex="m">Type: Class +Prerequisite: Shugenja level 1 +You choose to follow the Order of the All-Seeing Eye, specializing in Air magic. Shugenjas of this order are masters of political intrigue, almost everyone owes them a favor. They are noble in the sense of the word, refined, cultured, civilized, and graceful.</entry> + <entry id="51134" lang="en" sex="m">Order of the Spring Zephyr (Air)</entry> + <entry id="51135" lang="en" sex="m">Type: Class +Prerequisite: Shugenja level 1 +You choose to follow the Order of the Spring Zephyr, specializing in Air magic. Shugenjas of this order skilled politicians like the Order of the All-Seeing Eye and sort of their rivals.</entry> + <entry id="51136" lang="en" sex="m">Order of the Impenetrable Crucible (Earth)</entry> + <entry id="51137" lang="en" sex="m">Type: Class +Prerequisite: Shugenja level 1 +You choose to follow the Order of the Impenetrable Crucible, specializing in Earth magic. Shugenjas of this order are vigilant defenders of their homelands against external threats. They are somewhat crude and unwashed brutes, with continuous fighting leaving little room for the finer aspects of life.</entry> + <entry id="51138" lang="en" sex="m">Order of the Perfect Sculpture (Earth)</entry> + <entry id="51139" lang="en" sex="m">Type: Class +Prerequisite: Shugenja level 1 +You choose to follow the Order of the Perfect Sculpture, specializing in Earth magic. Shugenjas of this order are the keepers of secrets, walkers in shadows, assassins and spies. They care little for honor, but hold up loyalty as their pre-eminent virtue.</entry> + <entry id="51140" lang="en" sex="m">Order of the Consuming Flame (Fire)</entry> + <entry id="51141" lang="en" sex="m">Type: Class +Prerequisite: Shugenja level 1 +You choose to follow the Order of the Consuming Flame, specializing in Fire magic. Shugenjas of this order are the most pious and masters of magic.</entry> + <entry id="51142" lang="en" sex="m">Order of the Forbidding Wastelands (Water)</entry> + <entry id="51143" lang="en" sex="m">Type: Class +Prerequisite: Shugenja level 1 +You choose to follow the Order of the Forbidding Wastelands, specializing in Water magic. Shugenjas of this order keep the voices of the past alive, by speaking with the ancestors and are also the greatest known historians in their homelands.</entry> + <entry id="51144" lang="en" sex="m">Order of the Gentle Rain (Water)</entry> + <entry id="51145" lang="en" sex="m">Type: Class +Prerequisite: Shugenja level 1 +You choose to follow the Order of the Gentle Rain, specializing in Water magic. Shugenjas of this order have a powerful commitment to diplomacy and justice, free from the intrigues of the Orders of the All-Seeing Eye and the Spring Zephyr.</entry> + <entry id="51146" lang="en" sex="m">Order of the Ineffable Mystery (Void)</entry> + <entry id="51147" lang="en" sex="m">Type: Class +Prerequisite: Shugenja level 1 +You choose to follow the Order of the Ineffable Mystery, leaving the choice of element to you. Shugenjas of this order are the most enigmatic and secretive of them all. Followers are known for protracted silence, evading direct questions, and speaking in riddles.</entry> + <entry id="51148" lang="en" sex="m">Champion of Corellon</entry> + <entry id="51149" lang="en" sex="m">Champions of Corellon</entry> + <entry id="51150" lang="en" sex="m">Change shape</entry> + <entry id="51151" lang="en" sex="m">Change shape (epic)</entry> + <entry id="51152" lang="en" sex="m">View / change the shapes in your 'Quick Shift Slots'</entry> + <entry id="51153" lang="en" sex="m">Mark / unmark shapes to be deleted</entry> + <entry id="51154" lang="en" sex="m">Other options</entry> + <entry id="51155" lang="en" sex="m">Select epic shape to become</entry> + <entry id="51156" lang="en" sex="m">Select shape to become</entry> + <entry id="51157" lang="en" sex="m">You didn't have (Epic) Greater Wildshape uses available.</entry> + <entry id="51158" lang="en" sex="m">Quick Shift Slot</entry> + <entry id="51159" lang="en" sex="m">Select whether you want this 'Quick Shift Slot' to use a normal shift or an epic shift.</entry> + <entry id="51160" lang="en" sex="m">Select epic shape to store</entry> + <entry id="51161" lang="en" sex="m">Select shape to store</entry> + <entry id="51162" lang="en" sex="m">Select shape to delete. +Note that if the shape is stored in any quickslots, the shape will still remain in those until you change their contents.</entry> + <entry id="51163" lang="en" sex="m">Toggle using Druid Wildshape uses for Shifter Greater Wildshape when out of GWS uses. Current state: </entry> + <entry id="51164" lang="en" sex="m">On</entry> + <entry id="51165" lang="en" sex="m">Off</entry> + <entry id="51166" lang="en" sex="m">This Quick Shift Slot is empty!</entry> + <entry id="51167" lang="en" sex="m">Failed to return to true form!</entry> + <entry id="51168" lang="en" sex="m">Select special setting to alter.</entry> + <entry id="51169" lang="en" sex="m">Store your current appearance as your true appearance (will not work if polymorphed or shifted).</entry> + <entry id="51170" lang="en" sex="m">Your spell failed due to being in a form that prevented either a somatic or a vocal component from being used</entry> + <entry id="51171" lang="en" sex="m">champion of corellon</entry> + <entry id="51172" lang="en" sex="m">(PRESTIGE CLASS) +"When an arrow will not suffice, when no spell will overcome, a stout heart and a sharp blade may prevail. With Corellon's grace, I fear no foe who stands within reach of my sword." + +Many evil warriors believe that elves, while dangerous in ranged combat, have no stomach for melee. They expect that elves would fall like leaves in an autumn windstorm once the battle becomes the work of sword and axe rather than arrow and spell. These warriors have never encountered a Champion of Corellon Larethian. +The Champion of Corellon Larethian is a noble elf fighter, an elf knight or lord who can stand up to any orc or human warrior. All elves admire the grace, discipline, and skill necessary to become a swordmaster, and the Champion of Corellon Larethian is the very paragon of elven swordmanship. Clad in shining elven mail or plate, the Champion relies on quickness, agility, and an almost scholarly study of swordplay instead of brute power. +As the name suggests, a Champion of Corellon Larethian holds a special place in elf society. Large temples of Corellon Larethian often host groups of Champions who serve as elite temple guards, advisors and bodyguards to elf rulers, and questing knights in the service of the whole elf race. + +Ex-Champions or Corellon +Few Champions of Corellon Larethian ever turn to evil, but it occasionally happens. If your alignment changes to evil, you are expelled from the order and lose the supernatural abilities derived from this class (Corellon's Blessing and Corellon's Wrath). However, you are not barred from gaining more levels in this class if you so desire. You can continue to refine the combat techniques you have learned, but you cannot make use of the class's supernatural abilities. + +- Hit Die: d10. +- Proficiencies: The Champion of Corellon gains no weapon or armor proficiency. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Race: Any elven or half-elven. +Alignment: Any non-evil. +Feats: All Martial Weapon Proficiencies, Heavy Armor Proficiency, Dodge, Expertise, Weapon Focus with Longsword or Weapon Proficiency with Thinblade or Courtblade. +Skills: Lore 2, Persuade 4. +Base Attack Bonus: +7. +Special: Must worship Corellon Larethian. (Clerics taking this class must have two of the following domains: Chaos, Good, Magic, Protection, War) + +ABILITIES: + +Level + 1: Corellon's blessing, Bonus Feat + 2: Elegant Strike + 3: Superior Defense +1 + 4: Bonus Feat + 5: Unimpeded Movement. + 6: Superior Defense +2 + 7: Bonus Feat + 8: Corellon's Wrath + 9: Superior Defense +3 +10: Bonus Feat</entry> + <entry id="51173" lang="en" sex="m">Corellon's Blessing (Su)</entry> + <entry id="51174" lang="en" sex="m">Type of Feat: Class +Requirements: Champion of Corellon level 1 +You gain the ability to heal wounds by touch, much like a Paladin's Lay on Hands ability. Each day you can heal a total number of hitpoints of damage equal to your Champion level x your Charisma modifier (minimum 1). For example, a 6th level Champion of corellon with a Charisma score of 14 can heal 12 points of damage per day. You can choose to divide the healing among multiple recipients and you don't have to do it all at once. Using this ability is a standard action. +You can use any or all of this healing power to deal damage to undead creatures. Using Corellon's blessing in this way requires a successful melee touch attack and doesn't provoke attacks of opportunity. You decide how much of your daily allotment of healing to use as damage after successfully touching your undead foe. +If you have levels in Paladin, you add your levels of Champion of Corellon and Paladin together and determine your ability to heal accordingly (although if you have a Charisma score lower than 12, your Paladin levels do not contribute to your ability to heal).</entry> + <entry id="51175" lang="en" sex="m">Elegant Strike (Ex)</entry> + <entry id="51176" lang="en" sex="m">Type of Feat: Class +Requirements: Champion of Corellon level 2 +Upon reaching 2nd level, you become able to place your attacks where they deal greater damage. You apply your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any of the following weapons: longsword, rapier, elven thinblade, elven lightblade, elven court sword, or scimitar. Targets immune to sneak attacks or extra damage from critical hits are immune to your Elegant Strike.</entry> + <entry id="51177" lang="en" sex="m">Superior Defense (Ex)</entry> + <entry id="51178" lang="en" sex="m">Type of Feat: Class +Requirements: Champion of Corellon level 3 +At 3rd level, you learn special techniques for making the best use of an elf's natural agility even while wearing restrictive armor. The maximum Dexterity bonus for any medium or heavy armor you wear (including mithral versions) is increased by 1. For example, full plate armor normally has a maximum Dexterity bonus of +1, but the Superior Defense ability increases this to +2. +Every three levels after 3rd, you improve the maximum Dexterity bonus of medium or heavy armor by +1.</entry> + <entry id="51179" lang="en" sex="m">Unimpeded Movement (Ex)</entry> + <entry id="51180" lang="en" sex="m">Type of Feat: class +Requirements: Champion of Corellon level 5 +At 5th level, you no longer reduce your movement when wearing medium or heavy armor. (You still reduce your movement if carrying a medium or heavy load, however.) +If you know the Spring Attack feat, your unimpeded movement ability allows you to use Spring Attack even while wearing heavy armor.</entry> + <entry id="51181" lang="en" sex="m">Corellon's Wrath (Su)</entry> + <entry id="51182" lang="en" sex="m">Type of Feat: Class +Requirements: Champion of Corellon level 8 +At 8th level, you gain the ability to briefly channel the divine power of Corellon Larethian, enveloping one melee weapon you wield in a veil of incandescent light as a free action. You gain a +2 sacred bonus on attack rolls and deal an extra 2d6 points of damage with each melee attack you make with the affected weapon for 1 round. While Corellon's Wrath is in effect, the weapon is considered magic and good-aligned for the purpose of overcoming damage reduction. You can use this ability a number of times a day equal to 3 + your Charisma modifier (minimum once per day)</entry> + <entry id="51183" lang="en" sex="m">Epic Champion of Corellon</entry> + <entry id="51184" lang="en" sex="m">Type of Feat: Class +Requirements: Champion of Corellon level 11 +Masters of the blade and fearing no enemy, Epic Champions of Corellon Larethian are the absolute elite. They lead the elven warbands, maybe even command entire armies. Still they also fight in the front ranks, taking on the toughest foes. + +ABILITIES: + +Level +11: - +12: Superior Defense +4 +13: Bonus Feat +14: - +15: Superior Defense +5 +16: Bonus Feat +17: - +18: Superior Defense +6 +19: Bonus Feat +20: - +21: Superior Defense +7 +22: Bonus Feat +23: - +24: Superior Defense +8 +25: Bonus Feat +26: - +27: Superior Defense +9 +28: Bonus Feat +29: - +30: Superior Defense +10</entry> + <entry id="51185" lang="en" sex="m">A Sublime Chord of 2nd level or higher with 12 or more ranks in the Perform skill learns how to use her Bardic Music to assist her spellcasting. As a move action, she can prepare to cast a spell by giving voice to the song of power. The next spell she casts gains a bonus to it's caster level based on the result of the Sublime Chord's Perform Check. The spell to be enhanced by the arcane song of power must be cast by the end of the Sublime Chord's next turn, or else the song fades with no effect (other than consuming a Bardic Music use). + +Perform Check result Caster Level increase +9 or lower +0 +10 to 19 +1 +20 to 29 +2 +30 or higher +4</entry> + <entry id="51186" lang="en" sex="m">Normally, active metapsionics are applied to an eligible power regardless of whether this would bring the PP cost over the manifester level cap. +At your option, application of activated metapsionics other than quicken will be skipped if applying that metapsionic power would raise the PP cost over manifester level. +Current setting:</entry> + <entry id="51187" lang="en" sex="m">Set whether metapsionics code tries to avoid exceeding manifester level cap.</entry> + <entry id="51188" lang="en" sex="m">You have <selectcount> level <spelllevel> spells remaining to select.</entry> + <entry id="51189" lang="en" sex="m"><classname> spellbook. +Select a spell level to gain spells from.</entry> + <entry id="51190" lang="en" sex="m">You can select more spells when you next gain a level.</entry> + <entry id="51191" lang="en" sex="m">You cannot equip <itemname></entry> + <entry id="51192" lang="en" sex="m">You have <count> castings of spells of level <spelllevel> remaining</entry> + <entry id="51193" lang="en" sex="m">You have no castings of spells of level <spelllevel> remaining!</entry> + <entry id="51194" lang="en" sex="m">You have <count> castings of <spellname> remaining</entry> + <entry id="51195" lang="en" sex="m">You have no castings of <spellname> remaining!</entry> + <entry id="51196" lang="en" sex="m">* Skirmish *</entry> + <entry id="51197" lang="en" sex="m">rends</entry> + <entry id="51198" lang="en" sex="m">Two-Weapon Rend</entry> + <entry id="51199" lang="en" sex="m">Type of Feat: Epic +Prerequisites: Dex 15, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting. + +Specifics: If the character hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon (if both weapons are of same size, the weapon in main hand is used) plus 1 1/2 times the character's Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. The character can only rend once per round, regardless of how many successful attacks he or she makes.</entry> + <entry id="51200" lang="en" sex="m">This conversation manages your augmentation profiles and augmentation quickselections.</entry> + <entry id="51201" lang="en" sex="m">View / modify augmentation profiles</entry> + <entry id="51202" lang="en" sex="m">View / modify quickselections</entry> + <entry id="51203" lang="en" sex="m">Special options</entry> + <entry id="51204" lang="en" sex="m">Select profile to modify.</entry> + <entry id="51205" lang="en" sex="m">Select quickselection to modify.</entry> + <entry id="51206" lang="en" sex="m">Make your selection.</entry> + <entry id="51207" lang="en" sex="m">Set how the values in an augmentation profile are treated.</entry> + <entry id="51208" lang="en" sex="m">Set augmentation profiles to a simple default.</entry> + <entry id="51209" lang="en" sex="m">You may define how your personal augmentation profiles are treated. The option values may either mean how many times to use that option, or how many power points to use for that option. In the latter case, the number of times the option is used is the number of power points divided by the cost of the option, rounded down. +Current setting:</entry> + <entry id="51210" lang="en" sex="m">Change to</entry> + <entry id="51211" lang="en" sex="m">This will set your profiles to a simple progression, where each profile's first augmentation option's value is equal to the profile's number and all the other options are zero. + +This change is irreversible, are you sure you want to do this?</entry> + <entry id="51212" lang="en" sex="m">Set the profile's values. Current:</entry> + <entry id="51213" lang="en" sex="m">Raise option</entry> + <entry id="51214" lang="en" sex="m">Lower option</entry> + <entry id="51215" lang="en" sex="m">value</entry> + <entry id="51216" lang="en" sex="m">Clear profile</entry> + <entry id="51217" lang="en" sex="m">Save profile</entry> + <entry id="51218" lang="en" sex="m">Return to main menu without saving</entry> + <entry id="51219" lang="en" sex="m">You have lost concentration on the power you were attempting to manifest!</entry> + <entry id="51220" lang="en" sex="m">Virtuoso</entry> + <entry id="51221" lang="en" sex="m">Virtuosos</entry> + <entry id="51222" lang="en" sex="m">virtuoso</entry> + <entry id="51223" lang="en" sex="m">(PRESTIGE CLASS) +The roar of the crowd, the praise of spectators after a great performance, the showers of gifts from attractive admirers - why would anyone trade all that for sleeping in the woods or poking around in smelly old dungeons? The virtuoso leaves creeping down dark corridors and matching wits against deadly traps to others. Her place is on the stage, surrounded by adoring fans. Fortunately for her, every place she goes becomes a stage, and as long as there's anyone around for her to impress, she's in the spotlight. + +The typical virtuoso is outgoing, charismatic, and gregarious. She loves to be around people and is quick to win friends with her charming manner. Some might call her a temperamental egomaniac, yet everyone feels a little better in her presence. + +Many virtuosos are musicians; others are accomplished dancers or actors. Still others choose to specialize in obscure and unusual forms of entertainment, such as stage magic or juggling. + +Since entertainers are often on the road, a virtuoso can travel wherever she likes, incorporating as much adventuring into her journeys as she wishes. Because of her talent for winning admirers, she usually remains above suspicion should anything underhanded occur in a place she is visiting on tour. + +Bards are most often drawn to this prestige class, although rogues, illusionists, and multiclass combinations of both can also excel in it. Bards tend to perform as musicians or actors, illusionists as stage magicians, and rogues as dancers, tumblers, or sleight-of-hand artists. Characters of most other classes are either not outgoing enough to enjoy being virtuosos, or they find other channels for their extrovertism. + +- Hit Die: d6. +- Proficiencies: A virtuoso does not gain any additional weapon or armor proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Skills: Perform 10 ranks, Intimidate or Persuade 6 ranks. +Spells: Able to cast 0-level arcane spells (cantrips). + +ABILITIES: + +Level +1: Bardic Music (see below), Virtuoso performance (sustaining song) +2: +3: Virtuoso performance (calumny) +4: Virtuoso performance (jarring song) +5: Virtuoso performance (sharp note) +6: Virtuoso performance (mindbending melody) +7: Virtuoso performance (greater calumny) +8: Virtuoso performance (magical melody) +9: Virtuoso performance (song of fury) +10: Virtuoso performance (revealing melody) + +SPELLS PER DAY/SPELLS KNOWN + +Since the virtuoso often uses magic to enhance her performances, it's important for her to maintain her magical studies. Thus, whenever she gains a new virtuoso level, she gains new spells per day and spells known as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, new familiar abilities, and so on). This means that she adds her new level of virtuoso to the level of some other spellcasting class she has, then determines spells per day, caster level, and spells known (if formerly a bard or sorcerer) accordingly. + +BARD SONG + +At 1st level, the virtuoso gains the Bard Song ability if she did not already have it from a previous class. A virtuoso's class level stacks with Bard when determining the power of her Bard Song. + +VIRTUOSO PERFORMANCE + +With an impassioned soliloquy or a haunting melody, the virtuoso can create magical effects beyond even the capabilities of Bard Song. Virtuoso performance can be used once per virtuoso level per day. If the virtuoso has bard levels, those stack with virtuoso levels to determine uses per day. Many virtuoso performance effects require more than one of the ability's allotted daily uses. Virtuoso Performance effects last 10 rounds unless otherwise specified. + +Sustaining Song: Stabilizes unconscious allies +Calumny: Makes others less friendly towards target [not implemented yet] +Jarring Song: Inhibits spellcasting (forces concentration check, 3 uses) +Sharp Note: Sharpens piercing and slashing weapons (adds keen property, 3 uses) +Mindbending Melody: Dominates target (2 uses) +Greater Calumny: Makes others hostile towards target [not implemented yet] +Magical Melody: Increases caster level of allies by 1 (2 uses) +Song of Fury: Enrages allies (3 uses) +Revealing Melody: Gives True Seeing effect (2 uses per round)</entry> + <entry id="51224" lang="en" sex="m">Sustaining Song</entry> + <entry id="51225" lang="en" sex="m">Type of Feat: Class +Prerequisite: Virtuoso Level 1, Perform 11 ranks. +Specifics: A 1st-level virtuoso with at least 11 ranks in Perform can sustain her unconscious allies, negating their need for stabilization checks during her performance. Because they're not making stabilization checks, the affected allies are neither stabilizing nor losing hit points. Sustaining song is a supernatural ability. +Use: Selected.</entry> + <entry id="51226" lang="en" sex="m">Calumny</entry> + <entry id="51227" lang="en" sex="m">Type of Feat: Class +Prerequisite: Virtuoso Level 3, Perform 13 ranks. +Specifics: A 3rd-level virtuoso with at least 13 ranks in Perform has mastered the fine art of slander and can deliver a performance that makes a specific character appear in the worst light possible. Each member of the audience must make a Will save with a DC equal to the virtuoso's Perform check result. Success negates the calumny effect; failure shifts that individual's attitude toward the target by one category. Calumny is a supernatural, mind-affecting, language-dependent ability. +Use: Selected.</entry> + <entry id="51228" lang="en" sex="m">Jarring Song</entry> + <entry id="51229" lang="en" sex="m">Type of Feat: Class +Prerequisite: Virtuoso Level 4, Perform 14 ranks. +Specifics: A 4th-level virtuoso with at least 14 ranks in Perform can inhibit spellcasting. Anyone attempting to cast a spell during a jarring song must make a Concentration check (DC 15 + the spell level). Success allows the normal completion of the spell; failure means it is lost. A jarring song requires three daily uses of virtuoso performance and is a supernatural, sonic ability. +Use: Selected.</entry> + <entry id="51230" lang="en" sex="m">Sharp Note</entry> + <entry id="51231" lang="en" sex="m">Type of Feat: Class +Prerequisite: Virtuoso Level 5, Perform 15 ranks. +Specifics: A 5th-level virtuoso with at least 15 ranks in Perform can sharpen the blades of all piercing and slashing weapons within a 10-foot radius. The affected weapon function as if a 6th level sorcerer had cast a Keen Edge spell on them, except that the effect lasts only 10 minutes. Sharp note requires three daily uses of virtuoso performance and is a spell-like, transmutation ability. +Use: Selected.</entry> + <entry id="51232" lang="en" sex="m">Mindbending Melody</entry> + <entry id="51233" lang="en" sex="m">Type of Feat: Class +Prerequisite: Virtuoso Level 6, Perform 16 ranks. +Specifics: A 6th-level virtuoso with at least 16 ranks in Perform can dominate a humanoid. This ability functions exactly like a Dominate Person spell cast by a 9th-level sorcerer. The target can make a Will save (DC 15 + the virtuoso's Charisma modifier) to negate the effect. Mindbending melody requires two daily uses of virtuoso performance and is a spell-like, mind-affecting, language-dependent, charm ability. +Use: Selected.</entry> + <entry id="51234" lang="en" sex="m">Greater Calumny</entry> + <entry id="51235" lang="en" sex="m">Type of Feat: Class +Prerequisite: Virtuoso Level 7, Perform 17 ranks. +Specifics: A 7th-level virtuoso with at least 17 ranks in Perform can whip her audience into a frenzy of loathing. Greater Calumny functions exactly like Calumny, except that the audience's attitude is shifted two categories. Greater Calumny is a supernatural, mind-affecting, language-dependent ability. +Use: Selected.</entry> + <entry id="51236" lang="en" sex="m">Magical Melody</entry> + <entry id="51237" lang="en" sex="m">Type of Feat: Class +Prerequisite: Virtuoso Level 8, Perform 18 ranks. +Specifics: A 8th-level virtuoso with at least 18 ranks in Perform can empower allied spellcasters, raising their effective caster levels by +1 for the purposes of spell effects and spell resistance checks. Magical melody requires two daily uses of virtuoso performance. It is a supernatural ability. +Use: Selected.</entry> + <entry id="51238" lang="en" sex="m">Song of Fury</entry> + <entry id="51239" lang="en" sex="m">Type of Feat: Class +Prerequisite: Virtuoso Level 9, Perform 19 ranks. +Specifics: A 9th-level virtuoso with at least 19 ranks in Perform can enrage her allies. This ability functions exactly like barbarian rage on all willing allies within range. Song of Fury requires three daily uses of virtuoso performance and is a supernatural, mind-affecting ability. +Use: Selected.</entry> + <entry id="51240" lang="en" sex="m">Revealing Melody</entry> + <entry id="51241" lang="en" sex="m">Type of Feat: Class +Prerequisite: Virtuoso Level 10, Perform 20 ranks. +Specifics: A 10th-level virtuoso with at least 20 ranks in Perform can reveal all things as they actually are. All those who hear the Revealing Melody are affected as if by a True Seeing spell cast by a 17th-level sorcerer. Revealing Melody requires two daily uses of virtuoso performance and is a spell-like, divination ability. +Use: Selected.</entry> + <entry id="51242" lang="en" sex="m"><CUSTOM0> sings Sustaining Song.</entry> + <entry id="51243" lang="en" sex="m"><CUSTOM0> sings Calumny.</entry> + <entry id="51244" lang="en" sex="m"><CUSTOM0> sings Jarring Song.</entry> + <entry id="51245" lang="en" sex="m"><CUSTOM0> sings Sharp Note.</entry> + <entry id="51246" lang="en" sex="m"><CUSTOM0> sings Mindbending Melody.</entry> + <entry id="51247" lang="en" sex="m"><CUSTOM0> sings Greater Calumny.</entry> + <entry id="51248" lang="en" sex="m"><CUSTOM0> sings Magical Melody.</entry> + <entry id="51249" lang="en" sex="m"><CUSTOM0> sings Song of Fury.</entry> + <entry id="51250" lang="en" sex="m"><CUSTOM0> sings Revealing Melody.</entry> + <entry id="51251" lang="en" sex="m">Virtuoso Performance</entry> + <entry id="51252" lang="en" sex="m">Type of Feat: Class +Prerequisite: Virtuoso Level 1. +Specifics: With an impassioned soliloquy or a haunting melody, the virtuoso can create magical effects beyond even the capabilities of Bard Song. Virtuoso performance can be used once per virtuoso level per day. If the virtuoso has bard levels, those stack with virtuoso levels to determine uses per day. Many virtuoso performance effects require more than one of the ability's allotted daily uses. Virtuoso Performance effects last 10 rounds unless otherwise specified. +Use: Selected.</entry> + <entry id="51253" lang="en" sex="m">You have lost concentration on the utterance you were attempting to truespeak!</entry> + <entry id="51254" lang="en" sex="m">Truespeak</entry> + <entry id="51255" lang="en" sex="m">Ability: Intelligence. +Requires Training: Yes. +Classes: Truenamer, Truenaming prestige classes. + +A successful check allows a character to properly truespeak an utterance, changing the universe in some way. This skill is only used by those versed in truename magic. This skill is cross-class for all classes except Truenamer and Truenaming prestige classes unless the character has the Truename Training feat. +Use: Automatic.</entry> + <entry id="51256" lang="en" sex="m">Return to lexicon selection.</entry> + <entry id="51257" lang="en" sex="m">Select level of utterance to gain. + +NOTE: +This may take a while when first browsing a particular level's utterances.</entry> + <entry id="51258" lang="en" sex="m">Select an utterance to gain. +You can select</entry> + <entry id="51259" lang="en" sex="m">more utterances.</entry> + <entry id="51260" lang="en" sex="m">You will be able to select more utterances after you gain another level in a truenaming caster class.</entry> + <entry id="51261" lang="en" sex="m">Select Lexicon to choose utterances in.</entry> + <entry id="51262" lang="en" sex="m">Lexicon of the Evolving Mind.</entry> + <entry id="51263" lang="en" sex="m">Lexicon of the Crafted Tool.</entry> + <entry id="51264" lang="en" sex="m">Lexicon of the Perfected Map.</entry> + <entry id="51265" lang="en" sex="m">Truenamer</entry> + <entry id="51266" lang="en" sex="m">Truenamers</entry> + <entry id="51267" lang="en" sex="m">truenamer</entry> + <entry id="51268" lang="en" sex="m">(BASE CLASS) + Truenamers study the words that comprise the fabric of existence. They seek to unravel and comprehend the mysteries of the Multiverse by learning the truenames of as many of its components as possible. A Truenamer learns new truenames as he progresses in level, which he can use as utterances to manipulate the world around him. All truenamers know the basic words of Truespeak that allow them to describe creatures they encounter, so the new words they learn enable them to alter those creatures in very specific ways. As they continue to advance, they also learn to describe - and thus affect - inanimate objects and even places, which are more difficult to describe using truenames. + + - Hit Die: d6 + - Proficiencies: Truenamers gain Weapon Proficiency: Simple and Light Armour Proficiency. + - Skill Points at Each Level: 4 + Int modifier. + - Base Attack Bonus: +3/4. + - Strong Saves: Will + +ABILITIES: + +Level +1: +2: Knowledge Focus - Gain +3 Lore. +3: +4: +5: +6: +7: Knowledge Focus - Gain +3 Lore. +8: Bonus Recitation Feat +9: See The Named - Scry, once per day as the spell. +10: Knowledge Focus - Gain +3 Lore. +11: +12: +13: +14: Knowledge Focus - Gain +3 Lore. +15: Bonus Recitation Feat +16: +17: Speak Unto The Masses - Affect all creatures of a creature type with utterance. +18: +19: +20: Say My Name and I am There - Teleport to party member. + +TRUENAMING + +The DC of a Truenamer's utterance is 10 + 1/2 Truenamer level + Charisma Modifier. A Truenamer's caster level is equal to his class level. +Truespeak DC for Lexicon of the Evolving Mind: 15 + (2 * Target's Challenge Rating). +Truespeak DC for Lexicon of the Crafted Tool: 15 + (2 * Item's Caster Level). +Truespeak DC for Lexicon of the Perfected Map: 25. + + +Utterances Max Level: +Level EvolvingMind CraftedTool PerfectedMap +1 1 - - +2 1 - - +3 2 - - +4 2 1 - +5 2 1 - +6 3 1 - +7 3 2 - +8 3 2 1 +9 3 2 1 +10 4 2 1 +11 4 3 1 +12 4 3 2 +13 4 3 2 +14 5 3 2 +15 5 4 2 +16 5 4 3 +17 5 4 3 +18 6 4 3 +19 6 5 3 +20 6 5 4 + + +Utterances Known +Level EvolvingMind CraftedTool PerfectedMap +1 1 - - +2 2 - - +3 3 - - +4 4 1 - +5 5 1 - +6 6 1 - +7 7 2 - +8 8 2 1 +9 9 2 1 +10 10 2 1 +11 11 3 1 +12 12 3 2 +13 13 3 2 +14 14 3 2 +15 15 4 2 +16 16 4 3 +17 17 4 3 +18 18 4 3 +19 19 5 3 +20 20 5 4</entry> + <entry id="51269" lang="en" sex="m">Knowledge Focus</entry> + <entry id="51270" lang="en" sex="m">Type of Feat: Class +Prerequisite: Truenamer 2 +Specifics: The Truenamer gains a +3 bonus to Lore. This bonus increases by a further +3 each at levels 7, 10 and 14, giving a final total of +12. +Use: Automatic.</entry> + <entry id="51271" lang="en" sex="m">See the Named</entry> + <entry id="51272" lang="en" sex="m">Type of Feat: Class +Prerequisite: Truenamer 9 +Specifics: Once per day, the Truenamer can attempt to Scry a creature from afar. If he succeeds on a Truespeak check (normal DC), he views the subject for one round. +Use: Selected.</entry> + <entry id="51273" lang="en" sex="m">Speak Unto the Masses</entry> + <entry id="51274" lang="en" sex="m">Type of Feat: Class + Prerequisite: Truenamer 17 + Specifics: The Truenamer can choose to have his utterances from the Lexicon of the Evolving Mind affect all creatures of the same creature type as the target. These additional targets must be within thirty feet of the original target. This changes the DC of the Utterance to 15 + (2 * CR of the highest creature in the area) + (2 * The number of targets beyond the first). Thus, if there were three goblins and a goblin shaman in the area when the truenamer spoke an utterance, the highest CR would be the goblin shaman, while you would add 6 to the DC from the targets (2 * three additional targets). +Use: Selected.</entry> + <entry id="51275" lang="en" sex="m">Say My Name and I am There</entry> + <entry id="51276" lang="en" sex="m">Type of Feat: Class +Prerequisite: Truenamer 20 +Specifics: Whenever a party member of the Truenamer speaks his name, he is teleported to them as per the Word of Recall spell. Party members can choose this from the PRC Options radial. The Truenamer can turn acceptance on or off by toggling this feat. If it is off, he does not teleport, and the summons is ignored. +Use: Selected.</entry> + <entry id="51277" lang="en" sex="m">Defensive Edge</entry> + <entry id="51278" lang="en" sex="m">Level: Evolving Mind 1 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: Yes +Save: None +Metautterances: Extend + +Normal: You grant a greater awareness of foes in the area, increasing an ally's ability to protect herself. + Your ally gains +1 Armour Class. +Reverse: Your dire whispers seep into your foe's mind, disrupting its ability to defend itself. + Your foe takes a -1 to Armour Class.</entry> + <entry id="51279" lang="en" sex="m">Defensive Edge, Normal</entry> + <entry id="51280" lang="en" sex="m">Defensive Edge, Reverse</entry> + <entry id="51281" lang="en" sex="m">Inertial Surge</entry> + <entry id="51282" lang="en" sex="m">Level: Evolving Mind 1 +Range: 60 feet +Target: One Creature +Duration: 1 round +Spell Resistance: Yes +Save: None +Metautterances: Extend + +Normal: Your words free the target from many impediments, allowing her to slip from any constraints. + The target gains freedom of movement for one round. +Reverse: Your words cause black tentacles to grow from the ground and clutch at the feet of your enemy, preventing them from moving anywhere. + For one round the target is unable to move, but can take other actions normally.</entry> + <entry id="51283" lang="en" sex="m">Inertial Surge, Normal</entry> + <entry id="51284" lang="en" sex="m">Inertial Surge, Reverse</entry> + <entry id="51285" lang="en" sex="m">Knight's Puissance</entry> + <entry id="51286" lang="en" sex="m">Level: Evolving Mind 1 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: Yes +Save: None +Metautterances: Extend + +Normal: Your words show your ally a way to strike more accurately. + Your ally gains +2 Attack Bonus +Reverse: By speaking the reverse of this utterance, you impede an enemy's ability to strike. + Your foe takes a -2 to Attacks.</entry> + <entry id="51287" lang="en" sex="m">Knight's Puissance, Normal</entry> + <entry id="51288" lang="en" sex="m">Knight's Puissance, Reverse</entry> + <entry id="51289" lang="en" sex="m">Universal Aptitude</entry> + <entry id="51290" lang="en" sex="m">Level: Evolving Mind 1 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: Yes +Save: None +Metautterances: Extend + +Normal: You speak a word of proficiency and ability, increasing the natural aptitude of your ally. + Your ally gains +5 to all Skill checks. +Reverse: You instruct the universe to hinder your foe's ability to perform even everyday tasks. + Your foe takes a -5 penalty to all Skill checks.</entry> + <entry id="51291" lang="en" sex="m">Universal Aptitude, Normal</entry> + <entry id="51292" lang="en" sex="m">Universal Aptitude, Reverse</entry> + <entry id="51293" lang="en" sex="m">Word of Nurturing, Minor</entry> + <entry id="51294" lang="en" sex="m">Level: Evolving Mind 1 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds or 1 round +Spell Resistance: Yes +Save: None +Metautterances: Extend, Empower + +Normal: You speak a simple word of health, providing an ally with minor healing ability. + Your ally gains regeneration +1. +Reverse: You cause your enemy to experience painful bleeding wounds that spontaneously emerge. + Your foe takes a 1d6 damage, and 1d6 damage the next round if you concentrate. Concentration involves doing nothing more strenuous than moving.</entry> + <entry id="51295" lang="en" sex="m">Word of Nurturing, Minor, Normal</entry> + <entry id="51296" lang="en" sex="m">Word of Nurturing, Minor, Reverse</entry> + <entry id="51297" lang="en" sex="m">Fortify Armour</entry> + <entry id="51298" lang="en" sex="m">Level: Crafted Tool 1 +Range: 30 feet +Target: One Suit of Armour (Or Possessor) +Duration: 5 Rounds +Spell Resistance: No +Metautterances: Extend + +A suit of armour covers its wearer's vital areas more effectively, providing better protection against attacks. +Sneak: Makes the target armour grant immunity to sneak attacks. +Critical Hits: Makes the target armour grant immunity to critical hits, but increases the Truespeech DC by 10.</entry> + <entry id="51299" lang="en" sex="m">Fortify Armour, Sneak Attacks</entry> + <entry id="51300" lang="en" sex="m">Fortify Armour, Critical Hits</entry> + <entry id="51301" lang="en" sex="m">Keen Weapon</entry> + <entry id="51302" lang="en" sex="m">Level: Crafted Tool 1 +Range: 30 feet +Target: One Weapon (Or Possessor) +Duration: 5 Rounds +Spell Resistance: No +Metautterances: Extend + +Your words make a weapon shine with silver potency, capable of dealing more punishing blows than normal. +The target weapon becomes Keen.</entry> + <entry id="51303" lang="en" sex="m">Fog from the Void</entry> + <entry id="51304" lang="en" sex="m">Level: Perfected Map 1 +Range: 100 feet +Area: 20' Radius +Duration: 1 Minute +Spell Resistance: No +Save: None +Metautterances: Extend + +At your words, moisture in the air and ground condenses into a thick mist. +You create a thick, roiling cloud of fog like the fog cloud spell. +If you add 10 to the DC of your Truespeak check, you can create a solid fog, as the spell.</entry> + <entry id="51305" lang="en" sex="m">Fog from the Void, Fog Cloud</entry> + <entry id="51306" lang="en" sex="m">Fog from the Void, Solid Fog</entry> + <entry id="51307" lang="en" sex="m">Shield of the Landscape</entry> + <entry id="51308" lang="en" sex="m">Level: Perfected Map 1 +Range: 100 feet +Area: 20' Radius, Centred on Caster +Duration: 1 Minute +Spell Resistance: No +Save: None +Metautterances: Extend + +You cause the ground to alter its basic form, creating cover for you allies. +All allies (including you) in the area gain 20% concealment vs Ranged attacks.</entry> + <entry id="51309" lang="en" sex="m">Shockwave</entry> + <entry id="51310" lang="en" sex="m">Level: Perfected Map 1 +Range: 100 feet +Area: 20' Radius +Duration: 1 Round +Spell Resistance: No +Save: Fortitude Negates +Metautterances: Extend + +By speaking this utterance, you order the air to pulse violently, knocking creatures in the area to the ground. +All creatures that fail the Fortitude save take 1d4 damage and are knocked prone for one round.</entry> + <entry id="51311" lang="en" sex="m">Archer's Eye</entry> + <entry id="51312" lang="en" sex="m">Level: Evolving Mind 2 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: None +Save: None +Metautterances: Extend + +Normal: With a few words of Truespeech, you allow your target to strike true with his ranged attacks. + Your target gains Blindfight if they are using a ranged weapon. +Reverse: Your utterance wards an ally from harm, preventing the arrows of your enemies from finding their mark. + Your target gains DR 10/- against piercing, stopping 10 points per TrueSpeaker level, with a max of 100 damage.</entry> + <entry id="51313" lang="en" sex="m">Archer's Eye, Normal</entry> + <entry id="51314" lang="en" sex="m">Archer's Eye, Reverse</entry> + <entry id="51315" lang="en" sex="m">Hidden Truth</entry> + <entry id="51316" lang="en" sex="m">Level: Evolving Mind 2 +Range: 60 feet +Target: One Creature +Duration: 1 Round +Spell Resistance: No +Save: None +Metautterances: Extend + +Normal: Your words allow your target to tap into a reserve of knowledge + Your ally gains +10 to all Lore checks. +Reverse: Your target's words ring true thanks to this utterance - even if they actually are not. + Your ally gains +10 to all Bluff checks.</entry> + <entry id="51317" lang="en" sex="m">Hidden Truth, Normal</entry> + <entry id="51318" lang="en" sex="m">Hidden Truth, Reverse</entry> + <entry id="51319" lang="en" sex="m">Perceive the Unseen</entry> + <entry id="51320" lang="en" sex="m">Level: Evolving Mind 2 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: None +Save: None +Metautterances: Extend + +Normal: Your ally gains a sixth sense about where nearby enemies are. + Your target gains Blindfight. +Reverse: The reverse of this utterance confounds your foes, preventing them from precisely locating an ally's position + Your target gains 20% concealment.</entry> + <entry id="51321" lang="en" sex="m">Perceive the Unseen, Normal</entry> + <entry id="51322" lang="en" sex="m">Perceive the Unseen, Reverse</entry> + <entry id="51323" lang="en" sex="m">Silent Caster</entry> + <entry id="51324" lang="en" sex="m">Level: Evolving Mind 2 +Range: 60 feet +Target: One Creature +Duration: 1 Round +Spell Resistance: Yes +Save: None (Normal) or Will Negates (Reverse) +Metautterances: Extend + +Normal: Your ally can cast spells without making a sound. + Your ally gains Automatic Silent Spell 1-3. +Reverse: An enemy creature is unable to speak or make a peep, its vocal cords completely stilled + Your target is silenced.</entry> + <entry id="51325" lang="en" sex="m">Silent Caster, Normal</entry> + <entry id="51326" lang="en" sex="m">Silent Caster, Reverse</entry> + <entry id="51327" lang="en" sex="m">Speed of the Zephyr</entry> + <entry id="51328" lang="en" sex="m">Level: Evolving Mind 2 +Range: 60 feet +Target: One Creature +Duration: 5 Round +Spell Resistance: Yes +Save: None +Metautterances: Extend + +Normal: You urge your ally on to greater speed with this utterance. + Your ally gains 20' per round speed boost. +Reverse: The target of this utterance cannot move as quickly as it had just a moment before. + Your target takes a 10' per round speed penalty.</entry> + <entry id="51329" lang="en" sex="m">Speed of the Zephyr, Normal</entry> + <entry id="51330" lang="en" sex="m">Speed of the Zephyr, Reverse</entry> + <entry id="51331" lang="en" sex="m">Temporal Twist</entry> + <entry id="51332" lang="en" sex="m">Level: Evolving Mind 2 +Range: 60 feet +Target: One Creature +Duration: Instantaneous (Normal) or 1 Round (Reverse) +Spell Resistance: Yes +Save: None (Normal) or Will Negates (Reverse) +Metautterances: Extend + +Normal: With a word of Truespeech, you grant a creature incredible reflexes, enabling it to make an immediate attack. + Your ally gains one extra attack this round. +Reverse: You cause a creature to lose its focus and become bewildered. + Your foe is dazed for one round.</entry> + <entry id="51333" lang="en" sex="m">Temporal Twist, Normal</entry> + <entry id="51334" lang="en" sex="m">Temporal Twist, Reverse</entry> + <entry id="51335" lang="en" sex="m">Word of Nurturing, Lesser</entry> + <entry id="51336" lang="en" sex="m">Level: Evolving Mind 2 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds or 1 round +Spell Resistance: Yes +Save: None +Metautterances: Extend, Empower + +Normal: You speak a more complex utterance of health, providing an ally with the soothing balm of healing + Your ally gains regeneration +3. +Reverse: You speak a word that tears at an enemy's flesh, causing it to bleed from several wounds. + Your foe takes a 2d6 damage, and 2d6 damage the next round if you concentrate. Concentration involves doing nothing more strenuous than moving.</entry> + <entry id="51337" lang="en" sex="m">Word of Nurturing, Lesser, Normal</entry> + <entry id="51338" lang="en" sex="m">Word of Nurturing, Lesser, Reverse</entry> + <entry id="51339" lang="en" sex="m">Agitate Item</entry> + <entry id="51340" lang="en" sex="m">Level: Crafted Tool 2 +Range: 30 feet. +Target: One Object (Or Possessor) +Duration: 6 Rounds +Spell Resistance: Yes +Metautterances: Extend + +You increase or decrease the temperature of the object, harming creatures in physical contact with it. +You affect the target with either the Heat Metal or Chill Metal spell.</entry> + <entry id="51341" lang="en" sex="m">Agitate Item, Hot</entry> + <entry id="51342" lang="en" sex="m">Agitate Item, Cold</entry> + <entry id="51343" lang="en" sex="m">Analyze Item</entry> + <entry id="51344" lang="en" sex="m">Level: Crafted Tool 2 +Range: Touch +Target: One Object +Duration: Instantaneous +Spell Resistance: No +Metautterances: No + +By studying an item, you can determine a great deal about it, including its magical properties, if any. +You identify the target object.</entry> + <entry id="51345" lang="en" sex="m">Energy Vortex</entry> + <entry id="51346" lang="en" sex="m">Level: Perfected Map 2 +Range: 100 feet +Area: 20' Radius +Duration: 1 Minute +Spell Resistance: Yes +Save: None +Metautterances: Extend, Empower + +Your words transform the nature of the air, turning it from harmless gas into a swirling mass of harmful energy. +You fill the air around your foes with energy, dealing 2d6 acid, cold, electrical, or fire damage per round.</entry> + <entry id="51347" lang="en" sex="m">Energy Vortex, Acid</entry> + <entry id="51348" lang="en" sex="m">Energy Vortex, Cold</entry> + <entry id="51349" lang="en" sex="m">Energy Vortex, Electricity</entry> + <entry id="51350" lang="en" sex="m">Energy Vortex, Fire</entry> + <entry id="51351" lang="en" sex="m">Speak Rock to Mud</entry> + <entry id="51352" lang="en" sex="m">Level: Perfected Map 2 +Range: 100 feet +Area: 20' Radius +Duration: 1 Minute +Spell Resistance: No +Save: None +Metautterances: Extend + +With a word, you create an area of viscous, sucking mud. +Every creature in the area has their speed reduced by 80%, and take a -2 penalty to AC and Attack.</entry> + <entry id="51353" lang="en" sex="m">Transform the Landscape</entry> + <entry id="51354" lang="en" sex="m">Level: Perfected Map 2 +Range: 100 feet +Area: 20' Radius +Duration: 1 Minute +Spell Resistance: No +Save: None +Metautterances: Extend + +You cause the ground to crack and split beneath your enemies' feet, impeding their progress. +All enemies in the area are affected by difficult terrain (50% movement speed reduction).</entry> + <entry id="51355" lang="en" sex="m">Accelerated Attack</entry> + <entry id="51356" lang="en" sex="m">Level: Evolving Mind 3 +Range: 60 feet +Target: One Creature +Duration: 1 Rounds +Spell Resistance: None +Save: None +Metautterances: Extend + +Normal: Your utterance allows your target to move quickly through the crowded battlefield, striking and darting away + Your target gains Spring Attack. +Reverse: A spellcaster you target gains the ability to cast a spell quickly while moving. + Your target spellcaster gains a 20' speed boost.</entry> + <entry id="51357" lang="en" sex="m">Accelerated Attack, Normal</entry> + <entry id="51358" lang="en" sex="m">Accelerated Attack, Reverse</entry> + <entry id="51359" lang="en" sex="m">Energy Negation</entry> + <entry id="51360" lang="en" sex="m">Level: Evolving Mind 3 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: Yes +Save: None +Metautterances: Extend, Empower + +Normal: The air crackles with yours words as you protect your target from energy. + Your target gains Damage Resistance 10/- vs Acid, Cold, Elec, Fire or Sonic. Use the "Energy Negation, Choice" option to pick the damage type. +Reverse: The flesh and skin of an enemy are imbued with energy, causing it great pain. + Your foe takes 2d6 damage per round. Acid, Cold, Elec or Fire. Use the "Energy Negation, Choice" option to pick the damage type.</entry> + <entry id="51361" lang="en" sex="m">Energy Negation, Normal</entry> + <entry id="51362" lang="en" sex="m">Energy Negation, Reverse</entry> + <entry id="51363" lang="en" sex="m">Energy Negation, Choice</entry> + <entry id="51364" lang="en" sex="m">Speed of the Zephyr, Greater</entry> + <entry id="51365" lang="en" sex="m">Level: Evolving Mind 3 +Range: 60 feet +Target: One Creature +Duration: 3 Rounds +Spell Resistance: Yes +Save: None +Metautterances: Extend + +Normal: Your ally's movements are quicker, enhancing his offensive and defensive capabilities + Your ally gains haste. +Reverse: When you speak this utterance, your target moves as though through molasses + Your target is slowed.</entry> + <entry id="51366" lang="en" sex="m">Speed of the Zephyr, Greater, Normal</entry> + <entry id="51367" lang="en" sex="m">Speed of the Zephyr, Greater, Reverse</entry> + <entry id="51368" lang="en" sex="m">Temporal Spiral</entry> + <entry id="51369" lang="en" sex="m">Level: Evolving Mind 3 +Range: 60 feet +Target: One Creature +Duration: 1 Round (Normal) or 3 Rounds (Reverse) +Spell Resistance: Yes +Save: None (Normal) or Will Negates (Reverse) +Metautterances: Extend + +Normal: Everything your target does seems quicker. + Your ally gains an additional move action (haste). +Reverse: This powerful utterance sounds like the churning of ancient earth, freezing your target in place. + Your foe is dazed for three rounds.</entry> + <entry id="51370" lang="en" sex="m">Temporal Spiral, Normal</entry> + <entry id="51371" lang="en" sex="m">Temporal Spiral, Reverse</entry> + <entry id="51372" lang="en" sex="m">Vision Sharpened</entry> + <entry id="51373" lang="en" sex="m">Level: Evolving Mind 3 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: Yes +Save: None +Metautterances: Extend + +Normal: Your ally can see the unseen in the warp and weft of air nearby. + Your ally gains See Invisibility. +Reverse: With the reverse of this utterance, your target disappears from view. + Your ally becomes invisible.</entry> + <entry id="51374" lang="en" sex="m">Vision Sharpened, Normal</entry> + <entry id="51375" lang="en" sex="m">Vision Sharpened, Reverse</entry> + <entry id="51376" lang="en" sex="m">Word of Nurturing, Moderate</entry> + <entry id="51377" lang="en" sex="m">Level: Evolving Mind 3 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds or 1 round +Spell Resistance: Yes +Save: None +Metautterances: Extend, Empower + +Normal: Your words soothe your ally, gradually restoring some of the damage he has sustained. + Your ally gains regeneration +5. +Reverse: Your words rip at your enemy, tearing at its flesh and bones. + Your foe takes a 4d6 damage, and 4d6 damage the next round if you concentrate. Concentration involves doing nothing more strenuous than moving.</entry> + <entry id="51378" lang="en" sex="m">Word of Nurturing, Moderate, Normal</entry> + <entry id="51379" lang="en" sex="m">Word of Nurturing, Moderate, Reverse</entry> + <entry id="51380" lang="en" sex="m">Remove Item</entry> + <entry id="51381" lang="en" sex="m">Level: Crafted Tool 3 +Range: 30 feet +Target: One Item (Or Possessor) +Duration: 1 Round +Spell Resistance: Yes +Metautterances: Extend + +Your words of Truespeech remove an item from your target's possession +The targeted item is removed from the target's possession for one round.</entry> + <entry id="51382" lang="en" sex="m">Suppress Weapon</entry> + <entry id="51383" lang="en" sex="m">Level: Crafted Tool 3 +Range: 30 feet +Target: One Weapon with an Energy Special +Duration: 5 Round +Spell Resistance: Yes +Metautterances: Extend + +You can suppress the energy properties of a single weapon. +The targeted weapon loses any energy damage property.</entry> + <entry id="51384" lang="en" sex="m">Lore of the World</entry> + <entry id="51385" lang="en" sex="m">Level: Perfected Map 3 +Range: Personal +Duration: 1 Minute +Spell Resistance: No +Save: None +Metautterances: Extend + +The world around you comes alive at your words, willing to share its ancient knowledge with you. +You gain a Lore bonus equal to your Truenamer level.</entry> + <entry id="51386" lang="en" sex="m">Master the Four Winds</entry> + <entry id="51387" lang="en" sex="m">Level: Perfected Map 3 +Range: 100 feet +Area: 20' Radius +Duration: Instantaneous +Spell Resistance: No +Save: None +Metautterances: None + +The air reacts to your utterance, obeying your every command. +The area is affected as if by the Gust of Wind spell.</entry> + <entry id="51388" lang="en" sex="m">Thwart the Traveler</entry> + <entry id="51389" lang="en" sex="m">Level: Perfected Map 3 +Range: 100 feet +Area: 20' Radius +Duration: 1 Minute +Spell Resistance: No +Save: None +Metautterances: Extend + +The air grows thick and heavy, making extradimensional travel impossible. +The area is affected as if by the Dimensional Lock spell.</entry> + <entry id="51390" lang="en" sex="m">Breath of Cleansing</entry> + <entry id="51391" lang="en" sex="m">Level: Evolving Mind 4 +Range: 60 feet +Target: One Creature +Duration: 1 Round +Spell Resistance: Yes +Save: None (Normal) or Fort Negates (Reverse) +Metautterances: Extend + +Normal: With a word, magical breath passes from your mouth to another creature afflicted with harmful magic, cleansing his body of the taint. + It will remove any poison, deafness, blindness or daze effect from your target. +Reverse: Your words evoke feelings of terror, dread, and awe in your target. + Your target is nauseated.</entry> + <entry id="51392" lang="en" sex="m">Breath of Cleansing, Normal</entry> + <entry id="51393" lang="en" sex="m">Breath of Cleansing, Reverse</entry> + <entry id="51394" lang="en" sex="m">Caster Lens</entry> + <entry id="51395" lang="en" sex="m">Level: Evolving Mind 4 +Range: 60 feet +Target: One Creature +Duration: 3 Rounds +Spell Resistance: Yes +Save: None +Metautterances: Extend + +Normal: Your utterance creates an intangible lens that improves your target's potency and aptitude with magic. + Your ally gains +2 Caster Level. +Reverse: The reverse of this utterance impedes the flow of magical energy through your enemy, inhibiting its ability to cast spells. + Your foe takes a -2 to Caster Level.</entry> + <entry id="51396" lang="en" sex="m">Caster Lens, Normal</entry> + <entry id="51397" lang="en" sex="m">Caster Lens, Reverse</entry> + <entry id="51398" lang="en" sex="m">Confounding Resistance</entry> + <entry id="51399" lang="en" sex="m">Level: Evolving Mind 4 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: Yes +Save: None +Metautterances: Extend + +Normal: Your target becomes more mobile, able to entirely avoid effects that might otherwise have some dire consequence. + Your target gains Evasion. +Reverse: Your utterance strips your target of its ability to evade harm. + Your target loses Evasion.</entry> + <entry id="51400" lang="en" sex="m">Confounding Resistance, Normal</entry> + <entry id="51401" lang="en" sex="m">Confounding Resistance, Reverse</entry> + <entry id="51402" lang="en" sex="m">Morale Boost</entry> + <entry id="51403" lang="en" sex="m">Level: Evolving Mind 4 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: Yes +Save: None (Normal) or Will Negates (Reverse) +Metautterances: Extend + +Normal: Your utterance calms the heart of your target, filling her with resolution and peace. + Remove fear from your target. +Reverse: Your words evoke feelings of terror, dread, and awe in your target. + Your foe struck with fear.</entry> + <entry id="51404" lang="en" sex="m">Morale Boost, Normal</entry> + <entry id="51405" lang="en" sex="m">Morale Boost, Reverse</entry> + <entry id="51406" lang="en" sex="m">Magical Contraction</entry> + <entry id="51407" lang="en" sex="m">Level: Evolving Mind 4 +Range: 60 feet +Target: One Creature +Duration: 5 Round +Spell Resistance: No +Save: None +Metautterances: Extend + +Normal: You make your target resilient against magical effects. + Your ally gains SR of 11 + Truenamer level. +Reverse: A string of complex syllables allows you to enhance the power of an ally's spells for a short time. + Your ally's spells are automatically Empowered.</entry> + <entry id="51408" lang="en" sex="m">Magical Contraction, Normal</entry> + <entry id="51409" lang="en" sex="m">Magical Contraction, Reverse</entry> + <entry id="51410" lang="en" sex="m">Spell Rebirth</entry> + <entry id="51411" lang="en" sex="m">Level: Evolving Mind 4 +Range: 60 feet +Target: One Creature +Duration: Instantaneous +Spell Resistance: Yes +Save: None +Metautterances: None + +Normal: You briefly unwind time to restore lost magic when you speak this utterance. + Restore one spell dispelled in the last round. +Reverse: Your words strip away a magical effect from your target. + Dispel the highest caster level spell on the target.</entry> + <entry id="51412" lang="en" sex="m">Spell Rebirth, Normal</entry> + <entry id="51413" lang="en" sex="m">Spell Rebirth, Reverse</entry> + <entry id="51414" lang="en" sex="m">Word of Nurturing, Potent</entry> + <entry id="51415" lang="en" sex="m">Level: Evolving Mind 4 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds or 1 round +Spell Resistance: Yes +Save: None +Metautterances: Extend, Empower + +Normal: Your powerful utterance grants an ally increased ability to knit her own wounds. + Your ally gains regeneration +10. +Reverse: You tear at the fabric of your enemy's connection to its body, causing great wounds. + Your foe takes a 6d6 damage, and 6d6 damage the next round if you concentrate. Concentration involves doing nothing more strenuous than moving.</entry> + <entry id="51416" lang="en" sex="m">Word of Nurturing, Potent, Normal</entry> + <entry id="51417" lang="en" sex="m">Word of Nurturing, Potent, Reverse</entry> + <entry id="51418" lang="en" sex="m">Suppress Item</entry> + <entry id="51419" lang="en" sex="m">Level: Crafted Tool 4 +Range: 60 feet +Target: One Magic Item +Duration: 1 Round, up to five concentration +Spell Resistance: Yes +Metautterances: Extend + +Your focus on a magic item keeps it from functioning, turning it grey and rendering it useless. +You prevent any magic properties of the item from functioning.</entry> + <entry id="51420" lang="en" sex="m">Transmute Weapon</entry> + <entry id="51421" lang="en" sex="m">Level: Crafted Tool 4 +Range: 30 feet +Target: One Weapon (Or Possessor) +Duration: 5 Rounds +Spell Resistance: No +Metautterances: Extend + +Your words fundamentally alter the material of which a weapon is made, transforming it according to your whim. +The target weapon ignores all non-epic (x/+5 or lower) DR.</entry> + <entry id="51422" lang="en" sex="m">Anger the Sleeping Earth</entry> + <entry id="51423" lang="en" sex="m">Level: Perfected Map 4 +Range: 100 feet +Area: 80' Radius +Duration: 1 Round +Spell Resistance: No +Save: Reflex, see text. +Metautterances: Extend + +Your words shake the foundation of the earth, causing massive devastation and widespread mayhem. +This utterance functions as the Earthquake spell.</entry> + <entry id="51424" lang="en" sex="m">Conjunctive Gate</entry> + <entry id="51425" lang="en" sex="m">Level: Perfected Map 4 +Range: Personal +Duration: 1 Minute +Spell Resistance: No +Save: None +Metautterances: Extend + +You forge a connection between this plane and another, temporarily linking them together with a swirling portal you speak into being. +As the Gate spell.</entry> + <entry id="51426" lang="en" sex="m">Deny Passage</entry> + <entry id="51427" lang="en" sex="m">Level: Perfected Map 4 +Range: 100 feet +Area: 20' Radius +Duration: 1 Minute +Spell Resistance: No +Save: None +Metautterances: Extend + +You force an area to deny access to a group of creatures specified by your utterance. +Hostile creatures cannot enter or exit the area of effect.</entry> + <entry id="51428" lang="en" sex="m">Eldritch Attraction</entry> + <entry id="51429" lang="en" sex="m">Level: Evolving Mind 5 +Range: 60 feet +Target: One Creature +Duration: Instantaneous +Spell Resistance: Yes +Save: None (Normal) or Will Negates (Reverse) +Metautterances: None + +Normal: The universe responds to your words by forcing your target closer to you. + Your target is moved closer to you by 40 feet. +Reverse: Your target is repelled, forced away by your command of Truespeech. + Your target is moved away from you by 40 feet.</entry> + <entry id="51430" lang="en" sex="m">Eldritch Attraction, Normal</entry> + <entry id="51431" lang="en" sex="m">Eldritch Attraction, Reverse</entry> + <entry id="51432" lang="en" sex="m">Energy Negation, Greater</entry> + <entry id="51433" lang="en" sex="m">Level: Evolving Mind 5 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: Yes +Save: None +Metautterances: Extend + +Normal: Your utterance renders your target impervious to harm from one type of energy. + Your target gains Damage Immunity vs Acid, Cold, Elec, Fire or Sonic. Use the "Energy Negation, Greater, Choice" option to pick the damage type. +Reverse: You wreathe your ally in energy that lashes out at those who strike him in battle. + Any foe that strikes your target in melee combat takes 20 points of damage from the chosen element. Acid, Cold, Elec or Fire. Use the "Energy Negation, Greater, Choice" option to pick the damage type.</entry> + <entry id="51434" lang="en" sex="m">Energy Negation, Greater, Normal</entry> + <entry id="51435" lang="en" sex="m">Energy Negation, Greater, Reverse</entry> + <entry id="51436" lang="en" sex="m">Energy Negation, Greater, Choice</entry> + <entry id="51437" lang="en" sex="m">Essence of Lifespark</entry> + <entry id="51438" lang="en" sex="m">Level: Evolving Mind 5 +Range: 60 feet +Target: One Creature +Duration: Instantaneous +Spell Resistance: Yes +Save: None +Metautterances: None + +Normal: With soothing words, you revitalize an ally and restore some of his lost vitality. + You clean your target of negative levels. +Reverse: You instruct the universe to sap some of the life force of a target creature. + Your target gains a negative level.</entry> + <entry id="51439" lang="en" sex="m">Essence of Lifespark, Normal</entry> + <entry id="51440" lang="en" sex="m">Essence of Lifespark, Reverse</entry> + <entry id="51441" lang="en" sex="m">Preternatural Clarity</entry> + <entry id="51442" lang="en" sex="m">Level: Evolving Mind 5 +Range: 60 feet +Target: One Creature +Duration: 1 Round (Normal) or 5 Rounds (Reverse) +Spell Resistance: Yes +Save: None (Normal) or Will Negates (Reverse) +Metautterances: Extend + +Normal: You speak and sharpen you ally's mind with an awareness of all that is and all that might be. + Your grant your ally a +5 Attack Bonus, or a +5 Skill boost, or a +5 Saving throw boost. +Reverse: At your command, the universe temporarily becomes incomprehensible to your target. + Your foe becomes confused.</entry> + <entry id="51443" lang="en" sex="m">Preternatural Clarity, Attack</entry> + <entry id="51444" lang="en" sex="m">Preternatural Clarity, Skill</entry> + <entry id="51445" lang="en" sex="m">Preternatural Clarity, Save</entry> + <entry id="51446" lang="en" sex="m">Preternatural Clarity, Reverse</entry> + <entry id="51447" lang="en" sex="m">Sensory Focus</entry> + <entry id="51448" lang="en" sex="m">Level: Evolving Mind 5 +Range: 60 feet +Target: One Creature +Duration: 1 Round (Normal) or 3 Rounds (Reverse) +Spell Resistance: No +Save: Fortitude +Metautterances: Extend + +Normal: Your target can pierce the veil of deception and see everything as it truly is. + Your ally gains trueseeing. +Reverse: Your words strip away your target's ability to see or hear + Your target is struck blind and deaf.</entry> + <entry id="51449" lang="en" sex="m">Sensory Focus, Normal</entry> + <entry id="51450" lang="en" sex="m">Sensory Focus, Reverse</entry> + <entry id="51451" lang="en" sex="m">Ward of Peace</entry> + <entry id="51452" lang="en" sex="m">Level: Evolving Mind 5 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: Yes +Save: None (Normal) or Will Negates (Reverse). +Metautterances: Extend + +Normal: You ward your target from harm with a golden halo, preventing enemies from attacking her. + Your ally becomes immune to the blows of the enemy, but can not attack or cast hostile spells. +Reverse: With a harsh sequence of words, you force a creature to another plane. + Your foe is forced into another plane.</entry> + <entry id="51453" lang="en" sex="m">Ward of Peace, Normal</entry> + <entry id="51454" lang="en" sex="m">Ward of Peace, Reverse</entry> + <entry id="51455" lang="en" sex="m">Word of Nurturing, Critical</entry> + <entry id="51456" lang="en" sex="m">Level: Evolving Mind 5 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds or 1 round +Spell Resistance: Yes +Save: None +Metautterances: Extend, Empower + +Normal: Your ally experiences a tremendous rejuvenation as healing energy soothes her wounds. + Your ally gains regeneration +15. +Reverse: Massive rents and tears appear on the body of your foe. + Your foe takes a 8d6 damage, and 8d6 damage the next round if you concentrate. Concentration involves doing nothing more strenuous than moving.</entry> + <entry id="51457" lang="en" sex="m">Word of Nurturing, Critical, Normal</entry> + <entry id="51458" lang="en" sex="m">Word of Nurturing, Critical, Reverse</entry> + <entry id="51459" lang="en" sex="m">Metamagic Catalyst</entry> + <entry id="51460" lang="en" sex="m">Level: Crafted Tool 5 +Range: Touch +Target: One Scroll or Potion +Duration: 2 Rounds +Spell Resistance: No +Metautterances: Extend + +Your touch enables a potion consumed or scroll read to be augmented with metamagic. +You may Extend or Empower a scroll or potion. +You may Maximize a scroll or potion, but this increases the Truespeech DC by 10.</entry> + <entry id="51461" lang="en" sex="m">Metamagic Catalyst, Empower</entry> + <entry id="51462" lang="en" sex="m">Metamagic Catalyst, Extend</entry> + <entry id="51463" lang="en" sex="m">Metamagic Catalyst, Maximize</entry> + <entry id="51464" lang="en" sex="m">Seize Item</entry> + <entry id="51465" lang="en" sex="m">Level: Crafted Tool 5 +Range: 30 feet +Target: One Object +Duration: Instantaneous +Spell Resistance: Yes +Metautterances: None + +You speak a word to make an object your own, forcing it out of the hands of its owner, if necessary. +This utterance brings an object within range to your hand. If it is possessed by another creature, you must make a disarm attempt to gain the item.</entry> + <entry id="51466" lang="en" sex="m">Strike of Might</entry> + <entry id="51467" lang="en" sex="m">Level: Evolving Mind 2 +Range: 60 feet +Target: One Creature +Duration: 1 Round +Spell Resistance: No +Save: None +Metautterances: Extend + +Normal: You tap into an ally's damage potential, augmenting his combat abilities substantially + Your ally gains +10 damage on his next strike +Reverse: You briefly enfeeble an enemy, causing its swing to slow and deal less damage + Your target deals 5 less damage on his next attack.</entry> + <entry id="51468" lang="en" sex="m">Strike of Might, Normal</entry> + <entry id="51469" lang="en" sex="m">Strike of Might, Reverse</entry> + <entry id="51470" lang="en" sex="m">Word of Bolstering</entry> + <entry id="51471" lang="en" sex="m">Level: Evolving Mind 4 +Range: 60 feet +Target: One Creature +Duration: Instantaneous (Normal) or 5 Rounds (Reverse) +Spell Resistance: Yes +Save: None +Metautterances: Extend, Empower + +Normal: Suffusing your ally with the glow of positive energy, you eliminate the drain he experiences. + Remove all ability drain from the target. +Reverse: Your words cause the body of a foe to weaken and grow more frail. + Your foe takes a 1d6 penalty to Dex, Con, or Str. Choose the Ability to drain with Word of Bolstering, Choice.</entry> + <entry id="51472" lang="en" sex="m">Word of Bolstering, Normal</entry> + <entry id="51473" lang="en" sex="m">Word of Bolstering, Reverse</entry> + <entry id="51474" lang="en" sex="m">Word of Bolstering, Choice</entry> + <entry id="51475" lang="en" sex="m">Breath of Recovery</entry> + <entry id="51476" lang="en" sex="m">Level: Evolving Mind 6 +Range: 60 feet +Target: One Creature +Duration: 1 Round +Spell Resistance: Yes +Save: None (Normal) or Fort Negates (Reverse) +Metautterances: Extend + +Normal: You speak a word of purity in the language of Truespeech, reminding the universe of an ally's natural state. + This utterance removes ability damage, blindness, confusion, dazed, deafened, diseased, stunning, or poison. +Reverse: Your words of power roll over you target's body, which stiffens into rigidity. + Your target is paralyzed.</entry> + <entry id="51477" lang="en" sex="m">Breath of Recovery, Normal</entry> + <entry id="51478" lang="en" sex="m">Breath of Recovery, Reverse</entry> + <entry id="51479" lang="en" sex="m">Ether Reforged</entry> + <entry id="51480" lang="en" sex="m">Level: Evolving Mind 6 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: No +Save: None +Metautterances: Extend + +Normal: With this utterance, creatures of the ethereal world become as solid as the earth. + Your target loses any ethereal effects. +Reverse: One of your allies slips into the space between worlds and leaps onto the Ethereal Plane. + Your ally becomes ethereal.</entry> + <entry id="51481" lang="en" sex="m">Ether Reforged, Normal</entry> + <entry id="51482" lang="en" sex="m">Ether Reforged, Reverse</entry> + <entry id="51483" lang="en" sex="m">Knight's Puissance, Greater</entry> + <entry id="51484" lang="en" sex="m">Level: Evolving Mind 6 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: Yes +Save: None +Metautterances: Extend + +Normal: The blows of your target fall more surely and strike more soundly after you speak this utterance + Your ally gains +5 Attack and Damage Bonus. +Reverse: You speak words of cursing, significantly reducing your target's effectiveness in battle. + Your target takes a -5 Attack and Damage Penalty.</entry> + <entry id="51485" lang="en" sex="m">Knight's Puissance, Greater, Normal</entry> + <entry id="51486" lang="en" sex="m">Knight's Puissance, Greater, Reverse</entry> + <entry id="51487" lang="en" sex="m">Mystic Rampart</entry> + <entry id="51488" lang="en" sex="m">Level: Evolving Mind 6 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds +Spell Resistance: Yes +Save: None +Metautterances: Extend + +Normal: With a complex string of syllables, an intangible tower superimposes itself over your ally, greatly enhancing his ability to protect himself. + Your ally gains 5/- Damage Resistance, and +5 saves. +Reverse: You speak and your target becomes vulnerable. + Your target takes a -5 AC and Saving Throw Penalty.</entry> + <entry id="51489" lang="en" sex="m">Mystic Rampart, Normal</entry> + <entry id="51490" lang="en" sex="m">Mystic Rampart, Reverse</entry> + <entry id="51491" lang="en" sex="m">Singular Mind</entry> + <entry id="51492" lang="en" sex="m">Level: Evolving Mind 6 +Range: 60 feet +Target: One Creature +Duration: Instantaneous (Normal) or 5 Rounds (Reverse) +Spell Resistance: Yes +Save: None (Normal) or Will Negates (Reverse) +Metautterances: Extend + +Normal: With a word, you liberate your target from all foreign influence, freeing her mind. Any enchantments or curses are converted to runic truespeech and fade harmlessly away. + This utterance removes any negative mind affecting effect. +Reverse: Your words crawl into the mind of your enemy, allowing you to control your foe's body as if it were your puppet. + Your target is dominated.</entry> + <entry id="51493" lang="en" sex="m">Singular Mind, Normal</entry> + <entry id="51494" lang="en" sex="m">Singular Mind, Reverse</entry> + <entry id="51495" lang="en" sex="m">Word of Nurturing, Greater</entry> + <entry id="51496" lang="en" sex="m">Level: Evolving Mind 6 +Range: 60 feet +Target: One Creature +Duration: 5 Rounds or 1 round +Spell Resistance: Yes +Save: None +Metautterances: Extend, Empower + +Normal: With this powerful utterance, you remind the universe of your ally's true form, and even his most terrible wounds begin to knit together. + Your ally gains regeneration +20. +Reverse: Great gashes and terrible wounds tear at your enemy's body, causing massive bleeding and awful pain. + Your foe takes a 10d6 damage, and 10d6 damage the next round if you concentrate. Concentration involves doing nothing more strenuous than moving.</entry> + <entry id="51497" lang="en" sex="m">Word of Nurturing, Greater, Normal</entry> + <entry id="51498" lang="en" sex="m">Word of Nurturing, Greater, Reverse</entry> + <entry id="51499" lang="en" sex="m">Glibness</entry> + <entry id="51500" lang="en" sex="m">School: Transmutation +Level: Brd 3 +Components: S +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 10 min./level (D) +Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.) +If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. +</entry> + <entry id="51501" lang="en" sex="m">50% of Weight</entry> + <entry id="51502" lang="en" sex="m">Craft Epic Wondrous Item</entry> + <entry id="51503" lang="en" sex="m">Type of Feat: General +Prerequisite: Lore 26 ranks, Spellcraft 26 ranks +Specifics: The character can craft wondrous items that exceed the normal limits for such items. +Use: Automatic.</entry> + <entry id="51504" lang="en" sex="m">Craft Epic Magic Arms and Armor</entry> + <entry id="51505" lang="en" sex="m">Type of Feat: General +Prerequisite: Lore 28 ranks, Spellcraft 28 ranks +Specifics: The character can craft magic arms and armor that exceed the normal limits for such items. +Use: Automatic.</entry> + <entry id="51506" lang="en" sex="m">Craft Epic Rod</entry> + <entry id="51507" lang="en" sex="m">Type of Feat: General +Prerequisite: Lore 32 ranks, Spellcraft 32 ranks +Specifics: The character can craft rods that exceed the normal limits for such items. +Use: Automatic.</entry> + <entry id="51508" lang="en" sex="m">Craft Epic Staff</entry> + <entry id="51509" lang="en" sex="m">Type of Feat: General +Prerequisite: Lore 35 ranks, Spellcraft 35 ranks +Specifics: The character can craft staffs that exceed the normal limits for such items. +Use: Automatic.</entry> + <entry id="51510" lang="en" sex="m">Enhancement +1</entry> + <entry id="51511" lang="en" sex="m">Enhancement +2</entry> + <entry id="51512" lang="en" sex="m">Enhancement +3</entry> + <entry id="51513" lang="en" sex="m">Enhancement +4</entry> + <entry id="51514" lang="en" sex="m">Enhancement +5</entry> + <entry id="51515" lang="en" sex="m">Enhancement +6</entry> + <entry id="51516" lang="en" sex="m">Enhancement +7</entry> + <entry id="51517" lang="en" sex="m">Enhancement +8</entry> + <entry id="51518" lang="en" sex="m">Enhancement +9</entry> + <entry id="51519" lang="en" sex="m">Enhancement +10</entry> + <entry id="51520" lang="en" sex="m">Enhancement +11</entry> + <entry id="51521" lang="en" sex="m">Enhancement +12</entry> + <entry id="51522" lang="en" sex="m">Enhancement +13</entry> + <entry id="51523" lang="en" sex="m">Enhancement +14</entry> + <entry id="51524" lang="en" sex="m">Enhancement +15</entry> + <entry id="51525" lang="en" sex="m">Enhancement +16</entry> + <entry id="51526" lang="en" sex="m">Enhancement +17</entry> + <entry id="51527" lang="en" sex="m">Enhancement +18</entry> + <entry id="51528" lang="en" sex="m">Enhancement +19</entry> + <entry id="51529" lang="en" sex="m">Enhancement +20</entry> + <entry id="51530" lang="en" sex="m">Description: + +Enhancement Bonus: +X + +Prerequisites: + +Level: 3X Enhancement bonus + +Cost: + ++X Enhancement +</entry> + <entry id="51531" lang="en" sex="m">Acid Resistance</entry> + <entry id="51532" lang="en" sex="m">Description: + +Damage Resistance: Acid Resist 10 / - + +Prerequisites: + +Caster Level: 3 +Spell(s): Endure Elements + +Cost: + ++18000gp +</entry> + <entry id="51533" lang="en" sex="m">Acid Resistance, Improved</entry> + <entry id="51534" lang="en" sex="m">Description: + +Damage Resistance: Acid Resist 20 / - + +Prerequisites: + +Caster Level: 7 +Spell(s): Endure Elements + +Cost: + ++42000gp +</entry> + <entry id="51535" lang="en" sex="m">Acid Resistance, Greater</entry> + <entry id="51536" lang="en" sex="m">Description: + +Damage Resistance: Acid Resist 30 / - + +Prerequisites: + +Caster Level: 11 +Spell(s): Endure Elements + +Cost: + ++66000gp +</entry> + <entry id="51537" lang="en" sex="m">Arrow Deflection</entry> + <entry id="51538" lang="en" sex="m">Description: + +Bonus Feat: Deflect Arrows + +Prerequisites: + +Caster Level: 5 +Spell(s): Shield + +Cost: + ++2 Enhancement +</entry> + <entry id="51539" lang="en" sex="m">Cold Resistance</entry> + <entry id="51540" lang="en" sex="m">Description: + +Damage Resistance: Cold Resist 10 / - + +Prerequisites: + +Caster Level: 3 +Spell(s): Endure Elements + +Cost: + ++18000gp +</entry> + <entry id="51541" lang="en" sex="m">Cold Resistance, Improved</entry> + <entry id="51542" lang="en" sex="m">Description: + +Damage Resistance: Cold Resist 20 / - + +Prerequisites: + +Caster Level: 7 +Spell(s): Endure Elements + +Cost: + ++42000gp +</entry> + <entry id="51543" lang="en" sex="m">Cold Resistance, Greater</entry> + <entry id="51544" lang="en" sex="m">Description: + +Damage Resistance: Cold Resist 30 / - + +Prerequisites: + +Caster Level: 11 +Spell(s): Endure Elements + +Cost: + ++66000gp +</entry> + <entry id="51545" lang="en" sex="m">Electricity Resistance</entry> + <entry id="51546" lang="en" sex="m">Description: + +Damage Resistance: Electrical Resist 10 / - + +Prerequisites: + +Caster Level: 3 +Spell(s): Endure Elements + +Cost: + ++18000gp +</entry> + <entry id="51547" lang="en" sex="m">Electricity Resistance, Improved</entry> + <entry id="51548" lang="en" sex="m">Description: + +Damage Resistance: Electrical Resist 20 / - + +Prerequisites: + +Caster Level: 7 +Spell(s): Endure Elements + +Cost: + ++42000gp +</entry> + <entry id="51549" lang="en" sex="m">Electricity Resistance, Greater</entry> + <entry id="51550" lang="en" sex="m">Description: + +Damage Resistance: Electrical Resist 30 / - + +Prerequisites: + +Caster Level: 11 +Spell(s): Endure Elements + +Cost: + ++66000gp +</entry> + <entry id="51551" lang="en" sex="m">Etherealness</entry> + <entry id="51552" lang="en" sex="m">Description: + +Use: Greater Sanctuary (18) 1 Use/Day + +Prerequisites: + +Caster Level: 13 +Spell(s): Greater Sanctuary + +Cost: + ++49000gp +</entry> + <entry id="51553" lang="en" sex="m">Fire Resistance</entry> + <entry id="51554" lang="en" sex="m">Description: + +Damage Resistance: Fire Resist 10 / - + +Prerequisites: + +Caster Level: 3 +Spell(s): Endure Elements + +Cost: + ++18000gp +</entry> + <entry id="51555" lang="en" sex="m">Fire Resistance, Improved</entry> + <entry id="51556" lang="en" sex="m">Description: + +Damage Resistance: Fire Resist 20 / - + +Prerequisites: + +Caster Level: 7 +Spell(s): Endure Elements + +Cost: + ++42000gp +</entry> + <entry id="51557" lang="en" sex="m">Fire Resistance, Greater</entry> + <entry id="51558" lang="en" sex="m">Description: + +Damage Resistance: Fire Resist 30 / - + +Prerequisites: + +Caster Level: 11 +Spell(s): Endure Elements + +Cost: + ++66000gp +</entry> + <entry id="51559" lang="en" sex="m">Invulnerability 5 / +1</entry> + <entry id="51560" lang="en" sex="m">Description: + +Damage Reduction: +1 Soak 5 Damage + +Prerequisites: + +Caster Level: 18 +Spell(s): Stoneskin + +Cost: + ++3 Enhancement +</entry> + <entry id="51561" lang="en" sex="m">Reflecting</entry> + <entry id="51562" lang="en" sex="m">Description: + +Use: Spell Turning (13) 1 Use/Day + +Prerequisites: + +Caster Level: 14 +Spell(s): Spell Turning + +Cost: + ++5 Enhancement +</entry> + <entry id="51563" lang="en" sex="m">Shadow</entry> + <entry id="51564" lang="en" sex="m">Description: + +Skill Bonus: Hide +5 + +Prerequisites: + +Caster Level: 5 +Spell(s): Invisibility + +Cost: + ++3750gp +</entry> + <entry id="51565" lang="en" sex="m">Shadow, Improved</entry> + <entry id="51566" lang="en" sex="m">Description: + +Skill Bonus: Hide +10 + +Prerequisites: + +Caster Level: 10 +Spell(s): Invisibility + +Cost: + ++15000gp +</entry> + <entry id="51567" lang="en" sex="m">Shadow, Greater</entry> + <entry id="51568" lang="en" sex="m">Description: + +Skill Bonus: Hide +15 + +Prerequisites: + +Caster Level: 15 +Spell(s): Invisibility + +Cost: + ++33750gp +</entry> + <entry id="51569" lang="en" sex="m">Silent Moves</entry> + <entry id="51570" lang="en" sex="m">Description: + +Skill Bonus: Move Silently +5 + +Prerequisites: + +Caster Level: 5 +Spell(s): Silence + +Cost: + ++3750gp +</entry> + <entry id="51571" lang="en" sex="m">Silent Moves, Improved</entry> + <entry id="51572" lang="en" sex="m">Description: + +Skill Bonus: Move Silently +10 + +Prerequisites: + +Caster Level: 10 +Spell(s): Silence + +Cost: + ++15000gp +</entry> + <entry id="51573" lang="en" sex="m">Silent Moves, Greater</entry> + <entry id="51574" lang="en" sex="m">Description: + +Skill Bonus: Move Silently +15 + +Prerequisites: + +Caster Level: 15 +Spell(s): Silence + +Cost: + ++33750gp +</entry> + <entry id="51575" lang="en" sex="m">Sonic Resistance</entry> + <entry id="51576" lang="en" sex="m">Description: + +Damage Resistance: Sonic Resist 10 / - + +Prerequisites: + +Caster Level: 3 +Spell(s): Endure Elements + +Cost: + ++18000gp +</entry> + <entry id="51577" lang="en" sex="m">Sonic Resistance, Improved</entry> + <entry id="51578" lang="en" sex="m">Description: + +Damage Resistance: Sonic Resist 20 / - + +Prerequisites: + +Caster Level: 7 +Spell(s): Endure Elements + +Cost: + ++42000gp +</entry> + <entry id="51579" lang="en" sex="m">Sonic Resistance, Greater</entry> + <entry id="51580" lang="en" sex="m">Description: + +Damage Resistance: Sonic Resist 30 / - + +Prerequisites: + +Caster Level: 11 +Spell(s): Endure Elements + +Cost: + ++66000gp +</entry> + <entry id="51581" lang="en" sex="m">Spell Resistance 13</entry> + <entry id="51582" lang="en" sex="m">Description: + +Spell Resistance: 13 + +Prerequisites: + +Caster Level: 15 +Spell(s): Spell Resistance + +Cost: + ++2 Enhancement +</entry> + <entry id="51583" lang="en" sex="m">Undead Controlling</entry> + <entry id="51584" lang="en" sex="m">Description: + +Use: Control Undead (13) 1 Use/Day + +Prerequisites: + +Caster Level: 13 +Spell(s): Control Undead + +Cost: + ++49000gp +</entry> + <entry id="51585" lang="en" sex="m">Acid Warding</entry> + <entry id="51586" lang="en" sex="m">Description: + +Damage Resistance: Acid Resist 50 / - + +Prerequisites: + +Caster Level: 21 +Spell(s): Protection from Elements +Epic + +Cost: + ++6 Enhancement +</entry> + <entry id="51587" lang="en" sex="m">Cold Warding</entry> + <entry id="51588" lang="en" sex="m">Description: + +Damage Resistance: Cold Resist 50 / - + +Prerequisites: + +Caster Level: 21 +Spell(s): Protection from Elements +Epic + +Cost: + ++6 Enhancement +</entry> + <entry id="51589" lang="en" sex="m">Fire Warding</entry> + <entry id="51590" lang="en" sex="m">Description: + +Damage Resistance: Fire Resist 50 / - + +Prerequisites: + +Caster Level: 21 +Spell(s): Protection from Elements +Epic + +Cost: + ++6 Enhancement +</entry> + <entry id="51591" lang="en" sex="m">Great Invulnerability 10 / +1</entry> + <entry id="51592" lang="en" sex="m">Description: + +Damage Reduction: +1 Soak 10 Damage + +Prerequisites: + +Caster Level: 19 +Spell(s): Stoneskin +Epic + +Cost: + ++4 Enhancement +</entry> + <entry id="51593" lang="en" sex="m">Great Reflection</entry> + <entry id="51594" lang="en" sex="m">Description: + +Use: Spell Turning (13) Unlimited Uses/Day + +Prerequisites: + +Caster Level: 25 +Spell(s): Spell Turning +Epic + +Cost: + ++10 Enhancement +</entry> + <entry id="51595" lang="en" sex="m">Great Spell Resistance 21</entry> + <entry id="51596" lang="en" sex="m">Description: + +Spell Resistance: 21 + +Prerequisites: + +Caster Level: 21 +Spell(s): Spell Resistance +Epic + +Cost: + ++6 Enhancement +</entry> + <entry id="51597" lang="en" sex="m">Lightning Warding</entry> + <entry id="51598" lang="en" sex="m">Description: + +Damage Resistance: Electrical Resist 50 / - + +Prerequisites: + +Caster Level: 21 +Spell(s): Protection from Elements +Epic + +Cost: + ++6 Enhancement +</entry> + <entry id="51599" lang="en" sex="m">Sonic Warding</entry> + <entry id="51600" lang="en" sex="m">Description: + +Damage Resistance: Sonic Resist 50 / - + +Prerequisites: + +Caster Level: 21 +Spell(s): Protection from Elements +Epic + +Cost: + ++6 Enhancement +</entry> + <entry id="51601" lang="en" sex="m">Spell Turning</entry> + <entry id="51602" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 7 +Innate Level: 7 +School: Abjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Personal +Area of Effect / Target: Caster +Duration: 10 Minutes / Level +Additional Counter Spells: Spell Breach +Save: Harmless +Spell Resistance: No + +Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. +From seven to ten (1d4+6) spell levels are affected by the turning. +When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. You and the caster each has a proportional chance to be affected. +If you and a spellcasting attacker are both warded by spell turning effects in operation, both you and the caster have a proportional chance to be affected.</entry> + <entry id="51603" lang="en" sex="m">Spell Turning (13)</entry> + <entry id="51604" lang="en" sex="m">Forge Epic Ring</entry> + <entry id="51605" lang="en" sex="m">Type of Feat: General +Prerequisite: Forge Ring, Lore 35 ranks, Spellcraft 35 ranks +Specifics: The character can forge magic rings that exceed the normal limits for such items. +Use: Automatic.</entry> + <entry id="51606" lang="en" sex="m">Craft Item</entry> + <entry id="51607" lang="en" sex="m">Target yourself to create a new item, or target an existing item to upgrade it.</entry> + <entry id="51608" lang="en" sex="m">Anarchic</entry> + <entry id="51609" lang="en" sex="m">Description: + +Damage Bonus vs.: Lawful 2d6 Damage Type Divine + +Prerequisites: + +Caster Level: 7 +Alignment: Chaotic +Spell(s): Hammer of the Gods + +Cost: + ++2 Enhancement +</entry> + <entry id="51610" lang="en" sex="m">Axiomatic</entry> + <entry id="51611" lang="en" sex="m">Description: + +Damage Bonus vs.: Chaotic 2d6 Damage Type Divine + +Prerequisites: + +Caster Level: 7 +Alignment: Lawful +Spell(s): Hammer of the Gods + +Cost: + ++2 Enhancement +</entry> + <entry id="51612" lang="en" sex="m">Bane</entry> + <entry id="51613" lang="en" sex="m">Description: + +Damage Bonus vs.: [Race] 2d6 Damage Physical +Enhancement Bonus vs.: [Race] +2 + +Prerequisites: + +Caster Level: 8 +Spell(s): Summon Creature I + +Cost: + ++1 Enhancement +</entry> + <entry id="51614" lang="en" sex="m">Disruption</entry> + <entry id="51615" lang="en" sex="m">Description: + +On Hit: Slay Racial Group DC=14 Monster Type Undead + +Prerequisites: + +Caster Level: 14 +Spell(s): Heal + +Cost: + ++2 Enhancement +</entry> + <entry id="51616" lang="en" sex="m">Flaming</entry> + <entry id="51617" lang="en" sex="m">Description: + +Damage Bonus: Fire 1d6 Damage + +Prerequisites: + +Caster Level: 10 +Spell(s): Flame Weapon, Fireball or Flame Strike + +Cost: + ++1 Enhancement +</entry> + <entry id="51618" lang="en" sex="m">Frost</entry> + <entry id="51619" lang="en" sex="m">Description: + +Damage Bonus: Cold 1d6 Damage + +Prerequisites: + +Caster Level: 8 +Spell(s): Ice Storm + +Cost: + ++1 Enhancement +</entry> + <entry id="51620" lang="en" sex="m">Holy</entry> + <entry id="51621" lang="en" sex="m">Description: + +Damage Bonus vs.: Evil 2d6 Damage Type Divine + +Prerequisites: + +Caster Level: 7 +Alignment: Good +Spell(s): Hammer of the Gods + +Cost: + ++2 Enhancement +</entry> + <entry id="51622" lang="en" sex="m">Keen</entry> + <entry id="51623" lang="en" sex="m">Description: + +Keen + +Prerequisites: + +Caster Level: 10 +Spell(s): Keen Edge + +Cost: + ++1 Enhancement +</entry> + <entry id="51624" lang="en" sex="m">Shock</entry> + <entry id="51625" lang="en" sex="m">Description: + +Damage Bonus: Electrical 1d6 Damage + +Prerequisites: + +Caster Level: 8 +Spell(s): Call Lightning or Lightning Bolt + +Cost: + ++1 Enhancement +</entry> + <entry id="51626" lang="en" sex="m">Unholy</entry> + <entry id="51627" lang="en" sex="m">Description: + +Damage Bonus vs.: Good 2d6 Damage Type Divine + +Prerequisites: + +Caster Level: 7 +Alignment: Evil +Spell(s): Hammer of the Gods + +Cost: + ++2 Enhancement +</entry> + <entry id="51628" lang="en" sex="m">Vorpal</entry> + <entry id="51629" lang="en" sex="m">Description: + +On Hit: Vorpal DC=70 + +Prerequisites: + +Caster Level: 18 +Spell(s): Circle of Death, Keen Edge + +Cost: + ++5 Enhancement +</entry> + <entry id="51630" lang="en" sex="m">Acidic Blast</entry> + <entry id="51631" lang="en" sex="m">Description: + +Damage Bonus: Acid 3d6 Damage + +Prerequisites: + +Caster Level: 21 +Spell(s): Acid Fog +Epic + +Cost: + ++6 Enhancement +</entry> + <entry id="51632" lang="en" sex="m">Anarchic Power</entry> + <entry id="51633" lang="en" sex="m">Description: + +Damage Bonus vs.: Lawful 3d6 Damage Type Divine +On Hit: Level Drain DC=69 + +Prerequisites: + +Caster Level: 21 +Alignment: Chaotic +Spell(s): Word of Chaos +Epic + +Cost: + ++8 Enhancement +</entry> + <entry id="51634" lang="en" sex="m">Axiomatic Power</entry> + <entry id="51635" lang="en" sex="m">Description: + +Damage Bonus vs.: Chaotic 3d6 Damage Type Divine +On Hit: Level Drain DC=69 + +Prerequisites: + +Caster Level: 21 +Alignment: Lawful +Spell(s): Dictum +Epic + +Cost: + ++8 Enhancement +</entry> + <entry id="51636" lang="en" sex="m">Dread</entry> + <entry id="51637" lang="en" sex="m">Description: + +Damage Bonus vs.: [Race] 4d6 Damage Physical +Enhancement Bonus vs.: [Race] +4 +On Hit: Slay Racial Group DC=27 Monster Type [Race] + +Prerequisites: + +Caster Level: 22 +Spell(s): Summon Creature IX +Epic + +Cost: + ++7 Enhancement +</entry> + <entry id="51638" lang="en" sex="m">Fiery Blast</entry> + <entry id="51639" lang="en" sex="m">Description: + +Damage Bonus: Fire 3d6 Damage + +Prerequisites: + +Caster Level: 21 +Spell(s): Fireball +Epic + +Cost: + ++6 Enhancement +</entry> + <entry id="51640" lang="en" sex="m">Holy Power</entry> + <entry id="51641" lang="en" sex="m">Description: + +Damage Bonus vs.: Evil 3d6 Damage Type Divine +On Hit: Level Drain DC=69 + +Prerequisites: + +Caster Level: 21 +Alignment: Good +Spell(s): Holy Word +Epic + +Cost: + ++8 Enhancement +</entry> + <entry id="51642" lang="en" sex="m">Icy Blast</entry> + <entry id="51643" lang="en" sex="m">Description: + +Damage Bonus: Cold 3d6 Damage + +Prerequisites: + +Caster Level: 21 +Spell(s): Cone of Cold +Epic + +Cost: + ++6 Enhancement +</entry> + <entry id="51644" lang="en" sex="m">Lightning Blast</entry> + <entry id="51645" lang="en" sex="m">Description: + +Damage Bonus: Electrical 3d6 Damage + +Prerequisites: + +Caster Level: 21 +Spell(s): Lightning Bolt +Epic + +Cost: + ++6 Enhancement +</entry> + <entry id="51646" lang="en" sex="m">Mighty Disruption</entry> + <entry id="51647" lang="en" sex="m">Description: + +On Hit: Slay Racial Group DC=21 Monster Type Undead + +Prerequisites: + +Caster Level: 21 +Spell(s): True Resurrection +Epic + +Cost: + ++6 Enhancement +</entry> + <entry id="51648" lang="en" sex="m">Sonic Blast</entry> + <entry id="51649" lang="en" sex="m">Description: + +Damage Bonus: Sonic 3d6 Damage + +Prerequisites: + +Caster Level: 0 +Spell(s): Shout +Epic + +Cost: + ++6 Enhancement +</entry> + <entry id="51650" lang="en" sex="m">Unholy Power</entry> + <entry id="51651" lang="en" sex="m">Description: + +Damage Bonus vs.: Good 3d6 Damage Type Divine +On Hit: Level Drain DC=69 + +Prerequisites: + +Caster Level: 21 +Alignment: Evil +Spell(s): Blasphemy +Epic + +Cost: + ++8 Enhancement +</entry> + <entry id="51652" lang="en" sex="m">Wounding</entry> + <entry id="51653" lang="en" sex="m">Description: + +On Hit: Wounding DC=70 + +Prerequisites: + +Caster Level: 10 +Spell(s): Mordenkainen's Sword or Black Blade of Disaster + +Cost: + ++2 Enhancement +</entry> + <entry id="51654" lang="en" sex="m">Description: + +Damage Reduction: +1 Soak 15 Damage + +Prerequisites: + +Caster Level: 20 +Spell(s): Stoneskin +Epic + +Cost: + ++5 Enhancement +</entry> + <entry id="51655" lang="en" sex="m">Description: + +Damage Reduction: +6 Soak 5 Damage + +Prerequisites: + +Caster Level: 21 +Spell(s): Stoneskin +Epic + +Cost: + ++6 Enhancement +</entry> + <entry id="51656" lang="en" sex="m">Description: + +Damage Reduction: +6 Soak 10 Damage + +Prerequisites: + +Caster Level: 22 +Spell(s): Stoneskin +Epic + +Cost: + ++7 Enhancement +</entry> + <entry id="51657" lang="en" sex="m">Description: + +Spell Resistance: 15 + +Prerequisites: + +Caster Level: 15 +Spell(s): Spell Resistance + +Cost: + ++3 Enhancement +</entry> + <entry id="51658" lang="en" sex="m">Description: + +Spell Resistance: 17 + +Prerequisites: + +Caster Level: 15 +Spell(s): Spell Resistance + +Cost: + ++4 Enhancement +</entry> + <entry id="51659" lang="en" sex="m">Description: + +Spell Resistance: 19 + +Prerequisites: + +Caster Level: 15 +Spell(s): Spell Resistance + +Cost: + ++5 Enhancement +</entry> + <entry id="51660" lang="en" sex="m">Description: + +Spell Resistance: 23 + +Prerequisites: + +Caster Level: 22 +Spell(s): Spell Resistance +Epic + +Cost: + ++7 Enhancement +</entry> + <entry id="51661" lang="en" sex="m">Description: + +Spell Resistance: 25 + +Prerequisites: + +Caster Level: 23 +Spell(s): Spell Resistance +Epic + +Cost: + ++8 Enhancement +</entry> + <entry id="51662" lang="en" sex="m">Description: + +Spell Resistance: 27 + +Prerequisites: + +Caster Level: 24 +Spell(s): Spell Resistance +Epic + +Cost: + ++9 Enhancement +</entry> + <entry id="51663" lang="en" sex="m">DC=58</entry> + <entry id="51664" lang="en" sex="m">DC=59</entry> + <entry id="51665" lang="en" sex="m">DC=60</entry> + <entry id="51666" lang="en" sex="m">DC=61</entry> + <entry id="51667" lang="en" sex="m">DC=62</entry> + <entry id="51668" lang="en" sex="m">DC=63</entry> + <entry id="51669" lang="en" sex="m">DC=64</entry> + <entry id="51670" lang="en" sex="m">DC=65</entry> + <entry id="51671" lang="en" sex="m">DC=66</entry> + <entry id="51672" lang="en" sex="m">DC=67</entry> + <entry id="51673" lang="en" sex="m">DC=68</entry> + <entry id="51674" lang="en" sex="m">DC=69</entry> + <entry id="51675" lang="en" sex="m">DC=70</entry> + <entry id="51676" lang="en" sex="m">Shout</entry> + <entry id="51677" lang="en" sex="m">School: Evocation [Sonic] +Level: Brd 4, Sor/Wiz 4 +Components: V +Casting Time: 1 standard action +Range: 30 ft. +Area: Cone-shaped burst +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: Yes + +You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. +A shout spell cannot penetrate a silence spell.</entry> + <entry id="51678" lang="en" sex="m">Greater Shout</entry> + <entry id="51679" lang="en" sex="m">School: Evocation [Sonic] +Level: Brd 6, Sor/Wiz 8 +Components: V, S, F +Range: 60 ft. +Area: Cone-shaped burst +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: Yes + +This spell functions like shout, except that the cone deals 10d6 points of sonic damage It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save.</entry> + <entry id="51680" lang="en" sex="m">Mass Inflict Light Wounds (9)</entry> + <entry id="51681" lang="en" sex="m">Mass Inflict Moderate Wounds (11)</entry> + <entry id="51682" lang="en" sex="m">Mass Inflict Serious Wounds (13)</entry> + <entry id="51683" lang="en" sex="m">Mass Inflict Critical Wounds (15)</entry> + <entry id="51684" lang="en" sex="m">Greater Harm (9)</entry> + <entry id="51685" lang="en" sex="m">Shout (7)</entry> + <entry id="51686" lang="en" sex="m">Greater Shout (15)</entry> + <entry id="51687" lang="en" sex="m">Great Invulnerability 15 / +1</entry> + <entry id="51688" lang="en" sex="m">Great Invulnerability 5 / +6</entry> + <entry id="51689" lang="en" sex="m">Great Invulnerability 10 / +6</entry> + <entry id="51690" lang="en" sex="m">Spell Resistance 15</entry> + <entry id="51691" lang="en" sex="m">Spell Resistance 17</entry> + <entry id="51692" lang="en" sex="m">Spell Resistance 19</entry> + <entry id="51693" lang="en" sex="m">Great Spell Resistance 23</entry> + <entry id="51694" lang="en" sex="m">Great Spell Resistance 25</entry> + <entry id="51695" lang="en" sex="m">Great Spell Resistance 27</entry> + <entry id="51696" lang="en" sex="m">Amulet of Health +2</entry> + <entry id="51697" lang="en" sex="m">Amulet of Health +4</entry> + <entry id="51698" lang="en" sex="m">Amulet of Health +6</entry> + <entry id="51699" lang="en" sex="m">Amulet of Epic Natural Armor +6</entry> + <entry id="51700" lang="en" sex="m">Amulet of Epic Natural Armor +7</entry> + <entry id="51701" lang="en" sex="m">Amulet of Epic Natural Armor +8</entry> + <entry id="51702" lang="en" sex="m">Amulet of Epic Natural Armor +9</entry> + <entry id="51703" lang="en" sex="m">Amulet of Epic Natural Armor +10</entry> + <entry id="51704" lang="en" sex="m">Belt of Giant Strength +4</entry> + <entry id="51705" lang="en" sex="m">Belt of Giant Strength +6</entry> + <entry id="51706" lang="en" sex="m">Belt of Epic Strength +8</entry> + <entry id="51707" lang="en" sex="m">Belt of Epic Strength +10</entry> + <entry id="51708" lang="en" sex="m">Belt of Epic Strength +12</entry> + <entry id="51709" lang="en" sex="m">Boots of Swiftness</entry> + <entry id="51710" lang="en" sex="m">Boots of Teleportation</entry> + <entry id="51711" lang="en" sex="m">Bracers of Epic Armor +11</entry> + <entry id="51712" lang="en" sex="m">Bracers of Epic Armor +12</entry> + <entry id="51713" lang="en" sex="m">Bracers of Epic Armor +13</entry> + <entry id="51714" lang="en" sex="m">Bracers of Epic Armor +14</entry> + <entry id="51715" lang="en" sex="m">Bracers of Epic Armor +15</entry> + <entry id="51716" lang="en" sex="m">Bracers of Epic Health +8</entry> + <entry id="51717" lang="en" sex="m">Bracers of Epic Health +10</entry> + <entry id="51718" lang="en" sex="m">Bracers of Epic Health +12</entry> + <entry id="51719" lang="en" sex="m">Bracers of Relentless Might</entry> + <entry id="51720" lang="en" sex="m">Circlet of Persuasion</entry> + <entry id="51721" lang="en" sex="m">Cloak of Charisma +2</entry> + <entry id="51722" lang="en" sex="m">Cloak of Charisma +4</entry> + <entry id="51723" lang="en" sex="m">Cloak of Charisma +6</entry> + <entry id="51724" lang="en" sex="m">Cloak of Epic Charisma +8</entry> + <entry id="51725" lang="en" sex="m">Cloak of Epic Charisma +10</entry> + <entry id="51726" lang="en" sex="m">Cloak of Epic Charisma +12</entry> + <entry id="51727" lang="en" sex="m">Minor Cloak of Displacement</entry> + <entry id="51728" lang="en" sex="m">Major Cloak of Displacement</entry> + <entry id="51729" lang="en" sex="m">Cloak of Etherealness</entry> + <entry id="51730" lang="en" sex="m">Cloak of Epic Resistance +6</entry> + <entry id="51731" lang="en" sex="m">Cloak of Epic Resistance +7</entry> + <entry id="51732" lang="en" sex="m">Cloak of Epic Resistance +8</entry> + <entry id="51733" lang="en" sex="m">Cloak of Epic Resistance +9</entry> + <entry id="51734" lang="en" sex="m">Cloak of Epic Resistance +10</entry> + <entry id="51735" lang="en" sex="m">Gloves of Dexterity +2</entry> + <entry id="51736" lang="en" sex="m">Gloves of Dexterity +4</entry> + <entry id="51737" lang="en" sex="m">Gloves of Dexterity +6</entry> + <entry id="51738" lang="en" sex="m">Gloves of Epic Dexterity +8</entry> + <entry id="51739" lang="en" sex="m">Gloves of Epic Dexterity +10</entry> + <entry id="51740" lang="en" sex="m">Gloves of Epic Dexterity +12</entry> + <entry id="51741" lang="en" sex="m">Hand of Glory</entry> + <entry id="51742" lang="en" sex="m">Hand of the Mage</entry> + <entry id="51743" lang="en" sex="m">Headband of Epic Intellect +8</entry> + <entry id="51744" lang="en" sex="m">Headband of Epic Intellect +10</entry> + <entry id="51745" lang="en" sex="m">Headband of Epic Intellect +12</entry> + <entry id="51746" lang="en" sex="m">Helm of Teleportation</entry> + <entry id="51747" lang="en" sex="m">Mantle of Spell Resistance</entry> + <entry id="51748" lang="en" sex="m">Necklace of Adaptation</entry> + <entry id="51749" lang="en" sex="m">Necklace of Fireballs I</entry> + <entry id="51750" lang="en" sex="m">Necklace of Fireballs II</entry> + <entry id="51751" lang="en" sex="m">Necklace of Fireballs III</entry> + <entry id="51752" lang="en" sex="m">Necklace of Fireballs IV</entry> + <entry id="51753" lang="en" sex="m">Necklace of Fireballs V</entry> + <entry id="51754" lang="en" sex="m">Necklace of Fireballs VI</entry> + <entry id="51755" lang="en" sex="m">Necklace of Fireballs VII</entry> + <entry id="51756" lang="en" sex="m">Periapt of Health</entry> + <entry id="51757" lang="en" sex="m">Periapt of Proof against Poison</entry> + <entry id="51758" lang="en" sex="m">Periapt of Epic Wisdom +8</entry> + <entry id="51759" lang="en" sex="m">Periapt of Epic Wisdom +10</entry> + <entry id="51760" lang="en" sex="m">Periapt of Epic Wisdom +12</entry> + <entry id="51761" lang="en" sex="m">Periapt of Wound Closure</entry> + <entry id="51762" lang="en" sex="m">Robe of Eyes</entry> + <entry id="51763" lang="en" sex="m">Base Item: Amulet + +Description: + +Enhancement Bonus: Constitution +2 + +Prerequisites: + +Caster Level: 8 +Spell(s): Endurance + +Cost: + ++4000gp +</entry> + <entry id="51764" lang="en" sex="m">Base Item: Amulet + +Description: + +Enhancement Bonus: Constitution +4 + +Prerequisites: + +Caster Level: 8 +Spell(s): Endurance + +Cost: + ++16000gp +</entry> + <entry id="51765" lang="en" sex="m">Base Item: Amulet + +Description: + +Enhancement Bonus: Constitution +6 + +Prerequisites: + +Caster Level: 8 +Spell(s): Endurance + +Cost: + ++36000gp +</entry> + <entry id="51766" lang="en" sex="m">Base Item: Amulet + +Description: + +Armor Bonus: +1 + +Prerequisites: + +Caster Level: 5 +Spell(s): Barkskin + +Cost: + ++2000gp +</entry> + <entry id="51767" lang="en" sex="m">Base Item: Amulet + +Description: + +Armor Bonus: +2 + +Prerequisites: + +Caster Level: 6 +Spell(s): Barkskin + +Cost: + ++8000gp +</entry> + <entry id="51768" lang="en" sex="m">Base Item: Amulet + +Description: + +Armor Bonus: +3 + +Prerequisites: + +Caster Level: 9 +Spell(s): Barkskin + +Cost: + ++18000gp +</entry> + <entry id="51769" lang="en" sex="m">Base Item: Amulet + +Description: + +Armor Bonus: +4 + +Prerequisites: + +Caster Level: 12 +Spell(s): Barkskin + +Cost: + ++32000gp +</entry> + <entry id="51770" lang="en" sex="m">Base Item: Amulet + +Description: + +Armor Bonus: +5 + +Prerequisites: + +Caster Level: 15 +Spell(s): Barkskin + +Cost: + ++50000gp +</entry> + <entry id="51771" lang="en" sex="m">Base Item: Amulet + +Description: + +Armor Bonus: +6 + +Prerequisites: + +Caster Level: 20 +Spell(s): Barkskin +Epic + +Cost: + ++720000gp +</entry> + <entry id="51772" lang="en" sex="m">Base Item: Amulet + +Description: + +Armor Bonus: +7 + +Prerequisites: + +Caster Level: 21 +Spell(s): Barkskin +Epic + +Cost: + ++980000gp +</entry> + <entry id="51773" lang="en" sex="m">Base Item: Amulet + +Description: + +Armor Bonus: +8 + +Prerequisites: + +Caster Level: 24 +Spell(s): Barkskin +Epic + +Cost: + ++1280000gp +</entry> + <entry id="51774" lang="en" sex="m">Base Item: Amulet + +Description: + +Armor Bonus: +9 + +Prerequisites: + +Caster Level: 27 +Spell(s): Barkskin +Epic + +Cost: + ++1620000gp +</entry> + <entry id="51775" lang="en" sex="m">Base Item: Amulet + +Description: + +Armor Bonus: +10 + +Prerequisites: + +Caster Level: 30 +Spell(s): Barkskin +Epic + +Cost: + ++2000000gp +</entry> + <entry id="51776" lang="en" sex="m">Base Item: Belt + +Description: + +Enhancement Bonus: Strength +4 + +Prerequisites: + +Caster Level: 10 +Spell(s): Bull's Strength + +Cost: + ++16000gp +</entry> + <entry id="51777" lang="en" sex="m">Base Item: Belt + +Description: + +Enhancement Bonus: Strength +6 + +Prerequisites: + +Caster Level: 10 +Spell(s): Bull's Strength + +Cost: + ++36000gp +</entry> + <entry id="51778" lang="en" sex="m">Base Item: Belt + +Description: + +Enhancement Bonus: Strength +8 + +Prerequisites: + +Caster Level: 20 +Spell(s): Bull's Strength +Epic + +Cost: + ++640000gp +</entry> + <entry id="51779" lang="en" sex="m">Base Item: Belt + +Description: + +Enhancement Bonus: Strength +10 + +Prerequisites: + +Caster Level: 20 +Spell(s): Bull's Strength +Epic + +Cost: + ++1000000gp +</entry> + <entry id="51780" lang="en" sex="m">Base Item: Belt + +Description: + +Enhancement Bonus: Strength +12 + +Prerequisites: + +Caster Level: 20 +Spell(s): Bull's Strength +Epic + +Cost: + ++1440000gp +</entry> + <entry id="51781" lang="en" sex="m">Base Item: Boots + +Description: + +Skill Bonus: Move Silently +5 + +Prerequisites: + +Caster Level: 5 +Race: Elf + +Cost: + ++2500gp +</entry> + <entry id="51782" lang="en" sex="m">Base Item: Boots + +Description: + +Use: Haste (10) 1 Use/Day + +Prerequisites: + +Caster Level: 10 +Spell(s): Haste + +Cost: + ++12000gp +</entry> + <entry id="51783" lang="en" sex="m">Base Item: Boots + +Description: + +Enhancement Bonus: Dexterity +6 +Bonus Feat: Evasion +Skill Bonus: Tumble +20 +Skill Bonus: Jump +20 +Use: Haste (10) 3 Uses/Day + +Prerequisites: + +Caster Level: 20 +Spell(s): Cat's Grace, Expeditious Retreat, Haste, Jump +Epic + +Cost: + ++256000gp +</entry> + <entry id="51784" lang="en" sex="m">Base Item: Boots + +Description: + +Use: Teleport (9) 3 Uses/Day + +Prerequisites: + +Caster Level: 9 +Spell(s): Teleport + +Cost: + ++49000gp +</entry> + <entry id="51785" lang="en" sex="m">Base Item: Boots + +Description: + +Damage Resistance: Cold Resist 5 / - +Damage Resistance: Fire Resist 5 / - + +Prerequisites: + +Caster Level: 5 +Spell(s): Cat's Grace, Endure Elements + +Cost: + ++2500gp +</entry> + <entry id="51786" lang="en" sex="m">Base Item: Bracer + +Description: + +Armor Bonus: +1 + +Prerequisites: + +Caster Level: 7 +Spell(s): Mage Armor + +Cost: + ++1000gp +</entry> + <entry id="51787" lang="en" sex="m">Base Item: Bracer + +Description: + +Armor Bonus: +2 + +Prerequisites: + +Caster Level: 7 +Spell(s): Mage Armor + +Cost: + ++4000gp +</entry> + <entry id="51788" lang="en" sex="m">Base Item: Bracer + +Description: + +Armor Bonus: +3 + +Prerequisites: + +Caster Level: 7 +Spell(s): Mage Armor + +Cost: + ++9000gp +</entry> + <entry id="51789" lang="en" sex="m">Base Item: Bracer + +Description: + +Armor Bonus: +4 + +Prerequisites: + +Caster Level: 8 +Spell(s): Mage Armor + +Cost: + ++16000gp +</entry> + <entry id="51790" lang="en" sex="m">Base Item: Bracer + +Description: + +Armor Bonus: +5 + +Prerequisites: + +Caster Level: 10 +Spell(s): Mage Armor + +Cost: + ++25000gp +</entry> + <entry id="51791" lang="en" sex="m">Base Item: Bracer + +Description: + +Armor Bonus: +6 + +Prerequisites: + +Caster Level: 12 +Spell(s): Mage Armor + +Cost: + ++36000gp +</entry> + <entry id="51792" lang="en" sex="m">Base Item: Bracer + +Description: + +Armor Bonus: +7 + +Prerequisites: + +Caster Level: 14 +Spell(s): Mage Armor + +Cost: + ++49000gp +</entry> + <entry id="51793" lang="en" sex="m">Base Item: Bracer + +Description: + +Armor Bonus: +8 + +Prerequisites: + +Caster Level: 16 +Spell(s): Mage Armor + +Cost: + ++64000gp +</entry> + <entry id="51794" lang="en" sex="m">Base Item: Bracer + +Description: + +Armor Bonus: +11 + +Prerequisites: + +Caster Level: 22 +Spell(s): Mage Armor +Epic + +Cost: + ++1210000gp +</entry> + <entry id="51795" lang="en" sex="m">Base Item: Bracer + +Description: + +Armor Bonus: +12 + +Prerequisites: + +Caster Level: 24 +Spell(s): Mage Armor +Epic + +Cost: + ++1440000gp +</entry> + <entry id="51796" lang="en" sex="m">Base Item: Bracer + +Description: + +Armor Bonus: +13 + +Prerequisites: + +Caster Level: 26 +Spell(s): Mage Armor +Epic + +Cost: + ++1690000gp +</entry> + <entry id="51797" lang="en" sex="m">Base Item: Bracer + +Description: + +Armor Bonus: +14 + +Prerequisites: + +Caster Level: 28 +Spell(s): Mage Armor +Epic + +Cost: + ++1960000gp +</entry> + <entry id="51798" lang="en" sex="m">Base Item: Bracer + +Description: + +Armor Bonus: +15 + +Prerequisites: + +Caster Level: 30 +Spell(s): Mage Armor +Epic + +Cost: + ++2250000gp +</entry> + <entry id="51799" lang="en" sex="m">Base Item: Bracer + +Description: + +Enhancement Bonus: Constitution +8 + +Prerequisites: + +Caster Level: 20 +Spell(s): Endurance +Epic + +Cost: + ++640000gp +</entry> + <entry id="51800" lang="en" sex="m">Base Item: Bracer + +Description: + +Enhancement Bonus: Constitution +10 + +Prerequisites: + +Caster Level: 20 +Spell(s): Endurance +Epic + +Cost: + ++1000000gp +</entry> + <entry id="51801" lang="en" sex="m">Base Item: Bracer + +Description: + +Enhancement Bonus: Constitution +12 + +Prerequisites: + +Caster Level: 20 +Spell(s): Endurance +Epic + +Cost: + ++1440000gp +</entry> + <entry id="51802" lang="en" sex="m">Base Item: Bracer + +Description: + +Enhancement Bonus: Strength +12 +Enhancement Bonus: Constitution +12 +Use: Enlarge Person Unlimited Uses/Day + +Prerequisites: + +Caster Level: 20 +Spell(s): Bull's Strength, Endurance, Enlarge Person +Epic + +Cost: + ++4384000gp +</entry> + <entry id="51803" lang="en" sex="m">Base Item: Amulet + +Description: + +Spell Immunity: Magic Missile +Spell Immunity: Isaac's Lesser Missile Storm +Spell Immunity: Isaac's Greater Missile Storm + +Prerequisites: + +Caster Level: 1 +Spell(s): Shield + +Cost: + ++1500gp +</entry> + <entry id="51804" lang="en" sex="m">Base Item: Helmet + +Description: + +Use: Searing Light (5) 1 Use/Day +Cast Spell: Caster Level: Searing Light (5) 6 + +Prerequisites: + +Caster Level: 6 +Spell(s): Searing Light + +Cost: + ++6480gp +</entry> + <entry id="51805" lang="en" sex="m">Base Item: Helmet + +Description: + +Use: Searing Light (5) 1 Use/Day +Cast Spell: Caster Level: Searing Light (5) 10 +Cast Spell: Metamagic: Searing Light (5) Maximize Spell + +Prerequisites: + +Caster Level: 17 +Spell(s): Searing Light + +Cost: + ++23760gp +</entry> + <entry id="51806" lang="en" sex="m">Base Item: Helmet + +Description: + + +Prerequisites: + +Caster Level: 5 +Spell(s): Eagle's Splendor + +Cost: + ++4500gp +</entry> + <entry id="51807" lang="en" sex="m">Base Item: Scimitar + +Description: + +Bonus Spell Slot: Cleric Level 0 + +Prerequisites: + +Caster Level: 6 +Spell(s): Web + +Cost: + ++14000 Enhancement ++80gp +</entry> + <entry id="51808" lang="en" sex="m">A Sublime Chord of 6th level or higher with 16 or more ranks in the Perform skill knows the Song of Timelessness. As a standard action she can envelop a single creature within 60 feet in a field of timelessness, provided she has line of effect to the target. The subject is entitled to a Will save (DC10 + Sublime Chord level + Cha modifier) to negate the effect. +If the subject fails it's save, it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect it - weapons can not reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it would not even begin to fall. A Sublime Chord can keep it's target frozen in time for as long as she maintains the power by continuing to perform, up to a maximum of 1 minute per level. When she stops performing, the subject immediately returns to normal. As far as the creature is concerned, no time seems to have passed.</entry> + <entry id="51809" lang="en" sex="m">Base Item: Cloak + +Description: + +Enhancement Bonus: Charisma +2 + +Prerequisites: + +Caster Level: 8 +Spell(s): Eagle's Splendor + +Cost: + ++4000gp +</entry> + <entry id="51810" lang="en" sex="m">Base Item: Cloak + +Description: + +Enhancement Bonus: Charisma +4 + +Prerequisites: + +Caster Level: 8 +Spell(s): Eagle's Splendor + +Cost: + ++16000gp +</entry> + <entry id="51811" lang="en" sex="m">Base Item: Cloak + +Description: + +Enhancement Bonus: Charisma +6 + +Prerequisites: + +Caster Level: 8 +Spell(s): Eagle's Splendor + +Cost: + ++36000gp +</entry> + <entry id="51812" lang="en" sex="m">Base Item: Cloak + +Description: + +Enhancement Bonus: Charisma +8 + +Prerequisites: + +Caster Level: 20 +Spell(s): Charm Monster +Epic + +Cost: + ++640000gp +</entry> + <entry id="51813" lang="en" sex="m">Base Item: Cloak + +Description: + +Enhancement Bonus: Charisma +10 + +Prerequisites: + +Caster Level: 20 +Spell(s): Charm Monster +Epic + +Cost: + ++1000000gp +</entry> + <entry id="51814" lang="en" sex="m">Base Item: Cloak + +Description: + +Enhancement Bonus: Charisma +12 + +Prerequisites: + +Caster Level: 20 +Spell(s): Charm Monster +Epic + +Cost: + ++1440000gp +</entry> + <entry id="51815" lang="en" sex="m">Base Item: Cloak + +Description: + +Use: Blur (5) Unlimited Uses/Day + +Prerequisites: + +Caster Level: 3 +Spell(s): Displacement + +Cost: + ++24000gp +</entry> + <entry id="51816" lang="en" sex="m">Base Item: Cloak + +Description: + +Use: Displacement (9) 1 Use/Day +Cast Spell: Caster Level: Displacement (9) 15 + +Prerequisites: + +Caster Level: 7 +Feat: Extend Spell +Spell(s): Displacement + +Cost: + ++50000gp +</entry> + <entry id="51817" lang="en" sex="m">Base Item: Cloak + +Description: + +Skill Bonus: Hide +5 + +Prerequisites: + +Caster Level: 6 +Race: Elf +Spell(s): Invisibility + +Cost: + ++2500gp +</entry> + <entry id="51818" lang="en" sex="m">Base Item: Cloak + +Description: + +Use: Greater Sanctuary (18) 1 Use/Day + +Prerequisites: + +Caster Level: 15 +Spell(s): Greater Sanctuary + +Cost: + ++55000gp +</entry> + <entry id="51819" lang="en" sex="m">Base Item: Cloak + +Description: + +Improved Saving Throws: Universal +1 + +Prerequisites: + +Caster Level: 5 +Spell(s): Resistance + +Cost: + ++1000gp +</entry> + <entry id="51820" lang="en" sex="m">Base Item: Cloak + +Description: + +Improved Saving Throws: Universal +2 + +Prerequisites: + +Caster Level: 6 +Spell(s): Resistance + +Cost: + ++4000gp +</entry> + <entry id="51821" lang="en" sex="m">Base Item: Cloak + +Description: + +Improved Saving Throws: Universal +3 + +Prerequisites: + +Caster Level: 9 +Spell(s): Resistance + +Cost: + ++9000gp +</entry> + <entry id="51822" lang="en" sex="m">Base Item: Cloak + +Description: + +Improved Saving Throws: Universal +4 + +Prerequisites: + +Caster Level: 12 +Spell(s): Resistance + +Cost: + ++16000gp +</entry> + <entry id="51823" lang="en" sex="m">Base Item: Cloak + +Description: + +Improved Saving Throws: Universal +5 + +Prerequisites: + +Caster Level: 15 +Spell(s): Resistance + +Cost: + ++25000gp +</entry> + <entry id="51824" lang="en" sex="m">Base Item: Cloak + +Description: + +Improved Saving Throws: Universal +6 + +Prerequisites: + +Caster Level: 20 +Spell(s): Resistance +Epic + +Cost: + ++360000gp +</entry> + <entry id="51825" lang="en" sex="m">Base Item: Cloak + +Description: + +Improved Saving Throws: Universal +7 + +Prerequisites: + +Caster Level: 21 +Spell(s): Resistance +Epic + +Cost: + ++490000gp +</entry> + <entry id="51826" lang="en" sex="m">Base Item: Cloak + +Description: + +Improved Saving Throws: Universal +8 + +Prerequisites: + +Caster Level: 24 +Spell(s): Resistance +Epic + +Cost: + ++640000gp +</entry> + <entry id="51827" lang="en" sex="m">Base Item: Cloak + +Description: + +Improved Saving Throws: Universal +9 + +Prerequisites: + +Caster Level: 27 +Spell(s): Resistance +Epic + +Cost: + ++810000gp +</entry> + <entry id="51828" lang="en" sex="m">Base Item: Cloak + +Description: + +Improved Saving Throws: Universal +10 + +Prerequisites: + +Caster Level: 30 +Spell(s): Resistance +Epic + +Cost: + ++1000000gp +</entry> + <entry id="51829" lang="en" sex="m">Base Item: Helmet + +Description: + +Use: Charm Person (10) Unlimited Uses/Day +Cast spell: DC: Charm Person (2) 16 + +Prerequisites: + +Caster Level: 7 +Spell(s): Charm Person + +Cost: + ++56000gp +</entry> + <entry id="51830" lang="en" sex="m">Base Item: Helmet + +Description: + +Use: Doom (5) 1 Use/Day +Use: Fear (5) 1 Use/Day + +Prerequisites: + +Caster Level: 11 +Spell(s): Doom, Fear + +Cost: + ++25000gp +</entry> + <entry id="51831" lang="en" sex="m">Base Item: Helmet + +Description: + +Skill Bonus: Spot +5 + +Prerequisites: + +Caster Level: 3 +Spell(s): Clairaudience/Clairvoyance + +Cost: + ++2500gp +</entry> + <entry id="51832" lang="en" sex="m">Base Item: Helmet + +Description: + +Use: Flesh to Stone (5) 1 Use/Day +Cast spell: DC: Flesh to Stone (5) 19 + +Prerequisites: + +Caster Level: 11 +Spell(s): Flesh to Stone + +Cost: + ++98000gp +</entry> + <entry id="51833" lang="en" sex="m">Base Item: Gauntlet + +Description: + +Enhancement Bonus: Strength +2 + +Prerequisites: + +Caster Level: 6 +Spell(s): Bull's Strength + +Cost: + ++4000gp +</entry> + <entry id="51834" lang="en" sex="m">Base Item: Gauntlet + +Description: + +Enhancement Bonus: Dexterity +2 + +Prerequisites: + +Caster Level: 8 +Spell(s): Cat's Grace + +Cost: + ++4000gp +</entry> + <entry id="51835" lang="en" sex="m">Base Item: Gauntlet + +Description: + +Enhancement Bonus: Dexterity +4 + +Prerequisites: + +Caster Level: 8 +Spell(s): Cat's Grace + +Cost: + ++16000gp +</entry> + <entry id="51836" lang="en" sex="m">Base Item: Gauntlet + +Description: + +Enhancement Bonus: Dexterity +6 + +Prerequisites: + +Caster Level: 8 +Spell(s): Cat's Grace + +Cost: + ++36000gp +</entry> + <entry id="51837" lang="en" sex="m">Base Item: Gauntlet + +Description: + +Enhancement Bonus: Dexterity +8 + +Prerequisites: + +Caster Level: 20 +Spell(s): Cat's Grace +Epic + +Cost: + ++640000gp +</entry> + <entry id="51838" lang="en" sex="m">Base Item: Gauntlet + +Description: + +Enhancement Bonus: Dexterity +10 + +Prerequisites: + +Caster Level: 20 +Spell(s): Cat's Grace +Epic + +Cost: + ++1000000gp +</entry> + <entry id="51839" lang="en" sex="m">Base Item: Gauntlet + +Description: + +Enhancement Bonus: Dexterity +12 + +Prerequisites: + +Caster Level: 20 +Spell(s): Cat's Grace +Epic + +Cost: + ++1440000gp +</entry> + <entry id="51840" lang="en" sex="m">Base Item: Helmet + +Description: + +Skill Bonus: Search +5 + +Prerequisites: + +Caster Level: 3 +Spell(s): True Seeing + +Cost: + ++1250gp +</entry> + <entry id="51841" lang="en" sex="m">Base Item: Helmet + +Description: + +Darkvision + +Prerequisites: + +Caster Level: 3 +Spell(s): Ultravision + +Cost: + ++12000gp +</entry> + <entry id="51842" lang="en" sex="m">Base Item: Amulet + +Description: + +Skill Bonus: Truespeak +5 + +Prerequisites: + +Caster Level: 7 +Skill: Truespeak 5 ranks +Spell(s): Glibness + +Cost: + ++2500gp +</entry> + <entry id="51843" lang="en" sex="m">Base Item: Amulet + +Description: + +Use: Mage Hand Unlimited Uses/Day + +Prerequisites: + +Caster Level: 2 +Spell(s): Mage Hand + +Cost: + ++900gp +</entry> + <entry id="51844" lang="en" sex="m">Base Item: Helmet + +Description: + +Enhancement Bonus: Intelligence +2 + +Prerequisites: + +Caster Level: 8 +Spell(s): Fox's Cunning + +Cost: + ++4000gp +</entry> + <entry id="51845" lang="en" sex="m">Base Item: Helmet + +Description: + +Enhancement Bonus: Intelligence +4 + +Prerequisites: + +Caster Level: 8 +Spell(s): Fox's Cunning + +Cost: + ++16000gp +</entry> + <entry id="51846" lang="en" sex="m">Base Item: Helmet + +Description: + +Enhancement Bonus: Intelligence +6 + +Prerequisites: + +Caster Level: 8 +Spell(s): Fox's Cunning + +Cost: + ++36000gp +</entry> + <entry id="51847" lang="en" sex="m">Base Item: Helmet + +Description: + +Enhancement Bonus: Intelligence +8 + +Prerequisites: + +Caster Level: 20 +Spell(s): Legend Lore +Epic + +Cost: + ++640000gp +</entry> + <entry id="51848" lang="en" sex="m">Base Item: Helmet + +Description: + +Enhancement Bonus: Intelligence +10 + +Prerequisites: + +Caster Level: 20 +Spell(s): Legend Lore +Epic + +Cost: + ++1000000gp +</entry> + <entry id="51849" lang="en" sex="m">Base Item: Helmet + +Description: + +Enhancement Bonus: Intelligence +12 + +Prerequisites: + +Caster Level: 20 +Spell(s): Legend Lore +Epic + +Cost: + ++1440000gp +</entry> + <entry id="51850" lang="en" sex="m">Base Item: Helmet + +Description: + +Damage Resistance: Fire Resist 30 / - +Use: Prismatic Spray (13) 5 Charges/Use +Use: Wall of Fire (9) 2 Charges/Use +Use: Fireball (10) 1 Charge/Use +Use: Detect Undead Unlimited Uses/Day + +Prerequisites: + +Caster Level: 13 +Spell(s): Acid Fog + +Cost: + ++125000gp +</entry> + <entry id="51851" lang="en" sex="m">Base Item: Helmet + +Description: + +Use: Teleport (9) 3 Uses/Day + +Prerequisites: + +Caster Level: 9 +Spell(s): Teleport + +Cost: + ++73500gp +</entry> + <entry id="51852" lang="en" sex="m">Base Item: Cloak + +Description: + +Spell Resistance: 21 + +Prerequisites: + +Caster Level: 9 +Spell(s): Spell Resistance + +Cost: + ++90000gp +</entry> + <entry id="51853" lang="en" sex="m">Base Item: Cloak + +Description: + +Spell Resistance: 40 + +Prerequisites: + +Caster Level: 29 +Spell(s): Spell Resistance +Epic + +Cost: + ++290000gp +</entry> + <entry id="51854" lang="en" sex="m">Base Item: Cloak + +Description: + +Skill Bonus: Hide +30 +Skill Bonus: Move Silently +30 +Use: Blur (5) Unlimited Uses/Day + +Prerequisites: + +Caster Level: 20 +Spell(s): Blur, Invisibility, Silence, Nondetection +Epic + +Cost: + ++242000gp +</entry> + <entry id="51855" lang="en" sex="m">Base Item: Helmet + +Description: + +Use: Finger of Death (13) 1 Use/Day +Cast spell: DC: Finger of Death (13) 20 + +Prerequisites: + +Caster Level: 13 +Spell(s): Animate Objects, Finger of Death + +Cost: + ++22000gp +</entry> + <entry id="51856" lang="en" sex="m">Base Item: Amulet + +Description: + +Skill Bonus: Truespeak +10 + +Prerequisites: + +Caster Level: 7 +Skill: Truespeak 10 ranks +Spell(s): Glibness + +Cost: + ++10000gp +</entry> + <entry id="51857" lang="en" sex="m">Base Item: Amulet + +Description: + +Use: Fireball (10) 5 Charges/Use +Cast Spell: Caster Level: Fireball (5) 4 + +Prerequisites: + +Caster Level: 10 +Spell(s): Fireball + +Cost: + ++1650gp +</entry> + <entry id="51858" lang="en" sex="m">Base Item: Amulet + +Description: + +Use: Fireball (10) 5 Charges/Use +Cast Spell: Caster Level: Fireball (5) 5 + +Prerequisites: + +Caster Level: 11 +Spell(s): Fireball + +Cost: + ++2700gp +</entry> + <entry id="51859" lang="en" sex="m">Base Item: Amulet + +Description: + +Use: Fireball (10) 5 Charges/Use +Cast Spell: Caster Level: Fireball (5) 6 + +Prerequisites: + +Caster Level: 12 +Spell(s): Fireball + +Cost: + ++4350gp +</entry> + <entry id="51860" lang="en" sex="m">Base Item: Amulet + +Description: + +Use: Fireball (10) 5 Charges/Use +Cast Spell: Caster Level: Fireball (5) 7 + +Prerequisites: + +Caster Level: 13 +Spell(s): Fireball + +Cost: + ++5400gp +</entry> + <entry id="51861" lang="en" sex="m">Base Item: Amulet + +Description: + +Use: Fireball (10) 5 Charges/Use +Cast Spell: Caster Level: Fireball (5) 8 + +Prerequisites: + +Caster Level: 14 +Spell(s): Fireball + +Cost: + ++5850gp +</entry> + <entry id="51862" lang="en" sex="m">Base Item: Amulet + +Description: + +Use: Fireball (10) 5 Charges/Use +Cast Spell: Caster Level: Fireball (5) 9 + +Prerequisites: + +Caster Level: 15 +Spell(s): Fireball + +Cost: + ++8100gp +</entry> + <entry id="51863" lang="en" sex="m">Base Item: Amulet + +Description: + +Use: Fireball (10) 5 Charges/Use + +Prerequisites: + +Caster Level: 16 +Spell(s): Fireball + +Cost: + ++8700gp +</entry> + <entry id="51864" lang="en" sex="m">Base Item: Amulet + +Description: + +Immunity: Disease + +Prerequisites: + +Caster Level: 5 +Spell(s): Remove Disease + +Cost: + ++7500gp +</entry> + <entry id="51865" lang="en" sex="m">Base Item: Amulet + +Description: + +Immunity: Poison + +Prerequisites: + +Caster Level: 5 +Spell(s): Neutralize Poison + +Cost: + ++27000gp +</entry> + <entry id="51866" lang="en" sex="m">Base Item: Amulet + +Description: + +Enhancement Bonus: Wisdom +2 + +Prerequisites: + +Caster Level: 8 +Spell(s): Owl's Wisdom + +Cost: + ++4000gp +</entry> + <entry id="51867" lang="en" sex="m">Base Item: Amulet + +Description: + +Enhancement Bonus: Wisdom +4 + +Prerequisites: + +Caster Level: 8 +Spell(s): Owl's Wisdom + +Cost: + ++16000gp +</entry> + <entry id="51868" lang="en" sex="m">Base Item: Amulet + +Description: + +Enhancement Bonus: Wisdom +6 + +Prerequisites: + +Caster Level: 8 +Spell(s): Owl's Wisdom + +Cost: + ++36000gp +</entry> + <entry id="51869" lang="en" sex="m">Base Item: Amulet + +Description: + +Enhancement Bonus: Wisdom +8 + +Prerequisites: + +Caster Level: 20 +Spell(s): Legend Lore +Epic + +Cost: + ++640000gp +</entry> + <entry id="51870" lang="en" sex="m">Base Item: Amulet + +Description: + +Enhancement Bonus: Wisdom +10 + +Prerequisites: + +Caster Level: 20 +Spell(s): Legend Lore +Epic + +Cost: + ++1000000gp +</entry> + <entry id="51871" lang="en" sex="m">Base Item: Amulet + +Description: + +Enhancement Bonus: Wisdom +12 + +Prerequisites: + +Caster Level: 20 +Spell(s): Legend Lore +Epic + +Cost: + ++1440000gp +</entry> + <entry id="51872" lang="en" sex="m">Base Item: Amulet + +Description: + +Regeneration: +1 + +Prerequisites: + +Caster Level: 10 +Spell(s): Heal + +Cost: + ++15000gp +</entry> + <entry id="51873" lang="en" sex="m">Base Item: Armor + +Description: + +Armor Bonus: +5 +Spell Resistance: 18 +Improved Saving Throws: Universal +4 +Bonus Feat: Spell Penetration +Only Useable By: Good + +Prerequisites: + +Caster Level: 14 +Alignment: Good +Spell(s): Antimagic Field, Mage Armor or Shield of Faith + +Cost: + ++75000gp +</entry> + <entry id="51874" lang="en" sex="m">Base Item: Armor + +Description: + +Armor Bonus: +5 +Spell Resistance: 18 +Improved Saving Throws: Universal +4 +Bonus Feat: Spell Penetration +Only Useable By: Lawful Neutral +Only Useable By: Chaotic Neutral + +Prerequisites: + +Caster Level: 14 +Alignment: Neutral +Spell(s): Antimagic Field, Mage Armor or Shield of Faith + +Cost: + ++75000gp +</entry> + <entry id="51875" lang="en" sex="m">Base Item: Armor + +Description: + +Armor Bonus: +5 +Spell Resistance: 18 +Improved Saving Throws: Universal +4 +Bonus Feat: Spell Penetration +Only Useable By: Evil + +Prerequisites: + +Caster Level: 14 +Alignment: Evil +Spell(s): Antimagic Field, Mage Armor or Shield of Faith + +Cost: + ++75000gp +</entry> + <entry id="51876" lang="en" sex="m">Base Item: Armor + +Description: + +Darkvision +True Seeing +Skill Bonus: Search +10 +Skill Bonus: Spot +10 +Bonus Feat: Uncanny Dodge I + +Prerequisites: + +Caster Level: 11 +Spell(s): True Seeing + +Cost: + ++120000gp +</entry> + <entry id="51877" lang="en" sex="m">Base Item: Armor + +Description: + +Use: Daze (1) Unlimited Uses/Day +Use: Displacement (9) 1 Use/Day +Light Bright (20m) Color Purple + +Prerequisites: + +Caster Level: 11 +Spell(s): Blur, Rainbow Pattern + +Cost: + ++27000gp +</entry> + <entry id="51878" lang="en" sex="m">Base Item: Amulet + +Description: + +Spell Resistance: 20 +Immunity: Level/Ability Drain +Immunity: Death Magic + +Prerequisites: + +Caster Level: 18 +Spell(s): Death Ward, Spell Resistance + +Cost: + ++38000gp +</entry> + <entry id="51879" lang="en" sex="m">Base Item: Armor + +Description: + +Skill Bonus: Hide +4 +Skill Bonus: Tumble +6 + +Prerequisites: + +Caster Level: 4 +Spell(s): Grease, Knock + +Cost: + ++5200gp +</entry> + <entry id="51880" lang="en" sex="m">Crafted Rod</entry> + <entry id="51881" lang="en" sex="m">Crafted Staff</entry> + <entry id="51882" lang="en" sex="m">Ring of Chameleon Power</entry> + <entry id="51883" lang="en" sex="m">Minor Ring of Energy Resistance (acid)</entry> + <entry id="51884" lang="en" sex="m">Major Ring of Energy Resistance (acid)</entry> + <entry id="51885" lang="en" sex="m">Greater Ring of Energy Resistance (acid)</entry> + <entry id="51886" lang="en" sex="m">Ring of Energy Immunity (acid)</entry> + <entry id="51887" lang="en" sex="m">Minor Ring of Energy Resistance (cold)</entry> + <entry id="51888" lang="en" sex="m">Major Ring of Energy Resistance (cold)</entry> + <entry id="51889" lang="en" sex="m">Greater Ring of Energy Resistance (cold)</entry> + <entry id="51890" lang="en" sex="m">Ring of Energy Immunity (cold)</entry> + <entry id="51891" lang="en" sex="m">Minor Ring of Energy Resistance (electricity)</entry> + <entry id="51892" lang="en" sex="m">Major Ring of Energy Resistance (electricity)</entry> + <entry id="51893" lang="en" sex="m">Greater Ring of Energy Resistance (electricity)</entry> + <entry id="51894" lang="en" sex="m">Ring of Energy Immunity (electricity)</entry> + <entry id="51895" lang="en" sex="m">Minor Ring of Energy Resistance (fire)</entry> + <entry id="51896" lang="en" sex="m">Major Ring of Energy Resistance (fire)</entry> + <entry id="51897" lang="en" sex="m">Greater Ring of Energy Resistance (fire)</entry> + <entry id="51898" lang="en" sex="m">Ring of Energy Immunity (fire)</entry> + <entry id="51899" lang="en" sex="m">Minor Ring of Energy Resistance (sonic)</entry> + <entry id="51900" lang="en" sex="m">Major Ring of Energy Resistance (sonic)</entry> + <entry id="51901" lang="en" sex="m">Greater Ring of Energy Resistance (sonic)</entry> + <entry id="51902" lang="en" sex="m">Ring of Energy Immunity (sonic)</entry> + <entry id="51903" lang="en" sex="m">Greater Ring of Universal Energy Resistance</entry> + <entry id="51904" lang="en" sex="m">Ring of Universal Energy Immunity</entry> + <entry id="51905" lang="en" sex="m">Ring of Evasion</entry> + <entry id="51906" lang="en" sex="m">Ring of Freedom of Movement</entry> + <entry id="51907" lang="en" sex="m">Ring of Jumping</entry> + <entry id="51908" lang="en" sex="m">Improved Ring of Jumping</entry> + <entry id="51909" lang="en" sex="m">Ring of Rapid Healing</entry> + <entry id="51910" lang="en" sex="m">Ring of Spell Turning</entry> + <entry id="51911" lang="en" sex="m">Description: + +Skill Bonus: Hide +10 + +Prerequisites: + +Caster Level: 3 +Spell(s): Invisibility + +Cost: + ++12700gp +</entry> + <entry id="51912" lang="en" sex="m">Description: + +Damage Resistance: Acid Resist 10 / - + +Prerequisites: + +Caster Level: 3 +Spell(s): Resist Elements + +Cost: + ++12000gp +</entry> + <entry id="51913" lang="en" sex="m">Description: + +Damage Resistance: Acid Resist 20 / - + +Prerequisites: + +Caster Level: 7 +Spell(s): Resist Elements + +Cost: + ++28000gp +</entry> + <entry id="51914" lang="en" sex="m">Description: + +Damage Resistance: Acid Resist 30 / - + +Prerequisites: + +Caster Level: 11 +Spell(s): Resist Elements + +Cost: + ++44000gp +</entry> + <entry id="51915" lang="en" sex="m">Description: + +Damage Resistance: Acid Resist 500 / - + +Prerequisites: + +Caster Level: 20 +Spell(s): Protection from Elements +Epic + +Cost: + ++240000gp +</entry> + <entry id="51916" lang="en" sex="m">Description: + +Damage Resistance: Cold Resist 10 / - + +Prerequisites: + +Caster Level: 3 +Spell(s): Resist Elements + +Cost: + ++12000gp +</entry> + <entry id="51917" lang="en" sex="m">Description: + +Damage Resistance: Cold Resist 20 / - + +Prerequisites: + +Caster Level: 7 +Spell(s): Resist Elements + +Cost: + ++28000gp +</entry> + <entry id="51918" lang="en" sex="m">Description: + +Damage Resistance: Cold Resist 30 / - + +Prerequisites: + +Caster Level: 11 +Spell(s): Resist Elements + +Cost: + ++44000gp +</entry> + <entry id="51919" lang="en" sex="m">Description: + +Damage Resistance: Cold Resist 500 / - + +Prerequisites: + +Caster Level: 20 +Spell(s): Protection from Elements +Epic + +Cost: + ++240000gp +</entry> + <entry id="51920" lang="en" sex="m">Description: + +Damage Resistance: Electrical Resist 10 / - + +Prerequisites: + +Caster Level: 3 +Spell(s): Resist Elements + +Cost: + ++12000gp +</entry> + <entry id="51921" lang="en" sex="m">Description: + +Damage Resistance: Electrical Resist 20 / - + +Prerequisites: + +Caster Level: 7 +Spell(s): Resist Elements + +Cost: + ++28000gp +</entry> + <entry id="51922" lang="en" sex="m">Description: + +Damage Resistance: Electrical Resist 30 / - + +Prerequisites: + +Caster Level: 11 +Spell(s): Resist Elements + +Cost: + ++44000gp +</entry> + <entry id="51923" lang="en" sex="m">Description: + +Damage Resistance: Electrical Resist 500 / - + +Prerequisites: + +Caster Level: 20 +Spell(s): Protection from Elements +Epic + +Cost: + ++240000gp +</entry> + <entry id="51924" lang="en" sex="m">Description: + +Damage Resistance: Fire Resist 10 / - + +Prerequisites: + +Caster Level: 3 +Spell(s): Resist Elements + +Cost: + ++12000gp +</entry> + <entry id="51925" lang="en" sex="m">Description: + +Damage Resistance: Fire Resist 20 / - + +Prerequisites: + +Caster Level: 7 +Spell(s): Resist Elements + +Cost: + ++28000gp +</entry> + <entry id="51926" lang="en" sex="m">Description: + +Damage Resistance: Fire Resist 30 / - + +Prerequisites: + +Caster Level: 11 +Spell(s): Resist Elements + +Cost: + ++44000gp +</entry> + <entry id="51927" lang="en" sex="m">Description: + +Damage Resistance: Fire Resist 500 / - + +Prerequisites: + +Caster Level: 20 +Spell(s): Protection from Elements +Epic + +Cost: + ++240000gp +</entry> + <entry id="51928" lang="en" sex="m">Description: + +Damage Resistance: Sonic Resist 10 / - + +Prerequisites: + +Caster Level: 3 +Spell(s): Resist Elements + +Cost: + ++12000gp +</entry> + <entry id="51929" lang="en" sex="m">Description: + +Damage Resistance: Sonic Resist 20 / - + +Prerequisites: + +Caster Level: 7 +Spell(s): Resist Elements + +Cost: + ++28000gp +</entry> + <entry id="51930" lang="en" sex="m">Description: + +Damage Resistance: Sonic Resist 30 / - + +Prerequisites: + +Caster Level: 11 +Spell(s): Resist Elements + +Cost: + ++44000gp +</entry> + <entry id="51931" lang="en" sex="m">Description: + +Damage Resistance: Sonic Resist 500 / - + +Prerequisites: + +Caster Level: 20 +Spell(s): Protection from Elements +Epic + +Cost: + ++240000gp +</entry> + <entry id="51932" lang="en" sex="m">Description: + +Damage Resistance: Acid Resist 30 / - +Damage Resistance: Cold Resist 30 / - +Damage Resistance: Electrical Resist 30 / - +Damage Resistance: Fire Resist 30 / - +Damage Resistance: Sonic Resist 30 / - + +Prerequisites: + +Caster Level: 20 +Spell(s): Protection from Elements +Epic + +Cost: + ++308000gp +</entry> + <entry id="51933" lang="en" sex="m">Description: + +Damage Resistance: Acid Resist 500 / - +Damage Resistance: Cold Resist 500 / - +Damage Resistance: Electrical Resist 500 / - +Damage Resistance: Fire Resist 500 / - +Damage Resistance: Sonic Resist 500 / - + +Prerequisites: + +Caster Level: 20 +Spell(s): Protection from Elements +Epic + +Cost: + ++2160000gp +</entry> + <entry id="51934" lang="en" sex="m">Description: + +Bonus Feat: Evasion + +Prerequisites: + +Caster Level: 7 +Spell(s): Jump + +Cost: + ++25000gp +</entry> + <entry id="51935" lang="en" sex="m">Description: + +Freedom + +Prerequisites: + +Caster Level: 7 +Spell(s): Freedom of Movement + +Cost: + ++40000gp +</entry> + <entry id="51936" lang="en" sex="m">Description: + +Use: Invisibility (3) Unlimited Uses/Day + +Prerequisites: + +Caster Level: 3 +Spell(s): Invisibility + +Cost: + ++20000gp +</entry> + <entry id="51937" lang="en" sex="m">Description: + +Damage Reduction: +5 Soak 15 Damage + +Prerequisites: + +Caster Level: 20 +Spell(s): Iron Body +Epic + +Cost: + ++400000gp +</entry> + <entry id="51938" lang="en" sex="m">Description: + +Skill Bonus: Jump +5 + +Prerequisites: + +Caster Level: 2 +Skill: Jump 5 ranks + +Cost: + ++2500gp +</entry> + <entry id="51939" lang="en" sex="m">Description: + +Skill Bonus: Jump +10 + +Prerequisites: + +Caster Level: 7 +Skill: Jump 10 ranks + +Cost: + ++10000gp +</entry> + <entry id="51940" lang="en" sex="m">Description: + +Armor Bonus: +1 + +Prerequisites: + +Caster Level: 5 +Spell(s): Shield of Faith + +Cost: + ++2000gp +</entry> + <entry id="51941" lang="en" sex="m">Description: + +Armor Bonus: +2 + +Prerequisites: + +Caster Level: 6 +Spell(s): Shield of Faith + +Cost: + ++8000gp +</entry> + <entry id="51942" lang="en" sex="m">Description: + +Armor Bonus: +3 + +Prerequisites: + +Caster Level: 9 +Spell(s): Shield of Faith + +Cost: + ++18000gp +</entry> + <entry id="51943" lang="en" sex="m">Description: + +Armor Bonus: +4 + +Prerequisites: + +Caster Level: 12 +Spell(s): Shield of Faith + +Cost: + ++32000gp +</entry> + <entry id="51944" lang="en" sex="m">Description: + +Armor Bonus: +5 + +Prerequisites: + +Caster Level: 15 +Spell(s): Shield of Faith + +Cost: + ++50000gp +</entry> + <entry id="51945" lang="en" sex="m">Description: + +Armor Bonus: +6 + +Prerequisites: + +Caster Level: 20 +Spell(s): Shield of Faith +Epic + +Cost: + ++720000gp +</entry> + <entry id="51946" lang="en" sex="m">Description: + +Armor Bonus: +7 + +Prerequisites: + +Caster Level: 21 +Spell(s): Shield of Faith +Epic + +Cost: + ++980000gp +</entry> + <entry id="51947" lang="en" sex="m">Description: + +Armor Bonus: +8 + +Prerequisites: + +Caster Level: 24 +Spell(s): Shield of Faith +Epic + +Cost: + ++1280000gp +</entry> + <entry id="51948" lang="en" sex="m">Description: + +Armor Bonus: +9 + +Prerequisites: + +Caster Level: 27 +Spell(s): Shield of Faith +Epic + +Cost: + ++1620000gp +</entry> + <entry id="51949" lang="en" sex="m">Description: + +Armor Bonus: +10 + +Prerequisites: + +Caster Level: 30 +Spell(s): Shield of Faith +Epic + +Cost: + ++2000000gp +</entry> + <entry id="51950" lang="en" sex="m">Description: + +Regeneration: +1 + +Prerequisites: + +Caster Level: 15 +Spell(s): Regenerate + +Cost: + ++90000gp +</entry> + <entry id="51951" lang="en" sex="m">Description: + +Regeneration: +3 + +Prerequisites: + +Caster Level: 20 +Spell(s): Regenerate +Epic + +Cost: + ++300000gp +</entry> + <entry id="51952" lang="en" sex="m">Description: + +Use: Spell Turning (13) 3 Uses/Day + +Prerequisites: + +Caster Level: 13 +Spell(s): Spell Turning + +Cost: + ++98280gp +</entry> + <entry id="51953" lang="en" sex="m">This spell can not be used with the Craft Staff feat</entry> + <entry id="51954" lang="en" sex="m">School: Transmutation +Level: Drd 1, Rgr 1, Sor/Wiz 1 +Components: V, S, M +Casting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: 1 min./level (D) +Saving Throw: Will negates (harmless) +Spell Resistance: Yes + +The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. +Material Component: A grasshopper's hind leg, which you break when the spell is cast.</entry> + <entry id="51955" lang="en" sex="m">School: Transmutation +Level: Earth 8, Sor/Wiz 8 +Components: V, S, M/DF +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level (D) + +This spell transforms your body into living iron, which grants you several powerful resistances and abilities. +You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems. +You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments. +Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks. +Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean - at least until the spell duration expires. + +Arcane Material Component: A small piece of iron that was once part of either an iron golem, a hero's armor, or a war machine.</entry> + <entry id="51956" lang="en" sex="m">Enlarge Person</entry> + <entry id="51957" lang="en" sex="m">School: Transmutation +Level: Sor/Wiz 1, Strength 1 +Components: V, S, M +Casting Time: 1 round +Range: Close (25 ft. + 5 ft./2 levels) +Target: One humanoid creature +Duration: 1 min./level (D) +Saving Throw: Fortitude negates +Spell Resistance: Yes + +This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. +A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. +If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing its size. +All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. +Multiple magical effects that increase size do not stack,. +Enlarge person counters and dispels reduce person. +Enlarge person can be made permanent with a permanency spell. + +Material Component: A pinch of powdered iron.</entry> + <entry id="51958" lang="en" sex="m">Mass Enlarge Person</entry> + <entry id="51959" lang="en" sex="m">School: Transmutation +Level: Sor/Wiz 4 +Target: One humanoid creature/level, no two of which can be more than 30 ft. apart + +This spell functions like enlarge person, except that it affects multiple creatures. +</entry> + <entry id="51960" lang="en" sex="m">Reduce Person</entry> + <entry id="51961" lang="en" sex="m">School: Transmutation +Level: Sor/Wiz 1 +Components: V, S, M +Casting Time: 1 round +Range: Close (25 ft. + 5 ft./2 levels) +Target: One humanoid creature +Duration: 1 min./level (D) +Saving Throw: Fortitude negates +Spell Resistance: Yes + +This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. +A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed. +All equipment worn or carried by a creature is similarly reduced by the spell. +Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). +Multiple magical effects that reduce size do not stack. +Reduce person counters and dispels enlarge person. +Reduce person can be made permanent with a permanency spell. + +Material Component: A pinch of powdered iron.</entry> + <entry id="51962" lang="en" sex="m">Mass Reduce Person</entry> + <entry id="51963" lang="en" sex="m">School: Transmutation +Level: Sor/Wiz 4 +Target: One humanoid creature/level, no two of which can be more than 30 ft. apart + +This spell functions like reduce person, except that it affects multiple creatures. +</entry> + <entry id="51964" lang="en" sex="m">Antimagic Field</entry> + <entry id="51965" lang="en" sex="m">School: Abjuration +Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6 +Components: V, S, M/DF +Casting Time: 1 standard action +Range: 10 ft. +Area: 10-ft.-radius emanation, centered on you +Duration: 10 min./level (D) +Saving Throw: None +Spell Resistance: See text + +An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. +An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration. +Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) +A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field. +Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this. +Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. + +Arcane Material Component: A pinch of powdered iron or iron filings.</entry> + <entry id="51966" lang="en" sex="m">Nondetection</entry> + <entry id="51967" lang="en" sex="m">School: Abjuration +Level: Rgr 4, Sor/Wiz 3, Trickery 3 +Components: V, S, M +Casting Time: 1 standard action +Range: Touch +Target: Creature or object touched +Duration: 1 hour/level +Saving Throw: Will negates (harmless, object) +Spell Resistance: Yes (harmless, object) + +The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level. +If cast on a creature, nondetection wards the creature's gear as well as the creature itself. + +Material Component: A pinch of diamond dust worth 50 gp.</entry> + <entry id="51968" lang="en" sex="m">Rainbow Pattern</entry> + <entry id="51969" lang="en" sex="m">School: Illusion (Pattern) [Mind-Affecting] +Level: Brd 4, Sor/Wiz 4 +Components: V (Brd only), S, M, F; see text +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Effect: Colorful lights with a 20-ft.-radius spread +Duration: Concentration +1 round/ level (D) +Saving Throw: Will negates +Spell Resistance: Yes + +A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern. +With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked creatures who can't see them are no longer affected. +The spell does not affect sightless creatures. + +Verbal Component: A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component. +Material Component: A piece of phosphor. +Focus: A crystal prism.</entry> + <entry id="51970" lang="en" sex="m">Mage Hand</entry> + <entry id="51971" lang="en" sex="m">School: Transmutation +Level: Brd 0, Sor/Wiz 0 +Components: V, S +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One nonmagical, unattended object weighing up to 5 lb. +Duration: Concentration +Saving Throw: None +Spell Resistance: No + +You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range. +</entry> + <entry id="51972" lang="en" sex="m">Turning Immunity</entry> + <entry id="51973" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Archlich template or Baelnorn Level 4 + +Description: Archliches, including baelnorns are immune to turning attempts by good or neutral clerics. If rebuked or commanded by an evil cleric, they are instead turned or destroyed.</entry> + <entry id="51974" lang="en" sex="m">Command Undead</entry> + <entry id="51975" lang="en" sex="m">School: Necromancy +Level: Sor/Wiz 2 +Components: V, S, M +Casting Time: 1 action +Range: Close (25 ft. + 5 ft/2 levels) +Targets: 1 undead creature +Duration: 1 day/level +Saving Throw: See text +Spell Resistance: Yes + +This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. + +A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands. Nonintelligent undead won't resist suicidal or obviously harmful orders. + +Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.</entry> + <entry id="51976" lang="en" sex="m">Avasculate</entry> + <entry id="51977" lang="en" sex="m">School: Necromancy [Death, Evil] +Caster Level: Sorc/Wizard 7 +Components: V, S +Range: Close +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: Yes + +You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood or other vital fluids through its skin. You must succeed on a ranged touch attack to affect the subject. If successful, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round. On a successful Fortitude saving throw the subject is not stunned.</entry> + <entry id="51978" lang="en" sex="m">Avascular Mass</entry> + <entry id="51979" lang="en" sex="m">School: Necromancy [Death, Evil] +Caster Level: Sorcerer/Wizard 8 +Components: V, S +Range: Close +Saving Throw: Fortitude partial and Reflex negates +Spell Resistance: Yes + +You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood vessels through its skin. You must succeed on a ranged touch attack to affect the subject. If successful, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round. On a successful Fortitude saving throw the subject is not stunned. + +Also, the purged blood vessels are magically animated, creating a many layered mass of magically strong, adhesive tissue that traps those caught in it... Creatures caught within a 20 foot radius become entangled unless the succeed on a Reflex save. The original target of the spell is automatically entangled. + +The entangled creature takes a -2 penalty on attack rolls, -4 to effective Dex, and can't move. An entangled character that attempts to cast a spell must succeed in a concentration check. Because the avascular mass is magically animate, and gradually tightens on those it holds, the Concentration check DC is 30...Once loose, a creature may progress through the writhing blood vessels very slowly.</entry> + <entry id="51980" lang="en" sex="m">Otiluke's Resilient Sphere</entry> + <entry id="51981" lang="en" sex="m">School: Evocation [Force] +Caster Level: Sor/Wiz 4 +Components: V, S +Range: Close (25 ft. + 5 ft./2 levels) +Effect: Sphere, centered around a creature +Duration: 1 min./level +Saving Throw: Reflex negates +Spell Resistance: Yes + +A globe of shimmering force encloses a creature. The sphere contains its subject for the spells duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.</entry> + <entry id="51982" lang="en" sex="m">Necrotic Awareness</entry> + <entry id="51983" lang="en" sex="m">School: Necromancy +Level: Clr 1, sor/wiz 1 +Components: V S, F +Range: 60 ft. +Area: Cone-shaped emanation +Duration: Concentration, up to 1 min./level (D) +Saving Throw: None +Spell Resistance: No + +You can sense the presence of creatures who bear a necrotic cyst (see spell of the same name). The amount of information revealed depends on how long you remain within range of a creature that triggers your cyst awareness: + +1st Round: Presence or absence of creatures with necrotic cysts. +2nd Round: Number of creatures bearing necrotic cysts in the area. +3rd Round: The location of each creature bearing a necrotic cyst. If a cyst-bearer is outside your line of sight, then you discern its direction but not its exact location. + +Focus: The caster must possess a Mother Cyst.</entry> + <entry id="51984" lang="en" sex="m">Necrotic Cyst</entry> + <entry id="51985" lang="en" sex="m">School: Necromancy [Evil] +Caster Level: Clr 2, sor/wiz 2 +Components: V, S, F +Range: Touch +Target: Living creature touched +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The subject develops an internal spherical sac that contains fluid or semisolid necrotic flesh. The internal cyst is noticeable as a slight bulge on the subject's arm, abdomen, face (wherever you chose to touch the target) or it is buried deeply enough in the flesh of your target that it is not immediately obvious-the subject may not realize what was implanted within her. + +From now on, undead foes and necromantic magic are particularly debilitating to the subject-the cyst enables a sympathetic response between free-roaming external undead and itself. Whenever the victim is subject to a spell or effect from the school of necromancy, she makes saving throws to resist at a -2 penalty. Whenever the subject is dealt damage by the natural weapon of an undead (claw, bite, or other attack form), she takes an additional 1d6 points of damage. + +Protection from evil prevents the necrotic cyst from forming. Once a necrotic cyst is implanted, spells that manipulate the cyst and its bearer are no longer thwarted by protection from evil. + +Focus: The caster must possess a Mother Cyst.</entry> + <entry id="51986" lang="en" sex="m">Necrotic Bloat</entry> + <entry id="51987" lang="en" sex="m">School: Necromancy [Evil] +Level: Clr 3, sor/wiz 3 +Components: V, S, F +Range: Medium +Target: Living creature with necrotic cyst +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to pulse and swell. This agitation of the necrotic cyst tears living tissue and expands the size of the cyst, dealing massive internal damage to the subject. The subject takes 1d6 points of damage per level (maximum 10d6), and half the damage is considered vile damage because the cyst expands to envelop the newly necrotized tissue. The cyst is reduced to its original size when the vile damage is healed. Vile damage can only be healed by magic cast within the area of a consecrate or hallow spell (or an area naturally consecrated or hallowed). Points of vile damage represent such an evil violation to a character's body or soul that only in a holy place, with holy magic, can the damage be repaired. + +Focus: The caster must possess a Mother Cyst.</entry> + <entry id="51988" lang="en" sex="m">Necrotic Domination</entry> + <entry id="51989" lang="en" sex="m">School: Necromancy [Evil] +Caster Level: Clr 4, sor/wiz 4 +Components: V S, F +Target: Living creature with necrotic cyst + +This spell functions like dominate person, except you can dominate any humanoid that harbors a necrotic cyst. + +Focus: The caster must possess a Mother Cyst.</entry> + <entry id="51990" lang="en" sex="m">Necrotic Burst</entry> + <entry id="51991" lang="en" sex="m">School: Necromancy [Evil] +Caster Level: Clr 5, sor/wiz 5 +Components: V, S, F +Range: Medium +Target: Living creature with necrotic cyst +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: No + +You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to explosively enlarge itself at the expense of the subject's body tissue. If the subject succeeds on her saving throw, she takes 1d6 points of damage per level (maximum 15d6), and half the damage is considered vile damage (see necrotic bloat). The subject's cyst-derived saving throw penalty against effects from the school of necromancy applies. + +If the subject fails her saving throw, the cyst expands beyond control, killing the subject. + +Focus: The caster must possess a Mother Cyst.</entry> + <entry id="51992" lang="en" sex="m">Necrotic Eruption</entry> + <entry id="51993" lang="en" sex="m">School: Necromancy [Evil] +Caster Level: Clr 6, sor/wiz 6 +Components: V, S, F +Casting Time: 1 standard action +Range: Medium +Target: Living creature with necrotic cyst and all creatures in 20 ft. Radius spread +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: No + +You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to explosively enlarge itself at the expense of the subject's body tissue, harming both the subject (and nearby creatures if the subject fails his save). If the subject succeeds on his saving throw, he takes 1d6 points of damage per level (maximum 15d6), and half the damage is considered vile damage (see necrotic bloat). The subject's cyst-derived saving throw penalty against effects from the school of necromancy applies. + +If the subject fails his saving throw, the cyst expands beyond control, killing the subject. All creatures within 20 feet of the subject take 1d6 points of damage per level (maximum 15d6; Reflex half), and half the damage taken is considered vile damage. All creatures in range that take this secondary damage are also exposed to the effect of the base necrotic cyst spell. + +Focus: The caster must possess a Mother Cyst.</entry> + <entry id="51994" lang="en" sex="m">Necrotic Empowerment</entry> + <entry id="51995" lang="en" sex="m">School: Necromancy [Evil] +Caster Level: Clr 8, sor/wiz 8 +Components: V, S, F +Range: Personal +Target: You +Duration: 1 round/level + +You call upon the mother cyst that your body hosts, drawing from it strength, vigor, speed, and vicious certainty. While the spell is in effect, you gain a +8 enhancement bonus to Dexterity, intelligence, and Wisdom, a +8 natural armor bonus to Armor Class as your skin briefly crusts and hardens, a +5 competence bonus on Fortitude saves, and 100 temporary hit points. + +While the empowerment lasts, you are unable to cast any other mother cyst feat-enabled spell. + +Focus: Caster must possess a mother cyst. +</entry> + <entry id="51996" lang="en" sex="m">Necrotic Termination</entry> + <entry id="51997" lang="en" sex="m">School: Necromancy [Evil] +Caster Level: Clr 9, sor/wiz 9 +Components: V, S, F, XP +Range: Medium +Target: Living creature with necrotic cyst +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: No + +You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to physically and spiritually enlarge itself at the expense of the subject's body and soul. If the subject succeeds on her saving throw, she takes 1d6 points of damage per level (maximum 25d6), and half the damage is considered vile damage (see necrotic bloat). The subject's cyst-derived saving throw penalty against effects from the school of necromancy applies. + +If the subject fails her saving throw, the cyst expands beyond control, killing the subject and digesting her soul. Raise dead, resurrection, true resurrection, wish, and miracle cannot return life to the subject once her soul is digested-she is gone forever. + +Focus: Caster must possess a Mother Cyst. +XP Cost: 1,000 XP. +</entry> + <entry id="51998" lang="en" sex="m">Ghoul Gauntlet</entry> + <entry id="51999" lang="en" sex="m">School: Necromancy [Death, Evil] +Caster Level: Sorcerer/Wizard 6 +Components: V, S +Range: Touch +Target: One creature +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The victim takes 3d6 points of damage per round while the body slowly dies. When the victim reaches 0 hit points, she becomes a ghoul, body and mind. + +If the victim fails her saving throw, cure disease, dispel magic, Mordenkainen's disjunction, remove curse, or greater restoration negates the gradual change. Healing spells may temporarily prolong the process by increasing hit points, but does not end the effects of the spell. + +No matter how many ghouls you generate with this spell, however, you can control only 2HD worth of undead creatures per caster level. If you are a cleric, any undead you might control via command or rebuke do not count toward the limit.</entry> + <entry id="52000" lang="en" sex="m">Baelnorn</entry> + <entry id="52001" lang="en" sex="m">Baelnorns</entry> + <entry id="52002" lang="en" sex="m">baelnorns</entry> + <entry id="52003" lang="en" sex="m">(PRESTIGE CLASS) +Baelnorns are elves who have sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes. + +- Hit Die: d4. +- Proficiencies: The Baelnorn gains no additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Race: Elf. +Skills: Concentration 5, Spellcraft 14. +Class : 11 levels in Sorcerer, Wizard, or Cleric +Alignment: Any Good +Must not have any levels in Lich. + +ABILITIES: +Level +1: Baelnorn Properties I: +2 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot. + Baelnorn Touch: Touch attack causes 1d6 + 5 damage and paralyzation for 1d4 rounds. + Baelnorn Defense: Damage Resistance 5 to cold and electricity, +2 to Natural Armor. + Turn Undead: Can turn undead 3 times per day as a cleric of the same level. + Intelligence +2. + +2: Baelnorn Properties II: Bonuses increase to +4. + Baelnorn Touch: Touch attack causes 1d8 + 5 damage and paralyzation for 1d4 minutes. + Baelnorn Defense: Damage Reduction 5/+1, Natural Armor +3, and Damage Resistance 10 to cold and electricity. + Animate Dead : 5 times per day the Baelnorn animate dead as per the spell of the same name. + +3: Balenorn Properties III: Bonuses increase to +6. + Baelnorn Touch: Paralyzation duration increases to 1d4 hours. + Baelnorn Defense: Damage Reduction 10/+1, Natural Armor +4, and Damage Resistance 20 to cold and electricity. + Projection: Three times per day the Baelnorn may create a projection of itself. + Wisdom +2 + +4: Baelnorn Properties IV: Bonuses increase to +8. + Baelnorn Touch: Paralyzation effect becomes permanent. + Baelnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4. + Turning Immunity: Cannot be turned by Good or Neutral characters. + Charisma +2 + Undeath + + Note: Upon reaching level 4, the Baelnorn is fully undead, and therefore is immune to sneak attacks, critical hits, level drain, poison, and disease. An undead creature has no Constitution score. However, this is not possible in Neverwinter Nights. The player will gain +12 to constitution in order to simulate the increase of the Baelnorn's HD to d12. + + Thanks: Special thanks to Stratovarius for his help and guidance, Ornedan and Primogenitor for their scripting prowess, Lord Deimos909 for his work on the template, Silver for his great icons, and Shane Hennesey for letting me take a look at the lich. Thanks also to all those who helped with input and scripting advice that I haven't mentioned here.</entry> + <entry id="52004" lang="en" sex="m">Baelnorn Properties</entry> + <entry id="52005" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Baelnorn Level 1 + +Description: The Baelnorn receives a +2 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot. These bonuses increase by +2 each subsequent level.</entry> + <entry id="52006" lang="en" sex="m">Baelnorn Abilities </entry> + <entry id="52007" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Baelnorn Level 1 + +Description: The Baelnorn receives a +2 bonus to Intelligence at level 1. They also gain +2 Wisdom at level 3 and +2 Charisma at level 4.</entry> + <entry id="52008" lang="en" sex="m">Baelnorn Defense</entry> + <entry id="52009" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Baelnorn Level 1 + +Description: The Baelnorn receives the following bonuses: + +Level 1 - Natural Armor +2, cold resistance 5, electricity resistance 5. + +Level 2 - Natural Armor +3, damage reduction 5/+1, cold/electricity resistance 10. + +Level 3 - Natural Armor +4, damage reduction 10/+1, cold/electricity resistance 20. + +Level 4 - Natural Armor +5, damage reduction 15/+1, immunity to cold and electricity.</entry> + <entry id="52010" lang="en" sex="m">Undead Hit Dice</entry> + <entry id="52011" lang="en" sex="m">Feat Type: Racial Feat +Prerequisite: Undead +Description: Undead creatures hit dice increase to d12s. + +* Due to hardcoding, this is emulated through a +12 bonus to CON, though undead should +have no CON scores (another hardcoding issue)</entry> + <entry id="52012" lang="en" sex="m">Baelnorn Touch</entry> + <entry id="52013" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Baelnorn Level 1 + +Description: By touching an enemy, a Baelnorn may cause negative energy damage and possibly paralyze the target. The effects are as follows: + +Level 1 - 1d6 + 5 negative energy damage, paralyzation 1d4 rounds. + +Level 2 - 1d8 + 5 negative energy damage, paralyzation 1d4 minutes. + +Level 3 - 1d8 + 5 negative energy damage, paralyzation 1d4 hours. + +Level 4 - 1d8 + 5 negative energy damage, paralyzation permanent. + + +The character can make a Will save for half damage, and a Fortitude save against mind spells to avoid paralyzation (DC 10 + 1/2 Baelnorn's HD + CHA mod).</entry> + <entry id="52014" lang="en" sex="m">Projection</entry> + <entry id="52015" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Baelnorn Level 3 + +Description: Three times per day, the baelnorn can create a wraith-like projection of itself. The baelnorn can see, hear, speak, and even cast spells through the projection. The baelnorn takes 1/2 of the damage dealt to the projection, and it has none of the special abilities of the baelnorn. It is also capable of pushing or picking up small objects, but it cannot carry physical items.</entry> + <entry id="52016" lang="en" sex="m">Turn Resistance</entry> + <entry id="52017" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Undead +Description: This undead creature has a bonus to its hit dice for the purpose of resisting Turn Undead attempts.</entry> + <entry id="52018" lang="en" sex="m">Improved Turn Resistance</entry> + <entry id="52019" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Undead +Description: You have a better than normal chance to resist turning. When resolving +a turn, rebuke, or command attempt, you add +4 to your character level.</entry> + <entry id="52020" lang="en" sex="m">Immunity: Ability Decrease</entry> + <entry id="52021" lang="en" sex="m">Feat Type: General Feat +Prerequisite: None +Description: The character is immune to level and ability drain.</entry> + <entry id="52022" lang="en" sex="m">Immunity: Critical Hits</entry> + <entry id="52023" lang="en" sex="m">Feat Type: General Feat +Prerequisite: None +Description: The character is immune to critical hits.</entry> + <entry id="52024" lang="en" sex="m">Immunity: Death</entry> + <entry id="52025" lang="en" sex="m">Feat Type: General Feat +Prerequisite: None +Description: The character is immune to Death effects</entry> + <entry id="52026" lang="en" sex="m">Immunity: Disease</entry> + <entry id="52027" lang="en" sex="m">Feat Type: General Feat +Prerequisite: None +Description: The character is immune to disease.</entry> + <entry id="52028" lang="en" sex="m">Immunity: Mind Spells</entry> + <entry id="52029" lang="en" sex="m">Feat Type: General Feat +Prerequisite: None +Description: The character is immune to mind spells.</entry> + <entry id="52030" lang="en" sex="m">Immunity: Paralysis</entry> + <entry id="52031" lang="en" sex="m">Feat Type: General Feat +Prerequisite: None +Description: The character is immune to paralysis.</entry> + <entry id="52032" lang="en" sex="m">Immunity: Poison</entry> + <entry id="52033" lang="en" sex="m">Feat Type: General Feat +Prerequisite: None +Description: The character is immune to poison.</entry> + <entry id="52034" lang="en" sex="m">Immunity: Sneak Attack</entry> + <entry id="52035" lang="en" sex="m">Feat Type: General Feat +Prerequisite: None +Description: The character is immune to sneak attacks.</entry> + <entry id="52036" lang="en" sex="m">Positive Energy Resistance</entry> + <entry id="52037" lang="en" sex="m">Feat Type: General Feat +Prerequisite: Undead +Description: You are resistant to damage from positive energy, such as cure spells. +The first 10 points of damage are negated.</entry> + <entry id="52038" lang="en" sex="m">Night's Caress</entry> + <entry id="52039" lang="en" sex="m">School: Necromancy [Evil] + Level: Sorc/Wiz 5 + Components: V,S + Range: Touch + Duration: Instantaneous + Save: Fortitude partial + Spell Resistance: Yes + + A touch from your hand, which sheds darkness like the blackest of night, disrupts the life force of a living creature. Your touch deals 1d6 points of damage per caster level (max 15d6), and 1d6+2 points of Constitution damage (a successful Fortitude saving throw negates the Constitution damage.) The spell has a special effect on an undead creature. An undead touched by you takes no damage, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.</entry> + <entry id="52040" lang="en" sex="m">Energy Ebb</entry> + <entry id="52041" lang="en" sex="m">School: Necromancy (Evil) +Level: Cleric 7, Sorc/Wiz 7 +Duration: 1 round/level +Saving throw: Fortitude negates + +This spell functions like enervation except that the creature struck gains negative levels over an extended period. You point your finger and utter the incantation, releasing a black needle of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject immediately gains one negative level, then continues to gain another each round thereafter as her life force slowly bleeds away. The drain can only be stopped by application of a heal, restoration, or greater restoration spell. + +If the black needle strikes an undead creature, that creature gains 4d4 * 5 temporary hp that last for up to 1 hour. +</entry> + <entry id="52042" lang="en" sex="m">Avasculate(13)</entry> + <entry id="52043" lang="en" sex="m">Avasculate(18)</entry> + <entry id="52044" lang="en" sex="m">Avascular Mass (15)</entry> + <entry id="52045" lang="en" sex="m">Avascular Mass(20)</entry> + <entry id="52046" lang="en" sex="m">Otiluke's Resilient Sphere(7)</entry> + <entry id="52047" lang="en" sex="m">Otiluke's Resilient Sphere(14)</entry> + <entry id="52048" lang="en" sex="m">Necrotic Awareness(1)</entry> + <entry id="52049" lang="en" sex="m">Necrotic Awareness(10)</entry> + <entry id="52050" lang="en" sex="m">Necrotic Cyst(2)</entry> + <entry id="52051" lang="en" sex="m">Necrotic Cyst(15)</entry> + <entry id="52052" lang="en" sex="m">Necrotic Bloat(3)</entry> + <entry id="52053" lang="en" sex="m">Necrotic Bloat(12)</entry> + <entry id="52054" lang="en" sex="m">Necrotic Domination(5)</entry> + <entry id="52055" lang="en" sex="m">Necrotic Domination(14)</entry> + <entry id="52056" lang="en" sex="m">Necrotic Burst(9)</entry> + <entry id="52057" lang="en" sex="m">Necrotic Burst(18)</entry> + <entry id="52058" lang="en" sex="m">Necrotic Eruption(11)</entry> + <entry id="52059" lang="en" sex="m">Necrotic Eruption(18)</entry> + <entry id="52060" lang="en" sex="m">Necrotic Empowerment(15)</entry> + <entry id="52061" lang="en" sex="m">Necrotic Empowerment(20)</entry> + <entry id="52062" lang="en" sex="m">Necrotic Termination(17)</entry> + <entry id="52063" lang="en" sex="m">Necrotic Termination(25)</entry> + <entry id="52064" lang="en" sex="m">Ghoul Gauntlet(11)</entry> + <entry id="52065" lang="en" sex="m">Ghoul Gauntlet(18)</entry> + <entry id="52066" lang="en" sex="m">Night's Caress(9)</entry> + <entry id="52067" lang="en" sex="m">Night's Caress(18)</entry> + <entry id="52068" lang="en" sex="m">Energy Ebb(13)</entry> + <entry id="52069" lang="en" sex="m">Energy Ebb(15)</entry> + <entry id="52070" lang="en" sex="m">Blue guts</entry> + <entry id="52071" lang="en" sex="m">Soul rot</entry> + <entry id="52072" lang="en" sex="m">Command Undead(3)</entry> + <entry id="52073" lang="en" sex="m">End Projection</entry> + <entry id="52074" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Baelnorn Level 3 + +Description: This allows the baelnorn to end the projection affect at will.</entry> + <entry id="52075" lang="en" sex="m">Ultravision +</entry> + <entry id="52076" lang="en" sex="m">Feat Type: Class Feat +Description: The character has Ultravision.</entry> + <entry id="52077" lang="en" sex="m">Unseen Weapon: Unerring Strike</entry> + <entry id="52078" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Shadowblade 1 +Description: Your first attack against the creature you target ignores concealment.</entry> + <entry id="52079" lang="en" sex="m">Shadow and Stealth</entry> + <entry id="52080" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Shadowblade 2 +Description: Beginning at 2nd level, the shadows that engulf your unseen weapon cover you as well, granting you a circumstance bonus equal to half your class level (rounded down) on Hide and Move Silently checks.</entry> + <entry id="52081" lang="en" sex="m">Combat Maneuvers</entry> + <entry id="52082" lang="en" sex="m">Feat Type: General +Prerequisites: Granted to all characters on creation +Description: Allows the use of the Bullrush, Charge, Charging Bullrush, Overrun, and Trip maneuvers. +Use: Selected</entry> + <entry id="52083" lang="en" sex="m">Unseen Weapon: Unexpected Strike</entry> + <entry id="52084" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Shadowblade 3 +Description: Your opponent is denied its Dexterity bonus against your next melee attack.</entry> + <entry id="52085" lang="en" sex="m">Unseen Weapon: Ephemeral Weapon</entry> + <entry id="52086" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Shadowblade 5 +Description: Your next melee attack deals an extra 2d6 points of damage, as extraplanar darkness momentarily replaces portions of your opponent's body.</entry> + <entry id="52087" lang="en" sex="m">Unseen Weapon: Shadowy Strike</entry> + <entry id="52088" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Shadowblade 7 +Description: Your next melee attack is resolved as a melee touch attack.</entry> + <entry id="52089" lang="en" sex="m">Unseen Weapon: Far Shadow</entry> + <entry id="52090" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Shadowblade 9 +Description: Your melee reach is increased by 10 feet for 1 round.</entry> + <entry id="52091" lang="en" sex="m">Unseen Weapon: Activate</entry> + <entry id="52092" lang="en" sex="m">Feat Type: Class Feat +Prerequisite: Shadowblade 1 +Description: The feat allows the activation of the Unseen Weapon abilities</entry> + <entry id="52093" lang="en" sex="m">Lesser Amulet of the Silver Tongue</entry> + <entry id="52094" lang="en" sex="m">Greater Amulet of the Silver Tongue</entry> + <entry id="52095" lang="en" sex="m">Sense Motive</entry> + <entry id="52096" lang="en" sex="m">Ability:Wisdom +Requires Training: No +Classes: All + +A successful check lets you avoid being bluffed. You can also use this skill to determine when 'something is up' (that is, something odd is going on) or to assess someone's trustworthiness. + +If you have 5 or more ranks in Sense Motive, you get a +2 bonus on Persuade checks.</entry> + <entry id="52097" lang="en" sex="m">Martial Lore</entry> + <entry id="52098" lang="en" sex="m">Ability: Intelligence. +Requires Training: Yes. +Classes: Crusader, Swordsage, Warblade, Bloodclaw Master, Bloodstorm Blade, Deepstone Sentinel, Eternal Blade, Jade Phoenix Mage, Master of Nine, Rudy Knight Vindicator, Shadow Sun Ninja. + +You can identify maneuvers and disciplines used by a combatant. + +Use: Automatic.</entry> + <entry id="52099" lang="en" sex="m">Throw Energized Potion</entry> + <entry id="52100" lang="en" sex="m">Necrotic cyst implanted.</entry> + <entry id="52101" lang="en" sex="m">Your target does not have a Necrotic Cyst!</entry> + <entry id="52102" lang="en" sex="m">You must have a Mother Cyst to cast this spell!</entry> + <entry id="52103" lang="en" sex="m">You cannot cast a spell utilizing your Mother Cyst while under the effects of Necrotic Empowerment!</entry> + <entry id="52104" lang="en" sex="m">Mother Cyst</entry> + <entry id="52105" lang="en" sex="m">Feat Type: General +Prerequisite: Caster Level 1 +Description: You grow an internal cyst of undead flesh called a mother cyst. The mother cyst is slightly painful, but otherwise isn't harmful. This cyst gives you the ability to cast necrotic cyst spells.</entry> + <entry id="52106" lang="en" sex="m">necrotic cysts.</entry> + <entry id="52107" lang="en" sex="m">has a necrotic cyst.</entry> + <entry id="52108" lang="en" sex="m">Agony</entry> + <entry id="52109" lang="en" sex="m">Baccaran</entry> + <entry id="52110" lang="en" sex="m">Devilweed</entry> + <entry id="52111" lang="en" sex="m">Luhix</entry> + <entry id="52112" lang="en" sex="m">Mushroom Powder</entry> + <entry id="52113" lang="en" sex="m">Sannish</entry> + <entry id="52114" lang="en" sex="m">Terran Brandy</entry> + <entry id="52115" lang="en" sex="m">Vodare</entry> + <entry id="52116" lang="en" sex="m">You have been transported to the elemental plane of water. Your lungs fill with liquid, but you are crushed by tremendous pressures long before you drown.</entry> + <entry id="52117" lang="en" sex="m">You have been transported to the elemental plane of earth. You materialize somewhere deep within a mountain. Your body does not survive the shock.</entry> + <entry id="52118" lang="en" sex="m">You have been transported to the Positive energy plane. You immediately feel full of life. A millisecond later you explode.</entry> + <entry id="52119" lang="en" sex="m">You have been transported to a time and place you do not recognize. Chariots without horses rush past you in neat lines while strangely dressed individuals motion wildly in your direction. A rather large "chariot" careens into you from behind, crushing your bones with the force of the impact. Darkness closes over you as you hear someone cry 'call 911!' +</entry> + <entry id="52120" lang="en" sex="m">You have been transported to the elemental plane of fire. It's hard to swim in lava.</entry> + <entry id="52121" lang="en" sex="m">You have been transported to Asmodeus's throne room. You also interrupt a meeting with the archdukes. You make a tasty dip.</entry> + <entry id="52122" lang="en" sex="m">Arrowstorm</entry> + <entry id="52123" lang="en" sex="m">Arrow Storm +Transmutation +Level: Ranger 3 +Components: V +Casting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round + +After casting arrow storm, you use a full-round action to make one ranged attack with a bow with which you are proficient against every foe within range. You can attack a maximum number of individual targets equal to your character level.</entry> + <entry id="52124" lang="en" sex="m">Arrow Split</entry> + <entry id="52125" lang="en" sex="m">Arrowsplit +Conjuration (Creation) +Level: Assassin 3, ranger 3 +Components: V, M +Casting Time: 1 swift action +Range: Long +Target: One creature +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You fire a masterwork or magical arrow at a target, and it splits in mid-flight into 1d4+1 identical arrows or bolts. All the missiles strike the same target, and you must make a separate attack roll for each missile. +Material Component: Masterwork or magical arrow or bolt.</entry> + <entry id="52126" lang="en" sex="m">Bloodfreeze Arrow</entry> + <entry id="52127" lang="en" sex="m">Bloodfreeze Arrow +Transmutation +Level: Assassin 4, ranger 4 +Components: V, M +Casting Time: 1 swift action +Range: Long +Target: One creature +Duration: Instantaneous +Saving Throw: Fortitude partial; see text +Spell Resistance: Yes + +When you cast this spell, you fire a magical or masterwork arrow or bolt at the target and transform the missile's head into blue ice. In addition to taking normal damage from the missile, the target takes 2d6 points of cold damage and is paralyzed. A successful Fortitude save negates the paralysis, and the target can make a new save each round (at the start of the caster's turn). + +Material Component: Masterwork or magical arrow or bolt.</entry> + <entry id="52128" lang="en" sex="m">Invoke the Cerulean Sign</entry> + <entry id="52129" lang="en" sex="m">Invoke The Cerulean Sign +Evocation +Level: Bard 3, cleric 3, druid 2, paladin 3, ranger 2, sorc/wiz 3 +Components: S +Casting Time: 1 standard action +Range: 30 ft. +Area: Multiple aberrations whose combined total Hit Dice do not exceed twice caster level in a spread emanating from the character to the extreme of the range +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: No + +The cerulean sign is an ancient symbol said to embody the purity of the natural world, and as such it is anathema to aberrations. While druids and rangers are the classes most often known to cast this ancient spell, its magic is nearly universal and can be mastered by all spellcasting classes. + +When you cast this spell, you trace the cerulean sign in the air with a hand, leaving a glowing blue rune in the air for a brief moment before it flashes and fills the area of effect with a pulse of cerulean light. Any aberration within the area must make a Fortitude saving throw or suffer the following ill effects. Closer aberrations are affected first. + +Aberration Hit Dice Effect +Up to caster level +10 None +Up to caster level +5 Sickened +Up to caster level Nauseated +Up to caster level -5 Dazed +Up to caster level -10 Stunned + +Each effect lasts for 1 round. + +None: The aberration suffers no ill effect, even if it fails the saving throw. + +Sickened: The aberration takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round. + +Nauseated: The aberration cannot attack, cast spells, concentrate on spells, or do anything but take a single move action for 1 round. + +Dazed: The aberration can take no actions, but has no penalty to its Armor Class, for 1 round. + +Stunned: The aberration drops everything held, can't take actions, takes a -2 penalty to AC, and loses its Dexterity bonus to AC (if any) for 1 round. + +Once a creature recovers from an effect, it moves up one level on the table. Thus, a creature that is stunned by this spell is dazed the round after that, nauseated the round after that, sickened the round after that, and then recovers fully +the next round.</entry> + <entry id="52130" lang="en" sex="m">Doublestrike Arrow</entry> + <entry id="52131" lang="en" sex="m">Doublestrike Arrow +Transmutation +Level: Ranger 4 +Components: V, S, M +Casting Time: 1 swift action +Range: Long +Target: Two creatures within a 30 foot radius of each other. +Duration: 1 round +Saving Throw: None +Spell Resistance: No + +When you cast this spell, you fire 1 masterwork or magical arrow or bolt and enable it to strike two targets instead of one. After striking or missing the first target, the arrow swerves and continues on course to the second target, which must be within 30 feet of the original. The attacker makes a separate attack roll against each target (using the same attack bonus). + +A doublestrike missile cannot hit the same target twice, and it is destroyed even if it misses its intended targets. + +Material Component: Masterwork or magical arrow or bolt.</entry> + <entry id="52132" lang="en" sex="m">Detect Favored Enemy</entry> + <entry id="52133" lang="en" sex="m">Detect Favored Enemies +Divination +Level: Ranger 1 +Components: V, S +Casting Time: 1 standard action +Area: 60 ft radius around the caster +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You can sense the types of favored enemies in the area and the number of each type. +</entry> + <entry id="52134" lang="en" sex="m">Darkflame Arrow</entry> + <entry id="52135" lang="en" sex="m">Darkflame Arrow +Evocation +Level: Assassin 3, Ranger 3 +Components: V, M +Casting Time: 1 swift action +Range: Long +Target: One creature +Duration: Instantaneous; see text +Saving Throw: None +Spell Resistance: Yes + +Upon casting this spell, you fire a magical or masterwork arrow or bolt, engulfing its head in black fire. The arrow deals normal damage and wreaths the target in black flame that deals an extra 2d6 points of damage. + +The black flames continue to engulf the victim for 2 more rounds, dealing 2d6 points of damage each subsequent round, and they cannot be extinguished (although they can be dispelled). The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost. Creatures with immunity or resistance to fire take full damage from the black flames. + +Material Component: Masterwork arrow or bolt.</entry> + <entry id="52136" lang="en" sex="m">Heal Animal Companion</entry> + <entry id="52137" lang="en" sex="m">Heal Animal Companion +Conjuration (Healing) +Level: Druid 5, ranger 3 +Components: V, S +Casting Time: 1 standard action +Range: Touch +Target: Your animal companion touched +Duration: Instantaneous +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +This spell functions like heal, except that it affects only your animal companion.</entry> + <entry id="52138" lang="en" sex="m">Shadow Arrow</entry> + <entry id="52139" lang="en" sex="m">Shadow Arrow +Necromancy +Level: Assassin 4, ranger 4 +Components: V, M +Casting Time: 1 swift action +Range: Long +Target: One creature +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +This spell is cast upon a masterwork arrow or bolt, transforming it into pure black shadow. Make a ranged touch attack with the missile instead of a normal ranged attack. Instead of dealing normal damage, a shadow arrow deals 1d6 points of Strength damage. + +Material Component: Masterwork or magical arrow or bolt.</entry> + <entry id="52140" lang="en" sex="m">Snare</entry> + <entry id="52141" lang="en" sex="m">Snare +Transmutation +Level: Rgr 2, Drd 3 +Components: V, S +Range: Touch +Target: Area with a 2 ft. diameter + 2 ft./level +Duration: Until triggered or broken +Saving Throw: None +Spell Resistance: No + +This spell enables you to make a snare that functions as a magic trap. When you cast this spell, a cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. + +When triggered, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled. + +The snare is magical. To escape, a trapped creature must make a DC 23 Strength check that is a full-round action. A successful escape from the snare breaks the loop and ends the spell. +</entry> + <entry id="52142" lang="en" sex="m">Spellslayer Arrow</entry> + <entry id="52143" lang="en" sex="m">Spellslayer Arrow +Transmutation +Level: Assassin 2, ranger 2 +Components: V, S, M +Casting Time: 1 swift action +Range: Long +Target: One creature +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +As you cast this spell, your fire a masterwork or magical arrow or bolt, and transform it into a glowing missile that destabilizes other forms of magic.In addition to dealing normal damage, a spellslayer arrow deals an extra 1d4 points of damage for the highest level spell currently in effect on the target. + +Material Component: Masterwork or magical arrow or bolt.</entry> + <entry id="52144" lang="en" sex="m">Cloud Mind</entry> + <entry id="52145" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 2 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: 1 min./level +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 3 +Metapsionics: Extend, Twin + +You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. However, if you attack the creature it becomes fully aware of your presence.</entry> + <entry id="52146" lang="en" sex="m">Cloud Mind, Mass</entry> + <entry id="52147" lang="en" sex="m">Telepathy [Mind-Affecting] +Level: Psion/wilder 6 +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature/level +Duration: 1 min./level +Saving Throw: Will negates +Power Resistance: Yes +Power Points: 11 +Metapsionics: Extend, Twin + +You make yourself completely undetectable to the subjects by erasing all awareness of your presence from their minds. +However, if you attack any creature they becomes fully aware of your presence.</entry> + <entry id="52148" lang="en" sex="m">Shadowmind</entry> + <entry id="52149" lang="en" sex="m">Shadowminds</entry> + <entry id="52150" lang="en" sex="m">shadowmind</entry> + <entry id="52151" lang="en" sex="m">(PRESTIGE CLASS) +A spectre in the thoughts of the unwary, the shadowmind moves through the twisting pathways of the mind as easily as she slides through the dark alleyways of the city. A shadowmind blends psionic powers and uncanny stealth into an effective whole. Although they can be capable spies or thieves, shadowminds view themselves as much more. Shadowminds see their training and psychic powers as an extension of a deep self-examination process that requires the knowledge of the innermost goals and motivations of others. + +- Hit Die: d6 +- Proficiencies: A Shadowmind gains no additional proficiencies. +- Skill Points: 4 + Int Modifier + +REQUIREMENTS: + +Skills: Hide 5 ranks, Move Silently 5 ranks, Open Lock 3 ranks. +Manifesting: Must be able to manifest 2nd level powers. +Base Attack Bonus: +3. +Special: Must be able to manifest Concealing Amorpha + +ABILITIES: + +Level +1: Distract - Gain knowledge of the power, manifest at a reduced cost +2: Sneak Attack +1d6 +3: Cloud Mind - Gain knowledge of the power, manifest at a reduced cost +4: +5: Sneak Attack +2d6 +6: +7: +8: Sneak Attack +3d6 +9: Cloud Mind, Mass - Gain knowledge of the power, manifest at a reduced cost +10: Mind Stab - Cloud Mind on a sneak attack + +MANIFESTING + +Upon reaching levels 1, 3, 4, 6, 7, 9, 10 the Shadowmind gains a new manifester level, increasing his power points, total powers known, and maximum power level.</entry> + <entry id="52152" lang="en" sex="m">Distract</entry> + <entry id="52153" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shadowmind level 1. +Specifics: Add the Distract power to the Shadowmind's power list, if he did not know it already. Once per day, the Shadowmind can manifest Distract at a reduced power point cost. The cost is reduced by 1 point per Shadowmind level, to a minimum of 1. This does not allow you to exceed the cap of power points you may spend on a power. +Use: Selected.</entry> + <entry id="52154" lang="en" sex="m">Cloud Mind</entry> + <entry id="52155" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shadowmind level 3. +Specifics: Add the Cloud Mind power to the Shadowmind's power list, if he did not know it already. Once per day, the Shadowmind can manifest Cloud Mind at a reduced power point cost. The cost is reduced by 1 point per Shadowmind level, to a minimum of 1. This does not allow you to exceed the cap of power points you may spend on a power. +Use: Selected.</entry> + <entry id="52156" lang="en" sex="m">Cloud Mind, Mass</entry> + <entry id="52157" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shadowmind level 9. +Specifics: Add the Cloud Mind, Mass power to the Shadowmind's power list, if he did not know it already. Once per day, the Thrallherd can manifest Cloud Mind, Mass at a reduced power point cost. The cost is reduced by 1 point per Shadowmind level, to a minimum of 1. This does not allow you to exceed the cap of power points you may spend on a power. +Use: Selected.</entry> + <entry id="52158" lang="en" sex="m">Mind Stab</entry> + <entry id="52159" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Shadowmind level 10. +Specifics: Once per round as a free action, immediately after successfully dealing sneak attack damage to an opponent, a shadowmind can manifest cloud mind against that opponent. Manifesting cloud mind in this way uses a reduced power point expenditure as described under the cloud mind ability above. +Use: Selected</entry> + <entry id="52160" lang="en" sex="m">Balance</entry> + <entry id="52161" lang="en" sex="m">Ability: Dexterity. +Requires Training: No. +Classes: Any. + +You attempt to remain standing in precarious places. + +Use: Automatic.</entry> + <entry id="52162" lang="en" sex="m">Ready Maneuvers</entry> + <entry id="52163" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Crusader, Swordsage, or Warblade level 1. +Specifics: This feat allows you to select which maneuvers are readied for your blade magic using character. It should be used after every rest, and every time you enter the module. However, it can be used only once every 5 minutes, unless you have Adaptive Style. +Use: Selected.</entry> + <entry id="52164" lang="en" sex="m">Aerie</entry> + <entry id="52165" lang="en" sex="m">Ajantis</entry> + <entry id="52166" lang="en" sex="m">Annah</entry> + <entry id="52167" lang="en" sex="m">Anomen</entry> + <entry id="52168" lang="en" sex="m">Branwen</entry> + <entry id="52169" lang="en" sex="m">Cern</entry> + <entry id="52170" lang="en" sex="m">Dynaheir</entry> + <entry id="52171" lang="en" sex="m">Edwin</entry> + <entry id="52172" lang="en" sex="m">Haer_D'alis</entry> + <entry id="52173" lang="en" sex="m">Ignus</entry> + <entry id="52174" lang="en" sex="m">Imoen</entry> + <entry id="52175" lang="en" sex="m">Jan</entry> + <entry id="52176" lang="en" sex="m">Irenicus</entry> + <entry id="52177" lang="en" sex="m">Keldorn</entry> + <entry id="52178" lang="en" sex="m">Kivan</entry> + <entry id="52179" lang="en" sex="m">Korgan</entry> + <entry id="52180" lang="en" sex="m">Baldur's Gate Default Male</entry> + <entry id="52181" lang="en" sex="m">Mazzy</entry> + <entry id="52182" lang="en" sex="m">Minsc</entry> + <entry id="52183" lang="en" sex="m">Montaron</entry> + <entry id="52184" lang="en" sex="m">Morte</entry> + <entry id="52185" lang="en" sex="m">Nalia</entry> + <entry id="52186" lang="en" sex="m">Quayle</entry> + <entry id="52187" lang="en" sex="m">Safana</entry> + <entry id="52188" lang="en" sex="m">Sarevok</entry> + <entry id="52189" lang="en" sex="m">Skie</entry> + <entry id="52190" lang="en" sex="m">Trias</entry> + <entry id="52191" lang="en" sex="m">Valygar</entry> + <entry id="52192" lang="en" sex="m">Vhailor</entry> + <entry id="52193" lang="en" sex="m">Viconia</entry> + <entry id="52194" lang="en" sex="m">Xan</entry> + <entry id="52195" lang="en" sex="m">Xzar</entry> + <entry id="52196" lang="en" sex="m">Yeslick</entry> + <entry id="52197" lang="en" sex="m">Yoshimo</entry> + <entry id="52198" lang="en" sex="m">PrC Extra Stunning</entry> + <entry id="52199" lang="en" sex="m">Use this feat to convert your extra stunning uses to normal stunning uses.</entry> + <entry id="52200" lang="en" sex="m">Enlightened Fist</entry> + <entry id="52201" lang="en" sex="m">Enlightened Fists</entry> + <entry id="52202" lang="en" sex="m">enlightened fist</entry> + <entry id="52203" lang="en" sex="m">(PRESTIGE CLASS) +Not all monks pursue metaphysical perfection to the exclusion of all other study. Some monks combine a rigorous discipline of academic study with martial arts and development of the body. For these monk, that study includes the practice of magic and the implementation of certain arcane tricks into their unarmed combat styles. These enlightened fists master the use of touch spells, creating new forms of combat where their fists strike with blinding speed, phenomenal power, and magical energy. + +- Hit Die: d8. +- Proficiencies: An enlightened fist does not gain any additional weapon or armor proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Arcane Spellcasting: Able to case 2nd-level spells. +Feats: Combat Casting, Improved Unarmed Strike, Stunning Fist. +Skills: Concentration 8 ranks, Lore 5 ranks, Spellcraft 5 ranks. + +BONUS SPELLS + +Every level in Enlightened Fist, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. + +ABILITIES: + +Level +1: Unarmed Damage - Enlightened Fist's levels stack with his monk level. + Enlightened speed - Enlightened Fist's levels stack with his monk level. + Stunning Attacks - Gain extra stunning fist uses/day equal to Enlightened Fist level. + Ki Strike - Enlightened Fist's fists count as +1 for piercing damage reduction. +2: Fist of energy - Use stunning attempt to deal 1d6 extra fire/electricity damage for 1 round. +3: Arcane fist - Use stunning attempt to deliver touch spell with unarmed strikes as part of a full attack. +4: - +5: Arcane rejuvenation - Sacrifice spell to heal its spell level in hit points. +6: Fist of energy (burst) - Energy imbued attacks deal 1d10 extra damage on a critical hit. +7: Hold ray - Use spells with a ray affect as touch spells. +8: - +9: Diamond soul - Gain spell resistance of 10+monk levels+fist levels. +10: - +</entry> + <entry id="52204" lang="en" sex="m">Fist of Energy</entry> + <entry id="52205" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 2 Enlightened Fist +Specifics: You can spend one of your daily stunning attempts to add 1d6 fire or electricity damage to all attacks for one round, you need to be fighting unarmed or with a kama to use this ability. +Use: Selected. +</entry> + <entry id="52206" lang="en" sex="m">Fist of Energy - Fire</entry> + <entry id="52207" lang="en" sex="m">Fist of Energy - Electricity</entry> + <entry id="52208" lang="en" sex="m">Spell Select</entry> + <entry id="52209" lang="en" sex="m">Spell Select - Configure Quickslots</entry> + <entry id="52210" lang="en" sex="m">Spell Select - Quickslot 1</entry> + <entry id="52211" lang="en" sex="m">Spell Select - Quickslot 2</entry> + <entry id="52212" lang="en" sex="m">Spell Select - Quickslot 3</entry> + <entry id="52213" lang="en" sex="m">Spell Select - Quickslot 4</entry> + <entry id="52214" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 3 Enlightened Fist +Specifics: This feat allows you to select the spell to use the enlightened fist's arcane fist and arcane rejuvenation with. You can configure up to 4 quickslots, and then use those quickslots to select a spell. Arcane fist and arcane rejuvenation will use the selected spell. +Use: Selected. +</entry> + <entry id="52215" lang="en" sex="m">Arcane Fist</entry> + <entry id="52216" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 3 Enlightened Fist +Specifics: You can spend one of your daily stunning attempts to cast and deliver a touch spell as part of an unarmed full attack action. At the start of the attack round, you will cast and be charged with the spell. Any unarmed attacks can then be used to deliver the charge. Use the 'select spell' feat to select the spell to use this ability with. +Use: Selected.</entry> + <entry id="52217" lang="en" sex="m">Arcane Rejuvenation</entry> + <entry id="52218" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 5 Enlightened Fist +Specifics: You can sacrifice one of your prepared spells or unused spell slots; doing this heals a number of hit points equal to the spell's level. Use the 'select spell' feat to select the spell to use this ability with. +Use: Selected. +</entry> + <entry id="52219" lang="en" sex="m">Hold Ray</entry> + <entry id="52220" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 7 Enlightened Fist +Specifics: You can cast spells with a ray effect as a touch spell instead. This means you can use those spells with the 'hold the charge' and 'arcane fist' abilities. +Use: Automatic.</entry> + <entry id="52221" lang="en" sex="m">Diamond Soul</entry> + <entry id="52222" lang="en" sex="m">Type of Feat: Class +Prerequisite: Level 9 Enlightened Fist +Specifics: You gain spell resistance equal to 10 + monk class level + enlightened fist class level. +Use: Automatic.</entry> + <entry id="52223" lang="en" sex="m">Unarmed Damage</entry> + <entry id="52224" lang="en" sex="m">Type of Feat: Class +Prerequisite: Enlightened Fist level 1 +Specifics: Your enlightened fist levels stack with your monk levels for determining your monk unarmed damage. +Use: Automatic. +</entry> + <entry id="52225" lang="en" sex="m">Enlightened Speed</entry> + <entry id="52226" lang="en" sex="m">Type of Feat: Class +Prerequisite: Enlightened Fist level 1 +Specifics: Your enlightened fist levels stack with your monk levels for determining your monk speed increase. +Use: Automatic.</entry> + <entry id="52227" lang="en" sex="m">Stunning Attacks</entry> + <entry id="52228" lang="en" sex="m">Type of Feat: Class +Prerequisite: Enlightened Fist level 1 +Specifics: You get extra stunning fist uses/day equal to your enlightened fist level. Use the 'PrC Extra Stunning' feat to convert these uses into normal stunning fist uses. +Use: Automatic.</entry> + <entry id="52229" lang="en" sex="m">Fist of Energy - Burst</entry> + <entry id="52230" lang="en" sex="m">Type of Feat: Class +Prerequisite: Enlightened Fist level 6 +Specifics: Your fist of energy ability also adds an extra 1d10 damage when a critical hit is scored. +Use: Automatic.</entry> + <entry id="52231" lang="en" sex="m">WhiteRavenHammer</entry> + <entry id="52232" lang="en" sex="m">A 10th-level Sublime Chord with 20 or more ranks in the Perform skill learns the Song of Cosmic Fire. Using this ability costs a Sublime Chord two of her daily uses of Bardic Music. The Song of Cosmic Fire creates a 20-foot-radius spread of fire anywhere within 100 feet of the Sublime Chord (provided she has line of effect to the fire's point of origin). Creatures in the area take damage equal to the Sublime Chord's Perform check result. All affected creatures are entitled to a Reflex save (DC10 + Sublime Chord level + Cha modifier) for half damage.</entry> + <entry id="52233" lang="en" sex="m">WhiteRavenStrike</entry> + <entry id="52235" lang="en" sex="m">WhiteRavenTactics</entry> + <entry id="52236" lang="en" sex="m">Sublime Chord</entry> + <entry id="52237" lang="en" sex="m">Sublime Chords</entry> + <entry id="52238" lang="en" sex="m">sublime chord</entry> + <entry id="52239" lang="en" sex="m">(PRESTIGE CLASS) +Music is not just a pleasant sound; it is also the expression of mathematical relationships fraught with significance. A member of the Sublime Chord prestige class sees music, even the powerful music of a skilled bard, as nothing more than a stepping-stone to true universal insight into the legendary song of creation heard at the dawn of time. Music and magic are actually one and the same, and an astute student who unravels the riddles of metre and pitch simultaneously reveals hidden secrets of great power. + +- Hit die: d6 +- Skill points: 4 + Int Modifier + +REQUIREMENTS: + +Spellcasting: Able to cast 3rd level Arcane spells +Feats: Bardic Music +Skills: Lore 13, Listen 13, Perform 10, Concentration 6, Spellcraft 6 + +ABILITIES: + +Level +1: Bardic Lore, Bardic Music +2: Song of arcane power +6: Song of timelessness +10: Song of cosmic fire + +SPELLCASTING: + +To cast a spell, a Sublime Chord must have a Charisma score of at least 10 + the spell's level. The DC of a Sublime Chord's spell is 10 + spell level + the Sublime Chord's Charisma modifier. The caster level of a Sublime Chord is it's class level + it's level in it's spellcasting base class. A Sublime Chord does not suffer arcane spell failure while wearing light armor. + +Spells known: +A Sublime Chord has the ability to cast a small number of arcane spells, all of 4th level or higher. + +Level 4th 5th 6th 7th 8th 9th +1: 3 1 - - - - +2: 4 2 - - - - +3: 4 2 1 - - - +4: 4 3 2 - - - +5: 4 3 2 1 - - +6: 4 4 3 2 - - +7: 4 4 3 2 1 - +8: 4 4 4 3 2 - +9: 4 4 4 3 2 1 +10: 4 4 4 4 3 2 + +Spells per day: + +Level 4th 5th 6th 7th 8th 9th +1: 2 1 - - - - +2: 2 2 - - - - +3: 3 2 1 - - - +4: 3 3 2 - - - +5: 3 3 2 1 - - +6: 4 3 3 2 - - +7: 4 4 3 2 1 - +8: 4 4 3 3 2 - +9: 4 4 4 3 2 1 +10: 5 4 4 3 3 2 +</entry> + <entry id="52240" lang="en" sex="m">Energize Potion: Acid</entry> + <entry id="52241" lang="en" sex="m">Energize Potion: Cold</entry> + <entry id="52242" lang="en" sex="m">Energize Potion: Electricity</entry> + <entry id="52243" lang="en" sex="m">Energize Potion: Fire</entry> + <entry id="52244" lang="en" sex="m">Energize Potion: Sonic</entry> + <entry id="52245" lang="en" sex="m">Divine Sacrifice: 1d6</entry> + <entry id="52246" lang="en" sex="m">Divine Sacrifice: 2d6</entry> + <entry id="52247" lang="en" sex="m">Divine Sacrifice: 3d6</entry> + <entry id="52248" lang="en" sex="m">Divine Sacrifice: 4d6</entry> + <entry id="52249" lang="en" sex="m">Divine Sacrifice: 5d6</entry> + <entry id="52250" lang="en" sex="m">Aberrate</entry> + <entry id="52251" lang="en" sex="m">Aberrate +Transmutation [Evil] +Level: Sor/Wiz 1 +Components: V, S, Fiend (caster must be evil outsider) +Casting Time: 1 action +Range: Touch +Target: One living creature +Duration: 10 minutes/level +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The caster transforms one creature into an aberration. The subject's form twists and mutates into a hideous mockery of itself. The subject's type changes to aberration, and it gains a +1 natural armor bonus to AC (due to the toughening and twisting of the flesh) for every four levels the caster has, up to a maximum +of +5. +</entry> + <entry id="52252" lang="en" sex="m">Absorb Strength</entry> + <entry id="52253" lang="en" sex="m">Absorb Strength +Necromancy [Evil] +Level: Corrupt 4 +Components: V, S, F, Corrupt +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 10 minutes/level + +The caster eats at least a portion of the flesh of another creature's corpse, thereby gaining one-quarter of the creature's Strength score as an enhancement +bonus to the caster's Strength score, and one-quarter of the creature's Constitution score as an enhancement bonus to the caster's Constitution. + +Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature's flesh. + +Corruption Cost: 2d6 points of Wisdom damage. + +Casters of good alignment cannot cast Corrupt spells.</entry> + <entry id="52254" lang="en" sex="m">Abyssal Might</entry> + <entry id="52255" lang="en" sex="m"> Abyssal Might +Conjuration (Summoning) [Evil] +Level: Blk 3, Clr 4, Demonologist 3, Sor/Wiz 4 +Components: V, S, M, Demon (caster must be a CE outsider) +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 10 minutes/level + +The caster summons evil energy from the Abyss and imbues himself with its might. The caster gains a +2 enhancement bonus to Strength, Constitution, and Dexterity. The caster's existing spell resistance improves by +2. + +Material Component: The heart of a dwarf child. +</entry> + <entry id="52256" lang="en" sex="m">Angry Ache</entry> + <entry id="52257" lang="en" sex="m">Angry Ache +Necromancy +Level: Asn 1, Clr 1, Pain 1 +Components: V, S +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One living creature +Duration: 1 minute/level +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The caster temporarily strains the subject's muscles in a very specific way. The subject feels a sharp pain whenever she makes an attack. All her attack rolls have a -2 circumstance penalty for every four caster levels (maximum penalty -10).</entry> + <entry id="52258" lang="en" sex="m">Apocalypse from the Sky</entry> + <entry id="52259" lang="en" sex="m">Apocalypse from the Sky +Conjuration (Creation) [Evil] +Level: Corrupt 9 +Components: V, S, M, Corrupt +Casting Time: 1 day +Range: Personal +Area: 10-mile radius/level, centered on caster +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +The caster calls upon the darkest forces in all existence to rain destruction down upon the land. All creatures and objects in the spell's area take 10d6 points of fire, acid, or sonic damage (caster's choice). This damage typically levels forests, sends mountains tumbling, and wipes out entire populations of living creatures. The caster is subject to the damage as well as the corruption cost. + +Material Component: An artifact, usually one of good perverted to this corrupt use. + +Corruption Cost: 3d6 points of Constitution damage and 4d6 points of Wisdom drain. + +Casters of good alignment cannot cast Corrupt spells.</entry> + <entry id="52260" lang="en" sex="m">Apocalypse from the Sky: Fire</entry> + <entry id="52261" lang="en" sex="m">Apocalypse from the Sky: Acid</entry> + <entry id="52262" lang="en" sex="m">Apocalypse from the Sky: Sonic</entry> + <entry id="52263" lang="en" sex="m">Bestow Wound</entry> + <entry id="52264" lang="en" sex="m">Bestow Wound +Transmutation +Level: Sor/Wiz 1 +Components: V, S, M +Casting Time: 1 action +Range: Touch +Target: Living creature touched +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +If the caster is wounded, she can cast this spell and touch a living creature. The creature takes the caster's wounds as damage, either 1 point of damage per caster level or the amount needed to bring the caster up to her maximum hit points, whichever is less. The caster heals that much damage, as if a cure spell had been cast on her. + +Material Component: A small eye agate worth at least 10 gp.</entry> + <entry id="52265" lang="en" sex="m">Bodak Birth</entry> + <entry id="52266" lang="en" sex="m">Bodak Birth +Transmutation [Evil] +Level: Clr 8 +Components: V S, F, Drug +Casting Time: 1 minute +Range: Touch +Target: One creature touched +Duration: Instantaneous +Saving Throw: None (see text) +Spell Resistance: No + +The caster transforms one willing subject into a bodak. Ignore all of the subject's old characteristics, using the bodak description in the Monster Manual instead. + +Before casting the spell, the caster must make a miniature figurine that represents the subject, then bathe it in the blood of at least three Small or larger animals. Once the spell is cast, anyone that holds the figurine can attempt to mentally communicate and control the bodak, but the creature resists such control with a successful Will saving throw. If the bodak fails, it must obey the holder of the +figurine, but it gains a new saving throw every day to break the control. If the figurine is destroyed, the bodak disintegrates. + +Focus: Figurine of subject, bathed in animal blood. + +Drug Component: Agony +</entry> + <entry id="52267" lang="en" sex="m">Boneblade</entry> + <entry id="52268" lang="en" sex="m">Boneblade +Necromancy [Evil] +Level: Blk 2, Clr 3 +Components: V, S, F, Undead (caster must be undead) +Casting Time: 1 action +Range: Touch +Effect: One bone that becomes a blade +Duration: 10 minutes/level + +The caster changes a bone at least 6 inches long into a longsword, short sword, or greatsword (caster's choice). This weapon has a +1 enhancement bonus on attacks and damage for every five caster levels (at least +1, maximum +4). Furthermore, this blade deals an extra +1d6 points of damage to living targets and an additional +1d6 +points of damage to good�aligned targets. + +This spell confers no proficiency with the blade, but the caster doesn't need to be the one wielding the blade for it to be effective. + +Focus: A 6-inch-long bone. </entry> + <entry id="52269" lang="en" sex="m">Boneblade: Greatsword</entry> + <entry id="52270" lang="en" sex="m">Boneblade: Longsword</entry> + <entry id="52271" lang="en" sex="m">Boneblade: Shortsword</entry> + <entry id="52272" lang="en" sex="m">Boneblast</entry> + <entry id="52273" lang="en" sex="m">Boneblast +Necromancy [Evil] +Level: Blk 1, Clr 2 +Components: V, S, M, Undead (caster must be undead) +Casting Time: 1 action +Range: Touch +Target: One creature that has a skeleton +Duration: Instantaneous +Saving Throw: Fortitude half or negates +Spell Resistance: Yes + +The caster causes some bone within a touched creature to break or crack. The caster cannot specify which bone. Because the damage is general rather than specific, the target takes 1d3 points of Constitution damage. A Fortitude save reduces the Constitution damage by half, or negates it if the full damage would have been +1 point of Constitution damage. + +Material Component: The bone of a small child that still lives.</entry> + <entry id="52274" lang="en" sex="m">Call Dretch Horde</entry> + <entry id="52275" lang="en" sex="m">Call Dretch Horde +Conjuration (Calling) [Evil] +Level: Demonologist 3, Mortal Hunter 4, Sor/Wiz 5 +Components: V S, Soul +Casting Time: 1 minute +Range: Close (25 ft. + 5 ft./2 levels) +Effect: 2d4 dretches +Duration: One year +Saving Throw: None +Spell Resistance: No + +The caster calls 2d4 dretches from the Abyss to where she is, offering them the soul that she has prepared. In exchange, they will serve the caster for one year +as guards, slaves, or whatever else she needs them for. They are profoundly stupid, so the caster cannot give them more complicated tasks than can be described in about ten words. + +No matter how many times the caster casts this spell, she can control no more than 2 HD worth of fiends per caster level. If she exceeds this number, all the newly +called creatures fall under the caster's control, and any excess from previous castings become uncontrolled. The caster chooses which creatures to release.</entry> + <entry id="52276" lang="en" sex="m">Call Lemure Horde</entry> + <entry id="52277" lang="en" sex="m">Call Lemure Horde +Conjuration (Calling) [Evil] +Level: Mortal Hunter 4, Sor/Wiz 5 +Components: V S, Soul +Casting Time: 1 minute +Range: Close (25 ft. + 5 ft./2 levels) +Effect: 3d4 lemures +Duration: One year +Saving Throw: None +Spell Resistance: No + +The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has prepared. In exchange, they will serve the caster for one year as guards, slaves, or whatever else he needs them for. They are non�-intelligent, +so the caster cannot give them more complicated tasks than can be described in about five words. + +No matter how many times the caster casts this spell, he can control no more than 2 HD worth of fiends per caster level. If he exceeds this number, all the newly called creatures fall under the caster's control, and any excess from previous +castings become uncontrolled. The caster chooses which creatures to release. +</entry> + <entry id="52278" lang="en" sex="m">Claws of the Bebilith</entry> + <entry id="52279" lang="en" sex="m">Claws of the Bebilith +Transmutation [Evil] +Level: Corrupt 5 +Components: V, S, Corrupt +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 10 minutes/level + +The caster gains claws that deal damage based on her size (see below) and can catch and tear an opponent's armor and shield. If the opponent has both armor and a shield, roll 1d6: A result of 1-4 indicates the armor is affected, and a result of 5-6 affects the shield. + +The caster makes a grapple check whenever she hits with a claw attack, adding to the opponent's roll any enhancement bonus from magic possessed by the opponent's armor or shield. If the caster wins, the armor or shield is torn away and ruined. + + Caster Size Claw Damage + + Fine 1 + + Diminutive 1d2 + + Tiny 1d3 + + Small 1d4 + + Medium-size 1d6 + + Large 1d8 + + Huge 2d6 + + Gargantuan 2d8 + + Colossal 4d6 + +Corruption Cost: 1d6 points of Dexterity damage. + +Casters of good alignment cannot cast Corrupt spells.</entry> + <entry id="52280" lang="en" sex="m">Claws of the Savage</entry> + <entry id="52281" lang="en" sex="m">Claws of the Savage +Transmutation [Evil] +Level: Bestial 4, Blk 4, Clr 4, Drd 4 +Components: V, S +Casting Time: 1 action +Range: Touch +Target: One creature +Duration: 10 minutes/level + +The caster grants one creature two long claws that replace its hands, tentacle tips, or whatever else is appropriate. The claws deal damage based on the creature's size. + + Creature Size Claw Damage + + Fine 1 + + Diminutive 1d2 + + Tiny 1d3 + + Small 1d4 + + Medium-size 1d6 + + Large 1d8 + + Huge 2d6 + + Gargantuan 2d8 + + Colossal 4d6 + +The creature can make attacks with both claws as if it were proficient with them. Just as with a creature that has natural weapons, the subject takes no penalty for making two claw attacks. The subject is treated as armed. Furthermore, these +claws gain a +2 enhancement bonus on attack and damage rolls. + +If the creature already has claws, those claws gain a +2 enhancement bonus on attack and damage rolls, and the claws' damage increases as if the creature +were two size categories larger. +</entry> + <entry id="52282" lang="en" sex="m">Cloud of the Achaierai</entry> + <entry id="52283" lang="en" sex="m">Cloud of the Achaierai +Conjuration (Creation) [Evil] +Level: Clr 6, Demonologist 4 +Components: V, S, Disease +Casting Time: 1 action +Range: Personal +Area: 10-ft.radius spread +Duration: 10 minutes/level +Saving Throw: Fortitude partial +Spell Resistance: Yes + +The caster conjures a choking, toxic cloud of inky blackness. Those other than the caster within the cloud take 2d6 points of damage. They must also succeed at a Fortitude save or be subject to a confusion effect for the duration of the spell. + +Disease Component: Soul rot. </entry> + <entry id="52284" lang="en" sex="m">Clutch of Orcus</entry> + <entry id="52285" lang="en" sex="m">Clutch of Orcus +Necromancy [Evil] +Level: Clr 3 +Components: V, S +Casting Time: 1 action +Range: Medium (100 ft. + 10 ft./level) +Target: One humanoid +Duration: Concentration (see text) +Saving Throw: Fortitude negates (see text) +Spell Resistance: Yes + +The caster creates a magical force that grips the subject's heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round. + +Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his +smoking heart appears in the caster's hand.</entry> + <entry id="52286" lang="en" sex="m">Crushing Fist of Spite</entry> + <entry id="52287" lang="en" sex="m">Crushing Fist of Spite +Evocation [Evil, Force] +Level: Sor/Wiz 9 +Components: V, S, M, Disease +Casting Time: 1 action +Range: Medium (100 ft. + 10 ft./level) +Area: 5-ft.-radius cylinder, 30 ft. high +Duration: 1 round/level +Saving Throw: Reflex half or Reflex negates (see text) +Spell Resistance: Yes + +A fist of darkness appears 30 feet above the ground and begins smashing down with incredible power. All creatures and objects within the area take 1d6 points of damage per caster level (maximum 20d6). A successful Reflex saving throw reduces damage by half. Each round, as a free action, the caster can direct the fist to another area within range, where it smashes downward again. It continues to attack +the same area unless otherwise directed. + +The fist does not need to strike the ground. It can attack airborne targets as well. Airborne targets that succeed at a Reflex save take no damage and are forcibly ejected from the spell's area. + +Material Component: A severed hand from a good-aligned humanoid cleric. +</entry> + <entry id="52288" lang="en" sex="m">Curse of the Putrid Husk</entry> + <entry id="52289" lang="en" sex="m">Curse of the Putrid Husk +Illusion (Phantasm) [Fear, Mind Affecting, Evil] +Level: Brd 3, Sor/Wiz 3 +Components: V, S, M +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: 1 round + 1d10 minutes +Saving Throw: Will negates +Spell Resistance: Yes + +This illusion forces the subject to believe his flesh is rotting and falling off his body, and that his internal organs are spilling out. If the target fails +his saving throw, he is dazed (and horrified) for 1 round. On the following round, he falls unconscious for 1d10 minutes, during which time he cannot be roused +normally. </entry> + <entry id="52290" lang="en" sex="m">Damning Darkness</entry> + <entry id="52291" lang="en" sex="m">Damning Darkness +Evocation [Darkness, Evil] +Level: Clr 4, Darkness 4, Sor/Wiz 4 +Components: V, M/DF +Casting Time: 1 action +Range: Touch +Target: Object touched +Duration: 10 minutes/level (D) +Saving Throw: None +Spell Resistance: No + +This spell is similar to darkness, except that those within the area of darkness also take unholy damage. Creatures of good alignment take 2d6 points of +damage per round in the darkness, and creatures neither good nor evil take 1d6 points of damage. As with the darkness spell, the area of darkness is a +20-foot radius, and the object that serves as the spell's target can be shrouded to block the darkness (and thus the dam�aging effect). + +Damning darkness counters or dispels any light spell of equal or lower level. + +Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it. +</entry> + <entry id="52292" lang="en" sex="m">Death by Thorns</entry> + <entry id="52293" lang="en" sex="m">Death by Thorns +Conjuration (Creation) [Evil, Death] +Level: Corrupt 7 +Components: V, S, Corrupt +Casting Time: 1 action +Range: Touch +Targets: Up to three creatures, no two of which can +be more than 15 ft. apart +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: Yes + +The caster causes thorns to sprout from the insides of the subject creatures, which writhe in agony for 1d4 rounds, incapacitated, before dying. A wish or miracle spell cast on a subject during this time can eliminate the thorns and save that creature. Creatures that succeed at their Fortitude saving throws are still incapacitated for 1d4 rounds in horrible agony, taking 1d6 points of damage per round. At the end of the agony, however, the thorns disappear. + +Corruption Cost: 1d3 points of Wisdom drain. + +Casters of good alignment cannot cast Corrupt spells.</entry> + <entry id="52294" lang="en" sex="m">Demoncall</entry> + <entry id="52295" lang="en" sex="m">Demoncall +Divination [Evil] +Level: Blk 2, Demonic 2, Demonologist 2 +Components: V, S, M +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: Instantaneous + +The caster taps into the forbidden knowledge of demons, giving her a +10 profane bonus on any one check (made immediately) involving Knowledge (arcana), Knowledge (the planes), or Knowledge (religion).</entry> + <entry id="52296" lang="en" sex="m">Demonflesh</entry> + <entry id="52297" lang="en" sex="m">Demonflesh +Transmutation [Evil] +Level: Blk 1, Demonic 1, Demonologist 1 +Components: V, S +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 1 minute/level + +The caster grows the thick, leathery flesh of a demon, gaining a +1 natural armor bonus to Armor Class for every five caster levels (at least +1, maximum +4). This spell has no effect if the caster is an evil outsider.</entry> + <entry id="52298" lang="en" sex="m">Despoil</entry> + <entry id="52299" lang="en" sex="m">Despoil +Transmutation [Evil] +Level: Clr 9 +Components: V, S, M +Casting Time: 1 minute +Range: Touch +Area: 100-ft./level radius +Duration: Instantaneous +Saving Throw: Fortitude partial (plants) or Fortitude negates (other living creatures) +Spell Resistance: Yes + +The caster blights and corrupts a vast area of land. Plants with 1 HD or less shrivel and die, and the ground cannot support such plant life ever again. +Plants with more than 1 HD must succeed at a Fortitude saving throw or die. Even those successful on their saves take 5d6 points of damage. All living creatures in the area other than plants (and the caster) must succeed at a Fortitude saving throw or take 1d4 points of Strength damage. + +Unattended objects, including structural features such as walls and doors, grow brittle and lose 1 point of hardness (to a minimum of 0), then take 1d6 points of damage. + +Only the effects of multiple wish or miracle spells can undo the lasting effects of this spell. + +Material Component: Corpse of a freshly dead or preserved (still bloody) living creature. +</entry> + <entry id="52300" lang="en" sex="m">Devil's Ego</entry> + <entry id="52301" lang="en" sex="m">Devil's Ego +Transmutation [Evil] +Level: Diabolic 3 +Components: V, S +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 1 minute/level + +The caster gains an enhancement bonus to Charisma of +4 points. Furthermore, the caster is treated as an outsider with regard to what spells and magical effects can affect her (rendering a humanoid caster immune to charm person and hold person, for +example). +</entry> + <entry id="52302" lang="en" sex="m">Devil's Eye</entry> + <entry id="52303" lang="en" sex="m">Devil's Eye +Divination [Evil] +Level: Blk 2, Clr 3, Diabolic 2, Sor/Wiz 3 +Components: V, S +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 1 minute/level + +The caster gains the visual acuity of a devil. He can see not only in darkness, but also in magical darkness, with a range of 30 feet. +</entry> + <entry id="52304" lang="en" sex="m">Devil's Tail</entry> + <entry id="52305" lang="en" sex="m">Devil's Tail +Transmutation [Evil] +Level: Diabolic 1 +Components: V, S +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 1 minute/level + +The caster grows a 3 foot long tail. The tail is thin, black or red, and it ends in a spike. The caster can use this tail to make melee attacks using his attack +bonus, dealing a base 1d4 points of damage, plus one-half his Strength bonus. If the caster takes a full attack action, he can use both the tail and his normal melee attacks, but all attacks have a -2 penalty.</entry> + <entry id="52306" lang="en" sex="m">Dread Word</entry> + <entry id="52307" lang="en" sex="m">Dread Word +Evocation [Evil] +Level: Demonologist 3, Sor/Wiz 3 +Components: V +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature of good alignment +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The caster speaks a single unique word of pure malevolence; a powerful utterance from the Dark Speech. The word is so foul that it harms the very soul of one that hears it. The utterance of a dread word causes one subject within range +to take 1d3 points of Charisma drain. The power of this spell protects the caster from the damaging effects of both hearing and knowing the word. + +To attempt to speak this unique word without using this spell means instant death (and no effect, because the caster dies before she gets the entire word out). +</entry> + <entry id="52308" lang="en" sex="m">Drug Resistance</entry> + <entry id="52309" lang="en" sex="m">Drug Resistance +Enchantment +Level: Clr 1, Sor/Wiz 1 +Components: V, M +Casting Time: 1 action +Range: Touch +Target: One living creature +Duration: 1 hour/level +Saving Throw: Fortitude negates (harmless) +Spell Resistance: Yes (harmless) + +The creature touched is immune to the possibility of addiction to drugs. He still experiences the negative and positive effects of drugs during the spell's duration. This spell does not free the target from the effects of an addiction already +incurred. If the spell ends before the effects of a drug wear off, the normal chance for addiction applies. + +Material Component: Three drops of pure water.</entry> + <entry id="52310" lang="en" sex="m">Ectoplasmic Enhancement</entry> + <entry id="52311" lang="en" sex="m">Ectoplasmic Enhancement +Necromancy [Evil] +Level: Sor/Wiz 6 +Components: V, S +Casting Time: 1 full round +Range: Close (25 ft. + 5 ft./2 levels) +Target: One incorporeal undead/level +Duration: 24 hours +Saving Throw: None +Spell Resistance: No + +The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance. Each of these enhancements increases by +1 for every three caster +levels. So a 12th level caster grants a +5 deflection bonus to AC, an extra 1d8+4 temporary hit points, a +5 enhancement bonus on attack rolls,and a +6 bonus to turn resistance. </entry> + <entry id="52312" lang="en" sex="m">Eternity of Torture</entry> + <entry id="52313" lang="en" sex="m">Eternity of Torture +Necromancy [Evil] +Level: Pain 9 +Components: V, S, DF +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: Permanent +Saving Throw: Fortitude partial +Spell Resistance: Yes + +The subject's body is twisted and warped, wracked forever with excruciating pain. The subject is rendered helpless, but-as long as the spell continues -it is sustained and has no need for food, drink, or air. The subject does not age-all the better to ensure a true eternity of unimaginable torture. The subject until all scores are reduced to 0 (except Constitution, which stays at 1). The subject cannot heal or regenerate. Lastly, the subject is completely unaware of its surroundings, insensate to anything but the excruciating pain. + +A single Fortitude saving throw is all that stands between a target and this horrible spell. However, even if the saving throw is successful, the target +still feels terrible (but temporary) pain. The target takes 5d6 points of damage immediately and takes a -4 circumstance penalty on attack rolls, saving throws, +skill checks, and ability checks for 1 round per level of the caster. +</entry> + <entry id="52314" lang="en" sex="m">Evil Eye</entry> + <entry id="52315" lang="en" sex="m">Evil Eye +Enchantment [Evil] +Level: Mortal Hunter 2, Sor/Wiz 3 +Components: S +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: Instantaneous (see text) +Saving Throw: Will negates +Spell Resistance: Yes + +The caster focuses malevolent wishes through her gaze and curses someone with bad luck. The subject takes a -4 luck penalty on all attack rolls, saves, and checks. The spell ends at the next sunrise, when dismissed, when a remove curse is cast on the subject, or when the caster takes at least 1 point of damage from the subject. +</entry> + <entry id="52316" lang="en" sex="m">Eye of the Beholder</entry> + <entry id="52317" lang="en" sex="m">Eye of the Beholder +Transmutation [Evil] +Level: Sor/Wiz 7 +Components: V S +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 1 round/level + +One of the caster's eyes grows out of her head on an eyestalk, becoming like that of a beholder. Due to the mobility of the eye, the caster gains a +2 circumstance bonus on Spot checks. More important, the eye has one of the beholder's eye powers, +determined randomly. The caster can use this power as a standard action during the spell's duration. + +Each type of eye produces an effect identical to that of a spell cast by a 13th level caster, but it follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player's Handbook). All of these effects have a range of 150 feet and a save +DC of 18. + +Roll 1d10 to see which eye the caster gains. + +1d10 Eye Effect + +1 Charm Person: Target must make a Will save + or be affected as though by the spell. + +2 Charm Monster: Target must make a Will save + or be affected as though by the spell. + +3 Sleep: As the spell, except that it affects + one creature with any number of Hit Dice. + Target must make a Will save to resist. + +4 Flesh to Stone: Target must make a Fortitude + save or be affected as though by the spell. + +5 Disintegrate: Target must make a Fortitude + save or be affected as though by the spell. + +6 Fear: As the spell, except that it targets + one creature. Target must make a Will save + or be affected as though by the spell. + +7 Slow: As the spell, except that it affects + one creature. Target must make a Will save + to resist. + +8 Inflict Moderate Wounds: As the spell, dealing + 2d8+10 points of damage (Will half). + +9 Finger of Death: Target must make a Fortitude + save or be slain as though by the spell. The + target takes 3d6+13 points of damage if his + save succeeds.</entry> + <entry id="52318" lang="en" sex="m">Evil Weather</entry> + <entry id="52319" lang="en" sex="m">Evil Weather +Conjuration (Creation) [Evil] +Level: Corrupt 8 +Components: V, S, M, XP, Corrupt (see below) +Casting Time: 1 hour +Range: Personal +Area: 1-mile/level radius, centered on caster +Duration: 3d6 minutes +Saving Throw: None +Spell Resistance: No + +The caster conjures a type of evil weather. It functions as described in Chapter 2 of the Book of Vile Darkness, except that area and duration are as given for this spell. + +Rain of Blood: Blood pours down in thick drops for 2d10 minutes. Any living, non-evil character in the area must succeed on a will save (DC 20) or take a -1 morale penalty on attack and damage rolls, checks, and saves for 24 hours. Undead gain a +1 morale bonus on attack and damage rolls, checks, and saves for 24 hours. + +Violet Rain: Once violet rain begins to fall, divine spells are uncastable for 24 hours. + +Green Fog: Clouds of dark greenish mist roll across the countryside. Any creature touched by a mist must succeed on a Fortitude save (DC 17) or be polymorphed into a random creature. The fog lasts for 10 minutes. + +Rain of Frogs or Fish: Thousands of animals fall from the sky, causing 1d3 pts per round of damage. The rain lasts 2d6 rounds. + +Corruption Cost: 3d6 points of Constitution damage. + +Casters of good alignment cannot cast Corrupt spells.</entry> + <entry id="52320" lang="en" sex="m">Rain of Blood</entry> + <entry id="52321" lang="en" sex="m">Violet Rain</entry> + <entry id="52322" lang="en" sex="m">Green Fog</entry> + <entry id="52323" lang="en" sex="m">Rain of Frogs or Fish</entry> + <entry id="52324" lang="en" sex="m">Extract Drug</entry> + <entry id="52325" lang="en" sex="m">Extract Drug +Conjuration (Creation) +Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1 +Components: V S, F +Casting Time: 1 minute +Range: Touch +Effect: One dose of a drug +Duration: Permanent + +The caster infuses a substance with energy and creates a magical version of a drug. The magical version manifests as greenish fumes that rise from the chosen focus. The fumes must then be inhaled as a standard action within 1 round to get the +drug's effects. + +The type of drug extracted depends on the substance used. + Drug Extracted Effect on Focus +Material + + Metal Baccaran Metal's hardness drops by l. + Stone Vodare Stone's hardness drops by 1. + Water Sannish Water becomes brackish and foul. + Wood Mushroom powder Wood takes on a permanent foul odor</entry> + <entry id="52326" lang="en" sex="m">Fangs of the Vampire King</entry> + <entry id="52327" lang="en" sex="m">Fangs of the Vampire King +Transmutation [Evil] +Level: Corrupt 2 +Components: S, Corrupt +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 1 minute/level + +The caster grows vampirelike fangs that allow him to make bite attacks with an attack bonus of +10 plus the caster's Strength modifier. The caster's bite attack deals 1d6 points of damage and 1 point of Constitution damage. + +Corruption Cost: 1d6 points of Strength damage. + +Casters of good alignment cannot cast Corrupt spells.</entry> + <entry id="52328" lang="en" sex="m">Fiendish Clarity</entry> + <entry id="52329" lang="en" sex="m">Fiendish Clarity +Divination [Evil] +Level: Clr 7, Demonic 7, Sor/Wiz 7 +Components: V, S +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 10 minutes/ level + +The caster develops the senses of a powerful fiend. He has darkvision to a range of 60 feet. The caster can see in magical darkness as if it were normal darkness. He can see invisible creatures and objects as if he had a see invisibility spell cast on him. The caster can detect good at will.</entry> + <entry id="52330" lang="en" sex="m">Flesh Armor</entry> + <entry id="52331" lang="en" sex="m">Flesh Armor +Abjuration [Evil] +Level: Asn 4 +Components: V, S, M, F +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 10 minutes/level or until discharged + + Prior to casting flesh armor, the caster flays the skin from a creature of his size and lays it upon his own flesh, wearing it like clothing or armor. Once the caster casts flesh armor, his skin develops resistance to blows, cuts, stabs, and slashes. The caster gains damage reduction 10/+1. Once the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged, and the skin slowly rots, shedding in patches like the skin of a molting snake. + + Material Component: A bit of flesh torn from the caster's body during the casting (dealing 1 point of damage). + + Focus: The entire freshly harvested skin of another + creature of the caster's size.</entry> + <entry id="52332" lang="en" sex="m">Flesh Ripper</entry> + <entry id="52333" lang="en" sex="m">Flesh Ripper +Evocation [Evil] +Level: Clr 3, Mortal Hunter 3 +Components: V, S, Undead, Fiend (caster must be undead or evil outsider) +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One living creature +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +The caster evokes pure evil power in the form of a black claw that flies at the target. If a ranged touch attack roll succeeds, the claw deals 1d8 points of damage per caster level (maximum 10d8). On a critical hit, in addition to dealing double +damage, the wound bleeds for 1 point of damage per round until it is magically healed. +</entry> + <entry id="52334" lang="en" sex="m">Grim Revenge</entry> + <entry id="52335" lang="en" sex="m">Grim Revenge +Necromancy [Evil] +Level: Sor/Wiz 4 +Components: V, S, Undead (caster must be undead) +Casting Time: 1 action +Range: Medium (100 ft. + 10 ft./level) +Target: One living humanoid +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The hand of the subject tears itself away from one of his arms, leaving a bloody stump. This trauma deals 6d6 points of damage. Then the hand, animated and floating in the air, begins to attack the subject. The hand attacks as if it were a wight +(see the Monster Manual) in terms of its statistics, special attacks, and special qualities, except that it is considered Tiny and gains a +4 bonus to AC +and a +4 bonus on attack rolls. The hand can be turned or rebuked as a wight. If the hand is defeated, only a regenerate spell can restore the victim to normal.</entry> + <entry id="52336" lang="en" sex="m">Gutwrench</entry> + <entry id="52337" lang="en" sex="m">Gutwrench +Necromancy [Evil, Death] +Level: Sor/Wiz 8 +Components: V, S, Undead (caster must be undead) +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One living creature +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: Yes + +The innards of the target creature roil. If the target fails its saving throw, its intestines burst forth, killing it. The intestines fly toward the caster and are absorbed into her form, granting her 4d6 temporary hit points and a +4 enhancement bonus to Strength. If the target's save is successful, it takes 10d6 points of damage instead. + +A creature with no discernible anatomy is unaffected by this spell. </entry> + <entry id="52338" lang="en" sex="m">Heartache</entry> + <entry id="52339" lang="en" sex="m">Heartache +Enchantment [Evil, Mind-Affecting] +Level: Clr 1, Mortal Hunter 1 +Components: V, S, DF +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: 1 round +Saving Throw: Will negates +Spell Resistance: Yes + +The caster fills the subject with heart wrenching sorrow that renders it incapacitated for 1 round. The subject cannot move or take actions and is +helpless for that round. +</entry> + <entry id="52340" lang="en" sex="m">Heartclutch</entry> + <entry id="52341" lang="en" sex="m">Heartclutch +Transmutation [Evil] +Level: Clr 5 +Components: V, S, Disease +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: The heart of one creature +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: Yes + +The caster holds forth his empty hand, and the still-beating heart of the subject appears within it. The subject dies in 1d3 rounds, and only a heal, regenerate, miracle, or wish spell will save it during this time. The target is entitled to a +Fortitude saving throw to survive the attack. If the target succeeds at the save, it instead takes 3d6 points of damage +1 point per caster level from general damage to the chest and internal organs. (The target might die from damage even if it +succeeds at the saving throw.) + +A creature with no discernible anatomy is unaffected by this spell. + +Disease Component: Soul rot. +</entry> + <entry id="52342" lang="en" sex="m">Hellfire</entry> + <entry id="52343" lang="en" sex="m">Hellfire +Evocation [Evil] +Level: Diabolic 4 +Components: V, S +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Area: 5-ft.-radius spread +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +The caster creates a small explosion of brimstone and fire that deals 3d6 points of special diabolic fire damage. The diabolic flames are not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic. +</entry> + <entry id="52344" lang="en" sex="m">Hellfire Storm</entry> + <entry id="52345" lang="en" sex="m">Hellfire Storm +Evocation [Evil] +Level: Diabolic 7 +Range: Medium (100 ft. + 10 ft./level) +Area: 20-ft.-radius spread + +As hellfire, except in area and range and that the spell deals 5d6 points of special diabolic fire damage. +</entry> + <entry id="52346" lang="en" sex="m">Hell's Power</entry> + <entry id="52347" lang="en" sex="m">Hell's Power +Conjuration (Creation) [Evil] +Level: Blk 3, Clr 4, Sor/Wiz 4 +Components: V, S, M, Devil (caster must be LE outsider) +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 10 minutes/level + +The caster summons evil energy from the Nine Hells and bathes himself in its power. The caster gains a +2 deflection bonus to Armor Class, as well as an upgrade of his existing damage reduction by /+1 (DR 10/+1 becomes DR 10/+2, for example). + +Material Component: The heart of an elf child.</entry> + <entry id="52348" lang="en" sex="m">Lahm's Finger Darts</entry> + <entry id="52349" lang="en" sex="m">Lahm's Finger Darts +Transmutation [Evil] +Level: Corrupt 2 +Components: V S, Corrupt +Casting Time: 1 action +Range: Medium (100 ft. + 10 ft./level) +Targets: Up to five creatures, no two of which can +be more than 15 ft. apart +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +The caster's finger becomes a dangerous projectile that flies from her hand and unerringly strikes its target. The dart deals 1d4 points of Dexterity +damage. Creatures without fingers cannot cast this spell. + +The dart strikes unerringly, even if the target is in melee or has partial cover or concealment. Inanimate objects (locks, doors, and so forth) cannot be damaged by the spell. + +For every three caster levels beyond 1st, the caster gains an additional dart by losing an additional finger: two at 4th level, three at 7th level, four at 10th level, and the maximum of five darts at 13th level or higher. If the caster shoots multiple darts, she can have them strike a single creature or several creatures. A single dart can strike only one creature. The caster must designate targets before checking for spell resistance or damage. + +Fingers lost to this spell grow back with the use of a Restoration or Regeneration spell. + +Corruption Cost: 1 point of Strength damage per dart, plus the loss of one finger per dart. A hand with one or no fingers is useless. + +Casters of good alignment cannot cast Corrupt spells.</entry> + <entry id="52350" lang="en" sex="m">Liquid Pain</entry> + <entry id="52351" lang="en" sex="m">Liquid Pain +Necromancy +Level: Pain 4, Sor/Wiz 4 +Components: V, S, F +Casting Time: 1 day +Range: Touch +Target: One living creature +Duration: Permanent +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The caster takes a subject already in great pain, wracked with disease, the victim of torture, or dying of a wound, for example-and captures its pain in liquid form. This physical manifestation of agony can be used to create magic items or enhance spells. It can also be used as a potent drug. + +Focus: A jar, vial, or other container for the liquid pain.</entry> + <entry id="52352" lang="en" sex="m">Morality Undone</entry> + <entry id="52353" lang="en" sex="m">Morality Undone +Enchantment [Evil, Mind-Affecting] +Level: Brd 5, Clr 5, Corruption 4, Mortal Hunter 4 +Components: V, S, M/DF +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One non-evil creature +Duration: 10 minutes/level +Saving Throw: Will negates +Spell Resistance: Yes + +The caster turns one creature evil. The chaotic/neutral/lawful component of the subject's alignment is unchanged. The subject retains whatever outlook, allegiances, and outlooks it had before, so long as they do not conflict with the new alignment. Otherwise, it acts with its new selfish, bloodthirsty, cruel outlook on all things. For example, a wizard might not immediately turn on her fighter companion for no apparent reason, particularly in the middle of a combat when they're fighting on the same side. But she might try to steal the fighter's bag of gems, even using applicable spells (charm person, suggestion, and invisibility, +for instance) against her friend. She might even eventually decide to betray or attack her friend if there is some potential gain involved. + +Using this spell in conjunction with a spell such as dominate person or suggestion is particularly useful, because it changes what acts are against a subject's nature. + +Arcane Material Component: A powdered holy symbol. +</entry> + <entry id="52354" lang="en" sex="m">Power Leech</entry> + <entry id="52355" lang="en" sex="m">Power Leech +Necromancy [Evil] +Level: Corrupt 5 +Components: V, S, Corrupt +Casting Time: 1 action +Range: Medium (100 ft. + 10 ft./level) +Target: One living creature +Duration: 1 round/level +Saving Throw: Will negates +Spell Resistance: Yes + +The caster creates a conduit of evil energy between himself and another creature. Through the conduit, the caster can leech off ability score points at the rate of 1 point per round. The other creature takes 1 point of drain from an ability score of +the caster's choosing, and the caster gains a +1 enhancement bonus to the same ability score per point drained during the casting of this spell. In other words, all points drained during this spell stack with each other to determine the enhancement bonus, but they don't stack with other castings of power leech or with other enhancement bonuses. The enhancement bonus lasts for 10 minutes per caster level. + +Corruption Cost: 1 point of Wisdom drain. + +Casters of good alignment cannot cast Corrupt spells.</entry> + <entry id="52356" lang="en" sex="m">Rapture of Rupture</entry> + <entry id="52357" lang="en" sex="m">Rapture of Rupture +Transmutation [Evil] +Level: Corrupt 7 +Components: V, S, Corrupt +Casting Time: 1 action +Range: Touch +Target: One living creature touched per level +Duration: Instantaneous +Saving Throw: Fortitude half +Spell Resistance: Yes + +With this spell, the caster's touch deals grievous wounds to multiple targets. After rapture of rupture is cast, the caster can touch one target per round until she has touched a number of targets equal to her caster level. The same creature cannot be affected twice by the same rapture of rupture. A creature with no discernible anatomy is unaffected by this spell. + +When the caster touches a subject, his flesh bursts open suddenly in multiple places. Each subject takes 6d6 points of damage and is stunned for 1 round; a successful Fortitude save reduces damage by half and negates the stun effect. Subjects who fail their Fortitude save continue to take 1d6 points of damage per round until they receive magical healing, succeed at a Heal check (DC 20), or die. If a subject takes 6 points of damage from rapture of rupture in a single round, he is stunned in the following round. + +Corruption Cost: 1 point of Strength damage per target +touched. + +Casters of good alignment cannot cast Corrupt spells.</entry> + <entry id="52358" lang="en" sex="m">Reality Blind</entry> + <entry id="52359" lang="en" sex="m">Reality Blind +Illusion (Phantasm) [Evil, Mind�Affecting] +Level: Sor/Wiz 3 +Components: V, S, M +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: Concentration (see below) +Saving Throw: Will negates +Spell Resistance: Yes + +This spell overwhelms the target with hallucinations, causing him to be blinded and stunned if he fails the save. The subject can attempt a new saving throw each round to end the spell. Even after the subject succeeds at the save or the caster stops concentrating, the subject is plagued with nightmares every night. The nightmares prevent the subject from benefiting from natural healing. These nightmares continue until the caster dies or the subject succeeds at a Will saving throw, attempted once per night. This nightmare effect is treated as a curse and thus cannot be dispelled. It is subject to remove curse, however. + +Material Component: A 2-inch diameter multicolored disk of paper or ribbon. +</entry> + <entry id="52360" lang="en" sex="m">Red Fester</entry> + <entry id="52361" lang="en" sex="m">Red Fester +Necromancy [Evil] +Level: Corrupt 3 +Components: V, S, Corrupt +Casting Time: 1 action +Range: Touch +Target: Creature touched +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The subject's skin turns red and blisters. The blisters quickly turn into oozing wounds. Furthermore,the subject's sense of self becomes strangely clouded, diminishing her self-esteem. The subject takes 1d6 points of Strength damage and 1d4 points of Charisma damage. + +Corruption Cost: 1d6 points of Strength damage. + +Casters of good alignment cannot cast Corrupt spells.</entry> + <entry id="52362" lang="en" sex="m">Resonating Resistance</entry> + <entry id="52363" lang="en" sex="m">Resonating Resistance +Transmutation +Level: Clr 5, Mortal Hunter 4, Sor/Wiz 5 +Components: V, Fiend (caster must be evil outsider) +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 1 minute/level + +The caster improves his spell resistance. Each time a foe attempts to bypass the caster's spell resistance, it must make a spell resistance check twice. If either check fails, the foe fails to bypass the spell resistance. + +The caster must have spell resistance as an extraordinary ability for resonating resistance to function. Spell resistance granted by a magic item or the spell resistance spell does not improve. +</entry> + <entry id="52364" lang="en" sex="m">Rotting Curse of Urfestra</entry> + <entry id="52365" lang="en" sex="m">Rotting Curse of Urfestra +Transmutation [Evil] +Level: Corrupt 3 +Components: V, S, Corrupt +Casting Time: 1 action +Range: Touch +Target: Living creature touched +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The subject's flesh and bones begin to rot. The subject takes 1d6 points of Constitution damage immediately, and a further 1d6 points of Constitution damage +every hour until the subject dies or the curse is removed with a wish, miracle, or remove curse spell. + +Corruption Cost: 1d6 points of Strength damage. + +Casters of good alignment cannot cast Corrupt spells.</entry> + <entry id="52366" lang="en" sex="m">Seething Eyebane</entry> + <entry id="52367" lang="en" sex="m">Eyebane +Transmutation [Evil, Acid] +Level: Corrupt 1 +Components: V, S, Corrupt +Casting Time: 1 action +Range: Touch +Target: Creature touched +Duration: Instantaneous +Saving Throw: Fortitude negates (see text) +Spell Resistance: Yes + +The subject's eyes burst, spraying acid upon everyone within 5 feet. The subject is blinded and takes 1d6 points of acid damage. Those sprayed take 1d6 points of acid damage (Reflex save for half). Creatures without eyes can't be blinded, but they might take acid damage if someone nearby is the subject of seething eyebane. + +Corruption Cost: 1d6 points of Constitution damage + +Casters of good alignment cannot cast Corrupt spells. +</entry> + <entry id="52368" lang="en" sex="m">Shriveling</entry> + <entry id="52369" lang="en" sex="m">Shriveling +Necromancy [Evil] +Level: Clr 3, Sor/Wiz 2 +Components: V, S, Disease +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One living creature +Duration: Instantaneous +Saving Throw: Reflex half +Spell Resistance: Yes + +The caster channels dark energy that blasts and blackens the subject's flesh. The subject takes 1d4 points of damage per caster level (maximum 10d4). + +Disease Component: Soul rot. +</entry> + <entry id="52370" lang="en" sex="m">Song of Festering Death</entry> + <entry id="52371" lang="en" sex="m">Song of Festering Death +Evocation [Evil] +Level: Brd 2 +Components: V +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One living creature +Duration: Concentration +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The caster sings a wailing ululation, requiring a successful Perform (singing) check (DC 20). If the Perform check succeeds and the target fails a Fortitude saving throw, the subject's flesh bubbles and festers into pestilent blobs, dealing +the subject 2d6 points of damage each round. If the subject dies, she bursts with a sickening pop as steamy gore spills onto the ground. +</entry> + <entry id="52372" lang="en" sex="m">Sorrow</entry> + <entry id="52373" lang="en" sex="m">Sorrow +Enchantment [Evil, Mind-Affecting] +Level: Brd 1, Clr 1 +Components: V, S, M +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One living creature +Duration: 1 round/level +Saving Throw: Will negates +Spell Resistance: Yes + +Grief and sadness overcome the subject. She takes a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks. + +Material Component: A tear. +</entry> + <entry id="52374" lang="en" sex="m">Spores of the Vrock</entry> + <entry id="52375" lang="en" sex="m">Spores of the Vrock +Conjuration (Creation) [Evil] +Level: Clr 2, Demonologist 1 +Components: V S, M/DF +Casting Time: 1 full round +Area: 5-ft. radius, centered on caster +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The caster summons a mass of spores that fill the +area around him. + +The spores deal 1d8 points of damage to all creatures within 5 feet other than the caster. Then they penetrate the skin and grow, dealing an additional 1d2 points of damage each round for 10 rounds. At the end of this time, a tangle of viney +growths covers each subject. A delay poison spell stops the spores' growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water. + +Arcane Material Component: The feathers of an +avian creature with an intelligence score of at +least 3 (a harpy, achaierai, or similar creature). +</entry> + <entry id="52376" lang="en" sex="m">Stunning Screech</entry> + <entry id="52377" lang="en" sex="m">Stunning Screech +Evocation [Evil, Sonic] +Level: Brd 3, Demonologist 2 +Components: V, S, M, Drug +Casting Time: 1 action +Range: 30 ft. +Targets: All creatures within range +Duration: 1 round +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The caster emits a piercing screech like that of a vrock demon. Every creature within the area is stunned for 1 round. + +Material Component: Feather of a large bird or +a vrock. + +Drug Component: Mushroom powder.</entry> + <entry id="52378" lang="en" sex="m">Stop Heart</entry> + <entry id="52379" lang="en" sex="m">Stop Heart +Necromancy [Evil] +Level: Asn 4, Clr 4, Sor/Wiz 5 +Components: S, Drug +Casting Time: 1 action +Range: Touch +Area: One living humanoid or animal +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +Channeling hatred and spite, the caster calls upon dark power to give the subject a massive heart attack. The subject suddenly drops to -8 hit points, then -9 hit points at the end of this round. If someone immediately makes a successful Heal check (DC 15) or somehow gives the subject more hit points, she stabilizes. Otherwise, at the end of the next round, the subject reaches -10 hit points and dies. + +Drug Component: Baccaran. </entry> + <entry id="52380" lang="en" sex="m">Thousand Needles</entry> + <entry id="52381" lang="en" sex="m">Thousand Needles +Conjuration (Creation) [Evil] +Level: Pain 5, Clr 6 +Components: V, S, M +Casting Time: 1 action +Range: Medium (100 ft. + 10 ft./levels) +Target: One living creature +Duration: 1 minute/level +Saving Throw: Fortitude partial +Spell Resistance: Yes + +A thousand needles surround the subject and pierce his flesh, worming through armor or any type of protection, although creatures with damage reduction are immune to this spell. The subject takes 2d6 points of damage immediately and takes a -4 +circumstance penalty on attack rolls, saving throws, skill checks, and ability checks for the rest of the spell's duration. A successful Fortitude save reduces +damage to half and negates the circumstance penalty. + +Material Component: A handful of needles all of which have drawn blood.</entry> + <entry id="52382" lang="en" sex="m">Tongue of Baalzebul</entry> + <entry id="52383" lang="en" sex="m">Tongue of Baalzebul +Transmutation [Evil] +Level: Clr 1 +Components: V, S, M, Drug +Casting Time: 1 full round +Range: Personal +Target: Caster +Duration: 1 hour/level + +The caster gains the ability to lie, seduce and beguile with devil's skill. He gains a +2 competence bonus on Bluff, Diplomacy, and Gather information checks. + +Material Component: A tongue from any creature capable of speech. + +Drug Component: Mushroom powder. +</entry> + <entry id="52384" lang="en" sex="m">Touch of Juiblex</entry> + <entry id="52385" lang="en" sex="m">Touch of Juiblex +Transmutation [Evil] +Level: Corrupt 3 +Components: V, S, Corrupt +Casting Time: 1 action +Range: Touch +Target: Creature touched +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The subject turns into green slime over the course of 4 rounds. If a remove curse, polymorph other, heal, greater restoration, limited wish, miracle, or wish spell is cast during the 4 rounds of transformation, the subject is restored to normal but still takes 3d6 points of damage. + +Corruption Cost: 1d6 points of Strength damage. + +Casters of good alignment cannot cast Corrupt spells.</entry> + <entry id="52386" lang="en" sex="m">Unheavened</entry> + <entry id="52387" lang="en" sex="m">Unheavened +Abjuration [Evil] +Level: Sor/Wiz 2 +Components: V, S, Drug +Casting Time: 1 action +Range: Touch +Target: One creature +Duration: 10 minutes/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +The caster grants one creature a +4 profane bonus on saving throws made against any spell or spell-like effect from a good outsider. This protection manifests as a black and red nimbus of energy visible around the subject. All celestial beings can +identify an unheavened nimbus on sight. + +Drug Component: Vodare. </entry> + <entry id="52388" lang="en" sex="m">Unliving Weapon</entry> + <entry id="52389" lang="en" sex="m">Unliving Weapon +Necromancy [Evil] +Level: Clr 3 +Components: V, S, M +Casting Time: 1 full round +Range: Touch +Targets: One undead creature +Duration: 1 hour/level +Saving Throw: Will negates +Spell Resistance: Yes + +This spell causes an undead creature to explode in a burst of powerful energy when struck for at least 1 point of damage, or at a set time no longer than the duration of the spell, whichever comes first. The explosion is a 10-foot radius burst that deals 1d6 points of damage for every two caster levels (maximum 10d6). + +While this spell can be an effective form of attack against an undead creature, necromancers often use unliving weapon to create undead capable of suicide attacks (if such a term can be applied to something that is already dead). Skeletons or zombies with this spell cast upon them can be very dangerous to foes that would normally disregard them. + +Material Component: A drop of bile and a bit of sulfur. +</entry> + <entry id="52390" lang="en" sex="m">Utterdark</entry> + <entry id="52391" lang="en" sex="m">Utterdark +Conjuration (Creation) [Evil] +Level: Darkness 8, Demonic 8, Sor/Wiz 9 +Components: V, S, M/DF +Casting Time: 1 hour +Range: Close (25 ft. + 5 ft./2 levels) +Area: 100-ft./level radius spread, centered on caster +Duration: 1 hour/level +Saving Throw: None +Spell Resistance: No + +Utterdark spreads from the caster, creating an area of cold, cloying magical darkness. This darkness is similar to that created by the deeper darkness spell, +but no magical light counters or dispels it. Furthermore, evil aligned creatures can see in this darkness as if it were simply a dimly lighted area. + +Arcane Material Component: A black stick, 6 inches long, with humanoid blood smeared upon it.</entry> + <entry id="52392" lang="en" sex="m">Wave of Grief</entry> + <entry id="52393" lang="en" sex="m">Wave of Grief +Enchantment [Evil, Mind-Affecting] +Level: Brd 2, Clr 2 +Components: S, M +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Area: Cone +Duration: 1 round/level +Saving Throw: Will negates +Spell Resistance: Yes + +All within the cone when the spell is cast are overcome with sorrow and grief. They take a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks. + +Material Component: Three tears. </entry> + <entry id="52394" lang="en" sex="m">Wave of Pain</entry> + <entry id="52395" lang="en" sex="m">Wave of Pain +Necromancy [Evil] +Level: Brd 6, Pain 7 +Components: S, M +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Area: Cone +Duration: 1 round/2 levels +Saving Throw: Fortitude negates +Spell Resistance: Yes + +All living creatures within the cone are overcome with pain and suffering. They are stunned for the duration of the spell. A creature with no discernible anatomy is unaffected by this spell. + +Material Component: A needle. +</entry> + <entry id="52396" lang="en" sex="m">Wrack</entry> + <entry id="52397" lang="en" sex="m">Wrack +Necromancy [Evil] +Level: Clr 3, Mortal Hunter 3, Pain 3, Sor/Wiz 4 +Components: V, S +Casting Time: 1 action +Range: Close (25 ft. + 5 ft./2 levels) +Area: One humanoid creature +Duration: 1 round/level +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The subject is wracked with such pain that he doubles over and collapses. His face and hands blister and drip fluid, and his eyes cloud with blood, rendering him blind. For the duration of the spell the subject is considered helpless and cannot take actions. The subject's sight returns when the spell's duration expires. + +Even after the spell ends, the subject is still visibly shaken and takes a -2 penalty on attack rolls, saves, and checks for 3d10 minutes. +</entry> + <entry id="52398" lang="en" sex="m">Wretched Blight</entry> + <entry id="52399" lang="en" sex="m">Wretched Blight +Evocation [Evil] +Level: Clr 7 +Components: V, S +Casting Time: 1 action +Range: Medium (100 ft. + 10 ft./level) +Area: 20-ft.-radius spread +Duration: Instantaneous +Saving Throw: Fortitude partial (see text) +Spell Resistance: Yes + +The caster calls up unholy power to smite his enemies. The power takes the form of a soul chilling mass of clawing darkness. Only good and neutral (not evil) creatures are harmed by the spell. + +The spell deals 1d8 pts of damage per caster level (maximum 15d8) to good creatures and renders them stunned for 1d4 rounds. A successful Fortitude save reduces damage to half and negates the stunning effect. + +The spell deals only half damage to creatures that are neither evil nor good, and they are not stunned. Such creatures can reduce the damage in half again (down to one�quarter of the roll) with a successful Reflex save. +</entry> + <entry id="52400" lang="en" sex="m">Lesser Shivering Touch</entry> + <entry id="52401" lang="en" sex="m">Lesser Shivering Touch +Necromancy [cold] +Level: Cleric 1, Sorceror/Wizard 1 +Components: V, S +Casting Time: 1 Standard Action +Range: Touch +Target: Creature Touched +Duration: 1 round/level +Saving Throw: None +Spell Resistance: Yes + +On a successful melee attack, you instantly suck the heat from the target's body, rendering it numb. The target takes 1d6 points of Dexterity damage. Creatures with the cold subtype are immune to the effects of Lesser Shivering Touch. +</entry> + <entry id="52402" lang="en" sex="m">Shivering Touch</entry> + <entry id="52403" lang="en" sex="m">Shivering Touch +Necromancy [cold] +Level: Cleric 3, Sorceror/Wizard 3 +Components: V, S +Casting Time: 1 Standard Action +Range: Touch +Target: Creature Touched +Duration: 1 round/level +Saving Throw: None +Spell Resistance: Yes + +On a successful melee attack, you instantly suck the heat from the target's body, rendering it numb. The target takes 3d6 points of Dexterity damage. Creatures with the cold subtype are immune to the effects of Shivering Touch. +</entry> + <entry id="52404" lang="en" sex="m">Ayailla's Radiant Burst</entry> + <entry id="52405" lang="en" sex="m">Ayailla's Radiant Burst +Evocation [Good] +Level: Sanctified 2 +Components: V, S, Sacrifice +Casting Time: 1 standard action +Range: 60 ft. +Area: Cone-shaped burst +Duration: Instantaneous +Saving Throw: Fortitude negates (blindness) and +Reflex half (shards) +Spell Resistance: Yes + +Shards of heavenly light spray from your fingertips, blinding evil creatures in their path for 1 round. A successful Fortitude save negates the blindness. +The luminous shards also sear the flesh of evil creatures, dealing 1d6 points of damage per two caster levels (maximum 5d6). A successful Reflex save halves the damage, which is of divine origin. + +Sacrifice: 1d2 points of Strength damage. + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52406" lang="en" sex="m">Brilliant Emanation</entry> + <entry id="52407" lang="en" sex="m">Brilliant Emanation +Evocation [Good] +Level: Sanctified 3 +Components: Sacrifice +Casting Time: 1 standard action +Range: 100 ft. + 10 ft./level +Area: 100-ft.-radius emanation + 10-ft. radius per level +Duration: 1d4 rounds +Saving Throw: Fortitude partial +Spell Resistance: Yes + +This spell causes a divine glow to radiate from any reflective objects worn or carried by the caster, including metal armor. Evil creatures within the spell's area are blinded unless they succeed on a Fortitude saving throw. Non-evil +characters perceive the brilliant light emanating from the caster, but are not blinded by it and do not suffer any negative effects from it. Evil characters that make their saving throw are not blinded, but are distracted, taking a -1 penalty +on any attacks made within the spell's area for the duration of the spell. Creatures must be able to see visible light to be affected by this spell. + +Sacrifice: 1d3 points of Strength damage. + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52408" lang="en" sex="m">Divine Inspiration</entry> + <entry id="52409" lang="en" sex="m">Divine Inspiration +Divination +Level: Sanctified 1 +Components: Sacrifice +Casting Time: 1 standard action +Range: Touch +Target: One creature touched +Duration: 1d4 rounds +Saving Throw: None +Spell Resistance: Yes (harmless) + +This spell helps to tip the momentum of combat in the favor of good, granting limited precognitive ability that enables the spell's recipient to circumvent the defenses of evil opponents. The target of the spell gains a +3 sacred bonus on all +attack rolls made against evil creatures. This bonus does not apply to attacks made against non-evil creatures. + +Sacrifice: 1d2 points of Strength damage. + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52410" lang="en" sex="m">Diamond Spray</entry> + <entry id="52411" lang="en" sex="m">Diamond Spray +Evocation [Good] +Level: Sanctified 4 +Components: V, S, M +Casting Time: 1 standard action +Range: 60 ft. +Area: Cone-shaped burst +Duration: Instantaneous +Saving Throw: Reflex half +Spell Resistance: Yes + +A blast of diamond-like shards springs from your hand and extends outward in a glittering cone. The cone dazzles evil creatures in the area for 2d6 rounds. The spell also deals 1d6 points of damage per caster level (maximum 10d6). The damage +affects only evil creatures. A successful Reflex save reduces the damage by half but does not negate the dazzling effect. + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52412" lang="en" sex="m">Dragon Cloud</entry> + <entry id="52413" lang="en" sex="m">Dragon Cloud +Conjuration (Calling) [Air] +Level: Sanctified 8 +Components: V, S, Sacrifice +Casting Time: 1 round +Range: Special (see text) +Effect: One conjured dragon cloud (see text) +Duration: 1 min. + 1 minute/level +Saving Throw: None +Spell Resistance: No + +You must cast this spell outdoors, in a place where clouds are visible. It calls forth a spirit of elemental air, binds it to a nearby cloud (either a normal cloud or storm cloud), and gives it a dragon-like form. Upon forming, the dragon-shaped +cloud swoops toward you, arriving in 1 minute regardless of the actual distance from you. (The time it takes to reach you counts toward the spell's duration.) Once it arrives, you can command the dragon cloud like a summoned creature. The dragon +cloud speaks Auran. + +At the end of the spell's duration, the dragon cloud evaporates into nothingness as the bound elemental spirit returns to its home plane. The dragon cloud cannot pass through liquids or solid objects. + +Sacrifice: 1d3 points of Constitution damage. + +Casters of evil alignment cannot cast Sanctified spells. +</entry> + <entry id="52414" lang="en" sex="m">Exalted Fury</entry> + <entry id="52415" lang="en" sex="m">Exalted Fury +Evocation [Good] +Level: Sanctified 9 +Components: V, Sacrifice +Casting Time: 1 standard action +Range: 40 ft. +Area: 40-ft. radius burst, centered on you +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +Uttering a single, awesomely powerful syllable of the Words of Creation, your body erupts in the same holy power that shaped the universe at its birth. All evil creatures within the area take damage equal to your current hit points +50. + +Sacrifice: You die. You can be raised or resurrected normally. + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52416" lang="en" sex="m">Hammer of Righteousness</entry> + <entry id="52417" lang="en" sex="m">Hammer of Righteousness +Evocation [Force, Good] +Level: Sanctified 3 +Components: V, S, Sacrifice +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Effect: Magic warhammer of force +Duration: Instantaneous +Saving Throw: Fortitude half +Spell Resistance: Yes + +A great warhammer of positive energy springs into existence, launches toward a target that you can see within the range of the spell, and strikes unerringly. + +The hammer of righteousness deals 1d6 points of damage per caster level to the target, or 1d8 points of damage per caster level if the target is evil. The caster can decide to deal non-lethal damage instead of lethal damage with the hammer, +or can split the damage evenly between the two types. How the damage is split must be decided before damage is rolled. The hammer is considered a force effect and has no miss chance when striking an incorporeal target. A successful Fortitude save +halves the damage. + +Sacrifice: 1d3 points of Strength damage. + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52418" lang="en" sex="m">Phieran's Resolve</entry> + <entry id="52419" lang="en" sex="m">Phieran's Resolve +Abjuration [Good] +Level: Sanctified 3 +Components: V, S, DF +Casting Time: 1 standard action +Range: 20 ft. +Targets: One good creature/level in a 20-ft. radius +burst centered on you +Duration: 1 minute/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +Phieran's resolve (named after the exalted patron of suffering, endurance, and perseverance) was devised to combat wielders of vile magic. This spell grants +targets a +4 sacred bonus on saving throws against spells with the evil descriptor. + +Sacrifice: 1d3 points of Strength damage. + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52420" lang="en" sex="m">Phoenix Fire</entry> + <entry id="52421" lang="en" sex="m">Phoenix Fire +Necromancy [Fire, Good] +Level: Sanctified 7 +Components: V,S,F,Sacrifice +Range: 15 feet +Area: 15 foot radius spread, centered on you +Duration: Instantaneous (see text) +Saving Throw: Reflex half (see text) +Spell Resistance: Yes (see text) + +You immolate yourself, consuming your flesh in a cloud of flame 20 feet high and 30 feet in diameter. You die (no saving throw, and spell resistance does not apply). Every evil creature within the cloud takes 2d6 points of damage per caster level (maximum 40d6). Neutral characters take half damage (and a successful Reflex save reduces that further in half), while good characters take no damage at all. Half of the damage dealt by the spell against any creature is fire; the rest results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy(fire), fire shield(chill shield), and similar magic. + +After 10 minutes, you rise from the ashes as if restored to life by a resurrection spell. + +Sacrifice: Your death and the level you lose when you return to life are the sacrifice cost for this spell. + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52422" lang="en" sex="m">Rain of Embers</entry> + <entry id="52423" lang="en" sex="m">Rain of Embers +Evocation [Fire, Good] +Level: Sanctified 7 +Components: V, S, Sacrifice +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Area: Cylinder (40-ft. radius, 120 ft. high) +Duration: 1 round/level (D) +Saving Throw: Reflex half; see text +Spell Resistance: Yes + +This spell causes orange, star-like embers to rain steadily from above. Each round, the falling embers deal 10d6 points of damage to evil creatures within the spell's area. Half of the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), +fire shield (chill shield), and similar magic. Creatures may leave the area to avoid taking additional damage, but a new saving throw is required each round a creature is caught in the Fiery downpour. + +A shield provides a cover bonus on the Reflex save, depending on its size small +2, large +4, tower +7. A shield spell oriented upward provides a +4 cover bonus on the Reflex save. A creature using its shield (or shield spell) to block the rain of embers cannot use it for defense in combat. + +Sacrifice: 1d2 points of Strength drain. + +Casters of evil alignment cannot cast Sanctified spells. +</entry> + <entry id="52424" lang="en" sex="m">Sicken Evil</entry> + <entry id="52425" lang="en" sex="m">Sicken Evil +Necromancy [Good] +Level: Sanctified 5 +Components: V, S, Sacrifice +Casting Time: 1 standard action +Range: Personal +Area: 20-ft.-radius emanation +Duration: 1 minute/level (D) +Saving Throw: None +Spell Resistance: Yes + +You emanate a powerful aura that sickens evil creatures within the specified area. + +Sacrifice: 1d4 points of Strength damage. + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52426" lang="en" sex="m">Storm of Shards</entry> + <entry id="52427" lang="en" sex="m">Storm of Shards +Evocation [Good] +Level: Sanctified 6 +Components: V, S, Sacrifice +Casting Time: 1 standard action +Range: 0 ft. +Area: 80-ft.-radius spread +Duration: Instantaneous +Saving Throw: Fortitude negates (blinding), +Reflex half (shards) +Spell Resistance: Yes + +Shards of heavenly light rain down from above. Evil creatures within the spell's area that fail a Fortitude save are blinded permanently. The light shards also slice the flesh of evil creatures, dealing 1d6 points of damage per caster +level (maximum 20d6). A successful Reflex save halves the damage, which is of divine origin. + +Sacrifice: 1d3 points of Strength drain. + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52428" lang="en" sex="m">Sunmantle</entry> + <entry id="52429" lang="en" sex="m">Sunmantle +Abjuration +Level: Sanctified 4 +Components: S, Sacrifice +Casting Time: 1 standard action +Range: Touch +Target: One creature touched +Duration: 1 round/level +Saving Throw: None +Spell Resistance: Yes + +This spell cloaks the target in a wavering cloak of light that illuminates an area around the target (and dispels darkness) as a daylight spell. However, its ability to generate bright light is not the spell's primary function. + +The sunmantle grants the target damage reduction 5/-. Furthermore, if the target is struck by a melee attack that deals hit point damage, a tendril of light lashes out at the attacker, striking unerringly and dealing 5 points of damage. + +Because of the brilliance of the sunmantle, creatures sensitive to bright light (such as dark elves) take the usual attack penalties when in the light radius of the sunmantle. + +Sacrifice: 1d4 points of Strength damage. + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52430" lang="en" sex="m">Twilight Luck</entry> + <entry id="52431" lang="en" sex="m">Twilight Luck +Abjuration [Good] +Level: Sanctified 1 +Components: V +Casting Time: 1 standard action +Range: Touch +Target: One non-evil creature touched +Duration: 1 minute/level +Saving Throw: None +Spell Resistance: Yes (harmless) + +By means of this spell, the caster can impart the luck of the fey to one non-evil being. The target gains a +1 luck bonus on all saving throws for the duration of the spell. + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52432" lang="en" sex="m">Amber Sarcophagus</entry> + <entry id="52433" lang="en" sex="m">Amber Sarcophagus +Evocation +Level: Sorcerer/wizard 7 +Components: V,S,M +Casting Time: 1 standard action +Range: Close +Target: One creature +Duration: 1 day/level +Saving Throw: None +Spell Resistance: Yes + +You infuse an amber sphere with magical power and hurl it toward the target. If you succeed on a ranged touch attack, the amber strikes the target and envelops it in coruscating energy that hardens immediately, trapping the target within a translucent, immobile amber shell. The target is perfectly preserved and held in stasis, unharmed yet unable to take any actions. Within the amber sarcophagus, the target is protected against all attacks, including purely mental ones. + +The amber sarcophagus has hardness 5 and 10hp per caster level(maximum 200hp). If it is reduced to 0 hp, it shatters and crumbles to worthless amber dust, at which point the target is released from stasis (although it is flat footed until next +turn). Left alone, the amber sarcophagus traps the target for the duration of the spell, then disappears before releasing the target from captive stasis. + +Material Component: An amber sphere worth at least 500 gp. +</entry> + <entry id="52434" lang="en" sex="m">Blinding Glory</entry> + <entry id="52435" lang="en" sex="m">Blinding Glory +Conjuration (Creation) [Good] +Level: Glory 9, Sor/Wiz 9 +Components: V, S, M/DF +Casting Time: 1 hour +Range: Close (25 ft. + 5 ft./2 levels) +Area: 100-ft./level radius spread, centered on you +Duration: 1 hour/level +Saving Throw: None +Spell Resistance: No + +A brilliant radiance spreads from you, brightly illuminating the area. The light is similar to that created by the daylight spell, but no magical darkness counters or dispels it. Furthermore, evil-aligned creatures are blinded within this light. + +Blinding glory brought into an area of magical darkness (or vice versa), including an utterdark spell, is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. + +Arcane Material Component: A polished rod of pure silver.</entry> + <entry id="52436" lang="en" sex="m">Bolt of Glory</entry> + <entry id="52437" lang="en" sex="m">Bolt of Glory +Evocation [Good] +Level: Exalted arcanist 6, Glory 6 +Components: V, S, DF +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./level) +Effect: Ray +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +By casting this spell, you project a bolt of energy from the Positive Energy Plane against one creature. You must succeed on a ranged touch attack to strike your target. A creature struck takes varying damage, depending on its nature, home plane of existence and your level: + +Creature's Origin Damage + +Material Plane, +Elemental, +neutral outsider 1d6/2 levels (7d6 maximum) + +Positive Energy Plane, +good outsider none + +Evil outsider, +undead creature, +Negative Energy Plane 1d6/level (15d6 maximum) + +</entry> + <entry id="52438" lang="en" sex="m">Call Faithful Servants</entry> + <entry id="52439" lang="en" sex="m">Call Faithful Servants +Conjuration(Calling) [Good] +Level: Celestial 6, cleric 6, sorc/wiz 6 +Components: V, S, Abstinence, Celestial (caster must be good outsider) +Casting Time: 1 minute +Range: Close +Duration: Instantaneous + +You call 1d4 lawful good lantern archons from Celestia to your location. They serve you for up to one year as guards, soldiers, spies, or whatever other holy +purpose you have. + +No matter how many times you cast this spell, you can control no more than 2HD worth of celestials per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess servants from previous +castings return to their home plane.</entry> + <entry id="52440" lang="en" sex="m">Celestial Blood</entry> + <entry id="52441" lang="en" sex="m">Celestial Blood +Abjuration [Good] +Level: Apostle of peace 6, Clr 6, Pleasure 6 +Components: V, S, M +Casting Time: 1 round +Range: Touch +Target: Non-evil creature touched +Duration: 1 minute/level +Saving Throw: None +Spell Resistance: Yes (harmless) + +You channel holy power to grant the subject some of the protection enjoyed by celestial creatures. The subject gains resistance 10 to acid, cold, and electricity, a +4 bonus on saving throws against poison, and damage reduction 10/evil. + +Material Component: A vial of holy water, with which you anoint the subject's head. +</entry> + <entry id="52442" lang="en" sex="m">Chaav's Laugh</entry> + <entry id="52443" lang="en" sex="m">Chaav's Laugh +Enchantment (Compulsion)[Good, Mind-Affecting] +Level: Cleric 5, Joy 5 +Components: V +Casting Time: 1 standard action +Range: 40ft +Area: 40-ft-radius spread centered on you +Duration: 1 minute/level +Saving Throw: Will negates +Spell Resistance: Yes + +You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. + +Good creatures within the spell's area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls an saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level +20). + +Evil creatures within the spell's are that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of +the spell. + +Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav's Laugh. +</entry> + <entry id="52444" lang="en" sex="m">Convert Wand</entry> + <entry id="52445" lang="en" sex="m">Convert Wand +Transmutation +Level: Clr 5 +Components: V, S +Casting Time: 1 standard action +Range: Touch +Target: Wand touched +Duration: Permanent +Saving Throw: None +Spell Resistance: No + +This spell permanently transforms a magic wand of any type into a healing wand with the same number of charges remaining. The spell level of the wand determines how powerful a healing instrument the wand becomes: + +Spell Level New Wand Type + + Cantrip Wand of cure minor wounds + + 1st Wand of cure light wounds + + 2nd Wand of cure moderate wounds + + 3rd Wand of cure serious wounds + + 4th Wand of cure critical wounds</entry> + <entry id="52446" lang="en" sex="m">Dancing Web</entry> + <entry id="52447" lang="en" sex="m">Dancing Web +Evocation [Good] +Level: Clr 5, Drd 5, Sor/Wiz 4 +Components: V, S, M/DF +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Area: 20-ft.-radius burst +Duration: Instantaneous +Saving Throw: Reflex half; see text +Spell Resistance: Yes + +This spell creates a burst of magical energy that deals 1d6 points per level of non-lethal damage maximum 10d6). Further, evil creatures that fail their saving throw become entangled by lingering threads of magical energy for 1d6 rounds. An +entangled creature takes a -2 penalty on attack rolls and a -4 penalty to effective Dexterity; the entangled target can move at half speed but can't run or charge. + +Arcane Material Component: A bit of spider's web.</entry> + <entry id="52448" lang="en" sex="m">Divine Sacrifice</entry> + <entry id="52449" lang="en" sex="m">Divine Sacrifice +Necromancy +Level: Paladin 1 +Components: V,S +Casting Time: 1 standard action +Range: Personal +Target: Self +Duration: 1 round/level or until discharged + +You can sacrifice life force to increase the damage you deal. When you cast the spell, you can sacrifice up to 10 of your hit points. For every 2 hp you sacrifice, on your next successful attack you deal +1d6 damage, to a maximum of +5d6 on that attack. Your ability to deal this extra damage ends when you successfully attack or when the spell duration ends. Sacrificed hit points count as normal lethal damage, even if you have the regeneration ability.</entry> + <entry id="52450" lang="en" sex="m">Elation</entry> + <entry id="52451" lang="en" sex="m">Elation +Enchantment [Mind-Affecting] +Level: Brd 2, Clr 2, Sor/Wiz 3 +Components: V, S +Casting Time: 1 standard action +Range: 80 ft. +Targets: Allies in an 80-ft.radius spread of you +Duration: 1 round/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +Your allies become elated, full of energy and joy. Affected creatures gain a +2 morale bonus to effective Strength and Dexterity, and their speed increases by +5 feet. + +Elation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued. +</entry> + <entry id="52452" lang="en" sex="m">Energize Potion</entry> + <entry id="52453" lang="en" sex="m">Energize Potion +Transmutation +Level: Cleric 3, druid 3, sorc/wizard 2, Wrath 2 +Components: V,S,M +Casting Time: 1 standard action +Range: Close +Effect: 10ft radius +Duration: Instantaneous +Saving Throw: Reflex half +Spell Resistance: Yes + +This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range. The spell destroys the potion and releases a 10-foot-radius burst of energy at the point of impact. The caster must specify the energy type (acid, cold, electricity, fire, or sonic) when the spell is cast. + +The potion deals 1d6 points of damage (of the appropriate energy type) per spell level of the potion (maximum 3d6). For example, a potion of displacement transformed by this spell deals 3d6 points of damage. An energized potion set to deal fire damage ignites combustibles within the burst radius. +</entry> + <entry id="52454" lang="en" sex="m">Eyes of the Avoral</entry> + <entry id="52455" lang="en" sex="m">Eyes of the Avoral +Transmutation +Level: Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 +Components: S +Casting Time: 1 standard action +Range: Touch +Target: One creature +Duration: 10 minutes/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +The subject gains an avoral's sharp eyesight, receiving a +8 racial bonus on Spot checks for the duration of the spell. </entry> + <entry id="52456" lang="en" sex="m">Inspired Aim</entry> + <entry id="52458" lang="en" sex="m">Lantern Light</entry> + <entry id="52459" lang="en" sex="m">Lantern Light +Evocation [Good, Light] +Level: Cleric 1, paladin 1, sorcerer/wizard 1, vassal +of Bahamut 1 +Components: S +Casting Time: 1 standard action +Range: Close (25ft + 5ft/2 levels) +Effect: Ray +Duration: 1 round/level +Saving Throw: None +Spell Resistance: Yes + +Rays of holy light flash from your eyes. You can fire 1 ray per 2 caster levels, but no more than 1 ray per round. You must succeed on a ranged touch attack to hit a target, The target takes 1d6 points of damage from each ray.</entry> + <entry id="52460" lang="en" sex="m">Last Judgement</entry> + <entry id="52461" lang="en" sex="m">Last Judgment +Necromancy [Death, Good] +Level: Clr 8, Sor/Wiz 8, Wrath 8 +Components: V, Celestial (caster must be good outsider) +Casting Time: 1 round +Range: Close (25 ft. + 5 ft./2 levels) +Target: One evil humanoid, monstrous humanoid, or +giant/2 levels +Duration: Instantaneous +Saving Throw: Will partial +Spell Resistance: Yes + +Reciting a list of the targets' evil deeds, you call down the judgment of the heavens upon their heads. Creatures that fail their saving throw are struck +dead and bodily transported to the appropriate Lower Planes to suffer their eternal punishment. Creatures that succeed nevertheless take 3d6 points of temporary Wisdom damage as guilt for their misdeeds overwhelms their minds. + +This spell affects only humanoids, monstrous humanoids, and giants of evil alignment. + +A true resurrection or miracle spell can restore life to a creature slain by this spell normally. A resurrection spell works only if the creature's body can be recovered from the Lower Planes before the resurrection is cast.</entry> + <entry id="52462" lang="en" sex="m">Luminous Armor</entry> + <entry id="52463" lang="en" sex="m">Luminous Armor +Abjuration +Level: Sanctified 2 +Components: Sacrifice +Casting Time: 1 standard action +Range: Touch +Target: 1 good creature touched +Duration: 1 hour/level +Saving Throw: None +Spell Resistance: Yes (harmless) + +This spell, favored among eladrins visiting the Material Plane, envelops the target in a protective, shimmering aura of light. The luminous armor resembles a suit of dazzling full plate, but it is weightless and does not restrict the target's movement or mobility in any way. In addition to imparting the benefits of a breastplate (+5 armor bonus to AC), the luminous armor has no maximum Dexterity restriction, no armor check penalty, and no chance for arcane spell failure. You cannot wear other armor while wearing luminous armor. + +Luminous armor sheds light equivalent to a daylight spell and dispels darkness spells of 2nd level or lower with which it comes into contact. In addition, the armor causes opponents to take a -4 penalty on melee attacks made against the target. This penalty stacks with the penalty suffered by creatures sensitive to bright light (such as dark elves). + +Sacrifice: 1d2 points of Strength damage. +</entry> + <entry id="52464" lang="en" sex="m">Greater Luminous Armor</entry> + <entry id="52465" lang="en" sex="m">Luminous Armor, Greater +Abjuration +Level: Sanctified 4 + +This spell functions like luminous armor, except that it imparts the benefits of full plate (+8 armor bonus to AC). + +Sacrifice: 1d3 points of Strength damage. + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52466" lang="en" sex="m">Rain of Black Tulips</entry> + <entry id="52467" lang="en" sex="m">Rain of Black Tulips +Evocation [Good] +Level: Drd 9 +Components: V, S, M +Casting Time: 1 standard action +Range: Long (400 ft. + 40 ft./level) +Area: Cylinder (80-ft. radius, 80 ft. high) +Duration: 1 round/level (D) +Saving Throw: None (damage), Fortitude negates (nausea) +Spell Resistance: Yes + +Tulips as black as midnight fall from the sky. The tulips explode with divine energy upon striking evil creatures, each of which takes 5d6 points of damage. +In addition, evil creatures that fail a Fortitude save are nauseated (unable to attack, cast spells, concentrate on spells, perform any task requiring +concentration, or take anything other than a single move action per turn) until they leave the spell's area. A successful Fortitude save renders a creature +immune to the nauseating effect of the tulips, but not the damage. + +Material Component: A black tulip. </entry> + <entry id="52468" lang="en" sex="m">Rain of Roses</entry> + <entry id="52469" lang="en" sex="m">Rain of Roses +Evocation [Good] +Level: Drd 7 +Components: V, S, M +Casting Time: 1 standard action +Range: Long (400 ft. + 40 ft./level) +Area: Cylinder (80-ft. radius, 80 ft. high) +Duration: 1 round/level (D) +Saving Throw: None (ability damage) and Fortitude +negates (sickening) +Spell Resistance: Yes + +Red roses fall from the sky. Their sharp thorns graze the flesh of evil creatures, dealing 1d4 points of temporary Wisdom damage per round. A creature reduced to 0 Wisdom falls unconscious as its mind succumbs to horrible nightmares. In +addition, the beautiful rose petals sicken evil creatures touched by them; those that fail a Fortitude save are sickened (-2 penalty on attack rolls, weapon damage rolls, saving throws, ability checks, and skill checks) until they leave the spell's area. A successful Fortitude save renders a creature immune to the sickening effect of the roses, but not the ability damage caused by their thorns. + +Material Component: A red rose. +</entry> + <entry id="52470" lang="en" sex="m">Ray of Hope</entry> + <entry id="52471" lang="en" sex="m">Ray of Hope +Enchantment (Compulsion) [Good, Mind-Affecting] +Level: Brd 1, Clr 1 +Components: V, S +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One living creature +Duration: 1 round/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +Powerful hope wells up in the subject, who gains a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks.</entry> + <entry id="52472" lang="en" sex="m">Righteous Smite</entry> + <entry id="52473" lang="en" sex="m">Righteous Smite +Evocation [Good] +Level: Clr 7, exalted arcanist 7, Wrath 7 +Components: V, S +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Area: 20-ft. radius spread +Duration: Instantaneous +Saving Throw: Will partial; see text +Spell Resistance: Yes + +You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected. + +The spell deals 1d6 points of damage per caster level (maximum 20d6) to evil creatures (or 1d8 points of damage per caster level, maximum 20d8, to evil outsiders) and blinds them for 1d4 rounds. A successful Will saving throw reduces damage to half and negates the blinding effect. + +The spell deals only half damage against creatures that are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one quarter of the roll) with a successful Will save. +</entry> + <entry id="52474" lang="en" sex="m">Starmantle</entry> + <entry id="52475" lang="en" sex="m">Starmantle +Abjuration +Level: Joy 7, Sor/Wiz 6 +Components: V, S, M +Casting Time: 1 standard action +Range: Touch +Target: One living creature touched +Duration: 1 minute/level (D) +Saving Throw: None +Spell Resistance: Yes (harmless) + +This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground. The cloak forms over the target's existing apparel and sheds light as a torch, although this is not the mantle's primary +function. + +The starmantle renders the wearer impervious to non-magical weapon attacks and transforms any non-magical weapon or missile that strikes it into harmless light, destroying it forever. Contact with the starmantle does not destroy magic weapons or missiles, but the starmantle's wearer is entitled to a Reflex saving throw +(DC 15) each time he is struck by such a weapon; success indicates that the wearer takes only half damage from the weapon (rounded down). + +Material Component: A pinch of dust from a pixie's wing (20 gp).</entry> + <entry id="52476" lang="en" sex="m">Tomb of Light</entry> + <entry id="52477" lang="en" sex="m">Tomb of Light +Transmutation [Good] +Level: Clr 7, Sor/Wiz 7 +Components: V, S, M +Casting Time: 1 round +Range: Touch +Target: Evil extraplanar creature touched +Duration: Concentration +Saving Throw: Fortitude partial +Spell Resistance: Yes + +When you cast this spell, you attempt to draw out the impure substance of an evil extraplanar creature and replace it with your own pure substance. The spell is draining for you to cast, but it is deadly to evil outsiders and other extraplanar creatures with the taint of evil. + +When you touch the target creature, it must make a Fortitude saving throw. If it succeeds, it is unaffected by the spell. + +If it fails, its skin becomes translucent and faintly radiant and the creature is immobilized, standing helpless. The subject is aware and breathes normally, but cannot take any physical actions, even speech. It can, however, execute purely mental actions (such as using a spell-like ability). The effect is similar to hold person. + +Each round you maintain the spell, the creature must attempt another Fortitude save. If it fails the save, it takes 1d6 points of permanent Constitution drain. Each round you maintain the spell, however, you take 1d6 points of non-lethal +damage. If you fall unconscious, or if the creature succeeds at its Fortitude save, the spell ends. + +Material Component: A pure crystal or clear gemstone worth at least 50 gp. +</entry> + <entry id="52478" lang="en" sex="m">Masochism</entry> + <entry id="52479" lang="en" sex="m">Masochism +Enchantment [Evil] +Level: Asn 3, Blk 3, Clr 3, Sor/Wiz 2 +Components: V, S, M +Casting Time: 1 action +Range: Personal +Target: Caster +Duration: 1 round/level + +For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration. + +Material Component: A leather strap that has been soaked in the caster's blood.</entry> + <entry id="52480" lang="en" sex="m">Addiction</entry> + <entry id="52481" lang="en" sex="m">Addiction +Enchantment +Level: Asn 1, Brd 2, Clr 2, Sor/Wiz 2 +Components: V, S, Drug +Casting Time: 1 action +Range: Touch +Area: One living creature +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +The caster gives the target an addiction to a drug. A caster of level 5 or less can force the subject to become addicted to any drug with a low addiction rating. A 6th to 10th level caster can force an addiction to any drug with a medium addiction +rating, and 11th to 15th level caster can force addiction to a drug with a high addiction rating. Casters of 16th level or higher can give the subject an addiction to a drug with an extreme addiction rating. +</entry> + <entry id="52482" lang="en" sex="m">Exalted Raiment</entry> + <entry id="52483" lang="en" sex="m">Exalted Raiment +Abjuration +Level: Sanctified 6 +Components: V, DF, Sacrifice +Casting Time: 1 standard action +Range: Touch +Target: Robe, garment, or outfit touched +Duration: 1 minute/level +Saving Throw: Will negates (harmless, object) +Spell Resistance: Yes (harmless, object) + +You imbue a robe, priestly garment, or outfit of regular clothing with divine power. The spell bestows the following effects for the duration: + + - +1 sacred bonus to AC per five caster levels(max +4 at 20th level) + + - Damage reduction 10/evil + + - Spell resistance 5 + 1/caster level (max SR 25 at 20th level) + + - Reduces ability damage due to spell casting by 1, to a minimum of 1 point (but does not reduce the sacrifice cost of this spell). + + Sacrifice: 1d4 points of Strength damage + +Casters of evil alignment cannot cast Sanctified spells.</entry> + <entry id="52484" lang="en" sex="m">Stone Bones</entry> + <entry id="52485" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 1, Swordsage 1, Warblade 1 +Initiation Action: 1 Standard Action +Range: Personal +Target: You +Duration: 1 round + +You focus your energy to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack. + +You gain DR 5/Adamantium (+5) for 1 round.</entry> + <entry id="52486" lang="en" sex="m">Crusader</entry> + <entry id="52487" lang="en" sex="m">Crusaders</entry> + <entry id="52488" lang="en" sex="m">crusader</entry> + <entry id="52489" lang="en" sex="m">(BASE CLASS) +Devoted knight, divine agent, instrument of vengeance, peerless fighting machine - the crusader is a warrior dedicated to good, evil, law, chaos, or some other cause. She seeks out and destroys the enemies of her chosen faith. Strengthened by prayer or absolute devotion to a principle, armoured by unshakable faith, and driven by her convictions, a good crusader is a mighty weapon against injustice and malice. An evil crusader, on the other hand, is a cruel and fearsome warrior of darkness. + +- Hit Die: d10 +- Proficiencies: A Crusader gains proficiencies with Martial and Simple Weapons, Light, Medium and Heavy Armour, and Shields. +- Skill Points: 4 + Int Modifier +- Alignment: A Crusader cannot be neutral. + +ABILITIES: + +Level +1: Furious Counterstrike - Bonus to attack when wounded. + Steely Resolve 5 - Delays damage until the next round. +2: Indomitable Soul - You gain charisma to saves +3: Zealous Surge - Reroll a failed save +4: Steely Resolve 10 +5: +6: Smite 1/day +7: +8: Steely Resolve 15 +9: +10: Die Hard +11: +12: Steely Resolve 20 +13: Mettle +14: +15: +16: Steely Resolve 25 +17: +18: Smite 2/day +19: +20: Steely Resolve 30 + +Level Maneuvers Known Maneuvers Readied Stances Known +1 5 5 (2) 1 +2 5 5 (2) 2 +3 6 5 (2) 2 +4 6 5 (2) 2 +5 7 5 (2) 2 +6 7 5 (2) 2 +7 8 5 (2) 2 +8 8 5 (2) 3 +9 9 5 (2) 3 +10 9 6 (3) 3 +11 10 6 (3) 3 +12 10 6 (3) 3 +13 11 6 (3) 3 +14 11 6 (3) 4 +15 12 6 (3) 4 +16 12 6 (3) 4 +17 13 6 (3) 4 +18 13 6 (3) 4 +19 14 6 (3) 4 +20 14 7 (4) 4</entry> + <entry id="52490" lang="en" sex="m">Swordsage</entry> + <entry id="52491" lang="en" sex="m">Swordsages</entry> + <entry id="52492" lang="en" sex="m">swordsage</entry> + <entry id="52493" lang="en" sex="m">(BASE CLASS) + A master of martial maneuvers, the swordsage is a physical adept - a blade wizard whose knowledge of the Sublime Way lets him unlock potent abilities, many of which are overtly supernatural or magical in nature. Depending on which disciplines he chooses to study, a swordsage might be capable of walking through walls, leaping dozens of feet into the air, shattering boulders with a single touch, or even mastering the elements of fire or shadow. Whatever his specific training, a swordsage blurs the line between martial prowess and magical skill. + + - Hit Die: d8 + - Proficiencies: A Swordsage gains proficiencies with Martial and Simple Weapons, and Light armour. + - Skill Points: 6 + Int Modifier + + ABILITIES: + + Level + 1: Discipline Focus (Weapon Focus) - You gain weapon focus for weapons in the chosen discipline + 2: AC Bonus - You get your wisdom bonus to AC in light armour + 3: + 4: Discipline Focus (Insightful Strike) - You gain your wisdom modifier as a bonus to damage for strikes from the chosen discipline + 5: Initiative Bonus - +2 + 6: + 7: Sense Magic - Identify magical weapons + 8: Discipline Focus (Defensive Stance) - You gain a +2 bonus to saves using a stance from the chosen discipline + 9: Evasion + 10: + 11: + 12: Discipline Focus (Insightful Strike) + 13: + 14: + 15: Initiative Bonus - +4 + 16: Discipline Focus (Defensive Stance) + 17: Improved Evasion + 18: + 19: + 20: Dual Boost - Can use two boosts in the same round + + Level Maneuvers Known Maneuvers Readied Stances Known + 1 6 4 1 + 2 7 4 2 + 3 8 5 2 + 4 9 5 2 + 5 10 6 3 + 6 11 6 3 + 7 12 6 3 + 8 13 7 3 + 9 14 7 4 + 10 15 8 4 + 11 16 8 4 + 12 17 8 4 + 13 18 9 4 + 14 19 9 5 + 15 20 10 5 + 16 21 10 5 + 17 22 10 5 + 18 23 11 5 + 19 24 11 5 + 20 25 12 6</entry> + <entry id="52494" lang="en" sex="m">Warblade</entry> + <entry id="52495" lang="en" sex="m">Warblades</entry> + <entry id="52496" lang="en" sex="m">warblade</entry> + <entry id="52497" lang="en" sex="m">(BASE CLASS) + The warblade was born for conflict. Swift, strong, enduring, and utterly confident in his martial skills, he seeks to test himself against worthy foes. Battle is beautiful to him - a perfect moment in which life hangs suspended on the edge of a sword. Sheer combat skill is important to a warblade, so he trains intensely with his chosen weapons. But even more important are his athleticism, endurance, daring, recklessness, and joy in the hour of danger. Warblades, often called sword princes, live for the chance to test themselves in battle - the stronger the foe, the greater the glory once an enemy is defeated. + + - Hit Die: d12 + - Proficiencies: A Warblade gains proficiencies with Martial and Simple Weapons, Shields, Medium and Light armour. + - Skill Points: 4 + INT Modifier + + ABILITIES: + + Level + 1: Battle Clarity - INT to Reflex saves + Weapon Aptitude - You may alter your weapon focus and other weapon specific feats to a weapon of your choice + 2: Uncanny Dodge + 3: Battle Ardor - INT to Critical Confirmation + 4: + 5: Bonus Feat + 6: Uncanny Dodge 2 + 7: Battle Cunning - INT to Damage against flatfooted foes + 8: + 9: Bonus Feat + 10: + 11: Battle Skill - INT to checks to Trip, Disarm, Overrun, or Bullrush + 12: + 13: Bonus Feat + 14: + 15: + 16: + 17: Bonus Feat + 18: + 19: + 20: Stance Mastery - May use two stances at the same time + + Level Maneuvers Known Maneuvers Readied Stances Known + 1 3 3 1 + 2 4 3 1 + 3 5 3 1 + 4 5 4 2 + 5 6 4 2 + 6 6 4 2 + 7 7 4 2 + 8 7 4 2 + 9 8 4 2 + 10 8 5 3 + 11 9 5 3 + 12 9 5 3 + 13 10 5 3 + 14 10 5 3 + 15 11 6 3 + 16 11 6 4 + 17 12 6 4 + 18 12 6 4 + 19 13 6 4 + 20 13 7 4</entry> + <entry id="52498" lang="en" sex="m">Desert Wind</entry> + <entry id="52499" lang="en" sex="m">Devoted Spirit</entry> + <entry id="52500" lang="en" sex="m">Diamond Mind</entry> + <entry id="52501" lang="en" sex="m">Iron Heart</entry> + <entry id="52502" lang="en" sex="m">Setting Sun</entry> + <entry id="52503" lang="en" sex="m">Shadow Hand</entry> + <entry id="52504" lang="en" sex="m">Stone Dragon</entry> + <entry id="52505" lang="en" sex="m">Tiger Claw</entry> + <entry id="52506" lang="en" sex="m">White Raven</entry> + <entry id="52507" lang="en" sex="m">Return to maneuver level selection.</entry> + <entry id="52508" lang="en" sex="m">Select level of maneuver or stance to gain. + +NOTE: +This may take a while when first browsing a particular level's maneuvers.</entry> + <entry id="52509" lang="en" sex="m">Select a maneuver or stance to gain. +You can select</entry> + <entry id="52510" lang="en" sex="m">more maneuvers or stances</entry> + <entry id="52511" lang="en" sex="m">You will be able to select more maneuvers after you gain another level in a blade magic initiator class.</entry> + <entry id="52512" lang="en" sex="m">You do not have an appropriate weapon to initiate this maneuver.</entry> + <entry id="52513" lang="en" sex="m">Choose Maneuvers or Stances.</entry> + <entry id="52514" lang="en" sex="m">Stances.</entry> + <entry id="52515" lang="en" sex="m">Maneuvers</entry> + <entry id="52516" lang="en" sex="m">Stonefoot Stance</entry> + <entry id="52517" lang="en" sex="m">Stone Dragon (Stance) +Level: Crusader 1, Swordsage 1, Warblade 1 +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. + +You gain a +2 bonus on Strength checks, and a +2 AC bonus against creatures larger than you. +This stance ends if you move more than 5 feet for any reason.</entry> + <entry id="52518" lang="en" sex="m">Steely Resolve</entry> + <entry id="52519" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Crusader 1. +Specifics: You have a delayed damage pool that allows you to forestall the effects of many injuries. When you are attacked, any damage is added to your delayed damage pool. At the end of the next round, you take damage equal to the total stored in the delayed damage pool. Any damage beyond the maximum delayed comes off of your normal hit points. This does not negate any special attack such as poison. + +At 1st level, your delayed damage pool can hold 5 points of damage. The maximum your pool can hold increases by 5 at 4th, 8th, 12th, 16th and 20th level to a maximum of 30. +Use: Automatic</entry> + <entry id="52520" lang="en" sex="m">Furious Counterstrike</entry> + <entry id="52521" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Crusader 1. +Specifics: During your turn, you gain a bonus on attack and damage rolls equal to the current value of your delayed damage pool divided by 5 (minimum of +1). +Use: Automatic</entry> + <entry id="52522" lang="en" sex="m">Indomitable Soul</entry> + <entry id="52523" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Crusader 2. +Specifics: You add your Charisma modifier (if positive) as a bonus to your will saves. This does not stack with the Paladin class. +Use: Automatic</entry> + <entry id="52524" lang="en" sex="m">Smite</entry> + <entry id="52525" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Crusader 6. +Specifics: Once per day, you can focus your determination into a single attack, gaining a bonus equal to your charisma modifier on the attack roll and equal to your crusader level on the damage roll. + +You gain an additional use of this ability at level 18. +Use: Specified</entry> + <entry id="52526" lang="en" sex="m">Zealous Surge</entry> + <entry id="52527" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Crusader 4. +Specifics: Once per day, you can opt to reroll your next failed saving throw that round. You must take the result of the reroll, even if it is worse. + +Use: Specified</entry> + <entry id="52528" lang="en" sex="m">AC Bonus</entry> + <entry id="52529" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Swordsage 2. +Specifics: You gain your Wisdom modifier as a bonus to your armour class when wearing light armour. +Use: Automatic</entry> + <entry id="52530" lang="en" sex="m">Sense Magic</entry> + <entry id="52531" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Swordsage 7. +Specifics: You can attempt a Lore check to identify a weapon, shield or suit of armour. +Use: Selected</entry> + <entry id="52532" lang="en" sex="m">Dual Boost</entry> + <entry id="52533" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Swordsage 20. +Specifics: Three times per day, you may use two boost maneuvers in the same round. +Use: Specified</entry> + <entry id="52534" lang="en" sex="m">Discipline Focus (Weapon Focus): Desert Wind</entry> + <entry id="52535" lang="en" sex="m">Discipline Focus (Weapon Focus): Diamond Mind</entry> + <entry id="52536" lang="en" sex="m">Discipline Focus (Weapon Focus): Setting Sun</entry> + <entry id="52537" lang="en" sex="m">Discipline Focus (Weapon Focus): Shadow Hand</entry> + <entry id="52538" lang="en" sex="m">Discipline Focus (Weapon Focus): Stone Dragon</entry> + <entry id="52539" lang="en" sex="m">Discipline Focus (Weapon Focus): Tiger Claw</entry> + <entry id="52540" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Swordsage 1. +Specifics: You gain Weapon Focus in all discipline weapons. + +Desert Wind: Scimitar, Light Mace, Spear, Light Pick, Falchion. +Diamond Mind: Katana, Rapier, Bastard Sword, Spear +Setting Sun: Short Sword, Staff, Unarmed Strike, Nunchaku +Shadow Hand: Short Sword, Dagger, Unarmed Strike, Sai +Stone Dragon: Unarmed Strike, Great Sword, Great Axe, Heavy Mace +Tiger Claw: Unarmed Strike, Great Axe, Kama, Kukri, Hand Axe +Use: Automatic</entry> + <entry id="52541" lang="en" sex="m">Discipline Focus (Insightful Strike): Desert Wind</entry> + <entry id="52542" lang="en" sex="m">Discipline Focus (Insightful Strike): Diamond Mind</entry> + <entry id="52543" lang="en" sex="m">Discipline Focus (Insightful Strike): Setting Sun</entry> + <entry id="52544" lang="en" sex="m">Discipline Focus (Insightful Strike): Shadow Hand</entry> + <entry id="52545" lang="en" sex="m">Discipline Focus (Insightful Strike): Stone Dragon</entry> + <entry id="52546" lang="en" sex="m">Discipline Focus (Insightful Strike): Tiger Claw</entry> + <entry id="52547" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Swordsage 4. +Specifics: You gain your wisdom bonus to damage when using a strike from the chosen discipline. At level 12, choose a second discipline. +Use: Automatic</entry> + <entry id="52548" lang="en" sex="m">Discipline Focus (Defensive Stance): Desert Wind</entry> + <entry id="52549" lang="en" sex="m">Discipline Focus (Defensive Stance): Diamond Mind</entry> + <entry id="52550" lang="en" sex="m">Discipline Focus (Defensive Stance): Setting Sun</entry> + <entry id="52551" lang="en" sex="m">Discipline Focus (Defensive Stance): Shadow Hand</entry> + <entry id="52552" lang="en" sex="m">Discipline Focus (Defensive Stance): Stone Dragon</entry> + <entry id="52553" lang="en" sex="m">Discipline Focus (Defensive Stance): Tiger Claw</entry> + <entry id="52554" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Swordsage 8. +Specifics: You gain a +2 bonus to saves when in a stance from the chosen discipline. At level 16, choose a second discipline. +Use: Automatic</entry> + <entry id="52555" lang="en" sex="m">Deepstone Sentinel</entry> + <entry id="52556" lang="en" sex="m">Deepstone Sentinels</entry> + <entry id="52557" lang="en" sex="m">deepstone sentinel</entry> + <entry id="52558" lang="en" sex="m">(PRESTIGE CLASS) +The Stone Dragon discipline traces its root back to an ancient order of dwarves that used the power of the earth to enhance their combat style. A deepstone sentinel immerses himself in those ancient teachings to link himself to the power of stone. Most deepstone sentinels use this power in the defense of their fellow dwarves, although some take a more active approach to battling the enemies of their people. In combat, a deepstone sentinel is a living mountain, a stony redoubt that provides shelter to his allies while crashing like an avalanche upon his enemies. The ground shifts and churns under his feet. One moment he stands atop a small, earthen mound that blocks his enemies - the next he summons an earthquake to knock his foes to the ground. + +- Hit Die: d10 +- Proficiencies: A Deepstone Sentinel gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Race: Dwarf. +Base Attack Bonus: +10. +Skills: Balance 13 ranks. +Feats: Power Attack or Stone Power. +Maneuvers: Must know at least two Stone Dragon maneuvers and one Stone Dragon stance. + +ABILITIES: + +Level +1: Mountain Fortress Stance - Create a small fortress of stone +2: Crashing Mountain Juggernaught - Knock enemies to the ground charging a foe +3: Indomitable Redoubt - Use a second Stone Dragon stance +4: Stone Curse - Pin an enemy to the ground + Dragon's Tooth - Form a pillar of rock +5: Awaken the Stone Dragon - Cause a localized earthquake + +Maneuvers + +The Deepstone Sentinel may only select maneuvers from the Stone Dragon discipline. He adds his full class level to his initiator level. He gains new maneuvers known and readied at the indicated levels. + +Level Maneuvers Known Maneuvers Readied +1 1 0 +2 0 0 +3 1 1 +4 0 0 +5 1 0</entry> + <entry id="52559" lang="en" sex="m">Mountain Fortress Stance</entry> + <entry id="52560" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Deepstone Sentinel 1. +Specifics: You create a small fortress of rock and stone upon which you stand, granting you a +1 bonus to attack, and forcing all foes entering melee combat with you to make DC 10 Balance checks or fall prone. + +You cannot move more than 5 feet or lose the benefits of this stance. +Use: Selected</entry> + <entry id="52561" lang="en" sex="m">Crashing Mountain Juggernaught</entry> + <entry id="52562" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Deepstone Sentinel 2. +Specifics: You end your Mountain Fortress Stance, crashing down upon the foes near to you. All foes in melee range must make a DC 15 balance check or fall prone, and you charge a single foe with a +2d6 damage bonus. + +You must be in Mountain Fortress Stance to use this ability. +Use: Selected</entry> + <entry id="52563" lang="en" sex="m">Indomitable Redoubt</entry> + <entry id="52564" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Deepstone Sentinel 3. +Specifics: While under the effects of Mountain Fortress Stance, you may activate another stance from the Stone Dragon discipline. +Use: Automatic</entry> + <entry id="52565" lang="en" sex="m">Stone Curse</entry> + <entry id="52566" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Deepstone Sentinel 4. +Specifics: On your first successful strike of the round in melee combat, if the target fails a DC 10 + 1/2 Character level + Strength Modifier Will save, they become unable to move. +Use: Automatic</entry> + <entry id="52567" lang="en" sex="m">Dragon's Tooth</entry> + <entry id="52568" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Deepstone Sentinel 4. +Specifics: You create a 10 foot tall pillar of stone, knocking all those who fail a DC 10 + 1/2 Character level + Strength Modifier Reflex save prone. +Use: Selected</entry> + <entry id="52569" lang="en" sex="m">Awaken the Stone Dragon</entry> + <entry id="52570" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Deepstone Sentinel 5. +Specifics: You cause the ground to shake, forcing all enemies to make a DC 10 + 1/2 Character level + Strength Modifier Reflex save or take 12d6 damage and fall prone. A successful save deals half damage and they remain standing. +Use: Selected</entry> + <entry id="52571" lang="en" sex="m">Blistering Flourish</entry> + <entry id="52572" lang="en" sex="m">Desert Wind (Strike) +Level: Swordsage 1 +Initiation Action: 1 Standard Action +Range: 30ft. +Area: 30-ft burst +Duration: 1 Minute + +Your weapons bursts into flames as you twirl it over your head. With a flourish, you cause the fire to explode with a blinding flash. + +All creatures other than you in the area must make a Fortitude save vs 11 + Wisdom modifier or be dazzled. +This is a supernatural maneuver.</entry> + <entry id="52573" lang="en" sex="m">Burning Blade</entry> + <entry id="52574" lang="en" sex="m">Desert Wind (Boost) [Fire] +Level: Swordsage 1 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: 1 Round. + +Your blade bursts into flame as it sweeps towards your foe in an elegant arc. + +Your strikes deal 1d6 + Initiator level fire damage. +This is a supernatural maneuver.</entry> + <entry id="52575" lang="en" sex="m">Burning Brand</entry> + <entry id="52576" lang="en" sex="m">Desert Wind (Boost) +Level: Swordsage 2 +Initiation Action: 1 Swift action +Range: Personal +Target: You +Duration: End of Turn + +Your weapon transforms into a roaring gout of flame. As you swing your burning blade, it stretches out beyond your normal reach to scorch your foes. + +You take a full attack action, with your reach increasing by 5 feet. Your weapon deals fire damage instead of normal damage for this round. +This is a supernatural maneuver.</entry> + <entry id="52577" lang="en" sex="m">Deathmark</entry> + <entry id="52578" lang="en" sex="m">Desert Wind (Strike) [Fire] +Level: Swordsage 3 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature +Area: Variable. +Saving Throw: Reflex half, see text. + +As your weapon strikes your foe, his body convulses as waves of flame run down your blade into his body. The fire causes him to briefly glow with a brilliant internal fire before the flames erupt from his body in a terrible explosion. + +When you strike your foe, all creatures in the area (see table below) take 6d6 fire damage, Reflex save for half. You are immune to this effect. +This maneuver is a supernatural maneuver. + +Size Radius +Small or Less 5' +Medium 10' +Large 20' +Huge 30' +Gargantuan 40' +Colossal 50'</entry> + <entry id="52579" lang="en" sex="m">Desert Tempest</entry> + <entry id="52580" lang="en" sex="m">Desert Wind (Strike) +Level: Swordsage 6 +Prerequisite: Two Desert Wind maneuvers +Initiation Action: 1 Full-round Action +Range: Personal +Target: You +Duration: 1 round. + +You move in a blur, leaving scorch marks in your wake as you twirl around the battlefield, slicing into your foes as you move. + +Move up to your speed. Each time you move next to an enemy, make a single melee attack against him. +No enemy can be struck more than once. </entry> + <entry id="52581" lang="en" sex="m">Distracting Ember</entry> + <entry id="52582" lang="en" sex="m">Desert Wind (Boost) +Level: Swordsage 1 +Initiation Action: 1 Swift Action +Range: Personal. +Effect: One Summoned Fire Elemental +Duration: 1 Round. + +A wave of heat sweeps over the area, forms a small dust funnel, and ignites into flame next to your foe. + +You summon a small fire elemental. +This is a supernatural maneuver.</entry> + <entry id="52583" lang="en" sex="m">Dragon's Flame</entry> + <entry id="52584" lang="en" sex="m">Desert Wind (Strike) +Level: Swordsage 5 +Prerequisite: Two Desert Wind Maneuvers +Initiation Action: 1 Standard Action +Range: 30ft. +Area: Cone +Duration: Instantaneous +Saving Throw: Reflex half + +With a defiant roar, you summon your ki and unleash it, igniting it with a combination of your meditative focus and seething fury. + +You create a cone of fire that does 6d6 damage. +This is a supernatural maneuver.</entry> + <entry id="52585" lang="en" sex="m">Fan The Flames</entry> + <entry id="52586" lang="en" sex="m">Desert Wind (Strike) [Fire] +Level: Swordsage 3 +Prerequisite: One Desert Wind maneuver +Initiation Action: 1 Standard Action +Range: 30' +Target: One Creature + +Flickering flames dance along your blade, then springs toward your target as you sweep your sword through the air. + +If successful on a ranged touch attack, you deal 6d6 fire damage. +This maneuver is a supernatural maneuver.</entry> + <entry id="52587" lang="en" sex="m">Fiery Assault</entry> + <entry id="52588" lang="en" sex="m">Desert Wind (Stance) [Fire] +Level: Swordsage 6 +Prerequisite: Two Desert Wind maneuvers +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +Fire dances along your arms and across your weapon, lending burning energy to every attack you make. + +Your attacks do an extra 1d6 fire damage. +This is a supernatural maneuver.</entry> + <entry id="52589" lang="en" sex="m">Fire Riposte</entry> + <entry id="52590" lang="en" sex="m">Desert Wind (Counter) +Level: Swordsage 2 +Initiation Action: 1 Immediate Action +Range: Personal. +Target: You. +Duration: Instantaneous. + +You focus the pain from a wound you have just suffered into a fiery manifestation of revenge. + +The next time you are struck during this round, you make a melee touch attack. If it succeeds, the target takes 4d6 fire damage. +This is a supernatural maneuver.</entry> + <entry id="52591" lang="en" sex="m">Firesnake</entry> + <entry id="52592" lang="en" sex="m">Desert Wind (Strike) [Fire] +Level: Swordsage 4 +Prerequisite: Two Desert Wind Maneuvers +Initiation Action: 1 Standard Action +Range: 60ft. +Area: Line +Duration: Instantaneous +Saving Throw: Reflex half + +You drive your weapon into the ground, causing a gout of fire to jet into the air. The fire flows back to the ground and creeps ahead like a serpent, sweeping over your enemies and roasting them where they stand. + +You create a line of fire that does 6d6 damage. +This is a supernatural maneuver.</entry> + <entry id="52593" lang="en" sex="m">Flames Blessing</entry> + <entry id="52594" lang="en" sex="m">Desert Wind (Stance) [Fire] +Level: Swordsage 1 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You +Duration: Stance. + +Fire is not your enemy, and it does not harm you. + +You gain fire resistance depending on your tumble ranks. +Tumble 4-8 : Fire Resist 5. +Tumble 9-13 : Fire Resist 10. +Tumble 14-18: Fire Resist 20. +Tumble 19 : Fire Immunity. +This is a supernatural maneuver.</entry> + <entry id="52595" lang="en" sex="m">Flashing Sun</entry> + <entry id="52596" lang="en" sex="m">Desert Wind (Strike) +Level: Swordsage 2 +Prerequisite: One Desert Wind maneuver +Initiation Action: 1 Full-Round action +Range: Personal +Target: You + +Almost a blur of acceleration, your shining blade flashes as you attack with impossible speed. + +You take a full attack action, getting one additional attack at your highest attack bonus. +All attacks are made at a -2 penalty.</entry> + <entry id="52597" lang="en" sex="m">Hatchlings Flame</entry> + <entry id="52598" lang="en" sex="m">Desert Wind (Strike) [Fire] +Level: Swordsage 2 +Prerequisite: One Desert Wind Maneuver +Initiation Action: 1 Standard Action +Range: 30ft. +Area: Cone +Duration: Instantaneous +Saving Throw: Reflex half + +You focus a burning aura of energy at the end of your blade. It forms a seething sphere that, after a moment, bursts into a torrent of energy. + +You create a cone of fire that does 2d6 damage. +This is a supernatural maneuver.</entry> + <entry id="52599" lang="en" sex="m">Holocaust Cloak</entry> + <entry id="52600" lang="en" sex="m">Desert Wind (Stance) [Fire] +Level: Swordsage 3 +Prerequisite: One Desert Wind Maneuver +Initiation Action: 1 Swift Action +Range: Personal +Target: You + +Fire trails along your blade as you spin it about, cloaking you in flames that leap out to burn those who attack you. + +You cloak yourself in fire, dealing 5 damage to all who strike you in melee. +This is a supernatural maneuver.</entry> + <entry id="52601" lang="en" sex="m">Inferno Blade</entry> + <entry id="52602" lang="en" sex="m">Desert Wind (Boost) [Fire] +Level: Swordsage 7 +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: 1 Round + +A blinding light flashes from your weapon, and for a split second, it transforms into burning magma. + +Your strikes deal 3d6 + Initiator level fire damage. +This is a supernatural maneuver.</entry> + <entry id="52603" lang="en" sex="m">Inferno Blast</entry> + <entry id="52604" lang="en" sex="m">Desert Wind (Strike) [Fire] +Level: Swordsage 9 +Prerequisite: Five Desert Wind maneuvers +Initiation Action: 1 Full-round action +Range: 60ft. +Area: Burst +Duration: Instantaneous +Saving Throw: Reflex half + +Hot winds swirl around you, and a faint aroma of brimstone sweeps over the area. A flickering yellow aura surrounds you and grows in intensity, shedding tremendous heat and light. Creatures around you stumble back from the heat. With a howling roar, you unleash a hellish blast of fire that melts steel and warps stone. + +You create a blast of fire that deals 100 damage to all creatures in the area. +This is a supernatural maneuver.</entry> + <entry id="52605" lang="en" sex="m">Leaping Flame</entry> + <entry id="52606" lang="en" sex="m">Desert Wind (Counter) [Teleport] +Level: Swordsage 5 +Prerequisite: Two Desert Wind Maneuvers +Initiation Action: 1 Swift Action +Range: Personal. +Target: You +Duration: Instantaneous + +As your foe attacks you, you disappear in a burst of flame and smoke, only to reappear as if out of thin air next to him. + +You teleport up to a 100ft to the person who last attacked you. +This is a supernatural maneuver.</entry> + <entry id="52607" lang="en" sex="m">Lingering Inferno</entry> + <entry id="52608" lang="en" sex="m">Desert Wind (Strike) [Fire] +Level: Swordsage 5 +Prerequisite: Two Desert Wind Maneuvers +Initiation Action: 1 Standard Action +Range: Melee +Target: One creature +Duration: 3 rounds; see text + +A blue, dancing flame appears on your weapon. As you strike your foe, this flame slides off your weapon and covers your enemy in raging fire. + +You make a single melee attack that deals an extra 2d6 fire damage. If it hits the foe takes 2d6 fire damage again in each of the next three rounds. +This is a supernatural maneuver.</entry> + <entry id="52609" lang="en" sex="m">Ring Of Fire</entry> + <entry id="52610" lang="en" sex="m">Desert Wind (Strike) [Fire] +Level: Swordsage 6 +Prerequisite: Two Desert Wind maneuvers +Initiation Action: 1 Standard Action +Range: 30ft. +Area: Burst +Duration: Instantaneous +Saving Throw: Reflex half + +You move in a blur, your feet wreathed in flaming energy. As you run, you leave a trail of fire behind you. You encircle a foe, and the ring of fire you leave behind bursts into an inferno that engulfs you enemy and everything else in the area. + +You create a burst of fire that does 12d6 damage. +This is a supernatural maneuver.</entry> + <entry id="52611" lang="en" sex="m">Rising Phoenix</entry> + <entry id="52612" lang="en" sex="m">Desert Wind (Stance) [Fire] +Level: Swordsage 8 +Prerequisite: Three Desert Wind maneuvers +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +Hot winds swirl about your feet, lifting you skyward as flames begin to flick below. + +You gain freedom of movement. If you make a full attack, the column of air becomes superheated, dealing 3d6 points of fire damage to creatures adjacent to your square. You are not harmed by this effect. (Use the feat added). +This is a supernatural maneuver.</entry> + <entry id="52613" lang="en" sex="m">Salamander Charge</entry> + <entry id="52614" lang="en" sex="m">Desert Wind (Strike) [Fire] +Level: Swordsage 7 +Prerequisite: Three Desert Wind maneuvers +Initiation Action: 1 Full-round action +Range: Personal +Target: You +Duration: Instantaneous, see text + +You spin and tumble about the battlefield, a wall of raging flame marking your steps. + +You charge your foe. In the space across which you charge, a wall of fire appears, dealing 6d6 damage to all who enter. This wall lasts for 5 rounds. +This is a supernatural maneuver.</entry> + <entry id="52615" lang="en" sex="m">Searing Blade</entry> + <entry id="52616" lang="en" sex="m">Desert Wind (Boost) [Fire] +Level: Swordsage 4 +Prerequisite: Two Desert Wind Maneuvers +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: 1 Round. + +Your weapon transforms into a raging torrent of flame, causing those around you to recoil slightly from the tremendous heat. + +Your strikes deal 2d6 + Initiator level fire damage. +This is a supernatural maneuver.</entry> + <entry id="52617" lang="en" sex="m">Searing Charge</entry> + <entry id="52618" lang="en" sex="m">Desert Wind (Strike) [Fire] +Level: Swordsage 4 +Prerequisite: One Desert Wind maneuver +Initiation Action: 1 Full-round action +Range: Personal. +Target: You. +Duration: Instantaneous. + +You rush through the air towards your foe, fire streaming in your wake. + +You charge your foe, gaining 5d6 fire damage. You generate no Attacks of Opportunity. +This is a supernatural maneuver.</entry> + <entry id="52619" lang="en" sex="m">Wind Stride</entry> + <entry id="52620" lang="en" sex="m">Desert Wind (Boost) +Level: Swordsage 1 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: 1 Round. + +A warm breeze swirls about you as you move speedily away. + +You gain +10 feet to your move speed.</entry> + <entry id="52621" lang="en" sex="m">Wyrms Flame</entry> + <entry id="52622" lang="en" sex="m">Desert Wind (Strike) [Fire] +Level: Swordsage 8 +Prerequisite: Three Desert Wind maneuvers +Initiation Action: 1 Standard Action +Range: 30ft. +Area: Cone +Duration: Instantaneous +Saving Throw: Reflex half + +You spin your blade in a whirling arc. With each revolution, seething flames build upon its length. With a flourish, you bring your blade to a halt, pointing it at your foe, and unleashing a roaring wall of flame. + +You create a cone of fire that does 10d6 damage. +This is a supernatural maneuver.</entry> + <entry id="52623" lang="en" sex="m">Zephyr Dance</entry> + <entry id="52624" lang="en" sex="m">Desert Wind (Counter) +Level: Swordsage 3 +Prerequisite: One Desert Wind Maneuver +Initiation Action: 1 Swift Action +Range: Personal +Target: You + +You spin gracefully away from a foe's attack, whirling like the desert zephyr racing across the sands. Your enemy's blade barely touches your cloak as you nimbly dodge aside. + +You gain a +4 bonus to AC versus one attack.</entry> + <entry id="52625" lang="en" sex="m">Aura Of Chaos</entry> + <entry id="52626" lang="en" sex="m">Devoted Spirit (Stance) +Level: Crusader 6 +Prerequisite: Two Devoted Spirit Maneuvers +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +A coruscating aura of purple energy surrounds you as chaos runs rampant in the area immediately around you. + +Whenever you roll maximum damage on your weapon's dice, roll again and add the result. +Continue rolling until you no longer roll the maximum.</entry> + <entry id="52627" lang="en" sex="m">Aura Of Perfect Order</entry> + <entry id="52628" lang="en" sex="m">Devoted Spirit (Stance) +Level: Crusader 6 +Prerequisite: Two Devoted Spirit Maneuvers +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +A perfect, hazy square of golden energy surrounds you as you enter this stance + +Whenever you initiate a strike, your attack roll is always 11.</entry> + <entry id="52629" lang="en" sex="m">Aura Of Triumph</entry> + <entry id="52630" lang="en" sex="m">Devoted Spirit (Stance) +Level: Crusader 6 +Prerequisite: Two Devoted Spirit maneuvers +Initiation Action: 1 Swift Action +Range: Personal +Target: One ally +Duration: Stance + +You channel the power of good through your body and soul, infusing the area around you with a soft, golden radiance. With each blow you strike against evil, you feel invigorated and driven onwards. + +While you are in this stance you and the targeted ally both heal 4 points of damage with each successful melee attack either of you makes against an evil target.</entry> + <entry id="52631" lang="en" sex="m">Aura Of Tyranny</entry> + <entry id="52632" lang="en" sex="m">Devoted Spirit (Stance) +Level: Crusader 6 +Prerequisite: Two Devoted Spirit maneuvers +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +A sickly grey radiance surrounds you, sapping the strength of your allies and funneling it to you. + +Each round, you damage all allies within 10 feet 2 hit points, and you heal 1 hit point for each ally struck.</entry> + <entry id="52633" lang="en" sex="m">Castigating Strike</entry> + <entry id="52634" lang="en" sex="m">Devoted Spirit (Strike) +Level: Crusader 7 +Prerequisite: Two Devoted Spirit maneuvers. +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +With a howling battle cry, your weapon crackles with energy. As you strike your foe that energy detonates in a burst that scythes through those who stand against your cause. + +You make a single attack against an enemy who's alignment has at least one component different from yours. If you hit, you deal an extra 8d6 damage. All enemies within 30 feet take 5d6 damage. Any creature that fails a saving throw against 17 + your charisma modifier takes a -2 penalty to attacks for 1 minute.</entry> + <entry id="52635" lang="en" sex="m">Crusader's Strike</entry> + <entry id="52636" lang="en" sex="m">Devoted Spirit (Strike) +Level: Crusader 1 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +Divine power surrounds your weapon as you strike. This power washes over you as your weapon finds its mark, mending your wounds and giving you the strength to fight on. + +You make a single attack against an enemy who's alignment has at least one component different from yours. If you hit, you or an ally with 10 feet is healed 1d6 + 1 per initiator level (max of +5).</entry> + <entry id="52637" lang="en" sex="m">Daunting Strike</entry> + <entry id="52638" lang="en" sex="m">Devoted Spirit (Strike) +Level: Crusader 5 +Prerequisite: One Devoted Spirit Maneuver +Initiation Action: 1 Standard Action +Range: Melee +Target: One creature +Saving Throw: Will negates +Duration: 1 minute + +A blue, dancing flame appears on your weapon. As you strike your foe, this flame slides off your weapon and covers your enemy in raging fire. + +You make a single melee attack. If it hits, the foe must save against DC 15 + Charisma or be shaken.</entry> + <entry id="52639" lang="en" sex="m">Defensive Rebuke</entry> + <entry id="52640" lang="en" sex="m">Devoted Spirit (Boost) +Level: Crusader 3 +Prerequisite: One Devoted Spirit maneuver. +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: 1 round + +You sweep your weapon in a wide, deadly arc. When your blows strike home, you send your foe tumbling back on the defensive. He must deal with you first, or leave himself open to your deadly counter. + +You make an attack of opportunity against any foe you strike this round who targets your allies instead of attacking you.</entry> + <entry id="52641" lang="en" sex="m">Divine Surge</entry> + <entry id="52642" lang="en" sex="m">Devoted Spirit (Strike) +Level: Crusader 4 +Prerequisite: One Devoted Spirit Maneuver +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +Your body shakes and spasms as unfettered divine energy courses through it. This power sparks off your weapon and courses into your foe, devastating your enemy but leaving you drained. + +You make a single attack against an enemy. If this attack his, you deal 8d8 extra damage.</entry> + <entry id="52643" lang="en" sex="m">Greater Divine Surge</entry> + <entry id="52644" lang="en" sex="m">Devoted Spirit (Strike) +Level: Crusader 8 +Prerequisite: Two Devoted Spirit Maneuvers +Initiation Action: 1 Full-Round Action +Range: Melee Attack +Target: One Creature + +A torrent of divine energy courses through you. With supreme force of will, you channel the energy into a devastating attack even as it saps your mortal form. + +You make a single attack against an enemy. If this attack his, you deal 6d8 extra damage. For every point of constitution damage voluntarily taken, you gain a +1 bonus to attack and +2d8 damage. You can sacrifice a number of con points equal to your initiator level. +This makes you flat-footed for the rest of the round.</entry> + <entry id="52645" lang="en" sex="m">Doom Charge</entry> + <entry id="52646" lang="en" sex="m">Devoted Spirit (Strike) [Evil] +Level: Crusader 5 +Prerequisite: One Devoted Spirit maneuver +Initiation Action: 1 Full-round action +Range: Melee +Target: One creature +Duration: 1 round + +You cloak yourself in a black, terrible aura of contempt and spite. + +You make a charge attack. If the target is good aligned, you gain 6d6 damage on the attack, and damage reduction of 10/- for one round.</entry> + <entry id="52647" lang="en" sex="m">Entangling Blade</entry> + <entry id="52648" lang="en" sex="m">Devoted Spirit (Strike) +Level: Crusader 4 +Prerequisite: One Devoted Spirit Maneuver +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature +Duration: 1 round. + +You hack into your foe's legs, forcing his movement to slow and his resolution to falter. + +You make a single attack against an enemy. If this attack his, you deal 2d6 extra damage, and you foe takes a 20 ft penalty to his movement speed.</entry> + <entry id="52649" lang="en" sex="m">Foehammer</entry> + <entry id="52650" lang="en" sex="m">Devoted Spirit (Strike) +Level: Crusader 2 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +You throw yourself behind your attack, lending your blow such great weight and force that you leave injuries that even magical defenses cannot ignore. + +You make a single attack against an enemy. If this attack hits, you ignore all DR and do an extra 2d6 damage.</entry> + <entry id="52651" lang="en" sex="m">Immortal Fortitude</entry> + <entry id="52652" lang="en" sex="m">Devoted Spirit (Stance) +Level: Crusader 8 +Prerequisite: Three Devoted Spirit maneuvers +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +Despite the horrific wounds you suffer, the flash of searing spells and the crash of a foe's mighty attacks, you stand resolute on the field. So long as the potential for victory exists you fight on. + +While you remain in this stance, you cannot be killed through loss of hitpoints. Other effects, such as death spells, may still kill you. If you take damage that would reduce you below 0 hit points, you must make a Fortitude save or die. If you succeed, you have 1 hit point remaining. After enduring three saves, the stance ends.</entry> + <entry id="52653" lang="en" sex="m">Iron Guards Glare</entry> + <entry id="52654" lang="en" sex="m">Devoted Spirit (Stance) +Level: Crusader 1 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +With a quick snarl and a glare that would stop a charging barbarian in his tracks, you spoil an opponent's attack. Rather than strike his original target, your enemy turns his attention to you. + +Any creature you threaten takes a -4 penalty on attacks against allies.</entry> + <entry id="52655" lang="en" sex="m">Law Bearer</entry> + <entry id="52656" lang="en" sex="m">Devoted Spirit (Strike) [Law] +Level: Crusader 5 +Prerequisite: One Devoted Spirit maneuver +Initiation Action: 1 Full-round action +Range: Melee +Target: One creature +Duration: 1 round + +The air around you hums with cosmic energy as the power of pure law surges through you. For a moment, you take on the aspect of a perfect being as you charge forward to smite your foes. + +You make a charge attack. If the target is chaos aligned, you gain a +8 bonus on your attack and 4d6 damage. If it hits, you gain +5 saves and Armour class for one round.</entry> + <entry id="52657" lang="en" sex="m">Martial Spirit</entry> + <entry id="52658" lang="en" sex="m">Devoted Spirit (Stance) +Level: Crusader 1 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +As you cleave through your foes, each ferocious attack you make lends vigor and strength to you and your allies. + +Whenever you successfully strike a creature, you or your ally within 30 feet heals 2 hit points.</entry> + <entry id="52659" lang="en" sex="m">Radiant Charge</entry> + <entry id="52660" lang="en" sex="m">Devoted Spirit (Strike) [Good] +Level: Crusader 5 +Prerequisite: One Devoted Spirit maneuver +Initiation Action: 1 Full-round action +Range: Melee +Target: One creature +Duration: 1 round + +You gather the power of your faith and discipline, surrounding yourself in an aura of blinding glory. + +You make a charge attack. If the target is evil aligned, you gain 6d6 damage on the attack, and damage reduction of 10/- for one round.</entry> + <entry id="52661" lang="en" sex="m">Rallying Strike</entry> + <entry id="52662" lang="en" sex="m">Devoted Spirit (Strike) +Level: Crusader 6 +Prerequisite: Two Devoted Spirit maneuvers. +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +Your weapon blazes with divine energy as you smite your enemy. The energy discharges in a great pulse, sweeping over your allies and mending their wounds. + +You make a single attack against an enemy who's alignment has at least one component different from yours. If you hit, you and all allies within 30 feet are healed 3d6 + 1 per initiator level (max of +15).</entry> + <entry id="52663" lang="en" sex="m">Revitalizing Strike</entry> + <entry id="52664" lang="en" sex="m">Devoted Spirit (Strike) +Level: Crusader 3 +Prerequisite: One Devoted Spirit maneuver. +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +As you rear back to strike your foe, an aura of divine energy surrounds you. As your attack slams home, this aura dissipates in a flash, knitting your wounds as it discharges. + +You make a single attack against an enemy who's alignment has at least one component different from yours. If you hit, you or an ally with 10 feet is healed 3d6 + 1 per initiator level (max of +10).</entry> + <entry id="52665" lang="en" sex="m">Shield Block</entry> + <entry id="52666" lang="en" sex="m">Devoted Spirit (Counter) +Level: Crusader 2 +Initiation Action: 1 Immediate Action +Range: Touch +Target: One Ally +Duration: One Attack + +With a heroic burst of effort, you thrust your shield between your defenseless ally and your enemy. + +Your grant your ally a +4 shield bonus against the next attack made against him.</entry> + <entry id="52667" lang="en" sex="m">Shield Counter</entry> + <entry id="52668" lang="en" sex="m">Devoted Spirit (Counter) +Level: Crusader 2 +Prerequisite: 2 Devoted Spirit maneuvers +Initiation Action: 1 Swift Action +Range: Melee Attack +Target: One Creature + +As your opponent prepares to make his attack, you bash him with your shield and disrupt his attempt. + +You make an immediate shield bash against an enemy at a -2 penalty. If this attack hits, your opponent takes a -20 penalty on his next strike.</entry> + <entry id="52669" lang="en" sex="m">Strike Of Righteous Vitality</entry> + <entry id="52670" lang="en" sex="m">Devoted Spirit (Strike) +Level: Crusader 9 +Prerequisite: Three Devoted Spirit maneuvers +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +As your enemy reels from your mighty blow, an ally nearby is simultaneously healed and cleansed of its wounds by the power of your faith. + +You make a single attack against an enemy who's alignment has at least one component different from yours. If you hit, you or an ally with 10 feet is healed, as per the heal spell.</entry> + <entry id="52671" lang="en" sex="m">Thicket Of Blades</entry> + <entry id="52672" lang="en" sex="m">Devoted Spirit (Stance) +Level: Crusader 3 +Prerequisite: One Devoted Spirit maneuver. +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +You maintain a careful guard as you search for any gaps in your opponent's awareness. Even the slightest move provokes a stinging counter from you. + +Any creature who attempts to move near you provokes an AoO.</entry> + <entry id="52673" lang="en" sex="m">Tide Of Chaos</entry> + <entry id="52674" lang="en" sex="m">Devoted Spirit (Strike) [Chaos] +Level: Crusader 5 +Prerequisite: One Devoted Spirit maneuver +Initiation Action: 1 Full-round action +Range: Melee +Target: One creature +Duration: 1 round + +The power of chaos swirls around you, lending strength to your attacks as you cast your fate to the whims of luck. + +You make a charge attack. If the target is law aligned, you gain a +8 bonus on your attack and 4d6 damage. If it hits, you gain total concealment for one round.</entry> + <entry id="52675" lang="en" sex="m">Vanguard Strike</entry> + <entry id="52676" lang="en" sex="m">Devoted Spirit (Strike) +Level: Crusader 1 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +You batter aside your foe's defenses with a vicious, overwhelming attack, leaving him vulnerable to your allies blows. + +You make a single attack against an enemy. If you hit, that enemy takes a -4 AC penalty for one round.</entry> + <entry id="52677" lang="en" sex="m">Action Before Thought</entry> + <entry id="52678" lang="en" sex="m">Diamond Mind (Counter) +Level: Swordsage 2, Warblade 2 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: 1 Round + +Your supreme sense of the battlefield, unmatched martial training, and simple, intuitive sense of danger allow you to act faster than the speed of thought. When a spell or other attack strikes you, you move a split second before you are even aware of the threat. + +You replace the next Reflex save you make this round with a Concentration check. The DC of the check is the same as that of the spell. A result of 1 on the roll is not an automatic failure.</entry> + <entry id="52679" lang="en" sex="m">Avalanche Of Blades</entry> + <entry id="52680" lang="en" sex="m">Diamond Mind (Strike) +Level: Swordsage 7, warblade 7 +Prerequisite: Three Diamond Mind maneuvers +Initiation Action: 1 full-round action +Range: Melee attack +Target: One creature + +In a flashing blur of steel, you unleash a devastating volley of deadly attacks against your enemy, striking it again and again. + +As part of this maneuver, you make a single melee attack against an opponent. If that attack hits, resolve your damage as normal. You can then make another attack against that foe with a -4 penalty on your attack roll. If that attack hits, you can make another attack against that opponent with a -8 penalty. You continue to make additional attacks, each one with an additional -4 penalty, until you miss or your opponent is killed. You must direct all of these attacks at a single foe.</entry> + <entry id="52681" lang="en" sex="m">Bounding Assault</entry> + <entry id="52682" lang="en" sex="m">Diamond Mind (Strike) +Level: Swordsage 4, Warblade 4 +Prerequisite: Two Diamond Mind Maneuvers +Initiation Action: 1 Full-round action +Range: Melee Attack +Target: One Creature +Duration: 1 round. + +You spring across the battlefield, using your focus and ability to act quickly to make an attack while moving. + +You make a double move and attack a foe with a +2 bonus to attack. This counts as a charge attack.</entry> + <entry id="52683" lang="en" sex="m">Diamond Defense</entry> + <entry id="52684" lang="en" sex="m">Diamond Mind (Counter) +Level: Swordsage 8, warblade 8 +Initiation Action: 1 immediate action +Range: Personal +Target: You + +You steel yourself against an opponent's spell, drawing on your focus and training +to overcome its effect. + +You gain a bonus on your next save equal to your initiator level.</entry> + <entry id="52685" lang="en" sex="m">Diamond Nightmare Blade</entry> + <entry id="52686" lang="en" sex="m">Diamond Mind (Strike) +Level: Swordsage 8, Warblade 8 +Prerequisite: Three Diamond Mind Maneuvers +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +With a moment's thought, you instantly perceive the deadliest place to strike your enemy as you study her defenses, note gaps in her armour, and read subtle but important clues in how she carries herself or maintains her fighting stance. + +You make a Concentration check against the target's AC. If you succeed, the target takes quadruple normal damage. If you fail, you take a -2 penalty on the attack.</entry> + <entry id="52687" lang="en" sex="m">Disrupting Blow</entry> + <entry id="52688" lang="en" sex="m">Diamond Mind (Strike) +Level: Swordsage 5, warblade 5 +Prerequisite: Two Diamond Mind maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature +Saving Throw: Will negates +Duration: 1 round + +With a combination of brute force, keen timing, and exacting aim, you force your opponent into an awkward position that ruins his next action. + +As part of this maneuver, you make a melee attack. If this attack hits, your target takes normal melee damage and must make a Will save (DC 15 + your Str modifier) or be unable to take any actions for 1 round. </entry> + <entry id="52689" lang="en" sex="m">Emerald Razor</entry> + <entry id="52690" lang="en" sex="m">Diamond Mind (Strike) +Level: Swordsage 2, Warblade 2 +Prerequisite: One Diamond Mind maneuver +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature. + +You stare at your enemy, studying his every move. You mentally probe his defenses in search of a weakness. A lesser warrior could spend long minutes pondering this problem, but you see an opening and seize upon it in an instant. + +You make a single melee attack as a touch attack.</entry> + <entry id="52691" lang="en" sex="m">Hearing The Air</entry> + <entry id="52692" lang="en" sex="m">Diamond Mind (Stance) +Level: Swordsage 5, warblade 5 +Prerequisite: Two Diamond Mind maneuvers +Initiation Action: 1 swift action +Range: Personal +Target: You +Duration: Stance + +Your perception becomes so fine that you can hear the tiniest flutter of air moving past you. Invisible foes and other hidden threats become as plain as day in the area of your heightened senses. + +While you are in this stance, you gain blindsense out to 30 feet and a +5 insight bonus on Listen checks.</entry> + <entry id="52693" lang="en" sex="m">Insightful Strike</entry> + <entry id="52694" lang="en" sex="m">Diamond Mind (Strike) +Level: Swordsage 3, Warblade 3 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +You study your opponent and spot a weak point in her armour. With a quick decisive strike, you take advantage of this weakness with a devastating attack. + +You make an attack. If it hits, you roll a concentration check and do damage equal to the result. Your weapon's normal damage modifiers do not apply.</entry> + <entry id="52695" lang="en" sex="m">Greater Insightful Strike</entry> + <entry id="52696" lang="en" sex="m">Diamond Mind (Strike) +Level: Swordsage 6, warblade 6 +Prerequisite: Two Diamond Mind maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature + +Your keen eye picks out the slightest imperfection in your opponent's defenses. Your weapon becomes a tool of your mind. + +This maneuver functions like insightful strike, except that you deal damage equal to 2x your Concentration check result.</entry> + <entry id="52697" lang="en" sex="m">Mind Over Body</entry> + <entry id="52698" lang="en" sex="m">Diamond Mind (Counter) +Level: Swordsage 3, Warblade 3 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: 1 Round + +Your training and mental toughness allow you to use your focus to overcome physical threats. By focusing your mind, you ignore the effects of a deadly poison or a debilitating sickness. + +You replace the next Fortitude save you make this round with a Concentration check. The DC of the check is the same as that of the spell. A result of 1 on the roll is not an automatic failure.</entry> + <entry id="52699" lang="en" sex="m">Mind Strike</entry> + <entry id="52700" lang="en" sex="m">Diamond Mind (Strike) +Level: Swordsage 4, Warblade 4 +Prerequisite: Two Diamond Mind Maneuvers +Initiation Action: 1 Standard action +Range: Melee Attack +Target: One Creature +Save: Will negates + +You strike your opponent's head, rattling his senses and causing him to lose focus. + +If you succeed at your attack, your foe must make a save vs DC 14 + Strength or take 1d4 wisdom damage.</entry> + <entry id="52701" lang="en" sex="m">Moment Of Alacrity</entry> + <entry id="52702" lang="en" sex="m">Diamond Mind (Boost) +Level: Swordsage 6, warblade 6 +Prerequisite: Two Diamond Mind maneuvers +Initiation Action: 1 swift action +Range: Personal +Target: You +Duration: Instantaneous + +You step into a space between heartbeats and act again while your enemies are still reacting to your last strike. + +You use a single moment of speed to go first in combat.</entry> + <entry id="52703" lang="en" sex="m">Moment Of Perfect Mind</entry> + <entry id="52704" lang="en" sex="m">Diamond Mind (Counter) +Level: Swordsage 1, Warblade 1 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: 1 Round + +Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack. + +You replace the next Will save you make this round with a Concentration check. The DC of the check is the same as that of the spell. A result of 1 on the roll is not an automatic failure.</entry> + <entry id="52705" lang="en" sex="m">Pearl Of Black Doubt</entry> + <entry id="52706" lang="en" sex="m">Diamond Mind (Stance) +Level: Swordsage 3, Warmage 3 +Prerequisite: One Diamond Mind maneuver. +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +With every miss, your opponents become more uncertain, their doubt growing like an irritating pearl in the mouth of a helpless oyster. + +Whenever a foe swings and misses you, you gain +2 AC.</entry> + <entry id="52707" lang="en" sex="m">Quicksilver Motion</entry> + <entry id="52708" lang="en" sex="m">Diamond Mind (Boost) +Level: Swordsage 7, warblade 7 +Prerequisite: Three Diamond Mind maneuvers +Initiation Action: 1 swift action +Range: Personal +Target: You + +In the blink of an eye, you make your move. Your speed, reflexes, and boundless confidence combine to allow you to make a fast, bold move that catches your foes off guard. + +Your speed doubles for one round.</entry> + <entry id="52709" lang="en" sex="m">Rapid Counter</entry> + <entry id="52710" lang="en" sex="m">Rapid Counter +Diamond Mind (Counter) +Level: Swordsage 5, warblade 5 +Initiation Action: 1 immediate action +Range: Melee +Target: One Creature + +You lash out, your weapon a blur, hammering at the slightest gap that appears in your foe's defenses. + +You make one attack as a free action.</entry> + <entry id="52711" lang="en" sex="m">Ruby Nightmare Blade</entry> + <entry id="52712" lang="en" sex="m">Diamond Mind (Strike) +Level: Swordsage 4, Warblade 4 +Prerequisite: Two Diamond Mind Maneuvers +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +With a moment's thought, you instantly perceive the deadliest place to strike your enemy as you study her defenses, note gaps in her armour, and read subtle but important clues in how she carries herself or maintains her fighting stance. + +You make a Concentration check against the target's AC. If you succeed, the target takes double normal damage. If you fail, you take a -2 penalty on the attack.</entry> + <entry id="52713" lang="en" sex="m">Sapphire Nightmare Blade</entry> + <entry id="52714" lang="en" sex="m">Diamond Mind (Strike) +Level: Swordsage 1, Warblade 1 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +You study your opponent for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance. + +You make a Concentration check against the target's AC. If you succeed, the target takes an extra 1d6 damage and is flat-footed vs your attack. If you fail, you take a -2 penalty on the attack.</entry> + <entry id="52715" lang="en" sex="m">Stance Of Alacrity</entry> + <entry id="52716" lang="en" sex="m">Diamond Mind (Stance) +Level: Swordsage 8, Warblade 8 +Prerequisite: Three Diamond Mind maneuvers +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +Your mind and body meld, granting you an edge in combat. You move slightly faster than normal due to a combination of confidence, training, and clarity of mind. This slight edge adds up with each action. + +You gain the ability to use a second counter each round when in this stance.</entry> + <entry id="52717" lang="en" sex="m">Stance Of Clarity</entry> + <entry id="52718" lang="en" sex="m">Diamond Mind (Stance) +Level: Swordsage 1, Warblade 1 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +You focus your efforts on a single opponent, studying his moves and preparing an attack. Your other opponents fade from sight as your mind locks onto your target. + +You gain a +2 AC bonus against the highest CR creature in the area, and a -2 AC penalty against all other creatures attacking you.</entry> + <entry id="52719" lang="en" sex="m">Time Stands Still</entry> + <entry id="52720" lang="en" sex="m">Diamond Mind (Strike) +Level: Swordsage 9, warblade 9 +Prerequisite: Four Diamond Mind maneuvers +Initiation Action: 1 full-round action +Range: Personal +Target: You + +The raindrops themselves stand still as you act at the speed of thought. You move like a blur, catching your enemies by surprise with a complex action carried our in a tiny fraction of the time normally needed to complete it. + +You take your full attack action twice against a single foe.</entry> + <entry id="52721" lang="en" sex="m">Absolute Steel</entry> + <entry id="52722" lang="en" sex="m">Iron Heart (Stance) +Level: Warblade 3 +Prerequisite: One Iron Heart maneuver +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +You shift your weight to the back of your feet and hold your blade carefully forward at the ready. Your muscles twitch slightly as you prepare to dodge the next attack you face. + +You gain a +10' movement speed bonus. If you move more than 10' in a round, you gain +2 AC.</entry> + <entry id="52723" lang="en" sex="m">Adamantine Hurricane</entry> + <entry id="52724" lang="en" sex="m">Iron Heart (Strike) +Level: Warblade 8 +Prerequisite: Three Iron Heart Maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Targets: One or more adjacent creatures you threaten + +In a blur of motion, you make a short, twisting leap in the air. As you turn, your weapon flashes through the enemies around you like a blazing comet. As you drop back to the ground in your fighting stance, your enemies crumple to the ground +around you. + +You make two melee attacks against each adjacent opponent you threaten when you initiate this maneuver. You receive a +4 bonus on each of these attacks, which are otherwise made with your highest attack bonus.</entry> + <entry id="52725" lang="en" sex="m">Dancing Blade Form</entry> + <entry id="52726" lang="en" sex="m">Iron Heart (Stance) +Level: Warblade 5 +Prerequisite: Two Iron Heart maneuvers +Initiation Action: 1 swift action +Range: Personal +Target: You +Duration: Stance + +You strike forward like a slithering snake, extending yourself almost beyond your ability to maintain your balance. Your foe stumbles backward, surprised that you could reach him from such a great distance. + +You gain 5' more of reach when making a strike.</entry> + <entry id="52727" lang="en" sex="m">Dazing Strike</entry> + <entry id="52728" lang="en" sex="m">Iron Heart (Strike) +Level: Warblade 5 +Prerequisite: Two Iron Heart maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature +Duration: 1 round +Saving Throw: Fortitude partial + +Through focus, raw power, and expert aim, you make a mighty attack against your foe, leaving him temporarily knocked senseless by your attack. + +You make a single melee attack as part of this strike. If this attack hits, the target takes melee damage normally and must make a Fortitude save (DC 15 + your Str modifier) or be dazed for 1 round.</entry> + <entry id="52729" lang="en" sex="m">Disarming Strike</entry> + <entry id="52730" lang="en" sex="m">Iron Heart (Strike) +Level: Warblade 2 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creatures + +You chop at your foe's hand, causing a grievous injury and forcing him to drop his weapon. + +You make a single melee attack. If it is successful, you attempt to disarm the target. This will not work against creatures that cannot be disarmed.</entry> + <entry id="52731" lang="en" sex="m">Exorcism Of Steel</entry> + <entry id="52732" lang="en" sex="m">Iron Heart (Strike) +Level: Warblade 3 +Prerequisite: One Iron Heart maneuver. +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creatures +Duration: 1 minute. +Save: Will partial, see text. + +You attack, striking not your foe, but his weapon, sending a shockwave down his arm that leaves him unable to strike with full force. + +You make a single melee attack. If it is successful, you attempt to damage the target's weapon. If you damage it successfully, it deals -4 damage. If the target succeeds on a will save, it deals -2 damage.</entry> + <entry id="52733" lang="en" sex="m">Finishing Move</entry> + <entry id="52734" lang="en" sex="m">Iron Heart(Strike) +Level: Warblade 7 +Prerequisite: Three Iron Heart maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature + +You deliver a devastating strike against a wounded foe, aiming to finish him off once and for all. + +As part of this maneuver, you make a melee attack against a creature. This attack deals an extra 4d6 points of damage. If the target's current hit points are less than its full normal hit points, the attack instead deals an extra 6d6 points of damage. If its hit points are equal to or less than one-half its full normal hit points, the attack instead deals an extra 14d6 points of damage.</entry> + <entry id="52735" lang="en" sex="m">Iron Heart Endurance</entry> + <entry id="52736" lang="en" sex="m">Iron Heart (Boost) +Level: Warblade 6 +Prerequisite: Two Iron Heart maneuvers +Initiation Action: 1 swift action +Range: Personal +Target: You + +You push aside the pain of your injuries to fight on past mortal limits. + +If you have half or fewer of your full normal hit points remaining, you can initiate this maneuver to heal hit points equal to 2 x your level.</entry> + <entry id="52737" lang="en" sex="m">Iron Heart Focus</entry> + <entry id="52738" lang="en" sex="m">Iron Heart (Counter) +Level: Warblade 5 +Prerequisite: Two Iron Heart maneuvers +Initiation Action: 1 immediate action +Range: Personal +Target: You + +With a last-second burst of speed, you summon reserves of mental and physical will and throw off the effects of your enemy's attack. + +As an immediate action, you can reroll a saving throw you have just made. You must accept the result of this second roll, even if the new result is lower than your initial roll.</entry> + <entry id="52739" lang="en" sex="m">Iron Heart Surge</entry> + <entry id="52740" lang="en" sex="m">Iron Heart +Level: Warblade 3 +Prerequisite: One Iron Heart maneuver. +Initiation Action: 1 Standard Action +Range: Personal +Target: You +Duration: 1 round. + +By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you. + +You remove one negative status effect on you, and gain a +2 bonus to attacks for one round.</entry> + <entry id="52741" lang="en" sex="m">Lightning Recovery</entry> + <entry id="52742" lang="en" sex="m">Iron Heart (Counter) +Level: Warblade 4 +Prerequisite: Two Iron Heart Maneuvers +Initiation Action: 1 Swift Action +Range: Melee Attack +Target: One Creature + +Your foe twists out of the way of your initial attack, but your weapon becomes a blur as you reverse direction and strike at him again with lightning speed. In the blink of an eye, you complete your attack and resume your defensive posture. + +Make a single attack with a +2 bonus on the attack roll. </entry> + <entry id="52743" lang="en" sex="m">Lightning Throw</entry> + <entry id="52744" lang="en" sex="m">Iron Heart (Strike) +Level: Warblade 8 +Prerequisite: Two Iron Heart maneuvers +Initiation Action: 1 standard action +Range: 30ft +Area: 30ft +Duration: Instantaneous +Saving Throw: Reflex half + +You throw your weapon through the air, sending it flying end over end to strike with uncanny accuracy and terrible force. It leaves it its wake a trail of battered enemies. + +When you use this strike, you make a singe melee attack (even though you are throwing your weapon). You deal damage to each creature in the maneuver's area equal to your normal melee damage (including damage from Strength modifier, feats, magical abilities on your weapon, and so forth), plus an extra 12d6 points of damage. Each creature in the attack's area can make a Reflex save with a DC equal to the result of your attack roll. A successful save halves the damage dealt. +Your weapon automatically returns to your hand at the end of the round.</entry> + <entry id="52745" lang="en" sex="m">Manticore Parry</entry> + <entry id="52746" lang="en" sex="m">Iron Heart (Counter) +Level: Warblade 6 +Prerequisite: Two Iron Heart maneuvers +Initiation Action: 1 swift action +Range: Melee attack +Target: One creature + +You block an enemy's attack with a lightning-quick parry, then deflect it toward a different target. Your foe can barely control its momentum as its attack now slams into an ally. + +Make an opposed attack roll against the targeted creature. If you succeed, he damages an ally of his in melee range. If there is no enemy, he damages no one.</entry> + <entry id="52747" lang="en" sex="m">Mithral Tornado</entry> + <entry id="52748" lang="en" sex="m">Iron Heart (Strike) +Level: Warblade 4 +Prerequisite: Two Iron Heart Maneuvers +Initiation Action: 1 Standard action +Range: Melee Attack +Target: Adjacent Creatures + +Your weapon becomes a blur of motion as you swing it in a tight arc over your head. Once you build up enough speed, you explode into a sweeping attack that chops the enemies around you. + +You make a single attack against each adjacent opponent with a +2 bonus.</entry> + <entry id="52749" lang="en" sex="m">Punishing Stance</entry> + <entry id="52750" lang="en" sex="m">Iron Heart (Stance) +Level: Warblade 1 +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +You chop down violently with your weapon, lending extra force to your blows. These attacks comes at a cost, as your enemies slash at your undefended legs and flanks. + +You deal an extra 1d6 damage with melee attacks, but take a -2 AC penalty.</entry> + <entry id="52751" lang="en" sex="m">Scything Blade</entry> + <entry id="52752" lang="en" sex="m">Iron Heat (Boost) +Level: Warblade 7 +Prerequisite Three Iron Heart maneuvers +Initiation Action: 1 swift action +Range: Personal +Target: You + +You strike at one foe with a long, high backhand cut, then make a quick turn to continue the stroke against another nearby enemy. + +If the first melee attack you make during your turn hits, you can immediately make a free attack at your highest attack bonus against a different enemy that you threaten. You can only gain one free attack each time you initiate this maneuver, regardless of how many successful attacks you make in this round.</entry> + <entry id="52753" lang="en" sex="m">Steel Wind</entry> + <entry id="52754" lang="en" sex="m">Iron Heart (Strike) +Level: Warblade 1 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: Two Creatures + +You swing your weapon in broad, deadly arc, striking two foes with a single, mighty blow. + +Make two melee attacks, each against a different foe within melee range.</entry> + <entry id="52755" lang="en" sex="m">Steely Strike</entry> + <entry id="52756" lang="en" sex="m">Iron Heart (Strike) +Level: Warblade 1 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creatures +Duration: 1 Round. + +You focus yourself for a single, accurate, shrugging off your opponent's blows and ignoring the need for defense as you make your assault. + +Make a single attack with a +4 bonus on the attack roll. All other opponents than the one you struck get a +4 bonus to hit you for one round.</entry> + <entry id="52757" lang="en" sex="m">Strike Of Perfect Clarity</entry> + <entry id="52758" lang="en" sex="m">Iron Heart (Strike) +Warblade 9 +Prerequisite: Four Iron Heart maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature + +Your supreme focus and perfect fighting form allow you to make a single, devastating attack. You execute a flawless strike to drop your foe with a single attack. + +You make a single melee attack as part of this strike. If your attack hits, it deals an extra 100 points of damage (in addition to your normal melee damage).</entry> + <entry id="52759" lang="en" sex="m">Supreme Blade Parry</entry> + <entry id="52760" lang="en" sex="m">Iron Heart (Stance) +Level: Warblade 8 +Prerequisite: Three Iron Heart maneuvers +Initiation Action: 1 swift action +Range: Personal +Target: You +Duration: Stance + +You drop into a relaxed pose, allowing your defenses to flow naturally and easily. Your blade lashes out to absorb or deflect each attack you face, blunting the force of your enemies' blows. + +While you are in this stance, you gain damage reduction 5/- To gain this benefit, you must be proficient with the weapon you carry.</entry> + <entry id="52761" lang="en" sex="m">Wall Of Blades</entry> + <entry id="52762" lang="en" sex="m">Iron Heart (Counter) +Level: Warblade 2 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: 1 Round + +Your weapon sways back and forth in your hand, ready to block incoming blows. With the speed of a thunderbolt, you clash your weapon against your foe's blade as he attempts to attack. + +You make an attack roll against yourself. If it is higher than your armour class, the result of the roll becomes your armour class until the end of the round.</entry> + <entry id="52763" lang="en" sex="m">Baffling Defense</entry> + <entry id="52764" lang="en" sex="m">Setting Sun (Counter) +Level: Swordsage 2 +Prerequisite: One Setting Sun maneuver +Initiation Action: 1 Immediate Action +Range: Personal. +Target: You. +Duration: 1 Round + +You crouch balanced on one foot, hands held high over your head. Your foe hesitates, unsure of how to attack you in this unlikely stance. + +You make a Sense Motive. If it is higher than your armour class, the result of the roll becomes your armour class until the end of the round.</entry> + <entry id="52765" lang="en" sex="m">Ballista Throw</entry> + <entry id="52766" lang="en" sex="m">Setting Sun (Strike) +Level: Swordsage 6 +Prerequisite: Two Setting Sun maneuvers +Initiation Action: 1 Standard Action +Range: Melee Attack. +Target: One Creature. + +You grab your opponent and spin him like a top, swinging him around before throwing him at your opponents like a bolt from a ballista + +Make a trip attempt against your target. You get a +4 bonus on this attempt and cannot be tripped if you fail on this attempt. If you succeed on the check, your enemy is thrown in a 60 foot line. The target and all creatures in the line take 6d6 damage.</entry> + <entry id="52767" lang="en" sex="m">Clever Positioning</entry> + <entry id="52768" lang="en" sex="m">Setting Sun (Strike) +Level: Swordsage 2 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creatures +Saving Throw: Reflex partial. + +With a swift flurry of motion, you knock your foe off balance, slip into his space, and force him into the spot you just occupied. + +Make a single melee attack. If you successfully hit the creature, and he fails a Reflex save against 12 + your Dexterity modifier, you swap positions with your target.</entry> + <entry id="52769" lang="en" sex="m">Comet Throw</entry> + <entry id="52770" lang="en" sex="m">Setting Sun (Strike) +Level: Swordsage 4 +Prerequisite: One Setting Sun maneuver. +Initiation Action: 1 Standard Action +Range: Melee Attack. +Target: One Creature. +Save: Reflex partial; see text + +You use your foe's momentum against him, throwing him through the air to crash into a second enemy. + +Make a trip attempt against your target. You get a +4 bonus on this attempt and cannot be tripped if you fail on this attempt. If you succeed on the check, your enemy is thrown 10 feet away plus 5 feet for every 5 you succeed on the trip check by. The target takes 4d6 damage. If there is a second foe within the range of the throw, he is struck by the thrown foe and takes 4d6, reflex half.</entry> + <entry id="52771" lang="en" sex="m">Counter Charge</entry> + <entry id="52772" lang="en" sex="m">Setting Sun (Counter) +Level: Swordsage 1 +Initiation Action: 1 Swift Action +Range: Melee Attack. +Target: One Creature. + +With a quick sidestep, you send a charging opponent sprawling. + +You attempt to redirect a charging creature. Make a Strength or Dexterity check against the charging creature. You get a +4 bonus to strength if you are larger than the target, and +4 bonus on dexterity if you are smaller. If you succeed, the target does not get to attack you and is redirected 10 feet away from you. If you fail the target gets a +2 bonus to its attack.</entry> + <entry id="52773" lang="en" sex="m">Devastating Throw</entry> + <entry id="52774" lang="en" sex="m">Setting Sun (Strike) +Level: Swordsage 3 +Prerequisite: One Setting Sun maneuver. +Initiation Action: 1 Standard Action +Range: Melee Attack. +Target: One Creature. + +Seizing your foe by the arm, you spin in a quick half-circle and hurl him headlong away from you. + +Make a trip attempt against your target. You get a +4 bonus on this attempt and cannot be tripped if you fail on this attempt. If you succeed on the check, your enemy is thrown 10 feet away plus 5 feet for every 5 you succeed on the trip check by. The target takes 2d6 damage.</entry> + <entry id="52775" lang="en" sex="m">Feigned Opening</entry> + <entry id="52776" lang="en" sex="m">Setting Sun (Counter) +Level: Swordsage 3 +Prerequisite: One Setting Sun maneuver. +Initiation Action: 1 Swift Action +Range: Melee. +Target: One Creature. + +You show your opponent a seemingly fatal mistake in your defenses, but easily avoid the ensuing attack and simultaneously draw your foe into overextending. As she fights to regain her balance, you make a swift counterattack. + +You provoke an attack of opportunity from a creature. If it misses, you get an attack against the creature. If it hits, all of your allies who threaten that creature can make an attack against it.</entry> + <entry id="52777" lang="en" sex="m">Fool's Strike</entry> + <entry id="52778" lang="en" sex="m">Setting Sun (Counter) +Level: Swordsage 8 +Prerequisite: Three Setting Sun maneuvers +Initiation Action: 1 swift action +Range: Melee attack +Target: One creature + +A creature strikes, but you turn the blow straight back at it. + +Make an opposed attack roll against the targeted creature. If you succeed, he damages himself rather than you.</entry> + <entry id="52779" lang="en" sex="m">Ghostly Defense</entry> + <entry id="52781" lang="en" sex="m">Giant Killing Style</entry> + <entry id="52782" lang="en" sex="m">Setting Sun (Stance) +Level: Swordsage 3 +Prerequisite: One Setting Sun maneuver. +Initiation Action: 1 Swift Action +Range: Personal. +Target: You +Duration: Stance + +You dart between a giant's legs, lashing at his inner ankles and other vulnerable areas while staying inside of his reach where he cannot hope to parry your attacks. + +You gain a +2 Attack, +4 Damage boost against creatures larger than you.</entry> + <entry id="52783" lang="en" sex="m">Hydra Slaying Strike</entry> + <entry id="52784" lang="en" sex="m">Setting Sun (Strike) +Level: Swordsage 7 +Prerequisite: Three Setting Sun maneuvers +Initiation Action: 1 Standard action +Range: Melee Attack. +Target: One Creature. + +You take stock of an opponent's fighting style and make a single, carefully aimed attack that leaves the creature unable to make all of its attacks. + +You make an attack that deals normal damage, and leaves the creature unable to take the full-attack action.</entry> + <entry id="52785" lang="en" sex="m">Mighty Throw</entry> + <entry id="52786" lang="en" sex="m">Setting Sun (Strike) +Level: Swordsage 1 +Initiation Action: 1 Standard Action +Range: Melee Attack. +Target: One Creature. + +You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground. + +Make a trip attempt against your target. You get a +4 bonus on this attempt and cannot be tripped if you fail on this attempt. If you succeed on the check, your enemy is thrown 10 feet away and lands prone on the ground.</entry> + <entry id="52787" lang="en" sex="m">Mirrored Pursuit</entry> + <entry id="52788" lang="en" sex="m">Setting Sun (Counter) +Level: Swordsage 5 +Prerequisite: Two Setting Sun maneuvers +Initiation Action: 1 immediate action +Range: 30 feet +Target: One creature + +Your movements perfectly match your foe's, allowing you to move as she does. Try as she might to escape, you remain at her side. + +You immediately move to any spot adjacent to your enemy, provided it is within range.</entry> + <entry id="52789" lang="en" sex="m">Scorpion Parry</entry> + <entry id="52790" lang="en" sex="m">Setting Sun (Counter) +Level: Swordsage 6 +Prerequisite: Two Setting Sun maneuvers +Initiation Action: 1 swift action +Range: Melee attack +Target: One creature + +You knock your opponent's attack aside, guiding his weapon into one of his allies. + +Make an opposed attack roll against the targeted creature. If you succeed, he damages an ally of his in melee range. If there is no enemy, he damages no one.</entry> + <entry id="52791" lang="en" sex="m">Shifting Defense</entry> + <entry id="52792" lang="en" sex="m">Setting Sun (Stance) +Level: Swordsage 5 +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +The first time per round when an opponent hits you, you reset your position ten feet away from that opponent.</entry> + <entry id="52793" lang="en" sex="m">Soaring Throw</entry> + <entry id="52794" lang="en" sex="m">Setting Sun (Strike) +Level: Swordsage 5 +Prerequisite: Two Setting Sun maneuvers +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One creature + +With a great shout, you send your opponent soaring through the air in a high arc. He slams back into the ground with a bone-crushing thud. + +Make a trip attempt against your target. You get a +4 bonus on this attempt and cannot be tripped if you fail on this attempt. If you succeed on the check, your enemy is thrown 20 feet away plus 5 feet for every 5 you succeed on the trip check by. The target takes 8d6 damage.</entry> + <entry id="52795" lang="en" sex="m">Stalking Shadow</entry> + <entry id="52796" lang="en" sex="m">Setting Sun (Counter) +Level: Swordsage 5 +Prerequisite: Two Setting Sun maneuvers +Initiation Action: 1 immediate action +Range: 10 feet +Target: One creature + +When the creature you are battling tries to back away, you step next to it in the blink of an eye, forcing it to stand and fight or suffer the consequences of withdrawing. + +You immediately move to any spot adjacent to your enemy, provided it is within range.</entry> + <entry id="52797" lang="en" sex="m">Step Of The Wind</entry> + <entry id="52798" lang="en" sex="m">Setting Sun (Stance) +Level: Swordsage 1 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +You walk across rubble and other broken terrain with deceptive ease, allowing you to take advantage of your opponents as they struggle to move at full speed. + +You become immune to movement speed decreases and being slowed, and gain a +2 bonus to attack and a +4 bonus on Bull Rush attempts, both to attack and to defend.</entry> + <entry id="52799" lang="en" sex="m">Strike Of The Broken Shield</entry> + <entry id="52800" lang="en" sex="m">Setting Sun (Strike) +Level: Swordsage 4 +Prerequisite: Two Setting Sun maneuvers +Initiation Action: 1 Standard action +Range: Melee Attack. +Target: One Creature. +Save: Reflex partial; see text + +You study your opponent and deliver an attack precisely aimed to ruin his defenses and force him to scramble for balance. While he struggles to ready himself, he becomes more vulnerable to your attack. + +You make an attack that deals 4d6 extra damage. If it connects, the target must save or be flatfooted for one round.</entry> + <entry id="52801" lang="en" sex="m">Tornado Throw</entry> + <entry id="52802" lang="en" sex="m">Setting Sun (Strike) +Level: Swordsage 9 +Prerequisite: Five Setting Sun maneuvers +Initiation Action: 1 Standard Action +Range: Melee Attack. +Target: One Creature. + +Like a whirlwind, you twist and spin across the battlefield, tossing foes away left and right. + +Make a trip attempt against your target. You cannot be tripped if you fail on this attempt, and use Dexterity or Strength, whichever is better. +If you succeed on the check, your enemy is thrown 10 feet away plus 5 feet for every 5 you succeed on the trip check by. The target takes 2d6 damage plus 1d6 for every extra five feet thrown. +You gain a +2 bonus on the trip check for every 5 feet moved after the first throw. + +Repeat until you have moved sixty feet or there are no more enemies within range.</entry> + <entry id="52803" lang="en" sex="m">Assassins Stance</entry> + <entry id="52804" lang="en" sex="m">Shadow Hand (Stance) +Level: Swordsage 3 +Prerequisite: One Shadow Hand maneuver. +Initiation Action: 1 Swift Action +Range: Personal. +Target: You +Duration: Stance + +As your foe struggles to regain his defensive posture, you line up an exacting strike that hits with superior accuracy and deadly force. + +You gain +2d6 Sneak Attack.</entry> + <entry id="52805" lang="en" sex="m">Balance On The Sky</entry> + <entry id="52806" lang="en" sex="m">Shadow Hand (Stance) +Level: Swordsage 8 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +With arms spread wide, you step onto the air. + +You gain the ability to jump any distance at will. + +This is a supernatural maneuver.</entry> + <entry id="52807" lang="en" sex="m">Bloodletting Strike</entry> + <entry id="52808" lang="en" sex="m">Shadow Hand (Strike) +Level: Swordsage 5 +Prerequisite: Two Shadow Hand maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature +Saving Throw: Fortitude partial +Spinning your blade in a butterflylike pattern, you administer a dozen precise cuts in an eyeblink. Blood flows from your foe's opened veins. + +As part of this maneuver, you make a single melee attack. If this attack hits, your opponent takes 4 points of Constitution damage in addition to your attack's normal damage. A successful Fortitude save (DC 15 + your Wis modifier) reduces this Constitution damage to 2 points, although the foe still takes full normal melee damage.</entry> + <entry id="52809" lang="en" sex="m">Child Of Shadow</entry> + <entry id="52810" lang="en" sex="m">Shadow Hand (Stance) +Level: Swordsage 1 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +As you move, shadows flutter and swarm around you. Even under the bright desert sun, you are difficult to spot as long as you remain in motion. + +If you move more than 10 feet, you gain the effects of concealment. +This is a supernatural maneuver.</entry> + <entry id="52811" lang="en" sex="m">Clinging Shadow Strike</entry> + <entry id="52812" lang="en" sex="m">Shadow Hand (Strike) +Level: Swordsage 1 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature +Saving Throw: Fortitude Partial. + +You weapon transforms into solid darkness. When it strikes home, it discharges in a swirling orb of shadow that engulfs your foe's eyes. + +Your attack deals an additional 1d6 damage. If the foe fails a Fort save vs 11 + Wisdom modifier the foe suffers a 20% miss chance for one round. +This is a supernatural maneuver.</entry> + <entry id="52813" lang="en" sex="m">Cloak Of Deception</entry> + <entry id="52814" lang="en" sex="m">Shadow Hand (Boost) +Level: Swordsage 2 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: 1 Round. + +The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible. + +You gain greater invisibility for one round. +This maneuver is a supernatural maneuver.</entry> + <entry id="52815" lang="en" sex="m">Dance Of The Spider</entry> + <entry id="52816" lang="en" sex="m">Shadow Hand (Stance) +Level: Swordsage 3 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You +Duration: Stance + +Black, shadowy energy covers your hands and feet, giving you a touch of the grace and skill of the spider. + +You become immune to the web spell and poison.</entry> + <entry id="52817" lang="en" sex="m">Death In The Dark</entry> + <entry id="52818" lang="en" sex="m">Level: Swordsage 7 +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature +Saving Throw: Fortitude partial + +You catch your foe unaware, allowing you to deal a single, deadly strike that slays her instantly. + +This maneuver functions only against a flat-footed opponent. As part of this maneuver, make a single melee attack. If this attack hits, you deal normal damage and the target must make a Fortitude save (DC 17 + your Wis modifier). If the target fails this save, she takes an extra 15d6 points of damage. If her save succeeds, she takes an extra 5d6 points of damage. This maneuver functions only against opponents who are vulnerable to critical hits.</entry> + <entry id="52819" lang="en" sex="m">Drain Vitality</entry> + <entry id="52820" lang="en" sex="m">Shadow Hand (Strike) +Level: Swordsage 2 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creatures +Saving Throw: Fort partial. + +A faint nimbus of sickly grey shadow surrounds your weapon. When you attack, this shadowy aura flows into the wound you inflict, sapping your opponent's strength, vitality, and energy. + +Make a single melee attack. If you successfully hit the creature, and he fails a Reflex save against 12 + your Wisdom modifier, he takes two points of Constitution damage.</entry> + <entry id="52821" lang="en" sex="m">Enervating Shadow Strike</entry> + <entry id="52822" lang="en" sex="m">Shadow Hand (Strike) +Level: Swordsage 8 +Prerequisite: Three Shadow Hand maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature +Saving Throw: Fortitude negates + +Your weapon becomes cloaked in an inky, black nimbus. As you strike your opponent, that energy flows into the wound and leaves him pale, weak, and shaking. + +As part of this maneuver, you make a single melee attack. If this attack hits, the target must make a successful Fortitude save (DC 18 + your Wis modifier) or gain 1d4 negative levels. You gain 5 temporary hit points for each negative level your enemy gains. Temporary hit points gained in this manner last until the end of the encounter. The effects of any negative levels bestowed by this strike disappear in 24 hours. +This maneuver is a supernatural ability.</entry> + <entry id="52823" lang="en" sex="m">Five Shadow Creeping Ice Enervation Strike</entry> + <entry id="52824" lang="en" sex="m">Shadow Hand (Strike) +Level: Swordsage 9 +Prerequisite: Five Shadow Hand maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature +Duration: 1 minute +Saving Throw: Fortitude partial; see text + +With a single lunge, you pierce your enemy to the core. A shadow of ultimate cold falls over his heart and begins to worm through his veins to the five points of his body. + +As part of this maneuver, you make a single melee attack. If you hit, you deal normal melee damage plus an extra 15d6 points of damage, and a shadow spreads out from your enemy's heart, freezing the blood in his veins. + +Roll a d20 and refer to the information below to determine toward which point of his body the freezing shadow spreads. This effect functions even if your opponent is not humanoid; once you have struck your foe's heart, the shadow produces the same effects even in a creature with a different anatomy. +Result of 1-7: Spreads out to legs. Ability damage: 2d6 Dex. Special effect: Speed is reduced to 0 feet. +Result of 8-14: Spreads out to arms. Ability damage: 2d6 Str. Special effect: -6 penalty on attack rolls and Concentration checks. +Result of 15-20: Struck in the heart. Ability damage: 2d6 Dex, 2d6 Str. Special effect: 2d6 points of Constitution damage. + +A foe struck by this attack must make a successful Fortitude save (DC 19 + your Wis modifier) to resist its effects. On a successful save, the target ignores any special effect from the attack and takes half the indicated ability damage (but still takes normal melee damage as well as the extra 15d6 points of damage). Each of the special effects lasts for 1d6 rounds. +This maneuver is a supernatural ability.</entry> + <entry id="52825" lang="en" sex="m">Ghost Blade</entry> + <entry id="52826" lang="en" sex="m">Shadow Hand (Strike) +Level: Swordsage 6 +Prerequisite: Three Shadow Hand maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature + +A smile brightens your foe's eyes; he has dodged your blow. But that was merely the ghost blade. The real blade is cutting swiftly from underneath, and yet he still smiles. + +As part of this maneuver, you make a melee attack. As you strike at your opponent, you create an illusory double of your weapon. This double slashes at your opponent, tricking him into mistaking it for your attack. In truth, the illusion cloaks your real attack. Your opponent is caught flat-footed against this strike, as the hidden attack from a new direction ruins his defenses. +This maneuver is a supernatural ability.</entry> + <entry id="52827" lang="en" sex="m">Hand Of Death</entry> + <entry id="52828" lang="en" sex="m">Shadow Hand (Strike) +Level: Swordsage 4 +Initiation Action: 1 Standard Action +Range: Touch +Target: One Creatures +Duration: 1d3 rounds +Saving Throw: Fort negates + +You reach out and tap your foe with a single finger. Her look of puzzlement turns to fear as black energy spreads across her body, rendering her helpless. + +Make a melee touch attack. If it succeeds, the target must save or be paralyzed.</entry> + <entry id="52829" lang="en" sex="m">Island Of Blades</entry> + <entry id="52830" lang="en" sex="m">Shadow Hand (Stance) +Level: Swordsage 1 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +You cloak yourself in a swirling nimbus of shadow energy. These shadows spin and flow around you, preventing any creature near you from being able to anticipate your attacks. + +If both you and an ally are in melee range of the same creature, you gain a +2 bonus to attack rolls.</entry> + <entry id="52831" lang="en" sex="m">Obscuring Shadow Veil</entry> + <entry id="52832" lang="en" sex="m">Shadow Hand (Strike) +Level: Swordsage 4 +Prerequisite: Two Shadow Hand maneuvers +Initiation Action: 4 Standard Action +Range: Melee Attack +Target: One Creature +Saving Throw: Fortitude Partial. + +As you strike your opponent, you summon the fell energies of the Shadow Hand school to rob your foe of her sight. Inky, black energy burrows into her eyes, rendering her blind for a few critical moments. + +Your attack deals an additional 5d6 damage. If the foe fails a Fort save vs 14 + Wisdom modifier the foe suffers a 50% miss chance for one round. +This is a supernatural maneuver.</entry> + <entry id="52833" lang="en" sex="m">One With Shadow</entry> + <entry id="52834" lang="en" sex="m">Shadow Hand (Counter) +Level: Swordsage 8 +Initiation Action: 1 Immediate Action +Range: Personal +Target: You +Duration: One round + +As an immediate action, you become incorporeal.</entry> + <entry id="52835" lang="en" sex="m">Shadow Blade Technique</entry> + <entry id="52836" lang="en" sex="m">Shadow Hand (Strike) +Level: Swordsage 1 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both you true weapon and the illusion slash at your foe. + +You roll to attack twice, once for the normal blade and once for the double. The normal blade deals standard damage. If the illusion hits, it deals 1d6 cold damage. +This is a supernatural maneuver.</entry> + <entry id="52837" lang="en" sex="m">Shadow Blink</entry> + <entry id="52838" lang="en" sex="m">Level: Swordsage 7 +Initiation Action: 1 swift action +Range: 50 ft. +Target: You + +In the blink of an eye, you disappear and emerge from a mote of shadow energy across the battlefield. + +This maneuver functions as the shadow jaunt maneuver, except that it can be initiated as a swift action.</entry> + <entry id="52839" lang="en" sex="m">Shadow Garrote</entry> + <entry id="52840" lang="en" sex="m">Shadow Hand (Strike) +Level: Swordsage 3 +Prerequisite: One Shadow Hand maneuver +Initiation Action: 1 Standard Action +Range: 60' +Target: One Living Creature +Duration: See text. +Save: Fortitude partial. + +With a subtle gesture, you carve a slice of shadow and cast it towards your foe. It wraps around the creature's neck and squeeze the life from it. + +If successful on a ranged touch attack, you deal 5d6 damage. It must make a Fortitude save or be flat-footed for one round. +This maneuver is a supernatural maneuver.</entry> + <entry id="52841" lang="en" sex="m">Shadow Jaunt</entry> + <entry id="52842" lang="en" sex="m">Shadow Hand [Teleportation] +Level: Swordsage 2 +Initiation Action: 1 Standard Action +Range: 50' +Target: You + +A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you from it. + +You teleport up to 50'.</entry> + <entry id="52843" lang="en" sex="m">Shadow Noose</entry> + <entry id="52844" lang="en" sex="m">Shadow Hand (Strike) +Level: Swordsage 6 +Initiation Action: 1 standard action +Range: 6 ft. +Target: One flat-footed creature +Duration: 1 round +Saving Throw: Fortitude partial + +As your foe struggles to ready his defenses, you make a subtle gesture in the air. A noose formed of shadow drops from above him, wraps around his throat, and hoists him aloft. His limbs flail as he struggles to free himself from the strangling noose. + +As part of this maneuver, you form a noose of shadow that wraps around your target and strangles him. This maneuver only works against a flat-footed target. As part of this maneuver, you make a ranged touch attack against a flat-footed creature within range. If it hits, your opponent takes 8d6 points of damage. In addition, he must make a Fortitude save (DC 16 + your Wis modifier) or be stunned for 1 round. A successful save negates the stun, but not the extra damage. This strike has no effect against non-living creatures, such as constructs and the undead. +This maneuver is a supernatural ability.</entry> + <entry id="52845" lang="en" sex="m">Shadow Stride</entry> + <entry id="52846" lang="en" sex="m">Shadow Hand [Teleportation] +Level: Swordsage 5 +Initiation Action: 1 move action +Range: 50 ft. +Target: You +You dissipate into a puff of black shadow. A moment later, the shadow coalesces, and you appear fifty feet away. + +This maneuver functions as the shadow jaunt maneuver, except that it can be initiated as a move action.</entry> + <entry id="52847" lang="en" sex="m">Stalker In The Night</entry> + <entry id="52848" lang="en" sex="m">Shadow Hand (Strike) +Level: Swordsage 6 +Prerequisite: None +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature + +You slide through the dark like a bird of prey, emerging only to strike down your foe before sliding back into shadow's welcoming embrace. + +Choose a location up a medium distance away. The first enemy along that path is struck by a single melee attack. You automatically hide at the end of the attack.</entry> + <entry id="52849" lang="en" sex="m">Step Of The Dancing Moth</entry> + <entry id="52850" lang="en" sex="m">Shadow Hand (Stance) +Level: Swordsage 5 +Prerequisite: Two Shadow Hand maneuvers +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +You focus your inner reserve of ki energy to generate flowing shadows that lift you off the ground. You walk across the roughest ground, even water, with ease. + +You take a 33% penalty to speed, but are immune to all other movement penalties. You gain a bonus on Hide and Move Silently equal to your initiator level</entry> + <entry id="52851" lang="en" sex="m">Strength Draining Strike</entry> + <entry id="52852" lang="en" sex="m">Shadow Hand (Strike) +Level: Swordsage 3 +Prerequisite: One Shadow Hand maneuver. +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creatures +Save: Fort partial, see text. + +Liquid, black energy covers your weapon. As you strike your opponent, this material flows into the wound, spreads along his veins, and leaves him weakened. + +You make a single melee attack. If it is successful, the target takes 4 strength damage. If the target succeeds on a Fortitude save, it takes 2 damage. +This is a supernatural maneuver.</entry> + <entry id="52853" lang="en" sex="m">Adamantine Bones</entry> + <entry id="52854" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 8, swordsage 8, warblade 8 +Prerequisite: Three Stone Dragon maneuvers +Initiation Action: 1 standard action +Range: Personal +Target: You +Duration: 1 round + +You are an impenetrable tower of defiance on the battlefield. Attacking +you is as fruitless as striking a mountain with a walking stick. + +As part of this maneuver, you make a single melee attack. If this attack hits, +you gain damage reduction 20/+5 for one round.</entry> + <entry id="52855" lang="en" sex="m">Ancient Mountain Hammer</entry> + <entry id="52856" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 7, Swordsage 7, Warblade 7 +Prerequisite: Three Stone Dragon maneuvers +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +You put the weight of a great mountain behind your attack, pounding through armor and bone. + +As part of this maneuver, you make a single melee attack. This attack deals an extra 12d6 points of damage and automatically overcomes damage reduction.</entry> + <entry id="52857" lang="en" sex="m">Bonesplitting Strike</entry> + <entry id="52858" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 4, Swordsage 4, Warblade 4 +Prerequisite: Two Stone Dragon maneuvers +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +Your attack slams home with a ferocious crack of shattered bones and parted flesh. Your target reels backward, still alive but severely crippled. + +You make a single attack against an enemy. If this attack his, you do 2 Constitution damage.</entry> + <entry id="52859" lang="en" sex="m">Bonecrusher</entry> + <entry id="52860" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 3, Swordsage 3, Warblade 3 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature +Save: Fortitude Partial; see text + +You deliver your attack, and your enemy's eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places. + +You make a single attack against an enemy. If this attack his, you do an extra 4d6 damage. If the target fails a Fortitude save vs 13 + Strength modifier, all further strikes gain a +10 to confirm critical hits.</entry> + <entry id="52861" lang="en" sex="m">Boulder Roll</entry> + <entry id="52862" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 4, Swordsage 4, Warblade 4 +Prerequisite: Two Stone Dragon maneuvers +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +Like a boulder tumbling down the mountain, you slam through your enemies. + +You make an overrun attempt against each creature in a line with a +4 bonus. You do not provoke attacks of opportunity, and if you fail, you are not knocked prone, you simply halt.</entry> + <entry id="52863" lang="en" sex="m">Charging Minotaur</entry> + <entry id="52864" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 1, Swordsage 1, Warblade 1 +Initiation Action: 1 Full-Round Action +Range: Melee Attack +Target: One Creature + +You charge at your foe, blasting him with such power that he stumbles back. + +Make a Bull Rush attack as part of a charge. You take no AoOs for this action. If you succeed on the strength check, you deal 2d6 + Str bludgeoning damage, and the target is pushed back 5 feet, and possibly more.</entry> + <entry id="52865" lang="en" sex="m">Colossus Strike</entry> + <entry id="52866" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 7, swordsage 7, warblade 7 +Prerequisite: Two Stone Dragon maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature +Saving Throw: Fortitude partial + +Focusing your strength with a deep, rumbling shout, you execute an attack that sends your opponent flying through the air. + +As part of this maneuver, you make a melee attack against your foe. This attack deals an extra 6d6 points of damage, and the creature struck must succeed on a Fortitude save (DC 17 + your Str modifier) or be hurled 5 to 20' away from you, falling prone in that square. A creature of a smaller size category than yours gets a -2 penalty on this save; a creature of a larger size than yours gets a +2 bonus on the save. The enemy's movement doesn't provoke attacks of opportunity. If an obstacle blocks the creature's movement, it instead stops in the first unoccupied square.</entry> + <entry id="52867" lang="en" sex="m">Crushing Vise</entry> + <entry id="52868" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 6, swordsage 6, warblade 6 +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature +Duration: 1 round + +The overwhelming power behind your attack leaves your opponent unable to move. The punishing strike forces it to waste a few moments shrugging off the effects of your attack. + +As part of this maneuver, you make a melee attack. This attack deals an extra 4d6 points of damage. Your attack also drops the target's speed to 0 feet (for all movement types) for 1 round. It can act normally in all other ways.</entry> + <entry id="52869" lang="en" sex="m">Crushing Weight Of The Mountain</entry> + <entry id="52870" lang="en" sex="m">Stone Dragon (Stance) +Level: Crusader 3, Swordsage 3, Warblade 3 +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +You crush your opponent beneath you, squeezing the life out of him as you pin him to the ground. + +While in this stance, once you have successfully initiated a grapple, you may constrict the target for 2d6 + (1.5 * your strength modifier).</entry> + <entry id="52871" lang="en" sex="m">Earthstrike Quake</entry> + <entry id="52872" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 8, swordsage 8, warblade 8 +Prerequisite: Two Stone Dragon maneuvers +Initiation Action: 1 standard action +Range: 20ft +Area: 20 ft radius burst, centered on you +Duration: Instantaneous +Saving Throw: Reflex negates + +You swing your weapon in a wild arc, slamming it into the ground at your feet. Energy surges out from you, causing the ground to shudder with a sharp tremor. + +You channel ki into the earth with your mighty strike, causing the ground to rumble and shake briefly. Anyone standing on the ground in this maneuver's area must make a successful Reflex save (DC 18 + your Str modifier) or be knocked prone. Any creature in this area that is currently casting a spell must succeed on a Concentration check (DC 20 + spell level) or lose the spell. You are immune to the effect of the earthstrike quake maneuver. Your allies must still save as normal against its effect.</entry> + <entry id="52873" lang="en" sex="m">Elder Mountain Hammer</entry> + <entry id="52874" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 5, swordsage 5, warblade 5 +Prerequisite: Two Stone Dragon maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature or unattended object + +You draw strength from the earth beneath your feet and transfer it into ruinous power. Your next attack drops like an avalanche upon your foe, hammering him into submission. + +When you use this maneuver, you make a single melee attack. That attack deals an extra 6d6 points of damage and automatically overcomes damage reduction.</entry> + <entry id="52875" lang="en" sex="m">Giant's Stance</entry> + <entry id="52876" lang="en" sex="m">Stone Dragon (Stance) +Level: Crusader 5, swordsage 5, warblade 5 +Prerequisite: Two Stone Dragon maneuvers +Initiation Action: 1 swift action +Range: Personal +Target: You +Duration: Stance + +You swing your weapon in an wide, deadly arc that slams into your foe with incredible force. Only your mastery of the Stone Dragon techniques allows you to make such reckless blows without losing your footing. + +While you are in this stance, you deal damage as if you were one size larger than normal, to a maximum of Large. This benefit improves your weapon and unarmed strike damage. If does not confer any of the other benefits or drawbacks of a change in size, such as a modifier to ability scores or AC, or an improved reach. +This stance immediately ends if you move more than 5 feet for any reason such as from a bull rush attack, a telekinesis spell, and so forth.</entry> + <entry id="52877" lang="en" sex="m">Iron Bones</entry> + <entry id="52878" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 6, swordsage 6, warblade 6 +Prerequisite: Two Stone Dragon maneuvers +Initiation Action: 1 standard action +Range: Personal +Target: You +Duration: 1 round + +As you make a successful attack, you enter a meditative state that leaves you almost invulnerable to harm. For a few brief moments, arrows bounce off your skin, and sword blows barely draw any blood. + +When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 10/+5 for 1 round.</entry> + <entry id="52879" lang="en" sex="m">Irresistible Mountain Strike</entry> + <entry id="52880" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 6, swordsage 6, warblade 6 +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature +Duration: 1 round +Saving Throw: Fortitude partial + +You slam your weapon into your foe with irresistible force. He can barely move as he struggles to marshal his defenses against you. + +As part of this maneuver, you make a single melee attack. This attack deals an extra 4d6 points of damage. A creature hit by this strike must also make a successful Fortitude save (DC 16 + your Str modifier) or be unable to take a standard action for 1 round. It can otherwise act as normal. A creature that successfully saves still takes the extra damage.</entry> + <entry id="52881" lang="en" sex="m">Mountain Avalanche</entry> + <entry id="52882" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 5, swordsage 5, warblade 5 +Prerequisite: Two Stone Dragon maneuvers +Initiation Action: 1 full-round action +Range: Personal +Target: You +Saving Throw: None + +You wade through your enemies like a stone giant rampaging through a mob of orcs. You crush them underfoot and drive them before you, leaving a trail of the dead in your wake. + +As part of this maneuver, you can move up to double your speed and trample your opponents. You can enter the space of any creature of your size category or smaller. If you enter and occupy the space occupied by such a creature, it takes damage equal to 2d6 + 1 1/2 times your Str bonus (if any). +You can deal trampling damage to a creature only once per round, no matter how many times you move into or through its space.</entry> + <entry id="52883" lang="en" sex="m">Mountain Hammer</entry> + <entry id="52884" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 2, Swordsage 2, Warblade 2 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +Like a falling avalanche, you strike with the weight and fury of the mountain. + +You make a single attack against an enemy. If this attack his, you ignore all DR and do an extra 2d6 damage.</entry> + <entry id="52885" lang="en" sex="m">Mountain Tombstone Strike</entry> + <entry id="52886" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 9, swordsage 9, warblade 9 +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature + +You slam into your foe, turning bones into dust and muscle into bloody pulp. Your foe's body is left a crippled, twisted mockery. + +Your attack causes damage to the structure of your foe's body. As part of this maneuver, you make a single melee attack. If this attack hits, you deal 2d6 points of Constitution damage in addition to your normal damage.</entry> + <entry id="52887" lang="en" sex="m">Overwhelming Mountain Strike</entry> + <entry id="52888" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 4, Swordsage 4, Warblade 4 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature +Duration: 1 round +Save: Fortitude Partial; see text + +Your mighty strike temporarily disorients your opponent, costing him precious seconds as he shakes off the attack. + +You make a single attack against an enemy. If this attack his, you do an extra 2d6 damage. If the target fails a Fortitude save vs 14 + Strength modifier, it is slowed.</entry> + <entry id="52889" lang="en" sex="m">Roots Of The Mountain</entry> + <entry id="52890" lang="en" sex="m">Stone Dragon (Stance) +Level: Crusader 3, Swordsage 3, Warblade 3 +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +You crouch and set your feet flat on the ground, rooting yourself to the spot you stand. Nothing can move you from this place. + +You gain a +10 bonus to resist being grappled, tripped, overrun, or bull rushed. Any creature that attempts to move past you gains a -10 penalty to Tumble, and you gain DR 2/-. +This stance ends if you move more than 5 feet for any reason.</entry> + <entry id="52891" lang="en" sex="m">Stone Bones</entry> + <entry id="52892" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 1, Swordsage 1, Warblade 1 +Initiation Action: 1 Standard Action +Range: Personal +Target: You +Duration: 1 round + +You focus your energy to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack. + +You gain DR 5/adamantium (+5) for 1 round.</entry> + <entry id="52893" lang="en" sex="m">Stone Dragon's Fury</entry> + <entry id="52894" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 3, Swordsage 3, Warblade 3 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +With a mighty war cry, you slam your weapon into a slight crack or other fault in an object. The object shudders for a moment before it collapses into broken shards. + +You deal an extra 4d6 damage to objects or constructs with this strike.</entry> + <entry id="52895" lang="en" sex="m">Stone Vise</entry> + <entry id="52896" lang="en" sex="m">Stone Dragon (Strike) +Level: Crusader 2, Swordsage 2, Warblade 2 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature +Saving Throw: Fort partial. + +You make a crushing blow that staggers your opponent, leaving it unable to move. + +Make a single melee attack. If you successfully hit the creature, he takes an additional 1d6 damage. If he fails a Reflex save against 12 + your Strength modifier, he cannot move for one round.</entry> + <entry id="52897" lang="en" sex="m">Stonefoot Stance</entry> + <entry id="52898" lang="en" sex="m">Stone Dragon (Stance) +Level: Crusader 1, Swordsage 1, Warblade 1 +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. + +You gain a +2 bonus on Strength checks, and a +2 AC bonus against creatures larger than you. This stance ends if you move more than 5 feet for any reason.</entry> + <entry id="52899" lang="en" sex="m">White Raven Tactics</entry> + <entry id="52900" lang="en" sex="m">White Raven (Boost) +Level: Crusader 3, Warblade 3 +Initiation Action: 1 Swift Action +Range: 10 ft. +Target: One ally + +You can inspire your allies to astounding feats of martial prowess With a few short orders, you cajole them into seizing the initiative and driving back the enemy. + +Your ally gets to go again this turn. You cannot target yourself with this maneuver.</entry> + <entry id="52901" lang="en" sex="m">White Raven Strike</entry> + <entry id="52902" lang="en" sex="m">White Raven (Strike) +Level: Crusader 4, Warblade 4 +Prerequisite: One White Raven maneuver +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +Your eye for tactics allows you to notice an enemy's weak points and attack them with a mighty blow. + +You make an attack that deals 4d6 extra damage. If it connects, is flatfooted for one round.</entry> + <entry id="52903" lang="en" sex="m">Leading the Charge</entry> + <entry id="52904" lang="en" sex="m">White Raven (Stance) +Level: Crusader 1, Warblade 1 +Initiation Action: 1 Swift Action +Range: 60ft. +Area: 60 ft radius centred on you. +Duration: Stance. + +You fire the confidence and martial spirit of your allies, giving them the energy and bravery needed to make a devastating charge against your enemies. + +All allies gain a +1 damage bonus on charge attacks per initiator level.</entry> + <entry id="52905" lang="en" sex="m">Strength Of Stone</entry> + <entry id="52906" lang="en" sex="m">Stone Dragon (Stance) +Level: Crusader 8, swordsage 8, warblade 8 +Prerequisite: Three Stone Dragon maneuvers +Initiation Action: 1 swift action +Range: Personal +Target: You +Duration: Stance + +You enter an impenetrable defensive stance, making it almost impossible for an attack to strike you in a vulnerable area. + +While you are in this stance, you focus your efforts on preventing any devastating attacks from penetrating your defenses. You are immune to critical hits while you are in this stance. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.</entry> + <entry id="52907" lang="en" sex="m">Blood In The Water</entry> + <entry id="52908" lang="en" sex="m">Tiger Claw (Stance) +Level: Swordsage 1, Warblade 1 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +The smell of blood drives you into a fury. As you slash into your foe, each fresh wound you inflict spurs you onward. + +Whenever you successfully critical hit a creature, you gain a +1 Attack and Damage bonus for one minute.</entry> + <entry id="52909" lang="en" sex="m">Claw At The Moon</entry> + <entry id="52910" lang="en" sex="m">Tiger Claw (Strike) +Level: Swordsage 2, Warblade 2 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +You leap into the air, catching your foe off guard as you slice down into him. + +Make a jump check with a DC equal to the target's AC. If it succeeds, you deal an extra 2d6 damage on your attack. If it fails, you deal damage normally.</entry> + <entry id="52911" lang="en" sex="m">Dancing Mongoose</entry> + <entry id="52912" lang="en" sex="m">Tiger Claw (Boost) +Level: Swordsage 5, warblade 5 +Prerequisite: Two Tiger Claw maneuvers +Initiation Action: 1 swift action +Range: Personal +Target: You +Duration: 1 turn + +You sing your weapons about you in a blur of speed, making a series of devastating attacks in the space of a single breath. + +You make a flurry of deadly attacks. After initiating this boost, you can make one additional attack with each weapon you wield (to a maximum of two extra attacks if you wield two or more weapons). These extra attacks are made at your highest attack bonus for each of your respective weapons. All of these attacks must be directed against the same opponent.</entry> + <entry id="52913" lang="en" sex="m">Death From Above</entry> + <entry id="52914" lang="en" sex="m">Tiger Claw (Strike) +Level: Swordsage 4, Warblade 4 +Prerequisite: One Tiger Claw maneuver +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +With a war cry, you leap into the air and lift your weapon high overhead. As you arc downward, your weight and momentum lend bone-crushing force to your attack. + +Make a jump check vs DC 20. If you succeed, your target is flatfooted versus the attack, deal 4d6 damage and land within 20' of your opponent. Otherwise, perform only a normal attack.</entry> + <entry id="52915" lang="en" sex="m">Feral Death Blow</entry> + <entry id="52916" lang="en" sex="m">Tiger Claw (Strike) +Level: Swordsage 9, warblade 9 +Prerequisite: Four Tiger Claw maneuvers +Initiation Action: 1 full round action +Range: Melee attack +Target: One creature +Saving Throw: Fortitude partial + +With a primal howl, you leap into the air and land on your opponent, hacking and clawing at his neck. + +To use this maneuver, you must be adjacent to your intended target. As part of this maneuver make a Jump check with a DC equal to your opponent's AC. If the check succeeds, you can then make a single melee attack against your foe, also as part of this maneuver. The target is considered flat-footed against this attack. If your attack deals damage, your target must attempt a Fortitude save (DC19 + your Str modifier). If this save fails, your target is instantly slain (his hit points drop to -10). If the save is successful, you deal an extra 20d6 points of damage to the target in addition to your normal weapon damage. Creatures immune to critical hits are immune to the death effect of this strike. +If your Jump check fails, you can make a singe attack normally. The maneuver is still considered expended.</entry> + <entry id="52917" lang="en" sex="m">Flesh Ripper</entry> + <entry id="52918" lang="en" sex="m">Tiger Claw (Strike) +Level: Swordsage 3, Warblade 3 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature +Duration: 1 round +Save: Fortitude Partial; see text + +With a mixture of careful precision and animal savagery, you tear into a foe to produce jagged wounds that overwhelm him with pain. + +If the target fails a Fortitude save vs 13 + Strength modifier, he takes a -4 penalty to attacks and AC.</entry> + <entry id="52919" lang="en" sex="m">Fountain Of Blood</entry> + <entry id="52920" lang="en" sex="m">Tiger Claw (Boost) +Level: Swordsage 4, Warblade 4 +Prerequisite: Two Tiger Claw maneuvers +Initiation Action: 1 Swift Action +Range: 30 ft. +Area: 30 ft burst. +Duration: 1 minute +Saving Throw: Will partial; see text + +With a war cry, you leap into the air and lift your weapon high overhead. As you arc downward, your weight and momentum lend bone-crushing force to your attack. + +You strike a foe with less than 10 hit points for an additional 1d6, causing all creatures within the area to make a will save or be shaken for one minute.</entry> + <entry id="52921" lang="en" sex="m">Girallon Windmill Flesh Rip</entry> + <entry id="52922" lang="en" sex="m">Tiger Claw (Boost) +Level: Swordsage 8, warblade 8 +Prerequisite: Three Tiger Claw maneuvers +Initiation Action: 1 swift action +Range: Melee attack +Target: One or more creatures +Duration: 1 round + +Windmilling your arms in a furious blur, you strike your perplexed enemy from two directions at once, rending his flesh with each strike. + +You must initiate this maneuver before making any attacks in the current round, and you must have two weapons equipped. If you strike an opponent multiple times during your turn, you also deal rend damage. This damage is based on the number of times you strike your opponent during your turn (see the table below). Determine the rend damage dealt immediately after you make your last attack for your turn. +If you attack multiple opponents during your turn, you gain this extra damage against each of them. A creature takes rend damage based on the number of attacks that hit it, not the number of successful attacks you make. For example, if you hit a fire giant three times and an evil cleric twice during your turn, the fire giant takes rend damage for three attacks and the cleric takes rend damage for two attacks. + +Successful Attacks Rend Damage + +2 8d6 +3 10d6 +4 12d6 +5 14d6 +6 16d6 +7 18d6 +8+ 20d6 </entry> + <entry id="52923" lang="en" sex="m">Hamstring Attack</entry> + <entry id="52924" lang="en" sex="m">Tiger Claw (Strike) +Level: Swordsage 7, warblade 7 +Prerequisite: Three Tiger Claw maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature +Saving Throw: Fortitude half +Duration: 1 minute + +You slice into your opponent's legs, leaving him hobbled and stumbling about. + +As part of this maneuver, you make a single melee attack. If this attack hits, it deals damage as normal. In addition, the target takes 1d8 points of Dexterity damage and a -10 foot penalty to speed for 1 minute. A successful Fortitude save (DC 17 + your Str modifier) halves both the Dexterity damage and the speed penalty.</entry> + <entry id="52925" lang="en" sex="m">Hunter's Sense</entry> + <entry id="52926" lang="en" sex="m">Tiger Claw (Stance) +Level: Swordsage 1, Warblade 1 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness becomes clear to you. + +You gain the scent ability.</entry> + <entry id="52927" lang="en" sex="m">Leaping Dragon Stance</entry> + <entry id="52928" lang="en" sex="m">Tiger Claw (Stance) +Level: Swordsage 3, Warblade 3 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +Even when you are trapped in tight quarters and seemingly unable to move, a leap can send you flying gracefully through the air + +You gain a +10 bonus on jump checks, and always count as if you are running.</entry> + <entry id="52929" lang="en" sex="m">Pouncing Charge</entry> + <entry id="52930" lang="en" sex="m">Tiger Claw (Strike) +Level: Swordsage 5, Warblade 5 +Prerequisite: Two Tiger Claw maneuvers +Initiation Action: 1 Full-round action +Range: Personal +Target: You + +With the roar of a wild beast, you throw yourself into the fray. Your weapons are little more than a blur as you hack at your foe with feral speed. + +You charge your foe, but instead of performing a single attack at the end of the charge, you perform a full attack.</entry> + <entry id="52931" lang="en" sex="m">Prey On The Weak</entry> + <entry id="52932" lang="en" sex="m">Tiger Claw (Stance) +Level: Swordsage 7, warblade 7 +Prerequisite: Two Tiger Claw maneuvers +Initiation Action: 1 swift action +Range: Personal +Target: You +Duration: Stance + +You scythe through weaker foes like a mighty predator turned loose among a herd of prey. + +Whenever an opponent within 10 feet of you drops to -1 or fewer hit points, whether from your attack, an ally's strike, or some other cause, you can immediately make an attack of opportunity against any opponent within your threatened area.</entry> + <entry id="52933" lang="en" sex="m">Rabid Bear Strike</entry> + <entry id="52934" lang="en" sex="m">Tiger Claw (Strike) +Level: Swordsage 6, warblade 6 +Prerequisite: Two Tiger Claw maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature + +With a ferocious roar, you leap upon your enemy like a wild beast, slamming your weapon into her with a madman's fury. + +You focus your primal fury into a single attack, laying an opponent low with a mighty blow that splinters bones and shatters steel. As part of this maneuver, you make a single melee attack. You gain a +4 bonus on this attack roll and deal an extra 10d6 points of damage. After completing this maneuver, you take a -4 penalty to AC until the start of your next turn.</entry> + <entry id="52935" lang="en" sex="m">Rabid Wolf Strike</entry> + <entry id="52936" lang="en" sex="m">Tiger Claw (Strike) +Level: Swordsage 2, Warblade 2 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creatures + +You foam at the mouth and scream in rage as you make a powerful attack against your enemy. You set aside all thoughts of defense as you lunge forward. + +Make a single attack with a +4 bonus on the attack roll, and +2d6 damage. You take a -4 penalty to AC for the rest of the round.</entry> + <entry id="52937" lang="en" sex="m">Raging Mongoose</entry> + <entry id="52938" lang="en" sex="m">Tiger Claw (Boost) +Level: Swordsage 8, warblade 8 +Prerequisite: Three Tiger Claw maneuvers +Initiation Action: 1 swift action +Range: Personal +Target: You +Duration: End of turn + +You unleash a ferocious volley of attacks, setting aside all thoughts of caution and self-control. + +You make a flurry of deadly attacks. After initiating this boost, you can make two additional attacks with each weapon you wield (to a maximum of four extra attacks if you wield two or more weapons). These extra attacks are made at your highest attack bonus for each of your respective weapons. You direct these attacks at one foe.</entry> + <entry id="52939" lang="en" sex="m">Soaring Raptor Strike</entry> + <entry id="52940" lang="en" sex="m">Tiger Claw (Strike) +Level: Swordsage 3, Warblade 3 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +You leap into the air, catching a larger opponent by surprise as you jump over its defenses to plunge your weapon into the crown of its head. + +Make a jump check with a DC equal to the target's AC. If it succeeds, you deal an extra 6d6 damage on your attack, and attack with a +4 bonus. If it fails, you do not attack. +This must be used on a creature larger than you are.</entry> + <entry id="52941" lang="en" sex="m">Sudden Leap</entry> + <entry id="52942" lang="en" sex="m">Tiger Claw (Boost) +Level: Swordsage 1, Warblade 1 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Instantaneous. + +You leap to a new position in the blink of an eye, leaving your opponents baffled. + +You jump as a swift action.</entry> + <entry id="52943" lang="en" sex="m">Swooping Dragon Strike</entry> + <entry id="52944" lang="en" sex="m">Tiger Claw (Strike) +Level: Swordsage 7, warblade 7 +Prerequisite: Three Tiger Claw maneuvers +Initiation Action: 1 standard action +Range: Melee attack +Target: One creature +Saving Throw: Fortitude partial + +Like a dragon you swoop down upon you foe and let loose with a devastating attack. You leap over her and, as you soar through the air, unleash a devastating volley of attacks. + +As part of this maneuver, you attempt a Jump check to leap over your target. The result of this Jump check must be sufficient to allow you to move through an opponent's space and over her. If you fail the Jump check needed to jump over your foe, you provoke attacks of opportunity for the distance you jump, if applicable. If your jump was too short to clear your opponent but far enough that you would land in a space she occupies, you land adjacent to your opponent in the square closest to your starting square. +If your check is insufficient to jump over your target, you can also make a single attack against your foe with no special benefits or penalties, as long as your target is within reach. If the check succeeds, you do not provoke attacks of opportunity for leaving threatened squares during your jump. Your foe loses her Dexterity bonus to AC against your melee attack. This attack deals an extra 10d6 points of damage, and the target must succeed on a Fortitude save (DC equal to your Jump check result) or be stunned for 1 round.</entry> + <entry id="52945" lang="en" sex="m">Wolf Climbs The Mountain</entry> + <entry id="52946" lang="en" sex="m">Tiger Claw (Strike) +Level: Swordsage 6, warblade 6 +Prerequisite: Two Tiger Claw maneuvers +Initiation Action: 1 full-round action +Range: Melee attack +Target: One creature + +You slip between a larger foe's legs and strike its exposed side. You then cover in the shadow of your enemy's bulk. + +You can use this maneuver only against an opponent of a size category larger than yours. As part of the maneuver, you enter your target's space without provoking an attack of opportunity. You can then attack your target as part of this maneuver. Your attack deals an extra 5d6 points of damage. You remain within your opponent's space after you complete this maneuver. You gain cover against all attacks until the end of the round, including those made by the target. </entry> + <entry id="52947" lang="en" sex="m">Wolf Fang Strike</entry> + <entry id="52948" lang="en" sex="m">Tiger Claw (Strike) +Level: Swordsage 1, Warblade 1 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +You lash out in a blur of movement with two weapons, hacking into your foe with a combination of feral strength and speed. + +You attack with both weapons against a single foe at a -2 penalty. +You must fight with two weapons to use this maneuver. </entry> + <entry id="52949" lang="en" sex="m">Wolf Pack Tactics</entry> + <entry id="52950" lang="en" sex="m">Tiger Claw (Stance) +Level: Swordsage 8, Warblade 8 +Prerequisite: Two Tiger Claw maneuvers +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +With each stinging attach that connects against a foe, you slip around him, using the distraction provided by your attacks to prevent him from hindering your movement. + +While you are in this stance, you gain a 5 foot bonus to movement for every successful attack, up to a maximum of 30 feet. This bonus applies the round after the hits strike.</entry> + <entry id="52951" lang="en" sex="m">Wolverine Stance</entry> + <entry id="52952" lang="en" sex="m">Tiger Claw (Stance) +Level: Swordsage 3, Warblade 3 +Initiation Action: 1 Swift Action +Range: Personal. +Target: You. +Duration: Stance. + +Like a cornered wolverine, you fight with unmatched ferocity and rage when your opponents force you into close quarters. + +You may use any weapon in a grapple, and do not take the -4 penalty to attack. If grappling a foe larger than you, you gain a +4 damage bonus.</entry> + <entry id="52953" lang="en" sex="m">Battle Leader's Charge</entry> + <entry id="52954" lang="en" sex="m">White Raven (Strike) +Level: Crusader 2, Warblade 2 +Initiation Action: 1 Full-round Action +Range: Melee Attack +Target: One Creature + +You lead from the front, charging your enemies so that your allies can follow in your wake. + +You charge your opponent, dealing an extra 10 damage if you hit. You take no +AoOs from the movement.</entry> + <entry id="52955" lang="en" sex="m">Bolstering Voice</entry> + <entry id="52956" lang="en" sex="m">White Raven (Stance) +Level: Crusader 1, Warblade 1 +Initiation Action: 1 Swift Action +Range: 60ft. +Area: 60 ft radius centred on you. +Duration: Stance. + +Your clarion voice strengthens the will of your comrades. So long as you remain on the field of battle, your allies are strengthened against attacks and effects that seek to subvert their willpower. + +All allies gain a +2 Will save bonus.</entry> + <entry id="52957" lang="en" sex="m">Clarion Call</entry> + <entry id="52958" lang="en" sex="m">White Raven (Boost) +Level: Crusader 7, Warblade 7 +Prerequisite: Three White Raven maneuvers +Initiation Action: 1 swift Action +Range: 60 ft. +Area: 60 ft radius. + +As you defeat an opponent, you shout a battle cry that inspires one of your allies to renew his efforts. + +If you kill a foe with a melee attack this round, all allies in range +gain a single extra attack in their next round.</entry> + <entry id="52959" lang="en" sex="m">Covering Strike</entry> + <entry id="52960" lang="en" sex="m">White Raven (Strike) +Level: Crusader 4, Warblade 4 +Prerequisite: One White Raven maneuver +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature +Duration: 3 rounds. + +You make a ferocious series of attacks at your enemies, forcing them on the defensive and buying your allies critical seconds needed to slip past them unharmed. + +If your strike hits, your target suffers a -4 penalty to attacks and attacks you.</entry> + <entry id="52961" lang="en" sex="m">Douse The Flames</entry> + <entry id="52962" lang="en" sex="m">White Raven (Strike) +Level: Crusader 1, Warblade 1 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +You strike your enemy with a resounding blow, capturing his attention. As he turns to look, you let loose a string of oaths, challenges, and taunts that force him to focus his attention on you. + +If your strike hits, your target suffers a -2 penalty to attacks and attacks you.</entry> + <entry id="52963" lang="en" sex="m">Flanking Maneuver</entry> + <entry id="52964" lang="en" sex="m">White Raven (Strike) +Level: Crusader 5, Warblade 5 +Prerequisite: Two White Raven maneuvers +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +Your keen leadership grants you and your allies a sudden advantage in combat. When you flank an opponent, you attack in such a way as to maximize your allies's openings. By the same token, your friends's ferocious, accurate attacks give you multiple opportunities to pierce your foe's defenses. + +If you strike your foe and are flanking him, all allies in melee range and flanking your foe make a single attack against the struck creature.</entry> + <entry id="52965" lang="en" sex="m">Leading The Attack</entry> + <entry id="52966" lang="en" sex="m">White Raven (Strike) +Level: Crusader 1, Warblade 1 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor. + +If your strike hits, your target suffers a -4 penalty to AC.</entry> + <entry id="52967" lang="en" sex="m">Lion's Roar</entry> + <entry id="52968" lang="en" sex="m">White Raven (Boost) +Level: Crusader 3, Warblade 3 +Initiation Action: 1 Swift Action +Range: 60' +Target: You +Duration: 1 Round + +You unleash a sudden battle roar as your mighty blows fell an enemy. Inspired by your example, your allies fight with renewed energy and determination. + +All allies within range gain a +5 damage bonus.</entry> + <entry id="52969" lang="en" sex="m">Order Forged From Chaos</entry> + <entry id="52970" lang="en" sex="m">White Raven (Boost) +Level: Crusader 6, Warblade 6 +Prerequisite: Two White Raven maneuvers +Initiation Action: 1 Standard Action +Range: 30 ft. +Area: 30 ft radius. + +You bark a series of stern orders, directing your comrades to shift formation. The power of your presence is such that they obey without consciously thinking about it. + +All allies within range double their movement speed for one round.</entry> + <entry id="52971" lang="en" sex="m">Press The Advantage</entry> + <entry id="52972" lang="en" sex="m">White Raven (Stance) +Level: Crusader 5, Warblade 5 +Prerequisite: Two White Raven Maneuvers +Initiation Action: 1 Swift Action +Range: Personal +Target: You +Duration: Stance + +You shift across the battlefield, timing your movements precisely to avoid any attacks from your foe. + +You gain a 5 foot increase to your land speed.</entry> + <entry id="52973" lang="en" sex="m">Swarm Tactics</entry> + <entry id="52974" lang="en" sex="m">White Raven (Stance) +Level: Crusader 5, Warblade 5 +Prerequisite: One White Raven maneuver +Initiation Action: 1 Swift Action +Range: 10 ft. +Area: 10 ft. +Duration: Stance. + +Your quick directions enable close teamwork between you and an ally. At your urging, your allies seize the initiative and work in close coordination with you to defeat an enemy. + +Any creature you threaten takes a -5 penalty to armour class.</entry> + <entry id="52975" lang="en" sex="m">Swarming Assault</entry> + <entry id="52976" lang="en" sex="m">White Raven (Strike) +Level: Crusader 7, Warblade 7 +Prerequisite: Three White Raven maneuvers +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +You attack an opponent with brutal force, ruining his defenses. As you strike you call out sharp commands to your allies, spurring them to action and allowing them to take advantage of the opening. + +If you strike your foe, all allies in melee range make a single attack against the struck creature.</entry> + <entry id="52977" lang="en" sex="m">Tactical Strike</entry> + <entry id="52978" lang="en" sex="m">White Raven (Strike) +Level: Crusader 2, Warblade 2 +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature + +Your skill at arms and overwhelming power force your opponent to falter at a fatal moment. As the foe attempts to recover your devastating strike, your allies rush in to finish what you have started. + +Make a single melee attack. If you successfully hit the creature, all allies gain a 5' boost to movement speed for one round.</entry> + <entry id="52979" lang="en" sex="m">Tactics Of The Wolf</entry> + <entry id="52980" lang="en" sex="m">White Raven (Stance) +Level: Crusader 3, Warblade 3 +Initiation Action: 1 Swift Action +Range: 10ft. +Area: 10 ft radius centred on you. +Duration: Stance. + +You shout orders that help coordinate your allies' efforts. They harass their enemies, shield each other from attacks. and otherwise maximize the support they lend to each other. + +All allies gain a bonus while flanking equal to +1/2 per your initiator level. </entry> + <entry id="52981" lang="en" sex="m">War Leader's Charge</entry> + <entry id="52982" lang="en" sex="m">White Raven (Strike) +Level: Crusader 6, Warblade 6 +Prerequisite: Two White Raven maneuvers +Initiation Action: 1 Full-round Action +Range: Melee Attack +Target: One Creature + +You summon a great fury within your lungs, releasing it in a titantic shout as you charge forward. Your reckless move startles your foes and puts greater force behind your attack. + +You charge your opponent, dealing an extra 35 damage if you hit. You take no AoOs from the movement.</entry> + <entry id="52983" lang="en" sex="m">War Master's Charge</entry> + <entry id="52984" lang="en" sex="m">White Raven (Strike) +Level: Crusader 9, Warblade 9 +Prerequisite: Four White Raven maneuvers +Initiation Action: 1 full-round action +Range: Melee Attack; see text +Target: One Creature; see text + +With a great battle cry, you lead your allies in a devastating charge. Fired by your commanding presence and deftly lead by your supreme grasp of tactics, you and your allies form an unstoppable wedge. + +You and all melee allies within 30 feet of you charge the target. All those who attack gain a +2 bonus to attack per ally charging. You deal an extra 50 damage, and your allies deal an extra 25. If you strike the foe, he is stunned for one round. Your and your allies do not block one another while charging.</entry> + <entry id="52985" lang="en" sex="m">This feat opens the spellbook for this class. This is a conversation and feat driven version of the normal spellbook. Instead of appearing on the spell radial, they will appear on the class radial instead. Also, you may be able to use the spell after you have cast all your uses. No spell will result, but you will spend a round trying to cast it.</entry> + <entry id="52986" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 9 +Innate Level: 9 +School: Evocation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Long +Area of Effect / Target: Single +Duration: 1 round / level +Additional Counter Spells: +Save: Fortitude +Spell Resistance: Yes + +A giant hand appears and attacks the target. If it hits and succeeds in a grapple check (d20 + bab + strength modifier + size modifier), the target is held fast for the duration of the spell and suffers 2d6+12 points of damage each round.</entry> + <entry id="52987" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 7 +Innate Level: 7 +School: Evocation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Long +Area of Effect / Target: Single +Duration: 1 round / level +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +A giant hand appears and attacks the target. If the hand hits and succeeds in a grapple check (d20 + bab + strength modifier + size modifier) the opponent will be held for the duration of the spell.</entry> + <entry id="52988" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 5 +Innate Level: 5 +School: Evocation +Descriptor(s): Fire +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Colossal +Duration: Instant +Additional Counter Spells: +Save: Reflex 1/2 +Spell Resistance: Yes + +Masses of flame (one per caster level) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level (max 15d6).</entry> + <entry id="52989" lang="en" sex="m">Caster Level(s): Cleric 8, Druid 9 +Innate Level: 8 +School: Evocation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Long +Area of Effect / Target: 80 ft. radius +Duration: 1 round +Additional Counter Spells: +Save: Reflex +Spell Resistance: No + +When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The earthquake affects all terrain, vegetation, structures, and creatures in the area. + +Each creature standing in the area must always make a DC 15 Reflex save or fall down. Additional effects of an earthquake spell depend on the nature of the terrain where it is cast. + +Open Ground: Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures trapped within. + +Cave, Cavern, or Tunnel; Structure: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the falling rubble (Reflex DC 15 half ).</entry> + <entry id="52990" lang="en" sex="m">Caster Level(s): Druid 8 +Innate Level: 8 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Long +Area of Effect / Target: Huge +Duration: Instant +Additional Counter Spells: +Save: Reflex 1/2 +Spell Resistance: Yes + +Rocks fall from the sky, causing 1d8 points of damage per caster level (to a maximum of 20d8) to all enemies in the area.</entry> + <entry id="52991" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 1 +Innate Level: 1 +School: Abjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Personal +Area of Effect / Target: Caster +Duration: 1 turn / level +Additional Counter Spells: +Save: None +Spell Resistance: No + +The caster gains a +4 shield bonus to AC. As well, the caster is immune to the spell magic missile for the duration of the shield.</entry> + <entry id="52992" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 9 +Innate Level: 9 +School: Transmutation +Descriptor(s): +Component(s): Verbal +Range: Personal +Area of Effect / Target: Caster +Duration: 1d4+1 rounds. +Additional Counter Spells: +Save: None +Spell Resistance: No + +The caster is able to defy the sands of time, casting spells, moving about, and attacking normally while the rest of the world appears suspended, as if in stasis.</entry> + <entry id="52993" lang="en" sex="m">Caster Level(s): Cleric 8, Druid 9 +Innate Level: 8 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Large +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +All allies within the area of effect are restored 10 points per caster level (to a maximum of 150 points at 15th level). Healing spells have a reverse effect on undead, harming instead of healing them.</entry> + <entry id="52994" lang="en" sex="m">Caster Level(s): Bard 1, Wizard / Sorcerer 1 +Innate Level: 1 +School: Conjuration +Descriptor(s): Force +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: 1 Hour / Level +Additional Counter Spells: +Save: Harmless +Spell Resistance: No + +The selected target gains +4 armor bonus to AC.</entry> + <entry id="52995" lang="en" sex="m">Caster Level(s): Cleric 6, Druid 7 +Innate Level: 6 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: Harm +Save: None +Spell Resistance: Yes + +The target of Heal is restored by 10 points per caster level (to a maximum of 150 points at 15th level). Healing spells have a reverse effect when used on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.</entry> + <entry id="52996" lang="en" sex="m">Caster Level(s): Cleric 6, Druid 7 +Innate Level: 6 +School: Necromancy +Descriptor(s): Negative +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: Heal +Save: None +Spell Resistance: Yes + +If the caster makes a successful melee touch attack, Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target's hit points to less than 1. This spell has a reverse effect on undead, healing the targeted undead instead of harming it.</entry> + <entry id="52997" lang="en" sex="m">Caster Level(s): Cleric 7 +Innate Level: 7 +School: Necromancy +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: Harmless +Spell Resistance: No + +Greater Restoration removes most temporary and all permanent negative effects from the target character, including level drain. It does not remove negative mental effects or the effects of reduced movement speed. It also heals the target creature 10 per caster level (to a maximum of 250 points). </entry> + <entry id="52998" lang="en" sex="m">Caster Level(s): Bard 5, Cleric 6, Druid 6, Wizard / Sorcerer 6 +Innate Level: 6 +School: Abjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Single or Colossal +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +Greater Dispelling attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20, +1 per caster level (to a maximum of +20) against a DC of 11 + the spell effect's caster level.</entry> + <entry id="52999" lang="en" sex="m">Caster Level(s): Cleric 1 +Innate Level: 1 +School: Enchantment +Descriptor(s): Mind-Affecting +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Single +Duration: 1 Turn / Level +Additional Counter Spells: Bless +Save: Will Negates +Spell Resistance: Yes + +The target creature receives a -2 modifier to all attack rolls, damage rolls, saving throws, ability checks and skill checks.</entry> + <entry id="53000" lang="en" sex="m">Acid Orb</entry> + <entry id="53001" lang="en" sex="m">Caster Level(s): Sorc/Wiz 4 +Innate Level: 4 +School: Evocation +Descriptor(s): Acid +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Single. +Duration: Instant +Additional Counter Spells: +Save: Fort +Spell Resistance: No +The caster targets a single creature with acid orb. The orb deals 1d6/lvl dmg (max 15d6), and stunning the target for 1 round on a failed save. +</entry> + <entry id="53002" lang="en" sex="m">Cold Orb</entry> + <entry id="53003" lang="en" sex="m">Caster Level(s): Sorc/Wiz 4 +Innate Level: 4 +School: Evocation +Descriptor(s): Cold +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: Fort +Spell Resistance: No +The caster targets a single creature with cold orb. The orb deals 1d6/lvl dmg (max 15d6), blinding the target for 1 round on a failed save. +</entry> + <entry id="53004" lang="en" sex="m">Electric Orb</entry> + <entry id="53005" lang="en" sex="m">Caster Level(s): Sorc/Wiz 4 +Innate Level: 4 +School: Evocation +Descriptor(s): Electricity +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Single. +Duration: Instant +Additional Counter Spells: +Save: Fort +Spell Resistance: No +The caster targets a single creature with Lightning orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.</entry> + <entry id="53006" lang="en" sex="m">Fire Orb</entry> + <entry id="53007" lang="en" sex="m">Caster Level(s): Sorc/Wiz 4 +Innate Level: 4 +School: Evocation +Descriptor(s): Fire +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: Fort +Spell Resistance: No +The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save. +</entry> + <entry id="53008" lang="en" sex="m">Sonic Orb</entry> + <entry id="53009" lang="en" sex="m">Caster Level(s): Sorc/Wiz 4 +Innate Level: 4 +School: Evocation +Descriptor(s): Sonic +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: Fort +Spell Resistance: No +The caster targets a single creature with sonic orb. The orb deals 1d6/lvl dmg (max 15d6), deafening the target for 1 round on a failed save. +</entry> + <entry id="53010" lang="en" sex="m">Ice Burst</entry> + <entry id="53011" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 3 +Innate Level: 3 +School: Evocation +Descriptor(s): Cold +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Colossal +Duration: Instant +Additional Counter Spells: +Save: Reflex half +Spell Resistance: Yes + +A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.</entry> + <entry id="53012" lang="en" sex="m">Acid Storm</entry> + <entry id="53013" lang="en" sex="m">Caster Level(s): Sorc/Wiz 6 +Innate Level: 6 +School: Evocation +Descriptor(s): Acid +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Huge +Duration: Instant +Additional Counter Spells: +Save: Reflex 1/2 +Spell Resistance: Yes +The caster cause acid to rain. The acid deals 1d6/lvl dmg (max 15d6)</entry> + <entry id="53014" lang="en" sex="m">Mass Hold Person</entry> + <entry id="53015" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 7 +Innate Level: 7 +School: Enchantment +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Gargantuan +Duration: 1 Round / Level +Additional Counter Spells: Freedom of Movement +Save: Will Negates +Spell Resistance: Yes + +The target humanoids (up to 1 target / level) are paralyzed for the duration of the spell.</entry> + <entry id="53016" lang="en" sex="m">Mass Hold Monster</entry> + <entry id="53017" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 9 +Innate Level: 9 +School: Enchantment +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Gargantuan +Duration: 1 Round / Level +Additional Counter Spells: Freedom of Movement +Save: Will Negates +Spell Resistance: Yes + +The target monsters (up to 1 / level) are paralyzed for the duration of the spell.</entry> + <entry id="53018" lang="en" sex="m">Burning Bolt</entry> + <entry id="53019" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 1 +Innate Level: 1 +School: Evocation +Descriptor(s): Fire +Component(s): Verbal, Somatic +Range: Long +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each. +</entry> + <entry id="53020" lang="en" sex="m">Blast of Flame</entry> + <entry id="53021" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 4 +Innate Level: 4 +School: Conjuration +Descriptor(s): Fire +Component(s): Verbal, Somatic +Range: Cone, 30ft +Area of Effect / Target: Spell Cone +Duration: Instant +Additional Counter Spells: +Save: Reflex 1/2 +Spell Resistance: Yes + +A cone of fire shoots forth from the caster's hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.</entry> + <entry id="53022" lang="en" sex="m">Disintegrate</entry> + <entry id="53023" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 6 +Innate Level: 6 +School: Transmutation +Descriptor(s): Magic +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: Fortitude partial +Spell Resistance: Yes + +A thin, green ray springs from your pointing finger. + +You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). If hit the target must make a fortitude save. If the save is successful the target still takes 5d6 damage. +</entry> + <entry id="53024" lang="en" sex="m">Mantle of Egregious Might</entry> + <entry id="53025" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 8 +Innate Level: 8 +School: Transmutation +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: 10 minutes / level +Additional Counter Spells: + +You bestow upon a character a scintillating aura around his head, imbuing him with great power. The target receives a +4 luck bonus to AC, attack rolls, saving throws, and all ability scores. +</entry> + <entry id="53026" lang="en" sex="m">Energy Immunity</entry> + <entry id="53027" lang="en" sex="m">Caster Level(s): Cleric 6, Druid 6, Wizard / Sorcerer 7 +Innate Level: 6 +School: Transmutation +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: 24 hours +Additional Counter Spells: + +This spell renders the target immune to one element (acid, cold, electricity, fire, sonic) chosen at casting time. +</entry> + <entry id="53028" lang="en" sex="m">Acid Energy Immunity</entry> + <entry id="53029" lang="en" sex="m">Cold Energy Immunity</entry> + <entry id="53030" lang="en" sex="m">Electricity Energy Immunity</entry> + <entry id="53031" lang="en" sex="m">Fire Energy Immunity</entry> + <entry id="53032" lang="en" sex="m">Sonic Energy Immunity</entry> + <entry id="53033" lang="en" sex="m">Mass Bull's Strength</entry> + <entry id="53034" lang="en" sex="m">Caster Level(s): Bard 6, Cleric 6, Druid 6, Wizard / Sorcerer 6 +Innate Level: 2 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Friendly Creatures in a 20' radius burst +Duration: 1 Hour / Level +Additional Counter Spells: Ray of Enfeeblement +Save: Harmless +Spell Resistance: No + +The target creature's Strength is increased by 1d4+1.</entry> + <entry id="53035" lang="en" sex="m">Mass Cat's Grace</entry> + <entry id="53036" lang="en" sex="m">Caster Level(s): Bard 6, Wizard / Sorcerer 6 +Innate Level: 2 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Friendly Creatures in a 20' radius burst +Duration: 1 Hour / Level +Additional Counter Spells: +Save: Harmless +Spell Resistance: No + +The target creature's Dexterity is increased by 1d4+1.</entry> + <entry id="53037" lang="en" sex="m">Mass Eagle's Splendor</entry> + <entry id="53038" lang="en" sex="m">Caster Level(s): Bard 6, Cleric 6, Wizard / Sorcerer 6 +Innate Level: 2 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Friendly Creatures in a 20' radius burst +Duration: 1 Hour / Level +Additional Counter Spells: +Save: Harmless +Spell Resistance: No + +The target creature's Charisma is increased by 1d4+1.</entry> + <entry id="53039" lang="en" sex="m">Mass Endurance</entry> + <entry id="53040" lang="en" sex="m">Caster Level(s): Cleric 6, Wizard / Sorcerer 6 +Innate Level: 2 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Friendly Creatures in a 20' radius burst +Duration: 1 Hour / Level +Additional Counter Spells: +Save: Harmless +Spell Resistance: No + +The target creature's Constitution is increased by 1d4+1.</entry> + <entry id="53041" lang="en" sex="m">Mass Fox's Cunning</entry> + <entry id="53042" lang="en" sex="m">Caster Level(s): Bard 6, Cleric 6, Wizard / Sorcerer 6 +Innate Level: 2 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Friendly Creatures in a 20' radius burst +Duration: 1 Hour / Level +Additional Counter Spells: +Save: Harmless +Spell Resistance: No + +The target creature's Intelligence is increased by 1d4+1.</entry> + <entry id="53043" lang="en" sex="m">Mass Owl's Wisdom</entry> + <entry id="53044" lang="en" sex="m">Caster Level(s): Bard 6, Cleric 6, Wizard / Sorcerer 6 +Innate Level: 2 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Friendly Creatures in a 20' radius burst +Duration: 1 Hour / Level +Additional Counter Spells: +Save: Harmless +Spell Resistance: No + +The target creature's Wisdom is increased by 1d4+1.</entry> + <entry id="53045" lang="en" sex="m">Mass Ultravision</entry> + <entry id="53046" lang="en" sex="m">Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4 +Innate Level: 4 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Friendly creatures in a 20' radius burst +Duration: 1 Hour / Level +Additional Counter Spells: +Save: Harmless +Spell Resistance: No + +The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.</entry> + <entry id="53047" lang="en" sex="m">Lower Spell Resistance</entry> + <entry id="53048" lang="en" sex="m">Caster Level(s): Cleric 4, Wizard / Sorcerer 4 +Innate Level: 4 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Short +Area of Effect / Target: Single +Duration: 1 Minute / Level +Additional Counter Spells: +Save: Fortitude Negates +Spell Resistance: No + +This spell reduces the target's spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell's save DC equal to his caster level. +</entry> + <entry id="53049" lang="en" sex="m">Serpent's Sigh</entry> + <entry id="53050" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 3 +Innate Level: 3 +School: Evocation +Descriptor(s): Acid, Cold, Electricity, Fire +Component(s): Verbal, Somatic +Range: Bolt, Short, or Cone, 30ft +Area of Effect / Target: Bolt or Spell Cone +Duration: Instant +Additional Counter Spells: +Save: Reflex 1/2 +Spell Resistance: Yes + +The caster chooses a dragon's breath weapon to emulate, shooting either a bolt of acid, bolt of electricity, cone of acid, cone of cold or cone of fire, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6. The caster takes 1 hit point of damage per hit die of damage dealt.</entry> + <entry id="53051" lang="en" sex="m">Bolt of Acid</entry> + <entry id="53052" lang="en" sex="m">Bolt of Electricity</entry> + <entry id="53053" lang="en" sex="m">Cone of Acid</entry> + <entry id="53054" lang="en" sex="m">Cone of Cold</entry> + <entry id="53055" lang="en" sex="m">Cone of Fire</entry> + <entry id="53056" lang="en" sex="m">Heroism</entry> + <entry id="53057" lang="en" sex="m">Caster Level(s): Bard 2, Wizard / Sorcerer 3 +Innate Level: 2 +School: Enchantment +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Touch +Duration: 10 min / Level +Additional Counter Spells: + +This spell imbues a single target with great bravery. The target gains a +2 bonus on attack rolls, saves, and skill checks.</entry> + <entry id="53058" lang="en" sex="m">Greater Heroism</entry> + <entry id="53059" lang="en" sex="m">Caster Level(s): Bard 5, Wizard / Sorcerer 6 +Innate Level: 5 +School: Enchantment +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Touch +Duration: 1 Turn / Level +Additional Counter Spells: + +This spell imbues a single target with great bravery. The target gains a +4 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20)..</entry> + <entry id="53060" lang="en" sex="m">Mass Cure Light Wounds</entry> + <entry id="53061" lang="en" sex="m">Caster Level(s): Bard 5, Cleric 5, Druid 6 +Innate Level: 5 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Huge, up to 1 Target / Level +Duration: Instant +Additional Counter Spells: Ghoul Touch +Save: Will 1/2 +Spell Resistance: Yes + +The target creatures are healed for 1d8 points of damage, +1 point per caster level (to a maximum of +25). Healing spells have a reverse effect on undead, harming instead of healing them.</entry> + <entry id="53062" lang="en" sex="m">Mass Cure Moderate Wounds</entry> + <entry id="53063" lang="en" sex="m">Caster Level(s): Bard 6, Cleric 6, Druid 7 +Innate Level: 6 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Huge, up to 1 Target / Level +Duration: Instant +Additional Counter Spells: Ghoul Touch +Save: Will 1/2 +Spell Resistance: + +The target creatures are healed for 2d8 points of damage, +1 point per caster level (to a maximum of +30). Healing spells have a reverse effect on undead, harming instead of healing them.</entry> + <entry id="53064" lang="en" sex="m">Mass Cure Serious Wounds</entry> + <entry id="53065" lang="en" sex="m">Caster Level(s): Cleric 7, Druid 8 +Innate Level: 7 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Huge, up to 1 Target / Level +Duration: Instant +Additional Counter Spells: Ghoul Touch +Save: Will 1/2 +Spell Resistance: Yes + +The target creatures are healed for 3d8 points of damage, +1 point per caster level (to a maximum of +35). Healing spells have a reverse effect on undead, harming instead of healing them.</entry> + <entry id="53066" lang="en" sex="m">Mass Cure Critical Wounds</entry> + <entry id="53067" lang="en" sex="m">Caster Level(s): Cleric 8, Druid 9 +Innate Level: 8 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Short +Area of Effect / Target: Huge, up to 1 Target / Level +Duration: Instant +Additional Counter Spells: +Save: Will for 1/2 +Spell Resistance: Yes + +The target creatures are healed of 4d8 points of damage, + 1 point per caster level to a maximum of +40. Healing spells have a reverse effect on undead, harming instead of healing them.</entry> + <entry id="53068" lang="en" sex="m">Righteous Might</entry> + <entry id="53069" lang="en" sex="m">Caster Level(s): Cleric 5 +Innate Level: 5 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Personal +Duration: 1 round / level +Additional Counter Spells: + +This spell imbues the caster with the might of his deity, giving him a +8 Strength bonus, +4 Constitution bonus, +4 bonus to natural armor, and damage reduction. The damage reduction is 5/+2 for casters up to 11th level, 10/+2 for casters from 12th - 14th level, and 15/+2 for casters of 15th level or higher.</entry> + <entry id="53070" lang="en" sex="m">Recitation</entry> + <entry id="53071" lang="en" sex="m">Caster Level(s): Cleric 4 +Innate Level: 4 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Personal +Area of Effect / Target: Colossal, centered on you +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes (for detrimental effects) + +You recite holy scriptures of your deity. All allies (including you) in the area receive a +2 bonus to attack rolls, saving throws, and skill checks. All enemies receive a -2 penalty to attack rolls, saving throws, and skill checks. Creatures who are neither friendly or hostile are unaffected..</entry> + <entry id="53072" lang="en" sex="m">Forceblast</entry> + <entry id="53073" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 3 +Innate Level: 3 +School: Evocation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: +Duration: 1 Turn / Level +Additional Counter Spells: +Save: Reflex 1/2 +Spell Resistance: Yes + +From your hand you project a blast of pure magical force that deals 1d4 points of damage per caster level (maximum 10d4). Creatures of size large or smaller are knocked down if they fail their saving throw.</entry> + <entry id="53074" lang="en" sex="m">Glitterdust</entry> + <entry id="53075" lang="en" sex="m">Caster Level(s): Bard 2, Wizard / Sorcerer 2 +Innate Level: 2 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Large +Duration: 1 Round / Level +Additional Counter Spells: +Save: Will negates blindness +Spell Resistance: No + +A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Any creature covered by the dust suffers a -40 penalty to hide checks.</entry> + <entry id="53076" lang="en" sex="m">Acid Orb (7)</entry> + <entry id="53077" lang="en" sex="m">Acid Orb (15)</entry> + <entry id="53078" lang="en" sex="m">Cold Orb (7)</entry> + <entry id="53079" lang="en" sex="m">Cold Orb (15)</entry> + <entry id="53080" lang="en" sex="m">Electric Orb (7)</entry> + <entry id="53081" lang="en" sex="m">Electric Orb (15)</entry> + <entry id="53082" lang="en" sex="m">Fire Orb (7)</entry> + <entry id="53083" lang="en" sex="m">Fire Orb (15)</entry> + <entry id="53084" lang="en" sex="m">Sonic Orb (7)</entry> + <entry id="53085" lang="en" sex="m">Sonic Orb (15)</entry> + <entry id="53086" lang="en" sex="m">Ice Burst (5)</entry> + <entry id="53087" lang="en" sex="m">Ice Burst (10)</entry> + <entry id="53088" lang="en" sex="m">Acid Storm (11)</entry> + <entry id="53089" lang="en" sex="m">Acid Storm (15)</entry> + <entry id="53090" lang="en" sex="m">Mass Hold Person (13)</entry> + <entry id="53091" lang="en" sex="m">Mass Hold Monster (17)</entry> + <entry id="53092" lang="en" sex="m">Burning Bolt (3)</entry> + <entry id="53093" lang="en" sex="m">Burning Bolt (5)</entry> + <entry id="53094" lang="en" sex="m">Burning Bolt (9)</entry> + <entry id="53095" lang="en" sex="m">Blast of Flame (7)</entry> + <entry id="53096" lang="en" sex="m">Blast of Flame (10)</entry> + <entry id="53097" lang="en" sex="m">Disintegrate (11)</entry> + <entry id="53098" lang="en" sex="m">Mantle of Egregious Might (15)</entry> + <entry id="53099" lang="en" sex="m">Energy Immunity (11)</entry> + <entry id="53100" lang="en" sex="m">Mass Bull's Strength (11)</entry> + <entry id="53101" lang="en" sex="m">Mass Cat's Grace (11)</entry> + <entry id="53102" lang="en" sex="m">Mass Eagle's Splendor (11)</entry> + <entry id="53103" lang="en" sex="m">Mass Endurance (11)</entry> + <entry id="53104" lang="en" sex="m">Mass Fox's Cunning (11)</entry> + <entry id="53105" lang="en" sex="m">Mass Owl's Wisdom (11)</entry> + <entry id="53106" lang="en" sex="m">Mass Ultravision (7)</entry> + <entry id="53107" lang="en" sex="m">Lower Spell Resistance (7)</entry> + <entry id="53108" lang="en" sex="m">Lower Spell Resistance (15)</entry> + <entry id="53109" lang="en" sex="m">Serpent's Sigh (5)</entry> + <entry id="53110" lang="en" sex="m">Serpent's Sigh (10)</entry> + <entry id="53111" lang="en" sex="m">Heroism (3)</entry> + <entry id="53112" lang="en" sex="m">Greater Heroism (9)</entry> + <entry id="53113" lang="en" sex="m">Mass Cure Light Wounds (9)</entry> + <entry id="53114" lang="en" sex="m">Mass Cure Light Wounds (15)</entry> + <entry id="53115" lang="en" sex="m">Mass Cure Light Wounds (20)</entry> + <entry id="53116" lang="en" sex="m">Mass Cure Moderate Wounds (11)</entry> + <entry id="53117" lang="en" sex="m">Mass Cure Moderate Wounds (20)</entry> + <entry id="53118" lang="en" sex="m">Mass Cure Serious Wounds (13)</entry> + <entry id="53119" lang="en" sex="m">Mass Cure Moderate Wounds (20)</entry> + <entry id="53120" lang="en" sex="m">Mass Cure Critical Wounds (15)</entry> + <entry id="53121" lang="en" sex="m">Mass Cure Critical Wounds (20)</entry> + <entry id="53122" lang="en" sex="m">Righteous Might (9)</entry> + <entry id="53123" lang="en" sex="m">Recitation (7)</entry> + <entry id="53124" lang="en" sex="m">Recitation (10)</entry> + <entry id="53125" lang="en" sex="m">Forceblast (5)</entry> + <entry id="53126" lang="en" sex="m">Forceblast (10)</entry> + <entry id="53127" lang="en" sex="m">Glitterdust (3)</entry> + <entry id="53128" lang="en" sex="m">Glitterdust (10)</entry> + <entry id="53129" lang="en" sex="m">Mordenkainen's Magnificent Mansion</entry> + <entry id="53130" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 7 +Innate Level: 7 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Short +Duration: Until used. +Additional Counter Spells: + +You conjure up an extradimensional dwelling that has a single entrance where the spell was cast. The entrance transports you and your entire party to the extradimensional dwelling, those not in your party may not enter. The dwelling and clean and well lit, and provides a place of rest. Whenever anyone leaves the dwelling you are all transported back to the spot where the door was cast. The dwelling lasts until it is used, the door disappears when you exit the dwelling.</entry> + <entry id="53131" lang="en" sex="m">Mordenkainen's Magnificent Mansion (13)</entry> + <entry id="53132" lang="en" sex="m">Lesser Acid Orb</entry> + <entry id="53133" lang="en" sex="m">Caster Level(s): Sorc/Wiz 1 +Innate Level: 1 +School: Conjuration +Descriptor(s): Acid +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Single. +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: No +The caster targets a single creature with an acid orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8). +</entry> + <entry id="53134" lang="en" sex="m">Lesser Acid Orb (3)</entry> + <entry id="53135" lang="en" sex="m">Lesser Acid Orb (9)</entry> + <entry id="53136" lang="en" sex="m">Lesser Cold Orb</entry> + <entry id="53137" lang="en" sex="m">Caster Level(s): Sorc/Wiz 1 +Innate Level: 1 +School: Conjuration +Descriptor(s): Cold +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Single. +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: No +The caster targets a single creature with a cold orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8). +</entry> + <entry id="53138" lang="en" sex="m">Lesser Cold Orb (3)</entry> + <entry id="53139" lang="en" sex="m">Lesser Cold Orb (9)</entry> + <entry id="53140" lang="en" sex="m">Lesser Electric Orb</entry> + <entry id="53141" lang="en" sex="m">Caster Level(s): Sorc/Wiz 1 +Innate Level: 1 +School: Conjuration +Descriptor(s): Electricity +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Single. +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: No +The caster targets a single creature with an electric orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8). +</entry> + <entry id="53142" lang="en" sex="m">Lesser Electric Orb (3)</entry> + <entry id="53143" lang="en" sex="m">Lesser Electric Orb (9)</entry> + <entry id="53144" lang="en" sex="m">Lesser Fire Orb</entry> + <entry id="53145" lang="en" sex="m">Caster Level(s): Sorc/Wiz 1 +Innate Level: 1 +School: Conjuration +Descriptor(s): Fire +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Single. +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: No +The caster targets a single creature with a fire orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8). +</entry> + <entry id="53146" lang="en" sex="m">Lesser Fire Orb (3)</entry> + <entry id="53147" lang="en" sex="m">Lesser Fire Orb (9)</entry> + <entry id="53148" lang="en" sex="m">Lesser Sonic Orb</entry> + <entry id="53149" lang="en" sex="m">Caster Level(s): Sorc/Wiz 1 +Innate Level: 1 +School: Conjuration +Descriptor(s): Sonic +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Single. +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: No +The caster targets a single creature with a sonic orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8). +</entry> + <entry id="53150" lang="en" sex="m">Lesser Sonic Orb (3)</entry> + <entry id="53151" lang="en" sex="m">Lesser Sonic Orb (9)</entry> + <entry id="53152" lang="en" sex="m">Baleful Transposition</entry> + <entry id="53153" lang="en" sex="m">Caster Level(s): Sorc/Wiz 2 +Innate Level: 2 +School: Conjuration +Descriptor(s): +Component(s): Verbal +Range: Medium +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: Will negates +Spell Resistance: Yes +You swap positions with the target creature. If the target creature is not friendly, it receives a will save to negate the spell's effect. +</entry> + <entry id="53154" lang="en" sex="m">Benign Transposition</entry> + <entry id="53155" lang="en" sex="m">Caster Level(s): Sorc/Wiz 1 +Innate Level: 1 +School: Conjuration +Descriptor(s): +Component(s): Verbal +Range: Medium +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: No +You swap positions with the target creature, which must be a member of your party. +</entry> + <entry id="53156" lang="en" sex="m">Conviction</entry> + <entry id="53157" lang="en" sex="m">Caster Level(s): Cleric 1 +Innate Level: 1 +School: Abjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single. +Duration: 1 Minute / Level +Additional Counter Spells: +Save: None +Spell Resistance: No +The spell bolsters the mental, physical, and spiritual strength of the target creature. The spell grants the target a +2 morale bonus to saving throws, with an additional +1 bonus for every 6 caster levels (maximum bonus +5). +</entry> + <entry id="53158" lang="en" sex="m">Legion's Conviction</entry> + <entry id="53159" lang="en" sex="m">Caster Level(s): Cleric 3 +Innate Level: 3 +School: Abjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Friendly creatures in a huge burst. +Duration: 1 Minute / Level +Additional Counter Spells: +Save: None +Spell Resistance: No +The spell bolsters the mental, physical, and spiritual strength of the target creatures. The spell grants the target a +2 morale bonus to saving throws, with an additional +1 bonus for every 6 caster levels (maximum bonus +5). +</entry> + <entry id="53160" lang="en" sex="m">Curse of Impending Blades</entry> + <entry id="53161" lang="en" sex="m">Caster Level(s): Bard 2, Ranger 2, Sorc / Wiz 2 +Innate Level: 2 +School: Necromancy +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Single. +Duration: 1 Minute / Level +Additional Counter Spells: +Save: None +Spell Resistance: Yes +The subject of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subject takes a -2 penalty to AC. +</entry> + <entry id="53162" lang="en" sex="m">Legion's Curse of Impending Blades</entry> + <entry id="53163" lang="en" sex="m">Caster Level(s): Bard 3, Ranger 3, Sorc / Wiz 3 +Innate Level: 3 +School: Necromancy +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Huge +Duration: 1 Minute / Level +Additional Counter Spells: +Save: None +Spell Resistance: Yes +The subjects of the spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subjects take a -2 penalty to AC. +</entry> + <entry id="53164" lang="en" sex="m">Curse of Petty Failing</entry> + <entry id="53165" lang="en" sex="m">Caster Level(s): Cleric 3 +Innate Level: 3 +School: Necromancy +Descriptor(s): +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: Single. +Duration: 1 Minute / Level +Additional Counter Spells: +Save: None +Spell Resistance: Yes +The subject takes a -2 penalty to attacks and saving throws. +</entry> + <entry id="53166" lang="en" sex="m">Legion's Curse of Petty Failing</entry> + <entry id="53167" lang="en" sex="m">Caster Level(s): Cleric 5 +Innate Level: 5 +School: Necromancy +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Huge +Duration: 1 Minute / Level +Additional Counter Spells: +Save: None +Spell Resistance: Yes +The subjects take a -2 penalty to attacks and saving throws. +</entry> + <entry id="53168" lang="en" sex="m">Divine Protection</entry> + <entry id="53169" lang="en" sex="m">Caster Level(s): Cleric 2 Paladin 2 +Innate Level: 2 +School: Enchantment +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Friendly creatures in a huge burst +Duration: 1 Minute / Level +Additional Counter Spells: +Save: None +Spell Resistance: No +Friendly creatures gain a +1 morale bonus to their AC and saving throws. +</entry> + <entry id="53170" lang="en" sex="m">Fireburst</entry> + <entry id="53171" lang="en" sex="m">Caster Level(s): Sorc/Wiz 2 +Innate Level: 2 +School: Evocation +Descriptor(s): Fire +Component(s): Verbal, Somatic +Range: Personal +Area of Effect / Target: Small +Duration: Instant +Additional Counter Spells: +Save: Reflex half +Spell Resistance: Yes +Fireburst causes a powerful explosion of flame to burst from you. All creatures within the area, except for you, take 1d8 points of fire damage per caster level (maximum 5d8). +</entry> + <entry id="53172" lang="en" sex="m">Greater Fireburst</entry> + <entry id="53173" lang="en" sex="m">Caster Level(s): Sorc/Wiz 5 +Innate Level: 5 +School: Evocation +Descriptor(s): Fire +Component(s): Verbal, Somatic +Range: Personal +Area of Effect / Target: Medium +Duration: Instant +Additional Counter Spells: +Save: Reflex half +Spell Resistance: Yes +Fireburst causes a powerful explosion of flame to burst from you. All creatures within the area, except for you, take 1d8 points of fire damage per caster level (maximum 15d8). +</entry> + <entry id="53174" lang="en" sex="m">Lionheart</entry> + <entry id="53175" lang="en" sex="m">Caster Level(s): Paladin 1 +Innate Level: 1 +School: Abjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: 1 Round / Level +Additional Counter Spells: +Save: None +Spell Resistance: No +The subject gains immunity to fear effects. +</entry> + <entry id="53176" lang="en" sex="m">Living Undeath</entry> + <entry id="53177" lang="en" sex="m">Caster Level(s): Cleric 2 +Innate Level: 2 +School: Necromancy +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: 1 Minute / Level +Additional Counter Spells: +Save: None +Spell Resistance: No +This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, it's vital processes are temporarily bypassed with no seeming ill effect. The subject becomes immune to critical hits. While the spell is in effect, the subject takes a -4 penalty to charisma. +</entry> + <entry id="53178" lang="en" sex="m">Panacea</entry> + <entry id="53179" lang="en" sex="m">Caster Level(s): Cleric 4, Druid 5 +Innate Level: 4 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: Will half +Spell Resistance: Yes +This spell channels positive energy into a creature to wipe away afflictions. It immediately ends any of the following effects: blinded, confused, dazed, deafened, diseased, frightened, paralyzed, poisoned, sleep, and stunned. It also cures 1d8 points of damage +1 per caster level (maximum 1d8+20). Used against undead, panacea deals damage instead of curing it (with a will save for half), but has no other effect. +</entry> + <entry id="53180" lang="en" sex="m">Legion's Shield of Faith</entry> + <entry id="53181" lang="en" sex="m">Caster Level(s): Cleric 4 +Innate Level: 4 +School: Abjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Friendly creatures in a huge burst +Duration: 1 turn / level +Additional Counter Spells: +Save: None +Spell Resistance: No + +The targets gain a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).</entry> + <entry id="53182" lang="en" sex="m">Slashing Darkness</entry> + <entry id="53183" lang="en" sex="m">Caster Level(s): Cleric 3 +Innate Level: 3 +School: Evocation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Single +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes +A hissing ray of pure darkness flies from your hand. A creature struck by the ray takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature is healed instead of damaged. +</entry> + <entry id="53184" lang="en" sex="m">Baleful Transposition (3)</entry> + <entry id="53185" lang="en" sex="m">Benign Transposition (1)</entry> + <entry id="53186" lang="en" sex="m">Conviction (1)</entry> + <entry id="53187" lang="en" sex="m">Legion's Conviction (5)</entry> + <entry id="53188" lang="en" sex="m">Legion's Conviction (12)</entry> + <entry id="53189" lang="en" sex="m">Legion's Conviction (18)</entry> + <entry id="53190" lang="en" sex="m">Curse of Impending Blades (3)</entry> + <entry id="53191" lang="en" sex="m">Legion's Curse of Impending Blades (5)</entry> + <entry id="53192" lang="en" sex="m">Curse of Petty Failing (5)</entry> + <entry id="53193" lang="en" sex="m">Legion's Curse of Petty Failing (9)</entry> + <entry id="53194" lang="en" sex="m">Divine Protection (3)</entry> + <entry id="53195" lang="en" sex="m">Fireburst (3)</entry> + <entry id="53196" lang="en" sex="m">Fireburst (5)</entry> + <entry id="53197" lang="en" sex="m">Greater Fireburst (9)</entry> + <entry id="53198" lang="en" sex="m">Greater Fireburst (15)</entry> + <entry id="53199" lang="en" sex="m">Lionheart (1)</entry> + <entry id="53200" lang="en" sex="m">Living Undeath (3)</entry> + <entry id="53201" lang="en" sex="m">Panacea (7)</entry> + <entry id="53202" lang="en" sex="m">Panacea (15)</entry> + <entry id="53203" lang="en" sex="m">Panacea (20)</entry> + <entry id="53204" lang="en" sex="m">Legion's Shield of Faith (7)</entry> + <entry id="53205" lang="en" sex="m">Slashing Darkness (5)</entry> + <entry id="53206" lang="en" sex="m">Slashing Darkness (9)</entry> + <entry id="53207" lang="en" sex="m">Agannazzar's Scorcher</entry> + <entry id="53208" lang="en" sex="m">Caster Level(s): Sorc/Wiz 2 +Innate Level: 2 +School: Evocation +Descriptor(s): Fire +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Chain of targets in a straight line +Duration: Instant +Additional Counter Spells: +Save: Reflex half +Spell Resistance: Yes + +A jet of roaring flame bursts from your outstretched hand, dealing 1d8 points of damage per two caster levels, to a maximum of 5d8.</entry> + <entry id="53209" lang="en" sex="m">Create Magic Tattoo</entry> + <entry id="53210" lang="en" sex="m">Caster Level(s): Sorc/Wiz 2 +Innate Level: 2 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Creature touched +Duration: 24 hours +Additional Counter Spells: +Save: None +Spell Resistance: No + +Create magic tattoo creates a single magic tattoo. The caster determines the exact type of tattoo created, though the selection allowed is limited by the caster's level. Creating a tattoo requires a lore skill check, the DC depending on the exact tattoo created. A single creature may only have 3 tattoos at any one time. Once a creature has 3 tattoos additional tattoos fail. + +The following tattoos may be created, all require a lore skill check, DC10: + ++2 to one saving throw type. ++1 to attack rolls. ++1 deflection bonus to AC. + +The following tattoos may be created by casters of level 7 or higher, all require a lore skill check, DC15. + ++2 to all saving throws. ++2 to attack rolls. + +The following tattoos may be created by casters of level 13 or higher, all require a lore skill check, DC20. + +Spell resistance of 10 + 1 / 6 caster levels. ++2 to any one ability score. +</entry> + <entry id="53211" lang="en" sex="m">Flashburst</entry> + <entry id="53212" lang="en" sex="m">Caster Level(s): Sorc/Wiz 3 +Innate Level: 3 +School: Evocation +Descriptor(s): Fire +Component(s): Verbal, Somatic +Range: Long +Area of Effect / Target: Huge +Duration: Instant +Additional Counter Spells: +Save: Will partial +Spell Resistance: Yes + +Flashburst creates a blinding flash of light. All creatures in the effect are dazzled for 1 round with no save (-1 to attacks), and blinded for 2d8 rounds (will save negates).</entry> + <entry id="53213" lang="en" sex="m">Flensing</entry> + <entry id="53214" lang="en" sex="m">Caster Level(s): Sorc/Wiz 8 +Innate Level: 8 +School: Evocation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: 1 creature +Duration: 4 rounds +Additional Counter Spells: +Save: Fortitude partial +Spell Resistance: Yes + +Flensing strips the flesh from a corporeal creature's body. Each round the target suffers 2d6 points of damage, 1d6 of charisma damage, and 1d6 of constitution damage. A fortitude save reduces the damage by half and negates the charisma and constitution damage. The target makes a save each round to avoid damage for that round. +</entry> + <entry id="53215" lang="en" sex="m">Shadow Spray</entry> + <entry id="53216" lang="en" sex="m">Caster Level(s): Sorc/Wiz 2 +Innate Level: 2 +School: Illusion +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Small +Duration: Instant +Additional Counter Spells: +Save: Fortitude negates +Spell Resistance: Yes + +You cause a multitude of ribbon-like shadows to explode outward in the target area. Creatures in the area take 2 points of strength damage, are dazed for 1 round, and suffer a -2 penalty to saves vs. fear effects. The fear penalty lasts for 1 round / level.</entry> + <entry id="53217" lang="en" sex="m">Snilloc's Snowball Swarm</entry> + <entry id="53218" lang="en" sex="m">Caster Level(s): Sorc/Wiz 2 +Innate Level: 2 +School: Evocation +Descriptor(s): Cold +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Medium +Duration: Instant +Additional Counter Spells: +Save: Reflex half +Spell Resistance: Yes + +A flurry of magic snowballs erupts in the target area. The swarm of snowballs deals 2d6 points of cold damage, plus 1d6 per 2 caster levels beyond third, to a maximum of 5d6 at level 9.</entry> + <entry id="53219" lang="en" sex="m">Beltyn's Burning Blood</entry> + <entry id="53220" lang="en" sex="m">Caster Level(s): Sorc/Wiz 5 +Innate Level: 5 +School: Necromancy +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: 1 creature +Duration: 1 round / level +Additional Counter Spells: +Save: Fortitude partial +Spell Resistance: Yes + +You infuse a living creature's blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails it's save, it is slowed.</entry> + <entry id="53221" lang="en" sex="m">Ilyykur's Mantle</entry> + <entry id="53222" lang="en" sex="m">Caster Level(s): Sorc/Wiz 4 +Innate Level: 4 +School: Abjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Personal +Area of Effect / Target: You +Duration: 1 round / level +Additional Counter Spells: +Save: None +Spell Resistance: No + +You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.</entry> + <entry id="53223" lang="en" sex="m">Improved Mage Armor</entry> + <entry id="53224" lang="en" sex="m">Caster Level(s): Sorc/Wiz 3 +Innate Level: 3 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Creature touched +Duration: 1 minute / level +Additional Counter Spells: +Save: None +Spell Resistance: No + +You create a field of force around the target, giving it an armor bonus to AC equal to 3 + 1 per two caster levels, maximum +8 at 10th level.</entry> + <entry id="53225" lang="en" sex="m">Nybor's Gentle Reminder</entry> + <entry id="53226" lang="en" sex="m">Caster Level(s): Sorc/Wiz 1 +Innate Level: 1 +School: Enchantment +Descriptor(s): Mind +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: 1 creature +Duration: 1 round / level +Additional Counter Spells: +Save: Fortitude negates +Spell Resistance: Yes + +The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.</entry> + <entry id="53227" lang="en" sex="m">Nybor's Stern Reproof</entry> + <entry id="53228" lang="en" sex="m">Caster Level(s): Sorc/Wiz 7 +Innate Level: 7 +School: Enchantment +Descriptor(s): Mind +Component(s): Verbal, Somatic +Range: Close +Area of Effect / Target: 1 creature +Duration: 1 round / level +Additional Counter Spells: +Save: See text +Spell Resistance: Yes + +This spell causes even greater pain than Nybor's Gentle Reminder. The target creature must make a fortitude save or die. If she survives, the target is dazed for 1d4 rounds unless she succeeds at a will save. The subject also receives a -2 penalty to attacks, saves, and skill checks with no saving throw.</entry> + <entry id="53229" lang="en" sex="m">Sinsabur's Baleful Bolt</entry> + <entry id="53230" lang="en" sex="m">Caster Level(s): Sorc/Wiz 4 +Innate Level: 4 +School: Necromancy +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Chain of targets in a straight line +Duration: Instant +Additional Counter Spells: +Save: Reflex half +Spell Resistance: Yes + +You conjure a bolt of black energy, the bolt deals constitution and strength damage to each creature in the area, each equal to 1d3 +1 per 4 caster levels (maximum 1d3+3). The drain recovers at the rate of 1 point per day but NOT through resting.</entry> + <entry id="53231" lang="en" sex="m">Snilloc's Snowball</entry> + <entry id="53232" lang="en" sex="m">Caster Level(s): Sorc/Wiz 1 +Innate Level: 1 +School: Evocation +Descriptor(s): Cold +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: 1 creature +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +An icy sphere of bitter cold appears in your hand, you make a ranged touch attack that deal 1d6+1 points of cold damage per caster level, to a maximum of 5d6+5 at 5th level.</entry> + <entry id="53233" lang="en" sex="m">Soul Scour</entry> + <entry id="53234" lang="en" sex="m">Caster Level(s): Cleric 5 +Innate Level: 5 +School: Necromancy +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Living creature touched +Duration: Instant +Additional Counter Spells: +Save: Will negates +Spell Resistance: Yes + +This spell deal 2d6 points of charisma damage and 1d6 points of wisdom damage. It then deals an additional 1d6 charisma damage 1 minute later.</entry> + <entry id="53235" lang="en" sex="m">Sphere of Ultimate Destruction</entry> + <entry id="53236" lang="en" sex="m">Caster Level(s): Sorc/Wiz 9 +Innate Level: 9 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: 1 creature +Duration: 1 round / level +Additional Counter Spells: +Save: Fortitude partial +Spell Resistance: Yes + +You conjure a sphere of energy that attacks your enemies. Each round it makes a touch attack, creatures hit by the attack must make a fortitude save or be destroyed instantly, those that make their save suffer 5d6 points of damage.</entry> + <entry id="53237" lang="en" sex="m">Clarity of Mind</entry> + <entry id="53238" lang="en" sex="m">Caster Level(s): Paladin 2 +Innate Level: 2 +School: Abjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Living creature touched +Duration: 1 hour / level +Additional Counter Spells: +Save: None +Spell Resistance: No + +You grant the target a +4 bonus vs. all mind affecting spells.</entry> + <entry id="53239" lang="en" sex="m">Mass Drown</entry> + <entry id="53240" lang="en" sex="m">Caster Level(s): Druid 9 +Innate Level: 9 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Short +Area of Effect / Target: Huge +Duration: Instant +Additional Counter Spells: +Save: Fortitude negates +Spell Resistance: Yes + +The caster creates water in the lungs of a target creatures. Any drowned creature takes 90% of its current hit points as damage. Golems and other nonliving creatures cannot be drowned.</entry> + <entry id="53241" lang="en" sex="m">Hail of Stone</entry> + <entry id="53242" lang="en" sex="m">Caster Level(s): Sorc/Wiz 1 +Innate Level: 1 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Small +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +You create a rain of stones that deal damage to creatures and objects they strike. Make a ranged touch attack against each object in the area, doing 1d4 points of bludgeoning damage per caster level, to a maximum of 5d4.</entry> + <entry id="53243" lang="en" sex="m">Spiderskin</entry> + <entry id="53244" lang="en" sex="m">Caster Level(s): Druid 3, Sorc/Wiz 3 +Innate Level: 3 +School: Transmutation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Creature touched +Duration: 10 min / level +Additional Counter Spells: +Save: None +Spell Resistance: No + +Spiderskin toughens the target's skin, making it more like a spider's carapace. The target gains a bonus to natural armor, saves vs. poison, and hide checks. The bonus is equal to 1 +1 per 3 caster levels, to a maximum of +5 at 12th level.</entry> + <entry id="53245" lang="en" sex="m">Viscid Globe</entry> + <entry id="53246" lang="en" sex="m">Caster Level(s): Sorc/Wiz 4 +Innate Level: 4 +School: Conjuration +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: 1 creature +Duration: 1 minute / level +Additional Counter Spells: +Save: Reflex negates +Spell Resistance: Yes + +You conjure a glob of green, sticky goo. Make a ranged touch attack against the target, a medium or smaller creature struck by the goo must make a reflex save or be stuck in place, unable to move or take any actions. A creature of size large or larger may not move but may take other actions normally.</entry> + <entry id="53247" lang="en" sex="m">Word of Balance</entry> + <entry id="53248" lang="en" sex="m">Caster Level(s): Druid 7 +Innate Level: 7 +School: Evocation +Descriptor(s): Sonic +Component(s): Verbal +Range: Personal +Area of Effect / Target: Gargantuan, centered on you +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +Any lawful good, chaotic good, lawful evil, or chaotic evil creature who hears the word of balance suffers ill effects according to it's hit dice, according to the table below, with no saving throw. + +HD equal to caster level: Slowed +HD up to caster level - 1: Weakened, Slowed +HD up to caster level - 5: Paralyzed, Weakened, Slowed +HD up to caster level - 10: Killed + +Slowed: target is slowed for 1 round +Weakened: target's strength is reduced by 2d6 points for 2d4 rounds +Paralyzed: target is paralyzed for 1d10 minutes +Killed: target is killed (if living) or destroyed (if undead).</entry> + <entry id="53249" lang="en" sex="m">Aganazzar's Scorcher (3)</entry> + <entry id="53250" lang="en" sex="m">Aganazzar's Scorcher (10)</entry> + <entry id="53251" lang="en" sex="m">Create Magic Tattoo (3)</entry> + <entry id="53252" lang="en" sex="m">Create Magic Tattoo (7)</entry> + <entry id="53253" lang="en" sex="m">Create Magic Tattoo (13)</entry> + <entry id="53254" lang="en" sex="m">Flashburst (5)</entry> + <entry id="53255" lang="en" sex="m">Flensing (15)</entry> + <entry id="53256" lang="en" sex="m">Shadow Spray (3)</entry> + <entry id="53257" lang="en" sex="m">Shadow Spray (5)</entry> + <entry id="53258" lang="en" sex="m">Snilloc's Snowball Swarm (3)</entry> + <entry id="53259" lang="en" sex="m">Snilloc's Snowball Swarm (9)</entry> + <entry id="53260" lang="en" sex="m">Beltyn's Burning Blood (9)</entry> + <entry id="53261" lang="en" sex="m">Beltyn's Burning Blood (15)</entry> + <entry id="53262" lang="en" sex="m">Beltyn's Burning Blood (20)</entry> + <entry id="53263" lang="en" sex="m">Ilyykur's Mantle (7)</entry> + <entry id="53264" lang="en" sex="m">Ilyykur's Mantle (15)</entry> + <entry id="53265" lang="en" sex="m">Improved Mage Armor (5)</entry> + <entry id="53266" lang="en" sex="m">Improved Mage Armor (10)</entry> + <entry id="53267" lang="en" sex="m">Improved Mage Armor (20)</entry> + <entry id="53268" lang="en" sex="m">Nybor's Gentle Reminder (1)</entry> + <entry id="53269" lang="en" sex="m">Nybor's Gentle Reminder (5)</entry> + <entry id="53270" lang="en" sex="m">Nybor's Gentle Reminder (10)</entry> + <entry id="53271" lang="en" sex="m">Nybor's Stern Reproof (13)</entry> + <entry id="53272" lang="en" sex="m">Sinsauber's Baleful Bolt (7)</entry> + <entry id="53273" lang="en" sex="m">Sinsauber's Baleful Bolt (12)</entry> + <entry id="53274" lang="en" sex="m">Snilloc's Snowball (2)</entry> + <entry id="53275" lang="en" sex="m">Snilloc's Snowball (5)</entry> + <entry id="53276" lang="en" sex="m">Soul Scour (9)</entry> + <entry id="53277" lang="en" sex="m">Sphere of Ultimate Destruction (17)</entry> + <entry id="53278" lang="en" sex="m">Clarity of Mind (3)</entry> + <entry id="53279" lang="en" sex="m">Mass Drown (17)</entry> + <entry id="53280" lang="en" sex="m">Hail of Stone (2)</entry> + <entry id="53281" lang="en" sex="m">Hail of Stone (5)</entry> + <entry id="53282" lang="en" sex="m">Spiderskin (5)</entry> + <entry id="53283" lang="en" sex="m">Spiderskin (12)</entry> + <entry id="53284" lang="en" sex="m">Viscid Glob (7)</entry> + <entry id="53285" lang="en" sex="m">Word of Balance (13)</entry> + <entry id="53286" lang="en" sex="m">Word of Balance (20)</entry> + <entry id="53287" lang="en" sex="m">Greenfire</entry> + <entry id="53288" lang="en" sex="m">Caster Level(s): Druid 3 +Innate Level: 3 +School: Evocation +Descriptor(s): Acid +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Huge +Duration: 1 round +Additional Counter Spells: +Save: Reflex half (see text) +Spell Resistance: Yes + +You evoke from the earth an upwelling of virulent green energy, burning any creature in the spell's area for 2d6 points of acid damage +1 point per caster level, maximum 2d6+10. Any creature present in the area when the spell is cast is entitled to a reflex save for half damage, creatures who enter the area after get no saving throw. +</entry> + <entry id="53289" lang="en" sex="m">Greenfire (5)</entry> + <entry id="53290" lang="en" sex="m">Greenfire (10)</entry> + <entry id="53291" lang="en" sex="m">Summon Huge Air Elemental</entry> + <entry id="53292" lang="en" sex="m">Summon Huge Earth Elemental</entry> + <entry id="53293" lang="en" sex="m">Summon Huge Fire Elemental</entry> + <entry id="53294" lang="en" sex="m">Summon Huge Water Elemental</entry> + <entry id="53295" lang="en" sex="m">Summon Greater Air Elemental</entry> + <entry id="53296" lang="en" sex="m">Summon Greater Earth Elemental</entry> + <entry id="53297" lang="en" sex="m">Summon Greater Fire Elemental</entry> + <entry id="53298" lang="en" sex="m">Summon Greater Water Elemental</entry> + <entry id="53299" lang="en" sex="m">Summon Elder Air Elemental</entry> + <entry id="53300" lang="en" sex="m">Summon Elder Earth Elemental</entry> + <entry id="53301" lang="en" sex="m">Summon Elder Fire Elemental</entry> + <entry id="53302" lang="en" sex="m">Summon Elder Water Elemental</entry> + <entry id="53303" lang="en" sex="m">Channel Spell 1</entry> + <entry id="53304" lang="en" sex="m">Channel Spell 2</entry> + <entry id="53305" lang="en" sex="m">Channel Spell 3</entry> + <entry id="53306" lang="en" sex="m">Multiple Channel Spell 1</entry> + <entry id="53307" lang="en" sex="m">Channel Spell 4</entry> + <entry id="53308" lang="en" sex="m">Channel Spell 5</entry> + <entry id="53309" lang="en" sex="m">Channel Spell 6</entry> + <entry id="53310" lang="en" sex="m">Multiple Channel Spell 2</entry> + <entry id="53311" lang="en" sex="m">Channel Spell 7</entry> + <entry id="53312" lang="en" sex="m">Channel Spell 8</entry> + <entry id="53313" lang="en" sex="m">Channel Spell 9</entry> + <entry id="53314" lang="en" sex="m">Multiple Channel Spell 3</entry> + <entry id="53315" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Level 4 or higher in the Spellsword prestige class. +Specifics: The Spellsword can channel any spell he can cast into his melee weapon. +Using this ability requires the spellsword to cast the spells to his equipped melee +weapon. The Channeled spell affects the next target that the spellsword successfully attacks. +Even if the spell normally affects an area or is a ray, it affects only the target. +Level +4: Channel Spell 3 times per day. +6: Channel Spell 4 times per day. +8: Channel Spell 5 times per day. + +Epic Levels: +14: Channel Spell 6 times per day. +16: Channel Spell 7 times per day. +18: Channel Spell 8 times per day. +24: Channel Spell 9 times per day. +26: Channel Spell 10 times per day. +28 Channel Spell 11 times per day. +</entry> + <entry id="53316" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Level 10 or higher in the 3rd prestige class. +Specifics: The Spellsword can channel more than one spells into his melee weapon. +Using this ability requires the spellsword to cast the spells to his equipped melee +weapon. The Channeled spells affect the next target that the spellsword successfully +attacks in the order they were placed into the weapon. + +Level +10: Multiple Channel Spell 1 :Can channel two spells. + +Epic Levels: +20: Multiple Channel Spell 1 :Can channel three spells. +30: Multiple Channel Spell 1 :Can channel four spells. +</entry> + <entry id="53317" lang="en" sex="m">####START_OF_NEW_SPELLBOOK_RESERVE</entry> + <entry id="53318" lang="en" sex="m">Bard Cure Minor Wounds</entry> + <entry id="53319" lang="en" sex="m">Bard Dancing Lights</entry> + <entry id="53320" lang="en" sex="m">Bard Daze</entry> + <entry id="53321" lang="en" sex="m">Bard Flare</entry> + <entry id="53322" lang="en" sex="m">Bard Light</entry> + <entry id="53323" lang="en" sex="m">Bard Mage Hand</entry> + <entry id="53324" lang="en" sex="m">Bard Read Magic</entry> + <entry id="53325" lang="en" sex="m">Bard Resistance</entry> + <entry id="53326" lang="en" sex="m">Bard Amplify</entry> + <entry id="53327" lang="en" sex="m">Bard Balagarn's Iron Horn</entry> + <entry id="53328" lang="en" sex="m">Bard Cause Fear</entry> + <entry id="53329" lang="en" sex="m">Bard Charm Person</entry> + <entry id="53330" lang="en" sex="m">Bard Cure Light Wounds</entry> + <entry id="53331" lang="en" sex="m">Bard Disguise Self</entry> + <entry id="53332" lang="en" sex="m">Bard Disguise Self - Learn Shape</entry> + <entry id="53333" lang="en" sex="m">Bard Disguise Self - Options</entry> + <entry id="53334" lang="en" sex="m">Bard Disguise Self - Quickslot 1</entry> + <entry id="53335" lang="en" sex="m">Bard Disguise Self - Quickslot 2</entry> + <entry id="53336" lang="en" sex="m">Bard Disguise Self - Quickslot 3</entry> + <entry id="53337" lang="en" sex="m">Bard Expeditious Retreat</entry> + <entry id="53338" lang="en" sex="m">Bard Extract Drug</entry> + <entry id="53339" lang="en" sex="m">Bard Baccaran</entry> + <entry id="53340" lang="en" sex="m">Bard Vodare</entry> + <entry id="53341" lang="en" sex="m">Bard Sannish</entry> + <entry id="53342" lang="en" sex="m">Bard Mushroom Powder</entry> + <entry id="53343" lang="en" sex="m">Bard Grease</entry> + <entry id="53344" lang="en" sex="m">Bard Identify</entry> + <entry id="53345" lang="en" sex="m">Bard Lesser Dispel</entry> + <entry id="53346" lang="en" sex="m">Bard Mage Armor</entry> + <entry id="53347" lang="en" sex="m">Bard Magic Weapon</entry> + <entry id="53348" lang="en" sex="m">Bard Obscure Object</entry> + <entry id="53349" lang="en" sex="m">Bard Protection from Chaos</entry> + <entry id="53350" lang="en" sex="m">Bard Protection from Evil</entry> + <entry id="53351" lang="en" sex="m">Bard Protection from Good</entry> + <entry id="53352" lang="en" sex="m">Bard Protection from Law</entry> + <entry id="53353" lang="en" sex="m">Bard Ray of Hope</entry> + <entry id="53354" lang="en" sex="m">Bard Sleep</entry> + <entry id="53355" lang="en" sex="m">Bard Sorrow</entry> + <entry id="53356" lang="en" sex="m">Bard Summon Creature I</entry> + <entry id="53357" lang="en" sex="m">Bard Addiction</entry> + <entry id="53358" lang="en" sex="m">Bard Addiction: Terran Brandy</entry> + <entry id="53359" lang="en" sex="m">Bard Addiction: Mushroom Powder</entry> + <entry id="53360" lang="en" sex="m">Bard Addiction: Vodare</entry> + <entry id="53361" lang="en" sex="m">Bard Addiction: Agony</entry> + <entry id="53362" lang="en" sex="m">Bard Alter Self</entry> + <entry id="53363" lang="en" sex="m">Bard Alter Self - Learn Shape</entry> + <entry id="53364" lang="en" sex="m">Bard Alter Self - Options</entry> + <entry id="53365" lang="en" sex="m">Bard Alter Self - Quickslot 1</entry> + <entry id="53366" lang="en" sex="m">Bard Alter Self - Quickslot 2</entry> + <entry id="53367" lang="en" sex="m">Bard Alter Self - Quickslot 3</entry> + <entry id="53368" lang="en" sex="m">Bard Blindness/Deafness</entry> + <entry id="53369" lang="en" sex="m">Bard Blur</entry> + <entry id="53370" lang="en" sex="m">Bard Bull's Strength</entry> + <entry id="53371" lang="en" sex="m">Bard Calm Emotions</entry> + <entry id="53372" lang="en" sex="m">Bard Cat's Grace</entry> + <entry id="53373" lang="en" sex="m">Bard Clarity</entry> + <entry id="53374" lang="en" sex="m">Bard Cloud of Bewilderment</entry> + <entry id="53375" lang="en" sex="m">Bard Cure Moderate Wounds</entry> + <entry id="53376" lang="en" sex="m">Bard Curse of Impending Blades</entry> + <entry id="53377" lang="en" sex="m">Bard Darkness</entry> + <entry id="53378" lang="en" sex="m">Bard Daze Monster</entry> + <entry id="53379" lang="en" sex="m">Bard Eagle's Splendor</entry> + <entry id="53380" lang="en" sex="m">Bard Elation</entry> + <entry id="53381" lang="en" sex="m">Bard Fox's Cunning</entry> + <entry id="53382" lang="en" sex="m">Bard Ghostly Visage</entry> + <entry id="53383" lang="en" sex="m">Bard Glitterdust</entry> + <entry id="53384" lang="en" sex="m">Bard Heroism</entry> + <entry id="53385" lang="en" sex="m">Bard Hold Person</entry> + <entry id="53386" lang="en" sex="m">Bard Invisibility</entry> + <entry id="53387" lang="en" sex="m">Bard Locate Object</entry> + <entry id="53388" lang="en" sex="m">Bard Mirror Image</entry> + <entry id="53389" lang="en" sex="m">Bard Owl's Wisdom</entry> + <entry id="53390" lang="en" sex="m">Bard Pyrotechnics +</entry> + <entry id="53391" lang="en" sex="m">Bard Pyrotechnics: Fireworks +</entry> + <entry id="53392" lang="en" sex="m">Bard Pyrotechnics: Smoke +</entry> + <entry id="53393" lang="en" sex="m">Bard Scare</entry> + <entry id="53394" lang="en" sex="m">Bard See Invisibility</entry> + <entry id="53395" lang="en" sex="m">Bard Silence</entry> + <entry id="53396" lang="en" sex="m">Bard Song of Festering Death</entry> + <entry id="53397" lang="en" sex="m">Bard Sound Burst</entry> + <entry id="53398" lang="en" sex="m">Bard Summon Creature II</entry> + <entry id="53399" lang="en" sex="m">Bard Tasha's Hideous Laughter</entry> + <entry id="53400" lang="en" sex="m">Bard Ultravision</entry> + <entry id="53401" lang="en" sex="m">Bard Undetectable Alignment</entry> + <entry id="53402" lang="en" sex="m">Bard Wave of Grief</entry> + <entry id="53403" lang="en" sex="m">Bard Whirling Blade</entry> + <entry id="53404" lang="en" sex="m">Bard Bestow Curse</entry> + <entry id="53405" lang="en" sex="m">Bard Charm Monster</entry> + <entry id="53406" lang="en" sex="m">Bard Clairaudience/Clairvoyance</entry> + <entry id="53407" lang="en" sex="m">Bard Confusion</entry> + <entry id="53408" lang="en" sex="m">Bard Crushing Despair</entry> + <entry id="53409" lang="en" sex="m">Bard Cure Serious Wounds</entry> + <entry id="53410" lang="en" sex="m">Bard Curse of the Putrid Husk</entry> + <entry id="53411" lang="en" sex="m">Bard Daylight</entry> + <entry id="53412" lang="en" sex="m">Bard Dispel Magic</entry> + <entry id="53413" lang="en" sex="m">Bard Displacement</entry> + <entry id="53414" lang="en" sex="m">Bard Fear</entry> + <entry id="53415" lang="en" sex="m">Bard Find Traps</entry> + <entry id="53416" lang="en" sex="m">Bard Glibness</entry> + <entry id="53417" lang="en" sex="m">Bard Greater Magic Weapon</entry> + <entry id="53418" lang="en" sex="m">Bard Gust of Wind</entry> + <entry id="53419" lang="en" sex="m">Bard Halt</entry> + <entry id="53420" lang="en" sex="m">Bard Haste</entry> + <entry id="53421" lang="en" sex="m">Bard Invisibility Sphere</entry> + <entry id="53422" lang="en" sex="m">Bard Keen Edge</entry> + <entry id="53423" lang="en" sex="m">Bard Legion's Curse of Impending Blades</entry> + <entry id="53424" lang="en" sex="m">Bard Magic Circle against Chaos</entry> + <entry id="53425" lang="en" sex="m">Bard Magic Circle against Evil</entry> + <entry id="53426" lang="en" sex="m">Bard Magic Circle against Good</entry> + <entry id="53427" lang="en" sex="m">Bard Magic Circle against Law</entry> + <entry id="53428" lang="en" sex="m">Bard Remove Curse</entry> + <entry id="53429" lang="en" sex="m">Bard Remove Disease</entry> + <entry id="53430" lang="en" sex="m">Bard Scrying</entry> + <entry id="53431" lang="en" sex="m">Bard Slow</entry> + <entry id="53432" lang="en" sex="m">Bard Sonic Shield</entry> + <entry id="53433" lang="en" sex="m">Bard Stunning Screech</entry> + <entry id="53434" lang="en" sex="m">Bard Summon Creature III</entry> + <entry id="53435" lang="en" sex="m">Bard Weapon of Impact</entry> + <entry id="53436" lang="en" sex="m">Bard Wounding Whispers</entry> + <entry id="53437" lang="en" sex="m">Bard Break Enchantment</entry> + <entry id="53438" lang="en" sex="m">Bard Cure Critical Wounds</entry> + <entry id="53439" lang="en" sex="m">Bard Detect Scrying</entry> + <entry id="53440" lang="en" sex="m">Bard Dimension Door</entry> + <entry id="53441" lang="en" sex="m">Bard Dimension Door - Self only</entry> + <entry id="53442" lang="en" sex="m">Bard Dimension Door - Party within 10ft</entry> + <entry id="53443" lang="en" sex="m">Bard Dimension Door - Direction and Distance - Self only</entry> + <entry id="53444" lang="en" sex="m">Bard Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="53445" lang="en" sex="m">Bard Dismissal</entry> + <entry id="53446" lang="en" sex="m">Bard Dominate Person</entry> + <entry id="53447" lang="en" sex="m">Bard Greater Resistance</entry> + <entry id="53448" lang="en" sex="m">Bard Hold Monster</entry> + <entry id="53449" lang="en" sex="m">Bard Improved Invisibility</entry> + <entry id="53450" lang="en" sex="m">Bard Legend Lore</entry> + <entry id="53451" lang="en" sex="m">Bard Locate Creature</entry> + <entry id="53452" lang="en" sex="m">Bard Mass Ultravision</entry> + <entry id="53453" lang="en" sex="m">Bard Neutralize Poison</entry> + <entry id="53454" lang="en" sex="m">Bard Rainbow Pattern</entry> + <entry id="53455" lang="en" sex="m">Bard Repel Vermin</entry> + <entry id="53456" lang="en" sex="m">Bard Shout</entry> + <entry id="53457" lang="en" sex="m">Bard Summon Creature IV</entry> + <entry id="53458" lang="en" sex="m">Bard War Cry</entry> + <entry id="53459" lang="en" sex="m">Bard Ethereal Visage</entry> + <entry id="53460" lang="en" sex="m">Bard Greater Dispelling</entry> + <entry id="53461" lang="en" sex="m">Bard Greater Heroism</entry> + <entry id="53462" lang="en" sex="m">Bard Wall of Greater Dispel Magic</entry> + <entry id="53463" lang="en" sex="m">Bard Healing Circle</entry> + <entry id="53464" lang="en" sex="m">Bard Mass Cure Light Wounds</entry> + <entry id="53465" lang="en" sex="m">Bard Mind Fog</entry> + <entry id="53466" lang="en" sex="m">Bard Mislead</entry> + <entry id="53467" lang="en" sex="m">Bard Morality Undone</entry> + <entry id="53468" lang="en" sex="m">Bard Song of Discord</entry> + <entry id="53469" lang="en" sex="m">Bard Summon Creature V</entry> + <entry id="53470" lang="en" sex="m">Bard Animate Objects</entry> + <entry id="53471" lang="en" sex="m">Bard Dirge</entry> + <entry id="53472" lang="en" sex="m">Bard Energy Buffer</entry> + <entry id="53473" lang="en" sex="m">Bard Eyebite</entry> + <entry id="53474" lang="en" sex="m">Bard Greater Shout</entry> + <entry id="53475" lang="en" sex="m">Bard Greater Scrying</entry> + <entry id="53476" lang="en" sex="m">Bard Ice Storm</entry> + <entry id="53477" lang="en" sex="m">Bard Mass Bull's Strength</entry> + <entry id="53478" lang="en" sex="m">Bard Mass Cat's Grace</entry> + <entry id="53479" lang="en" sex="m">Bard Mass Cure Moderate Wounds</entry> + <entry id="53480" lang="en" sex="m">Bard Mass Eagle's Splendor</entry> + <entry id="53481" lang="en" sex="m">Bard Mass Fox's Cunning</entry> + <entry id="53482" lang="en" sex="m">Bard Mass Haste</entry> + <entry id="53483" lang="en" sex="m">Bard Mass Owl's Wisdom</entry> + <entry id="53484" lang="en" sex="m">Bard Summon Creature VI</entry> + <entry id="53485" lang="en" sex="m">Bard Superior Resistance</entry> + <entry id="53486" lang="en" sex="m">Bard Wave of Pain</entry> + <entry id="53487" lang="en" sex="m">Sorcerer Acid Splash</entry> + <entry id="53488" lang="en" sex="m">Sorcerer Dancing Lights</entry> + <entry id="53489" lang="en" sex="m">Sorcerer Daze</entry> + <entry id="53490" lang="en" sex="m">Sorcerer Disrupt Undead</entry> + <entry id="53491" lang="en" sex="m">Sorcerer Electric Jolt</entry> + <entry id="53492" lang="en" sex="m">Sorcerer Flare</entry> + <entry id="53493" lang="en" sex="m">Sorcerer Light</entry> + <entry id="53494" lang="en" sex="m">Sorcerer Mage Hand</entry> + <entry id="53495" lang="en" sex="m">Sorcerer Ray of Frost</entry> + <entry id="53496" lang="en" sex="m">Sorcerer Read Magic</entry> + <entry id="53497" lang="en" sex="m">Sorcerer Resistance</entry> + <entry id="53498" lang="en" sex="m">Sorcerer Aberrate</entry> + <entry id="53499" lang="en" sex="m">Sorcerer Benign Transposition</entry> + <entry id="53500" lang="en" sex="m">Sorcerer Bestow Wound</entry> + <entry id="53501" lang="en" sex="m">Sorcerer Bigby's Tripping Hand</entry> + <entry id="53502" lang="en" sex="m">Sorcerer Blade of Blood</entry> + <entry id="53503" lang="en" sex="m">Sorcerer Blade of Blood 1d6</entry> + <entry id="53504" lang="en" sex="m">Sorcerer Blade of Blood 3d6</entry> + <entry id="53505" lang="en" sex="m">Sorcerer Burning Bolt</entry> + <entry id="53506" lang="en" sex="m">Sorcerer Burning Hands</entry> + <entry id="53507" lang="en" sex="m">Sorcerer Cause Fear</entry> + <entry id="53508" lang="en" sex="m">Sorcerer Charm Person</entry> + <entry id="53509" lang="en" sex="m">Sorcerer Chill Touch</entry> + <entry id="53510" lang="en" sex="m">Sorcerer Color Spray</entry> + <entry id="53511" lang="en" sex="m">Sorcerer Detect Undead</entry> + <entry id="53512" lang="en" sex="m">Sorcerer Disguise Self</entry> + <entry id="53513" lang="en" sex="m">Sorcerer Disguise Self - Learn Shape</entry> + <entry id="53514" lang="en" sex="m">Sorcerer Disguise Self - Options</entry> + <entry id="53515" lang="en" sex="m">Sorcerer Disguise Self - Quickslot 1</entry> + <entry id="53516" lang="en" sex="m">Sorcerer Disguise Self - Quickslot 2</entry> + <entry id="53517" lang="en" sex="m">Sorcerer Disguise Self - Quickslot 3</entry> + <entry id="53518" lang="en" sex="m">Sorcerer Drug Resistance</entry> + <entry id="53519" lang="en" sex="m">Sorcerer Endure Elements</entry> + <entry id="53520" lang="en" sex="m">Sorcerer Enlarge Person</entry> + <entry id="53521" lang="en" sex="m">Sorcerer Expeditious Retreat</entry> + <entry id="53522" lang="en" sex="m">Sorcerer Extract Drug</entry> + <entry id="53523" lang="en" sex="m">Sorcerer Baccaran</entry> + <entry id="53524" lang="en" sex="m">Sorcerer Vodare</entry> + <entry id="53525" lang="en" sex="m">Sorcerer Sannish</entry> + <entry id="53526" lang="en" sex="m">Sorcerer Mushroom Powder</entry> + <entry id="53527" lang="en" sex="m">Sorcerer Eyes of the Avoral</entry> + <entry id="53528" lang="en" sex="m">Sorcerer Fist of Stone</entry> + <entry id="53529" lang="en" sex="m">Sorcerer Grease</entry> + <entry id="53530" lang="en" sex="m">Sorcerer Hail of Stone</entry> + <entry id="53531" lang="en" sex="m">Sorcerer Horizikaul's Boom</entry> + <entry id="53532" lang="en" sex="m">Sorcerer Ice Dagger</entry> + <entry id="53533" lang="en" sex="m">Sorcerer Identify</entry> + <entry id="53534" lang="en" sex="m">Sorcerer Ironguts</entry> + <entry id="53535" lang="en" sex="m">Sorcerer Kelgore's Fire Bolt</entry> + <entry id="53536" lang="en" sex="m">Sorcerer Lantern Light</entry> + <entry id="53537" lang="en" sex="m">Sorcerer Lesser Acid Orb</entry> + <entry id="53538" lang="en" sex="m">Sorcerer Lesser Cold Orb</entry> + <entry id="53539" lang="en" sex="m">Sorcerer Lesser Deflect</entry> + <entry id="53540" lang="en" sex="m">Sorcerer Lesser Electric Orb</entry> + <entry id="53541" lang="en" sex="m">Sorcerer Lesser Fire Orb</entry> + <entry id="53542" lang="en" sex="m">Sorcerer Lesser Shivering Touch</entry> + <entry id="53543" lang="en" sex="m">Sorcerer Lesser Sonic Orb</entry> + <entry id="53544" lang="en" sex="m">Sorcerer Mage Armor</entry> + <entry id="53545" lang="en" sex="m">Sorcerer Magic Missile</entry> + <entry id="53546" lang="en" sex="m">Sorcerer Magic Weapon</entry> + <entry id="53547" lang="en" sex="m">Sorcerer Necrotic Awareness</entry> + <entry id="53548" lang="en" sex="m">Sorcerer Negative Energy Ray</entry> + <entry id="53549" lang="en" sex="m">Sorcerer Nybor's Gentle Reminder</entry> + <entry id="53550" lang="en" sex="m">Sorcerer Obscuring Mist</entry> + <entry id="53551" lang="en" sex="m">Sorcerer Protection from Chaos</entry> + <entry id="53552" lang="en" sex="m">Sorcerer Protection from Evil</entry> + <entry id="53553" lang="en" sex="m">Sorcerer Protection from Good</entry> + <entry id="53554" lang="en" sex="m">Sorcerer Protection from Law</entry> + <entry id="53555" lang="en" sex="m">Sorcerer Ray of Enfeeblement</entry> + <entry id="53556" lang="en" sex="m">Sorcerer Reduce Person</entry> + <entry id="53557" lang="en" sex="m">Sorcerer Rouse</entry> + <entry id="53558" lang="en" sex="m">Sorcerer Shelgarn's Persistent Blade</entry> + <entry id="53559" lang="en" sex="m">Sorcerer Shield</entry> + <entry id="53560" lang="en" sex="m">Sorcerer Shocking Grasp</entry> + <entry id="53561" lang="en" sex="m">Sorcerer Sleep</entry> + <entry id="53562" lang="en" sex="m">Sorcerer Snilloc's Snowball</entry> + <entry id="53563" lang="en" sex="m">Sorcerer Jump</entry> + <entry id="53564" lang="en" sex="m">Sorcerer Summon Creature I</entry> + <entry id="53565" lang="en" sex="m">Sorcerer Summon Undead I</entry> + <entry id="53566" lang="en" sex="m">Sorcerer Tenser's Floating Disk</entry> + <entry id="53567" lang="en" sex="m">Sorcerer True Casting</entry> + <entry id="53568" lang="en" sex="m">Sorcerer True Strike</entry> + <entry id="53569" lang="en" sex="m">Sorcerer Addiction</entry> + <entry id="53570" lang="en" sex="m">Sorcerer Addiction: Terran Brandy</entry> + <entry id="53571" lang="en" sex="m">Sorcerer Addiction: Mushroom Powder</entry> + <entry id="53572" lang="en" sex="m">Sorcerer Addiction: Vodare</entry> + <entry id="53573" lang="en" sex="m">Sorcerer Addiction: Agony</entry> + <entry id="53574" lang="en" sex="m">Sorcerer Agannazzar's Scorcher</entry> + <entry id="53575" lang="en" sex="m">Sorcerer Alter Self</entry> + <entry id="53576" lang="en" sex="m">Sorcerer Alter Self - Learn Shape</entry> + <entry id="53577" lang="en" sex="m">Sorcerer Alter Self - Options</entry> + <entry id="53578" lang="en" sex="m">Sorcerer Alter Self - Quickslot 1</entry> + <entry id="53579" lang="en" sex="m">Sorcerer Alter Self - Quickslot 2</entry> + <entry id="53580" lang="en" sex="m">Sorcerer Alter Self - Quickslot 3</entry> + <entry id="53581" lang="en" sex="m">Sorcerer Animalistic Power</entry> + <entry id="53582" lang="en" sex="m">Sorcerer Augment Familiar</entry> + <entry id="53583" lang="en" sex="m">Sorcerer Balagarn's Iron Horn</entry> + <entry id="53584" lang="en" sex="m">Sorcerer Baleful Transposition</entry> + <entry id="53585" lang="en" sex="m">Sorcerer Bigby's Striking Fist</entry> + <entry id="53586" lang="en" sex="m">Sorcerer Blades of Fire</entry> + <entry id="53587" lang="en" sex="m">Sorcerer Blindness/Deafness</entry> + <entry id="53588" lang="en" sex="m">Sorcerer Blur</entry> + <entry id="53589" lang="en" sex="m">Sorcerer Bull's Strength</entry> + <entry id="53590" lang="en" sex="m">Sorcerer Cat's Grace</entry> + <entry id="53591" lang="en" sex="m">Sorcerer Cloud of Bewilderment</entry> + <entry id="53592" lang="en" sex="m">Sorcerer Combust</entry> + <entry id="53593" lang="en" sex="m">Sorcerer Command Undead</entry> + <entry id="53594" lang="en" sex="m">Sorcerer Continual Flame</entry> + <entry id="53595" lang="en" sex="m">Sorcerer Create Magic Tattoo</entry> + <entry id="53596" lang="en" sex="m">Sorcerer Curse of Impending Blades</entry> + <entry id="53597" lang="en" sex="m">Sorcerer Darkness</entry> + <entry id="53598" lang="en" sex="m">Sorcerer Daze Monster</entry> + <entry id="53599" lang="en" sex="m">Sorcerer Death Armor</entry> + <entry id="53600" lang="en" sex="m">Sorcerer Deflect</entry> + <entry id="53601" lang="en" sex="m">Sorcerer Dimension Hop</entry> + <entry id="53602" lang="en" sex="m">Sorcerer Dispelling Touch</entry> + <entry id="53603" lang="en" sex="m">Sorcerer Eagle's Splendor</entry> + <entry id="53604" lang="en" sex="m">Sorcerer Endurance</entry> + <entry id="53605" lang="en" sex="m">Sorcerer Energize Potion</entry> + <entry id="53606" lang="en" sex="m">Sorcerer Energize Potion: Acid</entry> + <entry id="53607" lang="en" sex="m">Sorcerer Energize Potion: Cold</entry> + <entry id="53608" lang="en" sex="m">Sorcerer Energize Potion: Electricity</entry> + <entry id="53609" lang="en" sex="m">Sorcerer Energize Potion: Fire</entry> + <entry id="53610" lang="en" sex="m">Sorcerer Energize Potion: Sonic</entry> + <entry id="53611" lang="en" sex="m">Sorcerer False Life</entry> + <entry id="53612" lang="en" sex="m">Sorcerer Fireburst</entry> + <entry id="53613" lang="en" sex="m">Sorcerer Flame Weapon</entry> + <entry id="53614" lang="en" sex="m">Sorcerer Fog Cloud</entry> + <entry id="53615" lang="en" sex="m">Sorcerer Fox's Cunning</entry> + <entry id="53616" lang="en" sex="m">Sorcerer Gedlee's Electric Loop</entry> + <entry id="53617" lang="en" sex="m">Sorcerer Ghostly Visage</entry> + <entry id="53618" lang="en" sex="m">Sorcerer Ghoul Touch</entry> + <entry id="53619" lang="en" sex="m">Sorcerer Glitterdust</entry> + <entry id="53620" lang="en" sex="m">Sorcerer Invisibility</entry> + <entry id="53621" lang="en" sex="m">Sorcerer Knock</entry> + <entry id="53622" lang="en" sex="m">Sorcerer Lesser Dispel</entry> + <entry id="53623" lang="en" sex="m">Sorcerer Life Bolt</entry> + <entry id="53624" lang="en" sex="m">Sorcerer 1 Bolt</entry> + <entry id="53625" lang="en" sex="m">Sorcerer 2 Bolts</entry> + <entry id="53626" lang="en" sex="m">Sorcerer 3 Bolts</entry> + <entry id="53627" lang="en" sex="m">Sorcerer 4 Bolts</entry> + <entry id="53628" lang="en" sex="m">Sorcerer 5 Bolts</entry> + <entry id="53629" lang="en" sex="m">Sorcerer Locate Object</entry> + <entry id="53630" lang="en" sex="m">Sorcerer Masochism</entry> + <entry id="53631" lang="en" sex="m">Sorcerer Melf's Acid Arrow</entry> + <entry id="53632" lang="en" sex="m">Sorcerer Mirror Image</entry> + <entry id="53633" lang="en" sex="m">Sorcerer Necrotic Cyst</entry> + <entry id="53634" lang="en" sex="m">Sorcerer Obscure Object</entry> + <entry id="53635" lang="en" sex="m">Sorcerer Owl's Wisdom</entry> + <entry id="53636" lang="en" sex="m">Sorcerer Protection from Arrows</entry> + <entry id="53637" lang="en" sex="m">Sorcerer Pyrotechnics +</entry> + <entry id="53638" lang="en" sex="m">Sorcerer Pyrotechnics: Fireworks +</entry> + <entry id="53639" lang="en" sex="m">Sorcerer Pyrotechnics: Smoke +</entry> + <entry id="53640" lang="en" sex="m">Sorcerer Resist Elements</entry> + <entry id="53641" lang="en" sex="m">Sorcerer Scare</entry> + <entry id="53642" lang="en" sex="m">Sorcerer Scorching Ray</entry> + <entry id="53643" lang="en" sex="m">Sorcerer See Invisibility</entry> + <entry id="53644" lang="en" sex="m">Sorcerer Seeking Ray</entry> + <entry id="53645" lang="en" sex="m">Sorcerer Shadow Spray</entry> + <entry id="53646" lang="en" sex="m">Sorcerer Shriveling</entry> + <entry id="53647" lang="en" sex="m">Sorcerer Snilloc's Snowball Swarm</entry> + <entry id="53648" lang="en" sex="m">Sorcerer Stone Bones</entry> + <entry id="53649" lang="en" sex="m">Sorcerer Summon Creature II</entry> + <entry id="53650" lang="en" sex="m">Sorcerer Summon Undead 2</entry> + <entry id="53651" lang="en" sex="m">Sorcerer Sure Strike</entry> + <entry id="53652" lang="en" sex="m">Sorcerer Tasha's Hideous Laughter</entry> + <entry id="53653" lang="en" sex="m">Sorcerer Touch of Idiocy</entry> + <entry id="53654" lang="en" sex="m">Sorcerer Ultravision</entry> + <entry id="53655" lang="en" sex="m">Sorcerer Unheavened</entry> + <entry id="53656" lang="en" sex="m">Sorcerer Web</entry> + <entry id="53657" lang="en" sex="m">Sorcerer Whirling Blade</entry> + <entry id="53658" lang="en" sex="m">Sorcerer Clairaudience/Clairvoyance</entry> + <entry id="53659" lang="en" sex="m">Sorcerer Clarity</entry> + <entry id="53660" lang="en" sex="m">Sorcerer Crown of Might</entry> + <entry id="53661" lang="en" sex="m">Sorcerer Crown of Protection</entry> + <entry id="53662" lang="en" sex="m">Sorcerer Curse of the Putrid Husk</entry> + <entry id="53663" lang="en" sex="m">Sorcerer Daylight</entry> + <entry id="53664" lang="en" sex="m">Sorcerer Deep Slumber</entry> + <entry id="53665" lang="en" sex="m">Sorcerer Devil's Eye</entry> + <entry id="53666" lang="en" sex="m">Sorcerer Dispel Magic</entry> + <entry id="53667" lang="en" sex="m">Sorcerer Displacement</entry> + <entry id="53668" lang="en" sex="m">Sorcerer Dread Word</entry> + <entry id="53669" lang="en" sex="m">Sorcerer Elation</entry> + <entry id="53670" lang="en" sex="m">Sorcerer Energy Aegis</entry> + <entry id="53671" lang="en" sex="m">Sorcerer Energy Aegis, Acid</entry> + <entry id="53672" lang="en" sex="m">Sorcerer Energy Aegis, Cold</entry> + <entry id="53673" lang="en" sex="m">Sorcerer Energy Aegis, Electricity</entry> + <entry id="53674" lang="en" sex="m">Sorcerer Energy Aegis, Fire</entry> + <entry id="53675" lang="en" sex="m">Sorcerer Energy Aegis, Sonic</entry> + <entry id="53676" lang="en" sex="m">Sorcerer Energy Surge</entry> + <entry id="53677" lang="en" sex="m">Sorcerer Energy Surge, Acid</entry> + <entry id="53678" lang="en" sex="m">Sorcerer Energy Surge, Cold</entry> + <entry id="53679" lang="en" sex="m">Sorcerer Energy Surge, Electricity</entry> + <entry id="53680" lang="en" sex="m">Sorcerer Energy Surge, Fire</entry> + <entry id="53681" lang="en" sex="m">Sorcerer Energy Surge, Sonic</entry> + <entry id="53682" lang="en" sex="m">Sorcerer Evil Eye</entry> + <entry id="53683" lang="en" sex="m">Sorcerer Find Traps</entry> + <entry id="53684" lang="en" sex="m">Sorcerer Fireball</entry> + <entry id="53685" lang="en" sex="m">Sorcerer Flame Arrow</entry> + <entry id="53686" lang="en" sex="m">Sorcerer Flashburst</entry> + <entry id="53687" lang="en" sex="m">Sorcerer Forceblast</entry> + <entry id="53688" lang="en" sex="m">Sorcerer Greater Magic Weapon</entry> + <entry id="53689" lang="en" sex="m">Sorcerer Greater Disrupt Undead</entry> + <entry id="53690" lang="en" sex="m">Sorcerer Gust of Wind</entry> + <entry id="53691" lang="en" sex="m">Sorcerer Halt</entry> + <entry id="53692" lang="en" sex="m">Sorcerer Halt Undead</entry> + <entry id="53693" lang="en" sex="m">Sorcerer Haste</entry> + <entry id="53694" lang="en" sex="m">Sorcerer Heroism</entry> + <entry id="53695" lang="en" sex="m">Sorcerer Hold Person</entry> + <entry id="53696" lang="en" sex="m">Sorcerer Ice Burst</entry> + <entry id="53697" lang="en" sex="m">Sorcerer Improved Mage Armor</entry> + <entry id="53698" lang="en" sex="m">Sorcerer Invisibility Sphere</entry> + <entry id="53699" lang="en" sex="m">Sorcerer Keen Edge</entry> + <entry id="53700" lang="en" sex="m">Sorcerer Legion's Curse of Impending Blades</entry> + <entry id="53701" lang="en" sex="m">Sorcerer Lightning Bolt</entry> + <entry id="53702" lang="en" sex="m">Sorcerer Magic Circle against Chaos</entry> + <entry id="53703" lang="en" sex="m">Sorcerer Magic Circle against Evil</entry> + <entry id="53704" lang="en" sex="m">Sorcerer Magic Circle against Good</entry> + <entry id="53705" lang="en" sex="m">Sorcerer Magic Circle against Law</entry> + <entry id="53706" lang="en" sex="m">Sorcerer Mestil's Acid Breath</entry> + <entry id="53707" lang="en" sex="m">Sorcerer Necrotic Bloat</entry> + <entry id="53708" lang="en" sex="m">Sorcerer Negative Energy Burst</entry> + <entry id="53709" lang="en" sex="m">Sorcerer Nondetection</entry> + <entry id="53710" lang="en" sex="m">Sorcerer Protection from Elements</entry> + <entry id="53711" lang="en" sex="m">Sorcerer Rainbow Blast</entry> + <entry id="53712" lang="en" sex="m">Sorcerer Ray of Exhaustion</entry> + <entry id="53713" lang="en" sex="m">Sorcerer Reality Blind</entry> + <entry id="53714" lang="en" sex="m">Sorcerer Regroup</entry> + <entry id="53715" lang="en" sex="m">Sorcerer Scintillating Sphere</entry> + <entry id="53716" lang="en" sex="m">Sorcerer Serpent's Sigh</entry> + <entry id="53717" lang="en" sex="m">Sorcerer Bolt of Acid</entry> + <entry id="53718" lang="en" sex="m">Sorcerer Bolt of Electricity</entry> + <entry id="53719" lang="en" sex="m">Sorcerer Cone of Acid</entry> + <entry id="53720" lang="en" sex="m">Sorcerer Cone of Cold</entry> + <entry id="53721" lang="en" sex="m">Sorcerer Cone of Fire</entry> + <entry id="53722" lang="en" sex="m">Sorcerer Shivering Touch</entry> + <entry id="53723" lang="en" sex="m">Sorcerer Sleet Storm</entry> + <entry id="53724" lang="en" sex="m">Sorcerer Slow</entry> + <entry id="53725" lang="en" sex="m">Sorcerer Spiderskin</entry> + <entry id="53726" lang="en" sex="m">Sorcerer Stinking Cloud</entry> + <entry id="53727" lang="en" sex="m">Sorcerer Summon Creature III</entry> + <entry id="53728" lang="en" sex="m">Sorcerer Summon Undead 3</entry> + <entry id="53729" lang="en" sex="m">Sorcerer Vampiric Touch</entry> + <entry id="53730" lang="en" sex="m">Sorcerer Water Breathing</entry> + <entry id="53731" lang="en" sex="m">Sorcerer Weapon of Impact</entry> + <entry id="53732" lang="en" sex="m">Sorcerer Abyssal Might</entry> + <entry id="53733" lang="en" sex="m">Sorcerer Acid Orb</entry> + <entry id="53734" lang="en" sex="m">Sorcerer Arcane Eye</entry> + <entry id="53735" lang="en" sex="m">Sorcerer Bestow Curse</entry> + <entry id="53736" lang="en" sex="m">Sorcerer Blast of Flame</entry> + <entry id="53737" lang="en" sex="m">Sorcerer Channeled Pyroburst</entry> + <entry id="53738" lang="en" sex="m">Sorcerer Swift Channeled Pyroburst</entry> + <entry id="53739" lang="en" sex="m">Sorcerer Standard Channeled Pyroburst</entry> + <entry id="53740" lang="en" sex="m">Sorcerer Full round Channeled Pyroburst</entry> + <entry id="53741" lang="en" sex="m">Sorcerer Two rounds Channeled Pyroburst</entry> + <entry id="53742" lang="en" sex="m">Sorcerer Charm Monster</entry> + <entry id="53743" lang="en" sex="m">Sorcerer Cold Orb</entry> + <entry id="53744" lang="en" sex="m">Sorcerer Confusion</entry> + <entry id="53745" lang="en" sex="m">Sorcerer Contagion</entry> + <entry id="53746" lang="en" sex="m">Sorcerer Crushing Despair</entry> + <entry id="53747" lang="en" sex="m">Sorcerer Damning Darkness</entry> + <entry id="53748" lang="en" sex="m">Sorcerer Dancing Web</entry> + <entry id="53749" lang="en" sex="m">Sorcerer Detect Scrying</entry> + <entry id="53750" lang="en" sex="m">Sorcerer Dimensional Anchor</entry> + <entry id="53751" lang="en" sex="m">Sorcerer Dimension Door</entry> + <entry id="53752" lang="en" sex="m">Sorcerer Dimension Door - Self only</entry> + <entry id="53753" lang="en" sex="m">Sorcerer Dimension Door - Party within 10ft</entry> + <entry id="53754" lang="en" sex="m">Sorcerer Dimension Door - Direction and Distance - Self only</entry> + <entry id="53755" lang="en" sex="m">Sorcerer Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="53756" lang="en" sex="m">Sorcerer Doom Scarabs</entry> + <entry id="53757" lang="en" sex="m">Sorcerer Electric Orb</entry> + <entry id="53758" lang="en" sex="m">Sorcerer Elemental Shield</entry> + <entry id="53759" lang="en" sex="m">Sorcerer Enervation</entry> + <entry id="53760" lang="en" sex="m">Sorcerer Evard's Black Tentacles</entry> + <entry id="53761" lang="en" sex="m">Sorcerer Fear</entry> + <entry id="53762" lang="en" sex="m">Sorcerer Fire Orb</entry> + <entry id="53763" lang="en" sex="m">Sorcerer Fire Trap</entry> + <entry id="53764" lang="en" sex="m">Sorcerer Greater Resistance</entry> + <entry id="53765" lang="en" sex="m">Sorcerer Grim Revenge</entry> + <entry id="53766" lang="en" sex="m">Sorcerer Ice Storm</entry> + <entry id="53767" lang="en" sex="m">Sorcerer Ilyykur's Mantle</entry> + <entry id="53768" lang="en" sex="m">Sorcerer Improved Invisibility</entry> + <entry id="53769" lang="en" sex="m">Sorcerer Isaac's Lesser Missile Storm</entry> + <entry id="53770" lang="en" sex="m">Sorcerer Lesser Spell Breach</entry> + <entry id="53771" lang="en" sex="m">Sorcerer Liquid Pain</entry> + <entry id="53772" lang="en" sex="m">Sorcerer Locate Creature</entry> + <entry id="53773" lang="en" sex="m">Sorcerer Lower Spell Resistance</entry> + <entry id="53774" lang="en" sex="m">Sorcerer Mass Enlarge Person</entry> + <entry id="53775" lang="en" sex="m">Sorcerer Mass Reduce Person</entry> + <entry id="53776" lang="en" sex="m">Sorcerer Mass Ultravision</entry> + <entry id="53777" lang="en" sex="m">Sorcerer Minor Globe of Invulnerability</entry> + <entry id="53778" lang="en" sex="m">Sorcerer Necrotic Domination</entry> + <entry id="53779" lang="en" sex="m">Sorcerer Orb of Force</entry> + <entry id="53780" lang="en" sex="m">Sorcerer Otiluke's Resilient Sphere</entry> + <entry id="53781" lang="en" sex="m">Sorcerer Phantasmal Killer</entry> + <entry id="53782" lang="en" sex="m">Sorcerer Fire Shield (PnP)</entry> + <entry id="53783" lang="en" sex="m">Sorcerer Fire Shield (PnP): Red</entry> + <entry id="53784" lang="en" sex="m">Sorcerer Fire Shield (PnP): Blue</entry> + <entry id="53785" lang="en" sex="m">Sorcerer Polymorph Self</entry> + <entry id="53786" lang="en" sex="m">Sorcerer Polymorph, Giant Spider</entry> + <entry id="53787" lang="en" sex="m">Sorcerer Polymorph, Troll</entry> + <entry id="53788" lang="en" sex="m">Sorcerer Polymorph, Umber Hulk</entry> + <entry id="53789" lang="en" sex="m">Sorcerer Polymorph, Fey</entry> + <entry id="53790" lang="en" sex="m">Sorcerer Polymorph, Zombie</entry> + <entry id="53791" lang="en" sex="m">Sorcerer Rainbow Pattern</entry> + <entry id="53792" lang="en" sex="m">Sorcerer Remove Blindness/Deafness</entry> + <entry id="53793" lang="en" sex="m">Sorcerer Remove Curse</entry> + <entry id="53794" lang="en" sex="m">Sorcerer Scrying</entry> + <entry id="53795" lang="en" sex="m">Sorcerer Serpent Arrows</entry> + <entry id="53796" lang="en" sex="m">Sorcerer Shadow Conjuration</entry> + <entry id="53797" lang="en" sex="m">Sorcerer Shadow Conjuration, Summon Shadow</entry> + <entry id="53798" lang="en" sex="m">Sorcerer Shadow Conjuration, Darkness</entry> + <entry id="53799" lang="en" sex="m">Sorcerer Shadow Conjuration, Invisibility</entry> + <entry id="53800" lang="en" sex="m">Sorcerer Shadow Conjuration, Mage Armor</entry> + <entry id="53801" lang="en" sex="m">Sorcerer Shadow Conjuration, Magic Missile</entry> + <entry id="53802" lang="en" sex="m">Sorcerer Shout</entry> + <entry id="53803" lang="en" sex="m">Sorcerer Sinsabur's Baleful Bolt</entry> + <entry id="53804" lang="en" sex="m">Sorcerer Slashing Dispel</entry> + <entry id="53805" lang="en" sex="m">Sorcerer Solid Fog</entry> + <entry id="53806" lang="en" sex="m">Sorcerer Sonic Orb</entry> + <entry id="53807" lang="en" sex="m">Sorcerer Stoneskin</entry> + <entry id="53808" lang="en" sex="m">Sorcerer Summon Creature IV</entry> + <entry id="53809" lang="en" sex="m">Sorcerer Summon Undead 4</entry> + <entry id="53810" lang="en" sex="m">Sorcerer Viscid Globe</entry> + <entry id="53811" lang="en" sex="m">Sorcerer Wall of Fire</entry> + <entry id="53812" lang="en" sex="m">Sorcerer Wrack</entry> + <entry id="53813" lang="en" sex="m">Sorcerer Animate Dead</entry> + <entry id="53814" lang="en" sex="m">Sorcerer Baleful Polymorph</entry> + <entry id="53815" lang="en" sex="m">Sorcerer Ball Lightning</entry> + <entry id="53816" lang="en" sex="m">Sorcerer Beltyn's Burning Blood</entry> + <entry id="53817" lang="en" sex="m">Sorcerer Bigby's Interposing Hand</entry> + <entry id="53818" lang="en" sex="m">Sorcerer Break Enchantment</entry> + <entry id="53819" lang="en" sex="m">Sorcerer Call Dretch Horde</entry> + <entry id="53820" lang="en" sex="m">Sorcerer Call Lemure Horde</entry> + <entry id="53821" lang="en" sex="m">Sorcerer Cloudkill</entry> + <entry id="53822" lang="en" sex="m">Sorcerer Cone of Cold</entry> + <entry id="53823" lang="en" sex="m">Sorcerer Dismissal</entry> + <entry id="53824" lang="en" sex="m">Sorcerer Dominate Person</entry> + <entry id="53825" lang="en" sex="m">Sorcerer Draconic Might +</entry> + <entry id="53826" lang="en" sex="m">Sorcerer Energy Buffer</entry> + <entry id="53827" lang="en" sex="m">Sorcerer Feeblemind</entry> + <entry id="53828" lang="en" sex="m">Sorcerer Firebrand</entry> + <entry id="53829" lang="en" sex="m">Sorcerer Greater Fireburst</entry> + <entry id="53830" lang="en" sex="m">Sorcerer Greater Shadow Conjuration</entry> + <entry id="53831" lang="en" sex="m">Sorcerer Greater Shadow Conjuration, Summon Shadow</entry> + <entry id="53832" lang="en" sex="m">Sorcerer Greater Shadow Conjuration, Acid Arrow</entry> + <entry id="53833" lang="en" sex="m">Sorcerer Greater Shadow Conjuration, Ghostly Visage</entry> + <entry id="53834" lang="en" sex="m">Sorcerer Greater Shadow Conjuration, Web</entry> + <entry id="53835" lang="en" sex="m">Sorcerer Greater Shadow Conjuration, Minor Globe of Invulnerability</entry> + <entry id="53836" lang="en" sex="m">Sorcerer Hold Monster</entry> + <entry id="53837" lang="en" sex="m">Sorcerer Lesser Mind Blank</entry> + <entry id="53838" lang="en" sex="m">Sorcerer Lesser Planar Binding</entry> + <entry id="53839" lang="en" sex="m">Sorcerer Lesser Spell Mantle</entry> + <entry id="53840" lang="en" sex="m">Sorcerer Snilloc's Major Missile</entry> + <entry id="53841" lang="en" sex="m">Sorcerer Mass Fire Shield +</entry> + <entry id="53842" lang="en" sex="m">Sorcerer Mass Fire Shield: Red</entry> + <entry id="53843" lang="en" sex="m">Sorcerer Mass Fire Shield: Blue</entry> + <entry id="53844" lang="en" sex="m">Sorcerer Mestil's Acid Sheath</entry> + <entry id="53845" lang="en" sex="m">Sorcerer Mind Fog</entry> + <entry id="53846" lang="en" sex="m">Sorcerer Necrotic Burst</entry> + <entry id="53847" lang="en" sex="m">Sorcerer Night's Caress</entry> + <entry id="53848" lang="en" sex="m">Sorcerer Prismatic Ray</entry> + <entry id="53849" lang="en" sex="m">Sorcerer Resonating Resistance</entry> + <entry id="53850" lang="en" sex="m">Sorcerer Sonic Shield</entry> + <entry id="53851" lang="en" sex="m">Sorcerer Stop Heart</entry> + <entry id="53852" lang="en" sex="m">Sorcerer Summon Creature V</entry> + <entry id="53853" lang="en" sex="m">Sorcerer Summon Undead 5</entry> + <entry id="53854" lang="en" sex="m">Sorcerer Symbol of Pain</entry> + <entry id="53855" lang="en" sex="m">Sorcerer Symbol of Sleep</entry> + <entry id="53856" lang="en" sex="m">Sorcerer Teleport</entry> + <entry id="53857" lang="en" sex="m">Sorcerer Teleport - Self only</entry> + <entry id="53858" lang="en" sex="m">Sorcerer Teleport - Party within 10ft</entry> + <entry id="53859" lang="en" sex="m">Sorcerer Waves of Fatigue</entry> + <entry id="53860" lang="en" sex="m">Sorcerer Acid Fog</entry> + <entry id="53861" lang="en" sex="m">Sorcerer Acid Storm</entry> + <entry id="53862" lang="en" sex="m">Sorcerer Antimagic Field</entry> + <entry id="53863" lang="en" sex="m">Sorcerer Bigby's Forceful Hand</entry> + <entry id="53864" lang="en" sex="m">Sorcerer Call Faithful Servants</entry> + <entry id="53865" lang="en" sex="m">Sorcerer Chain Lightning</entry> + <entry id="53866" lang="en" sex="m">Sorcerer Circle of Death</entry> + <entry id="53867" lang="en" sex="m">Sorcerer Disintegrate</entry> + <entry id="53868" lang="en" sex="m">Sorcerer Ectoplasmic Enhancement</entry> + <entry id="53869" lang="en" sex="m">Sorcerer Ethereal Visage</entry> + <entry id="53870" lang="en" sex="m">Sorcerer Extract Water Elemental</entry> + <entry id="53871" lang="en" sex="m">Sorcerer Eyebite</entry> + <entry id="53872" lang="en" sex="m">Sorcerer Flesh to Stone</entry> + <entry id="53873" lang="en" sex="m">Sorcerer Ghoul Gauntlet</entry> + <entry id="53874" lang="en" sex="m">Sorcerer Globe of Invulnerability</entry> + <entry id="53875" lang="en" sex="m">Sorcerer Greater Dispelling</entry> + <entry id="53876" lang="en" sex="m">Sorcerer Greater Heroism</entry> + <entry id="53877" lang="en" sex="m">Sorcerer Greater Spell Breach</entry> + <entry id="53878" lang="en" sex="m">Sorcerer Greater Stoneskin</entry> + <entry id="53879" lang="en" sex="m">Sorcerer Isaac's Greater Missile Storm</entry> + <entry id="53880" lang="en" sex="m">Sorcerer Legend Lore</entry> + <entry id="53881" lang="en" sex="m">Sorcerer Mass Bull's Strength</entry> + <entry id="53882" lang="en" sex="m">Sorcerer Mass Cat's Grace</entry> + <entry id="53883" lang="en" sex="m">Sorcerer Mass Contagion</entry> + <entry id="53884" lang="en" sex="m">Sorcerer Mass Eagle's Splendor</entry> + <entry id="53885" lang="en" sex="m">Sorcerer Mass Endurance</entry> + <entry id="53886" lang="en" sex="m">Sorcerer Mass Fox's Cunning</entry> + <entry id="53887" lang="en" sex="m">Sorcerer Mass Haste</entry> + <entry id="53888" lang="en" sex="m">Sorcerer Mass Owl's Wisdom</entry> + <entry id="53889" lang="en" sex="m">Sorcerer Mislead</entry> + <entry id="53890" lang="en" sex="m">Sorcerer Necrotic Eruption</entry> + <entry id="53891" lang="en" sex="m">Sorcerer Otiluke's Freezing Sphere</entry> + <entry id="53892" lang="en" sex="m">Sorcerer Planar Binding</entry> + <entry id="53893" lang="en" sex="m">Sorcerer Repulsion</entry> + <entry id="53894" lang="en" sex="m">Sorcerer Shades</entry> + <entry id="53895" lang="en" sex="m">Sorcerer Summon Shadow</entry> + <entry id="53896" lang="en" sex="m">Sorcerer Shades, Cone of Cold</entry> + <entry id="53897" lang="en" sex="m">Sorcerer Shades, Fireball</entry> + <entry id="53898" lang="en" sex="m">Sorcerer Shades, Stoneskin</entry> + <entry id="53899" lang="en" sex="m">Sorcerer Shades, Wall of Fire</entry> + <entry id="53900" lang="en" sex="m">Sorcerer Starmantle</entry> + <entry id="53901" lang="en" sex="m">Sorcerer Stone to Flesh</entry> + <entry id="53902" lang="en" sex="m">Sorcerer Summon Creature VI</entry> + <entry id="53903" lang="en" sex="m">Sorcerer Superior Resistance</entry> + <entry id="53904" lang="en" sex="m">Sorcerer Symbol of Fear</entry> + <entry id="53905" lang="en" sex="m">Sorcerer Symbol of Persuasion</entry> + <entry id="53906" lang="en" sex="m">Sorcerer Tenser's Transformation</entry> + <entry id="53907" lang="en" sex="m">Sorcerer True Seeing</entry> + <entry id="53908" lang="en" sex="m">Sorcerer Undeath to Death</entry> + <entry id="53909" lang="en" sex="m">Sorcerer Amber Sarcophagus</entry> + <entry id="53910" lang="en" sex="m">Sorcerer Arrow of Bone</entry> + <entry id="53911" lang="en" sex="m">Sorcerer Avasculate</entry> + <entry id="53912" lang="en" sex="m">Sorcerer Banishment</entry> + <entry id="53913" lang="en" sex="m">Sorcerer Bigby's Grasping Hand</entry> + <entry id="53914" lang="en" sex="m">Sorcerer Control Undead</entry> + <entry id="53915" lang="en" sex="m">Sorcerer Control Weather</entry> + <entry id="53916" lang="en" sex="m">Sorcerer Control Weather: Rain</entry> + <entry id="53917" lang="en" sex="m">Sorcerer Control Weather: Snow</entry> + <entry id="53918" lang="en" sex="m">Sorcerer Control Weather: Clear</entry> + <entry id="53919" lang="en" sex="m">Sorcerer Delayed Blast Fireball</entry> + <entry id="53920" lang="en" sex="m">Sorcerer Dragon Ally</entry> + <entry id="53921" lang="en" sex="m">Sorcerer Energy Ebb</entry> + <entry id="53922" lang="en" sex="m">Sorcerer Energy Immunity</entry> + <entry id="53923" lang="en" sex="m">Sorcerer Acid Energy Immunity</entry> + <entry id="53924" lang="en" sex="m">Sorcerer Cold Energy Immunity</entry> + <entry id="53925" lang="en" sex="m">Sorcerer Electricity Energy Immunity</entry> + <entry id="53926" lang="en" sex="m">Sorcerer Fire Energy Immunity</entry> + <entry id="53927" lang="en" sex="m">Sorcerer Sonic Energy Immunity</entry> + <entry id="53928" lang="en" sex="m">Sorcerer Eye of the Beholder</entry> + <entry id="53929" lang="en" sex="m">Sorcerer Fiendish Clarity</entry> + <entry id="53930" lang="en" sex="m">Sorcerer Finger of Death</entry> + <entry id="53931" lang="en" sex="m">Sorcerer Great Thunderclap</entry> + <entry id="53932" lang="en" sex="m">Sorcerer Greater Scrying</entry> + <entry id="53933" lang="en" sex="m">Sorcerer Greater Teleport</entry> + <entry id="53934" lang="en" sex="m">Sorcerer Greater Teleport - Self only</entry> + <entry id="53935" lang="en" sex="m">Sorcerer Greater Teleport - Party within 10ft</entry> + <entry id="53936" lang="en" sex="m">Sorcerer Insanity</entry> + <entry id="53937" lang="en" sex="m">Sorcerer Mass Hold Person</entry> + <entry id="53938" lang="en" sex="m">Sorcerer Mordenkainen's Sword</entry> + <entry id="53939" lang="en" sex="m">Sorcerer Mordenkainen's Magnificent Mansion</entry> + <entry id="53940" lang="en" sex="m">Sorcerer Nybor's Stern Reproof</entry> + <entry id="53941" lang="en" sex="m">Sorcerer Power Word Blind</entry> + <entry id="53942" lang="en" sex="m">Sorcerer Power Word, Stun</entry> + <entry id="53943" lang="en" sex="m">Sorcerer Prismatic Spray</entry> + <entry id="53944" lang="en" sex="m">Sorcerer Protection from Spells</entry> + <entry id="53945" lang="en" sex="m">Sorcerer Sequester</entry> + <entry id="53946" lang="en" sex="m">Sorcerer Shadow Shield</entry> + <entry id="53947" lang="en" sex="m">Sorcerer Spell Mantle</entry> + <entry id="53948" lang="en" sex="m">Sorcerer Spell Turning</entry> + <entry id="53949" lang="en" sex="m">Sorcerer Summon Creature VII</entry> + <entry id="53950" lang="en" sex="m">Sorcerer Summon Huge Air Elemental</entry> + <entry id="53951" lang="en" sex="m">Sorcerer Summon Huge Earth Elemental</entry> + <entry id="53952" lang="en" sex="m">Sorcerer Summon Huge Fire Elemental</entry> + <entry id="53953" lang="en" sex="m">Sorcerer Summon Huge Water Elemental</entry> + <entry id="53954" lang="en" sex="m">Sorcerer Symbol of Stunning</entry> + <entry id="53955" lang="en" sex="m">Sorcerer Symbol of Weakness</entry> + <entry id="53956" lang="en" sex="m">Sorcerer Tomb of Light</entry> + <entry id="53957" lang="en" sex="m">Sorcerer Waves of Exhaustion</entry> + <entry id="53958" lang="en" sex="m">Sorcerer Avascular Mass</entry> + <entry id="53959" lang="en" sex="m">Sorcerer Bigby's Clenched Fist</entry> + <entry id="53960" lang="en" sex="m">Sorcerer Blackstaff</entry> + <entry id="53961" lang="en" sex="m">Sorcerer Create Undead</entry> + <entry id="53962" lang="en" sex="m">Sorcerer Dimensional Lock</entry> + <entry id="53963" lang="en" sex="m">Sorcerer Discern Location</entry> + <entry id="53964" lang="en" sex="m">Sorcerer Greater Sanctuary</entry> + <entry id="53965" lang="en" sex="m">Sorcerer Flensing</entry> + <entry id="53966" lang="en" sex="m">Sorcerer Greater Planar Binding</entry> + <entry id="53967" lang="en" sex="m">Sorcerer Greater Shout</entry> + <entry id="53968" lang="en" sex="m">Sorcerer Wall of Greater Dispel Magic</entry> + <entry id="53969" lang="en" sex="m">Sorcerer Gutwrench</entry> + <entry id="53970" lang="en" sex="m">Sorcerer Horrid Wilting</entry> + <entry id="53971" lang="en" sex="m">Sorcerer Incendiary Cloud</entry> + <entry id="53972" lang="en" sex="m">Sorcerer Iron Body</entry> + <entry id="53973" lang="en" sex="m">Sorcerer Last Judgement</entry> + <entry id="53974" lang="en" sex="m">Sorcerer Mantle of Egregious Might</entry> + <entry id="53975" lang="en" sex="m">Sorcerer Mass Blindness/Deafness</entry> + <entry id="53976" lang="en" sex="m">Sorcerer Mass Charm</entry> + <entry id="53977" lang="en" sex="m">Sorcerer Maze</entry> + <entry id="53978" lang="en" sex="m">Sorcerer Mind Blank</entry> + <entry id="53979" lang="en" sex="m">Sorcerer Necrotic Empowerment</entry> + <entry id="53980" lang="en" sex="m">Sorcerer Polar Ray</entry> + <entry id="53981" lang="en" sex="m">Sorcerer Premonition</entry> + <entry id="53982" lang="en" sex="m">Sorcerer Prismatic Wall</entry> + <entry id="53983" lang="en" sex="m">Sorcerer Scintillating Pattern</entry> + <entry id="53984" lang="en" sex="m">Sorcerer Summon Creature VIII</entry> + <entry id="53985" lang="en" sex="m">Sorcerer Summon Greater Air Elemental</entry> + <entry id="53986" lang="en" sex="m">Sorcerer Summon Greater Earth Elemental</entry> + <entry id="53987" lang="en" sex="m">Sorcerer Summon Greater Fire Elemental</entry> + <entry id="53988" lang="en" sex="m">Sorcerer Summon Greater Water Elemental</entry> + <entry id="53989" lang="en" sex="m">Sorcerer Sunburst</entry> + <entry id="53990" lang="en" sex="m">Sorcerer Symbol of Death</entry> + <entry id="53991" lang="en" sex="m">Sorcerer Symbol of Insanity</entry> + <entry id="53992" lang="en" sex="m">Sorcerer Bigby's Crushing Hand</entry> + <entry id="53993" lang="en" sex="m">Sorcerer Black Blade of Disaster</entry> + <entry id="53994" lang="en" sex="m">Sorcerer Blinding Glory</entry> + <entry id="53995" lang="en" sex="m">Sorcerer Crushing Fist of Spite</entry> + <entry id="53996" lang="en" sex="m">Sorcerer Dominate Monster</entry> + <entry id="53997" lang="en" sex="m">Sorcerer Energy Drain</entry> + <entry id="53998" lang="en" sex="m">Sorcerer Foresight</entry> + <entry id="53999" lang="en" sex="m">Sorcerer Gate</entry> + <entry id="54000" lang="en" sex="m">Sorcerer Greater Spell Mantle</entry> + <entry id="54001" lang="en" sex="m">Sorcerer Mass Hold Monster</entry> + <entry id="54002" lang="en" sex="m">Sorcerer Meteor Swarm</entry> + <entry id="54003" lang="en" sex="m">Sorcerer Mordenkainen's Disjunction</entry> + <entry id="54004" lang="en" sex="m">Sorcerer Necrotic Termination</entry> + <entry id="54005" lang="en" sex="m">Sorcerer Plague of Undead</entry> + <entry id="54006" lang="en" sex="m">Sorcerer Power Word, Kill</entry> + <entry id="54007" lang="en" sex="m">Sorcerer Prismatic Sphere</entry> + <entry id="54008" lang="en" sex="m">Sorcerer Shapechange</entry> + <entry id="54009" lang="en" sex="m">Sorcerer Shapechange, Red Dragon</entry> + <entry id="54010" lang="en" sex="m">Sorcerer Shapechange, Fire Giant</entry> + <entry id="54011" lang="en" sex="m">Sorcerer Shapechange, Balor</entry> + <entry id="54012" lang="en" sex="m">Sorcerer Shapechange, Death Slaad</entry> + <entry id="54013" lang="en" sex="m">Sorcerer Shapechange, Iron Golem</entry> + <entry id="54014" lang="en" sex="m">Sorcerer Sphere of Ultimate Destruction</entry> + <entry id="54015" lang="en" sex="m">Sorcerer Summon Creature IX</entry> + <entry id="54016" lang="en" sex="m">Sorcerer Summon Elder Air Elemental</entry> + <entry id="54017" lang="en" sex="m">Sorcerer Summon Elder Earth Elemental</entry> + <entry id="54018" lang="en" sex="m">Sorcerer Summon Elder Fire Elemental</entry> + <entry id="54019" lang="en" sex="m">Sorcerer Summon Elder Water Elemental</entry> + <entry id="54020" lang="en" sex="m">Sorcerer Teleportation Circle</entry> + <entry id="54021" lang="en" sex="m">Sorcerer Teleportation Circle - Visible</entry> + <entry id="54022" lang="en" sex="m">Sorcerer Teleportation Circle - Hidden</entry> + <entry id="54023" lang="en" sex="m">Sorcerer Time Stop</entry> + <entry id="54024" lang="en" sex="m">Sorcerer Utterdark</entry> + <entry id="54025" lang="en" sex="m">Sorcerer Vile Death</entry> + <entry id="54026" lang="en" sex="m">Sorcerer Wail of the Banshee</entry> + <entry id="54027" lang="en" sex="m">Sorcerer Weird</entry> + <entry id="54028" lang="en" sex="m">Harper Scout Camouflage</entry> + <entry id="54029" lang="en" sex="m">Harper Scout Alter Self</entry> + <entry id="54030" lang="en" sex="m">Harper Scout Alter Self - Learn Shape</entry> + <entry id="54031" lang="en" sex="m">Harper Scout Alter Self - Options</entry> + <entry id="54032" lang="en" sex="m">Harper Scout Alter Self - Quickslot 1</entry> + <entry id="54033" lang="en" sex="m">Harper Scout Alter Self - Quickslot 2</entry> + <entry id="54034" lang="en" sex="m">Harper Scout Alter Self - Quickslot 3</entry> + <entry id="54035" lang="en" sex="m">Harper Scout Charm Person</entry> + <entry id="54036" lang="en" sex="m">Harper Scout Jump</entry> + <entry id="54037" lang="en" sex="m">Harper Scout Light</entry> + <entry id="54038" lang="en" sex="m">Harper Scout Read Magic</entry> + <entry id="54039" lang="en" sex="m">Harper Scout Sleep</entry> + <entry id="54040" lang="en" sex="m">Harper Scout Cat's Grace</entry> + <entry id="54041" lang="en" sex="m">Harper Scout Eagle's Splendor</entry> + <entry id="54042" lang="en" sex="m">Harper Scout Invisibility</entry> + <entry id="54043" lang="en" sex="m">Harper Scout Knock</entry> + <entry id="54044" lang="en" sex="m">Harper Scout Locate Object</entry> + <entry id="54045" lang="en" sex="m">Harper Scout See Invisibility</entry> + <entry id="54046" lang="en" sex="m">Harper Scout Clairaudience/Clairvoyance</entry> + <entry id="54047" lang="en" sex="m">Harper Scout Nondetection</entry> + <entry id="54048" lang="en" sex="m">Harper Scout Undetectable Alignment</entry> + <entry id="54049" lang="en" sex="m">Assassin Addiction</entry> + <entry id="54050" lang="en" sex="m">Assassin Addiction: Terran Brandy</entry> + <entry id="54051" lang="en" sex="m">Assassin Addiction: Mushroom Powder</entry> + <entry id="54052" lang="en" sex="m">Assassin Addiction: Vodare</entry> + <entry id="54053" lang="en" sex="m">Assassin Addiction: Agony</entry> + <entry id="54054" lang="en" sex="m">Assassin Angry Ache</entry> + <entry id="54055" lang="en" sex="m">Assassin Blade of Blood</entry> + <entry id="54056" lang="en" sex="m">Assassin Blade of Blood 1d6</entry> + <entry id="54057" lang="en" sex="m">Assassin Blade of Blood 3d6</entry> + <entry id="54058" lang="en" sex="m">Assassin Disguise Self</entry> + <entry id="54059" lang="en" sex="m">Assassin Disguise Self - Learn Shape</entry> + <entry id="54060" lang="en" sex="m">Assassin Disguise Self - Options</entry> + <entry id="54061" lang="en" sex="m">Assassin Disguise Self - Quickslot 1</entry> + <entry id="54062" lang="en" sex="m">Assassin Disguise Self - Quickslot 2</entry> + <entry id="54063" lang="en" sex="m">Assassin Disguise Self - Quickslot 3</entry> + <entry id="54064" lang="en" sex="m">Assassin Jump</entry> + <entry id="54065" lang="en" sex="m">Assassin Obscuring Mist</entry> + <entry id="54066" lang="en" sex="m">Assassin Sleep</entry> + <entry id="54067" lang="en" sex="m">Assassin True Strike</entry> + <entry id="54068" lang="en" sex="m">Assassin Alter Self</entry> + <entry id="54069" lang="en" sex="m">Assassin Alter Self - Learn Shape</entry> + <entry id="54070" lang="en" sex="m">Assassin Alter Self - Options</entry> + <entry id="54071" lang="en" sex="m">Assassin Alter Self - Quickslot 1</entry> + <entry id="54072" lang="en" sex="m">Assassin Alter Self - Quickslot 2</entry> + <entry id="54073" lang="en" sex="m">Assassin Alter Self - Quickslot 3</entry> + <entry id="54074" lang="en" sex="m">Assassin Cat's Grace</entry> + <entry id="54075" lang="en" sex="m">Assassin Darkness</entry> + <entry id="54076" lang="en" sex="m">Assassin Fox's Cunning</entry> + <entry id="54077" lang="en" sex="m">Assassin Ice Knife</entry> + <entry id="54078" lang="en" sex="m">Assassin Invisibility</entry> + <entry id="54079" lang="en" sex="m">Assassin Undetectable Alignment</entry> + <entry id="54080" lang="en" sex="m">Assassin Deeper Darkness</entry> + <entry id="54081" lang="en" sex="m">Assassin Deep Slumber</entry> + <entry id="54082" lang="en" sex="m">Assassin False Life</entry> + <entry id="54083" lang="en" sex="m">Assassin Magic Circle against Good</entry> + <entry id="54084" lang="en" sex="m">Assassin Masochism</entry> + <entry id="54085" lang="en" sex="m">Assassin Nondetection</entry> + <entry id="54086" lang="en" sex="m">Assassin Clairaudience/Clairvoyance</entry> + <entry id="54087" lang="en" sex="m">Assassin Cursed Blade</entry> + <entry id="54088" lang="en" sex="m">Assassin Dimension Door</entry> + <entry id="54089" lang="en" sex="m">Assassin Dimension Door - Self only</entry> + <entry id="54090" lang="en" sex="m">Assassin Dimension Door - Party within 10ft</entry> + <entry id="54091" lang="en" sex="m">Assassin Dimension Door - Direction and Distance - Self only</entry> + <entry id="54092" lang="en" sex="m">Assassin Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="54093" lang="en" sex="m">Assassin Flesh Armor</entry> + <entry id="54094" lang="en" sex="m">Assassin Freedom of Movement</entry> + <entry id="54095" lang="en" sex="m">Assassin Glibness</entry> + <entry id="54096" lang="en" sex="m">Assassin Heart Ripper</entry> + <entry id="54097" lang="en" sex="m">Assassin Improved Invisibility</entry> + <entry id="54098" lang="en" sex="m">Assassin Locate Creature</entry> + <entry id="54099" lang="en" sex="m">Assassin Poison</entry> + <entry id="54100" lang="en" sex="m">Assassin Stop Heart</entry> + <entry id="54101" lang="en" sex="m">Blackguard Cure Light Wounds</entry> + <entry id="54102" lang="en" sex="m">Blackguard Empowered Cure Light Wounds</entry> + <entry id="54103" lang="en" sex="m">Blackguard Maximized Cure Light Wounds</entry> + <entry id="54104" lang="en" sex="m">Blackguard Silent Cure Light Wounds</entry> + <entry id="54105" lang="en" sex="m">Blackguard Still Cure Light Wounds</entry> + <entry id="54106" lang="en" sex="m">Blackguard Cause Fear</entry> + <entry id="54107" lang="en" sex="m">Blackguard Extended Cause Fear</entry> + <entry id="54108" lang="en" sex="m">Blackguard Still Cause Fear</entry> + <entry id="54109" lang="en" sex="m">Blackguard Doom</entry> + <entry id="54110" lang="en" sex="m">Blackguard Extended Doom</entry> + <entry id="54111" lang="en" sex="m">Blackguard Silent Doom</entry> + <entry id="54112" lang="en" sex="m">Blackguard Still Doom</entry> + <entry id="54113" lang="en" sex="m">Blackguard Inflict Light Wounds</entry> + <entry id="54114" lang="en" sex="m">Blackguard Empowered Inflict Light Wounds</entry> + <entry id="54115" lang="en" sex="m">Blackguard Maximized Inflict Light Wounds</entry> + <entry id="54116" lang="en" sex="m">Blackguard Silent Inflict Light Wounds</entry> + <entry id="54117" lang="en" sex="m">Blackguard Still Inflict Light Wounds</entry> + <entry id="54118" lang="en" sex="m">Blackguard Magic Weapon</entry> + <entry id="54119" lang="en" sex="m">Blackguard Extended Magic Weapon</entry> + <entry id="54120" lang="en" sex="m">Blackguard Silent Magic Weapon</entry> + <entry id="54121" lang="en" sex="m">Blackguard Still Magic Weapon</entry> + <entry id="54122" lang="en" sex="m">Blackguard Summon Creature I</entry> + <entry id="54123" lang="en" sex="m">Blackguard Extended Summon Creature I</entry> + <entry id="54124" lang="en" sex="m">Blackguard Silent Summon Creature I</entry> + <entry id="54125" lang="en" sex="m">Blackguard Still Summon Creature I</entry> + <entry id="54126" lang="en" sex="m">Blackguard Blade of Blood</entry> + <entry id="54127" lang="en" sex="m">Blackguard Blade of Blood 1d6</entry> + <entry id="54128" lang="en" sex="m">Blackguard Blade of Blood 3d6</entry> + <entry id="54129" lang="en" sex="m">Blackguard Empowered Blade of Blood</entry> + <entry id="54130" lang="en" sex="m">Blackguard Empowered Blade of Blood 1d6</entry> + <entry id="54131" lang="en" sex="m">Blackguard Empowered Blade of Blood 3d6</entry> + <entry id="54132" lang="en" sex="m">Blackguard Extended Blade of Blood</entry> + <entry id="54133" lang="en" sex="m">Blackguard Extended Blade of Blood 1d6</entry> + <entry id="54134" lang="en" sex="m">Blackguard Extended Blade of Blood 3d6</entry> + <entry id="54135" lang="en" sex="m">Blackguard Maximized Blade of Blood</entry> + <entry id="54136" lang="en" sex="m">Blackguard Maximized Blade of Blood 1d6</entry> + <entry id="54137" lang="en" sex="m">Blackguard Maximized Blade of Blood 3d6</entry> + <entry id="54138" lang="en" sex="m">Blackguard Silent Blade of Blood</entry> + <entry id="54139" lang="en" sex="m">Blackguard Silent Blade of Blood 1d6</entry> + <entry id="54140" lang="en" sex="m">Blackguard Silent Blade of Blood 3d6</entry> + <entry id="54141" lang="en" sex="m">Blackguard Still Blade of Blood</entry> + <entry id="54142" lang="en" sex="m">Blackguard Still Blade of Blood 1d6</entry> + <entry id="54143" lang="en" sex="m">Blackguard Still Blade of Blood 3d6</entry> + <entry id="54144" lang="en" sex="m">Blackguard Boneblast</entry> + <entry id="54145" lang="en" sex="m">Blackguard Silent Boneblast</entry> + <entry id="54146" lang="en" sex="m">Blackguard Still Boneblast</entry> + <entry id="54147" lang="en" sex="m">Blackguard Demonflesh</entry> + <entry id="54148" lang="en" sex="m">Blackguard Extended Demonflesh</entry> + <entry id="54149" lang="en" sex="m">Blackguard Silent Demonflesh</entry> + <entry id="54150" lang="en" sex="m">Blackguard Still Demonflesh</entry> + <entry id="54151" lang="en" sex="m">Blackguard Seething Eyebane</entry> + <entry id="54152" lang="en" sex="m">Blackguard Silent Seething Eyebane</entry> + <entry id="54153" lang="en" sex="m">Blackguard Still Seething Eyebane</entry> + <entry id="54154" lang="en" sex="m">Blackguard Summon Undead I</entry> + <entry id="54155" lang="en" sex="m">Blackguard Extended Summon Undead I</entry> + <entry id="54156" lang="en" sex="m">Blackguard Silent Summon Undead I</entry> + <entry id="54157" lang="en" sex="m">Blackguard Still Summon Undead I</entry> + <entry id="54158" lang="en" sex="m">Blackguard Bull's Strength</entry> + <entry id="54159" lang="en" sex="m">Blackguard Empowered Bull's Strength</entry> + <entry id="54160" lang="en" sex="m">Blackguard Extended Bull's Strength</entry> + <entry id="54161" lang="en" sex="m">Blackguard Silent Bull's Strength</entry> + <entry id="54162" lang="en" sex="m">Blackguard Still Bull's Strength</entry> + <entry id="54163" lang="en" sex="m">Blackguard Cure Moderate Wounds</entry> + <entry id="54164" lang="en" sex="m">Blackguard Empowered Cure Moderate Wounds</entry> + <entry id="54165" lang="en" sex="m">Blackguard Silent Cure Moderate Wounds</entry> + <entry id="54166" lang="en" sex="m">Blackguard Still Cure Moderate Wounds</entry> + <entry id="54167" lang="en" sex="m">Blackguard Darkness</entry> + <entry id="54168" lang="en" sex="m">Blackguard Extended Darkness</entry> + <entry id="54169" lang="en" sex="m">Blackguard Silent Darkness</entry> + <entry id="54170" lang="en" sex="m">Blackguard Eagle's Splendor</entry> + <entry id="54171" lang="en" sex="m">Blackguard Empowered Eagle's Splendor</entry> + <entry id="54172" lang="en" sex="m">Blackguard Extended Eagle's Splendor</entry> + <entry id="54173" lang="en" sex="m">Blackguard Silent Eagle's Splendor</entry> + <entry id="54174" lang="en" sex="m">Blackguard Still Eagle's Splendor</entry> + <entry id="54175" lang="en" sex="m">Blackguard Inflict Moderate Wounds</entry> + <entry id="54176" lang="en" sex="m">Blackguard Empowered Inflict Moderate Wounds</entry> + <entry id="54177" lang="en" sex="m">Blackguard Silent Inflict Moderate Wounds</entry> + <entry id="54178" lang="en" sex="m">Blackguard Still Inflict Moderate Wounds</entry> + <entry id="54179" lang="en" sex="m">Blackguard Summon Creature II</entry> + <entry id="54180" lang="en" sex="m">Blackguard Extended Summon Creature II</entry> + <entry id="54181" lang="en" sex="m">Blackguard Silent Summon Creature II</entry> + <entry id="54182" lang="en" sex="m">Blackguard Still Summon Creature II</entry> + <entry id="54183" lang="en" sex="m">Blackguard Boneblade</entry> + <entry id="54184" lang="en" sex="m">Blackguard Boneblade: Greatsword</entry> + <entry id="54185" lang="en" sex="m">Blackguard Boneblade: Longsword</entry> + <entry id="54186" lang="en" sex="m">Blackguard Boneblade: Shortsword</entry> + <entry id="54187" lang="en" sex="m">Blackguard Extended Boneblade</entry> + <entry id="54188" lang="en" sex="m">Blackguard Extended Boneblade: Greatsword</entry> + <entry id="54189" lang="en" sex="m">Blackguard Extended Boneblade: Longsword</entry> + <entry id="54190" lang="en" sex="m">Blackguard Extended Boneblade: Shortsword</entry> + <entry id="54191" lang="en" sex="m">Blackguard Silent Boneblade</entry> + <entry id="54192" lang="en" sex="m">Blackguard Silent Boneblade: Greatsword</entry> + <entry id="54193" lang="en" sex="m">Blackguard Silent Boneblade: Longsword</entry> + <entry id="54194" lang="en" sex="m">Blackguard Silent Boneblade: Shortsword</entry> + <entry id="54195" lang="en" sex="m">Blackguard Still Boneblade</entry> + <entry id="54196" lang="en" sex="m">Blackguard Still Boneblade: Greatsword</entry> + <entry id="54197" lang="en" sex="m">Blackguard Still Boneblade: Longsword</entry> + <entry id="54198" lang="en" sex="m">Blackguard Still Boneblade: Shortsword</entry> + <entry id="54199" lang="en" sex="m">Blackguard Death Knell</entry> + <entry id="54200" lang="en" sex="m">Blackguard Empowered Death Knell</entry> + <entry id="54201" lang="en" sex="m">Blackguard Extended Death Knell</entry> + <entry id="54202" lang="en" sex="m">Blackguard Silent Death Knell</entry> + <entry id="54203" lang="en" sex="m">Blackguard Still Death Knell</entry> + <entry id="54204" lang="en" sex="m">Blackguard Demoncall</entry> + <entry id="54205" lang="en" sex="m">Blackguard Silent Demoncall</entry> + <entry id="54206" lang="en" sex="m">Blackguard Still Demoncall</entry> + <entry id="54207" lang="en" sex="m">Blackguard Devil's Eye</entry> + <entry id="54208" lang="en" sex="m">Blackguard Silent Devil's Eye</entry> + <entry id="54209" lang="en" sex="m">Blackguard Still Devil's Eye</entry> + <entry id="54210" lang="en" sex="m">Blackguard Lahm's Finger Darts</entry> + <entry id="54211" lang="en" sex="m">Blackguard Silent Lahm's Finger Darts</entry> + <entry id="54212" lang="en" sex="m">Blackguard Still Lahm's Finger Darts</entry> + <entry id="54213" lang="en" sex="m">Blackguard Summon Undead 2</entry> + <entry id="54214" lang="en" sex="m">Blackguard Extended Summon Undead 2</entry> + <entry id="54215" lang="en" sex="m">Blackguard Silent Summon Undead 2</entry> + <entry id="54216" lang="en" sex="m">Blackguard Still Summon Undead 2</entry> + <entry id="54217" lang="en" sex="m">Blackguard Contagion</entry> + <entry id="54218" lang="en" sex="m">Blackguard Silent Contagion</entry> + <entry id="54219" lang="en" sex="m">Blackguard Still Contagion</entry> + <entry id="54220" lang="en" sex="m">Blackguard Cure Serious Wounds</entry> + <entry id="54221" lang="en" sex="m">Blackguard Silent Cure Serious Wounds</entry> + <entry id="54222" lang="en" sex="m">Blackguard Still Cure Serious Wounds</entry> + <entry id="54223" lang="en" sex="m">Blackguard Deeper Darkness</entry> + <entry id="54224" lang="en" sex="m">Blackguard Extended Deeper Darkness</entry> + <entry id="54225" lang="en" sex="m">Blackguard Silent Deeper Darkness</entry> + <entry id="54226" lang="en" sex="m">Blackguard Inflict Serious Wounds</entry> + <entry id="54227" lang="en" sex="m">Blackguard Silent Inflict Serious Wounds</entry> + <entry id="54228" lang="en" sex="m">Blackguard Still Inflict Serious Wounds</entry> + <entry id="54229" lang="en" sex="m">Blackguard Protection from Elements</entry> + <entry id="54230" lang="en" sex="m">Blackguard Extended Protection from Elements</entry> + <entry id="54231" lang="en" sex="m">Blackguard Silent Protection from Elements</entry> + <entry id="54232" lang="en" sex="m">Blackguard Still Protection from Elements</entry> + <entry id="54233" lang="en" sex="m">Blackguard Summon Creature III</entry> + <entry id="54234" lang="en" sex="m">Blackguard Extended Summon Creature III</entry> + <entry id="54235" lang="en" sex="m">Blackguard Silent Summon Creature III</entry> + <entry id="54236" lang="en" sex="m">Blackguard Still Summon Creature III</entry> + <entry id="54237" lang="en" sex="m">Blackguard Abyssal Might</entry> + <entry id="54238" lang="en" sex="m">Blackguard Extended Abyssal Might</entry> + <entry id="54239" lang="en" sex="m">Blackguard Silent Abyssal Might</entry> + <entry id="54240" lang="en" sex="m">Blackguard Still Abyssal Might</entry> + <entry id="54241" lang="en" sex="m">Blackguard Red Fester</entry> + <entry id="54242" lang="en" sex="m">Blackguard Silent Red Fester</entry> + <entry id="54243" lang="en" sex="m">Blackguard Still Red Fester</entry> + <entry id="54244" lang="en" sex="m">Blackguard Rotting Curse of Urfestra</entry> + <entry id="54245" lang="en" sex="m">Blackguard Silent Rotting Curse of Urfestra</entry> + <entry id="54246" lang="en" sex="m">Blackguard Still Rotting Curse of Urfestra</entry> + <entry id="54247" lang="en" sex="m">Blackguard Touch of Juiblex</entry> + <entry id="54248" lang="en" sex="m">Blackguard Silent Touch of Juiblex</entry> + <entry id="54249" lang="en" sex="m">Blackguard Still Touch of Juiblex</entry> + <entry id="54250" lang="en" sex="m">Blackguard Masochism</entry> + <entry id="54251" lang="en" sex="m">Blackguard Extended Masochism</entry> + <entry id="54252" lang="en" sex="m">Blackguard Summon Undead 3</entry> + <entry id="54253" lang="en" sex="m">Blackguard Extended Summon Undead 3</entry> + <entry id="54254" lang="en" sex="m">Blackguard Silent Summon Undead 3</entry> + <entry id="54255" lang="en" sex="m">Blackguard Still Summon Undead 3</entry> + <entry id="54256" lang="en" sex="m">Blackguard Cure Critical Wounds</entry> + <entry id="54257" lang="en" sex="m">Blackguard Freedom of Movement</entry> + <entry id="54258" lang="en" sex="m">Blackguard Inflict Critical Wounds</entry> + <entry id="54259" lang="en" sex="m">Blackguard Poison</entry> + <entry id="54260" lang="en" sex="m">Blackguard Summon Creature IV</entry> + <entry id="54261" lang="en" sex="m">Blackguard Absorb Strength</entry> + <entry id="54262" lang="en" sex="m">Blackguard Claws of the Savage</entry> + <entry id="54263" lang="en" sex="m">Blackguard Summon Undead 4</entry> + <entry id="54264" lang="en" sex="m">Ocular Adept Cure Minor Wounds</entry> + <entry id="54265" lang="en" sex="m">Ocular Adept Quickened Cure Minor Wounds</entry> + <entry id="54266" lang="en" sex="m">Ocular Adept Silent Cure Minor Wounds</entry> + <entry id="54267" lang="en" sex="m">Ocular Adept Still Cure Minor Wounds</entry> + <entry id="54268" lang="en" sex="m">Ocular Adept Inflict Minor Wounds</entry> + <entry id="54269" lang="en" sex="m">Ocular Adept Quickened Inflict Minor Wounds</entry> + <entry id="54270" lang="en" sex="m">Ocular Adept Silent Inflict Minor Wounds</entry> + <entry id="54271" lang="en" sex="m">Ocular Adept Still Inflict Minor Wounds</entry> + <entry id="54272" lang="en" sex="m">Ocular Adept Light</entry> + <entry id="54273" lang="en" sex="m">Ocular Adept Extended Light</entry> + <entry id="54274" lang="en" sex="m">Ocular Adept Quickened Light</entry> + <entry id="54275" lang="en" sex="m">Ocular Adept Silent Light</entry> + <entry id="54276" lang="en" sex="m">Ocular Adept Read Magic</entry> + <entry id="54277" lang="en" sex="m">Ocular Adept Quickened Read Magic</entry> + <entry id="54278" lang="en" sex="m">Ocular Adept Silent Read Magic</entry> + <entry id="54279" lang="en" sex="m">Ocular Adept Still Read Magic</entry> + <entry id="54280" lang="en" sex="m">Ocular Adept Resistance</entry> + <entry id="54281" lang="en" sex="m">Ocular Adept Extended Resistance</entry> + <entry id="54282" lang="en" sex="m">Ocular Adept Quickened Resistance</entry> + <entry id="54283" lang="en" sex="m">Ocular Adept Silent Resistance</entry> + <entry id="54284" lang="en" sex="m">Ocular Adept Still Resistance</entry> + <entry id="54285" lang="en" sex="m">Ocular Adept Virtue</entry> + <entry id="54286" lang="en" sex="m">Ocular Adept Extended Virtue</entry> + <entry id="54287" lang="en" sex="m">Ocular Adept Quickened Virtue</entry> + <entry id="54288" lang="en" sex="m">Ocular Adept Silent Virtue</entry> + <entry id="54289" lang="en" sex="m">Ocular Adept Still Virtue</entry> + <entry id="54290" lang="en" sex="m">Ocular Adept Angry Ache</entry> + <entry id="54291" lang="en" sex="m">Ocular Adept Extended Angry Ache</entry> + <entry id="54292" lang="en" sex="m">Ocular Adept Quickened Angry Ache</entry> + <entry id="54293" lang="en" sex="m">Ocular Adept Silent Angry Ache</entry> + <entry id="54294" lang="en" sex="m">Ocular Adept Still Angry Ache</entry> + <entry id="54295" lang="en" sex="m">Ocular Adept Bane</entry> + <entry id="54296" lang="en" sex="m">Ocular Adept Extended Bane</entry> + <entry id="54297" lang="en" sex="m">Ocular Adept Quickened Bane</entry> + <entry id="54298" lang="en" sex="m">Ocular Adept Silent Bane</entry> + <entry id="54299" lang="en" sex="m">Ocular Adept Still Bane</entry> + <entry id="54300" lang="en" sex="m">Ocular Adept Blade of Blood</entry> + <entry id="54301" lang="en" sex="m">Ocular Adept Blade of Blood 1d6</entry> + <entry id="54302" lang="en" sex="m">Ocular Adept Blade of Blood 3d6</entry> + <entry id="54303" lang="en" sex="m">Ocular Adept Empowered Blade of Blood</entry> + <entry id="54304" lang="en" sex="m">Ocular Adept Empowered Blade of Blood 1d6</entry> + <entry id="54305" lang="en" sex="m">Ocular Adept Empowered Blade of Blood 3d6</entry> + <entry id="54306" lang="en" sex="m">Ocular Adept Extended Blade of Blood</entry> + <entry id="54307" lang="en" sex="m">Ocular Adept Extended Blade of Blood 1d6</entry> + <entry id="54308" lang="en" sex="m">Ocular Adept Extended Blade of Blood 3d6</entry> + <entry id="54309" lang="en" sex="m">Ocular Adept Maximized Blade of Blood</entry> + <entry id="54310" lang="en" sex="m">Ocular Adept Maximized Blade of Blood 1d6</entry> + <entry id="54311" lang="en" sex="m">Ocular Adept Maximized Blade of Blood 3d6</entry> + <entry id="54312" lang="en" sex="m">Ocular Adept Quickened Blade of Blood</entry> + <entry id="54313" lang="en" sex="m">Ocular Adept Quickened Blade of Blood 1d6</entry> + <entry id="54314" lang="en" sex="m">Ocular Adept Quickened Blade of Blood 3d6</entry> + <entry id="54315" lang="en" sex="m">Ocular Adept Silent Blade of Blood</entry> + <entry id="54316" lang="en" sex="m">Ocular Adept Silent Blade of Blood 1d6</entry> + <entry id="54317" lang="en" sex="m">Ocular Adept Silent Blade of Blood 3d6</entry> + <entry id="54318" lang="en" sex="m">Ocular Adept Still Blade of Blood</entry> + <entry id="54319" lang="en" sex="m">Ocular Adept Still Blade of Blood 1d6</entry> + <entry id="54320" lang="en" sex="m">Ocular Adept Still Blade of Blood 3d6</entry> + <entry id="54321" lang="en" sex="m">Ocular Adept Bless</entry> + <entry id="54322" lang="en" sex="m">Ocular Adept Extended Bless</entry> + <entry id="54323" lang="en" sex="m">Ocular Adept Quickened Bless</entry> + <entry id="54324" lang="en" sex="m">Ocular Adept Silent Bless</entry> + <entry id="54325" lang="en" sex="m">Ocular Adept Still Bless</entry> + <entry id="54326" lang="en" sex="m">Ocular Adept Bless Water</entry> + <entry id="54327" lang="en" sex="m">Ocular Adept Quickened Bless Water</entry> + <entry id="54328" lang="en" sex="m">Ocular Adept Silent Bless Water</entry> + <entry id="54329" lang="en" sex="m">Ocular Adept Still Bless Water</entry> + <entry id="54330" lang="en" sex="m">Ocular Adept Cause Fear</entry> + <entry id="54331" lang="en" sex="m">Ocular Adept Extended Cause Fear</entry> + <entry id="54332" lang="en" sex="m">Ocular Adept Quickened Cause Fear</entry> + <entry id="54333" lang="en" sex="m">Ocular Adept Still Cause Fear</entry> + <entry id="54334" lang="en" sex="m">Ocular Adept Command</entry> + <entry id="54335" lang="en" sex="m">Ocular Adept Command Approach</entry> + <entry id="54336" lang="en" sex="m">Ocular Adept Command Drop</entry> + <entry id="54337" lang="en" sex="m">Ocular Adept Command Fall</entry> + <entry id="54338" lang="en" sex="m">Ocular Adept Command Flee</entry> + <entry id="54339" lang="en" sex="m">Ocular Adept Command Halt</entry> + <entry id="54340" lang="en" sex="m">Ocular Adept Extended Command</entry> + <entry id="54341" lang="en" sex="m">Ocular Adept Extended Command Approach</entry> + <entry id="54342" lang="en" sex="m">Ocular Adept Extended Command Drop</entry> + <entry id="54343" lang="en" sex="m">Ocular Adept Extended Command Fall</entry> + <entry id="54344" lang="en" sex="m">Ocular Adept Extended Command Flee</entry> + <entry id="54345" lang="en" sex="m">Ocular Adept Extended Command Halt</entry> + <entry id="54346" lang="en" sex="m">Ocular Adept Quickened Command</entry> + <entry id="54347" lang="en" sex="m">Ocular Adept Quickened Command Approach</entry> + <entry id="54348" lang="en" sex="m">Ocular Adept Quickened Command Drop</entry> + <entry id="54349" lang="en" sex="m">Ocular Adept Quickened Command Fall</entry> + <entry id="54350" lang="en" sex="m">Ocular Adept Quickened Command Flee</entry> + <entry id="54351" lang="en" sex="m">Ocular Adept Quickened Command Halt</entry> + <entry id="54352" lang="en" sex="m">Ocular Adept Silent Command</entry> + <entry id="54353" lang="en" sex="m">Ocular Adept Silent Command Approach</entry> + <entry id="54354" lang="en" sex="m">Ocular Adept Silent Command Drop</entry> + <entry id="54355" lang="en" sex="m">Ocular Adept Silent Command Fall</entry> + <entry id="54356" lang="en" sex="m">Ocular Adept Silent Command Flee</entry> + <entry id="54357" lang="en" sex="m">Ocular Adept Silent Command Halt</entry> + <entry id="54358" lang="en" sex="m">Ocular Adept Still Command</entry> + <entry id="54359" lang="en" sex="m">Ocular Adept Still Command Approach</entry> + <entry id="54360" lang="en" sex="m">Ocular Adept Still Command Drop</entry> + <entry id="54361" lang="en" sex="m">Ocular Adept Still Command Fall</entry> + <entry id="54362" lang="en" sex="m">Ocular Adept Still Command Flee</entry> + <entry id="54363" lang="en" sex="m">Ocular Adept Still Command Halt</entry> + <entry id="54364" lang="en" sex="m">Ocular Adept Conviction</entry> + <entry id="54365" lang="en" sex="m">Ocular Adept Extended Conviction</entry> + <entry id="54366" lang="en" sex="m">Ocular Adept Quickened Conviction</entry> + <entry id="54367" lang="en" sex="m">Ocular Adept Silent Conviction</entry> + <entry id="54368" lang="en" sex="m">Ocular Adept Still Conviction</entry> + <entry id="54369" lang="en" sex="m">Ocular Adept Crafter's Blessing</entry> + <entry id="54370" lang="en" sex="m">Ocular Adept Extended Crafter's Blessing</entry> + <entry id="54371" lang="en" sex="m">Ocular Adept Quickened Crafter's Blessing</entry> + <entry id="54372" lang="en" sex="m">Ocular Adept Silent Crafter's Blessing</entry> + <entry id="54373" lang="en" sex="m">Ocular Adept Still Crafter's Blessing</entry> + <entry id="54374" lang="en" sex="m">Ocular Adept Crafter's Curse</entry> + <entry id="54375" lang="en" sex="m">Ocular Adept Extended Crafter's Curse</entry> + <entry id="54376" lang="en" sex="m">Ocular Adept Quickened Crafter's Curse</entry> + <entry id="54377" lang="en" sex="m">Ocular Adept Silent Crafter's Curse</entry> + <entry id="54378" lang="en" sex="m">Ocular Adept Still Crafter's Curse</entry> + <entry id="54379" lang="en" sex="m">Ocular Adept Cure Light Wounds</entry> + <entry id="54380" lang="en" sex="m">Ocular Adept Empowered Cure Light Wounds</entry> + <entry id="54381" lang="en" sex="m">Ocular Adept Maximized Cure Light Wounds</entry> + <entry id="54382" lang="en" sex="m">Ocular Adept Quickened Cure Light Wounds</entry> + <entry id="54383" lang="en" sex="m">Ocular Adept Silent Cure Light Wounds</entry> + <entry id="54384" lang="en" sex="m">Ocular Adept Still Cure Light Wounds</entry> + <entry id="54385" lang="en" sex="m">Ocular Adept Curse Water</entry> + <entry id="54386" lang="en" sex="m">Ocular Adept Quickened Curse Water</entry> + <entry id="54387" lang="en" sex="m">Ocular Adept Silent Curse Water</entry> + <entry id="54388" lang="en" sex="m">Ocular Adept Still Curse Water</entry> + <entry id="54389" lang="en" sex="m">Ocular Adept Detect Chaos</entry> + <entry id="54390" lang="en" sex="m">Ocular Adept Extended Detect Chaos</entry> + <entry id="54391" lang="en" sex="m">Ocular Adept Quickened Detect Chaos</entry> + <entry id="54392" lang="en" sex="m">Ocular Adept Silent Detect Chaos</entry> + <entry id="54393" lang="en" sex="m">Ocular Adept Still Detect Chaos</entry> + <entry id="54394" lang="en" sex="m">Ocular Adept Detect Evil</entry> + <entry id="54395" lang="en" sex="m">Ocular Adept Extended Detect Evil</entry> + <entry id="54396" lang="en" sex="m">Ocular Adept Quickened Detect Evil</entry> + <entry id="54397" lang="en" sex="m">Ocular Adept Silent Detect Evil</entry> + <entry id="54398" lang="en" sex="m">Ocular Adept Still Detect Evil</entry> + <entry id="54399" lang="en" sex="m">Ocular Adept Detect Good</entry> + <entry id="54400" lang="en" sex="m">Ocular Adept Extended Detect Good</entry> + <entry id="54401" lang="en" sex="m">Ocular Adept Quickened Detect Good</entry> + <entry id="54402" lang="en" sex="m">Ocular Adept Silent Detect Good</entry> + <entry id="54403" lang="en" sex="m">Ocular Adept Still Detect Good</entry> + <entry id="54404" lang="en" sex="m">Ocular Adept Detect Law</entry> + <entry id="54405" lang="en" sex="m">Ocular Adept Extended Detect Law</entry> + <entry id="54406" lang="en" sex="m">Ocular Adept Quickened Detect Law</entry> + <entry id="54407" lang="en" sex="m">Ocular Adept Silent Detect Law</entry> + <entry id="54408" lang="en" sex="m">Ocular Adept Still Detect Law</entry> + <entry id="54409" lang="en" sex="m">Ocular Adept Detect Undead</entry> + <entry id="54410" lang="en" sex="m">Ocular Adept Extended Detect Undead</entry> + <entry id="54411" lang="en" sex="m">Ocular Adept Quickened Detect Undead</entry> + <entry id="54412" lang="en" sex="m">Ocular Adept Silent Detect Undead</entry> + <entry id="54413" lang="en" sex="m">Ocular Adept Still Detect Undead</entry> + <entry id="54414" lang="en" sex="m">Ocular Adept Divine Favor</entry> + <entry id="54415" lang="en" sex="m">Ocular Adept Extended Divine Favor</entry> + <entry id="54416" lang="en" sex="m">Ocular Adept Quickened Divine Favor</entry> + <entry id="54417" lang="en" sex="m">Ocular Adept Silent Divine Favor</entry> + <entry id="54418" lang="en" sex="m">Ocular Adept Still Divine Favor</entry> + <entry id="54419" lang="en" sex="m">Ocular Adept Doom</entry> + <entry id="54420" lang="en" sex="m">Ocular Adept Extended Doom</entry> + <entry id="54421" lang="en" sex="m">Ocular Adept Quickened Doom</entry> + <entry id="54422" lang="en" sex="m">Ocular Adept Silent Doom</entry> + <entry id="54423" lang="en" sex="m">Ocular Adept Still Doom</entry> + <entry id="54424" lang="en" sex="m">Ocular Adept Drug Resistance</entry> + <entry id="54425" lang="en" sex="m">Ocular Adept Quickened Drug Resistance</entry> + <entry id="54426" lang="en" sex="m">Ocular Adept Silent Drug Resistance</entry> + <entry id="54427" lang="en" sex="m">Ocular Adept Endure Elements</entry> + <entry id="54428" lang="en" sex="m">Ocular Adept Extended Endure Elements</entry> + <entry id="54429" lang="en" sex="m">Ocular Adept Quickened Endure Elements</entry> + <entry id="54430" lang="en" sex="m">Ocular Adept Silent Endure Elements</entry> + <entry id="54431" lang="en" sex="m">Ocular Adept Still Endure Elements</entry> + <entry id="54432" lang="en" sex="m">Ocular Adept Entropic Shield</entry> + <entry id="54433" lang="en" sex="m">Ocular Adept Extended Entropic Shield</entry> + <entry id="54434" lang="en" sex="m">Ocular Adept Quickened Entropic Shield</entry> + <entry id="54435" lang="en" sex="m">Ocular Adept Silent Entropic Shield</entry> + <entry id="54436" lang="en" sex="m">Ocular Adept Still Entropic Shield</entry> + <entry id="54437" lang="en" sex="m">Ocular Adept Extract Drug</entry> + <entry id="54438" lang="en" sex="m">Ocular Adept Baccaran</entry> + <entry id="54439" lang="en" sex="m">Ocular Adept Vodare</entry> + <entry id="54440" lang="en" sex="m">Ocular Adept Sannish</entry> + <entry id="54441" lang="en" sex="m">Ocular Adept Mushroom Powder</entry> + <entry id="54442" lang="en" sex="m">Ocular Adept Quickened Extract Drug</entry> + <entry id="54443" lang="en" sex="m">Ocular Adept Quickened Baccaran</entry> + <entry id="54444" lang="en" sex="m">Ocular Adept Quickened Vodare</entry> + <entry id="54445" lang="en" sex="m">Ocular Adept Quickened Sannish</entry> + <entry id="54446" lang="en" sex="m">Ocular Adept Quickened Mushroom Powder</entry> + <entry id="54447" lang="en" sex="m">Ocular Adept Silent Extract Drug</entry> + <entry id="54448" lang="en" sex="m">Ocular Adept Silent Baccaran</entry> + <entry id="54449" lang="en" sex="m">Ocular Adept Silent Vodare</entry> + <entry id="54450" lang="en" sex="m">Ocular Adept Silent Sannish</entry> + <entry id="54451" lang="en" sex="m">Ocular Adept Silent Mushroom Powder</entry> + <entry id="54452" lang="en" sex="m">Ocular Adept Still Extract Drug</entry> + <entry id="54453" lang="en" sex="m">Ocular Adept Still Baccaran</entry> + <entry id="54454" lang="en" sex="m">Ocular Adept Still Vodare</entry> + <entry id="54455" lang="en" sex="m">Ocular Adept Still Sannish</entry> + <entry id="54456" lang="en" sex="m">Ocular Adept Still Mushroom Powder</entry> + <entry id="54457" lang="en" sex="m">Ocular Adept Eyes of the Avoral</entry> + <entry id="54458" lang="en" sex="m">Ocular Adept Extended Eyes of the Avoral</entry> + <entry id="54459" lang="en" sex="m">Ocular Adept Quickened Eyes of the Avoral</entry> + <entry id="54460" lang="en" sex="m">Ocular Adept Still Eyes of the Avoral</entry> + <entry id="54461" lang="en" sex="m">Ocular Adept Heartache</entry> + <entry id="54462" lang="en" sex="m">Ocular Adept Extended Heartache</entry> + <entry id="54463" lang="en" sex="m">Ocular Adept Quickened Heartache</entry> + <entry id="54464" lang="en" sex="m">Ocular Adept Silent Heartache</entry> + <entry id="54465" lang="en" sex="m">Ocular Adept Still Heartache</entry> + <entry id="54466" lang="en" sex="m">Ocular Adept Hide From Undead</entry> + <entry id="54467" lang="en" sex="m">Ocular Adept Extended Hide From Undead</entry> + <entry id="54468" lang="en" sex="m">Ocular Adept Quickened Hide From Undead</entry> + <entry id="54469" lang="en" sex="m">Ocular Adept Still Hide From Undead</entry> + <entry id="54470" lang="en" sex="m">Ocular Adept Inflict Light Wounds</entry> + <entry id="54471" lang="en" sex="m">Ocular Adept Empowered Inflict Light Wounds</entry> + <entry id="54472" lang="en" sex="m">Ocular Adept Maximized Inflict Light Wounds</entry> + <entry id="54473" lang="en" sex="m">Ocular Adept Quickened Inflict Light Wounds</entry> + <entry id="54474" lang="en" sex="m">Ocular Adept Silent Inflict Light Wounds</entry> + <entry id="54475" lang="en" sex="m">Ocular Adept Still Inflict Light Wounds</entry> + <entry id="54476" lang="en" sex="m">Ocular Adept Lantern Light</entry> + <entry id="54477" lang="en" sex="m">Ocular Adept Empowered Lantern Light</entry> + <entry id="54478" lang="en" sex="m">Ocular Adept Maximized Lantern Light</entry> + <entry id="54479" lang="en" sex="m">Ocular Adept Quickened Lantern Light</entry> + <entry id="54480" lang="en" sex="m">Ocular Adept Still Lantern Light</entry> + <entry id="54481" lang="en" sex="m">Ocular Adept Lesser Shivering Touch</entry> + <entry id="54482" lang="en" sex="m">Ocular Adept Empowered Lesser Shivering Touch</entry> + <entry id="54483" lang="en" sex="m">Ocular Adept Extended Lesser Shivering Touch</entry> + <entry id="54484" lang="en" sex="m">Ocular Adept Maximized Lesser Shivering Touch</entry> + <entry id="54485" lang="en" sex="m">Ocular Adept Quickened Lesser Shivering Touch</entry> + <entry id="54486" lang="en" sex="m">Ocular Adept Silent Lesser Shivering Touch</entry> + <entry id="54487" lang="en" sex="m">Ocular Adept Still Lesser Shivering Touch</entry> + <entry id="54488" lang="en" sex="m">Ocular Adept Lesser Vigor</entry> + <entry id="54489" lang="en" sex="m">Ocular Adept Extended Lesser Vigor</entry> + <entry id="54490" lang="en" sex="m">Ocular Adept Quickened Lesser Vigor</entry> + <entry id="54491" lang="en" sex="m">Ocular Adept Silent Lesser Vigor</entry> + <entry id="54492" lang="en" sex="m">Ocular Adept Still Lesser Vigor</entry> + <entry id="54493" lang="en" sex="m">Ocular Adept Magic Stone</entry> + <entry id="54494" lang="en" sex="m">Ocular Adept Extended Magic Stone</entry> + <entry id="54495" lang="en" sex="m">Ocular Adept Quickened Magic Stone</entry> + <entry id="54496" lang="en" sex="m">Ocular Adept Silent Magic Stone</entry> + <entry id="54497" lang="en" sex="m">Ocular Adept Still Magic Stone</entry> + <entry id="54498" lang="en" sex="m">Ocular Adept Magic Weapon</entry> + <entry id="54499" lang="en" sex="m">Ocular Adept Extended Magic Weapon</entry> + <entry id="54500" lang="en" sex="m">Ocular Adept Quickened Magic Weapon</entry> + <entry id="54501" lang="en" sex="m">Ocular Adept Silent Magic Weapon</entry> + <entry id="54502" lang="en" sex="m">Ocular Adept Still Magic Weapon</entry> + <entry id="54503" lang="en" sex="m">Ocular Adept Necrotic Awareness</entry> + <entry id="54504" lang="en" sex="m">Ocular Adept Quickened Necrotic Awareness</entry> + <entry id="54505" lang="en" sex="m">Ocular Adept Silent Necrotic Awareness</entry> + <entry id="54506" lang="en" sex="m">Ocular Adept Still Necrotic Awareness</entry> + <entry id="54507" lang="en" sex="m">Ocular Adept Obscuring Mist</entry> + <entry id="54508" lang="en" sex="m">Ocular Adept Extended Obscuring Mist</entry> + <entry id="54509" lang="en" sex="m">Ocular Adept Quickened Obscuring Mist</entry> + <entry id="54510" lang="en" sex="m">Ocular Adept Silent Obscuring Mist</entry> + <entry id="54511" lang="en" sex="m">Ocular Adept Still Obscuring Mist</entry> + <entry id="54512" lang="en" sex="m">Ocular Adept Protection from Chaos</entry> + <entry id="54513" lang="en" sex="m">Ocular Adept Extended Protection from Chaos</entry> + <entry id="54514" lang="en" sex="m">Ocular Adept Quickened Protection from Chaos</entry> + <entry id="54515" lang="en" sex="m">Ocular Adept Silent Protection from Chaos</entry> + <entry id="54516" lang="en" sex="m">Ocular Adept Still Protection from Chaos</entry> + <entry id="54517" lang="en" sex="m">Ocular Adept Protection from Evil</entry> + <entry id="54518" lang="en" sex="m">Ocular Adept Extended Protection from Evil</entry> + <entry id="54519" lang="en" sex="m">Ocular Adept Quickened Protection from Evil</entry> + <entry id="54520" lang="en" sex="m">Ocular Adept Silent Protection from Evil</entry> + <entry id="54521" lang="en" sex="m">Ocular Adept Still Protection from Evil</entry> + <entry id="54522" lang="en" sex="m">Ocular Adept Protection from Good</entry> + <entry id="54523" lang="en" sex="m">Ocular Adept Extended Protection from Good</entry> + <entry id="54524" lang="en" sex="m">Ocular Adept Quickened Protection from Good</entry> + <entry id="54525" lang="en" sex="m">Ocular Adept Silent Protection from Good</entry> + <entry id="54526" lang="en" sex="m">Ocular Adept Still Protection from Good</entry> + <entry id="54527" lang="en" sex="m">Ocular Adept Protection from Law</entry> + <entry id="54528" lang="en" sex="m">Ocular Adept Extended Protection from Law</entry> + <entry id="54529" lang="en" sex="m">Ocular Adept Quickened Protection from Law</entry> + <entry id="54530" lang="en" sex="m">Ocular Adept Silent Protection from Law</entry> + <entry id="54531" lang="en" sex="m">Ocular Adept Still Protection from Law</entry> + <entry id="54532" lang="en" sex="m">Ocular Adept Ray of Hope</entry> + <entry id="54533" lang="en" sex="m">Ocular Adept Extended Ray of Hope</entry> + <entry id="54534" lang="en" sex="m">Ocular Adept Quickened Ray of Hope</entry> + <entry id="54535" lang="en" sex="m">Ocular Adept Silent Ray of Hope</entry> + <entry id="54536" lang="en" sex="m">Ocular Adept Still Ray of Hope</entry> + <entry id="54537" lang="en" sex="m">Ocular Adept Remove Fear</entry> + <entry id="54538" lang="en" sex="m">Ocular Adept Extended Remove Fear</entry> + <entry id="54539" lang="en" sex="m">Ocular Adept Quickened Remove Fear</entry> + <entry id="54540" lang="en" sex="m">Ocular Adept Silent Remove Fear</entry> + <entry id="54541" lang="en" sex="m">Ocular Adept Still Remove Fear</entry> + <entry id="54542" lang="en" sex="m">Ocular Adept Sanctuary</entry> + <entry id="54543" lang="en" sex="m">Ocular Adept Extended Sanctuary</entry> + <entry id="54544" lang="en" sex="m">Ocular Adept Quickened Sanctuary</entry> + <entry id="54545" lang="en" sex="m">Ocular Adept Silent Sanctuary</entry> + <entry id="54546" lang="en" sex="m">Ocular Adept Still Sanctuary</entry> + <entry id="54547" lang="en" sex="m">Ocular Adept Seething Eyebane</entry> + <entry id="54548" lang="en" sex="m">Ocular Adept Quickened Seething Eyebane</entry> + <entry id="54549" lang="en" sex="m">Ocular Adept Silent Seething Eyebane</entry> + <entry id="54550" lang="en" sex="m">Ocular Adept Still Seething Eyebane</entry> + <entry id="54551" lang="en" sex="m">Ocular Adept Shield of Faith</entry> + <entry id="54552" lang="en" sex="m">Ocular Adept Extended Shield of Faith</entry> + <entry id="54553" lang="en" sex="m">Ocular Adept Quickened Shield of Faith</entry> + <entry id="54554" lang="en" sex="m">Ocular Adept Silent Shield of Faith</entry> + <entry id="54555" lang="en" sex="m">Ocular Adept Still Shield of Faith</entry> + <entry id="54556" lang="en" sex="m">Ocular Adept Sorrow</entry> + <entry id="54557" lang="en" sex="m">Ocular Adept Quickened Sorrow</entry> + <entry id="54558" lang="en" sex="m">Ocular Adept Silent Sorrow</entry> + <entry id="54559" lang="en" sex="m">Ocular Adept Still Sorrow</entry> + <entry id="54560" lang="en" sex="m">Ocular Adept Summon Creature I</entry> + <entry id="54561" lang="en" sex="m">Ocular Adept Extended Summon Creature I</entry> + <entry id="54562" lang="en" sex="m">Ocular Adept Quickened Summon Creature I</entry> + <entry id="54563" lang="en" sex="m">Ocular Adept Silent Summon Creature I</entry> + <entry id="54564" lang="en" sex="m">Ocular Adept Still Summon Creature I</entry> + <entry id="54565" lang="en" sex="m">Ocular Adept Summon Undead I</entry> + <entry id="54566" lang="en" sex="m">Ocular Adept Extended Summon Undead I</entry> + <entry id="54567" lang="en" sex="m">Ocular Adept Quickened Summon Undead I</entry> + <entry id="54568" lang="en" sex="m">Ocular Adept Silent Summon Undead I</entry> + <entry id="54569" lang="en" sex="m">Ocular Adept Still Summon Undead I</entry> + <entry id="54570" lang="en" sex="m">Ocular Adept Tongue of Baalzebul</entry> + <entry id="54571" lang="en" sex="m">Ocular Adept Extended Tongue of Baalzebul</entry> + <entry id="54572" lang="en" sex="m">Ocular Adept Quickened Tongue of Baalzebul</entry> + <entry id="54573" lang="en" sex="m">Ocular Adept Silent Tongue of Baalzebul</entry> + <entry id="54574" lang="en" sex="m">Ocular Adept Still Tongue of Baalzebul</entry> + <entry id="54575" lang="en" sex="m">Ocular Adept Vision of Heaven</entry> + <entry id="54576" lang="en" sex="m">Ocular Adept Extended Vision of Heaven</entry> + <entry id="54577" lang="en" sex="m">Ocular Adept Quickened Vision of Heaven</entry> + <entry id="54578" lang="en" sex="m">Ocular Adept Silent Vision of Heaven</entry> + <entry id="54579" lang="en" sex="m">Ocular Adept Addiction</entry> + <entry id="54580" lang="en" sex="m">Ocular Adept Addiction: Terran Brandy</entry> + <entry id="54581" lang="en" sex="m">Ocular Adept Addiction: Mushroom Powder</entry> + <entry id="54582" lang="en" sex="m">Ocular Adept Addiction: Vodare</entry> + <entry id="54583" lang="en" sex="m">Ocular Adept Addiction: Agony</entry> + <entry id="54584" lang="en" sex="m">Ocular Adept Silent Addiction</entry> + <entry id="54585" lang="en" sex="m">Ocular Adept Silent Addiction: Terran Brandy</entry> + <entry id="54586" lang="en" sex="m">Ocular Adept Silent Addiction: Mushroom Powder</entry> + <entry id="54587" lang="en" sex="m">Ocular Adept Silent Addiction: Vodare</entry> + <entry id="54588" lang="en" sex="m">Ocular Adept Silent Addiction: Agony</entry> + <entry id="54589" lang="en" sex="m">Ocular Adept Still Addiction</entry> + <entry id="54590" lang="en" sex="m">Ocular Adept Still Addiction: Terran Brandy</entry> + <entry id="54591" lang="en" sex="m">Ocular Adept Still Addiction: Mushroom Powder</entry> + <entry id="54592" lang="en" sex="m">Ocular Adept Still Addiction: Vodare</entry> + <entry id="54593" lang="en" sex="m">Ocular Adept Still Addiction: Agony</entry> + <entry id="54594" lang="en" sex="m">Ocular Adept Aid</entry> + <entry id="54595" lang="en" sex="m">Ocular Adept Empowered Aid</entry> + <entry id="54596" lang="en" sex="m">Ocular Adept Extended Aid</entry> + <entry id="54597" lang="en" sex="m">Ocular Adept Maximized Aid</entry> + <entry id="54598" lang="en" sex="m">Ocular Adept Silent Aid</entry> + <entry id="54599" lang="en" sex="m">Ocular Adept Still Aid</entry> + <entry id="54600" lang="en" sex="m">Ocular Adept Animalistic Power</entry> + <entry id="54601" lang="en" sex="m">Ocular Adept Extended Animalistic Power</entry> + <entry id="54602" lang="en" sex="m">Ocular Adept Boneblast</entry> + <entry id="54603" lang="en" sex="m">Ocular Adept Silent Boneblast</entry> + <entry id="54604" lang="en" sex="m">Ocular Adept Still Boneblast</entry> + <entry id="54605" lang="en" sex="m">Ocular Adept Bull's Strength</entry> + <entry id="54606" lang="en" sex="m">Ocular Adept Empowered Bull's Strength</entry> + <entry id="54607" lang="en" sex="m">Ocular Adept Extended Bull's Strength</entry> + <entry id="54608" lang="en" sex="m">Ocular Adept Maximized Bull's Strength</entry> + <entry id="54609" lang="en" sex="m">Ocular Adept Silent Bull's Strength</entry> + <entry id="54610" lang="en" sex="m">Ocular Adept Still Bull's Strength</entry> + <entry id="54611" lang="en" sex="m">Ocular Adept Calm Emotions</entry> + <entry id="54612" lang="en" sex="m">Ocular Adept Extended Calm Emotions</entry> + <entry id="54613" lang="en" sex="m">Ocular Adept Silent Calm Emotions</entry> + <entry id="54614" lang="en" sex="m">Ocular Adept Still Calm Emotions</entry> + <entry id="54615" lang="en" sex="m">Ocular Adept Consecrate</entry> + <entry id="54616" lang="en" sex="m">Ocular Adept Extended Consecrate</entry> + <entry id="54617" lang="en" sex="m">Ocular Adept Silent Consecrate</entry> + <entry id="54618" lang="en" sex="m">Ocular Adept Still Consecrate</entry> + <entry id="54619" lang="en" sex="m">Ocular Adept Cure Moderate Wounds</entry> + <entry id="54620" lang="en" sex="m">Ocular Adept Empowered Cure Moderate Wounds</entry> + <entry id="54621" lang="en" sex="m">Ocular Adept Maximized Cure Moderate Wounds</entry> + <entry id="54622" lang="en" sex="m">Ocular Adept Silent Cure Moderate Wounds</entry> + <entry id="54623" lang="en" sex="m">Ocular Adept Still Cure Moderate Wounds</entry> + <entry id="54624" lang="en" sex="m">Ocular Adept Darkness</entry> + <entry id="54625" lang="en" sex="m">Ocular Adept Extended Darkness</entry> + <entry id="54626" lang="en" sex="m">Ocular Adept Silent Darkness</entry> + <entry id="54627" lang="en" sex="m">Ocular Adept Death Knell</entry> + <entry id="54628" lang="en" sex="m">Ocular Adept Empowered Death Knell</entry> + <entry id="54629" lang="en" sex="m">Ocular Adept Extended Death Knell</entry> + <entry id="54630" lang="en" sex="m">Ocular Adept Maximized Death Knell</entry> + <entry id="54631" lang="en" sex="m">Ocular Adept Silent Death Knell</entry> + <entry id="54632" lang="en" sex="m">Ocular Adept Still Death Knell</entry> + <entry id="54633" lang="en" sex="m">Ocular Adept Divine Protection</entry> + <entry id="54634" lang="en" sex="m">Ocular Adept Extended Divine Protection</entry> + <entry id="54635" lang="en" sex="m">Ocular Adept Silent Divine Protection</entry> + <entry id="54636" lang="en" sex="m">Ocular Adept Still Divine Protection</entry> + <entry id="54637" lang="en" sex="m">Ocular Adept Eagle's Splendor</entry> + <entry id="54638" lang="en" sex="m">Ocular Adept Empowered Eagle's Splendor</entry> + <entry id="54639" lang="en" sex="m">Ocular Adept Extended Eagle's Splendor</entry> + <entry id="54640" lang="en" sex="m">Ocular Adept Maximized Eagle's Splendor</entry> + <entry id="54641" lang="en" sex="m">Ocular Adept Silent Eagle's Splendor</entry> + <entry id="54642" lang="en" sex="m">Ocular Adept Still Eagle's Splendor</entry> + <entry id="54643" lang="en" sex="m">Ocular Adept Elation</entry> + <entry id="54644" lang="en" sex="m">Ocular Adept Extended Elation</entry> + <entry id="54645" lang="en" sex="m">Ocular Adept Silent Elation</entry> + <entry id="54646" lang="en" sex="m">Ocular Adept Still Elation</entry> + <entry id="54647" lang="en" sex="m">Ocular Adept Endurance</entry> + <entry id="54648" lang="en" sex="m">Ocular Adept Empowered Endurance</entry> + <entry id="54649" lang="en" sex="m">Ocular Adept Extended Endurance</entry> + <entry id="54650" lang="en" sex="m">Ocular Adept Maximized Endurance</entry> + <entry id="54651" lang="en" sex="m">Ocular Adept Silent Endurance</entry> + <entry id="54652" lang="en" sex="m">Ocular Adept Still Endurance</entry> + <entry id="54653" lang="en" sex="m">Ocular Adept Find Traps</entry> + <entry id="54654" lang="en" sex="m">Ocular Adept Extended Find Traps</entry> + <entry id="54655" lang="en" sex="m">Ocular Adept Silent Find Traps</entry> + <entry id="54656" lang="en" sex="m">Ocular Adept Still Find Traps</entry> + <entry id="54657" lang="en" sex="m">Ocular Adept Fox's Cunning</entry> + <entry id="54658" lang="en" sex="m">Ocular Adept Empowered Fox's Cunning</entry> + <entry id="54659" lang="en" sex="m">Ocular Adept Extended Fox's Cunning</entry> + <entry id="54660" lang="en" sex="m">Ocular Adept Maximized Fox's Cunning</entry> + <entry id="54661" lang="en" sex="m">Ocular Adept Silent Fox's Cunning</entry> + <entry id="54662" lang="en" sex="m">Ocular Adept Still Fox's Cunning</entry> + <entry id="54663" lang="en" sex="m">Ocular Adept Hold Person</entry> + <entry id="54664" lang="en" sex="m">Ocular Adept Extended Hold Person</entry> + <entry id="54665" lang="en" sex="m">Ocular Adept Silent Hold Person</entry> + <entry id="54666" lang="en" sex="m">Ocular Adept Still Hold Person</entry> + <entry id="54667" lang="en" sex="m">Ocular Adept Inflict Moderate Wounds</entry> + <entry id="54668" lang="en" sex="m">Ocular Adept Empowered Inflict Moderate Wounds</entry> + <entry id="54669" lang="en" sex="m">Ocular Adept Maximized Inflict Moderate Wounds</entry> + <entry id="54670" lang="en" sex="m">Ocular Adept Silent Inflict Moderate Wounds</entry> + <entry id="54671" lang="en" sex="m">Ocular Adept Still Inflict Moderate Wounds</entry> + <entry id="54672" lang="en" sex="m">Ocular Adept Lahm's Finger Darts</entry> + <entry id="54673" lang="en" sex="m">Ocular Adept Silent Lahm's Finger Darts</entry> + <entry id="54674" lang="en" sex="m">Ocular Adept Still Lahm's Finger Darts</entry> + <entry id="54675" lang="en" sex="m">Ocular Adept Lesser Dispel</entry> + <entry id="54676" lang="en" sex="m">Ocular Adept Silent Lesser Dispel</entry> + <entry id="54677" lang="en" sex="m">Ocular Adept Still Lesser Dispel</entry> + <entry id="54678" lang="en" sex="m">Ocular Adept Lesser Restoration</entry> + <entry id="54679" lang="en" sex="m">Ocular Adept Silent Lesser Restoration</entry> + <entry id="54680" lang="en" sex="m">Ocular Adept Still Lesser Restoration</entry> + <entry id="54681" lang="en" sex="m">Ocular Adept Living Undeath</entry> + <entry id="54682" lang="en" sex="m">Ocular Adept Extended Living Undeath</entry> + <entry id="54683" lang="en" sex="m">Ocular Adept Silent Living Undeath</entry> + <entry id="54684" lang="en" sex="m">Ocular Adept Still Living Undeath</entry> + <entry id="54685" lang="en" sex="m">Ocular Adept Necrotic Cyst</entry> + <entry id="54686" lang="en" sex="m">Ocular Adept Silent Necrotic Cyst</entry> + <entry id="54687" lang="en" sex="m">Ocular Adept Still Necrotic Cyst</entry> + <entry id="54688" lang="en" sex="m">Ocular Adept Negative Energy Ray</entry> + <entry id="54689" lang="en" sex="m">Ocular Adept Empowered Negative Energy Ray</entry> + <entry id="54690" lang="en" sex="m">Ocular Adept Maximized Negative Energy Ray</entry> + <entry id="54691" lang="en" sex="m">Ocular Adept Silent Negative Energy Ray</entry> + <entry id="54692" lang="en" sex="m">Ocular Adept Still Negative Energy Ray</entry> + <entry id="54693" lang="en" sex="m">Ocular Adept Owl's Wisdom</entry> + <entry id="54694" lang="en" sex="m">Ocular Adept Empowered Owl's Wisdom</entry> + <entry id="54695" lang="en" sex="m">Ocular Adept Extended Owl's Wisdom</entry> + <entry id="54696" lang="en" sex="m">Ocular Adept Maximized Owl's Wisdom</entry> + <entry id="54697" lang="en" sex="m">Ocular Adept Silent Owl's Wisdom</entry> + <entry id="54698" lang="en" sex="m">Ocular Adept Still Owl's Wisdom</entry> + <entry id="54699" lang="en" sex="m">####END_OF_NEW_SPELLBOOK_RESERVE</entry> + <entry id="54700" lang="en" sex="m">Inscribe Rune</entry> + <entry id="54701" lang="en" sex="m">Type of Feat: Item Creation +Prerequisite: Intelligence 13, Divine Spells level 2. +Specifics: You can cast any divine spell you have prepared as a rune. The caster must have the spell memorized to be able to create the rune. Crafting a rune costs Spell level * Caster level * 50 in gold pieces for a normal caster (half the base cost of Spell level * Caster level * 100), and Spell level * Caster level * 25 for a Runecaster (half again). It also takes XP equal to 1/25th of the base cost. If you cannot pay the casting cost or the XP loss would drop you a level, the crafting will fail, and the spell will be lost. Crafting the rune requires a craft check vs DC 20 + Spell Level. If the craft check fails, the spell is lost, but the caster does not pay the gold and experience. A rune is permanent until used, and all spells are centred on the user. +Use: Selected.</entry> + <entry id="54702" lang="en" sex="m">Cast Rune</entry> + <entry id="54703" lang="en" sex="m">Check Domain Slots</entry> + <entry id="54704" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Any Bonus Domain +Specifics: Using this feat will tell you which bonus domain is in which slot, for the Domain Radial feats. +Use: Selected.</entry> + <entry id="54705" lang="en" sex="m">Bonus Domain: Air</entry> + <entry id="54706" lang="en" sex="m">Bonus Domain: Animal</entry> + <entry id="54707" lang="en" sex="m">Bonus Domain: Death</entry> + <entry id="54708" lang="en" sex="m">Bonus Domain: Destruction</entry> + <entry id="54709" lang="en" sex="m">Bonus Domain: Earth</entry> + <entry id="54710" lang="en" sex="m">Bonus Domain: Evil</entry> + <entry id="54711" lang="en" sex="m">Bonus Domain: Fire</entry> + <entry id="54712" lang="en" sex="m">Bonus Domain: Good</entry> + <entry id="54713" lang="en" sex="m">Bonus Domain: Healing</entry> + <entry id="54714" lang="en" sex="m">Bonus Domain: Knowledge</entry> + <entry id="54715" lang="en" sex="m">Bonus Domain: Magic</entry> + <entry id="54716" lang="en" sex="m">Bonus Domain: Plant</entry> + <entry id="54717" lang="en" sex="m">Bonus Domain: Protection</entry> + <entry id="54718" lang="en" sex="m">Bonus Domain: Strength</entry> + <entry id="54719" lang="en" sex="m">Bonus Domain: Sun</entry> + <entry id="54720" lang="en" sex="m">Bonus Domain: Travel</entry> + <entry id="54721" lang="en" sex="m">Bonus Domain: Trickery</entry> + <entry id="54722" lang="en" sex="m">Bonus Domain: War</entry> + <entry id="54723" lang="en" sex="m">Bonus Domain: Water</entry> + <entry id="54724" lang="en" sex="m">Bonus Domain: Darkness</entry> + <entry id="54725" lang="en" sex="m">Bonus Domain: Storm</entry> + <entry id="54726" lang="en" sex="m">Bonus Domain: Metal</entry> + <entry id="54727" lang="en" sex="m">Bonus Domain: Portal</entry> + <entry id="54728" lang="en" sex="m">Bonus Domain: Force</entry> + <entry id="54729" lang="en" sex="m">Bonus Domain: Slime</entry> + <entry id="54730" lang="en" sex="m">Bonus Domain: Tyranny</entry> + <entry id="54731" lang="en" sex="m">Bonus Domain: Domination</entry> + <entry id="54732" lang="en" sex="m">Bonus Domain: Spider</entry> + <entry id="54733" lang="en" sex="m">Bonus Domain: Undeath</entry> + <entry id="54734" lang="en" sex="m">Bonus Domain: Time</entry> + <entry id="54735" lang="en" sex="m">Bonus Domain: Dwarf</entry> + <entry id="54736" lang="en" sex="m">Bonus Domain: Charm</entry> + <entry id="54737" lang="en" sex="m">Bonus Domain: Elf</entry> + <entry id="54738" lang="en" sex="m">Bonus Domain: Family</entry> + <entry id="54739" lang="en" sex="m">Bonus Domain: Fate</entry> + <entry id="54740" lang="en" sex="m">Bonus Domain: Gnome</entry> + <entry id="54741" lang="en" sex="m">Bonus Domain: Illusion</entry> + <entry id="54742" lang="en" sex="m">Bonus Domain: Hatred</entry> + <entry id="54743" lang="en" sex="m">Bonus Domain: Halfling</entry> + <entry id="54744" lang="en" sex="m">Bonus Domain: Nobility</entry> + <entry id="54745" lang="en" sex="m">Bonus Domain: Ocean</entry> + <entry id="54746" lang="en" sex="m">Bonus Domain: Orc</entry> + <entry id="54747" lang="en" sex="m">Bonus Domain: Renewal</entry> + <entry id="54748" lang="en" sex="m">Bonus Domain: Retribution</entry> + <entry id="54749" lang="en" sex="m">Bonus Domain: Rune</entry> + <entry id="54750" lang="en" sex="m">Bonus Domain: Spells</entry> + <entry id="54751" lang="en" sex="m">Bonus Domain: Scaleykind</entry> + <entry id="54752" lang="en" sex="m">Bonus Domain: Blightbringer</entry> + <entry id="54753" lang="en" sex="m">Runecaster</entry> + <entry id="54754" lang="en" sex="m">Runecasters</entry> + <entry id="54755" lang="en" sex="m">runecaster</entry> + <entry id="54756" lang="en" sex="m">(PRESTIGE CLASS) +A skill originally developed by the Dwarves and the giants, the ability to create runes of power has spread beyond the hills and mountains. Those that choose to master this ability are runecasters, creating incredibly potent symbols that can last for multiple uses and can be triggered without being touched. An established runecaster's goods are usually adorned with many runes, making his equipment very impressive looking and a true threat to thieves. + +- Hit Die: d8. +- Proficiencies: A Runecaster does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Divine Spellcasting: Able to cast 3rd-level spells. +Skills: Spellcraft 8 ranks, Craft Armour 8 ranks. +Feats: Inscribe Rune (This requires 13 Int and 2nd-level divine spells) + +ABILITIES: + +Level +1: Rune Craft +1 - The Runecaster gets a +1 bonus on checks to craft runes. +2: Rune Power +1 - Runes created by the Runecaster receive this bonus to DC and Spell Penetration. +3: Improved Runecasting - The Runecaster can now place more than 1 charge upon a rune. +4: Rune Craft +2 +5: Rune Power +2 +6: Maximize Rune - For a +5 increase in the DC to craft the rune, the Runecaster can attempt to maximize a rune. +7: Rune Craft +3 +8: Improved Runecasting - The Runecaster can now create runes with uses per day. +9: Rune Power +3 +10: Rune Chant - At the cost of being slowed, the Runecaster can now affect divine spells with his Rune Power ability. + +BONUS SPELLS + +Upon gaining a level in runecaster, the character gains new spells per day as if he had also gained a level in his highest divine caster class.</entry> + <entry id="54757" lang="en" sex="m">Rune Craft</entry> + <entry id="54758" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: Runecaster Level 1. +Specifics: The Runecaster gains a bonus on checks to create runes. This bonus starts at +1 at level 1, and increases to +2 at level 4 and +3 at level 7. In epic levels, the runecaster gets +4 at level 13, and an additional +1 every 3 levels (+5 at 16, and so on). +Use: Automatic.</entry> + <entry id="54759" lang="en" sex="m">Rune Power</entry> + <entry id="54760" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: Runecaster Level 2. +Specifics: All runes created by the Runecaster gain a bonus of +1 to DC and Spell Penetration checks. This bonus increases to +2 at level 5 and +3 at level 9. In epic levels, it increases at +1 every three levels, starting at level 12 (+4 at level 12, +5 at 15, and so on). +Use: Automatic.</entry> + <entry id="54761" lang="en" sex="m">Improved Runecasting</entry> + <entry id="54762" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: Runecaster Level 3. +Specifics: The Runecaster gains the ability to add more charges to an item at level 3. To do this, adjust the counter till you have selected the desired number of charges, then press the Rune Charges option to turn it on. Finally, cast the spell you wish to Inscribe. Inscribe Rune must be turned on for this to work. The cost for a charged item is Spell level * Caster Level * Charges * 50, while the XP cost is the gold cost/25. + +At level 8, the Runecaster gains the ability to Inscribe runes that have Uses per day instead of charges. Follow the same procedure as for Charges, except select Rune Uses Per Day. The cost for a uses per day item is Spell level * Caster Level * Charges * 400, while the XP cost is the gold cost/25. + +Turning on either Charges or Uses Per Day will turn off the other option, as they do not stack. The maximum number of charges is 50, while the maximum uses per day is 5. Rune Count +1 increases the number of charges or uses by 1, while Rune Count +10 increases the number by 10. Rune Clear resets the number to 1, the minimum. +Use: Selected.</entry> + <entry id="54763" lang="en" sex="m">Rune Charges</entry> + <entry id="54764" lang="en" sex="m">Rune Uses Per Day</entry> + <entry id="54765" lang="en" sex="m">Rune Count +1</entry> + <entry id="54766" lang="en" sex="m">Rune Count +10</entry> + <entry id="54767" lang="en" sex="m">Rune Clear</entry> + <entry id="54768" lang="en" sex="m">Maximize Rune</entry> + <entry id="54769" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: Runecaster Level 6. +Specifics: The Runecaster can add the Maximize metamagic to any rune. This increases the DC to craft the rune by +5, but does not increase the cost. +Use: Automatic.</entry> + <entry id="54770" lang="en" sex="m">Rune Chant</entry> + <entry id="54771" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: Runecaster Level 10. +Specifics: The Runecaster may perform a chant to cause all divine spells he casts to be affected by his Rune Power ability. Using this ability will slow the caster. +Use: Selected.</entry> + <entry id="54772" lang="en" sex="m">Detect Evil</entry> + <entry id="54773" lang="en" sex="m">School: Divination +Level: Clr 1, Rgr 2 +Components: V, S, DF +Casting Time: 1 action +Range: 60 ft. +Area: Quarter circle emanating from you +to the extreme of the range +Duration: Concentration, up to 10 +minutes/level (D) +Saving Throw: None +Spell Resistance: No + +You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject: +1st Round: Presence or absence of evil. +2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the strength of the strongest evil aura present. If you are of good alignment, the strongest evil auras strength is "overwhelming" (see below), and the strength is at least twice your character level, you are stunned for 1 round and the spell ends. While you are stunned, you cant act, you lose any Dexterity bonus to AC, and attackers gain +2 bonuses to attack you. +3rd Round: The strength and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. + +Aura Strength: An auras evil power and strength depend on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level. + +Creature/Object Evil Power +Evil creature HD / 5 +Undead creature HD / 2 +Evil elemental HD / 2 +Evil outsider HD +Cleric of an evil deity Caster Level + +Evil Power Aura Strength +Lingering Dim +1 or less Faint +2 - 4 Moderate +5 - 10 Strong +11+ Overwhelming +If an aura falls into more than one strength category, the spell indicates the stronger of the two. + +Remember that animals, traps, poisons, and other potential perils are not evil; this spell does not detect them. + +Note: Each round, you can turn to detect things in a new area but if you move more than 2 meters the spell ends.</entry> + <entry id="54774" lang="en" sex="m">Detect Good</entry> + <entry id="54775" lang="en" sex="m">School: Divination +Level: Clr 1, Rgr 2 +Components: V, S, DF +Casting Time: 1 action +Range: 60 ft. +Area: Quarter circle emanating from you +to the extreme of the range +Duration: Concentration, up to 10 +minutes/level (D) +Saving Throw: None +Spell Resistance: No + +You can sense the presence of good. The amount of information revealed depends on how long you study a particular area or subject: +1st Round: Presence or absence of good. +2nd Round: Number of good auras (creatures, objects, or spells) in the area and the strength of the strongest evil aura present. If you are of good alignment, the strongest good auras strength is "overwhelming" (see below), and the strength is at least twice your character level, you are stunned for 1 round and the spell ends. While you are stunned, you cant act, you lose any Dexterity bonus to AC, and attackers gain +2 bonuses to attack you. +3rd Round: The strength and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. + +Aura Strength: An auras good power and strength depend on the type of good creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) caster level. + +Creature/Object Evil Power +Good creature HD / 5 +Good elemental HD / 2 +Good outsider HD +Cleric of an good deity Caster Level + +Good Power Aura Strength +Lingering Dim +1 or less Faint +2 - 4 Moderate +5 - 10 Strong +11+ Overwhelming +If an aura falls into more than one strength category, the spell indicates the stronger of the two. + +Note: Each round, you can turn to detect things in a new area but if you move more than 2 meters the spell ends. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</entry> + <entry id="54776" lang="en" sex="m">Detect Law</entry> + <entry id="54777" lang="en" sex="m">School: Divination +Level: Clr 1, Rgr 2 +Components: V, S, DF +Casting Time: 1 action +Range: 60 ft. +Area: Quarter circle emanating from you +to the extreme of the range +Duration: Concentration, up to 10 +minutes/level (D) +Saving Throw: None +Spell Resistance: No + +You can sense the presence of law. The amount of information revealed depends on how long you study a particular area or subject: +1st Round: Presence or absence of law. +2nd Round: Number of law auras (creatures, objects, or spells) in the area and the strength of the strongest law aura present. If you are of chaotic alignment, the strongest law auras strength is "overwhelming" (see below), and the strength is at least twice your character level, you are stunned for 1 round and the spell ends. While you are stunned, you cant act, you lose any Dexterity bonus to AC, and attackers gain +2 bonuses to attack you. +3rd Round: The strength and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. + +Aura Strength: An auras lawful power and strength depend on the type of lawful creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level. + +Creature/Object Law Power +Lawful creature HD / 5 +Lawful elemental HD / 2 +Lawful outsider HD +Cleric of an lawful deity Caster Level + +Law Power Aura Strength +Lingering Dim +1 or less Faint +2 - 4 Moderate +5 - 10 Strong +11+ Overwhelming +If an aura falls into more than one strength category, the spell indicates the stronger of the two. + +Note: Each round, you can turn to detect things in a new area but if you move more than 2 meters the spell ends.</entry> + <entry id="54778" lang="en" sex="m">Detect Chaos</entry> + <entry id="54779" lang="en" sex="m">School: Divination +Level: Clr 1, Rgr 2 +Components: V, S, DF +Casting Time: 1 action +Range: 60 ft. +Area: Quarter circle emanating from you +to the extreme of the range +Duration: Concentration, up to 10 +minutes/level (D) +Saving Throw: None +Spell Resistance: No + +You can sense the presence of chaos. The amount of information revealed depends on how long you study a particular area or subject: +1st Round: Presence or absence of chaos. +2nd Round: Number of chaotic auras (creatures, objects, or spells) in the area and the strength of the strongest chaotic aura present. If you are of lawful alignment, the strongest chaotic auras strength is "overwhelming" (see below), and the strength is at least twice your character level, you are stunned for 1 round and the spell ends. While you are stunned, you cant act, you lose any Dexterity bonus to AC, and attackers gain +2 bonuses to attack you. +3rd Round: The strength and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. + +Aura Strength: An auras chaotic power and strength depend on the type of chaotic creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level. + +Creature/Object Chaotic Power +Chaotic creature HD / 5 +Chaotic elemental HD / 2 +Chaotic outsider HD +Cleric of an chaotic deity Caster Level + +Chaotic Power Aura Strength +Lingering Dim +1 or less Faint +2 - 4 Moderate +5 - 10 Strong +11+ Overwhelming +If an aura falls into more than one strength category, the spell indicates the stronger of the two. + +Note: Each round, you can turn to detect things in a new area but if you move more than 2 meters the spell ends.</entry> + <entry id="54780" lang="en" sex="m">Undetectable Alignment</entry> + <entry id="54781" lang="en" sex="m">School: Abjuration +Level: Brd 2, Clr 2, Pal 2 +Components: V, S +Casting Time: 1 action +Range: Short +Target: One creature or object +Duration: 24 hours +Saving Throw: Will negates (object) +Spell Resistance: Yes (object) +Conceals the alignment of an object or a creature from the Detect Alignment series of spells</entry> + <entry id="54782" lang="en" sex="m">Unholy Sword</entry> + <entry id="54783" lang="en" sex="m">Caster Level(s): Anti-Paladin 4 +Innate Level: 4 +School: Evocation +Descriptor(s): Weapon Enchantment +Component(s): Verbal, Somatic +Range: Touch +Area of Effect / Target: Melee or Creature +Duration: 1 Round / Level +Additional Counter Spells: +Save: None +Spell Resistance: No + +This spell transforms the caster's melee weapon into a powerful Unholy Avenger, a specially vile weapon that acts like a +5 holy weapon that dispels magic on hit.</entry> + <entry id="54784" lang="en" sex="m">Concentration broken.</entry> + <entry id="54785" lang="en" sex="m">You detect the presence of</entry> + <entry id="54786" lang="en" sex="m">Holy Word</entry> + <entry id="54787" lang="en" sex="m">Caster Level(s): Cleric 7 +Innate Level: 7 +School: Evocation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Colossal +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +A wave of divine energy blasts all non-good creatures within the area of effect. Any non-good summoned creatures are returned to their home planes. + +Creatures who hear the holy word and are not good suffer the following ill effects: + +Deafened: The creature is struck deaf for 1d4 rounds. + +11 or less HD: Stunned: The creature is stunned for 1 round. A stunned creature cant act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it. + +7 or less HD: Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment. + +3 or less HD: Killed: Living creatures die. Undead creatures are destroyed.</entry> + <entry id="54788" lang="en" sex="m">Blasphemy</entry> + <entry id="54789" lang="en" sex="m">Caster Level(s): Cleric 7 +Innate Level: 7 +School: Evocation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Colossal +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +A wave of divine energy blasts all non-evil creatures within the area of effect. Any non-evil summoned creatures are returned to their home planes. + +Creatures who hear the blasphemy and are not evil suffer the following ill effects: + +Deafened: The creature is struck deaf for 1d4 rounds. + +11 or less HD: Stunned: The creature is stunned for 1 round. A stunned creature cant act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it. + +7 or less HD: Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment. + +3 or less HD: Killed: Living creatures die. Undead creatures are destroyed.</entry> + <entry id="54790" lang="en" sex="m">Dictum</entry> + <entry id="54791" lang="en" sex="m">Caster Level(s): Cleric 7 +Innate Level: 7 +School: Evocation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Colossal +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +A wave of divine energy blasts all non-lawful creatures within the area of effect. Any non-lawful summoned creatures are returned to their home planes. + +Creatures who hear the dictum and are not lawful suffer the following ill effects: + +Deafened: The creature is struck deaf for 1d4 rounds. + +11 or less HD: Stunned: The creature is stunned for 1 round. A stunned creature cant act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it. + +7 or less HD: Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment. + +3 or less HD: Killed: Living creatures die. Undead creatures are destroyed.</entry> + <entry id="54792" lang="en" sex="m">Word of Chaos</entry> + <entry id="54793" lang="en" sex="m">Caster Level(s): Cleric 7 +Innate Level: 7 +School: Evocation +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Colossal +Duration: Instant +Additional Counter Spells: +Save: None +Spell Resistance: Yes + +A wave of divine energy blasts all non-chaotic creatures within the area of effect. Any non-chaotic summoned creatures are returned to their home planes. + +Creatures who hear the word of chaos and are not chaotic suffer the following ill effects: + +Deafened: The creature is struck deaf for 1d4 rounds. + +11 or less HD: Stunned: The creature is stunned for 1 round. A stunned creature cant act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it. + +7 or less HD: Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment. + +3 or less HD: Killed: Living creatures die. Undead creatures are destroyed.</entry> + <entry id="54794" lang="en" sex="m">Protection from Chaos (5)</entry> + <entry id="54795" lang="en" sex="m">Protection from Evil (5)</entry> + <entry id="54796" lang="en" sex="m">Protection from Good (5)</entry> + <entry id="54797" lang="en" sex="m">Protection from Law (5)</entry> + <entry id="54798" lang="en" sex="m">* Item creation feats are not enabled in this area *</entry> + <entry id="54799" lang="en" sex="m">Standard</entry> + <entry id="54800" lang="en" sex="m">Contemplative</entry> + <entry id="54801" lang="en" sex="m">Contemplatives</entry> + <entry id="54802" lang="en" sex="m">contemplative</entry> + <entry id="54803" lang="en" sex="m">(PRESTIGE CLASS) +For any servant of a deity, no joy is greater than at those rare moments when the presence of her patron deity is a real, tangible force, sending shivers of power through her body and sending her soul soaring. For some, the taste of this experience is such a powerful attraction that they begin devoting their lives to cultivating it, hoping to attain a greater closeness to their deity through a life of contemplation. Spending hours in prayer and meditation, these devoted followers purify their souls, making them worthy of closer contact with the divine. While some contemplatives withdraw from the world into private retreats, others remain active, even adventuring, finding that true nearness to their deity comes from living out their deity's will in the world. In return, they find their minds, bodies, and souls purified, perfected, and finally brought close to union with their deity. + +- Hit Die: d6. +- Proficiencies: A Contemplative does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Divine Spellcasting: Able to cast 1st-level spells. +Skills: Lore 13 ranks. + +ABILITIES: + +Level +1: Bonus Domain - The contemplative gains access to an additional domain. + Divine Health - The contemplative is immune to disease. +2: Slippery Mind - The contemplative gains the slippery mind feat. +3: Divine Wholeness - Once per day, the contemplative can heal herself 4 times her contemplative level in hit points. +4: +5: Divine Body - The contemplative becomes immune to poison. +6: Bonus Domain +7: Divine Soul - The contemplative gains SR of 15 + Contemplative level. +8: +9: +10: Mystic Union - The contemplative changes racial type to outsider and gains DR of 10/+1 + +BONUS SPELLS + +Upon gaining a level in contemplative, the character gains new spells per day as if he had also gained a level in his highest divine caster class.</entry> + <entry id="54804" lang="en" sex="m">Divine Health</entry> + <entry id="54805" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: Contemplative Level 1. +Specifics: You gain immunity to all diseases. +Use: Automatic.</entry> + <entry id="54806" lang="en" sex="m">Divine Wholeness</entry> + <entry id="54807" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: Contemplative Level 3. +Specifics: Once per day, you can heal a number of hitpoints equal to 4 times your contemplative level. +Use: Selected.</entry> + <entry id="54808" lang="en" sex="m">Divine Body</entry> + <entry id="54809" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: Contemplative Level 5. +Specifics: You gain immunity to all poisons. +Use: Automatic.</entry> + <entry id="54810" lang="en" sex="m">Divine Soul</entry> + <entry id="54811" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: Contemplative Level 7. +Specifics: You gain SR of 15 + Contemplative level. +Use: Automatic.</entry> + <entry id="54812" lang="en" sex="m">Mystic Union</entry> + <entry id="54813" lang="en" sex="m">Type of Feat: Class Specific. +Prerequisite: Contemplative Level 10. +Specifics: Your racial type changes to outsider and you gain DR of 10/+1. +Use: Automatic.</entry> + <entry id="54814" lang="en" sex="m">Lucky Shot</entry> + <entry id="54815" lang="en" sex="m">Magic Circle against Evil (5)</entry> + <entry id="54816" lang="en" sex="m">Magic Circle against Good (5)</entry> + <entry id="54817" lang="en" sex="m">Magic Circle against Law (5)</entry> + <entry id="54818" lang="en" sex="m">Magic Circle against Chaos (5)</entry> + <entry id="54819" lang="en" sex="m">Holy Word (13)</entry> + <entry id="54820" lang="en" sex="m">Blasphemy (13)</entry> + <entry id="54821" lang="en" sex="m">Dictum (13)</entry> + <entry id="54822" lang="en" sex="m">Word of Chaos (13)</entry> + <entry id="54823" lang="en" sex="m">dimly</entry> + <entry id="54824" lang="en" sex="m">faintly</entry> + <entry id="54825" lang="en" sex="m">moderately</entry> + <entry id="54826" lang="en" sex="m">strongly</entry> + <entry id="54827" lang="en" sex="m">overwhelmingly</entry> + <entry id="54828" lang="en" sex="m">feels</entry> + <entry id="54829" lang="en" sex="m">You detected</entry> + <entry id="54830" lang="en" sex="m">auras</entry> + <entry id="54831" lang="en" sex="m">Detect Evil (3)</entry> + <entry id="54832" lang="en" sex="m">Detect Good (3)</entry> + <entry id="54833" lang="en" sex="m">Detect Law (3)</entry> + <entry id="54834" lang="en" sex="m">Detect Chaos (3)</entry> + <entry id="54835" lang="en" sex="m">Undetectable Alignment (5)</entry> + <entry id="54836" lang="en" sex="m">Deeper Darkness</entry> + <entry id="54837" lang="en" sex="m">Deeper Darkness (5)</entry> + <entry id="54838" lang="en" sex="m">Caster Level(s): Cleric 3 +Innate Level: 2 +School: Evocation +Descriptor(s): Darkness +Component(s): Verbal +Range: Touch +Area of Effect / Target: 20m radius +Duration: 1 Day / Level +Save: None +Spell Resistance: No + +All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision.</entry> + <entry id="54839" lang="en" sex="m">Blur (5)</entry> + <entry id="54840" lang="en" sex="m">Caster Level(s): Bard 2, Wizard 2, Sorcerer 2 +Innate Level: 2 +School: Illusion +Component(s): Verbal +Range: Touch +Area of Effect / Target: Creature touched +Duration: 1 min/level +Save: harmless +Spell Resistance: harmless + +The subjects outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).</entry> + <entry id="54841" lang="en" sex="m">Mirror Image (5)</entry> + <entry id="54842" lang="en" sex="m">Caster Level(s): Bard 2, Wizard 2, Sorcerer 2 +Innate Level: 2 +School: Illusion +Component(s): Verbal, Somatic +Range: Personal +Area of Effect / Target: Self +Duration: 1 min/level +Save: harmless +Spell Resistance: harmless + + Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck. + +Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers cant use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on. + +Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Any successful attack against an image destroys it. An images AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they're burned or dead after being hit by a fireball).</entry> + <entry id="54843" lang="en" sex="m">Insanity</entry> + <entry id="54844" lang="en" sex="m">Insanity (13)</entry> + <entry id="54845" lang="en" sex="m">Caster Level(s): Wizard 7, Sorcerer 7 +Innate Level: 7 +School: Enchantment +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: One creature +Duration: permanent +Save: Will +Spell Resistance: Yes + + The affected creature suffers from a continuous confusion effect, as the spell. +</entry> + <entry id="54846" lang="en" sex="m">Iron Body (15)</entry> + <entry id="54847" lang="en" sex="m">Caster Level(s): Wizard 8, Sorcerer 8 +Innate Level: 8 +School: Transmutation +Component(s): Verbal, Somatic +Range: Self +Area of Effect / Target: Caster +Duration: 1 min/level +Save: harmless +Spell Resistance: harmless + + This spell transforms your body into living iron, which grants you several powerful resistances and abilities. + +You gain damage reduction 15/+20. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. + +You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% as if you were wearing full plate armor.</entry> + <entry id="54848" lang="en" sex="m">PnP Holy Avenger</entry> + <entry id="54849" lang="en" sex="m">PnP Holy Avenger. When wielded by a paladin this weapon becomes a +5 enhancement weapon that does +2d6 divine damage vs evil, grants 15 SR, and can cast Dispel Magic at will with the same caster level as the paladin It can only be used as the area form of Dispel Magic centred on the wielder. +When wielded by a non-paladin, this weapon is treated as +2 enhancement.</entry> + <entry id="54850" lang="en" sex="m">Deep Slumber</entry> + <entry id="54851" lang="en" sex="m">Caster Level(s): Bard 3, Wizard / Sorcerer 3 +Innate Level: 3 +School: Enchantment +Descriptor(s): Mind-Affecting +Component(s): Verbal, Somatic +Range: Short +Area of Effect / Target: Huge +Duration: 3 Rounds + 1 / Caster Level +Additional Counter Spells: Clarity +Save: Will Negates +Spell Resistance: Yes + +Causes 10 + 1d10 HD of creatures to fall into a comatose slumber, beginning with those with the fewest HD. Creatures with 11 or more HD are unaffected.</entry> + <entry id="54852" lang="en" sex="m">DeepSlumber (5)</entry> + <entry id="54853" lang="en" sex="m">Vision of Heaven</entry> + <entry id="54854" lang="en" sex="m">School: Enchantment +Level: Clr 1 +Components: V +Casting Time: 1 action +Range: Close. +Target: One Evil Creature. +Duration: Instantaneous +Saving Throw: Will Negates +Spell Resistance: Yes + +The target creature is dazed for one round.</entry> + <entry id="54855" lang="en" sex="m">Vision of Heaven (1)</entry> + <entry id="54856" lang="en" sex="m">Sword of Conscience</entry> + <entry id="54857" lang="en" sex="m">School: Enchantment +Level: Clr 4, Rgr 4 +Components: V, DF +Casting Time: 1 action +Range: Close. +Target: One Evil Creature. +Duration: Instantaneous +Saving Throw: Will Negates +Spell Resistance: Yes + +The target creature takes Wisdom and Charisma damage equal to its Evil Power rating. + +Creature/Object Evil Power +Evil creature HD / 5 +Undead creature HD / 2 +Evil elemental HD / 2 +Evil outsider HD +Cleric of an evil deity Caster Level </entry> + <entry id="54858" lang="en" sex="m">Sword of Conscience (7)</entry> + <entry id="54859" lang="en" sex="m">Obscuring Mist</entry> + <entry id="54860" lang="en" sex="m">School: Conjuration (Creation) +Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1 +Components: V, S +Casting Time: 1 standard action +Range: 20 ft. +Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high +Duration: 1 min./level +Saving Throw: None +Spell Resistance: No + +A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). + +A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. + +This spell does not function underwater.</entry> + <entry id="54861" lang="en" sex="m">Obscuring Mist (1)</entry> + <entry id="54862" lang="en" sex="m">Sarcophagus of Stone</entry> + <entry id="54863" lang="en" sex="m">Sarcophagus of Stone +Conjuration (Creation) [Earth] +Level: Clr 6 +Components: V S M DF +Casting Time: 1 standard action +Duration: Instantaneous +Range: Close (25 ft + 5 ft/2 lvls) +Target: 1 medium or smaller creature +Spell Resistance: No +Saving Throw: Reflex negates + +This spell creates an airtight stone coffin that forms around the target. The stone is 1 inch thick, has hardness 8, and requires 15 points of damage to break through. Decreasing its size does not change the thickness of the walls; the coffin is always just large enough to hold the subject. This coffin is sealed upon formation and completely impervious to air and gas. A creature trapped within a sarcophagus of stone has 1 hour worth of air, and after that time begins to suffocate. A creature that has no need to breathe (such as a construct, elemental, or undead) needs not fear suffocation, but it remains trapped within the sarcophagus until it breaks free or is freed. + +A creature within the coffin can attack the stone with a natural weapon or light melee weapon. A creature can +attempt a DC 26 Strength check to break free of the stone, and allies can also help to break the trapped creature +free. +</entry> + <entry id="54864" lang="en" sex="m">Arrow of Bone</entry> + <entry id="54865" lang="en" sex="m">Arrow of Bone +Necromancy [Death] +Level: Sorcerer/wizard 7 +Components: V, S, M +Range: Touch +Target: One projectile or thrown weapon touched +Duration: 1 hour/level or until discharged +Saving Throw: Fortitude partial +Spell Resistance: Yes + +You complete the ritual needed to cast the spell, scribing arcane runes into the item. It changes before your eyes into an identical item made of bone. The runes glow with dark magic and the weapon feels cold to the touch. + +When thrown or fired at a creature as a normal ranged attack, the weapon gains a +4 enhancement bonus on attack +rolls and damage rolls. In addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or be instantly slain. A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum +20). Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed.</entry> + <entry id="54866" lang="en" sex="m">Draconic Might +</entry> + <entry id="54867" lang="en" sex="m">Draconic Might +Transmutation +Level: Paladin 4, sorcerer/wizard 5 +Components: V, S +Casting Time: 1 standard action +Range: Touch +Target: Living creature touched +Duration: 1 minute/level (D) +Saving Throw: Fortitude negates +(harmless) +Spell Resistance: Yes (harmless) + +The subject of the spell gains a +4 enhancement bonus to Strength, Constitution, and Charisma. It also gains +a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects. Special: Sorcerers cast this spell at +1 caster level. +</entry> + <entry id="54868" lang="en" sex="m">Extract Water Elemental</entry> + <entry id="54869" lang="en" sex="m">Extract Water Elemental +Transmutation [Water] +Level: Druid 6, sorcerer/wizard 6 +Components: V, S +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./level) +Target: One living creature +Duration: Instantaneous +Saving Throw: Fortitude half +Spell Resistance: Yes + +This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per caster level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to +Huge). The water elemental is under your control, as if you summoned it, and disappears after 1 minute. +</entry> + <entry id="54870" lang="en" sex="m">Heart Ripper</entry> + <entry id="54871" lang="en" sex="m">Heart Ripper +Necromancy [Death] +Level: Assassin 4 +Components: V, S +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One living creature +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +Invisible bolts of force instantly slay the target you designate by driving its heart from its body unless it succeeds on a Fortitude save. If the target has HD higher than your caster level, it does not die on a failed saving throw, but instead is stunned for 1d4 rounds. Creatures that don't depend on their hearts for survival, creatures with no anatomy, and creatures immune to extra damage from critical hits are unaffected by the spell. +</entry> + <entry id="54872" lang="en" sex="m">Life Bolt</entry> + <entry id="54873" lang="en" sex="m">Life Bolt +Necromancy +Level: Sorcerer/wizard 2 +Components: V, S +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Effect: Up to five rays +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +You draw forth some of your own life force to create a beam of positive energy that harms undead. You must succeed on a ranged touch attack with the ray to strike a target. If the ray hits an undead creature, it deals 1d12 points of damage. Creating each beam deals you 1 point of nonlethal damage. For every two caster levels beyond 1st, you can create an additional ray, up to a maximum of five rays at 9th level. +</entry> + <entry id="54874" lang="en" sex="m">Rainbow Blast</entry> + <entry id="54875" lang="en" sex="m">Rainbow Blast +Evocation [Light] +Level: Sorcerer/wizard 3 +Components: V, S, M +Casting Time: 1 standard action +Range: 120 ft. +Area: 120-ft. line +Duration: Instantaneous +Saving Throw: Reflex half +Spell Resistance: Yes + +This spell is a wide-spectrum blast of radiant energy composed of all five energy types. Rainbow blast deals 1d6 points of damage from each of the five energy types (acid, cold, electricity, fire, and sonic), for a total of 5d6 points of damage. Creatures apply resistance to energy separately for each type of damage. As you gain in levels, the damage die increases in size. At 7th level the spell deals 5d8 points of damage, at 9th level it deals 5d10 points of damage, and at 11th level it deals 5d12 points of damage; one die for each of the five +energy types.</entry> + <entry id="54876" lang="en" sex="m">Towering Oak</entry> + <entry id="54877" lang="en" sex="m">Towering Oak +Illusion (Glamer) +Level: Ranger 1 +Components: V, S +Casting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round/level + +You draw on the oak's strength to improve your ability to intimidate your enemies. You gain a +10 competence +bonus on Intimidate checks and a +2 enhancement bonus to Strength.</entry> + <entry id="54878" lang="en" sex="m">1 Bolt</entry> + <entry id="54879" lang="en" sex="m">2 Bolts</entry> + <entry id="54880" lang="en" sex="m">3 Bolts</entry> + <entry id="54881" lang="en" sex="m">4 Bolts</entry> + <entry id="54882" lang="en" sex="m">5 Bolts</entry> + <entry id="54883" lang="en" sex="m">Battle Clarity</entry> + <entry id="54884" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Warblade 1. +Specifics: You gain a bonus on your Reflex saves equal to your Intelligence modifier. +Use: Automatic</entry> + <entry id="54885" lang="en" sex="m">Weapon Aptitude</entry> + <entry id="54886" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Warblade 1. +Specifics: Each morning, you may change your weapon specific feats (Weapon Focus, Weapon Specialization, Epic Weapon Focus, Epic Weapon Specialization, Improved Critical, Overwhelming Critical, Devastating Critical) to any weapon you are proficient in. +Use: Automatic</entry> + <entry id="54887" lang="en" sex="m">Battle Ardor</entry> + <entry id="54888" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Warblade 3. +Specifics: You gain a bonus on your rolls to confirm maneuver critical hits equal to your Intelligence modifier. +Use: Automatic</entry> + <entry id="54889" lang="en" sex="m">Battle Cunning</entry> + <entry id="54890" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Warblade 7. +Specifics: You gain a damage bonus on your strikes made against flatfooted or flanked enemies equal to your Intelligence modifier. +Use: Automatic</entry> + <entry id="54891" lang="en" sex="m">Battle Skill</entry> + <entry id="54892" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Warblade 11. +Specifics: You gain a bonus on your opposed checks for Trip, Overrun, Bullrush, Feint, and Disarm equal to your Intelligence modifier. +Use: Automatic</entry> + <entry id="54893" lang="en" sex="m">Battle Mastery</entry> + <entry id="54894" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Warblade 15. +Specifics: You gain an attack bonus on your strikes equal to your Intelligence modifier. +Use: Automatic</entry> + <entry id="54895" lang="en" sex="m">Stance Mastery</entry> + <entry id="54896" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Warblade 20. +Specifics: You may use two stances at the same time. +Use: Automatic</entry> + <entry id="54897" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Justices of Weald and Woe 4 +Specifics: Once per day as a free action, you can gain a +10 insight bonus to one attack roll with your longbow. +Use: Selected.</entry> + <entry id="54898" lang="en" sex="m">You have not drained levels in the last 24 hours, Soul Blast does not work.</entry> + <entry id="54899" lang="en" sex="m">Target is immune to negative levels.</entry> + <entry id="54900" lang="en" sex="m">Soul Eater</entry> + <entry id="54901" lang="en" sex="m">Soul Eaters</entry> + <entry id="54902" lang="en" sex="m">soul eater</entry> + <entry id="54903" lang="en" sex="m">(PRESTIGE CLASS) +Bane of all living creatures, the soul eater is a monstrous being that feeds on the very essence of life force. Twisted and evil - even by the standards of creatures such as beholders, lamias, and mind flayers - the soul eater is feared by all creatures that live. Soul eaters are often confused with vampires or other undead, but they are decidedly alive, making their actions all the more heinous. Soul eaters always work alone, although they may have enthralled or enslaved servants. + +- Hit Die: d8. +- Proficiencies: A Soul Eater does not gain any additional weapon or armor proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Race: Aberration, Dragon, Monstrous Humanoid, Outsider, Fey, Giant, or Elemental. +Alignment: Any Evil +Base Attack Bonus: +5. +Skills: Lore 2 ranks. +Feats: Alertness, Weapon Focus(creature or unarmed strike) + +ABILITIES: + +Level +1: Energy Drain 1 +2: Soul Strength +3: Soul Blast +4: Soul Enhancement +5: Soul Endurance +6: Soul Radiance +7: Energy Drain 2 +8: Soul Agility +9: Soul Slave +10: Soul Power + + +Energy Drain (Su): A soul eater gains the ability to drain energy, bestowing negative levels upon it's victims. Beginning at 1st level, the touch of a soul eater bestows one negative level on it's target. At 7th level, the soul eater bestows two negative levels with a touch. + +Soul Strength (Su): When a 2nd-level soul eater uses it's energy drain ability, it gains a +4 bonus to Strength for 24 hours. + +Soul Blast (Su): A 3rd-level may project a 100-foot ray of force that deals 1d6 points of damage per soul eater level against one target. The target is allowed a Reflex saving throw to avoid the damage (DC 10 + class level + Cha bonus). This supernatural ability can be used once per day, and only on a day when the soul eater has drained levels. + +Soul Enhancement (Su): When a 4th-level soul eater uses it's energy drain ability, it gains a +2 enhancement bonus on all saving throws and skill checks for 24 hours. + +Soul Endurance (Su): When a 5th-level soul eater uses it's energy drain ability, it gains a +4 bonus to Constitution for 24 hours. + +Soul Radiance (Su): If a 6th-level soul eater completely drains a creature of energy, it may adopt the creature's soul radiance, taking the victim's form, appearance, and abilities for 24 hours. + +Soul Agility (Su): When a 8th-level soul eater uses it's energy drain ability, it gains a +4 bonus to Dexterity for 24 hours. + +Soul Slave (Su): If a 9th-level soul eater completely drains a creature of energy, the victim becomes a wight under the command of the soul eater. + +Soul Power (Su): After a 10th-level soul eater has drained energy, all spell-like and supernatural abilities gains a +2 profane bonus to their saving throw DC for 24 hours. Further, it may use it's Soul Blast ability up to two times instead of one during that 24-hour period. +(Further, any and all spell-like or supernatural abilities the soul eater possesses may be used twice as often as normal during that 24-hour period.)</entry> + <entry id="54904" lang="en" sex="m">Energy Drain</entry> + <entry id="54905" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Soul Eater level 1. +Specifics: Attempt a touch attack to drain 1 negative level from a target. At level 7 this increases to 2 levels. +Use: Selected.</entry> + <entry id="54906" lang="en" sex="m"><Custom0> Drains Energy</entry> + <entry id="54907" lang="en" sex="m">Soul Radiance</entry> + <entry id="54908" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Soul Eater level 6. +Specifics: If a 6th-level soul eater completely drains a creature of energy, it may adopt the creature's soul radiance, taking the victim's form, appearance, and abilities for 24 hours. +Use: Switched on/off. While on, upon killing a creature with energy drain, the soul eater will shift into that creature.</entry> + <entry id="54909" lang="en" sex="m">Soul Blast</entry> + <entry id="54910" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Soul Eater level 3. +Specifics: A 3rd-level may project a 100-foot ray of force that deals 1d6 points of damage per soul eater level against one target. The target is allowed a Reflex saving throw to avoid the damage (DC 10 + class level + Cha bonus). This supernatural ability can be used once per day, and only on a day when the soul eater has drained levels. +Use: Selected.</entry> + <entry id="54911" lang="en" sex="m">Dragon Disciple</entry> + <entry id="54912" lang="en" sex="m">Dragon Disciples</entry> + <entry id="54913" lang="en" sex="m">dragon disciple</entry> + <entry id="54914" lang="en" sex="m">(PRESTIGE CLASS) +It is rumored that the magical powers of sorcerers and bards is somehow connected to the presence of dragon blood in their family tree. Dragon Disciples are sorcerers, and sometimes bards, who use their magical power as a catalyst to activate their dragon blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. They often feel drawn to areas known to harbor dragons. + +- Hit Die: Special (see below) +- Proficiencies: A dragon disciple does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Race: Any non-dragon (cannot already be a half-dragon) +Spellcasting: Ability to cast arcane spells without preparation +Skills: 8 Ranks in Lore +Special: The player chooses a dragon variety when taking the first level in this prestige class + +ABILITIES: + +Level +1: Draconic Armor - The character's skin develops nearly invisible scales that increase his/her natural armor class by +1. + Hit Dice Increase (d6) - The character rolls d6 for hit points. This change is not retroactive. +2: Draconic Ability Scores - Strength +2. + Claw Attack - The character gains 2 claws they can use as primary natural attacks. + Bite Attack - The character gains a bite they can use as a secondary natural attack. +3: Breath Weapon I - The character can activate a Dragon Breath Weapon, dealing 2d10 points of damage to each opponent caught within. +4: Hit Dice Increase (d8) - The character rolls d8 for hit points. This change is not retroactive. + Draconic Ability Scores - Strength +2. +5: Draconic Armor - The character's skin becomes even harder, raising his/her natural armor class to +2. +6: Hit Dice Increase (d10) - The character rolls d10 for hit points. This change is not retroactive. +7: Breath Weapon II - The character's breath weapon damage potential increases to 4d10 points of damage. + Draconic Ability Scores - Constitution +2. +8: Draconic Armor - The character's natural armor class increases to +3. +9: Wings - The character grows red dragon wings. + Draconic Ability Scores - Intelligence +2. +10: Draconic Armor - +4 Natural Armor. + Darkvision - The character gains a dragon's ability to see in the dark. + Immunity to sleep, paralysis, and an additional immunity based on dragon disciple type. + Draconic Ability Scores - Strength +4, Charisma +2. + Breath Weapon III - The character does 6d10 points of damage with his breath weapon.</entry> + <entry id="54915" lang="en" sex="m">Draconic Heritage</entry> + <entry id="54916" lang="en" sex="m">Select a Dragon color or type to reflect your disciple powers.</entry> + <entry id="54917" lang="en" sex="m">Dragon Blood, Chromatic - Red</entry> + <entry id="54918" lang="en" sex="m">The blood of a Red Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Red Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to fire damage. + +At level 3, you gain the ability to breath a 30 foot cone of fire once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54919" lang="en" sex="m">Dragon Blood, Metallic - Silver</entry> + <entry id="54920" lang="en" sex="m">The blood of a Silver Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Silver Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to cold damage. + +At level 3, you gain the ability to breath a 30 foot cone of cold once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54921" lang="en" sex="m">Dragon Blood, Chromatic - Black</entry> + <entry id="54922" lang="en" sex="m">The blood of a Black Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Black Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to acid damage. + +At level 3, you gain the ability to breath a 60 foot line of acid once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54923" lang="en" sex="m">Dragon Blood, Chromatic - Blue</entry> + <entry id="54924" lang="en" sex="m">The blood of a Blue Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Blue Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to electrical damage. + +At level 3, you gain the ability to breath a 60 foot line of electricity once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54925" lang="en" sex="m">Dragon Blood, Chromatic - Green</entry> + <entry id="54926" lang="en" sex="m">The blood of a Green Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Green Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to acid damage. + +At level 3, you gain the ability to breath a 30 foot cone of acidic gas once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54927" lang="en" sex="m">Dragon Blood, Chromatic - White</entry> + <entry id="54928" lang="en" sex="m">The blood of a White Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your White Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to cold damage. + +At level 3, you gain the ability to breath a 30 foot cone of cold once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54929" lang="en" sex="m">Dragon Blood, Metallic - Brass</entry> + <entry id="54930" lang="en" sex="m">The blood of a Brass Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Brass Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to fire damage. + +At level 3, you gain the ability to breath a 60 foot line of fire once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54931" lang="en" sex="m">Dragon Blood, Metallic - Bronze</entry> + <entry id="54932" lang="en" sex="m">The blood of a Bronze Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Bronze Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to electrical damage. + +At level 3, you gain the ability to breath a 60 foot line of electricity once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54933" lang="en" sex="m">Dragon Blood, Metallic - Copper</entry> + <entry id="54934" lang="en" sex="m">The blood of a Copper Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Copper Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to acid damage. + +At level 3, you gain the ability to breath a 60 foot line of acid once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54935" lang="en" sex="m">Dragon Blood, Metallic - Gold</entry> + <entry id="54936" lang="en" sex="m">The blood of a Gold Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Gold Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to fire damage. + +At level 3, you gain the ability to breath a 30 foot cone of fire once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54937" lang="en" sex="m">Dragon Blood, Gem - Amethyst</entry> + <entry id="54938" lang="en" sex="m">The blood of an Amethyst Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Amethyst Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to poison. + +At level 3, you gain the ability to breath a 60 foot line of force once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54939" lang="en" sex="m">Dragon Blood, Gem - Crystal</entry> + <entry id="54940" lang="en" sex="m">The blood of a Crystal Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Crystal Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to cold damage. + +At level 3, you gain the ability to breath a 30 foot cone of light once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54941" lang="en" sex="m">Dragon Blood, Gem - Emerald</entry> + <entry id="54942" lang="en" sex="m">The blood of an Emerald Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Emerald Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to sonic damage. + +At level 3, you gain the ability to breath a 30 foot cone of sonic once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54943" lang="en" sex="m">Dragon Blood, Gem - Sapphire</entry> + <entry id="54944" lang="en" sex="m">The blood of a Sapphire Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Sapphire Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to electrical damage. + +At level 3, you gain the ability to breath a 30 foot cone of sonic once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54945" lang="en" sex="m">Dragon Blood, Gem - Topaz</entry> + <entry id="54946" lang="en" sex="m">The blood of a Topaz Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Topaz Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to cold damage. + +At level 3, you gain the ability to breath a 30 foot cone of dehydration once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54947" lang="en" sex="m">Dragon Blood, Obscure - Battle</entry> + <entry id="54948" lang="en" sex="m">The blood of a Battle Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Battle Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to sonic damage. + +At level 3, you gain the ability to breath a 30 foot cone of sonic once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54949" lang="en" sex="m">Dragon Blood, Obscure - Brown</entry> + <entry id="54950" lang="en" sex="m">The blood of a Brown Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Brown Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to acid damage. + +At level 3, you gain the ability to breath a 60 foot line of acid once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54951" lang="en" sex="m">Dragon Blood, Obscure - Chaos</entry> + <entry id="54952" lang="en" sex="m">The blood of a Chaos Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Chaos Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to 'confusion' effects. + +At level 3, you gain the ability to breath a 60 foot line of completely random energy once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54953" lang="en" sex="m">Dragon Blood, Obscure - Deep</entry> + <entry id="54954" lang="en" sex="m">The blood of a Deep Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Deep Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to Charms. You also gain resistance 10/- to fire and cold damage. + +At level 3, you gain the ability to breath a 30 foot cone of corrosive gas once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54955" lang="en" sex="m">Dragon Blood, Obscure - Ethereal</entry> + <entry id="54956" lang="en" sex="m">The blood of an Ethereal Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Ethereal Dragon ancestry. + +As an Ethereal Dragon Disciple, you do not gain any Immunities or resistances. + +At level 3, you gain the ability to breath a 30 foot cone of force once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54957" lang="en" sex="m">Dragon Blood, Obscure - Fang</entry> + <entry id="54958" lang="en" sex="m">The blood of a Fang Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Fang Dragon ancestry. + +As a Fang Dragon Disciple, you do not gain any immunities. + +You do not gain a breath weapon as standard Dragon Disciples do. Rather, at level 3, you gain the ability to perform a special bite attack that will deal 1d4 points of Constitution Drain to your target. You may use this special bite attack 3 times a day.</entry> + <entry id="54959" lang="en" sex="m">Dragon Blood, Obscure - Howling</entry> + <entry id="54960" lang="en" sex="m">The blood of a Howling Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Howling Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to sonic damage. + +At level 3, you gain the ability to breath a 30 foot cone of sonic once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54961" lang="en" sex="m">Dragon Blood, Obscure - Oceanus</entry> + <entry id="54962" lang="en" sex="m">The blood of an Oceanus Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Oceanus Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to electrical damage. + +At level 3, you gain the ability to breath a 60 foot line of electricity once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54963" lang="en" sex="m">Dragon Blood, Obscure - Pyroclastic</entry> + <entry id="54964" lang="en" sex="m">The blood of a Pyroclastic Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Pyroclastic Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive a 50% immunity to both Fire and Sonic energy. + +At level 3, you gain the ability to breath a 30 foot cone of half fire and half sonic damage once per day . This cone will cause 2d10 damage in total, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54965" lang="en" sex="m">Dragon Blood, Obscure - Radiant</entry> + <entry id="54966" lang="en" sex="m">The blood of a Radiant Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Radiant Dragon ancestry. + +As a Radiant Dragon Disciple, you do not gain any immunities. + +At level 3, you gain the ability to breath a 60 foot line of force once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54967" lang="en" sex="m">Dragon Blood, Obscure - Rust</entry> + <entry id="54968" lang="en" sex="m">The blood of a Rust Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Rust Dragon ancestry. + +As a Rust Dragon Disciple, you do not gain any immunities. + +At level 3, you gain the ability to breath a 60 foot line of acid once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54969" lang="en" sex="m">Dragon Blood, Obscure - Shadow</entry> + <entry id="54970" lang="en" sex="m">The blood of a Shadow Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Shadow Dragon ancestry. + +At level 10 in the Dragon Disciple class, you gain immunity to energy drain. + +At level 3, you gain the ability to breath a 30 foot cone of shadows once per day. This cone will bestow 1 negative level.</entry> + <entry id="54971" lang="en" sex="m">Dragon Blood, Obscure - Song</entry> + <entry id="54972" lang="en" sex="m">The blood of a Song Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Song Dragon ancestry. + +At level 10 in the Dragon Disciple class, you receive total immunity to electrical damage, as well as total immunity to poison. + +At level 3, you gain the ability to breath a 30 foot cone of electricity once per day. This cone will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54973" lang="en" sex="m">Dragon Blood, Obscure - Styx</entry> + <entry id="54974" lang="en" sex="m">The blood of a Styx Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Styx Dragon ancestry. + +At level 10 in the Dragon Disciple class, you gain total immunity to Disease and Poison. + +At level 3, you gain the ability to breath a 60 foot line of acid once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54975" lang="en" sex="m">Dragon Blood, Obscure - Tarterian</entry> + <entry id="54976" lang="en" sex="m">The blood of a Tarterian Dragon courses through your veins. In addition to standard Dragon Disciple progression, you receive certain specific benefits befitting your Tarterian Dragon ancestry. + +As a Tarterian Dragon Disciple, you do not gain any immunities. + +At level 3, you gain the ability to breath a 60 foot line of force once per day. This line will cause 2d10 damage, increasing to 4d10 at level 7, 6d10 at level 10, with further improvements in epic levels.</entry> + <entry id="54977" lang="en" sex="m">Draconic Immunity</entry> + <entry id="54978" lang="en" sex="m">You receive an immunity based on what type of Dragon Disciple you are. Not all Dragon Disciples receive an immunity.</entry> + <entry id="54979" lang="en" sex="m">Draconic Enlargement I</entry> + <entry id="54980" lang="en" sex="m">At 15th level, and every 10 levels thereafter, the dragon disciple's size increases by one step (such as from Large to Huge), to a maximum of Colossal size. The change in size affects the dragon disciple's base natural weapon damage. Apply the appropriate new size modifier to the character's attacks and AC. It may also change Strength, Dexterity, and Constitution as appropriate for the new size (dependent on PRC_DRAGON_DISCIPLE_SIZE_CHANGES switch).</entry> + <entry id="54981" lang="en" sex="m">Draconic Enlargement II</entry> + <entry id="54982" lang="en" sex="m">Epic Dragon Disciple</entry> + <entry id="54983" lang="en" sex="m">Embracing your draconic heritage is but one stop on your life journey. Your quest to understand, command, and harness your draconic energies has taken you into realm of the epic. + +Hit Die: d12 +Skill Points at Each Additional Level: 2+ Int Modifier +Bonus Feats: The epic dragon disciple gains a bonus feat every four levels after 10th + +Your breath weapon damage potential increases by 1d10 for every 3 levels after 10th. +The save DC against your breath weapon increases by +1 every 4 levels after 10th. +You gain an additional usage of your breath weapon every 3 levels after 10th, subject to a 1d4 round delay between uses. +Your natural AC increases by +1 for every 5 levels after 10th. +At 12th level, you gain the ability to use your wings to make additional slam attacks. +You increase in size at level 15th and 25th, with an appropriate increase in abilities. +At 17th level, you grow a tail, which can be used to make an additional attack with. +At 18th level, you gain Spell Resistance equal to 20+Dragon Disciple levels. +At 20th level, you gain True Seeing. + +Epic Dragon Disciple Bonus Feats List: +Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Damage Reduction, Epic Prowess, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Improved Combat Casting. +</entry> + <entry id="54984" lang="en" sex="m">Draconic Claws</entry> + <entry id="54985" lang="en" sex="m">At 2nd level, a dragon disciple gains 2 claws that can be used to make natural attacks with. You cannot use claws when wielding any weapons in your hands. + +Size - Damage +Fine - 1d2 +Diminutive - 1d2 +Tiny - 1d2 +Small - 1d3 +Medium - 1d4 +Large - 1d6 +Huge - 1d8 +Gigantic - 2d6 +Colossal - 3d6</entry> + <entry id="54986" lang="en" sex="m">Draconic Bite and Claws</entry> + <entry id="54987" lang="en" sex="m">At 2nd level, a dragon disciple gains a bite that can be used to make a natural attack with. You can use your bite in addition to any weapons wielding in your hands. + + At 2nd level, a dragon disciple also gains 2 claw attacks that can be used to make a natural attack with. You cannot use your claws in addition to any weapons wielding in your hands. + +Size - Damage (bite/claw) +Fine - 1d2/1d2 +Diminutive - 1d2/1d2 +Tiny - 1d3/1d2 +Small - 1d4/1d3 +Medium - 1d6/1d4 +Large - 1d8/1d6 +Huge - 2d6/1d8 +Gigantic - 3d6/2d6 +Colossal - 4d6/3d6</entry> + <entry id="54988" lang="en" sex="m">Draconic Wing Slams</entry> + <entry id="54989" lang="en" sex="m">At 12th level, a dragon disciple gains the ability to make 2 natural attacks with their wings, if of medium size or bigger. You can use your wing slams in addition to any weapons wielding in your hands. + +Size - Damage +Medium - 1d3 +Large - 1d4 +Huge - 1d6 +Gigantic - 1d8 +Colossal - 2d6</entry> + <entry id="54990" lang="en" sex="m">Draconic Tail</entry> + <entry id="54991" lang="en" sex="m">At 17th level, a dragon disciple grows a tail that can be used to make a natural attack with, if of large size or bigger. You can use your tail slap in addition to any weapons wielding in your hands. + +Size - Damage +Large - 1d6 +Huge - 1d8 +Gigantic - 2d6 +Colossal - 3d6</entry> + <entry id="54992" lang="en" sex="m">Epic Spellcasting</entry> + <entry id="54993" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Spellcraft 24 ranks, Lore 24 ranks, ability to cast 9th-level arcane or divine spells +Specifics: You may develop and cast epic spells. You may cast a number of epic spells per day equal to your ranks in Lore divided by 10. +</entry> + <entry id="54994" lang="en" sex="m">Psicraft</entry> + <entry id="54995" lang="en" sex="m">Ability: Intelligence. +Requires Training: Yes. +Classes: Psion, Wilder + +You can identify psionic powers used by a combatant. + +Use: Automatic.</entry> + <entry id="54996" lang="en" sex="m">Craft Skull Talisman</entry> + <entry id="54997" lang="en" sex="m">Type of Feat: Item Creation +Prerequisite: Caster level 6th +Specifics: You can cast any spell you have prepared as a skull talisman. The caster must have the spell memorized to be able to create the skull talisman. Crafting a skull talisman costs Spell level * Caster level * 50 in gold pieces for a normal caster (half base cost). It also takes XP equal to 1/25th of the base cost. If you cannot pay the casting cost or the XP loss would drop you a level, the crafting will fail, and the spell will be lost. A skull talisman is permanent until used. Skull talismans target those who activate them. +Use: Selected.</entry> + <entry id="54998" lang="en" sex="m">Daylight</entry> + <entry id="54999" lang="en" sex="m">Daylight +Evocation [Light] +Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3 +Components: V, S +Casting Time: 1 standard action +Range: Touch +Target: Object touched +Duration: 10 min./level +Saving Throw: None +Spell Resistance: No + +The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. + +Daylight brought into an area of magical darkness (or vice versa) is temporarily +negated, so that the otherwise prevailing light conditions exist in the overlapping +areas of effect. + +Daylight counters or dispels any darkness spell of equal or lower level, such as darkness. +</entry> + <entry id="55000" lang="en" sex="m">Add Constitution To Strike</entry> + <entry id="55001" lang="en" sex="m">Clear Constitution Total</entry> + <entry id="55002" lang="en" sex="m">White Raven Hammer</entry> + <entry id="55003" lang="en" sex="m">White Raven (Strike) +Level: Crusader 8, Warblade 8 +Prerequisite: Three White Raven maneuvers +Initiation Action: 1 Standard Action +Range: Melee Attack +Target: One Creature +Duration: 1 round. + +You slam your opponent with a mighty attack to disrupt his senses and leave him unable to defend himself while your allies close to finish him off. + +If your strike hits, you deal an extra 6d6 damage and your opponent is stunned.</entry> + <entry id="55004" lang="en" sex="m">End of DD reserved</entry> + <entry id="55005" lang="en" sex="m">Disrupt Undead</entry> + <entry id="55006" lang="en" sex="m">Disrupt Undead +Necromancy +Level: Sor/Wiz 0 +Components: V, S +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Effect: Ray +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.</entry> + <entry id="55007" lang="en" sex="m">Fist of Stone</entry> + <entry id="55008" lang="en" sex="m">Fist of Stone +Transmutation [Earth] +Level: Sorcerer/wizard 1, warmage 1 +Components: V, S +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 minute + +You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength. In addition, you gain the ability to make one natural slam attack as a standard action, dealing 1d6 points of damage plus your new Strength bonus. You can make the slam attack as a natural secondary attack with the normal -5 penalty as part of a full attack action. + +Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell's effect.</entry> + <entry id="55009" lang="en" sex="m">Blades of Fire</entry> + <entry id="55010" lang="en" sex="m">Blades of Fire +Conjuration (Creation) [Fire] +Level: Ranger 2, sorcerer/wizard 2, warmage 2 +Components: V +Range: Touch +Targets: Up to two melee weapons you are wielding +Duration: 1 round +Saving Throw: None +Spell Resistance: None + +Flames sheathe your melee weapons, harming neither you nor the weapons but possibly burning your opponents. Your melee weapons each deal an extra 1d6 points of fire damage.</entry> + <entry id="55011" lang="en" sex="m">Fire Trap</entry> + <entry id="55012" lang="en" sex="m">Fire Trap +Abjuration [Fire] +Level: Drd 2, Sor/Wiz 4 +Components: V, S +Range: Touch +Target: Area +Duration: Permanent until discharged (D) +Saving Throw: Reflex half; see text +Spell Resistance: Yes + +Fire trap creates a fiery explosion when an intruder enters the area that the trap protects. When casting fire trap, you select a point as the spells center. When someone other than you gets too close to that point, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). + +An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam. +</entry> + <entry id="55013" lang="en" sex="m">Pyrotechnics +</entry> + <entry id="55014" lang="en" sex="m">Pyrotechnics +Transmutation +Level: Brd 2, Sor/Wiz 2 +Components: V, S, M +Casting Time: 1 standard action +Range: Long (400 ft. + 40 ft./level) +Target: Area +Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text +Saving Throw: Will negates or Fortitude negates; see text +Spell Resistance: Yes or No; see text + +Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose. + +Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness. + +Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.</entry> + <entry id="55015" lang="en" sex="m">Ice Knife</entry> + <entry id="55016" lang="en" sex="m">Ice Knife +Conjuration (Creation) [Cold] +Level: Assassin 2, wu jen 2 (water),warmage 2 +Components: S, M +Casting Time: 1 standard action +Range: Long (400 ft. + 40 ft./level) +Effect: One icy missile +Duration: Instantaneous +Saving Throw: See text +Spell Resistance: Yes + +A magical shard of ice blasts from your hand and speeds to its target. You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels). If it hits, an ice knife deals 2d8 points of cold damage plus 2 points of Dexterity damage (no Dexterity damage on a successful Fortitude save). Creatures that have immunity to cold damage also take no Dexterity damage automatically. + +A knife that misses creates a shower of ice crystals in a 10-foot-radius burst. The icy burst deals 1d8 points of cold damage to all creatures within the area of the effect (Reflex half).</entry> + <entry id="55017" lang="en" sex="m">Arrow Storm +</entry> + <entry id="55018" lang="en" sex="m">Arrow Storm +Transmutation +Level: Ranger 3 +Components: V +Casting Time: 1 swift action +Range: Personal +Target: You +Duration: 1 round + +After casting arrow storm, you use a full-round action to make one ranged attack with a bow with which you are proficient against every foe within range. You can attack a maximum number of individual targets equal to your character level.</entry> + <entry id="55019" lang="en" sex="m">Whirling Blade</entry> + <entry id="55020" lang="en" sex="m">Whirling Blade +Transmutation +Level: Bard 2, sorcerer/wizard 2,warmage 2 +Components: V, S, F +Casting Time: 1 standard action +Range: 60 ft. +Effect: 60-ft. line +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +As you cast this spell, you hurl a single weapon at your foes, magically striking at all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you attacked with the weapon in +melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence or Charisma +modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls +and damage rolls. Even if your base attack bonus would normally give you multiple attack rolls, a whirling +blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats. + +No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks. +</entry> + <entry id="55021" lang="en" sex="m">Fire Shield (PnP)</entry> + <entry id="55022" lang="en" sex="m">Fire Shield +Evocation [Fire or Cold] +Level: Fire 5, Sor/Wiz 4, Sun 4 +Components: V, S, M/DF +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level (D) + +This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice). + +Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based +attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you. + +When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The special powers of each version are as follows: + +Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. + +Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.</entry> + <entry id="55023" lang="en" sex="m">Ring of Blades</entry> + <entry id="55024" lang="en" sex="m">Ring of Blades +Conjuration (Creation) +Level: Cleric 3, warmage 3 +Components: V,S, M +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 min./level + +This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from you, into all squares adjacent to your space, and it moves with you as you move. Each round on your turn, starting when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level (maximum +10) to all creatures in the affected area. + +The blades conjured by a lawful-aligned cleric are cold iron, those conjured by a chaotic-aligned cleric are silver, and those conjured by a cleric who is neither lawful nor chaotic are steel. +</entry> + <entry id="55025" lang="en" sex="m">Sleet Storm</entry> + <entry id="55026" lang="en" sex="m">Sleet Storm +Conjuration (Creation) [Cold] +Level: Drd 3, Sor/Wiz 3 +Components: V, S +Casting Time: 1 standard action +Range: Long (400 ft. + 40 ft./level) +Area: Cylinder (40-ft. radius, 20 ft. high) +Duration: 1 round/level +Saving Throw: None +Spell Resistance: No + +Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details). +</entry> + <entry id="55027" lang="en" sex="m">Orb of Force</entry> + <entry id="55028" lang="en" sex="m">Orb of Force +Conjuration (Creation) [Force] +Level: Sorcerer/wizard 4 +Components: V, S +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Effect: One orb of force +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You create a globe of force 3 inches across, which streaks from your palm toward your target. You must succeed on a ranged touch attack to hit the target. The orb deals 1d6 points of damage per caster level (maximum 10d6).</entry> + <entry id="55029" lang="en" sex="m">Mass Fire Shield +</entry> + <entry id="55030" lang="en" sex="m">Mass Fire Shield +Evocation [Fire or Cold] +Level: Sorcerer/wizard 5, warmage 5 +Components: V, S, M +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Targets: One or more allied creatures, no two of which can be more than 30 ft. apart +Duration: 1 round/level +Save: Will negates (harmless) +Spell Resistance: Yes (harmless) + +This spell functions like fire shield except as noted above.</entry> + <entry id="55031" lang="en" sex="m">Prismatic Ray</entry> + <entry id="55032" lang="en" sex="m">Prismatic Ray +Evocation +Level: Sorcerer/wizard 5 +Components: V, S +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Effect: Ray +Duration: Instantaneous +Saving Throw: See text +Spell Resistance: Yes + +A single beam of brilliantly colored light shoots from your outstretched hand. You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a creature with 6 Hit Dice or fewer is blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly determined effect: + +1d8 Color of Beam Effect + +1 Red 20 points fire damage(Reflex half) +2 Orange 40 points acid damage(Reflex half) +3 Yellow 80 points electricity damage (Reflex half) +4 Green Poison (Kills; Fortitude partial, take 1d6 Con damage instead) +5 Blue Turned to stone(Fortitude negates) +6 Indigo Insane, as insanity spell (Will negates) +7 Violet Sent to another plane(Will negates) +8 Two effects; roll twice more, ignoring any '8' results</entry> + <entry id="55033" lang="en" sex="m">Detect Favored Enemy</entry> + <entry id="55034" lang="en" sex="m">Detect Favored Enemies +Divination +Level: Ranger 1 +Components: V, S +Casting Time: 1 standard action +Area: 60 ft radius around the caster +Saving Throw: None +Spell Resistance: No + +You can sense the types of favored enemies in the area and the number of each type. +</entry> + <entry id="55035" lang="en" sex="m">Otiluke's Freezing Sphere</entry> + <entry id="55036" lang="en" sex="m">Otiluke's Freezing Sphere +Evocation [Cold] +Level: Sor/Wiz 6 +Components: V, S, F +Casting Time: 1 standard action +Range: Long (400 ft. + 40 ft./level) +Target, Effect, or Area: See text +Duration: Instantaneous or 1 round/level; see text +Saving Throw: Reflex half; see text +Spell Resistance: Yes + +Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you +select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level +(maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points +of cold damage per caster level (maximum 15d8). + +You can refrain from firing the globe after completing the spell, if you wish. Treat this as a +touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per +level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving +throw to resist its effect). Firing the globe in a later round is a standard action. +</entry> + <entry id="55037" lang="en" sex="m">Waves of Exhaustion</entry> + <entry id="55038" lang="en" sex="m">Waves of Exhaustion +Necromancy +Level: Sor/Wiz 7 +Components: V, S +Casting Time: 1 standard action +Range: 60 ft. +Area: Cone-shaped burst +Duration: Instantaneous +Saving Throw: No +Spell Resistance: Yes + +Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.</entry> + <entry id="55039" lang="en" sex="m">Prismatic Wall</entry> + <entry id="55040" lang="en" sex="m">Prismatic Wall +Abjuration +Level: Sor/Wiz 8 +Components: V, S +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Effect: Wall 4 ft./level wide, 2 ft./level high +Duration: 10 min./level (D) +Saving Throw: See text +Spell Resistance: See text + +Prismatic wall creates a vertical, opaque wall; a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it +looks at the wall. + +Each color in the wall has a special effect. The accompanying table shows the seven colors of the +wall, the order in which they appear, their effects on creatures trying to attack you or pass +through the wall, and the magic needed to negate each color. + +Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each +color present. + +Color Order Effect of Color + +Red 1st Deals 20 points of fire damage (Reflex half). +Orange 2nd Deals 40 points of acid damage (Reflex half). +Yellow 3rd Deals 80 points of electricity damage (Reflex half). +Green 4th Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). +Blue 5th Turned to stone (Fortitude negates). +Indigo 6th Will save or become insane (as insanity spell). +Violet 7th Creatures sent to another plane (Will negates). </entry> + <entry id="55041" lang="en" sex="m">Scintillating Pattern</entry> + <entry id="55042" lang="en" sex="m">Scintillating Pattern +Illusion (Pattern) [Mind-Affecting] +Level: Sor/Wiz 8 +Components: V, S, M +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Effect: Colorful lights in a 20-ft.-radius spread +Duration: Concentration + 2 rounds +Saving Throw: None +Spell Resistance: Yes + +A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. +The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice. + +6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.) + +7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds. + +13 or more: Confused for 1d4 rounds. + +Sightless creatures are not affected by scintillating pattern. +</entry> + <entry id="55043" lang="en" sex="m">Prismatic Sphere</entry> + <entry id="55044" lang="en" sex="m">Prismatic Sphere +Abjuration +Level: Protection 9, Sor/Wiz 9, Sun 9 +Components: V +Range: 10 ft. +Effect: 10-ft.-radius sphere centered on you + +This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, +multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in +all colors of the visible spectrum. The sphere's blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes. + +You can pass into and out of the prismatic sphere and remain near it without harm. However, when you're +inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other +creatures that attempt to attack you or pass through suffer the effects of each color, one at a time. + +Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so +the lower half is usually excluded by the floor surface you are standing on. + +The colors of the sphere have the same effects as the colors of a prismatic wall: + +Red 1st Deals 20 points of fire damage (Reflex half). +Orange 2nd Deals 40 points of acid damage (Reflex half). +Yellow 3rd Deals 80 points of electricity damage (Reflex half). +Green 4th Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). +Blue 5th Turned to stone (Fortitude negates). +Indigo 6th Will save or become insane (as insanity spell). +Violet 7th Creatures sent to another plane (Will negates). </entry> + <entry id="55045" lang="en" sex="m">Pyrotechnics: Fireworks +</entry> + <entry id="55046" lang="en" sex="m">Pyrotechnics: Smoke +</entry> + <entry id="55047" lang="en" sex="m">Mass Fire Shield: Red</entry> + <entry id="55048" lang="en" sex="m">Greater Disrupt Undead</entry> + <entry id="55049" lang="en" sex="m">Greater Disrupt Undead +Necromancy +Level: Sorcerer/wizard 3 +Components: V, S +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Effect: Ray +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +You must succeed on a ranged touch attack with the ray to strike a target. This spell functions like disrupt +undead (PH 223), except that this ray deals 1d8 points of damage per caster level to any undead, to a maximum +of 10d8. If the damage is sufficient to destroy the first target, then you can redirect the ray to another +undead target within 15 feet of the first target. If you make a successful ranged touch attack on the second +target, that target takes half of the damage rolled for the first target. +</entry> + <entry id="55050" lang="en" sex="m">Fire Shield (PnP): Blue</entry> + <entry id="55051" lang="en" sex="m">Mass Fire Shield: Blue</entry> + <entry id="55052" lang="en" sex="m">Fire Shield (PnP): Red</entry> + <entry id="55053" lang="en" sex="m">Recover Maneuvers</entry> + <entry id="55054" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Swordsage, or Warblade level 1. +Specifics: This feat allows you to select which maneuvers to recover for your blade magic using character. +If you are a Warblade, this will recover all expended maneuvers in one round, during which time you can attack normally, but may not use a maneuver. +If you are a Swordsage, this will allow recovery of a single expended maneuver as a full-round action. +Use: Selected.</entry> + <entry id="55055" lang="en" sex="m">School: Divination +Level: Clr 1, Pal 1, Sor/Wiz 1 +Components: V, S, M/DF +Casting Time: 1 standard action +Range: 60 ft. +Area: Cone-shaped emanation +Duration: Concentration, up to 1 minute/ level (D) +Saving Throw: None +Spell Resistance: No + +You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. +1st Round: Presence or absence of undead auras. +2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. +3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. +Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table: + +HD Strength +1 or lower Faint +2 - 4 Moderate +5 - 10 Strong +11 or higher Overwhelming +Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: + +Original Strength Duration of Lingering Aura +Faint 1d6 rounds +Moderate 1d6 minutes +Strong 1d6x10 minutes +Overwhelming 1d6 days +Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. + +Arcane Material Component: A bit of earth from a grave. +</entry> + <entry id="55056" lang="en" sex="m">Buomman</entry> + <entry id="55057" lang="en" sex="m">buomman</entry> + <entry id="55058" lang="en" sex="m">Buommans</entry> + <entry id="55059" lang="en" sex="m">Buommans are a race of humanoids native to the Astral plane, presumably descended from humans. They are known by some as the "moaning monks" and do not speak conventionally, only through voiceless melody. They make their homes in temples and shrines made of astral debris, which they believe to be the mortal forms of long forgotten or dead deities. Physically they resemble stretched-out humans, despite actually being slightly shorter and heavier. + +Buomman Ability Adjustments: +2 Wis, -2 Cha +Favored Class (Monk): A multiclass buomman's monk class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Low-Light Vision: Allows them to see better than normal in the dark. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Perform): +2 racial bonus to Perform checks. +- Vow of Silence: Buommans take a vow of silence at an early age, and thereafter do not ever speak conventionally again. A Buomman spellcaster who wishes to cast spells with verbal components must have the Silent Spell feat to do so. +- Outsider: Buommans count as Outsiders for the purpose of spells.</entry> + <entry id="55060" lang="en" sex="m">Dragonkin</entry> + <entry id="55061" lang="en" sex="m">dragonkin</entry> + <entry id="55062" lang="en" sex="m">Dragonkin are large humanoid creatures believed to be cousins to dragons. Standing 8 to 9 feet tall, they are covered with a scaled hide that could be colored anywhere from dark yellow ochre to reddish brown, sometimes with darker spots or bands. Their heads are decidedly draconic in shape, with a mane of thick hair behind small horns. Their wings vary from gold and green, to colors that match their scales. They tend to either live in barbarian tribes or serve human masters. + +Dragonkin Ability Adjustments: +8 Str, +2 Dex, +2 Con, +4 Wis, +2 Cha +Favored Class (Barbarian): A multiclass dragonkin's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Large Creature: Dragonkin suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill. +- 20' movement +- Darkvision: Allows them to see farther in the dark. +- Natural Armor Bonus: Racial natural armor bonus of 7. +- Natural Weapon: Can make natural claw attacks(1d6 each). +- Dive: +2 attack while suffering -2 to armor class. A successful attack does double damage if using a piercing weapon. +- Reptilian: Dragonkin count as Reptilian for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: 7 of Monstrous Humanoid</entry> + <entry id="55063" lang="en" sex="m">Tasloi</entry> + <entry id="55064" lang="en" sex="m">tasloi</entry> + <entry id="55065" lang="en" sex="m">Tasloi are a race of small jungle dwellers that live among the trees. These green-skinned creatures walk in a crouching posture, their catlike eyes enabling them to see in the gloom of the canopy. Cowardly, they will flee when outmatched, and prefer ambushes, feasting on any humanoids they kill. + +Tasloi Ability Adjustments: +2 Dex, -2 Str, -2 Cha +Favored Class (Rogue): A multiclass tasloi's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature: +- +1 size bonus to attack rolls. +- +1 size bonus to AC. +- +4 size bonus to Hide checks. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Light Sensitivity: Tasloi suffer -2 penalty to attack rolls, saves and checks while operating in bright light. +- Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. +- Goblinoid: Tasloi count as Goblinoids for the purpose of spells.</entry> + <entry id="55066" lang="en" sex="m">Nezumi</entry> + <entry id="55067" lang="en" sex="m">nezumi</entry> + <entry id="55068" lang="en" sex="m">Nezumi, or "ratlings" as the humans call them, hail from the far east. They used to control a large empire, which was destroyed in a great cataclysm, leaving the survivors to eke out an existence in the badlands left behind. They are not physically large, being around 5'5" and 155 pounds in height and weight. In shape they are humanoid, with a ratlike head, humanlike hands, and long hairless tails. Their bodies are covered in a rough fur that varies from white, through grey and brown, to black. + +Nezumi Ability Adjustments: +2 Con, -2 Cha +Favored Class (Rogue): A multiclass Nezumi's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Low-Light Vision: Allows them to see better than normal in the dark. +- Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons. +- 40' Movement +- Skill Affinity (Hide): +2 racial bonus to Hide checks. +- Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. +- Natural Weapon: Can make a natural bite or claw attack(1d4). +- Scent: Gains Track as a bonus feat, and can track by smell. +- Monstrous: Nezumi count as Monstrous Humanoids for the purpose of spells.</entry> + <entry id="55069" lang="en" sex="m">Khaasta</entry> + <entry id="55070" lang="en" sex="m">Khaastan</entry> + <entry id="55071" lang="en" sex="m">khaasta</entry> + <entry id="55072" lang="en" sex="m">Khaastas</entry> + <entry id="55073" lang="en" sex="m">Khaasta are a race of reptilian humanoids that roam the Outlands and the chaotic planes. Outwardly they resemble lizardfolk, but they are stronger, tougher, and more aggressive. They have tough, small scales and crests in wild color patterns, and long tails used for balance rather than combat. They are infamous for being raiders, plunderers, raiders, and slavers. They will hire themselves out to anyone that seems powerful, and backstab their patron at the first sign of weakness. + +Khaasta Ability Adjustments: +8 Str, +2 Dex, +4 Con, +2 Int +Favored Class (Fighter): A multiclass khaasta's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Allows them to see farther in the dark. +- Natural Armor Bonus: Racial natural armor bonus of 5. +- Natural Weapon: Can make a natural bite attack(1d4). +- Weapon Proficiency: Proficient with all simple and martial weapons. +- Armor Proficiency: Proficient with medium armor and shields. +- Bonus Feats: Gains Point-blank Shot and Power Attack as racial feats. +- Outsider: Khaastas count as Outsiders for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +3 +Racial Hit Dice/Class: 3 of Outsider</entry> + <entry id="55074" lang="en" sex="m">Flind</entry> + <entry id="55075" lang="en" sex="m">flind</entry> + <entry id="55076" lang="en" sex="m">Flinds</entry> + <entry id="55077" lang="en" sex="m">Flinds are hyena-headed humanoids similar to gnolls. Most have dirty yellow or reddish fur and grayish skin. Flinds are a bit shorter and broader, standing roughly 7 feet tall and typically weighing 300-350 pounds. They are clever tacticians and have no qualms about sacrificing their "cousins" in battle. + +Flind Ability Adjustments: +6 Str, +2 Dex, +4 Con +Favored Class (Ranger): A multiclass flind's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Darkvision: Flinds are able to see in the dark. +- Natural Armor Bonus: Racial natural armor bonus of 2. +- Monstrous: Flinds count as Monstrous Humanoids for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: 2 of Humanoid</entry> + <entry id="55078" lang="en" sex="m">Chitine</entry> + <entry id="55079" lang="en" sex="m">chitine</entry> + <entry id="55080" lang="en" sex="m">Chitines</entry> + <entry id="55081" lang="en" sex="m">The spiderlike chitines exemplify the unnatural changes that can be incorporated into a humanoid with the aid of evil-inspired magic. Once their ancestors were humanoid in form, but their enforced slavery to the drow entailed more than simple execution of duty. The drow of Ched Nasad selectively bred and magically meddled with their slaves, incorporating ghastly "improvements" as well as the results of fumbled experiments. Eventually these alterations became permanent, resulting in a race of spiderlike, four-armed humanoids that can build with webbing in the same way that humans employ stone or wood. Formerly found only in the northwest regions of Faer�n, chitines have spread throughout the Underdark in the course of their flight from their drow oppressors. + +Chitine Ability Adjustments: +2 Dexterity, +2 Constitution, +2 Intelligence, -4 Charisma. Chitines are quick, tough, and smart, but not particularly endearing. +Favored Class (Rogue): A multiclass chitine's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Small size +- A chitine's base land speed is 30 feet +- +8 racial bonus on Climb checks +- Grappling Bonus (Ex): A chitine's four arms grant a +4 bonus on grapple checks +- Difficult to Disarm (Ex): Because of the hooks in a chitine's palm, he gains a +4 bonus on his opposed check to avoid being disarmed +- Sensitive to Sunlight (Ex): In sunlight or bright magical light (such as a daylight spell), chitines are dazzled. +- Racial Hit Dice: A chitine character begins with two levels of monstrous humanoid +- Racial Feats: A chitine character has Two-Weapon Fighting and Ambidexterity as bonus feats +- Weapon Familiarity: A chitine treats short swords as simple weapons rather than martial weapons +- Favored Class: Rogue +- Level Adjustment: +2</entry> + <entry id="55082" lang="en" sex="m">COMBAT MANEUVER + End Grapple - Ends any grapple you initiated + + Fight Defensively - You gain a +2 Dodge bonus to AC, and take a -4 penalty on all attack rolls. If you have 5 or more ranks in Tumble, increase your Dodge AC by +1.</entry> + <entry id="55083" lang="en" sex="m">asabi</entry> + <entry id="55084" lang="en" sex="m">Asabi are desert-dwelling reptilian humanoids, near 7' tall, and with pebbly skin that varies from brown to grey. They are primarily found within and beneath the Great Desert of Anauroch. They are a warlike race, and are happy to fight for masters, or for gold. They are accustomed to fighting in disciplined ranks, and seldom hold grudges, except in cases of betrayal. + +Asabi Ability Adjustments: +2 Dex, +2 Int, +2 Wis +Favored Class (Fighter): A multiclass Asabi's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 50' base speed +- Darkvision: Allows them to see farther in the dark. +- Skill Affinity (Jump): +4 racial bonus to Jump checks. +- Natural Armor Bonus: Racial natural armor bonus of 2. +- Natural Weapon: Can make a natural bite attack(1d4). +- Weapon Proficiency: Proficient with all simple weapons and shields. +- Reptilian: Asabi count as Reptilian for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +0 +Racial Hit Dice/Class: 3 of Humanoid</entry> + <entry id="55085" lang="en" sex="m">Chameleon Skin</entry> + <entry id="55086" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Poison Dusk Lizardfolk + +As long as most of your skin is uncovered, you gain a +5 to Hide.</entry> + <entry id="55087" lang="en" sex="m">Poison Dusk Lizardfolk</entry> + <entry id="55088" lang="en" sex="m">Poison Dusk lizardfolk</entry> + <entry id="55089" lang="en" sex="m">Poison Dusk Lizardfolk are smaller and more cunning than normal lizardfolk. They stand between 3' and 4' in height, weighing between 42 and 52 lbs. Their tails are 2'-3' long, and their scales change color with their mood. Their eyes are proportionally larger than those of other species, and males have a crest that runs down the back of their head that can lie flat or extend based on mood. They consider themselves the superior breed of lizardfolk, and are sometimes servants to dragons. + +Poison Dusk Lizardfolk Ability Adjustments: +2 Dex, +2 Con, -2 Cha +Favored Class (Ranger): A multiclass Poison Dusk lizardfolk's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature ++1 size bonus to attack rolls. ++1 size bonus to AC. ++4 size bonus to Hide checks. +- 30' base speed +- Low-Light Vision: Allows them to see better than normal in the dark. +- Skill Affinity (Jump): +4 racial bonus to Jump checks. +- Natural Armor Bonus: Racial natural armor bonus of 3. +- Poison Use: Can apply poison without risk of poisoning self. +- Natural Weapon: Can make natural bite and claw attacks(1d3 each). +- Reptilian: Poison Dusk Lizardfolk count as Reptilian for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="55090" lang="en" sex="m">Whisper Gnome</entry> + <entry id="55091" lang="en" sex="m">Whisper Gnomish</entry> + <entry id="55092" lang="en" sex="m">whisper gnomish</entry> + <entry id="55093" lang="en" sex="m">Whisper Gnomes</entry> + <entry id="55094" lang="en" sex="m">Whisper gnomes are creatures of stealth and suspicion. In profession and behavior they range from peaceful recluses to dangerous spies, lacking their cousins' jovial nature and easy outlook on life. Whisper gnomes are slightly taller than other gnomes, standing 3 1/2 to 4 feet tall, with a thin, almost gaunt build. Their skin ranges from light grey to light green, though the variation is rarely noticeable without careful attention. Their hair is dark, and their eyes are often some shade of blue or grey, though rarely bright or striking. Gnomes live 350 to 500 years. + +Whisper Gnomish Ability Adjustments: +2 Dex, +2 Con, -2 Str, -2 Cha. +Favored Class (Rogue): A multiclass whisper gnome's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature ++1 size bonus to attack rolls. ++1 size bonus to AC. ++4 size bonus to Hide checks. +- 30' base speed +- Darkvision: Whisper gnomes are able to see in the dark. +- Defensive Training vs. Giants: +4 dodge bonus to AC against giants. +- Skill Affinity (Hide): +4 racial bonus to Hide checks. +- Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Spot): +2 racial bonus to Spot checks. +- Spell-Like Abilities: 1/day - Silence, Mage Hand. +- Gnomish: Whisper Gnomes count as Gnomes for the purpose of spells.</entry> + <entry id="55095" lang="en" sex="m">You grew up in a hidden community with others of your kind. However, no one knows what threats may lay over the horizon, and so you left home, determined to make sure that you would be strong enough to protect it if that threat ever materialized.</entry> + <entry id="55096" lang="en" sex="m">Catfolk</entry> + <entry id="55097" lang="en" sex="m">catfolk</entry> + <entry id="55098" lang="en" sex="m">Catfolk are a race of nomadic feline humanoids who typically roam grassy plains. Physically they resemble a cross between a human and a large predatory cat, with a lightly furred humanoid body and the head and mane of a feline. They lack a tail and actual claws, simply having thicker nails instead, but they do walk on their toes rather than flatfooted like other humanoids. The most common catfolk resemble lions, but there are other tribes that resemble leopards, tigers, or cheetahs. Catfolk have a lifespan similar to that of humans. + +Catfolk Ability Adjustments: +4 Dexterity, +2 Charisma +Favored Class (Ranger): A multiclass catfolk's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Low-Light Vision: Allows them to see better than normal in the dark. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. +- Natural Armor Bonus: Racial natural armor bonus of 1. +- Monstrous: Catfolk count as Monstrous Humanoids for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="55099" lang="en" sex="m">You grew up on the grasslands, part of a nomadic tribe of catfolk living off the land. Having come of age, restlessness took hold and you left the tribe to explore the wide world before you. What will your journey hold for you? Only time will tell.</entry> + <entry id="55100" lang="en" sex="m">Ninja</entry> + <entry id="55101" lang="en" sex="m">Ninjas</entry> + <entry id="55102" lang="en" sex="m">ninja</entry> + <entry id="55103" lang="en" sex="m">(BASE CLASS) +Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms-appearing and disappearing seemingly at a whim. + +- Hit Die: d6. +- Proficiencies: Ninjas are proficient with all simple weapons, plus the kama, kukri, shortbow, short sword, and shuriken. Ninjas are not proficient with any type of armor or shield. +- Skill Points: 6 + Int Modifier. + +CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Hide, Jump, Listen, Move Silently, Open Lock, Search, Spot, Tumble + +CLASS FEATURES: + +Level 1: Ki Power, Sneak Attack +1d6 +Level 2: Ghost Step +Level 3: Sneak Attack +2d6, Use Poison +Level 4: Great Leap +Level 5: Sneak Attack +3d6 +Level 6: Acrobatics +2, ki Dodge +Level 7: Sneak Attack +4d6 +Level 8: Ghost Strike +Level 9: Sneak Attack +5d6 +Level 10: Ghost Step (ethereal) +Level 11: Sneak Attack +6d6 +Level 12: Acrobatics +4, Evasion +Level 13: Sneak Attack +7d6 +Level 15: Sneak Attack +8d6 +Level 16: Ghost Sight +Level 17: Sneak Attack +9d6 +Level 18: Acrobatics +6, Greater Ki Dodge +Level 19: Sneak Attack +10d6 +Level 20: Ghost Walk +</entry> + <entry id="55104" lang="en" sex="m">Ki Power</entry> + <entry id="55105" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ninja Level 1 +Specifics: A ninja can channel her ki energy to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to one half her class level (minimum 1) plus her Wisdom bonus (if any). Ki powers can be used only if a ninja is wearing no armor and is unencumbered. +As long as a ninja's ki pool isn't empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus to her Will saves. +Use: Automatic.</entry> + <entry id="55106" lang="en" sex="m">Acrobatics +2</entry> + <entry id="55107" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ninja Level 6 +Specifics: Starting at 6th level, a ninja gains a +2 bonus to Jump and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level. +Use: Automatic.</entry> + <entry id="55108" lang="en" sex="m">Acrobatics +4</entry> + <entry id="55109" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ninja Level 12 +Specifics: Starting at 6th level, a ninja gains a +2 bonus to Jump and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level. +Use: Automatic.</entry> + <entry id="55110" lang="en" sex="m">Acrobatics +6</entry> + <entry id="55111" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ninja Level 18 +Specifics: Starting at 6th level, a ninja gains a +2 bonus to Jump and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level. +Use: Automatic.</entry> + <entry id="55112" lang="en" sex="m">Ghost Sight</entry> + <entry id="55113" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ninja Level 16 +Specifics: At 16th level and higher, a ninja can see invisible and ethereal creatures as easily as she sees material creatures and objects. +Use: Automatic.</entry> + <entry id="55114" lang="en" sex="m">Ghost Step</entry> + <entry id="55115" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ninja Level +Specifics: Starting at 2nd level, a ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. +Use: Selected.</entry> + <entry id="55116" lang="en" sex="m">Ghost Strike</entry> + <entry id="55117" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ninja Level 8 +Specifics: At 8th level and higher, a ninja can spend one daily use of her ki power to strike incorporeal and ethereal creatures as if they were corporeal. She also can use this ability to strike foes on the Material Plane normally while ethereal. +Use: Selected.</entry> + <entry id="55118" lang="en" sex="m">Ghost Walk</entry> + <entry id="55119" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ninja Level 20 +A 20th-level ninja can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the ninja's class level. +Use: Selected.</entry> + <entry id="55120" lang="en" sex="m">Great Leap</entry> + <entry id="55121" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ninja Level 4 +Specifics: At 4th level and higher, a ninja always makes Jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus to the jump. This ability can be used only if she is wearing no armor and is carrying no more than a light load. +Use: Automatic.</entry> + <entry id="55122" lang="en" sex="m">Greater Ki Dodge</entry> + <entry id="55123" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ninja Level 18 +Starting at 19th level, a ninja's ki dodge ability grants total concealment (50% miss chance). +Use: Selected</entry> + <entry id="55124" lang="en" sex="m">Ki Dodge</entry> + <entry id="55125" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ninja Level 6 +Specifics: At 6th level and higher, a ninja can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a ninja activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. +Use: Selected.</entry> + <entry id="55126" lang="en" sex="m">Ghost Step (ethereal)</entry> + <entry id="55127" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ninja Level 10 +Specifics: At 10th level, a ninja can become ethereal when using Ghost step instead of becoming invisible.</entry> + <entry id="55128" lang="en" sex="m">Epic Ninja</entry> + <entry id="55129" lang="en" sex="m">You are the ultimate ninja with legendary skills and a body count to match. + +Hit Die: d6 +Skill Points at Each Additional Level: 8+ Int Modifier +Bonus Feats: The epic ninja gains a bonus feat every four levels after 20th +Special: + Sneak Attack: this continues to improve by 1d6 at each odd-numbered level the epic ninja gains. + +Epic Ninja Bonus Feats List: +Blinding Speed, Crippling Strike, Defensive Roll, Epic Skill Focus, Epic Dodge, Epic Reputation, Improved Evasion, Improved Sneak Attack, Opportunist, Self-Concealment, Skill Mastery, Slippery Mind, Superior Initiative.</entry> + <entry id="55130" lang="en" sex="m">Acrobatics +8</entry> + <entry id="55131" lang="en" sex="m">Acrobatics +10</entry> + <entry id="55132" lang="en" sex="m">Acrobatics +12</entry> + <entry id="55133" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Epic Ninja +At level 24, the Ninja is capable of enhanced acrobatics gaining a +8 bonus to Tumble and Jump. This bonus increases +10 at level 30 and to +12 at level 36.</entry> + <entry id="55134" lang="en" sex="m">Ninja AC Bonus</entry> + <entry id="55135" lang="en" sex="m">Type of Feat: Class +Prerequisite: Ninja level 1. +Specifics: Ninjas add their Wisdom modifier to their Armor Class. +Use: Automatic.</entry> + <entry id="55136" lang="en" sex="m">Ghost-Faced Killer</entry> + <entry id="55137" lang="en" sex="m">Ghost-Faced Killers</entry> + <entry id="55138" lang="en" sex="m">ghost-faced killer</entry> + <entry id="55139" lang="en" sex="m">(PRESTIGE CLASS) +From out of nothing the spectre of death appears, an armoured shadow with a brilliant blade held high. In a flash the katana falls, severing life from limb in a bloody arc. All around, screams of terror and shouts of fear erupt, as quaking hands draw blades to fight the masked murderer. His target dead, the ghost-faced killer walks calmly away as swords and fists pass harmlessly through his nearly transparent body. + Long ago, a persecuted clan of dangerous warriors sought a way to take revenge against their oppressors. Through sorcery, the spellcasters of the clan beseeched dark spirits to reveal a way that their clan might survive the coming strife and take revenge on the emperor who sought to crush them. The clan members struck a dark bargain, and the demon-spirits they had contacted provided the clan with a means to the bloody end they desired.Donning terrifying masks to hide their identities, warriors of the clan crept into the imperial palace, and through the evil power of the pact they had made, passed invisibly and intangibly into the imperial household and murdered the entire imperial family, plunging the country into bloody civil war once again. No one ever discovered the clan's honourless actions, and to this day, no one knows what clan the ghost-faced killers came from. + Today ghost-faced killers act as assassins and spies for hire, a mercenary clan that hides behind a guise of open and honourable conduct. When on a mission, they wear porcelain demon-masks of ghostly white to hide their identity and as a symbol of the pact their clan made with the demon spirits. Through training and discipline, ghost-faced killers learn to the deadliest and most terrifying way to attack foes, and through their mystic connection with spirits, ghost-faced killers learn to turn invisible, walk through walls, and even see with the eyes of the spirits themselves. + +- Hit Die: d8 +- Proficiencies: All simple and martial weapons, and +light armor. +- Skill Points: 4 + Int Modifier + +Requirements: + +Alignment: Any Evil +Base Attack Bonus: +5 +Concentration: 4 ranks +Intimidate: 8 ranks +Hide: 6 ranks +Move Silently: 6 ranks +Feats: Power Attack, Improved Initiative + +Abilities: + +1: Ghost step 1/day +2: Sudden Strike (Sneak Attack) +1d6 +3: Frightful Attack 1/day +4: Ghost step 2/day +5: Sudden Strike (Sneak Attack) +2d6 +6: Frightful Attack 2/day + Ghost step (ethereal) +7: Ghost sight + Ghost step 3/day +8: Sudden Strike (Sneak Attack) +3d6 +9: Frightful Attack 3/day +10: Frightful Cleave + Ghost step 4/day +</entry> + <entry id="55140" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ghost-Faced Killer +Specifics: A Ghost-Faced Killer can become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. An extra use per day is given at every 3 levels after first. A level 6 Ghost-Faced Killer can become ethereal instead of invisible. +Use: Selected.</entry> + <entry id="55141" lang="en" sex="m">Frightful Attack</entry> + <entry id="55142" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ghost-Faced Killer Level 3 +Specifics: Once per day a Ghost-Faced Killer can panic onlookers and even frighten his victim to death by making a sudden strike attack. The ghost-faced killer must use his power attack feat on the attack. +The victim must make a Will save (DC 10 + ghost-faced killer class level + ghost-faced killer Cha modifier) or die. If the victim succeeds at the save, the victim becomes shaken for 1 round per class level of the ghost-faced killer. +Onlookers within a 30 foot radius (not including the victim, the ghost-faced killer, or allies of the ghost-faced killer) must make a Will save (DC 10 + ghost-faced killer class level + ghost-faced killer's Cha modifier + damage bonus from power attack on the frightful attack). +If the onlooker fails this save, she will become panicked (if her hit dice are less than the ghost-faced killer's class level + the ghost-faced killer's Cha modifier) or shaken. +The Ghost-Faced Killer gains another use per day every 3 levels.</entry> + <entry id="55143" lang="en" sex="m">Frightful Cleave</entry> + <entry id="55144" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Ghost-Faced Killer Level 10 +Specifics: If a ghost-faced killer slays a foe with his frightful attack, (either from the damage dealt or because of a failed save against its fear effect), he gets an immediate extra melee attack against another target within reach. +If the new target is flat-footed, this extra attack is also a frightful attack, though it doesn't count against the ghost-faced killer's daily limit of frightful attacks. This ability otherwise functions exactly as the Cleave feat.</entry> + <entry id="55145" lang="en" sex="m">Frightful Attack must be a Sudden Strike (Sneak Attack).</entry> + <entry id="55146" lang="en" sex="m">Power Attack must be active and set to at least +1 to use Frightful Attack.</entry> + <entry id="55147" lang="en" sex="m">Failed Frightful Attack: Target is immune to fear.</entry> + <entry id="55148" lang="en" sex="m">Failed Frightful Attack: Target has too many Hit Dice.</entry> + <entry id="55149" lang="en" sex="m">Failed Frightful Attack: Target must not be immune to Sneak Attacks, Mind Affecting Effects, or Fear.</entry> + <entry id="55150" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. + +Manifesting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Effect: Ray +Duration: Instantaneous +Saving Throw: None +Power Resistance: Yes + +Upon manifesting this power, you create a ray of sonic energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray. Note: the energy type(s) available depend on race. + +Cold: A ray of this energy type deals +1 point of damage per die. +Electricity: Manifesting a ray of this energy type provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. +Fire: A ray of this energy type deals +1 point of damage per die. +Sonic: A ray of this energy type deals -1 point of damage per die and ignores an object's hardness. + +This power's subtype is the same as the type of energy you manifest. +</entry> + <entry id="55151" lang="en" sex="m">Shield Other</entry> + <entry id="55152" lang="en" sex="m">Abjuration +Level: Clr 2, Pal 2, Protection 2 +Components: V, S, F +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: 1 hour/level (D) +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject. + +If you and the subject of the spell move out of range of each other, the spell ends. + +Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature. + +NOTE: This spell does not stack and applies damage to the last caster (I think, actually depends on the order of the applied effects).</entry> + <entry id="55153" lang="en" sex="m">Craft(General)</entry> + <entry id="55154" lang="en" sex="m">Ability: Intelligence. +Requires Training: no. +Classes: All. + +A successful check allows a character to craft various items. + +Use: Automatic.</entry> + <entry id="55155" lang="en" sex="m">Eschew Materials</entry> + <entry id="55156" lang="en" sex="m">Type of Feat: General +Prerequisite: None + +Specifics: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. + +Use: Automatic. + + +</entry> + <entry id="55157" lang="en" sex="m">Ignore Material Components</entry> + <entry id="55158" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level arcane or divine spells. + +Specifics: The character may cast spells without any material components. This feat does not affect the need for a focus or divine focus. + +Use: Automatic.</entry> + <entry id="55160" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: None +Specifics: This feat allows the caster to gain spells per day as if they had gained a level in the specified class.</entry> + <entry id="55161" lang="en" sex="m">Spellcasting: Wizard</entry> + <entry id="55162" lang="en" sex="m">Spellcasting: Sorcerer</entry> + <entry id="55163" lang="en" sex="m">Spellcasting: Bard</entry> + <entry id="55164" lang="en" sex="m">Spellcasting: Assassin</entry> + <entry id="55165" lang="en" sex="m">Spellcasting: Suel Archanamach</entry> + <entry id="55166" lang="en" sex="m">Spellcasting: Shadowlord</entry> + <entry id="55167" lang="en" sex="m">Spellcasting: Hexblade</entry> + <entry id="55168" lang="en" sex="m">Spellcasting: Duskblade</entry> + <entry id="55169" lang="en" sex="m">Spellcasting: Cleric</entry> + <entry id="55170" lang="en" sex="m">Spellcasting: Druid</entry> + <entry id="55171" lang="en" sex="m">Spellcasting: Paladin</entry> + <entry id="55172" lang="en" sex="m">Spellcasting: Ranger</entry> + <entry id="55173" lang="en" sex="m">Spellcasting: Blackguard</entry> + <entry id="55174" lang="en" sex="m">Spellcasting: Soldier of Light</entry> + <entry id="55175" lang="en" sex="m">Spellcasting: Vassal</entry> + <entry id="55176" lang="en" sex="m">Spellcasting: Knight of the Middle Circle</entry> + <entry id="55177" lang="en" sex="m">Spellcasting: Knight of the Chalice</entry> + <entry id="55178" lang="en" sex="m">Spellcasting: Anti-Paladin</entry> + <entry id="55179" lang="en" sex="m">Spellcasting: Vigilant</entry> + <entry id="55180" lang="en" sex="m">Spellcasting: Favoured Soul</entry> + <entry id="55181" lang="en" sex="m">Spellcasting: Sohei</entry> + <entry id="55182" lang="en" sex="m">Spellcasting: Healer</entry> + <entry id="55183" lang="en" sex="m">Spellcasting: Slayer of Domiel</entry> + <entry id="55184" lang="en" sex="m">Spellcasting: Ocular Adept</entry> + <entry id="55185" lang="en" sex="m">Craft(Poisonmaking)</entry> + <entry id="55186" lang="en" sex="m">Ability: Intelligence. +Requires Training: no. +Classes: All. + +A successful check allows a character to perform feats of poisonmaking. + +Use: Automatic.</entry> + <entry id="55187" lang="en" sex="m">** Start Dragon Magic **</entry> + <entry id="55188" lang="en" sex="m">Dragon Tail</entry> + <entry id="55189" lang="en" sex="m">Type of Feat: General +Prerequisites: Dragonblood subtype*, 1st level only +Specifics: Your draconic ancestry manifests as a tail you can use to make a secondary natural attack in combat. The tail deals damage according to your size as shown below: + +Size Tail Slap Damage +Tiny 1d3 +Small 1d4 +Medium 1d6 +Large 1d8 +Huge 2d6 +Gargantuan 2d8 +Colossal 4d6 + +*Note: In addition to race, you can gain the dragonblood subtype through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be unable to level.</entry> + <entry id="55190" lang="en" sex="m">Dragon Wings</entry> + <entry id="55191" lang="en" sex="m">Type of Feat: General +Prerequisites: Dragonblood subtype*, 1st level only or Dragonwrought and 3rd level +Specifics: Your draconic ancestry manifests as a pair of wings, giving you a +10 to Jump checks. + +*Note: In addition to race, you can gain the dragonblood subtype through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be unable to level.</entry> + <entry id="55192" lang="en" sex="m">Dragonwrought</entry> + <entry id="55193" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to a skill based on your dragon heritage + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55194" lang="en" sex="m">Dragonwrought, Black</entry> + <entry id="55195" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Hide + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55196" lang="en" sex="m">Dragonwrought, Blue</entry> + <entry id="55197" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to a Hide + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55198" lang="en" sex="m">Dragonwrought, Green</entry> + <entry id="55199" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Move Silently + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55200" lang="en" sex="m">Dragonwrought, Red</entry> + <entry id="55201" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Appraise + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55202" lang="en" sex="m">Dragonwrought, White</entry> + <entry id="55203" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Hide + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55204" lang="en" sex="m">Dragonwrought, Amethyst</entry> + <entry id="55205" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Persuade + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55206" lang="en" sex="m">Dragonwrought, Crystal</entry> + <entry id="55207" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Persuade + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55208" lang="en" sex="m">Dragonwrought, Emerald</entry> + <entry id="55209" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Lore + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55210" lang="en" sex="m">Dragonwrought, Sapphire</entry> + <entry id="55211" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Lore + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55212" lang="en" sex="m">Dragonwrought, Topaz</entry> + <entry id="55213" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Jump + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55214" lang="en" sex="m">Dragonwrought, Brass</entry> + <entry id="55215" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Lore + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55216" lang="en" sex="m">Dragonwrought, Bronze</entry> + <entry id="55217" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Search + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55218" lang="en" sex="m">Dragonwrought, Copper</entry> + <entry id="55219" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Hide + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55220" lang="en" sex="m">Dragonwrought, Gold</entry> + <entry id="55221" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Heal + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55222" lang="en" sex="m">Dragonwrought, Silver</entry> + <entry id="55223" lang="en" sex="m">Type of Feat: General +Prerequisites: Kobold, 1st level only +Specifics: You were born a dragonwrought kobold, proof of your kind's draconic heritage. You gain the following benefits: + + - Dragon racial type + - Immune to Sleep/Paralysis effects + - Darkvision + - +2 to Bluff + - The ability to take the Dragon Wings feat at level 3. + +Warning: If you take this and are not a Kobold, you will be unable to level.</entry> + <entry id="55224" lang="en" sex="m">Diamond Dragon</entry> + <entry id="55225" lang="en" sex="m">Diamond Dragons</entry> + <entry id="55226" lang="en" sex="m">diamond dragon</entry> + <entry id="55227" lang="en" sex="m">(PRESTIGE CLASS) +Not all draconic secrets are about magic. In addition to the well-known chromatic and metallic true dragons, there are the gem dragons. Clinging more closely to neutrality, these beasts of crystal and thought are masters of the power of the mind, rather than of arcane forces. Much as sages believe the better-known dragons were the first to harness arcane magic, psionic scholars think the gem dragons were the first to unlock the vast potential of the mind. The boldest of them study the link between gem dragons and psionics, learning to tap into what they refer to as the "draconic psionic collective." They see themselves as drawing power from psionic dragon energy and call themselves diamond dragons, after the rarest of gemstones. + +- Hit Die: d8 +- Proficiencies: A Diamond Dragon gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Skills: Lore 3 ranks. +Manifesting: Must be able to manifest 3rd level powers. +Base Attack Bonus: +3. +Alignment: Any Neutral. + +Abilities: + +Level +1: Dragon Augmentation - The Diamond Dragon can choose to gain a +1 in either Strength, Dexterity, or Constitution as they work to become more dragonlike. +Immunity to Sleep and Paralysis - By drawing on the mental powers of gem dragons, Diamond Dragons are able to overcome magical sleep and paralyzation effects. +2: Channel Dragon Claws - The Diamond Dragon can channel the power of gem dragons to form claws. These claws costs 1 power point and last one minute per manifester level. For each 2 points of augmentation they gain a magical +1 bonus, to a maximum of +5. +4: Psionic Breath Weapon - The Diamond Dragon can manifest a breath weapon similar to those of various dragons. It costs 5 power points and deals cold, electricity, fire, or sonic damage as chosen by the manifester in a 30 foot cone, or 60 foot line for electricity. The save DC is 10 + Class Level + Int modifier, and you can increase the damage by one die for every point of augmentation. +5: Dragon Augmentation +6: Channel Dragon Wings - For 7 power points, the manifester can create wings of psionic energy lasting one minute per manifester level, and granting a +10 to jump. +8: Channel Dragon Tail - For 9 power points, the manifester can create a dragon tail made of psionic energy lasting one minute per manifester level. For each 2 points of augmentation it gains a magical +1 bonus, to a maximum of +5. +10: Dragon Augmentation +Psionic Frightful Presence - For 11 power points the manifester can project a frightful presence aura similar to those created by dragons. It lasts for 5 rounds normally, but can be extended by 1 round for each point of augmentation. + +BONUS MANIFESTING + +Upon reaching levels 2, 3, 4, 5, 7, 8, 9, and 10 the Diamond Dragon gains a new manifester level, increasing his power points, powers known, and maximum power level.</entry> + <entry id="55228" lang="en" sex="m">Dragon Augmentation</entry> + <entry id="55229" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon Level 1 + +Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. + +Effect: At 1st, 5th, and 10th levels a Diamond Dragon may choose to add a +1 to either Strength, Dexterity, or Constitution.</entry> + <entry id="55230" lang="en" sex="m">Dragon Augmentation: Strength +1</entry> + <entry id="55231" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon Level 1 + +Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. + +Effect: +1 to Strength</entry> + <entry id="55232" lang="en" sex="m">Dragon Augmentation: Strength +2</entry> + <entry id="55233" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon Level 5 + +Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. + +Effect: +2 to Strength</entry> + <entry id="55234" lang="en" sex="m">Dragon Augmentation: Strength +3</entry> + <entry id="55235" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon Level 10 + +Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. + +Effect: +3 to Strength</entry> + <entry id="55236" lang="en" sex="m">Dragon Augmentation: Dexterity +1</entry> + <entry id="55237" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon Level 1 + +Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. + +Effect: +1 to Dexterity</entry> + <entry id="55238" lang="en" sex="m">Dragon Augmentation: Dexterity +2</entry> + <entry id="55239" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon Level 5 + +Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. + +Effect: +2 to Dexterity</entry> + <entry id="55240" lang="en" sex="m">Dragon Augmentation: Dexterity +3</entry> + <entry id="55241" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon Level 10 + +Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. + +Effect: +3 to Dexterity</entry> + <entry id="55242" lang="en" sex="m">Dragon Augmentation: Constitution +1</entry> + <entry id="55243" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon Level 1 + +Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. + +Effect: +1 to Constitution</entry> + <entry id="55244" lang="en" sex="m">Dragon Augmentation: Constitution +2</entry> + <entry id="55245" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon Level 5 + +Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. + +Effect: +2 to Constitution</entry> + <entry id="55246" lang="en" sex="m">Dragon Augmentation: Constitution +3</entry> + <entry id="55247" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon Level 10 + +Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. + +Effect: +3 to Constitution</entry> + <entry id="55248" lang="en" sex="m">Channel Dragon Claws</entry> + <entry id="55249" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon 2 + +Starting at 2nd level, you can channel the power of the gem dragons to form claws made of psionic energy. Manifesting the claws takes one standard action and one power point. The claws last for one minute per manifester level and do 1d6 of slashing plus Strength bonus, if you are Medium. For every 2 additional power points you spend you gain a +1 enhancement bonus on the claws, up to a maximum of +5. The total cost cannot exceed your manifester level in points.</entry> + <entry id="55250" lang="en" sex="m">Psionic Breath Weapon</entry> + <entry id="55251" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon 4 + +At 4th level, you can manifest a breath weapon attack similar to that of various dragons. Doing this costs 5 power points and deals cold, electricity, fire, or sonic damage. A successful Reflex save versus DC 10 + class level + Int bonus halves the damage. For every additional power point you spend you deal an extra die of damage. The total cost cannot exceed your manifester level in points. + +Each damage type is handled as follows: +Cold: A 30' cone that deals +1 damage per die, and requires a Fortitude save instead of Reflex. +Electricity: A 60' line that adds 2 to the save DC. +Fire: A 30' cone that deals +1 damage per die. +Sonic: A 30' cone that deals -1 damage per die and ignores an object's hardness.</entry> + <entry id="55252" lang="en" sex="m">Channel Dragon Wings</entry> + <entry id="55253" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon 6 + +Starting at 6th level, you can form wings made of psionic energy. Manifesting the wings takes one standard action and seven power points. The wings last for one minute per manifester level and grant a bonus of +10 to Jump.</entry> + <entry id="55254" lang="en" sex="m">Channel Dragon Tail</entry> + <entry id="55255" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon 8 + +Starting at 8th level, you can form a long dragon tail made of psionic energy, which extends from the base of your spine. Manifesting the tail takes one standard action and nine power points. The tail lasts for one minute per manifester level and does 1d8 of bludgeoning plus applicable bonuses, if you are Medium. For every 2 additional power points you spend you gain a +1 enhancement bonus on the tail, up to a maximum of +5. The total cost cannot exceed your manifester level in points.</entry> + <entry id="55256" lang="en" sex="m">Psionic Fearful Presence</entry> + <entry id="55257" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon 10 + +At 10th level, you gain the ability to project an aura of fear similar to that of dragons. Activating this ability takes 11 power points and lasts 5 rounds. It covers a 60' radius, and creatures inside must make a Will save vs a DC of 10 + class level + Int bonus to avoid its effect. For every additional power point you spend it lasts an additional round. The total cost cannot exceed your manifester level in points.</entry> + <entry id="55258" lang="en" sex="m">Psionic Dragon Breath, Cold</entry> + <entry id="55259" lang="en" sex="m">Psionic Dragon Breath, Electric</entry> + <entry id="55260" lang="en" sex="m">Psionic Dragon Breath, Fire</entry> + <entry id="55261" lang="en" sex="m">Psionic Dragon Breath, Sonic</entry> + <entry id="55262" lang="en" sex="m"><CUSTOM0> grows shimmering crystal claws.</entry> + <entry id="55263" lang="en" sex="m">Shimmering crystalline wings grow from <CUSTOM0>'s back.</entry> + <entry id="55264" lang="en" sex="m"><CUSTOM0> grows a long, shimmering, crystalline tail from the base of their spine.</entry> + <entry id="55265" lang="en" sex="m"><CUSTOM0> breathes a cone of frigid air.</entry> + <entry id="55266" lang="en" sex="m"><CUSTOM0> breathes a blast of lightning.</entry> + <entry id="55267" lang="en" sex="m"><CUSTOM0> breathes a cone of searing flame.</entry> + <entry id="55268" lang="en" sex="m"><CUSTOM0> lets out a thunderous roar.</entry> + <entry id="55269" lang="en" sex="m">For a short time, <CUSTOM0> seems to give off a frightening, awe-inspiring presence.</entry> + <entry id="55270" lang="en" sex="m">Sleep/Paralysis Neutralization</entry> + <entry id="55271" lang="en" sex="m">Type of Feat: Class +Prerequisite: Diamond Dragon 1 + +Starting at 1st level, you are capable of overcoming magical sleep and paralysis effects by drawing on the mental powers of gem dragons. When this is active, instead of being magically paralyzed or put to sleep you spend one power point to neutralize the effects.</entry> + <entry id="55272" lang="en" sex="m">Dragon</entry> + <entry id="55273" lang="en" sex="m">Type of Feat: Domain +Granted Power: You gain +2 Bluff and Intimidate. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: +(1) Magic Fang +(3) Greater Magic Fang +(5) True Seeing +(7) Dragon Ally +Use: Automatic.</entry> + <entry id="55274" lang="en" sex="m">Dragon Ally</entry> + <entry id="55275" lang="en" sex="m">Dragon Ally +Conjuration (Summoning) +Level: Sor/Wiz 7 +Components: V, XP +Casting Time: 1 round +Range: Special (see text) +Effect: One dragon ally (see text) +Duration: 1 minute. + 1 turn/level +Saving Throw: None +Spell Resistance: No + +This spell summons a juvenile red dragon to perform a short task for you. The dragon will arrive a minute after hearing the summons. + +Special: Sorcerers cast this spell at +1 caster level. + +XP Cost: 250</entry> + <entry id="55276" lang="en" sex="m">Sorcerer Dragon Ally</entry> + <entry id="55277" lang="en" sex="m">Bonus Domain: Dragon</entry> + <entry id="55278" lang="en" sex="m">Swift Wing</entry> + <entry id="55279" lang="en" sex="m">Swift Wings</entry> + <entry id="55280" lang="en" sex="m">swift wing</entry> + <entry id="55281" lang="en" sex="m">(PRESTIGE CLASS) +Most churches use analogy and allegory to describe the traits of their deities, as well as the proper attitude their faithful should maintain. It's not unusual for these analogies to compare crusading gods and their clerics to elements of dragonkind. After all, dragons are formidable creatures considered by many to be symbols of deific power. In a few churches, the use of allegory becomes so strong that certain worshippers actually begin to refer to the church itself as a holy dragon, and to themselves as parts of that dragon. Swift wings are church servants who see themselves as the fast-moving, hard-hitting crusaders of their god's cadre of worshipers. + +- Hit Die: d8 +- Proficiencies: A Swift Wing gains no additional proficiencies. +- Skill Points: 4 + Int Modifier + +REQUIREMENTS: +Spellcasting: Must be able to cast 3rd level divine spells. +Base Attack Bonus: +3. +Special: Ability to turn undead. + +Abilities: + +Level +1: Dragon Affinity - Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. At first level you must select a dragon type within 1 step of your alignment. +Dragon Domain - At 1st level you are granted the Dragon Domain as a bonus domain. +2: Draconic Senses - You gain Draconic Senses as a bonus feat. +3: Breath of Life - At 3rd level, you gain the ability to channel positive energy into a breath weapon. You can spend one use of your Turn Undead ability to create a 30-foot-long, cone-shaped breath weapon. The breath weapon deals 1d6 points of damage per level to undead. A successful Reflex save (DC 10 + class level + Cha modifier) halves this damage. Living creatures are instead healed of 1 point of damage per level. +4: Energy Resistance - You gain resistance 20 to the energy type associated with your affiliated dragon type. +5: Wings - You can summon or dismiss dragon wings at any time, granting you a +10 to Jump. +7: Damage Reduction - At 7th level, your link to draconic energies gives you a hide as tough as a dragon. You gain damage reduction 5/+1. +9: Energy Immunity - At 9th level, your link to draconic energy is so complete you gain immunity to the energy type associated with your dragon affinity. +10: Draconic Surge - At 10th level, you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 to either Strength, Dexterity, or Constitution, and a +1 to either Intelligence, Wisdom, or Charisma. + +BONUS DIVINE SPELLS + +Every level in Swift Wing, the character gains new spells per day as if he had also gained a level in his highest divine caster class.</entry> + <entry id="55282" lang="en" sex="m">Dragonheart Mage</entry> + <entry id="55283" lang="en" sex="m">Dragonheart Mages</entry> + <entry id="55284" lang="en" sex="m">dragonheart mage</entry> + <entry id="55285" lang="en" sex="m">(PRESTIGE CLASS) +Some arcane spellcasters are fascinated both by the dragon's hardy physical nature as well as the dragon's spellcasting ability. The dragonheart mage is perfect for the dedicated spellcaster who wishes to embrace the power of dragon blood while still advancing in magical expertise. + +- Hit Die: d6 +- Proficiencies: A Dragonheart Mage gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: +Spellcasting: Must be able to spontaneously cast arcane spells. +Skills: Lore 8. +Feats: Draconic Heritage. + +Abilities: + +Draconic Breath - You receive a variant of the Draconic Breath feat. When you reach 6th level, the damage goes to 2d8 per spell level, and at level 10 it goes to 3d6 per spell level. + +Bonus Draconic Feats - At 2nd, 4th, and 8th levels you can choose any Draconic feat as a bonus feat. + +BONUS ARCANE SPELLS + +Every level, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. + +EPIC DRAGONHEART MAGE + +Your Draconic Breath damage increases to 3d8 at level 16, 4d6 at 20, 4d8 at 26, and 5d6 at level 30. You also gain a bonus Draconic feat every level ending in 2, 4, or 8.</entry> + <entry id="55286" lang="en" sex="m">Draconic Feats</entry> + <entry id="55287" lang="en" sex="m">Sorcerers and dragontouched can take draconic feats to gain abilities akin to those of their draconic ancestors. Draconic feats don't change a creature into something fundamentally different, but they can grant increased capabilities. + +Draconic Senses and the Dragonfire feats are Draconic feats available to any of the dragonblooded as well.</entry> + <entry id="55288" lang="en" sex="m">Dragon Heritage</entry> + <entry id="55289" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. In addition, choose a dragon type. You gain a +2 to a specific skill based on the type of dragon chosen. You also qualify to take other Draconic feats.</entry> + <entry id="55290" lang="en" sex="m">Dragon Heritage, Black</entry> + <entry id="55291" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Hide. You also qualify to take other Draconic feats. + +Associated element: Acid</entry> + <entry id="55292" lang="en" sex="m">Dragon Heritage, Blue</entry> + <entry id="55293" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Hide. You also qualify to take other Draconic feats. + +Associated element: Electricity</entry> + <entry id="55294" lang="en" sex="m">Dragon Heritage, Green</entry> + <entry id="55295" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Move Silently. You also qualify to take other Draconic feats. + +Associated element: Acid</entry> + <entry id="55296" lang="en" sex="m">Dragon Heritage, Red</entry> + <entry id="55297" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Appraise. You also qualify to take other Draconic feats. + +Associated element: Fire</entry> + <entry id="55298" lang="en" sex="m">Dragon Heritage, White</entry> + <entry id="55299" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Hide. You also qualify to take other Draconic feats. + +Associated element: Cold</entry> + <entry id="55300" lang="en" sex="m">Dragon Heritage, Amethyst</entry> + <entry id="55301" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Persuade. You also qualify to take other Draconic feats. + +Associated element: None</entry> + <entry id="55302" lang="en" sex="m">Dragon Heritage, Crystal</entry> + <entry id="55303" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Persuade. You also qualify to take other Draconic feats. + +Associated element: Cold</entry> + <entry id="55304" lang="en" sex="m">Dragon Heritage, Emerald</entry> + <entry id="55305" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Lore. You also qualify to take other Draconic feats. + +Associated element: Sonic</entry> + <entry id="55306" lang="en" sex="m">Dragon Heritage, Sapphire</entry> + <entry id="55307" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Lore. You also qualify to take other Draconic feats. + +Associated element: Electricity</entry> + <entry id="55308" lang="en" sex="m">Dragon Heritage, Topaz</entry> + <entry id="55309" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Jump. You also qualify to take other Draconic feats. + +Associated element: Cold</entry> + <entry id="55310" lang="en" sex="m">Dragon Heritage, Brass</entry> + <entry id="55311" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Lore. You also qualify to take other Draconic feats. + +Associated element: Fire</entry> + <entry id="55312" lang="en" sex="m">Dragon Heritage, Bronze</entry> + <entry id="55313" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Search. You also qualify to take other Draconic feats. + +Associated element: Electricity</entry> + <entry id="55314" lang="en" sex="m">Dragon Heritage, Copper</entry> + <entry id="55315" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Hide. You also qualify to take other Draconic feats. + +Associated element: Acid</entry> + <entry id="55316" lang="en" sex="m">Dragon Heritage, Gold</entry> + <entry id="55317" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Heal. You also qualify to take other Draconic feats. + +Associated element: Fire</entry> + <entry id="55318" lang="en" sex="m">Dragon Heritage, Silver</entry> + <entry id="55319" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1, or Dragontouched. + +You have a greater connection with your draconic bloodline than others of your kind. You gain the dragonblood subtype. You gain a +2 to Bluff. You also qualify to take other Draconic feats. + +Associated element: Cold</entry> + <entry id="55320" lang="en" sex="m">Dragon Domain Powers</entry> + <entry id="55321" lang="en" sex="m">Draconic Skin</entry> + <entry id="55322" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1st, Dragon Heritage + +Your skin takes on a sheen, luster, and hardness related to your draconic ancestor. You gain a +1 bonus on your AC.</entry> + <entry id="55323" lang="en" sex="m">Draconic Knowledge</entry> + <entry id="55324" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1st, Dragon Heritage + +Your draconic blood lets you access ancient draconic knowledge. You gain a bonus on your Lore skill equal to the number of Draconic feats you have.</entry> + <entry id="55325" lang="en" sex="m">Dragontouched</entry> + <entry id="55326" lang="en" sex="m">Type of Feat: General +Prerequisite: Cha 11 +Benefit: You have a trace of draconic power, a result of draconic ancestors or a spiritual connection between you and the forces of dragonkind. You gain the dragonblood subtype, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep. In addition, you can select draconic feats as a sorcerer of your charaacter level. +Use: Automatic</entry> + <entry id="55327" lang="en" sex="m">Draconic Vigor</entry> + <entry id="55328" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1st, Dragon Heritage + +You gain some of the vitality of your draconic ancestry when casting spells. Whenever you cast an arcane spell, you heal a number of points of damage equal to the spell's level.</entry> + <entry id="55329" lang="en" sex="m">Draconic Armor</entry> + <entry id="55330" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1st, Dragon Heritage + +You learn to block damage from successful attacks, lessening the blows with spell energy. Whenever you cast an arcane spell you gain Damage Reduction x/+1, where x is the spell's level. For example if you cast a normal fireball, you get DR 3/+1.</entry> + <entry id="55331" lang="en" sex="m">Draconic Persuasion</entry> + <entry id="55332" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1st, Dragon Heritage + +Your arcane talents lend you a great deal of allure. After you cast an arcane spell, you gain a bonus equal to 1.5 times the spell level to Bluff, Intimidate, or Perform checks for one round.</entry> + <entry id="55333" lang="en" sex="m">Draconic Claw</entry> + <entry id="55334" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1st, Dragon Heritage + +You develop natural weapons like those of your draconic ancestor. You gain a claw attack, allowing you 2 sets of claws for 1d6 each, if you are medium. As a swift action you can swipe at a nearby enemy when casting for your full attack bonus.</entry> + <entry id="55335" lang="en" sex="m">Draconic Presence</entry> + <entry id="55336" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1st, Dragon Heritage + +When you use your magic, your mere presence can terrify those around you. Whenever you cast an arcane spell, opponents nearby become shaken for a number of rounds equal to the spell you cast unless they pass a Will check of DC 10 + spell level + your Cha modifier. Dragons are immune to this.</entry> + <entry id="55337" lang="en" sex="m">Draconic Power</entry> + <entry id="55338" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1st, Dragon Heritage + +You have greater power when manipulating the energies of your heritage. Your caster level increases by 1. When casting a spell that matches the element associated with your heritage, your DC increases by one.</entry> + <entry id="55339" lang="en" sex="m">Draconic Resistance</entry> + <entry id="55340" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1st, Dragon Heritage + +Your bloodline hardens your body against effects related to the nature of your progenitor. You gain resistance to the element associated with your heritage equal to 2.5 times the number of Draconic feats you have, rounded up to the nearest 5. For example, 3 or 4 feats gives you DR 10 against your associated element.</entry> + <entry id="55341" lang="en" sex="m">Draconic Senses</entry> + <entry id="55342" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Dragonblood subtype*, Cha 11 or Swift Wing 2 + +Your draconic blood grants you great sensory powers. If you have 2 or less draconic feats, you gain low-light vision. If you have 3 or more, you gain darkvision. If you have 4 or more, you also gain Blindsense. You also are granted a bonus on Listen, Search, and Spot checks equal to the number of Draconic feats you have. + +*Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded or a Swift Wing, you will be deleveled or unable to level.</entry> + <entry id="55343" lang="en" sex="m">Draconic Arcane Grace</entry> + <entry id="55344" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1st, Dragon Heritage + +You can convert some of your arcane spell energy into a saving throw bonus for one round equal to the spell level of a spontaneous spell slot given up. + +Note: This feat requires the use of the new spellbooks, so if they are disabled this feat will not work. If you are a bard or sorcerer and not already using the new spellbooks, you will be converted to them.</entry> + <entry id="55345" lang="en" sex="m">Draconic Breath</entry> + <entry id="55346" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Sorcerer 1st, Dragon Heritage + +You can convert some of your arcane spell energy into a breath weapon. The weapon is a 30' cone if fire, cold, or sonic, or a 60' line if acid or electricity. This breath does 2d6 of damage per spell level of spontaneous spell slot used, and has a Reflex save versus a DC of 10 + spell level + your Cha modifier. + +If you are a Dragonheart Mage, your damage increases based on the level of the class. + +Note: This feat requires the use of the new spellbooks, so if they are disabled this feat will not work. If you are a bard or sorcerer and not already using the new spellbooks, you will be converted to them.</entry> + <entry id="55347" lang="en" sex="m">Draconic Arcane Grace Levels 1 Through 5 +</entry> + <entry id="55348" lang="en" sex="m">Draconic Breath Levels 1 Through 5</entry> + <entry id="55349" lang="en" sex="m">Draconic Arcane Grace: Level 1</entry> + <entry id="55350" lang="en" sex="m">Draconic Arcane Grace: Level 2</entry> + <entry id="55351" lang="en" sex="m">Draconic Arcane Grace: Level 3</entry> + <entry id="55352" lang="en" sex="m">Draconic Arcane Grace: Level 4</entry> + <entry id="55353" lang="en" sex="m">Draconic Arcane Grace: Level 5</entry> + <entry id="55354" lang="en" sex="m">Draconic Arcane Grace: Level 6</entry> + <entry id="55355" lang="en" sex="m">Draconic Arcane Grace: Level 7</entry> + <entry id="55356" lang="en" sex="m">Draconic Arcane Grace: Level 8</entry> + <entry id="55357" lang="en" sex="m">Draconic Arcane Grace: Level 9</entry> + <entry id="55358" lang="en" sex="m">Draconic Breath: Level 1</entry> + <entry id="55359" lang="en" sex="m">Draconic Breath: Level 2</entry> + <entry id="55360" lang="en" sex="m">Draconic Breath: Level 3</entry> + <entry id="55361" lang="en" sex="m">Draconic Breath: Level 4</entry> + <entry id="55362" lang="en" sex="m">Draconic Breath: Level 5</entry> + <entry id="55363" lang="en" sex="m">Draconic Breath: Level 6</entry> + <entry id="55364" lang="en" sex="m">Draconic Breath: Level 7</entry> + <entry id="55365" lang="en" sex="m">Draconic Breath: Level 8</entry> + <entry id="55366" lang="en" sex="m">Draconic Breath: Level 9</entry> + <entry id="55367" lang="en" sex="m">Draconic Arcane Grace Levels 6 Through 9</entry> + <entry id="55368" lang="en" sex="m">Draconic Breath Levels 6 Through 9</entry> + <entry id="55369" lang="en" sex="m">Dragon Affinity</entry> + <entry id="55370" lang="en" sex="m">Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. At first level you can choose a dragon type; this will grant benefits later depending on the type.</entry> + <entry id="55371" lang="en" sex="m">Draconic Surge (Physical)</entry> + <entry id="55372" lang="en" sex="m">At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Strength, Dexterity, or Constitution, your choice.</entry> + <entry id="55373" lang="en" sex="m">Draconic Surge (Mental)</entry> + <entry id="55374" lang="en" sex="m">At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Intelligence, Wisdom, or Charisma, your choice.</entry> + <entry id="55375" lang="en" sex="m">Dragon Affinity, Black</entry> + <entry id="55376" lang="en" sex="m">Dragon Affinity, Blue</entry> + <entry id="55377" lang="en" sex="m">Dragon Affinity, Green</entry> + <entry id="55378" lang="en" sex="m">Dragon Affinity, Red</entry> + <entry id="55379" lang="en" sex="m">Dragon Affinity, White</entry> + <entry id="55380" lang="en" sex="m">Dragon Affinity, Amethyst</entry> + <entry id="55381" lang="en" sex="m">Dragon Affinity, Crystal</entry> + <entry id="55382" lang="en" sex="m">Dragon Affinity, Emerald</entry> + <entry id="55383" lang="en" sex="m">Dragon Affinity, Sapphire</entry> + <entry id="55384" lang="en" sex="m">Dragon Affinity, Topaz</entry> + <entry id="55385" lang="en" sex="m">Dragon Affinity, Brass</entry> + <entry id="55386" lang="en" sex="m">Dragon Affinity, Bronze</entry> + <entry id="55387" lang="en" sex="m">Dragon Affinity, Copper</entry> + <entry id="55388" lang="en" sex="m">Dragon Affinity, Gold</entry> + <entry id="55389" lang="en" sex="m">Dragon Affinity, Silver</entry> + <entry id="55390" lang="en" sex="m">Type of Feat: Class +Prerequisite: Swift Wing 1 + +Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. This specific affinity grants you benefits at the following levels of Swift Wing: + +4th level: Energy Resistance(Acid) 20 +7th level: Damage Reduction 5/+1 +9th level: Energy Immunity(Acid)</entry> + <entry id="55391" lang="en" sex="m">Type of Feat: Class +Prerequisite: Swift Wing 1 + +Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. This specific affinity grants you benefits at the following levels of Swift Wing: + +4th level: Energy Resistance(Cold) 20 +7th level: Damage Reduction 5/+1 +9th level: Energy Immunity(Cold)</entry> + <entry id="55392" lang="en" sex="m">Type of Feat: Class +Prerequisite: Swift Wing 1 + +Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. This specific affinity grants you benefits at the following levels of Swift Wing: + +4th level: Energy Resistance(Electricity) 20 +7th level: Damage Reduction 5/+1 +9th level: Energy Immunity(Electricity)</entry> + <entry id="55393" lang="en" sex="m">Type of Feat: Class +Prerequisite: Swift Wing 1 + +Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. This specific affinity grants you benefits at the following levels of Swift Wing: + +4th level: Energy Resistance(Fire) 20 +7th level: Damage Reduction 5/+1 +9th level: Energy Immunity(Fire)</entry> + <entry id="55394" lang="en" sex="m">Type of Feat: Class +Prerequisite: Swift Wing 1 + +Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. This specific affinity grants you benefits at the following levels of Swift Wing: + +4th level: Energy Resistance(Sonic) 20 +7th level: Damage Reduction 5/+1 +9th level: Energy Immunity(Sonic)</entry> + <entry id="55395" lang="en" sex="m">Breath of Life</entry> + <entry id="55396" lang="en" sex="m">Type of Feat: Class +Prerequisite: Swift Wing 3 + +At 3rd level, you gain the ability to channel positive energy into a breath weapon. As a standard action, you can spend one use of your Turn Undead ability to create a 30 foot long, cone-shaped breath weapon. This weapon does 1d6 per class level to Undead unless they make a Reflex save of DC 10 + class level + your Charisma modifier. Living creatures in the area of effect are instead healed 1 point of damage per class level.</entry> + <entry id="55397" lang="en" sex="m">Wings</entry> + <entry id="55398" lang="en" sex="m">Type of Feat: Class +Prerequisite: Swift Wing 5 + +At 5th level, you gain the ability to sprout and dismiss draconic wings as a free action, giving you a +10 bonus to Jump. The wings are supernatural effects, growing through clothes and armor without damaging them.</entry> + <entry id="55399" lang="en" sex="m">Draconic Surge: Strength</entry> + <entry id="55400" lang="en" sex="m">Type of Feat: Class +Prerequisite: Swift Wing 10 + +At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Strength.</entry> + <entry id="55401" lang="en" sex="m">Draconic Surge: Dexterity</entry> + <entry id="55402" lang="en" sex="m">Type of Feat: Class +Prerequisite: Swift Wing 10 + +At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Dexterity.</entry> + <entry id="55403" lang="en" sex="m">Draconic Surge: Constitution</entry> + <entry id="55404" lang="en" sex="m">Type of Feat: Class +Prerequisite: Swift Wing 10 + +At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Constitution.</entry> + <entry id="55405" lang="en" sex="m">Draconic Surge: Intelligence</entry> + <entry id="55406" lang="en" sex="m">Type of Feat: Class +Prerequisite: Swift Wing 10 + +At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Intelligence.</entry> + <entry id="55407" lang="en" sex="m">Draconic Surge: Wisdom</entry> + <entry id="55408" lang="en" sex="m">Type of Feat: Class +Prerequisite: Swift Wing 10 + +At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Wisdom.</entry> + <entry id="55409" lang="en" sex="m">Draconic Surge: Charisma</entry> + <entry id="55410" lang="en" sex="m">Type of Feat: Class +Prerequisite: Swift Wing 10 + +At 10th level you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Charisma.</entry> + <entry id="55411" lang="en" sex="m"><CUSTOM0> inhales, and breathes a blast of positive energy.</entry> + <entry id="55412" lang="en" sex="m"><CUSTOM0> activates their power over their dragon wings.</entry> + <entry id="55413" lang="en" sex="m">Talon of Tiamat</entry> + <entry id="55414" lang="en" sex="m">Talons of Tiamat</entry> + <entry id="55415" lang="en" sex="m">talon of Tiamat</entry> + <entry id="55416" lang="en" sex="m">(PRESTIGE CLASS) +The talon of Tiamat furthers the goals of evil dragonkind. He takes particular delight in causing harm to metallic dragons and their allies. +The talons of Tiamat welcome characters from any class or background, as long as they share a dedication to evil. Former fighters and barbarians rub shoulders with those who practice sorcery or divine magic. Even ex-paladins can find a home among the talons. +Talons of Tiamat may work individually or in groups, as befits their plans. They work well with evil characters of any stripe, and ally with evil dragons when possible. + +- Hit Die: d8 +- Proficiencies: A Talon of Tiamat gains proficiency with all armors, shields, and all simple and martial weapons. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: +Alignment: Any evil. +Base Attack Bonus: +4. +Skills: Bluff 4 ranks, Intimidate 4 ranks, Lore 4 ranks. +Feats: Dragonthrall + +Abilities: +1: Breath Weapon - You can breathe a cone of cold that does 3d6 cold damage, with a Reflex save of DC 10 + class level + Con modifier for half damage. You can only use this breath weapon once every 1d4 rounds. +2: Voice of the Dragon +2 - You gain a +2 bonus on Intimidate and Bluff checks. +3: Breath Weapon - 8d4 line of acid +4: Keen Senses - Low-light Vision +5: Breath Weapon - 10d6 cone of acidic gas +6: Immunities - You gain immunity to sleep and paralysis. In addition, you can choose fire, cold, acid, or electricity, and gain immunity to that element. +Voice of the Dragon +4 +7: Breath Weapon - 12d8 line of lightning +8: Keen Senses - Darkvision +Frightful Presence - You can project an aura of fear much like that generated by dragons. This can be turned off or on at will. +9: Breath Weapon - 14d8 cone of fire +10: Voice of the Dragon +6 +Dominate Dragon - Once per day you can attempt to dominate a dragon as the spell Dominate Monster. The DC is 10 + class level + Cha modifier. + +SPELLCASTING +Every other level the Talon of Tiamat gains spells per day and a caster level in an arcane caster class, as if they had leveled in that class.</entry> + <entry id="55417" lang="en" sex="m">Dragon Devotee</entry> + <entry id="55418" lang="en" sex="m">Dragon Devotees</entry> + <entry id="55419" lang="en" sex="m">dragon devotee</entry> + <entry id="55420" lang="en" sex="m">(PRESTIGE CLASS) +Dragons hold a great deal of fascination for some individuals, leading those folk into closer and closer association with the powerful race. Some individuals (primarily those related to sorcerers) feel the call more strongly, thanks to their dragon ancestry, occasionally even leading them to attempt to awaken their blood and bring those traits to the fore. Learning more about dragons is the first step towards understanding them. The dragon devotee expands upon this knowledge and begins to manifest dragonlike qualities. + +REQUIREMENTS: +Base Attack Bonus: +5. +Skills: Lore 1 rank. +Race: Nondragon + +Abilities: +1: Ability Increase - +2 to Charisma. +Natural Armor - You gain a +1 natural armor bonus. +2: Combat Technique - You can choose a bonus feat from the fighter bonus feat list, or add 1d6 of Sneak Attack. +3: Ability Increase - +2 to Constitution. +4: Claws - You gain claws that do 1d3 for Medium creatures. +Combat Technique +5: Ability Increase - +2 to Strength. +Draconic template - This grants you the dragonblooded subtype, Darkvision, and +2 to Intimidate and Spot.</entry> + <entry id="55421" lang="en" sex="m">Ability Increase</entry> + <entry id="55422" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Devotee 1 + +Over time the Dragon Devotee becomes more dragonlike gaining the following boosts to their abilities: +1 - +2 Charisma +3 - +2 Constitution +5 - +2 Strength + +These bonuses do not stack with those provided by the Dragon Disciple class, as they are part of the same template chain.</entry> + <entry id="55423" lang="en" sex="m">Voice of the Dragon</entry> + <entry id="55424" lang="en" sex="m">Type of Feat: Class +Prerequisite: Talon of Tiamat 2 + +You gain a +2 bonus to Bluff and Intimidate checks. At 6th level this bonus increases to +4, and at 10th level the bonus increases to +6.</entry> + <entry id="55425" lang="en" sex="m">Claws</entry> + <entry id="55426" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Devotee 4 + +At 4th level you grow claws that can be used to make attacks. These claws do 1d3 damage for a Medium creature.</entry> + <entry id="55427" lang="en" sex="m">Draconic Transformation</entry> + <entry id="55428" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Devotee 5 + +At 5th level you complete the transformation process, gaining the effects of the draconic template that you have not received yet: dragonblood subtype, darkvision, and a +2 to Intimidate and Spot.</entry> + <entry id="55429" lang="en" sex="m">Keen Senses</entry> + <entry id="55430" lang="en" sex="m">Type of Feat: Class +Prerequisite: Talon of Tiamat 4 + +A Talon of Tiamat gains Low-Light Vision at level 4, and Darkvision at level 8.</entry> + <entry id="55431" lang="en" sex="m">Fire Immunity</entry> + <entry id="55432" lang="en" sex="m">Type of Feat: Class +Prerequisite: Talon of Tiamat 6 + +You are immune to fire damage.</entry> + <entry id="55433" lang="en" sex="m">Cold Immunity</entry> + <entry id="55434" lang="en" sex="m">Type of Feat: Class +Prerequisite: Talon of Tiamat 6 + +You are immune to cold damage.</entry> + <entry id="55435" lang="en" sex="m">Acid Immunity</entry> + <entry id="55436" lang="en" sex="m">Type of Feat: Class +Prerequisite: Talon of Tiamat 6 + +You are immune to acid damage.</entry> + <entry id="55437" lang="en" sex="m">Electricity Immunity</entry> + <entry id="55438" lang="en" sex="m">Type of Feat: Class +Prerequisite: Talon of Tiamat 6 + +You are immune to cold damage.</entry> + <entry id="55439" lang="en" sex="m">Breath Weapon</entry> + <entry id="55440" lang="en" sex="m">Type of Feat: Class +Prerequisite: Talon of Tiamat 1 + +You gain a breath weapon that can be used once per day per breath weapon type. You must wait 1d4 rounds between each use. As your level in the Talon of Tiamat class rises, you gain access to the following breaths: + +1: 3d6 30' cone of cold +3: 8d4 60' line of acid +5: 10d6 30' cone of acidic gas +7: 12d8 60' line of lightning +9: 14d8 30' cone of fire</entry> + <entry id="55441" lang="en" sex="m">Dominate Dragon</entry> + <entry id="55442" lang="en" sex="m">Type of Feat: Class +Prerequisite: Talon of Tiamat 10 + +Once per day, a 10th level Talon of Tiamat may attempt to dominate a dragon(as per the spell Dominate Monster). The target may attempt to negate this with a Will save vs DC 10 + class level + your Charisma modifier.</entry> + <entry id="55443" lang="en" sex="m">Frightful Presence</entry> + <entry id="55444" lang="en" sex="m">Type of Feat: Class +Prerequisite: Talon of Tiamat 8 + +Specifics: The Talon of Tiamat can activate an aura of fear (dragons are immune). +Use: Activated/Automatic.</entry> + <entry id="55445" lang="en" sex="m">Immunities</entry> + <entry id="55446" lang="en" sex="m">At 6th level a Talon of Tiamat may choose fire, cold, acid, or electricity. They then gain immunity to the chosen element.</entry> + <entry id="55447" lang="en" sex="m">Breath Weapon, Cone of Cold</entry> + <entry id="55448" lang="en" sex="m">Breath Weapon, Line of Acid</entry> + <entry id="55449" lang="en" sex="m">Breath Weapon, Cone of Acid</entry> + <entry id="55450" lang="en" sex="m">Breath Weapon, Line of Electricity</entry> + <entry id="55451" lang="en" sex="m">Breath Weapon, Cone of Fire</entry> + <entry id="55452" lang="en" sex="m"><CUSTOM0> breathes a cone of corrosive gas.</entry> + <entry id="55453" lang="en" sex="m"><CUSTOM0> spits out a blast of acid.</entry> + <entry id="55454" lang="en" sex="m">Special Sneak Attack +1d6</entry> + <entry id="55455" lang="en" sex="m">Type of Feat: Class +Prerequisite: Sneak Attack damage + +Your Sneak Attack bonus increases by 1d6.</entry> + <entry id="55456" lang="en" sex="m">Special Sneak Attack +2d6</entry> + <entry id="55457" lang="en" sex="m">Type of Feat: Class +Prerequisite: Sneak Attack damage + +Your Sneak Attack bonus increases by 2d6.</entry> + <entry id="55458" lang="en" sex="m">Special Sneak Attack +3d6</entry> + <entry id="55459" lang="en" sex="m">Type of Feat: Class +Prerequisite: Sneak Attack damage + +Your Sneak Attack bonus increases by 3d6.</entry> + <entry id="55460" lang="en" sex="m">Special Sneak Attack +4d6</entry> + <entry id="55461" lang="en" sex="m">Type of Feat: Class +Prerequisite: Sneak Attack damage + +Your Sneak Attack bonus increases by 4d6.</entry> + <entry id="55462" lang="en" sex="m">Special Sneak Attack +5d6</entry> + <entry id="55463" lang="en" sex="m">Type of Feat: Class +Prerequisite: Sneak Attack damage + +Your Sneak Attack bonus increases by 5d6.</entry> + <entry id="55464" lang="en" sex="m">Special Skirmish Attack +1d6</entry> + <entry id="55465" lang="en" sex="m">Type of Feat: Class +Prerequisite: Skirmish ability + +Your Skirmish damage increases by 1d6.</entry> + <entry id="55466" lang="en" sex="m">Special Skirmish Attack +2d6</entry> + <entry id="55467" lang="en" sex="m">Type of Feat: Class +Prerequisite: Skirmish ability + +Your Skirmish damage increases by 2d6.</entry> + <entry id="55468" lang="en" sex="m">Special Skirmish Attack +3d6</entry> + <entry id="55469" lang="en" sex="m">Type of Feat: Class +Prerequisite: Skirmish ability + +Your Skirmish damage increases by 3d6.</entry> + <entry id="55470" lang="en" sex="m">Special Skirmish Attack +4d6</entry> + <entry id="55471" lang="en" sex="m">Type of Feat: Class +Prerequisite: Skirmish ability + +Your Skirmish damage increases by 4d6.</entry> + <entry id="55472" lang="en" sex="m">Special Skirmish Attack +5d6</entry> + <entry id="55473" lang="en" sex="m">Type of Feat: Class +Prerequisite: Skirmish ability + +Your Skirmish damage increases by 5d6.</entry> + <entry id="55474" lang="en" sex="m">Dragonfire Strike</entry> + <entry id="55475" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Cha 11, Dragonblood subtype*, and sneak attack/skirmish; or Hand of the Winged Masters 3 + +When you perform a sneak attack or skirmish, if this feat is activated, your sneak attack or skirmish damage is the element related to your draconic ancestry. If that dragon type is not associated with one of the 5 main elements, the damage type is fire. If you apply this effect, increase the extra damage dealt by ld6 points. + +You can take this feat if you do not have sneak attack or skirmish, but it will do nothing until you do. + +Also note that due to engine limitations the sneak attack implementation is a bit iffy, and may not always behave as expected. +Use: Selected. + +*Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded or a Hand of the Winged Masters, you will be deleveled or unable to level.</entry> + <entry id="55476" lang="en" sex="m">Improved Dragonfire Strike</entry> + <entry id="55477" lang="en" sex="m">Type of Feat: Class +Prerequisite: Hand of the Winged Masters 9 + +When Dragonfire Strike is activated, you do an extra point of damage per die of sneak attack or skirmish. +Use: Automatic.</entry> + <entry id="55478" lang="en" sex="m">Hand of the Winged Masters</entry> + <entry id="55479" lang="en" sex="m">Hands of the Winged Masters</entry> + <entry id="55480" lang="en" sex="m">hand of the winged masters</entry> + <entry id="55481" lang="en" sex="m">(PRESTIGE CLASS) +Dragons often need expert servants to be their eyes, ears, and hands in humanoid society. A hand of the winged masters has dedicated his life to the service of a single dragon or to a group of dragons united in a common cause. A dragon mater becomes the political and spiritual leader for the hands, gaining their total loyalty. This services rises above obedience to country, church, family, or friends. Usually, the hands act as spies and informants, but when needed, they can also be saboteurs and killers. + +- Hit Die: d8 +- Proficiencies: A Hand of the Winged Masters gains no additional weapon or armor proficiencies. +- Skill Points: 6 + Int Modifier + +REQUIREMENTS: +Base Attack Bonus: +4. +Skills: Bluff 4 ranks, Hide 4 ranks, Move Silently 4 ranks, Lore 4 ranks, Sense Motive 4 ranks. +Feats: Dragontouched. +Special: Sneak Attack or Skirmish +2d6 + +Abilities: +1: Draconic Senses - You gain Draconic Senses as a bonus feat. +2: Special Attack +1d6 - You can gain +1d6 to your Sneak Attack damage or to your Skirmish damage, chosen at every increase. +3: Dragonfire Strike - You gain Dragonfire Strike as a bonus feat. +5: Special Attack +2d6 +7: Master's Gift - All non-harmful arcane spells are doubled in duration when cast on you. +8: Special Attack +3d6 +9: Improved Dragonfire Strike - When you use your Dragonfire Strike ability, you deal one extra point of damage per sneak attack or skirmish die. +10: True Stealth - When activated and stealthed, if you take a -10 on your Hide and Move Silently checks, you gain +50% concealment.</entry> + <entry id="55482" lang="en" sex="m"><CUSTOM0> activates their Dragonfire attack ability.</entry> + <entry id="55483" lang="en" sex="m">Master's Gift</entry> + <entry id="55484" lang="en" sex="m">Type of Feat: Class +Prerequisite: Hand of the Winged Masters 7 + +All non-harmful arcane spells cast on you are doubled in duration.</entry> + <entry id="55485" lang="en" sex="m">True Stealth</entry> + <entry id="55486" lang="en" sex="m">Type of Feat: Class +Prerequisite: Hand of the Winged Masters 10 + +When stealthed, if you take a -10 to your Hide and Move Silently checks you gain 50% concealment.</entry> + <entry id="55487" lang="en" sex="m">Dragon Shaman</entry> + <entry id="55488" lang="en" sex="m">Dragon Shamans</entry> + <entry id="55489" lang="en" sex="m">dragon shaman</entry> + <entry id="55490" lang="en" sex="m">(BASE CLASS) +"I possess a dragon's power. Beware lest you awaken that dragon's wrath." +-Kalia, last and greatest dragon shaman of the Blackspear tribe + +Empires crumble, eons pass, and even gods wither and die, but dragons remain. Mortal but eternal, the races of true dragons weather the roll of the ages because of their unsurpassed might. Few creatures can match a dragon in its full fury, whether in a combat of arms or battle of wits. Dragon shamans recognize this fact and see true dragons as more than powerful beings. To a dragon shaman, the passing shadow of a dragon flying overhead isn't a sign that invokes fear; it's a blessing that reveals you to be in the presence of greatness. + +Dragon shamans respect true dragons as power incarnate. Some worship dragons, but most simply aspire to gain dragon powers for themselves. In assuming the abilities and the likeness of a dragon, a dragon shaman seeks to emulate that might and embody that power within himself. + +If you gaze at dragons with awe and aspire to share their power and majesty, then the dragon shaman is the class for you. By choosing a totem dragon, you partake of a true dragon's power and take on aspects of a particular kind of dragon. + +Dragon shamans respect true dragons as power incarnate. Some worship dragons, but most simply aspire to gain dragon powers for themselves. In assuming the abilities and the likeness of a dragon, a dragon shaman seeks to emulate that might and embody that power within himself. + +- Hit Die: d10 +- Proficiencies: Dragon shamans are proficient with simple weapons, with light and medium armor, and with shields. +- Skill Points: 2 + Int Modifier(x4 at 1st level) + +CLASS SKILLS: Appraise, Bluff, Craft, Heal, Hide, Intimidate, Jump, Lore, Move Silently, Persuade, Search, Sense Motive, Spellcraft + +Abilities: +Base Attack Bonus: +3/4 +Strong Saves: Fortitude, Will + +Draconic Auras: You can choose 3 auras at level 1, and an additional aura every two levels until you know your maximum of 7. These auras can be activated to grant benefits to you and your allies around you, and stay active until you change to a different one. You can only have one draconic aura active at any given time. Your aura level starts at +1 at 1st level, and grows to +2 at level 5, +3 at 10, +4 at 15, and +5 at level 20. + +Totem Dragon: When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. This dragon should be within one step of your alignment. + +Skill Focus: At 2nd, 8th, and 16th levels you can select to gain Skill Focus in either Appraise, Bluff, Heal, Hide, Move Silently, Persuade, Search or Spellcraft. + +Breath Weapon: At 4th level you gain a breath weapon of the type used by your totem dragon. This breath weapon does 2d6 points of damage plus 1d6 for ever 2 class levels. The DC of the Reflex save to half it is 10 + 1/2 your class level + your Con modifier. Once you use it, you must wait 1d4 rounds before being able to use it again. If your breath weapon is a cone it goes out to 15 feet at 4th level, 30 feet at 12th level, and 60 feet at 20th level. Line breath weapons double those distances. + +Draconic Resolve: At 4th level you become immune to magical sleep, paralysis, and fear effects. + +Touch of Vitality: At 6th level, you gain an ability much like the paladin's lay on hands, to heal others with a single touch. Each day you can heal a number of points equal to twice your class level, multiplied by your Cha bonus. +At 11th level, you can also heal other effects at the cost of several of these points. For 5 points you can heal ability damage, or cure dazing. For 10 points you can cure poison or stunning. For 20 points you can cure blindness, deafness, disease, or negative levels. + +Natural Armor: At 7th level your skin thickens, developing faint scales, improving your natural AC by 1. At level 12 this goes up to 2, and at level 17 the increase goes up to 3. + +Energy Immunity: At 9th level you become immune to the energy type associated with your totem dragon. + +Draconic Wings: At 19th level you grow a pair of wings that resemble your totem dragon. These wings grant a +10 bonus to Jump. + +EPIC DRAGON SHAMAN + +As your powers continue to grow, you can choose a bonus feat every 3 levels. Your Natural Armor bonus grows to +4 at level 22, and by +1 every 5 levels thereafter. Your draconic aura power also continues to increase, becoming +6 at 25 and growing by 1 every 5 levels thereafter.</entry> + <entry id="55491" lang="en" sex="m">Draconic Auras</entry> + <entry id="55492" lang="en" sex="m">Normally a main ability of a Dragon Shaman, these auras can be activated to grant benefits to you and your allies around you, and stay active until you change to a different one. You can only have one draconic aura active at any given time.</entry> + <entry id="55493" lang="en" sex="m">Totem Dragon</entry> + <entry id="55494" lang="en" sex="m">When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. This dragon should be within one step of your alignment. + +Note: You can only select one totem. Selecting more than one will force you to relevel. If you select more than one at level 1 you will be unable to level.</entry> + <entry id="55495" lang="en" sex="m">Natural Armor</entry> + <entry id="55496" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 7 + +At 7th level your skin thickens, developing faint scales, improving your natural AC by 1. At level 12 this goes up to 2, and at level 17 the increase goes up to 3.</entry> + <entry id="55497" lang="en" sex="m">Draconic Resolve</entry> + <entry id="55498" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 4 + +At 4th level you become immune to magical sleep, paralysis, and fear effects.</entry> + <entry id="55499" lang="en" sex="m">Energy Immunity</entry> + <entry id="55500" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 9 + +At 9th level you become immune to the energy type associated with your totem dragon.</entry> + <entry id="55501" lang="en" sex="m">Breath Weapon</entry> + <entry id="55502" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 4 + +At 4th level you gain a breath weapon of the type used by your totem dragon. This breath weapon does 2d6 points of damage plus 1d6 for ever 2 class levels. The DC of the Reflex save to half it is 10 + 1/2 your class level + your Con modifier. Once you use it, you must wait 1d4 rounds before being able to use it again. If your breath weapon is a cone it goes out to 15 feet at 4th level, 30 feet at 12th level, and 60 feet at 20th level. Line breath weapons double those distances.</entry> + <entry id="55503" lang="en" sex="m"><CUSTOM0> breathes a blast of energy.</entry> + <entry id="55504" lang="en" sex="m">Draconic Wings</entry> + <entry id="55505" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 19 + +At 19th level you grow a pair of wings that resemble your totem dragon. These wings grant a +10 bonus to Jump.</entry> + <entry id="55506" lang="en" sex="m">Totem Dragon: Black</entry> + <entry id="55507" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 1. + +When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. + +Associated element: Acid +Breath weapon: Line</entry> + <entry id="55508" lang="en" sex="m">Totem Dragon: Blue</entry> + <entry id="55509" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 1. + +When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. + +Associated element: Electricity +Breath weapon: Line</entry> + <entry id="55510" lang="en" sex="m">Totem Dragon: Green</entry> + <entry id="55511" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 1. + +When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. + +Associated element: Acid +Breath weapon: Cone</entry> + <entry id="55512" lang="en" sex="m">Totem Dragon: Red</entry> + <entry id="55513" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 1. + +When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. + +Associated element: Fire +Breath weapon: Cone</entry> + <entry id="55514" lang="en" sex="m">Totem Dragon: White</entry> + <entry id="55515" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 1. + +When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. + +Associated element: Cold +Breath weapon: Cone</entry> + <entry id="55516" lang="en" sex="m">Totem Dragon: Brass</entry> + <entry id="55517" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 1. + +When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. + +Associated element: Fire +Breath weapon: Line</entry> + <entry id="55518" lang="en" sex="m">Totem Dragon: Bronze</entry> + <entry id="55519" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 1. + +When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. + +Associated element: Electricity +Breath weapon: Line</entry> + <entry id="55520" lang="en" sex="m">Totem Dragon: Copper</entry> + <entry id="55521" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 1. + +When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. + +Associated element: Acid +Breath weapon: Line</entry> + <entry id="55522" lang="en" sex="m">Totem Dragon: Gold</entry> + <entry id="55523" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 1. + +When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. + +Associated element: Fire +Breath weapon: Cone</entry> + <entry id="55524" lang="en" sex="m">Totem Dragon: Silver</entry> + <entry id="55525" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 1. + +When you become a dragon shaman, you must select a metallic or chromatic dragon type that you relate to and draw your other abilities from. + +Associated element: Cold +Breath weapon: Cone</entry> + <entry id="55526" lang="en" sex="m">Touch of Vitality</entry> + <entry id="55527" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 6 + +At 6th level, you gain an ability much like the paladin's lay on hands, to heal others with a single touch. Each day you can heal a number of points equal to twice your class level, multiplied by your Cha bonus.</entry> + <entry id="55528" lang="en" sex="m"><CUSTOM0> reaches out and touches the wounds, healing the damage as best they can.</entry> + <entry id="55529" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragon Shaman 11 + +At 11th level, you can heal other effects at the cost of several of your Touch of Vitality points. +Minor: For 5 points you can heal ability damage, or cure dazing. +Major: For 20 points you can cure blindness, deafness, disease, or negative levels. +Restore: For 10 points you can cure poison or stunning. </entry> + <entry id="55530" lang="en" sex="m">Touch of Vitality, Minor</entry> + <entry id="55531" lang="en" sex="m">Touch of Vitality, Restore</entry> + <entry id="55532" lang="en" sex="m">Touch of Vitality, Major</entry> + <entry id="55533" lang="en" sex="m">Shamanic Invocation</entry> + <entry id="55534" lang="en" sex="m">Class: Dragon shaman. +Level: 5th. + +Most dragon shamans channel the raw power of dragonkind through their auras and breath weapons. Some, thanks to a stronger spiritual link to their totem, learn a more advanced method of wielding draconic power: the invocations normally associated with dragonfire adepts. Though they never display the range and skill of dragonfire adepts, the shamans enjoy the versatility of the invocations. + +Benefit: You learn one of the least draconic invocations available to dragonfire adepts. Using this invocation follows all the standard rules applicable to dragonfire adepts, except that you ignore any arcane spell failure chance. Your caster level for the invocation is equal to your dragon shaman level minus four.</entry> + <entry id="55535" lang="en" sex="m">Draconic Aura: Energy Shield</entry> + <entry id="55536" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies an energy shield that deals 2 points of energy damage per aura level to any enemy that strikes them in melee.</entry> + <entry id="55537" lang="en" sex="m">Draconic Aura: Power</entry> + <entry id="55538" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies a bonus on melee damage equal to your aura level.</entry> + <entry id="55539" lang="en" sex="m">Draconic Aura: Presence</entry> + <entry id="55540" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies a bonus to Persuade, Bluff, and Intimidate equal to your aura level.</entry> + <entry id="55541" lang="en" sex="m">Draconic Aura: Resistance</entry> + <entry id="55542" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies damage resistance to the element of your totem dragon, equal to 5 times your aura level.</entry> + <entry id="55543" lang="en" sex="m">Draconic Aura: Senses</entry> + <entry id="55544" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies a bonus to Spot and Listen equal to your aura level.</entry> + <entry id="55545" lang="en" sex="m">Draconic Aura: Toughness</entry> + <entry id="55546" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies damage reduction equal to x/-, where x is your aura level.</entry> + <entry id="55547" lang="en" sex="m">Draconic Aura: Vigor</entry> + <entry id="55548" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies fast healing equal to your aura level, but only below half hit points.</entry> + <entry id="55549" lang="en" sex="m">Draconic Aura: Insight</entry> + <entry id="55550" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies a bonus to Lore and Spellcraft equal to your aura level.</entry> + <entry id="55551" lang="en" sex="m">Draconic Aura: Resolve</entry> + <entry id="55552" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies a bonus to Concentration and saves vs fear equal to your aura level.</entry> + <entry id="55553" lang="en" sex="m">Draconic Aura: Stamina</entry> + <entry id="55554" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies a bonus to Fortitude saves equal to your aura level.</entry> + <entry id="55555" lang="en" sex="m">Draconic Aura: Swiftness</entry> + <entry id="55556" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies a bonus to Jump equal to your aura level, and a bonus to movement equal to 5% per aura level.</entry> + <entry id="55557" lang="en" sex="m"><CUSTOM0> activates a draconic aura.</entry> + <entry id="55558" lang="en" sex="m">Draconic Aura +1</entry> + <entry id="55559" lang="en" sex="m">Draconic Aura +2</entry> + <entry id="55560" lang="en" sex="m">Draconic Aura +3</entry> + <entry id="55561" lang="en" sex="m">Draconic Aura +4</entry> + <entry id="55562" lang="en" sex="m">Draconic Aura +5</entry> + <entry id="55563" lang="en" sex="m">Draconic Aura +6</entry> + <entry id="55564" lang="en" sex="m">Draconic Aura +7</entry> + <entry id="55565" lang="en" sex="m">Draconic Aura +8</entry> + <entry id="55566" lang="en" sex="m">Draconic Aura +9</entry> + <entry id="55567" lang="en" sex="m">These auras can be activated to grant benefits to you and your allies around you, and stay active until you change to a different one. You can only have one draconic aura active at any given time.</entry> + <entry id="55568" lang="en" sex="m">Bonus Draconic Aura: Insight</entry> + <entry id="55569" lang="en" sex="m">Bonus Draconic Aura: Presence</entry> + <entry id="55570" lang="en" sex="m">Bonus Draconic Aura: Acid Resistance</entry> + <entry id="55571" lang="en" sex="m">Bonus Draconic Aura: Resolve</entry> + <entry id="55572" lang="en" sex="m">Bonus Draconic Aura: Senses</entry> + <entry id="55573" lang="en" sex="m">Bonus Draconic Aura: Stamina</entry> + <entry id="55574" lang="en" sex="m">Bonus Draconic Aura: Swiftness</entry> + <entry id="55575" lang="en" sex="m">Bonus Draconic Aura: Toughness</entry> + <entry id="55576" lang="en" sex="m">Double Draconic Aura</entry> + <entry id="55577" lang="en" sex="m">Type of Feat: General +Prerequisite: Character level 12 + +You gain the ability to project two different draconic auras at once. Auras must still be activated or deactivated separately. + +Use: Use this feat to toggle which aura slot you are activating/deactivating. Trying to activate an aura that is active in the other slot will do nothing.</entry> + <entry id="55578" lang="en" sex="m">Bonus Draconic Aura: Cold Resistance</entry> + <entry id="55579" lang="en" sex="m">Bonus Draconic Aura: Electric Resistance</entry> + <entry id="55580" lang="en" sex="m">Bonus Draconic Aura: Fire Resistance</entry> + <entry id="55581" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies damage resistance to this element, equal to 5 times your aura level.</entry> + <entry id="55582" lang="en" sex="m">Draconic Marshal Aura: Acid Resistance</entry> + <entry id="55583" lang="en" sex="m">Draconic Marshal Aura: Cold Resistance</entry> + <entry id="55584" lang="en" sex="m">Draconic Marshal Aura: Electric Resistance</entry> + <entry id="55585" lang="en" sex="m">Draconic Marshal Aura: Fire Resistance</entry> + <entry id="55586" lang="en" sex="m">Extra Draconic Auras</entry> + <entry id="55587" lang="en" sex="m">Second Draconic Aura: Presence</entry> + <entry id="55588" lang="en" sex="m">Second Draconic Aura: Vigor</entry> + <entry id="55589" lang="en" sex="m">Second Draconic Aura: Toughness</entry> + <entry id="55590" lang="en" sex="m">Second Draconic Aura: Energy Shield</entry> + <entry id="55591" lang="en" sex="m">Second Draconic Aura: Resistance</entry> + <entry id="55592" lang="en" sex="m">Second Draconic Aura: Power</entry> + <entry id="55593" lang="en" sex="m">Second Draconic Aura: Senses</entry> + <entry id="55594" lang="en" sex="m">Second Draconic Aura: Insight</entry> + <entry id="55595" lang="en" sex="m">Second Draconic Aura: Resolve</entry> + <entry id="55596" lang="en" sex="m">Second Draconic Aura: Stamina</entry> + <entry id="55597" lang="en" sex="m">Second Draconic Aura: Swiftness</entry> + <entry id="55598" lang="en" sex="m">Second Draconic Aura: Acid Resistance</entry> + <entry id="55599" lang="en" sex="m">Second Draconic Aura: Cold Resistance</entry> + <entry id="55600" lang="en" sex="m">Second Draconic Aura: Electricity Resistance</entry> + <entry id="55601" lang="en" sex="m">Second Draconic Aura: Fire Resistance</entry> + <entry id="55602" lang="en" sex="m">Major Aura (Draconic)</entry> + <entry id="55603" lang="en" sex="m">In place of a Major Aura, Marshals can learn Draconic Auras. The aura bonus grows at the same rate as the major auras, and can be run alongside existing auras. Only one Draconic Aura can be active at any time, unless the feat "Double Draconic Aura" is taken.</entry> + <entry id="55604" lang="en" sex="m">Draconic Marshal Aura +1</entry> + <entry id="55605" lang="en" sex="m">Draconic Marshal Aura +2</entry> + <entry id="55606" lang="en" sex="m">Draconic Marshal Aura +3</entry> + <entry id="55607" lang="en" sex="m">Draconic Marshal Aura +4</entry> + <entry id="55608" lang="en" sex="m">Draconic Marshal Aura +5</entry> + <entry id="55609" lang="en" sex="m">Draconic Marshal Aura +6</entry> + <entry id="55610" lang="en" sex="m">Draconic Marshal Aura +7</entry> + <entry id="55611" lang="en" sex="m">Draconic Marshal Aura +8</entry> + <entry id="55612" lang="en" sex="m">Extra Draconic Aura +1</entry> + <entry id="55613" lang="en" sex="m">Extra Draconic Aura +2</entry> + <entry id="55614" lang="en" sex="m">Extra Draconic Aura +3</entry> + <entry id="55615" lang="en" sex="m">Extra Draconic Aura +4</entry> + <entry id="55616" lang="en" sex="m">These auras can be activated to grant benefits to you and your allies around you, and stay active until you change to a different one. You can only have one draconic aura active at any given time. Auras used by those without the Dragonblood subtype have a bonus of +1. Those with the Dragonblood subtype have their auras increase in power to +2 at level 7, +3 at 14, and to a maximum of +4 at 20.</entry> + <entry id="55617" lang="en" sex="m">Draconic Marshal Aura: Presence</entry> + <entry id="55618" lang="en" sex="m">Draconic Marshal Aura: Toughness</entry> + <entry id="55619" lang="en" sex="m">Draconic Marshal Aura: Senses</entry> + <entry id="55620" lang="en" sex="m">Draconic Marshal Aura: Insight</entry> + <entry id="55621" lang="en" sex="m">Draconic Marshal Aura: Resolve</entry> + <entry id="55622" lang="en" sex="m">Draconic Marshal Aura: Stamina</entry> + <entry id="55623" lang="en" sex="m">Draconic Marshal Aura: Swiftness</entry> + <entry id="55624" lang="en" sex="m">Dragonfriend</entry> + <entry id="55625" lang="en" sex="m">Type of Feat: General +Prerequisite: Cha 11 + +You are a known and respected ally of good dragons. You gain a +4 bonus to Persuade checks vs dragons, and a +4 to save vs fear effects of good dragons. + +Note: You cannot take this feat if you have already taken Dragonthrall. If you try to do this at first level you will be unable to level.</entry> + <entry id="55626" lang="en" sex="m">Dragonthrall</entry> + <entry id="55627" lang="en" sex="m">Type of Feat: General + +You have pledged your life to the service of evil dragonkind. You gain a +4 bonus to Bluff checks vs dragons, and a +4 to save vs fear effects of evil dragons. You have a -2 penalty vs mind spells cast by dragons. + +Note: You cannot take this feat if you have already taken Dragonfriend. If you try to do this at first level you will be unable to level.</entry> + <entry id="55628" lang="en" sex="m">Dragonfire Inspiration</entry> + <entry id="55629" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Cha 11, Dragonblood subtype*, bard songs + +When you perform your bard song(if this feat is activated) instead of granting an attack and damage bonus, you grant a number of d6 of bonus elemental damage equal to the attack bonus you would normally give. The element of the damage is the element related to your draconic ancestry. If that dragon type is not associated with one of the 5 main elements, the damage type is fire. + +All other effects your bard song causes are unchanged. +Use: Selected. + +*Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be deleveled or unable to level.</entry> + <entry id="55630" lang="en" sex="m">Dragonfire Assault</entry> + <entry id="55631" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Str 13, Cha 11, Dragonblood subtype*, Power Attack + +When you use your Power Attack ability, if this feat is activated, your extra damage from Power Attack is the element related to your draconic ancestry. If that dragon type is not associated with one of the 5 main elements, the damage type is fire. +Use: Selected. + +*Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be deleveled or unable to level.</entry> + <entry id="55632" lang="en" sex="m">Dragonfire Channeling</entry> + <entry id="55633" lang="en" sex="m">Type of Feat: Draconic +Prerequisite: Cha 11, Dragonblood subtype*, Turn Undead + +When you activate this feat, you use up a Turn Undead use for the day and breathe a 15' cone of an element related your draconic ancestry. If your dragon type is not related to one of the 5 main elements, or you are not related to a specific dragon, the damage defaults to fire. The damage is a number of d6 equal to your turning level divided by 2, and the save is a Reflex save vs 10 + your Charisma modifier + your turning level divided by 2. +Use: Selected. + +*Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be deleveled or unable to level.</entry> + <entry id="55634" lang="en" sex="m">Draconic Aura: Magic Power</entry> + <entry id="55635" lang="en" sex="m">Bonus Draconic Aura: Magic Power</entry> + <entry id="55636" lang="en" sex="m">Draconic Marshal Aura: Magic Power</entry> + <entry id="55637" lang="en" sex="m">Second Draconic Aura: Magic Power</entry> + <entry id="55638" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies a bonus to overcoming spell resistance equal to your aura level.</entry> + <entry id="55639" lang="en" sex="m">Full Dragon Breath</entry> + <entry id="55640" lang="en" sex="m">Type of Feat: General +Prerequisite: half-dragon, 6HD, breath weapon + +Your breath weapon is no longer limited uses per day, and can be used every 1d4 rounds. +Use: Automatic.</entry> + <entry id="55641" lang="en" sex="m">Enlarge Breath</entry> + <entry id="55642" lang="en" sex="m">Type of Feat: Metabreath +Prerequisite: Con 13, breath weapon with a recharge time + +When activated, your breath weapon will increase in range by 50%. +This increases your recharge time by one round when used. +Use: Selected.</entry> + <entry id="55643" lang="en" sex="m">Maximize Breath</entry> + <entry id="55644" lang="en" sex="m">Type of Feat: Metabreath +Prerequisite: Con 17, breath weapon with a recharge time + +When activated, all damage dice on your breath (or duration dice for the alternate metallic breaths) are maximized. +This increases your recharge time by three rounds when used. +Use: Selected.</entry> + <entry id="55645" lang="en" sex="m">Recover Breath</entry> + <entry id="55646" lang="en" sex="m">Type of Feat: Metabreath +Prerequisite: Con 17, breath weapon with a recharge time + +Your breath weapon recovers one round sooner, to a minimum recharge time of 1 round. +Use: Automatic.</entry> + <entry id="55647" lang="en" sex="m">Shape Breath</entry> + <entry id="55648" lang="en" sex="m">Type of Feat: Metabreath +Prerequisite: Con 13, breath weapon with a recharge time + +When activated, your breath weapon turns from a line to a cone and doubles in size, or from a cone to a line and shrinks in half. +This increases your recharge time by one round when used. +Use: Selected.</entry> + <entry id="55649" lang="en" sex="m">Exhale Immunity</entry> + <entry id="55650" lang="en" sex="m">Type of Feat: Breath Channeling +Prerequisite: dragonblood subtype*, breath weapon + +When activated, your breath weapon instead of dealing damage, will grant immunity to it's energy type for 1d4 rounds to a specified target. If your breath does not do energy damage, it grants immunity to fire. +Use: Selected. + +*Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be deleveled or unable to level.</entry> + <entry id="55651" lang="en" sex="m">Metabreath Feats</entry> + <entry id="55652" lang="en" sex="m">This series of feats allows you to enhance a breath weapon at the cost of increasing the recharge time. Thus, these feats are only usable on breath weapons with a recharge time.</entry> + <entry id="55653" lang="en" sex="m">Breath Channeling Feats</entry> + <entry id="55654" lang="en" sex="m">This series of feats allows you to modify a breath weapon's effect to entangle, block, or grant immunity. You must have a breath weapon of some type to take these.</entry> + <entry id="55655" lang="en" sex="m">Entangling Exhalation</entry> + <entry id="55656" lang="en" sex="m">Type of Feat: Breath Channeling +Prerequisite: dragonblood subtype*, breath weapon + +When activated, your breath weapon does half-damage, if it does damage. Any creature affected by your breath weapon will be entangled for 1d4 rounds. If your breath weapon does energy damage, those entangled will take 1d6 damage per round of that type for the duration of the entanglement. +Use: Selected. + +*Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be deleveled or unable to level.</entry> + <entry id="55657" lang="en" sex="m">Spreading Breath</entry> + <entry id="55658" lang="en" sex="m">Type of Feat: Metabreath +Prerequisite: Con 15, Shape Breath, breath weapon with a recharge time + +When activated, your breath weapon, instead of being a cone or line, expands in a cloud around your head. The radius is 10' for Small creatures, 15' for Medium, and increases by 5' for each size category larger the creature is. +This increases your recharge time by two rounds when used. +Use: Selected.</entry> + <entry id="55659" lang="en" sex="m">Tempest Breath</entry> + <entry id="55660" lang="en" sex="m">Type of Feat: Metabreath +Prerequisite: Str 13, Power Attack, breath weapon with a recharge time + +When activated, your breath weapon increases in force, acting like a strong wind on those within. Affected creatures must roll a Fort save or be knocked down. The DC of the save depends solely on your size, starting at 15 for Large. This knockdown effect also only works on those 2 or more size categories smaller than you. +This increases your recharge time by one round when used. +Use: Selected.</entry> + <entry id="55661" lang="en" sex="m">Heighten Breath</entry> + <entry id="55662" lang="en" sex="m">Type of Feat: Metabreath +Prerequisite: Con 13, breath weapon with a recharge time + +When activated, your breath weapon becomes more effective. Your Save DC for your breath increases by the selected amount, to a maximum of your Con modifier. +This increases your recharge time by one round per point of DC increase when used. +Use: Selected.</entry> + <entry id="55663" lang="en" sex="m">Clinging Breath</entry> + <entry id="55664" lang="en" sex="m">Type of Feat: Metabreath +Prerequisite: Con 13, breath weapon with a recharge time + +When activated, your breath weapon clings to those affected. Every round after the initial blast, up to the duration selected, those that failed their save take damage equal to half the amount they took the previous round from this breath. Clinging breath can only be used on breaths that deal energy damage. +For example a breath that initially did 72 damage will do 36 damage the following round, 18 the next, and so on. +This increases your recharge time by one round for each round of the duration selected when used. +Use: Selected.</entry> + <entry id="55665" lang="en" sex="m">Lingering Breath</entry> + <entry id="55666" lang="en" sex="m">Type of Feat: Metabreath +Prerequisite: Con 15, Clinging Breath, breath weapon with a recharge time + +When activated, your breath weapon lasts for a time after you stop breathing. Until the selected duration ends, your breath persists in a cloud identical in size and shape to your normal breath, continuing to affect those within. Those in the cloud must roll a save against each round of breath, until they leave that area. +If used with Clinging Breath, only the initial round of the breath clings. +This increases your recharge time by two rounds for each round of duration when used. +Use: Selected.</entry> + <entry id="55667" lang="en" sex="m">Exhale Barrier</entry> + <entry id="55668" lang="en" sex="m">Type of Feat: Breath Channeling +Prerequisite: dragonblood subtype*, breath weapon + +When activated, your breath weapon, instead of doing its normal blast, is formed into a 10' long wall of the same energy type, which lasts for 1d4 rounds. Anyone passing through this wall takes the same amount of damage your breath does normally. If your breath does not do energy damage, the wall does fire damage. If your breath does not damage at all, the wall does 2d6 fire damage. +Use: Selected. + +*Note: In addition to race, you can gain the dragonblood subtype through the Dragon Devotee or Dragon Disciple classes, or through the Dragontouched or Dragon Heritage feats. If you take this feat and are not dragonblooded, you will be deleveled or unable to level.</entry> + <entry id="55669" lang="en" sex="m">Off</entry> + <entry id="55670" lang="en" sex="m">Maximum</entry> + <entry id="55671" lang="en" sex="m">Quickslot 1</entry> + <entry id="55672" lang="en" sex="m">Quickslot 2</entry> + <entry id="55673" lang="en" sex="m">Quickslot 3</entry> + <entry id="55674" lang="en" sex="m">Configure Metabreath</entry> + <entry id="55675" lang="en" sex="m">This conversation manages your quickslots for your metabreath feats.</entry> + <entry id="55676" lang="en" sex="m">Raise value by</entry> + <entry id="55677" lang="en" sex="m">Lower value by</entry> + <entry id="55678" lang="en" sex="m">Clear value</entry> + <entry id="55679" lang="en" sex="m">Save value</entry> + <entry id="55680" lang="en" sex="m">Current feat: </entry> + <entry id="55681" lang="en" sex="m">Current value: </entry> + <entry id="55682" lang="en" sex="m">Draconic Aura: Energy</entry> + <entry id="55683" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies a DC bonus on any elemental abilities matching your dragon type, equal to your aura level.</entry> + <entry id="55684" lang="en" sex="m">Bonus Draconic Aura: Acid Energy</entry> + <entry id="55685" lang="en" sex="m">Bonus Draconic Aura: Cold Energy</entry> + <entry id="55686" lang="en" sex="m">Bonus Draconic Aura: Electric Energy</entry> + <entry id="55687" lang="en" sex="m">Bonus Draconic Aura: Fire Energy</entry> + <entry id="55688" lang="en" sex="m">Type of Feat: Draconic Aura + +This aura grants you and your allies a DC bonus on any abilities relating to this element, equal to your aura level.</entry> + <entry id="55689" lang="en" sex="m">Draconic Marshal Aura: Acid Energy</entry> + <entry id="55690" lang="en" sex="m">Draconic Marshal Aura: Cold Energy</entry> + <entry id="55691" lang="en" sex="m">Draconic Marshal Aura: Electric Energy</entry> + <entry id="55692" lang="en" sex="m">Draconic Marshal Aura: Fire Energy</entry> + <entry id="55693" lang="en" sex="m">Second Draconic Aura: Acid Energy</entry> + <entry id="55694" lang="en" sex="m">Second Draconic Aura: Cold Energy</entry> + <entry id="55695" lang="en" sex="m">Second Draconic Aura: Electric Energy</entry> + <entry id="55696" lang="en" sex="m">Second Draconic Aura: Fire Energy</entry> + <entry id="55697" lang="en" sex="m">Second Draconic Aura: Energy</entry> + <entry id="55698" lang="en" sex="m">Dragonfire Adept</entry> + <entry id="55699" lang="en" sex="m">Dragonfire Adepts</entry> + <entry id="55700" lang="en" sex="m">dragonfire adept</entry> + <entry id="55701" lang="en" sex="m">(BASE CLASS) +Able to call upon a dragon's fiery breath and augment themselves with spell-like abilities, dragonfire adepts are imposing figures who command the magic of dragonkind. They have no arcane or divine magic, nor do they rely on physical prowess. Instead, they draw upon a direct link with the nature of draconic existence, infusing their souls with the raw magic of dragons. The most obvious incarnation of this link is their breath weapon, but as the link deepens they also learn powerful invocations that allow them to access different draconic abilities. + +- Hit Die: d8 +- Proficiencies: Dragonfire adepts are proficient with simple weapons only. +- Skill Points: 4 + Int Modifier(x4 at 1st level) + +CLASS SKILLS: + +Abilities: +Base Attack Bonus: +1/2 +Strong Saves: Fortitude, Will + +Breath Weapon: At 1st level, you gain a breath weapon you can use at will as a standard action. Each time, you can choose between a 15' cone or a 30' line. It has a Reflex save DC of 10 + half your class level + your Con modifier for half damage, and does 1d6 of fire damage, increasing by 1d6 every 2 levels. You are immune to your own breath weapon, but not to other breath weapons of the same type. At level 10, the breath range doubles. + +Dragontouched: At 1st level you gain this feat as a bonus feat. + +Breath Effects: At 2nd, 5th, 10th, 12th, 15th, and 20th levels you can choose a breath effect, which allows you to modify your breath weapon's damage type, area, or even replace the damage with another effect. Some only work with cones, while others only work with lines, and those of the same type cannot stack. + +Scales: At second level you develop a hide of fine scales, the color usually matching the adept's outlook and alignment. These give you a +2 to AC, and improve by 1 AC at levels 8, 13, and 18. + +Damage Reduction: You gain DR 2/+1 at level 6, which increases to 5/+1 at level 16. + +Immunities: At level 19 you become immune to sleep and paralysis spells. + +Invocations: These are spell-like abilities tapping into the adept's draconic energy. Any of them that are known can be used at will, but otherwise act like spells, such as in regards to casting in combat, or spell resistance. Casting level is the adept's class level, and those that grant saves have a DC of 10 + the equivalent spell level + the adept's Cha modifier. +They come in 4 grades: least(2nd), lesser(4th), greater(6th), and dark(8th). Adepts start with knowledge of a single least invocation, and gain access to more at levels 3, 6, 8, 11, 13, 16, and 18. At levels 6, 11, and 16 they also unlock the next level of invocation, but they can select invocations of any level equal to or less than their highest level of access. +Invocations are also subject to arcane spell failure.</entry> + <entry id="55702" lang="en" sex="m">Adept Scales</entry> + <entry id="55703" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragonfire Adept level 2 + +You gain +2 AC to your natural armor. This increases to +3 at Dragonfire Adept 8, and increases by 1 every 5 levels thereafter. +Use: Automatic</entry> + <entry id="55704" lang="en" sex="m">Adept Damage Reduction</entry> + <entry id="55705" lang="en" sex="m">Type of Feat: Class +Prerequisite: Dragonfire Adept level 6 + +You gain DR 2/+1. This increases to 5/+1 at level 16, 7/+5 at 26, and 10/+5 at level 36. +Use: Automatic</entry> + <entry id="55706" lang="en" sex="m">Breath Effects</entry> + <entry id="55707" lang="en" sex="m">These effects modify your Dragonfire Adept breath weapon, by changing damage types, replacing the damage with other effects, or affecting the manner in which it is applied.</entry> + <entry id="55708" lang="en" sex="m">Adept Fire Breath</entry> + <entry id="55709" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 1 +You gain a breath weapon you can use at will as a standard action. Each time, you can choose between a 15' cone or a 30' line, with the distance doubling at level 10. It has a Reflex save DC of 10 + half your class level + your Con modifier for half damage, and does 1d6 of energy damage, increasing by 1d6 every 2 levels. You are immune to your own breath weapon, but not to other breath weapons of the same type. + +You can breathe either a cone of fire or a line of fire. +Use: Selected</entry> + <entry id="55710" lang="en" sex="m">Adept Fire Breath - Cone</entry> + <entry id="55711" lang="en" sex="m">Adept Fire Breath - Line</entry> + <entry id="55712" lang="en" sex="m">Adept Frost Breath - Cone</entry> + <entry id="55713" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 2 + +You can breathe a cone of cold. +Use: Selected</entry> + <entry id="55714" lang="en" sex="m">Adept Electric Breath - Line</entry> + <entry id="55715" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 2 + +You can breathe a line of electricity. +Use: Selected</entry> + <entry id="55716" lang="en" sex="m">Adept Sickness Breath - Cone</entry> + <entry id="55717" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 2 + +You can breathe a cone of sickness. Those who fail a fort save are sickened for two rounds, and those who make it are sickened for 1 round. +Use: Selected</entry> + <entry id="55718" lang="en" sex="m">Adept Acid Breath</entry> + <entry id="55719" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 5 + +You can breathe either a cone of acid or a line of acid. +Use: Selected</entry> + <entry id="55720" lang="en" sex="m">Adept Acid Breath - Cone</entry> + <entry id="55721" lang="en" sex="m">Adept Acid Breath - Line</entry> + <entry id="55722" lang="en" sex="m">Adept Shaped Breath</entry> + <entry id="55723" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 5 + +The first four non-hostile targets caught in your breath are not affected by it. +You can apply any one other breath effect you know to this breath. If used with Cloud Breath, you can only use the fire breaths. Any other breath used with both active will apply this effect only. +Use: Selected</entry> + <entry id="55724" lang="en" sex="m">Adept Slow Breath - Cone</entry> + <entry id="55725" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 5 + +You can breathe a cone of slowness. Those who fail a fort save are slowed for 2 rounds, or for 1 round if they succeed. +Use: Selected</entry> + <entry id="55726" lang="en" sex="m">Adept Weakening Breath - Cone</entry> + <entry id="55727" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 5 + +You can breathe either a cone of weakness. Those who fail a fort save are given a -6 Strength penalty for four rounds. Success reduces the duration to 2 rounds. +Use: Selected</entry> + <entry id="55728" lang="en" sex="m">Adept Cloud Breath</entry> + <entry id="55729" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 10 + +Instead of a cone, your breath expands in a cloud around you for 20'. This cannot be applied to line breath weapons. +You can apply any one other breath effect you know to this breath. If used with Shaped Breath, you can only use the fire breaths. Any other breath used with both active will apply Shaped Breath only. +Use: Selected</entry> + <entry id="55730" lang="en" sex="m">Adept Enduring Breath</entry> + <entry id="55731" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 10 + +Any creature damaged by your breath with this effect applied takes half the initial damage again on the following round. +This effect can only be applied to a fire breath. +Use: Selected</entry> + <entry id="55732" lang="en" sex="m">Adept Sleep Breath - Cone</entry> + <entry id="55733" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 10 + +You can breathe a cone of sleep. Those who fail a will save are put to sleep for 1 round. +Use: Selected</entry> + <entry id="55734" lang="en" sex="m">Adept Thunder Breath - Cone</entry> + <entry id="55735" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 10 + +You can breathe a cone of thunder. The save for this breath is Fortitude, rather than Reflex. +Use: Selected</entry> + <entry id="55736" lang="en" sex="m">Discorporating Breath of Bahamut - Line</entry> + <entry id="55737" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 15 + +You can breathe a line of pure energy. Damage is doubled, and this requires a Fortitude save instead of Reflex. This breath also cannot affect objects. +When you use this breath, you take damage equal to twice your class level, which can't be lessened or reduced. Those who are neutral take four times their adept class level. +This effect can only be learned by non-evil adepts. +Use: Selected</entry> + <entry id="55738" lang="en" sex="m">Adept Force Breath - Line</entry> + <entry id="55739" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 15 + +You can breathe a line of force. +Use: Selected</entry> + <entry id="55740" lang="en" sex="m">Adept Paralyzation Breath - Cone</entry> + <entry id="55741" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 15 + +You can breathe a cone of paralyzation. Those who fail a fort save are paralyzed for 1 round. +Use: Selected</entry> + <entry id="55742" lang="en" sex="m">Fivefold Breath of Tiamat</entry> + <entry id="55743" lang="en" sex="m">Type of Feat: Breath Effect +Prerequisite: Dragonfire Adept level 15 + +As a full round action, you breathe 5 different breaths: a cone of acid, a cone of cold, a cone of fire, a line of acid, and a line of electricity. Each one has its own reflex save, and each one does your full normal damage. +When you use this breath, you take damage equal to twice your class level, which can't be lessened or reduced. Those who are neutral take four times their adept class level. In addition, you cannot use any breaths the following round. +This effect can only be learned by non-good adepts. +Use: Selected</entry> + <entry id="55744" lang="en" sex="m"><CUSTOM0> breathes a blast of fire.</entry> + <entry id="55745" lang="en" sex="m"><CUSTOM0> breathes a blast of acid.</entry> + <entry id="55746" lang="en" sex="m"><CUSTOM0> breathes a blast of pure force.</entry> + <entry id="55747" lang="en" sex="m"><CUSTOM0> breathes a blast of coruscating blue-white energy.</entry> + <entry id="55748" lang="en" sex="m"><CUSTOM0> breathes a cone of nauseating gas.</entry> + <entry id="55749" lang="en" sex="m"><CUSTOM0> breathes a cone of gas, slowing movements within.</entry> + <entry id="55750" lang="en" sex="m"><CUSTOM0> breathes a cone of gas that seems to sap strength.</entry> + <entry id="55751" lang="en" sex="m"><CUSTOM0> breathes a cone of paralyzing gas.</entry> + <entry id="55752" lang="en" sex="m"><CUSTOM0> breathes a cone of acid.</entry> + <entry id="55753" lang="en" sex="m"><CUSTOM0> breathes a tempest of mingling cold, fire, acid, and electricity.</entry> + <entry id="55754" lang="en" sex="m"><CUSTOM0> breathes a cone of sleep gas.</entry> + <entry id="55755" lang="en" sex="m">Return to invocation level selection.</entry> + <entry id="55756" lang="en" sex="m">Select level of invocation to gain. + +NOTE: +This may take a while when first browsing a particular level of invocations.</entry> + <entry id="55757" lang="en" sex="m">Select an invocation to gain. +You can select</entry> + <entry id="55758" lang="en" sex="m">more invocations</entry> + <entry id="55759" lang="en" sex="m">You will be able to select more invocations after you gain the appropriate level in an invocation caster class.</entry> + <entry id="55760" lang="en" sex="m">Dark</entry> + <entry id="55761" lang="en" sex="m">Greater</entry> + <entry id="55762" lang="en" sex="m">Lesser</entry> + <entry id="55763" lang="en" sex="m">Least</entry> + <entry id="55764" lang="en" sex="m">You have lost concentration on the invocation you were attempting to cast!</entry> + <entry id="55765" lang="en" sex="m">Beguiling Influence</entry> + <entry id="55766" lang="en" sex="m">Least Invocation + 2nd Level Spell + + You can invoke this ability to beguile and bewitch your foe. You gain a +6 to Bluff, Persuade, and Intimidate checks for 24 hours.</entry> + <entry id="55767" lang="en" sex="m">Breath of the Night</entry> + <entry id="55768" lang="en" sex="m">Least Invocation + 1st Level Spell + + A misty cloud expands around you, granting 20% concealment to any within. This cloud lasts for 1 minute before dispersing.</entry> + <entry id="55769" lang="en" sex="m">Darkness</entry> + <entry id="55770" lang="en" sex="m">Least Invocation + 2nd Level Spell + + You can create magical darkness in a 20' radius. All creatures within the darkness can only see in it using Ultravision, True Seeing, blindsense, or blindsight.</entry> + <entry id="55771" lang="en" sex="m">Deafening Roar</entry> + <entry id="55772" lang="en" sex="m">Least Invocation + 2nd Level Spell + + You utter a loud roar within a 30' cone. Those within must make a Fortitude save or be deafened for 1 hour.</entry> + <entry id="55773" lang="en" sex="m">Draconic Knowledge</entry> + <entry id="55774" lang="en" sex="m">Least Invocation + 2nd Level Spell + + This invocation grants you access to the great ancestral memories of dragonkind. You gain a +6 bonus to Spellcraft and Lore for 24 hours.</entry> + <entry id="55775" lang="en" sex="m">Endure Exposure</entry> + <entry id="55776" lang="en" sex="m">Least Invocation + 3rd Level Spell + + With a touch, you grant a creature(or yourself) the ability to withstand hot or cold environments, but doesn't protect against actual fire or cold damage. In addition, the target is immune to your breath weapon's effects. This invocation lasts for 24 hours.</entry> + <entry id="55777" lang="en" sex="m">Magic Insight</entry> + <entry id="55778" lang="en" sex="m">Least Invocation + 2nd Level Spell + + Over the next two rounds, the caster gains a bonus of 10 +1 per caster level to their Lore skill.</entry> + <entry id="55779" lang="en" sex="m">Scalding Gust</entry> + <entry id="55780" lang="en" sex="m">Least Invocation + 2nd Level Spell + + You create a strong blast of searing wind in a 60' line before you. Creatures smaller than medium must make a Fortitude save or be knocked down, and all creatures within the area of effect regardless take 1 point of fire damage per caster level.</entry> + <entry id="55781" lang="en" sex="m">See the Unseen</entry> + <entry id="55782" lang="en" sex="m">Least Invocation + 2nd Level Spell + + You grant yourself great powers of vision, allowing you to see invisible creatures and objects. You also gain darkvision. This invocation lasts for 24 hours.</entry> + <entry id="55783" lang="en" sex="m">Charm</entry> + <entry id="55784" lang="en" sex="m">Lesser Invocation + 4th Level Spell + + You can beguile a creature within 60'. They must make a Will save or regard you as an ally. The charm lasts for 1 day per caster level, but you can only have one creature charmed in this way at any time. If you charm another creature, the first charm will be canceled.</entry> + <entry id="55785" lang="en" sex="m">Energy Resistance</entry> + <entry id="55786" lang="en" sex="m">Lesser Invocation + 3rd Level Spell + + You gain resistance 10 to acid, cold, electricity, fire or energy, chosen when you cast the invocation. If you cast this invocation again before the duration ends, the new effect and duration replace the old. This invocation lasts for 24 hours.</entry> + <entry id="55787" lang="en" sex="m">Energy Resistance: Acid</entry> + <entry id="55788" lang="en" sex="m">Energy Resistance: Cold</entry> + <entry id="55789" lang="en" sex="m">Energy Resistance: Electricity</entry> + <entry id="55790" lang="en" sex="m">Energy Resistance: Fire</entry> + <entry id="55791" lang="en" sex="m">Energy Resistance: Sonic</entry> + <entry id="55792" lang="en" sex="m">Frightful Presence</entry> + <entry id="55793" lang="en" sex="m">Lesser Invocation + 3rd Level Spell + + You can cast this invocation as a swift action. Any enemies who are within 30' and fail a Will save are shaken for 10 minutes. This is a mind-affecting effect.</entry> + <entry id="55794" lang="en" sex="m">Humanoid Shape</entry> + <entry id="55795" lang="en" sex="m">Lesser Invocation + 3rd Level Spell + + You can take on any humanoid form for 24 hours, or until you return to your normal shape.</entry> + <entry id="55796" lang="en" sex="m">Voidsense</entry> + <entry id="55797" lang="en" sex="m">Lesser Invocation + 4th Level Spell + + You sharpen your hearing and sight, gaining blindsense for 24 hours.</entry> + <entry id="55798" lang="en" sex="m">Voracious Dispelling</entry> + <entry id="55799" lang="en" sex="m">Lesser Invocation + 4th Level Spell + + You attempt to strip all magical effects from a single target. You can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20 +1 per caster level (to a maximum of +10) against a DC of 11 + the spell effect's caster level. Anyone who has an active spell effect dispelled in this way takes 1 point of damage per level of the spell effect.</entry> + <entry id="55800" lang="en" sex="m">Walk Unseen</entry> + <entry id="55801" lang="en" sex="m">Lesser Invocation + 2nd Level Spell + + You gain the ability to fade from view. You become invisible for 24 hours, or until you perform a hostile action.</entry> + <entry id="55802" lang="en" sex="m">Aura of Flame</entry> + <entry id="55803" lang="en" sex="m">Greater Invocation + 6th Level Spell + + You become wreathed in an aura of orange fire. Any creature striking you in melee takes a number of points of fire damage equal to your caster level. Spell resistance can prevent this damage.</entry> + <entry id="55804" lang="en" sex="m">Chilling Fog</entry> + <entry id="55805" lang="en" sex="m">Greater Invocation + 6th Level Spell + + A misty cloud expands around a point you designate, granting 20% concealment to any within. The cloud is so thick any within are slowed to a crawl, and attacks by those within are at a -2 penalty. In addition, any within take 2d6 points of cold damage per round. This cloud lasts for 1 minute per level before dispersing.</entry> + <entry id="55806" lang="en" sex="m">Devour Magic</entry> + <entry id="55807" lang="en" sex="m">Greater Invocation + 6th Level Spell + + You attempt to strip all magical effects from a single target. You can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20, +1 per caster level (to a maximum of +20) against a DC of 11 + the spell effect's caster level. You gain 5 temporary HP per spell level of any spell dispelled for 1 minute, and if you devour a new spell the new temporary hit points replace the old.</entry> + <entry id="55808" lang="en" sex="m">Draconic Toughness</entry> + <entry id="55809" lang="en" sex="m">Greater Invocation + 5th Level Spell + + You gain temporary hit points equal to your caster level. These hit points last for 24 hours or until the invocation is cast again, in which case the new effect replaces the old.</entry> + <entry id="55810" lang="en" sex="m">Terrifying Roar</entry> + <entry id="55811" lang="en" sex="m">Greater Invocation + 5th Level Spell + + You utter a powerful roar that fills a 30' cone. All creatures whose hit dice are equal to or less than your caster level become panicked for 1 round. If they succeed on a Will save they are shaken for one round. This is a mind-affecting fear effect.</entry> + <entry id="55812" lang="en" sex="m">Energy Immunity</entry> + <entry id="55813" lang="en" sex="m">Dark Invocation + 8th Level Spell + + You gain immunity to acid, cold, electricity, fire or energy, chosen when you cast the invocation. If you cast this invocation again before the duration ends, the new effect and duration replace the old. This invocation lasts for 24 hours.</entry> + <entry id="55814" lang="en" sex="m">Energy Immunity: Acid</entry> + <entry id="55815" lang="en" sex="m">Energy Immunity: Cold</entry> + <entry id="55816" lang="en" sex="m">Energy Immunity: Electricity</entry> + <entry id="55817" lang="en" sex="m">Energy Immunity: Fire</entry> + <entry id="55818" lang="en" sex="m">Energy Immunity: Sonic</entry> + <entry id="55819" lang="en" sex="m">Instill Vulnerability</entry> + <entry id="55820" lang="en" sex="m">Dark Invocation + 7th Level Spell + + You imbue a single creature within 30' with 100% vulnerability to acid, cold, electricity, fire or energy, chosen when you cast the invocation. If you cast this invocation again before the duration ends, the new effect and duration replace the old. This invocation lasts for 24 hours.</entry> + <entry id="55821" lang="en" sex="m">Instill Vulnerability: Acid</entry> + <entry id="55822" lang="en" sex="m">Instill Vulnerability: Cold</entry> + <entry id="55823" lang="en" sex="m">Instill Vulnerability: Electricity</entry> + <entry id="55824" lang="en" sex="m">Instill Vulnerability: Fire</entry> + <entry id="55825" lang="en" sex="m">Instill Vulnerability: Sonic</entry> + <entry id="55826" lang="en" sex="m">Listen up basher, here's the dark of it. You grew up in Sigil, the city of doors. It wasn't easy, and you definitely earned a page or two. Recently, through portaljumping, or getting portaljacked, you've managed to escape the Cage. Now, you've got a whole new plane in front of you, and it's time to earn some jink and show these berks what a real cutter is like.</entry> + <entry id="55827" lang="en" sex="m">Zenythri</entry> + <entry id="55828" lang="en" sex="m">zenythri</entry> + <entry id="55829" lang="en" sex="m">The Zenythri are a human-like race, infused with the energies of Law. No one knows where they come from, with rumors ranging from mysterious rituals, to the effects of distant parts of the Lawful planes. As a race they devote their lives to self-perfection, and view their role as to bring order to the universe, through example, or possibly other means. Physically they resemble perfectly-formed humans, with even their hair falling naturally into their personal style. Their skin is usually tinted a bluish-purple, and rarely they have other features showing their planetouched heritage such as metallic colored hair or eyes. They usually dress in simple and elegant clothing, and tend to either set or follow the local fashion. + +Zenythri Ability Adjustments: +2 Str, +2 Dex, +2 Wis, -2 Cha +Favored Class (Monk): A multiclass zenythri's monk class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- Darkvision: Zenythri are able to see in the dark. +- Skill Affinity (Balance): +2 racial bonus to Balance checks. +- Resist Fire: Innate fire resistance of 5. +- Resist Sonic: Innate sonic resistance of 5. +- Resist Electrical: Innate electrical resistance of 5. +- Spell-Like Abilities: 1/day - True Strike. +- Outsider: Zenythri count as Outsiders for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="55830" lang="en" sex="m">Skill Affinity (Balance)</entry> + <entry id="55831" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains a +2 racial bonus to Balance checks. +Use: Automatic.</entry> + <entry id="55832" lang="en" sex="m">Racial True Strike</entry> + <entry id="55833" lang="en" sex="m">Racial Magic Circle</entry> + <entry id="55834" lang="en" sex="m">Tuladhara</entry> + <entry id="55835" lang="en" sex="m">tuladhara</entry> + <entry id="55836" lang="en" sex="m">The Tuladhara are among the rarest of planetouched; a crossbreed between humans and the enigmatic rilmani, the neutral exemplars. To them, balance is everything. They are not emotionless, but almost always consider all sides of an issue, acting without bias. Unlike some rumors may have you believe, however, they do not betray trust and friendship easily. Physically they resemble lithe and graceful humans, and are sometimes mistaken at a distance for half-elves. Up close, metallic-colored skin and opalescent eyes give them away. They are balanced in dress as in all things; not too flashy, but still fashionable. + +Tuladhara Ability Adjustments: +2 Con, +2 Wis +Favored Class (Druid): A multiclass tuladhara's druid class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- Darkvision: Tuladhara are able to see in the dark. +- Skill Affinity (Persuade): +2 racial bonus to Persuade checks. +- Skill Affinity (Sense Motive): +2 racial bonus to Sense Motive checks. +- Resist Acid: Innate acid resistance of 5. +- Resist Sonic: Innate sonic resistance of 5. +- Resist Electrical: Innate electrical resistance of 5. +- Spell-Like Abilities: 1/day - Magic Circle vs Alignment. +- Outsider: Tuladhara count as Outsiders for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="55837" lang="en" sex="m">Racial Expeditious Retreat</entry> + <entry id="55838" lang="en" sex="m">Nathri</entry> + <entry id="55839" lang="en" sex="m">nathri</entry> + <entry id="55840" lang="en" sex="m">The nathri are a crude and savage race native to the ethereal plane, living in hunting packs that hunt intruders to their realm. Rumors say they sprung from the deep ethereal itself. Physically they are small, standing around 4' tall, with green skin and dark unruly hair. They have wide faces with flat noses and long pointed ears. The only clothing they wear is that scavenged from their victims, with many pouches and bags for their few possessions. + +Nathri Ability Adjustments: +2 Dex, +2 Con, -2 Cha. +Favored Class (Barbarian): A multiclass nathri's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature: +- +1 size bonus to attack rolls. +- +1 size bonus to AC. +- +4 size bonus to Hide checks. +- 20' base speed +- Darkvision: Nathri are able to see in the dark. +- Spell Resistance: Innate spell resistance of 5 + 1 per character level. +- Spell-Like Abilities: 3/day - Expeditious Retreat. +- Outsider: Nathri count as Outsiders for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="55841" lang="en" sex="m">Skill Affinity (Persuade)</entry> + <entry id="55842" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +2 racial bonus to Persuade checks. +Use: Automatic.</entry> + <entry id="55843" lang="en" sex="m">Skill Affinity (Sense Motive)</entry> + <entry id="55844" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +2 racial bonus to Sense Motive checks. +Use: Automatic.</entry> + <entry id="55845" lang="en" sex="m">Skill Affinity (Tumble)</entry> + <entry id="55846" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives +2 racial bonus to Tumble checks. +Use: Automatic.</entry> + <entry id="55847" lang="en" sex="m">Chaond</entry> + <entry id="55848" lang="en" sex="m">chaond</entry> + <entry id="55849" lang="en" sex="m">Chaonds</entry> + <entry id="55850" lang="en" sex="m">Sometimes, when the implanted eggs of slaadi are removed from their victim, they leave behind some remnants of chaos, which in turn affect said victim's descendants, resulting in the planetouched race of chaonds. Their chaotic heritage leaves them whimsical and emotional, living for the present. They seldom look past today, and while they are outgoing they also tend to be insensitive, making no excuses and expecting nothing from others. Physically they typically appear as rough humans with thick chests and limbs, blocky faces, and skin and hair that slowly shifts in color. They stand about 5'1" to 5'10" and are usually twice as wide as a normal human. Other features showing their slaadi heritage vary from chaond to chaond as befits their chaotic nature, and could be anything from patches of hardened scales, to reptilian hands and feet. Clothing-wise they just wear whatever is at hand, tending to leave them wearing wild and clashing colors. + +Chaond Ability Adjustments: +4 Dex, +2 Con, -2 Cha. +Favored Class (Any): A multiclass chaond's highest class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- Darkvision: Chaonds are able to see in the dark. +- Skill Affinity (Tumble): +2 racial bonus to Tumble checks. +- Resist Acid: Innate acid resistance of 5. +- Resist Sonic: Innate sonic resistance of 5. +- Resist Cold: Innate cold resistance of 5. +- Outsider: Chaonds count as Outsiders for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="55851" lang="en" sex="m">Damage Reduction 5</entry> + <entry id="55852" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature receives damage reduction 5/+1 to hit. +Use: Automatic.</entry> + <entry id="55853" lang="en" sex="m">Metal Hide</entry> + <entry id="55854" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The spikes on a bladeling's body prevent the wearing of any medium or heavy armor. +Use: Automatic.</entry> + <entry id="55855" lang="en" sex="m">Razor Storm</entry> + <entry id="55856" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: Once per day, a bladeling can expel shrapnel-like bits of its skin in a 15' cone, dealing 2d6 points of slashing damage to any within the area. A reflex save vs 10 + the bladeling's Con modifier halves the damage. After this, the bladeling's natural armor bonus drops by 2 for 24 hours. +Use: Selected.</entry> + <entry id="55857" lang="en" sex="m">Bladeling</entry> + <entry id="55858" lang="en" sex="m">bladeling</entry> + <entry id="55859" lang="en" sex="m">Bladelings</entry> + <entry id="55860" lang="en" sex="m">Bladelings are dangerous inhabitants of the Lower Plane of Acheron. Like their home plane they are mostly made of metal, resembling living constructs. In shape they are human, but lack hair, and their skin is covered in patches of metallic spines. Their eyes typically glow a blue or purple light. They have little interest in superficial clothing, and many rely on their natural armor for protection. As a race they are xenophobic and distrusting of outsiders, though they have a strong sense of duty and loyalty to their own kind. They are also highly superstitious. + +Bladeling Ability Adjustments: +2 Dex. +Favored Class (Fighter): A multiclass bladeling's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- Darkvision: Bladelings are able to see in the dark. +- Natural Armor: Bladelings have a +4 Natural Armor bonus. +- Natural Weapons: Bladelings have a primary natural claw attack for 1d6 damage. +- Immunities: Immune to acid damage. +- Resist Fire: Innate fire resistance of 5. +- Resist Cold: Innate cold resistance of 5. +- Damage Reduction: DR 5/+1. +- Metal Hide: Despite their metal skin, bladelings themselves cannot be damaged by rust attacks. They also cannot wear any armor heavier than light armor due to the spikes in their skin. +- Razor Storm: Once per day, bladelings can expel a 15' cone of metallic shards from their skin, dealing 2d6 slashing to those within. There is a reflex save vs 10 + Con for half damage. Afterwards, the bladeling's natural armor drops by 2 for 24 hours. +- Outsider: Bladelings count as Outsiders for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: NA</entry> + <entry id="55861" lang="en" sex="m">Plant</entry> + <entry id="55862" lang="en" sex="m">plant</entry> + <entry id="55863" lang="en" sex="m">Plants</entry> + <entry id="55864" lang="en" sex="m">Not all plants are motionless, drawn only by the wind, sun and water on life's canvas. Some have a mind and volition of their own.</entry> + <entry id="55865" lang="en" sex="m">drider</entry> + <entry id="55866" lang="en" sex="m">Failed in the eyes of your goddess, shunned by cruel, violent people you once considered your own, the Underdark holds no comfort for you now. Driven from all you have known, only wanderlust and a thirst for adventure keeps you going now.</entry> + <entry id="55867" lang="en" sex="m">Driders are bloodthirsty creatures that lurk in the depths of the earth, seeking warm-blooded prey of any kind. These strange beings have the head and torso of a drow elf and the legs and lower body of a giant spider. Failed of Lolth, driders are outcast from their own communities. Drow and driders hate one another passionately. + +Drider Ability Adjustments: +4 Str, +4 Dex, +6 Con, +4 Int, +6 Wis, +6 Cha +Favored Class (Sorcerer): A multiclass drider's sorcerer class does not count when determining whether he or she suffers an XP penalty for multiclassing. + +Special Abilities: +- Darkvision: Driders can see in the dark. +- Natural Armor: +6 racial bonus to natural armor. +- Spell Resistance: Spell Resistance equal to 11 + hit dice. +- Skill Affinity (Hide): +4 Racial bonus to Hide checks +- Skill Affinity (Move Silently): +4 Racial bonus to Move Silently checks +- Poison bite: Fortitude save (DC 18), initial and secondary damage 1d6 temporary strength +- Spell-like abilities: darkness, detect good, detect law, faerie fire - 1/day, Caster level 6th +- Aberration: Driders count as Aberrations for the purposes of spells and effects. +- Sorcerer Casting: Driders cast spells as a Sorcerer of their hit dice (6th level) + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +4 +Racial Hit Dice/Class: 6 of Aberration</entry> + <entry id="55868" lang="en" sex="m">Plant Immunities</entry> + <entry id="55869" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The plant racial type conveys several immunities: Immunity to sleep, paralyze, mind-affecting abilities, critical hits, and poison. +Use: Automatic.</entry> + <entry id="55870" lang="en" sex="m">Partial Piercing Immunity</entry> + <entry id="55871" lang="en" sex="m">Type of Feat: Class and Racial +Prerequisite: Race-Specific or Forest Master 10 +Specifics: The creature takes 50% less damage from piercing weapons. +Use: Automatic.</entry> + <entry id="55872" lang="en" sex="m">Plant</entry> + <entry id="55873" lang="en" sex="m">Creature is a member of the Plant race.</entry> + <entry id="55874" lang="en" sex="m">Volodni</entry> + <entry id="55875" lang="en" sex="m">volodni</entry> + <entry id="55876" lang="en" sex="m">At the end of a terrible war, a great lord led his people into the great forests of the former ancient empire to seek refuge from the roving demons and magical plagues ravaging the lands. Some power of the old woods, whether an elder treant or something greater, confronted the refugees and denied them safety unless they forswore their demon-summoning ways and took on the forests' blood for their own. The lord agreed on the spot, and thus the refugees gave up their humanity for safety, becoming the Volodni. In shape they still resemble humans, but their skin is the deep olive green of a pine needle, and is woody and tough. They bear sap for blood, and their hair grows in long, thick locks scaled like bark on a young tree. Their eyes are gleaming black and they tend to be tall and wiry. They tend to be cold and dispassionate, believing the ends serve the means, and go about their tasks with the patience of the forest itself. To the "pine folk" as they are sometimes known, the forest is everything. + +Volodni Ability Adjustments: +2 Con, +2 Wis, -2 Int, -2 Cha. +Favored Class (Druid): A multiclass volodni's druid class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- 30' base speed +- Low-Light Vision: Allows them to see better than normal in the dark. +- Resist Cold: Innate cold resistance of 5. +- Skill Affinity (Hide Forest): +4 racial bonus to Hide when in the forest. +- Resist Piercing: Innate 50% piercing resistance. +- Plant Immunities: Immune to sleep, paralyze, poison, mind-affecting effects, and critical hits. +- Plant: Volodni count as Plants for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +2 +Racial Hit Dice/Class: NA</entry> + <entry id="55877" lang="en" sex="m">Racial Detect Good</entry> + <entry id="55878" lang="en" sex="m">Racial Detect Law</entry> + <entry id="55879" lang="en" sex="m">1d3</entry> + <entry id="55880" lang="en" sex="m">Hagspawn</entry> + <entry id="55881" lang="en" sex="m">hagspawn</entry> + <entry id="55882" lang="en" sex="m">Hagspawns</entry> + <entry id="55883" lang="en" sex="m">Sons of malicious, predatory mothers, hagspawn are not a complete race, as there are no females of their kind. Hags continue their awful lineage by taking human males for mates, usually murdering and devouring the hapless captive later. The female children of a hag quickly grow into hags like their mothers, but the male children are hagspawn, half-human outcasts. Feared and hated by normal humans, hagspawn must make their way in the world by dint of their strength, hardiness, and sheer determination. + +Hagspawn Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma: Hagspawn are strong and hardy, but are sullen and ill-tempered. +Favored Class (Barbarian): A multiclass hagspawn's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Medium size +- A hagspawn's base land speed is 30 feet +- Monstrous Humanoid +- Darkvision +- Natural Armor +2 +- Spell Resistance 11 + Hit Dice +- Favored Class: Barbarian +- Level Adjustment: +2</entry> + <entry id="55884" lang="en" sex="m">Fight Defensively</entry> + <entry id="55885" lang="en" sex="m">Taer</entry> + <entry id="55886" lang="en" sex="m">taer</entry> + <entry id="55887" lang="en" sex="m">Taers</entry> + <entry id="55888" lang="en" sex="m">Primitive hunters of the icebound north, taers are cruel and savage creatures who haunt the remote mountains and passes of the East. They launch war parties into warmer lands, carrying off livestock, food stores, or even people for the clan's larder. Even more so than other evil folk such as orcs or gnolls, taers are regarded by other races as crude, bloodthirsty beasts without a single redeeming quality. Although taers regard other creatures as potential enemies or meals, they possess a surprisingly complex store of oral histories, rules for conduct within the clan, and tribal wisdom. + +Long ago, the race developed a comprehensive code to govern its tendency toward violence, at least between its own members. Anyone not of the taer's clan is beyond the protection of this code and can be robbed, murdered, or eaten at will. Those few taers who wander into civilized lands either extend their concept of "clan" to some other set of intelligent creatures, such as a group of bandits, a village, or an adventuring band, or quickly die at the hands of an angry mob. + +Taer Ability Adjustments: +4 Strength, +2 Constitution, -4 Intelligence, -2 Charisma: Taers are tough and tremendously strong, but are insular and do not have the reasoning capacities of other races. +Favored Class (Barbarian): A multiclass taer's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Medium size +- A taer's base land speed is 30 feet +- Giant +- Racial Hit Dice: A taer begins with two levels of giant. This provides 2d8 Hit Dice, a base attack bonus of +1, and base saving throws of Fort +3, Ref +0, and Will +0. +- Darkvision +- Natural Armor +2 +- Natural Attacks: An unarmed taer can make two slam attacks at his normal attack bonus and a bite attack at a -5 penalty on his normal attack bonus. The taer's slam attacks deal 1d3 points of damage, and the bite deals 1d4 points of damage +- Cold Subtype (Ex): Taers are immune to cold damage but are vulnerable to fire attacks. They take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure +- Favored Class: Barbarian +- Level Adjustment: +1</entry> + <entry id="55889" lang="en" sex="m">Mountain Spirit Folk</entry> + <entry id="55890" lang="en" sex="m">Spell Resistance 8</entry> + <entry id="55891" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 8, plus 1 per level. +Use: Automatic.</entry> + <entry id="55892" lang="en" sex="m">Racial Sneak Attack +1d6</entry> + <entry id="55893" lang="en" sex="m">Type of Feat: Race Specific + +Specifics: Adds +1d6 Sneak Attack damage to your existing sneak attack, or grants the ability to sneak attack for 1d6 damage. +Use: Automatic.</entry> + <entry id="55894" lang="en" sex="m">You are one of the Mountain tribe of Spirit Folk. You gain a +8 bonus to Climb, and a +2 bonus to Balance, Jump, and Tumble.</entry> + <entry id="55895" lang="en" sex="m">Stonechild</entry> + <entry id="55896" lang="en" sex="m">stonechild</entry> + <entry id="55897" lang="en" sex="m">Stonechildren</entry> + <entry id="55898" lang="en" sex="m">Born of a union of mortal and elemental, a stonechild is a hardy entity grounded in soil and stone and gifted with incredible strength, fortitude, and a keen intellect. Although they are not the outcasts that half-orcs often are, stonechildren are rarely raised among others of their kind. Most stonechildren grow to maturity while living in dwarf or human communities, and those few who stay on the Material Plane often wander alone, taking up the mantle of adventurer. + +Stonechildren are most comfortable in and under the mountains; because of this preference, they usually end their wandering by settling with a community of dwarves. As they grow older, even the most adventurous stonechildren become more and more likely to seek a way to the Elemental Plane of Earth and surround themselves with others of their kind. + +Stonechild Ability Adjustments: +8 Str, +8 Con, +2 Int, -2 Cha +Favored Class (fighter): A multiclass Stonechild's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: +Darkvision +Natural Armor +4 +Immune to Acid and Poison +Magic Stone - A stonechild can cast the magic stone spell three times a day at caster level 3. + +Stonechild count as Outsider for spells and abilities. They have a Level Adjustment of +4, and 2 racial hit dice of Outsider that grants proficiency with all simple and martial weapons, light and medium armor, and shields.</entry> + <entry id="55899" lang="en" sex="m">Kapak Saliva</entry> + <entry id="55900" lang="en" sex="m">Type of Feat: Race Specific + +Specifics: A male kapak can lick his weapon, coating it with a poison that does 1d6 dex damage as primary and secondary effects. Licking a weapon is a full round action that provokes attacks of opportunity. The poison lasts for 3 rounds. + +A female kapak does not secrete poison but a healing agent. She can lick the wounds of any creature, healing it for 2d6. She can do this to any given creature once every 4 hours, and cannot use it on herself. +Use: Selected.</entry> + <entry id="55901" lang="en" sex="m">Racial Flare</entry> + <entry id="55902" lang="en" sex="m">Shapeshifter</entry> + <entry id="55903" lang="en" sex="m">Creature is a member of the Shapeshifter race.</entry> + <entry id="55904" lang="en" sex="m">Skill Affinity (Intimidate)</entry> + <entry id="55905" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains a +2 racial bonus to Intimidate checks. +Use: Automatic.</entry> + <entry id="55906" lang="en" sex="m">Skill Affinity (Pickpocket)</entry> + <entry id="55907" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains a +2 racial bonus to Pickpocket checks. +Use: Automatic.</entry> + <entry id="55908" lang="en" sex="m">Partial Skill Affinity (Spells)</entry> + <entry id="55909" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains a +1 racial bonus to Lore and Spellcraft checks. +Use: Automatic.</entry> + <entry id="55910" lang="en" sex="m">Cowardly and Pitiable</entry> + <entry id="55911" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains a +4 to Persuade checks, but a -4 to fear saves. +Use: Automatic.</entry> + <entry id="55912" lang="en" sex="m">1d3 Damage</entry> + <entry id="55913" lang="en" sex="m">4d3</entry> + <entry id="55914" lang="en" sex="m">4d3 Damage</entry> + <entry id="55915" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains a +4 to Persuade checks, but a -4 to fear saves. +Use: Automatic.</entry> + <entry id="55916" lang="en" sex="m">Gnomish Craft Guild</entry> + <entry id="55917" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: You are a member of one of the various crafting guilds(leatherworking, blacksmithing, etc) among the gnomes. You gain a +2 bonus to all crafting checks. +Use: Automatic.</entry> + <entry id="55918" lang="en" sex="m">Gnomish Tech Guild</entry> + <entry id="55919" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: You are a member of one of the various technology guilds(architecture, engineering, etc) among the gnomes. You gain a +1 bonus to all crafting and Lore checks. +Use: Automatic.</entry> + <entry id="55920" lang="en" sex="m">Gnomish Sage Guild</entry> + <entry id="55921" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: You are a member of one of the various research guilds(philosophy, mathematics, etc) among the gnomes. You gain a +2 bonus to Lore checks. +Use: Automatic.</entry> + <entry id="55922" lang="en" sex="m">Lack of Focus</entry> + <entry id="55923" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature is unable to focus for any length of time. This imposes a -4 on all Concentration checks. +Use: Automatic.</entry> + <entry id="55924" lang="en" sex="m">You grew up among stories of honor and glory. Now, you have left your clan's home to forge stories and legends of your own, and to find a cause worth fighting for.</entry> + <entry id="55925" lang="en" sex="m">You have grown up always knowing you and your kind were special. Your homeland destroyed, your kind wanders the world, hiding what they are. for reasons of your own however, you have headed out into the world to see what it has in store for you.</entry> + <entry id="55926" lang="en" sex="m">Awesome Blow</entry> + <entry id="55927" lang="en" sex="m">Type of Feat: General +Prerequisite: Str 25, Power Attack, Improved Bull Rush, size Large or larger. +Specifics: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature's choice and fall prone. +Use: Selected</entry> + <entry id="55928" lang="en" sex="m">Feral Gargun</entry> + <entry id="55929" lang="en" sex="m">feral gargun</entry> + <entry id="55930" lang="en" sex="m">Feral Garguns</entry> + <entry id="55931" lang="en" sex="m">A small offshoot of the goliath race, feral garguns tear their livelihood out of the frigid northern regions with tooth and claw. Feral garguns derive from goliath and giant parentage. These large, savage humanoids fight in quick, furious bursts of energy. In the barren areas of the north, there is little room for mercy, and the feral garguns have had to learn to be aggressive just to survive. + +Even more than their goliath kindred, feral garguns find cities and the trappings of civilization confusing and intimidating. Although individual feral garguns have found ways to adapt to the cities and villages of other races, the majority prefers the simple, nomadic lifestyle of the far north. + +Feral Gargun Ability Adjustments: +4 Str, +2 Dex, +4 Con, -2 Int, -2 Cha +Favored Class (Barbarian): A multiclass Feral Gargun's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: +Darkvision +Natural Armor +2 +Cold Resistance 5 +Powerful Build - The Feral Gargun is treated as a Large creature for wielding weapons and combat maneuvers such as grappling and tripping +Running Jump - Feral Gargun treat all jump checks as running +Claw Attacks - The Feral Gargun has 2 primary claw attacks dealing 1d6 damage each + +Feral Gargun count as monstrous humanoid for spells and abilities. They have a Level Adjustment of +2, and 2 racial hit dice of Monstrous Humanoid that grants proficiency with all simple weapons</entry> + <entry id="55932" lang="en" sex="m">Personal Combat Maneuvers</entry> + <entry id="55933" lang="en" sex="m">Krinth</entry> + <entry id="55934" lang="en" sex="m">krinth</entry> + <entry id="55935" lang="en" sex="m">For the past two thousand years, the City of Shade has existed on the Plane of Shadow, kept in good condition by slaves captured from that plane as well as from Faer�n. The Netherese wizards who rule the city also trafficked with demonic creatures made of the same tenebrous substance as the plane itself. On occasion, these demons would force themselves on the slaves; the offspring from these couplings are a unique race known as the krinth. + +Krinth are known for their physical endurance, their singlemindedness, and their quick tempers. They make excellent warriors and servants because of the first two traits, but the third often means they are short-lived at both roles. + +Krinth Ability Adjustments: -2 Cha, +2 Con +Favored Class (Fighter): A multiclass krinth's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +Darkvision out to 60 feet. ++1 racial bonus on all Will saves. ++1 bonus on all saving throws against spells and spell-like abilities with the shadow descriptor. ++2 racial bonus on Hide checks ++4 racial bonus on saving throws against fear +Krinth cannot become shaken, and they ignore the effects of the shaken condition + +Krinth count as human for spells and abilities</entry> + <entry id="55936" lang="en" sex="m">Hadozee</entry> + <entry id="55937" lang="en" sex="m">hadozee</entry> + <entry id="55938" lang="en" sex="m">A race of simianlike humanoids, hadozee are often referred to as "winged deck apes." It's easy to see where they would come by such a moniker: they are covered in light brown fur, with a slightly stooped posture, a shaggy mane, and a fanged muzzle. And they have flaps of skin that hang beneath their arms that enable gliding, if not true flight. Because they're also good climbers and balancers, hadozee are particularly suited for life aboard a ship sailing the seas of adventure. + +Hadozee Ability Adjustments: -2 Cha, +2 Dex +Favored Class (Rogue): A multiclass hadozee's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + ++4 bonus on Climb and Balance checks +Gliding: All jump checks have their distance doubled + +Hadozee count as human for spells and abilities</entry> + <entry id="55939" lang="en" sex="m">Bhuka</entry> + <entry id="55940" lang="en" sex="m">bhuka</entry> + <entry id="55941" lang="en" sex="m">The bhukas are an offshoot of the goblinoid people and claim to be descended from the first inhabitants of the world. They are consummate survivors of the waste, having a talent for finding water and many physical adaptations that allow them to function in a harsh environment. Their culture celebrates and preserves ancestral ways of living. + +Bhuka Ability Adjustments: -2 Str, +2 Dex +Favored Class (Druid): A multiclass bhuka's druid class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +Heat Endurance as a bonus feat +Immunity to Dazzled condition ++2 to Lore +Cannot be slowed in natural terrain + +Bhuka count as goblin for spells and abilities</entry> + <entry id="55942" lang="en" sex="m">Drift Magic</entry> + <entry id="55943" lang="en" sex="m">Type of Feat: General +Prerequisite: Lore 4 +Specifics: When you cast a spell with the Earth descriptor, increase its caster level by 1 +Use: Automatic.</entry> + <entry id="55944" lang="en" sex="m">Skarn</entry> + <entry id="55945" lang="en" sex="m">skarn</entry> + <entry id="55946" lang="en" sex="m">Skarns</entry> + <entry id="55947" lang="en" sex="m">Skarn are strong, sophisticated warriors of intellect. Like the rilkans, they are descended from the vanished mishtai progenitor race, which long ago infused all mishtai with incarnum in an attempt to achieve perfection of form. Skarn appear human except for the five or six vertically aligned reptilian spines that project from the anterior of each forearm, posterior of each calf, and the upper back. Skarn society is insular and demands both mental and physical achievement. They are a proud race - some would say arrogant - and they boast soulborns, paladins, rangers, and fighters of other hybrid classes that exemplify perfection of both mind and body. + +Skarn Ability Adjustments: +2 Str, -2 Dex +Favored Class (Incarnate): A multiclass Skarn's incarnate class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + ++2 racial bonus on Intimidate and Climb +Natural Weapon - The skarn can equip a natural weapon that acts as a short sword at will + +Skarn count as reptilian humanoid for spells and abilities</entry> + <entry id="55948" lang="en" sex="m">Skarn Spines</entry> + <entry id="55949" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Skarn +Specifics: You equip a Skarn Spine (a shortsword dealing 1d6 damage) into an open hand, or unequip it. If you have a soulmeld bound to your arms chakra, the spine overcomes damage reduction up to X/+3. +Use: Selected</entry> + <entry id="55950" lang="en" sex="m">Goliath</entry> + <entry id="55951" lang="en" sex="m">goliath</entry> + <entry id="55952" lang="en" sex="m">Skill Affinity (Move Silently)</entry> + <entry id="55953" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains a +2 racial bonus to Move Silently checks. +Use: Automatic.</entry> + <entry id="55954" lang="en" sex="m">Goliaths</entry> + <entry id="55955" lang="en" sex="m">Goliaths are massive creatures unafraid of throwing their weight around in a fight. Highly competitive, these strong nomads can prove to be powerful allies and welcome additions to any adventuring party. + +Goliaths are known for their almost foolhardy daring. In their mountain homes, they leap from precipice to precipice, heedless of the fatal consequences of a misstep. They place great stock in clan and family; life in the mountains teaches even the youngest goliath to rely completely on his fellows for a hand across a crevasse. Because most goliaths are hunter-gatherers, they tend to be inquisitive, always curious about whether better hunting lies over the next ridge or a good water source can be found in the next canyon. + +Goliath Ability Adjustments: +4 Str, -2 Dex, +2 Con +Favored Class (Barbarian): A multiclass Goliath's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + ++2 racial bonus on Sense Motive +Powerful Build - The Goliath is treated as a Large creature for wielding weapons and combat maneuvers such as grappling and tripping +Running Jump - Goliaths treat all jump checks as running + +Goliath count as monstrous humanoid for spells and abilities. They have a Level Adjustment of +1</entry> + <entry id="55956" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 8 +Innate Level: 8 +School: Necromancy +Descriptor(s): +Component(s): Verbal, Somatic +Range: Medium +Area of Effect / Target: Medium +Duration: 1 Round / Level +Additional Counter Spells: Remove Blindness / Deafness +Save: Fortitude Negates +Spell Resistance: Yes + +All enemies within a 10-ft radius are struck blind and deaf.</entry> + <entry id="55957" lang="en" sex="m">Spell Resistance 22</entry> + <entry id="55958" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature has an innate spell resistance of 22, plus 1 per level. +Use: Automatic.</entry> + <entry id="55959" lang="en" sex="m">Humanoid Shape: + +With this you can attempt to learn a new shape and shift into that shape if you can learn it. +</entry> + <entry id="55960" lang="en" sex="m">Humanoid Quickslot 1</entry> + <entry id="55961" lang="en" sex="m">Humanoid Quickslot 2</entry> + <entry id="55962" lang="en" sex="m">Humanoid Shape Options</entry> + <entry id="55963" lang="en" sex="m">Humanoid Shape Options: + +With this you can: +* Select a shape you know to turn into +* View what shapes you have assigned to your 'Quick Shift Slots' +* Assign shapes you know to your 'Quick Shift Slots' +* Remove shapes you no longer want +</entry> + <entry id="55964" lang="en" sex="m">1</entry> + <entry id="55965" lang="en" sex="m">2</entry> + <entry id="55966" lang="en" sex="m">3</entry> + <entry id="55967" lang="en" sex="m">4</entry> + <entry id="55968" lang="en" sex="m">5</entry> + <entry id="55969" lang="en" sex="m">6</entry> + <entry id="55970" lang="en" sex="m">7</entry> + <entry id="55971" lang="en" sex="m">8</entry> + <entry id="55972" lang="en" sex="m">9</entry> + <entry id="55973" lang="en" sex="m">11</entry> + <entry id="55974" lang="en" sex="m">13</entry> + <entry id="55975" lang="en" sex="m">15</entry> + <entry id="55976" lang="en" sex="m">17</entry> + <entry id="55977" lang="en" sex="m">19</entry> + <entry id="55978" lang="en" sex="m">21</entry> + <entry id="55979" lang="en" sex="m">23</entry> + <entry id="55980" lang="en" sex="m">25</entry> + <entry id="55981" lang="en" sex="m">27</entry> + <entry id="55982" lang="en" sex="m">29</entry> + <entry id="55983" lang="en" sex="m">31</entry> + <entry id="55984" lang="en" sex="m">33</entry> + <entry id="55985" lang="en" sex="m">35</entry> + <entry id="55986" lang="en" sex="m">37</entry> + <entry id="55987" lang="en" sex="m">39</entry> + <entry id="55988" lang="en" sex="m">41</entry> + <entry id="55989" lang="en" sex="m">43</entry> + <entry id="55990" lang="en" sex="m">45</entry> + <entry id="55991" lang="en" sex="m">47</entry> + <entry id="55992" lang="en" sex="m">49</entry> + <entry id="55993" lang="en" sex="m">51</entry> + <entry id="55994" lang="en" sex="m">53</entry> + <entry id="55995" lang="en" sex="m">55</entry> + <entry id="55996" lang="en" sex="m">57</entry> + <entry id="55997" lang="en" sex="m">59</entry> + <entry id="55998" lang="en" sex="m">61</entry> + <entry id="55999" lang="en" sex="m">99</entry> + <entry id="56000" lang="en" sex="m">100</entry> + <entry id="56001" lang="en" sex="m">Epic Spell Seed: Afflict</entry> + <entry id="56002" lang="en" sex="m">School: Enchantment (Compulsion) [Fear, Mind-Affecting] + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You afflict targets with negative effects, such as morale penalties on attacks, checks, and saving throws. You may also afflict a target's ability scores, reducing them. As well, other afflictions, such as blindness and deafness, are at your disposal.</entry> + <entry id="56003" lang="en" sex="m">Epic Spell Seed: Animate</entry> + <entry id="56004" lang="en" sex="m">Transmutation + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You can imbue inanimate objects with mobility and a semblance of life (not actual life). The animated object can be of any nonmagical material: wood, metal, stone, fabric, leather, ceramic, glass, and so forth. You can also animate part of a larger mass of raw matter, such as a volume of water in the ocean, part of a stony wall, or perhaps even part of the earth itself (though, there are limits of course).</entry> + <entry id="56005" lang="en" sex="m">Epic Spell Seed: Animate Dead</entry> + <entry id="56006" lang="en" sex="m">Necromancy [Evil] + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You can turn the bones or bodies of dead creatures into undead that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature entering the place. The undead remain animated until they are destroyed. All types of undead can be created, although the creation process becomes increasingly difficult as the desired undead rise in power.</entry> + <entry id="56007" lang="en" sex="m">Epic Spell Seed: Armor</entry> + <entry id="56008" lang="en" sex="m">Conjuration (Creation) [Force] + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You can grant a creature additional armor. Unlike mundane armor, however, the armor seed provides an intangible protection that entails no armor check penalty, arcane spell failure chance, or speed reduction. There are several different types of magical armor to bestow the target, such as: deflection, natural armor, or dodge.</entry> + <entry id="56009" lang="en" sex="m">Epic Spell Seed: Banish</entry> + <entry id="56010" lang="en" sex="m">Abjuration + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You force extraplanar creatures out of your home plane. You can also specify a type or subtype of creature other than outsider to be banished, such as: giants, goblinoids, or undead.</entry> + <entry id="56011" lang="en" sex="m">Epic Spell Seed: Compel</entry> + <entry id="56012" lang="en" sex="m">Enchantment (Compulsion) [Mind-Affecting] + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You compel a target to follow a course of activity. At its basic level, a spell using the compel seed must be worded in such a manner as to make the activity sound reasonable. Asking the creature to harm or kill itself will not work.</entry> + <entry id="56013" lang="en" sex="m">Epic Spell Seed: Conceal</entry> + <entry id="56014" lang="en" sex="m">Illusion (Glamer) + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You can conceal a creature or object touched from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible. </entry> + <entry id="56015" lang="en" sex="m">Epic Spell Seed: Conjure</entry> + <entry id="56016" lang="en" sex="m">Conjuration (Creation) + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You create a non-magical, unattended object of nonliving matter. You can create matter ranging in hardness and rarity from vegetable matter all the way up to mithral and even adamantine.</entry> + <entry id="56017" lang="en" sex="m">Epic Spell Seed: Contact</entry> + <entry id="56018" lang="en" sex="m">Divination + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You forge a telepathic bond with a particular creature with which you are familiar (or one that you can currently see directly or through magical means) and can converse back and forth. The subject recognizes you if it knows you. </entry> + <entry id="56019" lang="en" sex="m">Epic Spell Seed: Delude</entry> + <entry id="56020" lang="en" sex="m">Illusion (Figment) + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +A spell developed with the delude seed creates the visual illusion of an object, creature, or force, visualized by you.</entry> + <entry id="56021" lang="en" sex="m">Epic Spell Seed: Destroy</entry> + <entry id="56022" lang="en" sex="m">Transmutation + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You deal damage to a target. The damage is of no particular type or energy - it is purely a destructive impulse.</entry> + <entry id="56023" lang="en" sex="m">Epic Spell Seed: Dispel</entry> + <entry id="56024" lang="en" sex="m">Abjuration + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You can end ongoing spells that have been cast on a creature or object, or temporarily suppress the magical resistances and abilities of a creature or object.</entry> + <entry id="56025" lang="en" sex="m">Epic Spell Seed: Energy</entry> + <entry id="56026" lang="en" sex="m">Evocation [Acid, Fire, Electricity, Cold, or Sonic] + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You can work with whichever one of five energy types you choose: acid, cold, electricity, fire, or sonic. You can use these energies to create augmentations, barriers, or straight forward damage.</entry> + <entry id="56027" lang="en" sex="m">Epic Spell Seed: Foresee</entry> + <entry id="56028" lang="en" sex="m">Divination + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You can foretell the immediate future, or gain information specific to your situation.</entry> + <entry id="56029" lang="en" sex="m">Epic Spell Seed: Fortify</entry> + <entry id="56030" lang="en" sex="m">Transmutation + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +The fortify seed can grant increases or augmentations of many kinds, from ability scores, to damage reduction, to saving throws, to spell resistance.</entry> + <entry id="56031" lang="en" sex="m">Epic Spell Seed: Heal</entry> + <entry id="56032" lang="en" sex="m">Conjuration (Healing) + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +Spells developed with the heal seed channel positive energy (or alternatively, negative energy) into a creature to wipe away disease and injury. Permanent drains and negative levels may also be overcome with this seed.</entry> + <entry id="56033" lang="en" sex="m">Epic Spell Seed: Life</entry> + <entry id="56034" lang="en" sex="m">Conjuration (Healing) + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +A spell developed with the life seed will restore life and complete vigor to any deceased creature. You can also use the life seed to give actual life to normally inanimate objects.</entry> + <entry id="56035" lang="en" sex="m">Epic Spell Seed: Light</entry> + <entry id="56036" lang="en" sex="m">Evocation (Light) + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You control the factors of light. Spells using this seed brighten any occasion, leaving darkness desperately clinging to the last remaining shadows.</entry> + <entry id="56037" lang="en" sex="m">Epic Spell Seed: Opposition</entry> + <entry id="56038" lang="en" sex="m">Evocation [Good, Evil, Chaotic, Lawful] + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +Spells developed using the seed of opposition tend to borrow power from the gods themselves. As diametrically opposed as the gods of extreme alignments tend to be to one another, so too do the spells of this seed seem to take extreme prejudice against creatures of alignments different from your own, or another specific alignment.</entry> + <entry id="56039" lang="en" sex="m">Epic Spell Seed: Reflect</entry> + <entry id="56040" lang="en" sex="m">Abjuration + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +Attacks targeted against you rebound safely away. Each use of the reflect seed in an epic spell is effective against one type of attack only: spells, ranged, and melee.</entry> + <entry id="56041" lang="en" sex="m">Epic Spell Seed: Reveal</entry> + <entry id="56042" lang="en" sex="m">Divination + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You can see some distant location or hear the sounds at some distant location almost as if you were there.</entry> + <entry id="56043" lang="en" sex="m">Epic Spell Seed: Shadow</entry> + <entry id="56044" lang="en" sex="m">Evocation (Darkness) + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +The dark corners, shady alleyways, and lightless caverns are all domains of shadow. Spells using the seed of shadow block natural light, and also may bring the shadows to life at times.</entry> + <entry id="56045" lang="en" sex="m">Epic Spell Seed: Slay</entry> + <entry id="56046" lang="en" sex="m">Necromancy [Death] + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +A spell developed using the slay seed snuffs out the life force of a living creature, killing it instantly. Alternatively, you can use the slay seed in an epic spell to suppress the life force of a target, bestowing negative levels on it.</entry> + <entry id="56047" lang="en" sex="m">Epic Spell Seed: Summon</entry> + <entry id="56048" lang="en" sex="m">Conjuration (Summoning) + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You can summon an outsider. It appears where you designate, and acts immediately in its new environment. With slightly greater difficulty, you can summon creatures of types other than outsider, such as elementals or aberrations.</entry> + <entry id="56049" lang="en" sex="m">Epic Spell Seed: Time</entry> + <entry id="56050" lang="en" sex="m">Transmutation + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +Spells developed with the time seed can temporarily slow or even stop the flow of time. Alternatively, you could also speed time up for one or more targets, allowing them to move faster and act more often in their surroundings.</entry> + <entry id="56051" lang="en" sex="m">Epic Spell Seed: Transform</entry> + <entry id="56052" lang="en" sex="m">Transmutation + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +Spells using the transform seed change the subject into another form of creature or object.</entry> + <entry id="56053" lang="en" sex="m">Epic Spell Seed: Transport</entry> + <entry id="56054" lang="en" sex="m">Transmutation [Teleportation] + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +Spells using the transport seed instantly take you to a designated destination, regardless of distance. Dimensional and planar travel is also a possibility, though, like with anything you need to know where it is you're going, either from past experience or through a detailed description.</entry> + <entry id="56055" lang="en" sex="m">Epic Spell Seed: Ward</entry> + <entry id="56056" lang="en" sex="m">Abjuration + +This is a spell seed, and is required to successfully research any Epic Spells relating to this seed. + +You can grant creatures protection from damage of a specified type. You can protect a creature from standard damage or from magical damage. You can protect a creature from magic. Alternatively, wards can be created to hedge out specific creatures or creature types.</entry> + <entry id="56091" lang="en" sex="m">The Unseen Wanderer</entry> + <entry id="56092" lang="en" sex="m">Gained through a casting of the epic spell 'Unseen Wanderer', this ability allows you to become invisible (or visible) at will. + +</entry> + <entry id="56101" lang="en" sex="m">Epic Spell: Achilles Heel</entry> + <entry id="56102" lang="en" sex="m">Researched Epic Spell: Achilles Heel</entry> + <entry id="56103" lang="en" sex="m">School: Abjuration +Components: V, S +Range: Touch +Target: Caster +Duration: 20 rounds +Saving Throw: Will Negates (Harmless) +Spell Resistance: Yes (Harmless) + +The bane of all casters and their ilk is held within this single spell. It makes you virtually impenetrable by all spells, thus giving you immunity to magic, for a short period of time. It does not stop the flow of magic, but grants upon you ability to manipulate it to stop all harmful effects directed toward you. This does come at a cost however. You forfeit almost all of your endurance in the form of constitution in exchange for spell immunity while the spell is in effect. IE: Your constitution is dropped to 3. +</entry> + <entry id="56104" lang="en" sex="m">Epic Spell: All Hope Lost</entry> + <entry id="56105" lang="en" sex="m">Researched Epic Spell: All Hope Lost</entry> + <entry id="56106" lang="en" sex="m">School: Enchantment [Mind-Affecting] +Components: V, S +Range: Personal +Target: Self +Area: 40' Radius +Duration: 20 rounds +Saving Throw: Will negates +Spell Resistance: Yes + +With the casting of this spell, you force overwhelming feelings of despair on all affected creatures within your immediate area. On a failed saving throw, the emotion persists for the duration.</entry> + <entry id="56107" lang="en" sex="m">Epic Spell: Allied Martyr</entry> + <entry id="56108" lang="en" sex="m">Researched Epic Spell: Allied Martyr</entry> + <entry id="56109" lang="en" sex="m">School: Divination [Foresight] +Components: V, S +Range: Touch +Target: One allied creature +Duration: 20 hours, or until death due to martyrdom +Saving Throw: No +Spell Resistance: No + +When you cast this on an ally, you are essentially assigning that creature to be your source of health and vitality. With the ally's permission*, any subsequent damage received by you will be instantaneously transferred to the ally, for the duration. +*NPC allies automatically accept; only other players must accept the consequences freely.</entry> + <entry id="56110" lang="en" sex="m">Epic Spell: Anarchy's Call</entry> + <entry id="56111" lang="en" sex="m">Researched Epic Spell: Anarchy's Call</entry> + <entry id="56112" lang="en" sex="m">School: Evocation [Chaos] +Components: V, S +Range: Personal +Target: Self +Area: 40' Radius +Duration: Instantaneous +Saving Throw: Will negates(special, see below) +Spell Resistance: Yes + +The call of chaos affects the morals and sense of justice and order in all lawful creatures in the area, causing them to lose their vigilance for a brief time. Each affected creature will act erratic for a time, and will either drop their hand-held equipment and run away, or simply wander about in a state of confusion, suddenly unsure of their own standards of behavior. +A word of caution to the caster of a lawful influence: You may begin to notice a lessening of your so-called diligent tendencies with each casting of this spell. +</entry> + <entry id="56113" lang="en" sex="m">Epic Spell: Animus Blast</entry> + <entry id="56114" lang="en" sex="m">Researched Epic Spell: Animus Blast</entry> + <entry id="56115" lang="en" sex="m">School: Evocation [Cold] +Components: V, S +Range: Long +Area: 20-ft.-radius burst +Duration: Instantaneous +Saving Throw: Reflex half +Spell Resistance: Yes + +When this spell is cast, you engulf your enemies in a coldball that deals 10d6 points of cold damage. However, up to 10 of the enemies that perish as a result of this blast are then instantly animated as skeleton minions. These skeletons serve you indefinitely.</entry> + <entry id="56116" lang="en" sex="m">Epic Spell: Animus Blizzard</entry> + <entry id="56117" lang="en" sex="m">Researched Epic Spell: Animus Blizzard</entry> + <entry id="56118" lang="en" sex="m">School: Evocation [Cold] +Components: V, S +Range: Long +Area: 20-ft.-radius burst +Duration: Instantaneous +Saving Throw: Reflex half +Spell Resistance: Yes + +When this spell is cast, you engulf your enemies in an unusually powerful burst of cold that deals 20d6 points of cold damage. However, up to 5 of the enemies that perish as a result of this blast are then instantly animated as wights. These wights serve you indefinitely.</entry> + <entry id="56119" lang="en" sex="m">Epic Spell: Army Unfallen</entry> + <entry id="56120" lang="en" sex="m">Researched Epic Spell: Army Unfallen</entry> + <entry id="56121" lang="en" sex="m">School: Conjuration [Healing[ +Components: V, S +Range: Personal +Duration: Instantaneous +Saving Throw: None (harmless) +Spell Resistance: Yes (harmless) + +In the heat of battle, there are times when odds begin to stack against you. These odds climb exponentially higher if allies begin to fall. With a casting of this powerful spell, you will restore all deceased allies to full life and vigor. In addition, any allies (including yourself), that may have sustained injuries are healed to complete health. You do not have to be in the vicinity of your allies for them to receive the benefits of this spell. However, while all allies are either healed or resurrected, this spell does not save them from whatever situation might have caused their demise; Fallen allies are raised where they fell, the injured are healed where they stand.</entry> + <entry id="56122" lang="en" sex="m">Epic Spell: Audience of Stone</entry> + <entry id="56123" lang="en" sex="m">Researched Epic Spell: Audience of Stone</entry> + <entry id="56124" lang="en" sex="m">School: Transmutation +Components: V,S +Range: Medium +Area: 20-ft.-radius burst +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +With the casting of this spell, all creatures caught within the targeted area must make a Fortitude save or turn to stone. </entry> + <entry id="56125" lang="en" sex="m">Epic Spell: Battle Bounding</entry> + <entry id="56126" lang="en" sex="m">Researched Epic Spell: Battle Bounding</entry> + <entry id="56127" lang="en" sex="m">School: Transmutation [Teleportation] +Components: V,S +Range: Personal +Area: 10-ft.-radius aura +Duration: 20 rounds +Saving Throw: None +Spell Resistance: None + +Spell casters do not suffer interruptions gladly, and the creation of this spell was a result of that. When an enemy enters the aura, created by this spell, the caster is instantly teleported to a different location nearby. In essence, the spell is designed to keep the caster in the battle while keeping the battle out of arms reach of the caster.</entry> + <entry id="56128" lang="en" sex="m">Epic Spell: Celestial Council</entry> + <entry id="56129" lang="en" sex="m">Researched Epic Spell: Celestial Council</entry> + <entry id="56130" lang="en" sex="m">School: Divination +Components: V,S +Range: Personal +Duration: Instantaneous +Saving Throw: None +Spell Resistance: None + +The planes hold secrets untold and unfound. Like any knowledge, the key to the acquisition of it is to first gain access to it. With a casting of this spell, the caster may select a being of the celestial plane with which to converse. Anything may come of such a council: Information, Power, Favors the possibilities are endless.</entry> + <entry id="56131" lang="en" sex="m">Epic Spell: Champion's Valor</entry> + <entry id="56132" lang="en" sex="m">Researched Epic Spell: Champion's Valor</entry> + <entry id="56133" lang="en" sex="m">School: Transmutation +Components: V,S +Range: Touch +Target: One creature +Duration: ((Caster Level/2) - 10) turns; with a minimum of 5 turns, and with a maximum of 10 turns. +Saving Throw: None (harmless) +Spell Resistance: None (harmless) + +Champions come in many forms, but what are qualities of champions' Vigilance and clarity, certainly. Unwavering commitment to the task, as well. With a casting of this spell, the target gains these qualities, with the granted immunities towards Knockdown, Mind-Affecting spells, Critical Hits, and Sneak-Attacks.</entry> + <entry id="56134" lang="en" sex="m">Epic Spell: Contingent Resurrection</entry> + <entry id="56135" lang="en" sex="m">Researched Epic Spell: Contingent Resurrection</entry> + <entry id="56136" lang="en" sex="m">School: Conjuration (Healing) +Components: V,S +Range: Touch +Target: You or creature touched +Duration: Contingent until expended, then instantaneous +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +Contingent Resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger condition is met, which in this case is the subjects death. Each day it remains untriggered, it reserves an epic spell slot, even if you cast it on another creature. If the subject is killed (the trigger), he or she is instantaneously restored to full life and health, and restores the use of the epic spell slot once more. As well, you may at any time (before the contingency is triggered) willfully dispel the contingency to regain the epic spell slot, thereby canceling the spell on the subject.</entry> + <entry id="56137" lang="en" sex="m">Epic Spell: Contingent Reunion</entry> + <entry id="56138" lang="en" sex="m">Researched Epic Spell: Contingent Reunion</entry> + <entry id="56139" lang="en" sex="m">School: Transmutation [Teleportation] +Components: V,S +Range: Short +Target: One object or location or creature +Duration: Contingent until expended, then instantaneous +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +Contingent Reunion teleports you to any target when certain conditions arise. Once cast, the spell remains quiescent until triggered, at which point you will instantaneously teleport directly to the location of your target, wherever it may be. You may decide on a variety of trigger conditions, varying from you or your targets death, poisoning, incapacitation, wounded level, etc. Your choices of targets include nearly anything: A spot on the ground, a fellow adventurer, a door, a rock, a tree, etc. While the spell remains quiescent, you lose access to one epic spell slot per day. Once the spell triggers, you regain the reserved spell slot. In addition, you may willfully dispel the contingency to regain the spell slot, at any time before the contingency triggers.</entry> + <entry id="56140" lang="en" sex="m">Epic Spell: Deadeye Sense</entry> + <entry id="56141" lang="en" sex="m">Researched Epic Spell: Deadeye Sense</entry> + <entry id="56142" lang="en" sex="m">School: Transmutation +Components: V,S +Range: Touch +Target: You or creature touched +Duration: ((Caster Level/2) - 10) turns; with a minimum of 5 turns, and with a maximum of 10 turns. +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +Battles require prowess and accuracy of motion, in addition to the strategy and numbers and morale. With the +20 to attack bonus granted by this spell, the subjects swing of the sword will be more precise, and the aim with their bow will be more true.</entry> + <entry id="56143" lang="en" sex="m">Epic Spell: Deathmark</entry> + <entry id="56144" lang="en" sex="m">Researched Epic Spell: Deathmark</entry> + <entry id="56145" lang="en" sex="m">School: Necromancy [Death] +Components: V,S +Range: Medium +Target: One living creature +Duration: Instantaneous, after a 1 minute delay +Saving Throw: Fortitude (see text) +Spell Resistance: Yes + +Deathmark condemns a creature to an inevitable yet shortcoming death. The creature(s) that inevitably die, however, may not only be the initial subject of this spell. This spell instead promotes even more death by cursing the subject (on a failed Fortitude save) with an impending doom, which is highly contagious. All creatures near the subject (or subsequently affected creatures) within the next minute are subject to contracting the curse (on failed Fortitude saves). After the one minute duration of the epidemic-like spread of the curse, all affected creatures must make a Fortitude save or else die.</entry> + <entry id="56146" lang="en" sex="m">Epic Spell: Dire Winter</entry> + <entry id="56147" lang="en" sex="m">Researched Epic Spell: Dire Winter</entry> + <entry id="56148" lang="en" sex="m">School: Evocation [Cold] +Components: V,S +Range: Personal +Target: Self +Area: An entire area +Duration: 20 hours +Saving Throw: None +Spell Resistance: No + +You summon winter. The entire area of where you cast Dire Winter emanates bitter cold for 20 hours. The emanated cold deals 2d6 cold damage per round against all unprotected creatures. The intense cold causes constant snowfall and wind for the duration. When the spell ends, all weather returns to normal for the area.</entry> + <entry id="56149" lang="en" sex="m">Epic Spell: Dragon Knight</entry> + <entry id="56150" lang="en" sex="m">Researched Epic Spell: Dragon Knight</entry> + <entry id="56151" lang="en" sex="m">School: Conjuration (Summoning) [Fire] +Components: V,S +Range: Small +Effect: One summoned adult red dragon +Duration: 20 rounds +Saving Throw: None +Spell Resistance: No + +This spell summons an adult red dragon. It appears where you designate and acts immediately. It attacks your opponents to the best of its abilities. You can direct the dragon to some degree, and it will follow you as any other summoned creature would.</entry> + <entry id="56152" lang="en" sex="m">Epic Spell: Dreamscape</entry> + <entry id="56153" lang="en" sex="m">Researched Epic Spell: Dreamscape</entry> + <entry id="56154" lang="en" sex="m">School: Transmutation [Teleportation] +Components: V,S +Range: Personal +Target: You and all party members +Duration: Instantaneous +Saving Throw: None (Harmless) +Spell Resistance: No (Harmless) + +You and all party members are drawn along a crystal arc of reverie to the edge of conscious thought and into the region of dreams. You physically enter the land of dreams, leaving nothing behind. +In the region of dreams, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere. +You do not know precisely where you will enter the dream world, nor where you will come back out in the waking world, nor the conditions of either world when you arrive at them.</entry> + <entry id="56155" lang="en" sex="m">Epic Spell: Dullblades</entry> + <entry id="56156" lang="en" sex="m">Researched Epic Spell: Dullblades</entry> + <entry id="56157" lang="en" sex="m">School: Abjuration +Components: V,S +Range: Touch +Target: Creature touched +Duration: Caster Level + 10 rounds. +Saving Throw: None (Harmless) +Spell Resistance: No (Harmless) + +The subject of a casting of Dullblades becomes impervious to half of all slashing damage, effectively negating any physical attacks from swords, axes, and the like. (50% immunity is granted)</entry> + <entry id="56158" lang="en" sex="m">Epic Spell: Dweomer Thief</entry> + <entry id="56159" lang="en" sex="m">Researched Epic Spell: Dweomer Thief</entry> + <entry id="56160" lang="en" sex="m">School: Abjuration +Components: V,S +Range: Medium +Target: One spellcasting creature +Duration: Instantaneous +Saving Throw: Will negates +Spell Resistance: Yes + +Dweomer Thief steals the best available spell of an enemy spellcaster and converts it into a scroll to be used later by you. The slot used by the spell stolen from the subject is no longer available for the remainder of that day. The stolen dweomer can be used immediately by you, or saved for use at a later time.</entry> + <entry id="56161" lang="en" sex="m">Epic Spell: Enslave</entry> + <entry id="56162" lang="en" sex="m">Researched Epic Spell: Enslave</entry> + <entry id="56163" lang="en" sex="m">School: Enchantment (Compulsion) [Mind-Affecting] +Components: V,S +Range: Short +Target: One creature +Duration: Permanent +Saving Throw: Will negates +Spell Resistance: Yes + +You make a permanent thrall of any living creature. You establish a telepathic link with the subjects mind. If the creature has a language, you can generally force the subject to perform as you desire, within the limits of its abilities.</entry> + <entry id="56164" lang="en" sex="m">Epic Spell: Epic Mage Armor</entry> + <entry id="56165" lang="en" sex="m">Researched Epic Spell: Epic Mage Armor</entry> + <entry id="56166" lang="en" sex="m">School: Conjuration (Creation) [Force] +Components: V,S +Range: Touch +Target: Creature touched +Duration: 1 Hour/ Caster level +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +An invisible but tangible field of force surrounds the subject, providing a +20 bonus to Armor Class. +(UPDATE: This spell was previously +5/+5/+5/+5; it is now +20 armor)</entry> + <entry id="56167" lang="en" sex="m">Epic Spell: Epic Repulsion</entry> + <entry id="56168" lang="en" sex="m">Researched Epic Spell: Epic Repulsion</entry> + <entry id="56169" lang="en" sex="m">School: Abjuration +Components: V,S +Range: Touch +Target: Creature or object touched +Duration: 24 hours +Saving Throw: None +Spell Resistance: Yes, see text + +You can create a ward against a specific type of creature for the duration. Any creature of the specific type cannot come within the aura of the warded creature or object. Spell resistance can allow a creature to overcome this protection and enter the aura of the warded subject.</entry> + <entry id="56170" lang="en" sex="m">Epic Spell: Epic Spell Reflection</entry> + <entry id="56171" lang="en" sex="m">Researched Epic Spell: Epic Spell Reflection</entry> + <entry id="56172" lang="en" sex="m">School: Abjuration +Components: V,S +Range: Touch +Target: Creature touched +Duration: Caster Level Rounds +Saving Throw: None +Spell Resistance: No + +You can create a permanent ward against all spells of 1st through 9th level that target the subject.</entry> + <entry id="56173" lang="en" sex="m">Epic Spell: Epic Warding</entry> + <entry id="56174" lang="en" sex="m">Researched Epic Spell: Epic Warding</entry> + <entry id="56175" lang="en" sex="m">School: Abjuration +Components: V,S +Range: Personal +Target: Self +Duration: 1 Round / Caster level +Saving Throw: None +Spell Resistance: No + +You grant yourself damage reduction 50/+20, to a limit of 50 points of damage per caster level. The spell ends either after the duration or when the damage limit is reached.</entry> + <entry id="56176" lang="en" sex="m">Epic Spell: Eternal Freedom</entry> + <entry id="56177" lang="en" sex="m">Researched Epic Spell: Eternal Freedom</entry> + <entry id="56178" lang="en" sex="m">School: Abjuration +Components: V,S +Range: Touch +Target: Creature touched +Duration: Permanent +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +The subject boldly goes where others fear to tread, becoming permanently immune to the following specific spells, effects, and spell-like abilities: paralysis, entangle, hold person, hold monster, hold animal, slow, stun, and web. </entry> + <entry id="56179" lang="en" sex="m">Epic Spell: Fiendish Words</entry> + <entry id="56180" lang="en" sex="m">Researched Epic Spell: Fiendish Words</entry> + <entry id="56181" lang="en" sex="m">School: Divination +Components: V,S +Range: Personal +Duration: Instantaneous +Saving Throw: None +Spell Resistance: None + +The abyss holds secrets foul and devious. Like any knowledge, the key to the acquisition of it is to first gain access to it. With a casting of this spell, the caster may select a being of the abyssal planes with which to converse. Anything may come of such a council: Information, Power, Favors the possibilities are endless.</entry> + <entry id="56182" lang="en" sex="m">Epic Spell: Fleetness of Foot</entry> + <entry id="56183" lang="en" sex="m">Researched Epic Spell: Fleetness of Foot</entry> + <entry id="56184" lang="en" sex="m">School: Transmutation +Components: V,S +Range: Touch +Target: Creature touched +Duration: 20 hours +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +The subject literally gains fleetness of foot, allowing them to move at double the speed as normal for the duration. </entry> + <entry id="56185" lang="en" sex="m">Epic Spell: Gem Cage</entry> + <entry id="56186" lang="en" sex="m">Researched Epic Spell: Gem Cage</entry> + <entry id="56187" lang="en" sex="m">School: Transmutation +Components: V,S +Range: Short +Target: One creature +Duration: Instantaneous +Saving Throw: Will negates +Spell Resistance: Yes + +You trap the targeted creature in a gem in your possession. The possession of a valuable enough gem determines whether the attempt of entrapment is valid or not. If you possess a gem of required value, then the target creature must make a Will save. If it fails, then the target vanishes and is trapped inside your gem, which you may use at a later time to release the creature once more. If the creature is later released, it will hold the same feelings as before (i.e. The creature will still be hostile if it was at the time of entrapment).</entry> + <entry id="56188" lang="en" sex="m">Epic Spell: Godsmite</entry> + <entry id="56189" lang="en" sex="m">Researched Epic Spell: Godsmite</entry> + <entry id="56190" lang="en" sex="m">School: Evocation (Good/Evil/Lawful/Chaotic) [Divine] +Components: V,S +Range: Medium +Target: One creature +Duration: Instantaneous +Saving Throw: Fortitude for half damage +Spell Resistance: No + +You invoke the wrath of the gods on your target. The power of the wrath exacted is dependent on both your own alignment, as well as the alignment of your target. The greater the distance between the two alignments, the greater the damage will be. For example, if a Lawful Evil caster were to cast it on a Chaotic Good target, the damage would be greater than if the target were Lawful Good or Chaotic Evil, and even more so than if the target were Lawful Neutral or Neutral Evil. </entry> + <entry id="56191" lang="en" sex="m">Epic Spell: Greater Ruin</entry> + <entry id="56192" lang="en" sex="m">Researched Epic Spell: Greater Ruin</entry> + <entry id="56193" lang="en" sex="m">School: Transmutation +Components: V,S +Range: Long +Target: One creature +Duration: Instantaneous +Saving Throw: Fortitude half +Spell Resistance: Yes + +You deal 35d6 points of damage to a single target within range and line of sight.</entry> + <entry id="56194" lang="en" sex="m">Epic Spell: Greater Spell Resistance</entry> + <entry id="56195" lang="en" sex="m">Researched Epic Spell: Greater Spell Resistance</entry> + <entry id="56196" lang="en" sex="m">School: Transmutation +Components: V,S +Range: Touch +Target: Creature touched +Duration: 20 hours +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +You grant the subject touched spell resistance 35 until the duration expires. The spell resistance granted does not stack, but overlaps with, any previous spell resistance.</entry> + <entry id="56197" lang="en" sex="m">Epic Spell: Greater Timestop</entry> + <entry id="56198" lang="en" sex="m">Researched Epic Spell: Greater Timestop</entry> + <entry id="56199" lang="en" sex="m">School: Transmutation (Time) +Components: V,S +Range: Personal +Target: Self +Duration: 2d4 rounds +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +You stop the flow of time for everything in the world except for yourself. While everything around you becomes suspended in time, you may act freely, casting spells, moving, etc. When the duration expires, regular time flow resumes.</entry> + <entry id="56200" lang="en" sex="m">Epic Spell: Hell Send</entry> + <entry id="56201" lang="en" sex="m">Researched Epic Spell: Hell Send</entry> + <entry id="56202" lang="en" sex="m">School: Transmutation [Teleportation] +Components: V,S +Range: Personal +Target: All party members +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You and all your allies are instantly teleported to the abyss. Where you wish to arrive in the hells is decided before you leave, but your success in reaching the desired destination is not always guaranteed. +</entry> + <entry id="56203" lang="en" sex="m">Epic Spell: Hellball</entry> + <entry id="56204" lang="en" sex="m">Researched Epic Spell: Hellball</entry> + <entry id="56205" lang="en" sex="m">School: Evocation [Acid, Fire, Electricity, Sonic] +Components: V,S +Range: Medium +Area: 40-ft.-radius spread +Duration: Instantaneous +Saving Throw: Reflex half +Spell Resistance: Yes + +A hellball is a massive blast of energy that detonates with a thunderous roar. It deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. +A sun-bright, fist-sized globe of strobing energy streaks forth and blossoms into an effect described by the rare survivor as hell on earth.</entry> + <entry id="56206" lang="en" sex="m">Epic Spell: Herculean Alliance</entry> + <entry id="56207" lang="en" sex="m">Researched Epic Spell: Herculean Alliance</entry> + <entry id="56208" lang="en" sex="m">School: Transmutation +Components: V, S +Range: Touch +Target: AoE: 20' radius, centered on caster +Duration: 20 hours +Saving Throw: Will Negates (Harmless) +Spell Resistance: Will Negates (Harmless) + +This spell is a bolstered version of singular form of Herculean Empowerment. You must have already researched the singular form of this spell in order to even understand its workings. You empower your who party with Hercules' three main attributes. Pure strength, quickness and agility, and his sheer endurance for pain, all in the forms of STR, DEX, and CON are all supplemented by 1d4+5. +EE</entry> + <entry id="56209" lang="en" sex="m">Epic Spell: Herculean Empowerment</entry> + <entry id="56210" lang="en" sex="m">Researched Epic Spell: Herculean Empowerment</entry> + <entry id="56211" lang="en" sex="m">School: Transmutation +Components: V, S +Range: Touch +Target: 1 Creature +Duration: 20 hours +Saving Throw: Will Negates (Harmless) +Spell Resistance: Will Negates (Harmless) + +After much research and toil, the labor of your endeavors has paid off in revealing the secrets of Hercules himself. His three main attributes have been granted unto you: His pure might as strength, his quickness and agility in dexterity, and his sheer endurance for pain in the form of constitution. They are all supplemented by 1d4+5. +</entry> + <entry id="56212" lang="en" sex="m">Epic Spell: Impenetrability</entry> + <entry id="56213" lang="en" sex="m">Researched Epic Spell: Impenetrability</entry> + <entry id="56214" lang="en" sex="m">School: Abjuration +Components: V,S +Range: Touch +Target: Creature touched +Duration: Caster Level + 10 rounds +Saving Throw: None (Harmless) +Spell Resistance: No (Harmless) + +The subject of a casting of Impenetrability becomes impervious to half of all piercing damage, effectively negating any physical attacks from spears, arrows, bolts, and the like. (50% Immunity is granted)</entry> + <entry id="56215" lang="en" sex="m">Epic Spell: Leech Field</entry> + <entry id="56216" lang="en" sex="m">Researched Epic Spell: Leech Field</entry> + <entry id="56217" lang="en" sex="m">School: Necromancy (Healing) [Negative] +Components: V,S +Range: Long +Area: 40-ft.-radius spread +Duration: 1 Round / Caster level +Saving Throw: Will negates +Spell Resistance: Yes + +Leech Field saturates all creatures in the area with 4d6 points of negative energy damage per round, and transfers any lost hit points over to you, effectively granting you a temporary hit point increase. Undead are affected in the reverse, as the negative energy heals them each round.</entry> + <entry id="56218" lang="en" sex="m">Epic Spell: Legendary Artisan</entry> + <entry id="56219" lang="en" sex="m">Researched Epic Spell: Legendary Artisan</entry> + <entry id="56220" lang="en" sex="m">School: Transmutation (Augmentation) +Components: V,S +Range: Personal +Target: An item in your possession +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +Legendary Artisan allows the creation and augmentation of powerful items. Possible creations vary depending on the caster and the casters level, wealth, knowledge and skill. While the creation of the magical item is instantaneous, it also requires as a material component gold, in amounts dependent on the item being created.</entry> + <entry id="56221" lang="en" sex="m">Epic Spell: Life Force Transfer</entry> + <entry id="56222" lang="en" sex="m">Researched Epic Spell: Life Force Transfer</entry> + <entry id="56223" lang="en" sex="m">School: Conjuration (Healing) +Components: V,S +Range: ? +Target: ? +Duration: ? +Saving Throw: ? +Spell Resistance: ? + +????????????????????????????????</entry> + <entry id="56224" lang="en" sex="m">Epic Spell: Magma Burst</entry> + <entry id="56225" lang="en" sex="m">Researched Epic Spell: Magma Burst</entry> + <entry id="56226" lang="en" sex="m">School: Evocation [Fire, Petrification] +Components: V,S +Range: Long +Area: 40-ft.-radius +Duration: 1 Round / 5 Caster levels +Saving Throw: Reflex and Fortitude, see text +Spell Resistance: Yes + +With the casting of Magma Burst, you call forth a small volcanic eruption at the location of the target. This eruption lasts for the duration, and initially deals 20d8 points of fire damage in the eruption (Reflex for half), and subsequently deals 10d8 points of fire damage per round within the flow of magma (Fortitude for half). If a creature within the area remains for a cumulative 5 rounds, then it must make a Fortitude save or turn to stone as the magma cools around the creatures body.</entry> + <entry id="56227" lang="en" sex="m">Epic Spell: Mass Penguin</entry> + <entry id="56228" lang="en" sex="m">Researched Epic Spell: Mass Penguin</entry> + <entry id="56229" lang="en" sex="m">School: Transmutation +Components: V,S +Range: Long +Area: 40-ft.-radius hemisphere +Duration: 20 hours +Saving Throw: Fortitude negates +Spell Resistance: Yes + +Culled from the repertoire of a legendary wizard, this epic spell turns all Medium-size or smaller creatures in the area into penguins. The transformed creatures retain their mental faculties, including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points, alignment, base attack bonus, base save bonuses, extraordinary abilities, and spell-like abilities. They assume the physical characteristics of penguins.</entry> + <entry id="56230" lang="en" sex="m">Epic Spell: Momento Mori</entry> + <entry id="56231" lang="en" sex="m">Researched Epic Spell: Momento Mori</entry> + <entry id="56232" lang="en" sex="m">School: Necromancy [Death] +Components: None +Range: Medium +Target: One living creature +Duration: Instantaneous +Saving Throw: Fortitude partial (see text) +Spell Resistance: Yes + +Your passing thought connotes death for the target. You will the target dead without a word or gesture. Your bloodthirsty wish snuffs out the life force of a creature of less than 50 hit dice, killing it instantly. The subject is entitled to a Fortitude saving throw (DC 30 + relevant ability modifier) to have a chance of surviving the attack. If the save is successful, the target instead takes 3d6+20 points of damage.</entry> + <entry id="56233" lang="en" sex="m">Epic Spell: Mummy Dust</entry> + <entry id="56234" lang="en" sex="m">Researched Epic Spell: Mummy Dust</entry> + <entry id="56235" lang="en" sex="m">School: Necromancy [Evil] +Components: V,S +Range: Short +Effect: A summoned mummy warrior +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +With the casting of Mummy Dust, a large mummy warrior springs up from the dust adjacent to you. The mummy follows your commands according to its abilities, until it is either destroyed or unsummoned.</entry> + <entry id="56236" lang="en" sex="m">Epic Spell: Nailed to the Sky</entry> + <entry id="56237" lang="en" sex="m">Researched Epic Spell: Nailed to the Sky</entry> + <entry id="56238" lang="en" sex="m">School: Transmutation [Teleportation] +Components: V,S +Range: Medium +Target: One humanoid creature +Duration: Instantaneous +Saving Throw: Will negates +Spell Resistance: Yes + +Your spell fixes the target to the sky indefinitely, where the target remains suspended, receiving 2d6 damage each round until either dead or a successful Will save is made.</entry> + <entry id="56239" lang="en" sex="m">Epic Spell: Night's Undoing</entry> + <entry id="56240" lang="en" sex="m">Researched Epic Spell: Night's Undoing</entry> + <entry id="56241" lang="en" sex="m">School: Evocation [Light] +Components: V,S +Range: Touch +Target: One touched creature or object +Area: 40-ft.-radius +Duration: Permanent +Saving Throw: None +Spell Resistance: Yes + +Nights Undoing bestows an ever-shining glow of light on the target. It creates a shadow-negating brightness that lights up the area, instantly dispels all darkness effects within its area.</entry> + <entry id="56242" lang="en" sex="m">Epic Spell: Order Restored</entry> + <entry id="56243" lang="en" sex="m">Researched Epic Spell: Order Restored</entry> + <entry id="56244" lang="en" sex="m">School: Evocation [Law] +Components: V, S +Range: Personal +Target: Self +Area: 40' Radius +Duration: Instantaneous +Saving Throw: Will negates(special, see below) +Spell Resistance: Yes + +Laws are in place for a reason. Society, and life in general, would quickly crumble into anarchy were it not for the laws and the ones who uphold them and see to their maintain. Chaos breeds quickly on the battlefield, where normally honorable soldiers sometimes begin losing their minds in the lust of the fight. This spell diffuses the spark, by forcing all chaotic creatures in the area to stand stunned for a time, while the lawful restore what should be. +A word of caution to the caster of a chaotic influence: You may begin to notice a lessening of your anarchist tendencies with each casting of this spell.</entry> + <entry id="56245" lang="en" sex="m">Epic Spell: Paths Become Known</entry> + <entry id="56246" lang="en" sex="m">Researched Epic Spell: Paths Become Known</entry> + <entry id="56247" lang="en" sex="m">School: Divination +Components: V,S +Range: Personal +Area: Entire area +Duration: Instantaneous +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +With a casting of this spell, your surroundings all become clear to you, and secrets are revealed. Not only is all revealed on your map of the immediate area, but your Spot and Search skills are improved by 50 for thirty seconds.</entry> + <entry id="56248" lang="en" sex="m">Epic Spell: Peerless Penitence</entry> + <entry id="56249" lang="en" sex="m">Researched Epic Spell: Peerless Penitence</entry> + <entry id="56250" lang="en" sex="m">School: Evocation [Good, Evil, Law, Chaos] +Components: V,S +Range: Personal +Area: 40-ft.-radius +Duration: Instantaneous +Saving Throw: Fortitude half +Spell Resistance: Yes + +Gods listen. Thus the penitent are rewarded, and the heretics are punished. With a casting of this spell, which is actually a magically aided prayer, you call upon your god to interfere in the course of an ongoing battle or conflict. The more dire the circumstances for you, the greater the aid given to you; the more opposing the beliefs are of the creatures around you, the greater the wrath exacted upon them.</entry> + <entry id="56251" lang="en" sex="m">Epic Spell: Pestilence</entry> + <entry id="56252" lang="en" sex="m">Researched Epic Spell: Pestilence</entry> + <entry id="56253" lang="en" sex="m">School: Necromancy +Components: V,S +Range: Personal +Area: 40-ft.-radius +Duration: Instantaneous +Saving Throw: Fortitude negates +Spell Resistance: Yes + +When Pestilence is successfully cast, a wave of illness radiates outward from you, instantly infecting every living creature in the area with the debilitating disease known as slimy doom.</entry> + <entry id="56254" lang="en" sex="m">Epic Spell: Pious Parley</entry> + <entry id="56255" lang="en" sex="m">Researched Epic Spell: Pious Parley</entry> + <entry id="56256" lang="en" sex="m">School: Divination +Components: V,S +Range: Personal +Target: Self +Duration: Instantaneous +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +Conversing with ones patron deity is never an insignificant task, particularly when the attention of said god is demanded, rather than requested. Pious Parley guarantees council with your patron deity, if you have one, and the deity is available for conversation. The mood of your patron deity, however, is not guaranteed, as your casting essentially interrupts the deity from whatever it was doing, and imparts you with the deities undivided attention. Use this attention wisely.E</entry> + <entry id="56257" lang="en" sex="m">Epic Spell: Planar Cell</entry> + <entry id="56258" lang="en" sex="m">Researched Epic Spell: Planar Cell</entry> + <entry id="56259" lang="en" sex="m">School: Transmutation [Teleportation] +Components: V,S +Range: Short +Target: One creature +Duration: Instantaneous +Saving Throw: Will negates +Spell Resistance: Yes + +You imprison a creature to an extra-planar prison, which you control and have access to. You must have previously made preparations for a prison beforehand (target the ground with a casting to designate the cell's location), or else the spell will fail. Once you have your planar prison prepared, you can begin sending prisoners to it. What you do with the prisoners thereafter is up to you; interrogation, slavery, food, etc. Subjects of this spell must make a Will saving throw to avoid imprisonment. If they fail, they instantly teleport to your planar prison. To discard the cell's location, target yourself with a casting of the spell. This will allow you to designate a new cell at a later time.</entry> + <entry id="56260" lang="en" sex="m">Epic Spell: Psionic Salvo</entry> + <entry id="56261" lang="en" sex="m">Researched Epic Spell: Psionic Salvo</entry> + <entry id="56262" lang="en" sex="m">School: Enchantment [Mind-Affecting] +Components: V,S +Range: Medium +Target: One sentient creature +Duration: Instantaneous +Saving Throw: Will negates +Spell Resistance: Yes + +Psionic Salvo destroys the mental capacities of a creature. If the subject fails it Will save, it falls into an ever-worsening state of feeblemindedness. Each round the subject attempts a Will saving throw, and if failed loses another point of Intelligence and Wisdom, until the creature bottoms out at 3 for both ability scores. </entry> + <entry id="56263" lang="en" sex="m">Epic Spell: Rain of Fire</entry> + <entry id="56264" lang="en" sex="m">Researched Epic Spell: Rain of Fire</entry> + <entry id="56265" lang="en" sex="m">School: Evocation [Fire] +Components: V,S +Range: Personal +Area: 75-ft.-radius +Duration: 20 hours +Saving Throw: Reflex negates (see text) +Spell Resistance: Yes + +This spell summons a thunderstorm that rains fire rather than raindrops down on you and everything within the affected area. Everything unprotected from the flaming deluge takes 1d6 points of fire damage each round. A successful Reflex save results in no damage, but the saving throw must be repeated each round. The fiery storm is stationary and persists even if the caster leaves. </entry> + <entry id="56266" lang="en" sex="m">Epic Spell: Risen Reunited</entry> + <entry id="56267" lang="en" sex="m">Researched Epic Spell: Risen Reunited</entry> + <entry id="56268" lang="en" sex="m">School: Conjuration (Healing) +Components: V,S +Range: Personal +Target: Any known deceased creature +Duration: Instantaneous +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +You concentrate on any deceased creature*, regardless of proximity, and resurrect them. Following the instant they regain life, the spell teleports the subject to your location. + +*Upon casting this spell, a conversation will appear listing all available players who are dead. Choose the player from this list to resurrect and teleport to you.</entry> + <entry id="56269" lang="en" sex="m">Epic Spell: Ruin</entry> + <entry id="56270" lang="en" sex="m">Researched Epic Spell: Ruin</entry> + <entry id="56271" lang="en" sex="m">School: Transmutation +Components: V,S +Range: Long +Target: One creature +Duration: Instantaneous +Saving Throw: Fortitude half +Spell Resistance: Yes + +You deal 20d6 points of damage to a single target within range and line of sight. +</entry> + <entry id="56272" lang="en" sex="m">Epic Spell: Singular Sunder</entry> + <entry id="56273" lang="en" sex="m">Researched Epic Spell: Singular Sunder</entry> + <entry id="56274" lang="en" sex="m">School: Transmutation +Components: V,S +Range: Short +Target: One creatures equipment +Duration: Instantaneous +Saving Throw: Will avoids +Spell Resistance: Yes + +You target a creatures equipment, and attempt to destroy a single item. The spell runs through a hierarchy of different pieces of equipment, targeting the highest priority item first, and moving to the next if none exists at that level of the hierarchy. The spells initial target is always (in order) the creatures main weapon, its armor, its off-hand (shield, etc), its arms, its neck, its cloak, its boots, its belt, its helmet, its right-hand ring, its left-hand ring, its arrows, its bolts, and it bullets. If the creature has no equipped items, the spell does nothing. Once the spell has acquired a target item, the owner of the item must make a Will saving throw to avoid having that item irrevocably destroyed.</entry> + <entry id="56275" lang="en" sex="m">Epic Spell: Spell Worm</entry> + <entry id="56276" lang="en" sex="m">Researched Epic Spell: Spell Worm</entry> + <entry id="56277" lang="en" sex="m">School: Enchantment (Compulsion) [Mind-Affecting] +Components: V,S +Range: Short +Target: One spellcasting creature +Duration: 20 hours or until completed +Saving Throw: Will negates +Spell Resistance: Yes + +You infect the subject with a compulsive urge that uses up his/her spells for the day. On a failed Will save, the subject then abandons his/her highest-available-level spell. Each round, the subject abandons another spell or spell slot, moving to lower-level spells once the higher-level spells are gone. The subject doesn't realize the spells are gone until he/she attempts to cast them and finds them unavailable. EE</entry> + <entry id="56278" lang="en" sex="m">Epic Spell: Storm Mantle</entry> + <entry id="56279" lang="en" sex="m">Researched Epic Spell: Storm Mantle</entry> + <entry id="56280" lang="en" sex="m">School: Abjuration +Components: V, S +Range: Touch +Target: AoE: 20 radius +Duration: 1 rounds/ lvl +Saving Throw: Will Negates (Harmless) +Spell Resistance: Will Negates (Harmless) + +You cast forth a field of minor storms that create barriers around the caster and all allies within a 20 radius that absorbs all incoming spells. The barriers can absorb 1d12+10 spell levels each before collapsing. +</entry> + <entry id="56281" lang="en" sex="m">Epic Spell: Summon Aberration</entry> + <entry id="56282" lang="en" sex="m">Researched Epic Spell: Summon Aberration</entry> + <entry id="56283" lang="en" sex="m">School: Conjuration (Summoning) +Components: V,S +Range: Short +Effect: One summoned aberration +Duration: 20 hours +Saving Throw: None +Spell Resistance: No + +You summon one of a variety of aberrations. It is never clear which type of aberration will appear, but it will always be one of these: a Drider Chief, a Beholder, a Mind Flayer Darkener, an Umber Hulk, or a Battle Devourer. The summoned aberration will do your bidding to the best of its abilities, for the duration. </entry> + <entry id="56284" lang="en" sex="m">Epic Spell: Superb Dispelling</entry> + <entry id="56285" lang="en" sex="m">Researched Epic Spell: Superb Dispelling</entry> + <entry id="56286" lang="en" sex="m">School: Abjuration +Components: V,S +Range: Medium +Target: One creature or object +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +Because magic is powerful, so, too, is the ability to dispel magic. You can use Superb Dispelling to end ongoing spells that have been cast on a creature or object, or to end ongoing spells within an area. +One object, creature, or affected area is the target of the spell. You make a dispel check against the spell currently in effect on the target. A dispel check is 1d20 + 1 per caster level (maximum +40) against a DC of 11 + the spells caster level. If successful, the target's effects are dispelled.</entry> + <entry id="56287" lang="en" sex="m">Epic Spell: Symrustar's Spellbinding</entry> + <entry id="56288" lang="en" sex="m">Researched Epic Spell: Symrustar's Spellbinding</entry> + <entry id="56289" lang="en" sex="m">School: Enchantment +Components: V,S +Range: ? +Target: ? +Duration: ? +Saving Throw: ? +Spell Resistance: ? + +??????????????????????????????????????????</entry> + <entry id="56290" lang="en" sex="m">Epic Spell: The Withering</entry> + <entry id="56291" lang="en" sex="m">Researched Epic Spell: The Withering</entry> + <entry id="56292" lang="en" sex="m">School: Necromancy +Components: V,S +Range: Medium +Target: One creature +Duration: 20 rounds +Saving Throw: Fortitude negates (see text) +Spell Resistance: Yes + +The subject withers away, losing physical abilities to the point of utter and complete weakness and frailty. 3 times per round, the subject must make a Fortitude saving throw, or else lose one point in either Constitution, Strength, or Dexterity. A successful save does not end the spells effects, it merely prevents the loss of the ability point for that third of the round. Ability scores will never drop below 3, though reaching that number in all three abilities is quite possible, as the entirety of the spell calls for 60 Fortitude saves, meaning a possible 60 total ability points lost. +E</entry> + <entry id="56293" lang="en" sex="m">Epic Spell: Tolodine's Killing Wind</entry> + <entry id="56294" lang="en" sex="m">Researched Epic Spell: Tolodine's Killing Wind</entry> + <entry id="56295" lang="en" sex="m">School: Necromancy (Death) +Components: V, S +Range: Long +Target: AOE: Colossal - 40' radius +Duration: 10 rounds +Saving Throw: Fortitude at -4. +Spell Resistance: Yes + +Tolodine's killing wind was designed to kill large numbers of creatures, and it worked well; wiping out whole tribes in a single cast. The original spell by Tolodine himself, covered many miles and lasted many hours. The rumor that Tolodine was headed toward your city put a sheer chill up your spine. It was said he walked solo to the battle field, and left solo. Fortunately, the epic vastness of its reaches was lost many ages ago, but the form we have now is still a vast power to be reckoned. Creatures caught within the cloud were entitled a saving throw vs. fortitude at a penalty of -4 or be killed by the spell. Those who remain within the cloud will need to make another save each successive round until they exit the cloud. The casting of this spell automatically temporarily drains the caster of two levels (bestowing negative levels upon him), and two constitution points until the spell evaporates. +</entry> + <entry id="56296" lang="en" sex="m">Epic Spell: Transcendent Vitality</entry> + <entry id="56297" lang="en" sex="m">Researched Epic Spell: Transcendent Vitality</entry> + <entry id="56298" lang="en" sex="m">School: Transmutation +Components: V,S +Range: Touch +Target: One creature touched +Duration: Permanent +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +Physical frailty is but a memory for the subject of this spell. The targeted creature is granted permanent immunity to poison and disease, regeneration +1, and a Constitution bonus of +5.</entry> + <entry id="56299" lang="en" sex="m">Epic Spell: Twinfiend</entry> + <entry id="56300" lang="en" sex="m">Researched Epic Spell: Twinfiend</entry> + <entry id="56301" lang="en" sex="m">School: Conjuration (Summoning) +Components: V,S +Range: Short +Effect: Two summoned pit fiends +Duration: 20 rounds +Saving Throw: None +Spell Resistance: No + +You summon two pit fiends from the abyss to do your bidding. These devils follow your orders to the best of their abilities, for the duration.</entry> + <entry id="56302" lang="en" sex="m">Epic Spell: Unholy Disciple</entry> + <entry id="56303" lang="en" sex="m">Researched Epic Spell: Unholy Disciple</entry> + <entry id="56304" lang="en" sex="m">School: Necromancy +Components: V,S +Range: Short +Effect: One summoned undead disciple +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +You create an unholy disciple who will loyally follow your orders, until destroyed </entry> + <entry id="56305" lang="en" sex="m">Epic Spell: Unimpinged</entry> + <entry id="56306" lang="en" sex="m">Researched Epic Spell: Unimpinged</entry> + <entry id="56307" lang="en" sex="m">School: Abjuration +Components: V,S +Range: Touch +Target: Creature touched +Duration: Caster Level + 10 rounds. +Saving Throw: None (Harmless) +Spell Resistance: No (Harmless) + +The subject of a casting of Unimpinged becomes impervious to half of all bludgeoning damage, effectively negating any physical attacks from clubs, maces, flails, and the like. (50% Immunity is given)</entry> + <entry id="56308" lang="en" sex="m">Epic Spell: Unseen Wanderer</entry> + <entry id="56309" lang="en" sex="m">Researched Epic Spell: Unseen Wanderer</entry> + <entry id="56310" lang="en" sex="m">School: Illusion +Components: V,S +Range: Touch +Target: One creature touched +Duration: Permanent +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +To wander unseen, unnoticed that is the desire of all who dislike unwanted attention. With a casting of this spell, the subject gains the permanent ability to willfully turn either invisible or visible on a whim*. This ability can be used as often as wanted, and never requires anything more than a thought to activate the invisibility (or deactivate it). + +*When a subject has Unseen Wanderer cast on him/her, they can access their new ability from their radial menu. The ability is called Wander Unseen.</entry> + <entry id="56311" lang="en" sex="m">Epic Spell: Whip of Shar</entry> + <entry id="56312" lang="en" sex="m">Researched Epic Spell: Whip of Shar</entry> + <entry id="56313" lang="en" sex="m">School: Evocation (Shadow) +Components: V,S +Range: Personal +Target: Self +Duration: 1 Turn / Caster level +Saving Throw: None (harmless) +Spell Resistance: No (harmless) + +The goddess Shar is called the Mistress of the Night, the Lady of Loss, and the Dark Goddess. She is shadow; dark and secret. It is with little surprise that a gift from her to the caster of this spell would encompass such things. Upon completion of this spell, you receive an immensely powerful whip, created by the hands of Shar herself. It holds powerful enchantments, and also blinds its targets. In addition, shadow settles upon the battlefield wherever this whip is used. When the duration ends, the whip is left as a reminder to you, though all of its enchantments are stripped from it. </entry> + <entry id="56314" lang="en" sex="m">##START_OF_EPIC_SPELL_AND_ISC_RESERVE</entry> + <entry id="56865" lang="en" sex="m">Weapon Focus (elven lightblade)</entry> + <entry id="56866" lang="en" sex="m">Epic Weapon Focus (elven lightblade)</entry> + <entry id="56867" lang="en" sex="m">Weapon Specialization (elven lightblade)</entry> + <entry id="56868" lang="en" sex="m">Epic Weapon Specialization (elven lightblade)</entry> + <entry id="56869" lang="en" sex="m">Improved Critical (elven lightblade)</entry> + <entry id="56870" lang="en" sex="m">Overwhelming Critical (elven lightblade)</entry> + <entry id="56871" lang="en" sex="m">Devastating Critical (elven lightblade)</entry> + <entry id="56872" lang="en" sex="m">Weapon of Choice (elven lightblade)</entry> + <entry id="56873" lang="en" sex="m">Weapon Focus (elven thinblade)</entry> + <entry id="56874" lang="en" sex="m">Epic Weapon Focus (elven thinblade)</entry> + <entry id="56875" lang="en" sex="m">Weapon Specialization (elven thinblade)</entry> + <entry id="56876" lang="en" sex="m">Epic Weapon Specialization (elven thinblade)</entry> + <entry id="56877" lang="en" sex="m">Improved Critical (elven thinblade)</entry> + <entry id="56878" lang="en" sex="m">Overwhelming Critical (elven thinblade)</entry> + <entry id="56879" lang="en" sex="m">Devastating Critical (elven thinblade)</entry> + <entry id="56880" lang="en" sex="m">Weapon of Choice (elven thinblade)</entry> + <entry id="56881" lang="en" sex="m">Weapon Focus (elven courtblade)</entry> + <entry id="56882" lang="en" sex="m">Epic Weapon Focus (elven courtblade)</entry> + <entry id="56883" lang="en" sex="m">Weapon Specialization (elven courtblade)</entry> + <entry id="56884" lang="en" sex="m">Epic Weapon Specialization (elven courtblade)</entry> + <entry id="56885" lang="en" sex="m">Improved Critical (elven courtblade)</entry> + <entry id="56886" lang="en" sex="m">Overwhelming Critical (elven courtblade)</entry> + <entry id="56887" lang="en" sex="m">Devastating Critical (elven courtblade)</entry> + <entry id="56888" lang="en" sex="m">Weapon of Choice (elven courtblade)</entry> + <entry id="56889" lang="en" sex="m">Light Lance</entry> + <entry id="56890" lang="en" sex="m">A light lance is a pole weapon designed to be used by a mounted warrior or cavalry soldier</entry> + <entry id="56891" lang="en" sex="m">Base Damage: 1d6 +Base Critical Threat: x3 +Base Damage Type: Piercing +Weapon Size: Large +Feats Required: Martial Weapon Proficiency</entry> + <entry id="56892" lang="en" sex="m">Weapon Proficiency: Light Lance</entry> + <entry id="56893" lang="en" sex="m">Weapon Focus (light lance)</entry> + <entry id="56894" lang="en" sex="m">Epic Weapon Focus (light lance)</entry> + <entry id="56895" lang="en" sex="m">Weapon Specialization (light lance)</entry> + <entry id="56896" lang="en" sex="m">Epic Weapon Specialization (light lance)</entry> + <entry id="56897" lang="en" sex="m">Improved Critical (light lance)</entry> + <entry id="56898" lang="en" sex="m">Overwhelming Critical (light lance)</entry> + <entry id="56899" lang="en" sex="m">Devastating Critical (light lance)</entry> + <entry id="56900" lang="en" sex="m">Weapon of Choice (light lance)</entry> + <entry id="56901" lang="en" sex="m">Weapon Proficiency: Heavy Pick</entry> + <entry id="56902" lang="en" sex="m">Weapon Focus (heavy pick)</entry> + <entry id="56903" lang="en" sex="m">Epic Weapon Focus (heavy pick)</entry> + <entry id="56904" lang="en" sex="m">Weapon Specialization (heavy pick)</entry> + <entry id="56905" lang="en" sex="m">Epic Weapon Specialization (heavy pick)</entry> + <entry id="56906" lang="en" sex="m">Improved Critical (heavy pick)</entry> + <entry id="56907" lang="en" sex="m">Overwhelming Critical (heavy pick)</entry> + <entry id="56908" lang="en" sex="m">Devastating Critical (heavy pick)</entry> + <entry id="56909" lang="en" sex="m">Weapon of Choice (heavy pick)</entry> + <entry id="56910" lang="en" sex="m">Weapon Proficiency: Light Pick</entry> + <entry id="56911" lang="en" sex="m">Weapon Focus (light pick)</entry> + <entry id="56912" lang="en" sex="m">Epic Weapon Focus (light pick)</entry> + <entry id="56913" lang="en" sex="m">Weapon Specialization (light pick)</entry> + <entry id="56914" lang="en" sex="m">Epic Weapon Specialization (light pick)</entry> + <entry id="56915" lang="en" sex="m">Improved Critical (light pick)</entry> + <entry id="56916" lang="en" sex="m">Overwhelming Critical (light pick)</entry> + <entry id="56917" lang="en" sex="m">Devastating Critical (light pick)</entry> + <entry id="56918" lang="en" sex="m">Weapon of Choice (light pick)</entry> + <entry id="56919" lang="en" sex="m">Weapon Proficiency: Sai</entry> + <entry id="56920" lang="en" sex="m">Weapon Focus (sai)</entry> + <entry id="56921" lang="en" sex="m">Epic Weapon Focus (sai)</entry> + <entry id="56922" lang="en" sex="m">Weapon Specialization (sai)</entry> + <entry id="56923" lang="en" sex="m">Epic Weapon Specialization (sai)</entry> + <entry id="56924" lang="en" sex="m">Improved Critical (sai)</entry> + <entry id="56925" lang="en" sex="m">Overwhelming Critical (sai)</entry> + <entry id="56926" lang="en" sex="m">Devastating Critical (sai)</entry> + <entry id="56927" lang="en" sex="m">Weapon of Choice (sai)</entry> + <entry id="56928" lang="en" sex="m">Weapon Proficiency: Nunchaku</entry> + <entry id="56929" lang="en" sex="m">Weapon Focus (nunchaku)</entry> + <entry id="56930" lang="en" sex="m">Epic Weapon Focus (nunchaku)</entry> + <entry id="56931" lang="en" sex="m">Weapon Specialization (nunchaku)</entry> + <entry id="56932" lang="en" sex="m">Epic Weapon Specialization (nunchaku)</entry> + <entry id="56933" lang="en" sex="m">Improved Critical (nunchaku)</entry> + <entry id="56934" lang="en" sex="m">Overwhelming Critical (nunchaku)</entry> + <entry id="56935" lang="en" sex="m">Devastating Critical (nunchaku)</entry> + <entry id="56936" lang="en" sex="m">Weapon of Choice (nunchaku)</entry> + <entry id="56937" lang="en" sex="m">Weapon Proficiency: Falchion</entry> + <entry id="56938" lang="en" sex="m">Weapon Focus (falchion)</entry> + <entry id="56939" lang="en" sex="m">Epic Weapon Focus (falchion)</entry> + <entry id="56940" lang="en" sex="m">Weapon Specialization (falchion)</entry> + <entry id="56941" lang="en" sex="m">Epic Weapon Specialization (falchion)</entry> + <entry id="56942" lang="en" sex="m">Improved Critical (falchion)</entry> + <entry id="56943" lang="en" sex="m">Overwhelming Critical (falchion)</entry> + <entry id="56944" lang="en" sex="m">Devastating Critical (falchion)</entry> + <entry id="56945" lang="en" sex="m">Weapon of Choice (falchion)</entry> + <entry id="56946" lang="en" sex="m">Weapon Proficiency: Sap</entry> + <entry id="56947" lang="en" sex="m">Weapon Focus (sap)</entry> + <entry id="56948" lang="en" sex="m">Epic Weapon Focus (sap)</entry> + <entry id="56949" lang="en" sex="m">Weapon Specialization (sap)</entry> + <entry id="56950" lang="en" sex="m">Epic Weapon Specialization (sap)</entry> + <entry id="56951" lang="en" sex="m">Improved Critical (sap)</entry> + <entry id="56952" lang="en" sex="m">Overwhelming Critical (sap)</entry> + <entry id="56953" lang="en" sex="m">Devastating Critical (sap)</entry> + <entry id="56954" lang="en" sex="m">Weapon of Choice (sap)</entry> + <entry id="56955" lang="en" sex="m">Weapon Proficiency: Katar</entry> + <entry id="56956" lang="en" sex="m">Weapon Focus (katar)</entry> + <entry id="56957" lang="en" sex="m">Epic Weapon Focus (katar)</entry> + <entry id="56958" lang="en" sex="m">Weapon Specialization (katar)</entry> + <entry id="56959" lang="en" sex="m">Epic Weapon Specialization (katar)</entry> + <entry id="56960" lang="en" sex="m">Improved Critical (katar)</entry> + <entry id="56961" lang="en" sex="m">Overwhelming Critical (katar)</entry> + <entry id="56962" lang="en" sex="m">Devastating Critical (katar)</entry> + <entry id="56963" lang="en" sex="m">Weapon of Choice (katar)</entry> + <entry id="56964" lang="en" sex="m">Weapon Proficiency: Heavy Mace</entry> + <entry id="56965" lang="en" sex="m">Weapon Focus (heavy mace)</entry> + <entry id="56966" lang="en" sex="m">Epic Weapon Focus (heavy mace)</entry> + <entry id="56967" lang="en" sex="m">Weapon Specialization (heavy mace)</entry> + <entry id="56968" lang="en" sex="m">Epic Weapon Specialization (heavy mace)</entry> + <entry id="56969" lang="en" sex="m">Improved Critical (heavy mace)</entry> + <entry id="56970" lang="en" sex="m">Overwhelming Critical (heavy mace)</entry> + <entry id="56971" lang="en" sex="m">Devastating Critical (heavy mace)</entry> + <entry id="56972" lang="en" sex="m">Weapon of Choice (heavy mace)</entry> + <entry id="56973" lang="en" sex="m">Weapon Proficiency: Maul</entry> + <entry id="56974" lang="en" sex="m">Weapon Focus (maul)</entry> + <entry id="56975" lang="en" sex="m">Epic Weapon Focus (maul)</entry> + <entry id="56976" lang="en" sex="m">Weapon Specialization (maul)</entry> + <entry id="56977" lang="en" sex="m">Epic Weapon Specialization (maul)</entry> + <entry id="56978" lang="en" sex="m">Improved Critical (maul)</entry> + <entry id="56979" lang="en" sex="m">Overwhelming Critical (maul)</entry> + <entry id="56980" lang="en" sex="m">Devastating Critical (maul)</entry> + <entry id="56981" lang="en" sex="m">Weapon of Choice (maul)</entry> + <entry id="56982" lang="en" sex="m">Weapon Proficiency: Double Scimitar</entry> + <entry id="56983" lang="en" sex="m">Weapon Focus (double scimitar)</entry> + <entry id="56984" lang="en" sex="m">Epic Weapon Focus (double scimitar)</entry> + <entry id="56985" lang="en" sex="m">Weapon Specialization (double scimitar)</entry> + <entry id="56986" lang="en" sex="m">Epic Weapon Specialization (double scimitar)</entry> + <entry id="56987" lang="en" sex="m">Improved Critical (double scimitar)</entry> + <entry id="56988" lang="en" sex="m">Overwhelming Critical (double scimitar)</entry> + <entry id="56989" lang="en" sex="m">Devastating Critical (double scimitar)</entry> + <entry id="56990" lang="en" sex="m">Weapon of Choice (double scimitar)</entry> + <entry id="56991" lang="en" sex="m">Weapon Proficiency: Goad</entry> + <entry id="56992" lang="en" sex="m">Weapon Focus (goad)</entry> + <entry id="56993" lang="en" sex="m">Epic Weapon Focus (goad)</entry> + <entry id="56994" lang="en" sex="m">Weapon Specialization (goad)</entry> + <entry id="56995" lang="en" sex="m">Epic Weapon Specialization (goad)</entry> + <entry id="56996" lang="en" sex="m">Improved Critical (goad)</entry> + <entry id="56997" lang="en" sex="m">Overwhelming Critical (goad)</entry> + <entry id="56998" lang="en" sex="m">Devastating Critical (goad)</entry> + <entry id="56999" lang="en" sex="m">Weapon of Choice (goad)</entry> + <entry id="57000" lang="en" sex="m">##PnP Weapon Proficiencies##</entry> + <entry id="57001" lang="en" sex="m">Weapon Proficiencies: Simple</entry> + <entry id="57002" lang="en" sex="m">Weapon Proficiencies: Martial</entry> + <entry id="57003" lang="en" sex="m">Weapon Proficiencies: Exotic</entry> + <entry id="57004" lang="en" sex="m">Weapon Proficiency: Shortsword</entry> + <entry id="57005" lang="en" sex="m">Weapon Proficiency: Longsword</entry> + <entry id="57006" lang="en" sex="m">Weapon Proficiency: Battleaxe</entry> + <entry id="57007" lang="en" sex="m">Weapon Proficiency: Bastard Sword</entry> + <entry id="57008" lang="en" sex="m">Weapon Proficiency: Light Flail</entry> + <entry id="57009" lang="en" sex="m">Weapon Proficiency: Warhammer</entry> + <entry id="57010" lang="en" sex="m">Weapon Proficiency: Longbow</entry> + <entry id="57011" lang="en" sex="m">Weapon Proficiency: Light Mace</entry> + <entry id="57012" lang="en" sex="m">Weapon Proficiency: Halberd</entry> + <entry id="57013" lang="en" sex="m">Weapon Proficiency: Short Bow</entry> + <entry id="57014" lang="en" sex="m">Weapon Proficiency: Two-Bladed Sword</entry> + <entry id="57015" lang="en" sex="m">Weapon Proficiency: Greatsword</entry> + <entry id="57016" lang="en" sex="m">Weapon Proficiency: Greataxe</entry> + <entry id="57017" lang="en" sex="m">Weapon Proficiency: Dart</entry> + <entry id="57018" lang="en" sex="m">Weapon Proficiency: Dire Mace</entry> + <entry id="57019" lang="en" sex="m">Weapon Proficiency: Double Axe</entry> + <entry id="57020" lang="en" sex="m">Weapon Proficiency: Heavy Flail</entry> + <entry id="57021" lang="en" sex="m">Weapon Proficiency: Light Hammer</entry> + <entry id="57022" lang="en" sex="m">Weapon Proficiency: Handaxe</entry> + <entry id="57023" lang="en" sex="m">Weapon Proficiency: Kama</entry> + <entry id="57024" lang="en" sex="m">Weapon Proficiency: Katana</entry> + <entry id="57025" lang="en" sex="m">Weapon Proficiency: Kukri</entry> + <entry id="57026" lang="en" sex="m">Weapon Proficiency: Morningstar</entry> + <entry id="57027" lang="en" sex="m">Weapon Proficiency: Rapier</entry> + <entry id="57028" lang="en" sex="m">Weapon Proficiency: Scimitar</entry> + <entry id="57029" lang="en" sex="m">Weapon Proficiency: Scythe</entry> + <entry id="57030" lang="en" sex="m">Weapon Proficiency: Shortspear</entry> + <entry id="57031" lang="en" sex="m">Weapon Proficiency: Shuriken</entry> + <entry id="57032" lang="en" sex="m">Weapon Proficiency: Sickle</entry> + <entry id="57033" lang="en" sex="m">Weapon Proficiency: Sling</entry> + <entry id="57034" lang="en" sex="m">Weapon Proficiency: Throwing Axe</entry> + <entry id="57035" lang="en" sex="m">Weapon Proficiency: Trident</entry> + <entry id="57036" lang="en" sex="m">Weapon Proficiency: Dwarven Waraxe</entry> + <entry id="57037" lang="en" sex="m">Weapon Proficiency: Whip</entry> + <entry id="57038" lang="en" sex="m">Weapon Proficiency: Elven Lightblade</entry> + <entry id="57039" lang="en" sex="m">Weapon Proficiency: Elven Thinblade</entry> + <entry id="57040" lang="en" sex="m">Weapon Proficiency: Elven Courtblade</entry> + <entry id="57041" lang="en" sex="m">Type of Feat: Proficiency + +This feat grants you proficiency in the named simple weapon. +Use: Automatic.</entry> + <entry id="57042" lang="en" sex="m">Type of Feat: Proficiency + +This feat grants you proficiency in the named martial weapon. +Use: Automatic.</entry> + <entry id="57043" lang="en" sex="m">Type of Feat: Proficiency + +This feat grants you proficiency in the named exotic weapon. +Use: Automatic.</entry> + <entry id="57044" lang="en" sex="m">These feats represent the familiarization of yourself with various simple weapons. Where classes give training in several weapons at once, feats are used to grant training in specific weapons.</entry> + <entry id="57045" lang="en" sex="m">These feats represent the familiarization of yourself with various martial weapons. Where classes give training in several weapons at once, feats are used to grant training in specific weapons.</entry> + <entry id="57046" lang="en" sex="m">These feats represent the familiarization of yourself with various exotic weapons. Where classes give training in several weapons at once, feats are used to grant training in specific weapons.</entry> + <entry id="57047" lang="en" sex="m">Skill Focus (Balance)</entry> + <entry id="57048" lang="en" sex="m">Epic Skill Focus (Balance)</entry> + <entry id="57049" lang="en" sex="m">Skill Focus (Craft Poison)</entry> + <entry id="57050" lang="en" sex="m">Epic Skill Focus (Craft Poison)</entry> + <entry id="57051" lang="en" sex="m">Skill Focus (Psicraft)</entry> + <entry id="57052" lang="en" sex="m">Epic Skill Focus (Psicraft)</entry> + <entry id="57053" lang="en" sex="m">Skill Focus (Climb)</entry> + <entry id="57054" lang="en" sex="m">Epic Skill Focus (Climb)</entry> + <entry id="57055" lang="en" sex="m">Skill Focus (General Crafting)</entry> + <entry id="57056" lang="en" sex="m">Epic Skill Focus (General Crafting)</entry> + <entry id="57057" lang="en" sex="m">Wizardry</entry> + <entry id="57058" lang="en" sex="m">The wearer's arcane spells per day are doubled for one specific spell level. Bonus spells from high ability scores or school specialization are not doubled.</entry> + <entry id="57059" lang="en" sex="m">Divinity</entry> + <entry id="57060" lang="en" sex="m">The wearer's divine spells per day are doubled for one specific spell level. Bonus spells from high ability scores or school specialization are not doubled.</entry> + <entry id="57061" lang="en" sex="m">Templar</entry> + <entry id="57062" lang="en" sex="m">Templars</entry> + <entry id="57063" lang="en" sex="m">templar</entry> + <entry id="57064" lang="en" sex="m">(BASE CLASS) +"Against the law? The law is a convenience, a tool for us to use as we will, not a yoke bound to our necks. Laws are guidelines, not rules cast in iron. Stretching them is not the same as breaking them, my young apprentice. Take that to heart, for if you accuse me again, I will have your heart served cold." +- Zelgado De'Draigee, human templar + +Templars are civil servants within a city-state's government organization commonly referred to as a "temple", "bureau" or "order". Each templar swears obedience to his temple, and absolute fealty to his sorcerer-king. In return, the sorcerer-king grants them spell power stolen from the elemental planes. + +In most city-states, templars are the ultimate authority judge, jury, and executioner. Templars police and administer the city-states, and serve other civil roles ranging from general to jailor and from tax collector to garbage collector. + +- Hit Die: d8 +- Proficiencies: Templars are proficient in all simple weapons. Since templar training involves some education in warfare, templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields). +- Skill Points: 4 + Int Modifier + +ABILITIES: + +Level +1: Secular Aptitude, Assume Domain +2: +3: +4: Turn or Rebuke Undead +5: +6: +7: +8: +9: +10: +11: +12: +13: +14: +15: +16: +17: +18: +19: +20: + +SPELLCASTING + +You cast divine spells, which are drawn from the templar spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the templar's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. +To cast a templar spell, you must have a Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against a templar's spell is 10 + the spell's level + the templar's Cha modifier. Like other spellcasters, a templar can cast only a certain number of spells of each level per day. In addition, you receive bonus spells for a high Charisma score. +You can also cast one domain spell of each spell level per day, as a cleric does. The domain spell is chosen at the time of casting from the spells associated with your assumed domains (see below), as you cast spells spontaneously and need not prepare spells ahead of time. A templar need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level. +You use your sorcerer-king's sigil as divine focus. + +Spells per day: +Level: 0 1 2 3 4 5 6 7 8 9 + +1: 5 4 - - - - - - - - +2: 6 5 - - - - - - - - +3: 6 6 - - - - - - - - +4: 6 7 4 - - - - - - - +5: 6 7 5 - - - - - - - +6: 6 7 6 4 - - - - - - +7: 6 7 7 5 - - - - - - +8: 6 7 7 6 4 - - - - - +9: 6 7 7 7 5 - - - - - +10: 6 7 7 7 6 4 - - - - +11: 6 7 7 7 7 5 - - - - +12: 6 7 7 7 7 6 4 - - - +13: 6 7 7 7 7 7 5 - - - +14: 6 7 7 7 7 7 6 4 - - +15: 6 7 7 7 7 7 7 5 - - +16: 6 7 7 7 7 7 7 6 4 - +17: 6 7 7 7 7 7 7 7 5 - +18: 6 7 7 7 7 7 7 7 6 4 +19: 6 7 7 7 7 7 7 7 7 5 +20: 6 7 7 7 7 7 7 7 7 6 +</entry> + <entry id="57065" lang="en" sex="m">Epic Templar</entry> + <entry id="57066" lang="en" sex="m">Growing under the shadow of their sorcerer-king, those who develop such amount of power are executed without second thought. Nonetheless, there are a few who manage to hide its powers and postpone the unavoidable fate. + +Hit Die: d8 + +Skill Points at Each Additional Level: 4 + Int modifier. + +Spells: Your caster level is equal to your class level. Your number of spells per day does not increase after 20th level. + +Turn or Rebuke Undead: Use your class level to determine the most powerful undead affected by a turn or rebuke check and the turning damage, just as normal. + +Bonus Feat: You gain a bonus feat every three levels beyond 20th (23rd, 26th, 29th, and so on).</entry> + <entry id="57067" lang="en" sex="m">Bamboo Folk</entry> + <entry id="57068" lang="en" sex="m">Bamboo Spirit + +You are one of the Bamboo tribe of Spirit Folk. You gain a +2 bonus to lore and saves against acid spells, due ot your earthen nature. You also gain Trackless Step and +4 to hide in wilderness settings.</entry> + <entry id="57069" lang="en" sex="m">River Folk</entry> + <entry id="57070" lang="en" sex="m">River Spirit + +You are one of the River tribe of Spirit Folk. You are immune to drowning, and gain a +2 to save vs cold spells and effects, due to your water nature.</entry> + <entry id="57071" lang="en" sex="m">Sea Folk</entry> + <entry id="57072" lang="en" sex="m">Sea Spirit + +You are one of the Sea tribe of Spirit Folk. You are immune to drowning, and gain a +2 to save vs fire spells and effects.</entry> + <entry id="57073" lang="en" sex="m">Craft Guild</entry> + <entry id="57074" lang="en" sex="m">Craft Guild + +You are a member of one of the gnomish crafting guilds. You gain a +2 bonus to crafting skills.</entry> + <entry id="57075" lang="en" sex="m">Tech Guild</entry> + <entry id="57076" lang="en" sex="m">Tech Guild + +You are a member of one of the gnomish technology guilds. You gain a +1 bonus to crafting skills and Lore.</entry> + <entry id="57077" lang="en" sex="m">Sage Guild</entry> + <entry id="57078" lang="en" sex="m">Sage Guild + +You are a member of one of the gnomish research guilds. You gain a +2 bonus to Lore.</entry> + <entry id="57079" lang="en" sex="m">Stench (Ex)</entry> + <entry id="57080" lang="en" sex="m">Type of Feat: Race +Prerequisite: Troglodyte + +When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. + +Use: Selected.</entry> + <entry id="57081" lang="en" sex="m">Type of Feat: Race +Prerequisite: Troglodyte + +Troglodytes have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings). + +Use: Automatic.</entry> + <entry id="57082" lang="en" sex="m">Secular Authority</entry> + <entry id="57083" lang="en" sex="m">You can use your authority within your city-state to order slaves to do your bidding, requisition troops, enter the homes of freemen and nobles, and have them arrested. +Prerequisites: Cha 13, Diplomacy 6 ranks, Negotiator, accepted into city-state's templarate. +Benefits: This feat grants four new uses for the Diplomacy skill. None of them functions during combat. +Requisition: You can draw upon the resources of your city, gaining the use of any slave, overriding the wishes of its owner. +Intrude: You can, at any time, search the home, person or possessions of a slave. You may search and impound any evidence of wrongdoing, if found. Your authority does not extend to confiscating items for personal use. +Accuse: You may have a slave imprisoned indefinitely, awaiting the gathering of evidence against him. You may only imprison one suspect in such a manner. +Judge: You may pass judgment on a slave. This includes setting fines, prison sentences, death sentences or anything else you wish, within the laws of your city-state. +As you gain more ranks in the Diplomacy ranks, you gain the authority to take these actions against progressively higher social rankings, as described on the table below. + +Ranks Ability +2 Requisition slave +3 Intrude on slave +4 Accuse slave +5 Requisition troops +6 Intrude on freeman +7 Judge slave +8 Accuse freeman +9 Requisition gear +10 Intrude on noble +11 Judge freeman +12 Accuse noble +13 Requisition spellcaster/manifester +14 Intrude on templar +15 Judge noble +16 Accuse templar +17 Requisition property +18+ Judge templar + +Failure to comply with these demands is usually sanctioned with fines, imprisonment, outlaw status, and possibly execution. Any of this ability can be contested by another person with the Secular Authority feat, and move to have the action reversed with an opposed Diplomacy check. If the challenger wins the opposed roll, the defending templar's action is reversed (for example an imprisoned freeman is set free). If the defender wins the opposed roll nothing happens. Secular Authority can be contested in a particular case only once. A defending character who loses the opposed roll may not contest the result. Nor can he use Secular Authority to repeat the action that was contested against the same target. +You may use Secular Authority once per day for every four levels you have attained (but see Special), but only within your city-state. +Special: A templar automatically gains Secular Authority as a bonus feat. He need not select it. A templar may use Secular Authority a number of times per day equal to his templar level, plus one more time per day for every four levels he has in classes other than templar.</entry> + <entry id="57084" lang="en" sex="m">Secular Aptitude (Ex)</entry> + <entry id="57085" lang="en" sex="m">At 1st level, you gain Secular Authority as a bonus feat. In addition, you receive a competence bonus to Secular Authority checks equal to half your class level. + +Note: Secular Authority is mostly RP feat. In order to make it also usable in SP mode, we've changed it a bit - we're adding 1/2 Templar level to bluff, persuade and intimidate skills for 1 turn. +</entry> + <entry id="57086" lang="en" sex="m">Turn Submission (Ex)</entry> + <entry id="57087" lang="en" sex="m">The creature is turned or rebuked as if it were 4 HD lower.</entry> + <entry id="57088" lang="en" sex="m">Immunity to Rebuking (Ex)</entry> + <entry id="57089" lang="en" sex="m">The creature cannot be rebuked or commanded, though it can still be turned.</entry> + <entry id="57090" lang="en" sex="m">Epic Eldritch Theurge</entry> + <entry id="57091" lang="en" sex="m">You are a master of multiple forms of magic, still your thirst for power drives you forward. + +Hit Die: d4 + +Skill Points at Each Additional Level: 2 + Int modifier + +Damage Reduction: The epic eldritch theurge's damage reduction increases by 1 point (to 5/cold iron) at 13th level and by 1 additional point for every three levels thereafter (6/cold iron at 16th, 7/cold iron at 19th, and so on). + +Fiendish Resilience: The epic eldritch theurge's fiendish resilience ability improves by 1 point (to fast healing 3) at 16th level and by 1 additional point for every seven levels thereafter (fast healing 4 at 23rd and fast healing 5 at 30th). + +Bonus Feats: The epic eldritch theurge gains a bonus feat every four levels higher than 10th (14th, 18th, 22nd, and so on). Bonus feats must be chosen from the following list, and can be selected even if the eldritch theurge does not meet the prerequisites. + +Epic Eldritch Theurge Bonus Feats: Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Damage Reduction, Eldritch Sculptor*, Energy Resistance, Epic Eldritch Blast*, Epic Extra Invocation*, Epic Fiendish Resilience*, Epic Spell Penetration, Fast Healing, Improved Combat Casting, Lord of All Essences*, Master of the Elements*, Morpheme Savant*, Paragon Visionary*, Shadowmaster*, Superior Initiative. + +*An epic eldritch theurge must meet this feat's prerequisites to select it as an epic bonus feat.</entry> + <entry id="57092" lang="en" sex="m">Echoblade</entry> + <entry id="57093" lang="en" sex="m">If you use your bardic music ability while wielding an echoblade, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bardic level.</entry> + <entry id="57100" lang="en" sex="m">##START OF WARLOCK INVOCATIONS##</entry> + <entry id="57101" lang="en" sex="m">All Seeing Eyes</entry> + <entry id="57102" lang="en" sex="m">Least Invocation +2nd Level Spell + +You gain a supernaturally precise view of the world around you. This grants you +6 to search and spot checks. This invocation lasts for 24 hours.</entry> + <entry id="57103" lang="en" sex="m">Baleful Utterance</entry> + <entry id="57104" lang="en" sex="m">Least Invocation +2nd Level Spell + +You speak a single word of the Dark Speech. This destroys any one nonmagical object, though the holder of an object can make a will save to prevent it. If an object being worn or carried is destroyed in this manner, the holder must make a fortitude save or be dazed for one round and deafened for one hour.</entry> + <entry id="57105" lang="en" sex="m">Call of the Beast</entry> + <entry id="57106" lang="en" sex="m">Least Invocation +2nd Level Spell + +You gain a rapport with the beasts of the world, and can charm a single animal for 2 rounds plus one round for every 3 levels.</entry> + <entry id="57107" lang="en" sex="m">Dark One's Own Luck</entry> + <entry id="57108" lang="en" sex="m">Least Invocation +2nd Level Spell + +You are favored by the dark powers, and gain a bonus to one saving throw equal to your Charisma modifier. This invocation lasts for 24 hours, and you can only affect one save at a time.</entry> + <entry id="57109" lang="en" sex="m">Dark One's Own Luck - Fortitude</entry> + <entry id="57110" lang="en" sex="m">Dark One's Own Luck - Reflex</entry> + <entry id="57111" lang="en" sex="m">Dark One's Own Luck - Will</entry> + <entry id="57112" lang="en" sex="m">Devil's Sight</entry> + <entry id="57113" lang="en" sex="m">Least Invocation +2nd Level Spell + +You gain the visual acuity of a devil. You can see equally well in light and darkness, whether magical or nonmagical. This invocation lasts for 24 hours.</entry> + <entry id="57114" lang="en" sex="m">Earthen Grasp</entry> + <entry id="57115" lang="en" sex="m">Least Invocation +2nd Level Spell + +You can summon up an immobile hand of dirt and grass which grapples any creature nearby. The hand lasts for 2 rounds per level, has an AC of 15, hardness of 4, and has 3 HP per level.</entry> + <entry id="57116" lang="en" sex="m">Eldritch Glaive</entry> + <entry id="57117" lang="en" sex="m">Least Invocation +Blast Shape +2nd Level Spell + +Your eldritch blast takes on the physical form of a glaive. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). If your base attack bonus is +6 or higher, you make as many attacks with your eldritch glaive as your base attack bonus allows. For example, a 12th-level warlock could attack twice, once with a base attack bonus of +6, and again with a base attack bonus of +1. </entry> + <entry id="57118" lang="en" sex="m">Eldritch Spear</entry> + <entry id="57119" lang="en" sex="m">Least Invocation +Blast Shape +2nd Level Spell + +Your eldritch blast increases in range to 250'.</entry> + <entry id="57120" lang="en" sex="m">Entropic Warding</entry> + <entry id="57121" lang="en" sex="m">Least Invocation +2nd Level Spell + +You are surrounded by chaotic energies that deflect ranged attacks, similar to Entropic Shield. This grants a 20% concealment from ranged weapons, and lasts one minute per level.</entry> + <entry id="57122" lang="en" sex="m">Frightful Blast</entry> + <entry id="57123" lang="en" sex="m">Least Invocation +Eldritch Essence +2nd Level Spell + +When this invocation is activated, any creature hit by your blast must make a will save or be shaken for one round. This is a mind-affecting fear effect.</entry> + <entry id="57124" lang="en" sex="m">Hammer Blast</entry> + <entry id="57125" lang="en" sex="m">Least Invocation +Eldritch Essence +2nd Level Spell + +When this invocation is activated, your eldritch blast does full damage to objects.</entry> + <entry id="57126" lang="en" sex="m">Hideous Blow</entry> + <entry id="57127" lang="en" sex="m">Least Invocation +Blast Shape +1st Level Spell + +Your eldritch blast infuses your weapon. You make a single attack, and if you hit you do any damage and effects from your eldritch blast to the creature hit, in addition to any damage from the weapon itself.</entry> + <entry id="57128" lang="en" sex="m">Leaps and Bounds</entry> + <entry id="57129" lang="en" sex="m">Least Invocation +2nd Level Spell + +You grant yourself amazing agility, gaining a +6 bonus to jump, tumble, and balance checks. This invocation lasts for 24 hours.</entry> + <entry id="57130" lang="en" sex="m">Miasmic Cloud</entry> + <entry id="57131" lang="en" sex="m">Least Invocation +1st Level Spell + +A 10' cloud of fog spreads from around you, granting concealment to those inside. Anyone other than the caster who enters it must make a fort save or be fatigued. The cloud dissipates after one minute.</entry> + <entry id="57132" lang="en" sex="m">Otherworldly Whispers</entry> + <entry id="57133" lang="en" sex="m">Least Invocation +2nd Level Spell + +You can hear whispers in your ears, revealing the secrets of the multiverse. This grants a +6 bonus to Lore. This invocation lasts for 24 hours.</entry> + <entry id="57134" lang="en" sex="m">Serpent's Tongue</entry> + <entry id="57135" lang="en" sex="m">Least Invocation +2nd Level Spell + +Your tongue becomes like that of a serpent, and you gain a +5 bonus to save vs poison. This invocation lasts for 24 hours.</entry> + <entry id="57136" lang="en" sex="m">Sickening Blast</entry> + <entry id="57137" lang="en" sex="m">Least Invocation +Eldritch Essence +2nd Level Spell + +When this invocation is activated, any living creature hit by your blast must make a fortitude save or be sickened for one minute.</entry> + <entry id="57138" lang="en" sex="m">Soulreaving Aura</entry> + <entry id="57139" lang="en" sex="m">Least Invocation +2nd Level Spell + +You flood the air around you with negative energy. This does one damage to anyone within 10' below 0 HP, and if they die you gain one HP per hitdice of the creature, maximum 10, for one round.</entry> + <entry id="57140" lang="en" sex="m">Summon Swarm</entry> + <entry id="57141" lang="en" sex="m">Least Invocation +2nd Level Spell + +You can summon forth a swarm of normally harmless creatures as long as you maintain concentration. They crawl over enemies, dealing 1d6 damage, as well as an additional effect depending on the type of creature. Rat swarms have a chance of poisoning their victims, and bat swarms can wound their victims, making them bleed one HP a round until treated.</entry> + <entry id="57142" lang="en" sex="m">Summon Swarm - Bat</entry> + <entry id="57143" lang="en" sex="m">Summon Swarm - Rat</entry> + <entry id="57144" lang="en" sex="m">Swimming the Styx</entry> + <entry id="57145" lang="en" sex="m">Least Invocation +2nd Level Spell + +You gain the ability to breathe water, and are immune to drowning. This invocation lasts for 24 hours.</entry> + <entry id="57146" lang="en" sex="m">Baneful Blast - Aberration</entry> + <entry id="57147" lang="en" sex="m">Lesser Invocation +Eldritch Essence +3rd Level Spell + +This essence adds 2d6 to your eldritch blast's damage when used on the named type of creature.</entry> + <entry id="57148" lang="en" sex="m">Baneful Blast - Beast</entry> + <entry id="57149" lang="en" sex="m">Baneful Blast - Construct</entry> + <entry id="57150" lang="en" sex="m">Baneful Blast - Dragon</entry> + <entry id="57151" lang="en" sex="m">Baneful Blast - Dwarf</entry> + <entry id="57152" lang="en" sex="m">Baneful Blast - Elemental</entry> + <entry id="57153" lang="en" sex="m">Baneful Blast - Elf</entry> + <entry id="57154" lang="en" sex="m">Baneful Blast - Fey</entry> + <entry id="57155" lang="en" sex="m">Baneful Blast - Giant</entry> + <entry id="57156" lang="en" sex="m">Baneful Blast - Goblinoid</entry> + <entry id="57157" lang="en" sex="m">Baneful Blast - Gnome</entry> + <entry id="57158" lang="en" sex="m">Baneful Blast - Halfling</entry> + <entry id="57159" lang="en" sex="m">Baneful Blast - Human</entry> + <entry id="57160" lang="en" sex="m">Baneful Blast - Monstrous Humanoid</entry> + <entry id="57161" lang="en" sex="m">Baneful Blast - Orc</entry> + <entry id="57162" lang="en" sex="m">Baneful Blast - Outsider</entry> + <entry id="57163" lang="en" sex="m">Baneful Blast - Plant</entry> + <entry id="57164" lang="en" sex="m">Baneful Blast - Reptilian</entry> + <entry id="57165" lang="en" sex="m">Baneful Blast - Shapechanger</entry> + <entry id="57166" lang="en" sex="m">Baneful Blast - Undead</entry> + <entry id="57167" lang="en" sex="m">Baneful Blast - Vermin</entry> + <entry id="57168" lang="en" sex="m">Beshadowed Blast</entry> + <entry id="57169" lang="en" sex="m">Lesser Invocation +Eldritch Essence +4th Level Spell + +Any living creature hit by your eldritch blast when this is active must make a fortitude save or be blinded for one round.</entry> + <entry id="57170" lang="en" sex="m">Brimstone Blast</entry> + <entry id="57171" lang="en" sex="m">Lesser Invocation +Eldritch Essence +3rd Level Spell + +Your eldritch blast does fire damage, and any creature hit must make a reflex save or they will catch on fire. If on fire, they take 2d6 damage every round, and the fire burns itself out after one round for every 5 invoking levels you have.</entry> + <entry id="57172" lang="en" sex="m">Cold Comfort</entry> + <entry id="57173" lang="en" sex="m">Lesser Invocation +2nd Level Spell + +You radiate an unnatural aura that protects you and those around you to some small extent from the ravages of the elements. This invocation acts like the Endure Elements spell, and lasts for 24 hours or until the caster takes more than 20 points of elemental damage.</entry> + <entry id="57174" lang="en" sex="m">Curse of Despair</entry> + <entry id="57175" lang="en" sex="m">Lesser Invocation +4th Level Spell + +You curse a single creature you touch as the Bestow Curse spell. If they make their will save, then they still take a -1 on all their attacks for one minute.</entry> + <entry id="57176" lang="en" sex="m">Dread Seizure</entry> + <entry id="57177" lang="en" sex="m">Lesser Invocation +4th Level Spell + +You speak a word that sends wracking pain through the limbs of a creature within 60'. The creature can only move at half speed, and takes a -5 on attack rolls. This effect lasts for 3 rounds, or is negated by a fortitude save.</entry> + <entry id="57178" lang="en" sex="m">Eldritch Chain</entry> + <entry id="57179" lang="en" sex="m">Lesser Invocation +Blast Shape +4th Level Spell + +Your eldritch blast can jump from target to target, if each is within 30' of the previous target. The blast hits one secondary target for every 5 invoker levels, and each secondary target only takes half the damage of the primary target.</entry> + <entry id="57180" lang="en" sex="m">Flee the Scene</entry> + <entry id="57181" lang="en" sex="m">Lesser Invocation +4th Level Spell + +You can teleport a short distance(25' + 5'/lvl) as if using a dimension door spell. You leave behind an illusion of yourself that reacts appropriately to attacks and lasts for one round before fading.</entry> + <entry id="57182" lang="en" sex="m">Flee the Scene - Selection</entry> + <entry id="57183" lang="en" sex="m">Flee the Scene - Direction and Distance</entry> + <entry id="57184" lang="en" sex="m">Hellrime Blast</entry> + <entry id="57185" lang="en" sex="m">Lesser Invocation +Eldritch Essence +4th Level Spell + +Your eldritch blast does cold damage, and any creature hit must make a fortitude save or they will take a -4 penalty to dexterity for ten minutes.</entry> + <entry id="57186" lang="en" sex="m">Hungry Darkness</entry> + <entry id="57187" lang="en" sex="m">Lesser Invocation +3rd Level Spell + +You create an area of shadow(as the darkness spell) filled with a swarm of bats. You are immune to the attacks of the swarm, but not the darkness. The invocation lasts as long as you concentrate on it.</entry> + <entry id="57188" lang="en" sex="m">Ignore the Pyre</entry> + <entry id="57189" lang="en" sex="m">Lesser Invocation +4th Level Spell + +You gain remarkable resilience to any one energy type, gaining resistance equal to your invoker level to that element for 24 hours. If you cast it again before it expires, the new element and duration replace the old.</entry> + <entry id="57190" lang="en" sex="m">Ignore the Pyre - Acid</entry> + <entry id="57191" lang="en" sex="m">Ignore the Pyre - Cold</entry> + <entry id="57192" lang="en" sex="m">Ignore the Pyre - Electric</entry> + <entry id="57193" lang="en" sex="m">Ignore the Pyre - Fire</entry> + <entry id="57194" lang="en" sex="m">Ignore the Pyre - Sonic</entry> + <entry id="57195" lang="en" sex="m">Mask of Flesh</entry> + <entry id="57196" lang="en" sex="m">Lesser Invocation +3rd Level Spell + +You make a touch attack against any creature of your size, and if you succeed you take on their appearance as the Disguise Self spell. If you wish, in addition you can do 1d6 Charisma damage in addition to taking on the appearance. Both effects last one hour per invoker level.</entry> + <entry id="57197" lang="en" sex="m">Mask of Flesh - Friendly</entry> + <entry id="57198" lang="en" sex="m">Mask of Flesh - Hostile</entry> + <entry id="57199" lang="en" sex="m">Relentless Dispelling</entry> + <entry id="57200" lang="en" sex="m">Lesser Invocation +4th Level Spell + +You can attempt to dispel all effects on a creature as per the targeted version of Dispel Magic. The next round a second dispel will hit the target again.</entry> + <entry id="57201" lang="en" sex="m">Stony Grasp</entry> + <entry id="57202" lang="en" sex="m">Lesser Invocation +3rd Level Spell + +You can summon up an immobile hand of rock and stone which grapples any creature nearby. The hand lasts for 1 round per level, has an AC of 18, hardness of 8, and has 4 HP per level.</entry> + <entry id="57203" lang="en" sex="m">The Dead Walk</entry> + <entry id="57204" lang="en" sex="m">Lesser Invocation +4th Level Spell + +You can create undead as per the Animate Undead spell.</entry> + <entry id="57205" lang="en" sex="m">Wall of Gloom</entry> + <entry id="57206" lang="en" sex="m">Lesser Invocation +2nd Level Spell + +You can create a wall of gloomy shadows that lasts as long as you concentrate on it. Any creature who steps into it must make a will save or be halted, and any creature inside gains concealment.</entry> + <entry id="57207" lang="en" sex="m">Witchwood Step</entry> + <entry id="57208" lang="en" sex="m">Lesser Invocation +3rd Level Spell + +Your footsteps become unnaturally sure and supportive. Your movement is not affected by undergrowth, and you are immune to being entangled.</entry> + <entry id="57209" lang="en" sex="m">Bewitching Blast</entry> + <entry id="57210" lang="en" sex="m">Greater Invocation +Eldritch Essence +4th Level Spell + +When this invocation is activated, any creature hit by your blast must make a will save or be confused for one round.</entry> + <entry id="57211" lang="en" sex="m">Caustic Mire</entry> + <entry id="57212" lang="en" sex="m">Greater Invocation +4th Level Spell + +You can create an area of acidic sludge on the ground. Any creature who steps into it is slowed by about a third, and each 5' they move deals 1d6 acid damage to them. If a creature stands still in it they still take 1d6 acid damage each round. The sludge lasts one round per level, and you can only create one area at any given time.</entry> + <entry id="57213" lang="en" sex="m">Chilling Tentacles</entry> + <entry id="57214" lang="en" sex="m">Greater Invocation +5th Level Spell + +This invocation acts as the spell Evard's Black Tentacles. In addition, every round a creature is in the area of effect they take 2d6 cold damage.</entry> + <entry id="57215" lang="en" sex="m">Dragon Ward</entry> + <entry id="57216" lang="en" sex="m">Greater Invocation +6th Level Spell + +This invocation makes you resistant to the special abilities of dragons. You become immune to fear, and gain damage resistance 20 to any fire, acid, sonic, electric, or cold damage dealt by breath weapons. This invocation lasts 24 hours.</entry> + <entry id="57217" lang="en" sex="m">Eldritch Cone</entry> + <entry id="57218" lang="en" sex="m">Greater Invocation +Blast Shape +5th Level Spell + +Your eldritch blast becomes a 30' cone instead of a ray. Those within can make a reflex save for half damage.</entry> + <entry id="57219" lang="en" sex="m">Eldritch Line</entry> + <entry id="57220" lang="en" sex="m">Greater Invocation +Blast Shape +5th Level Spell + +Your eldritch blast becomes a 60' line instead of a ray. Those within can make a reflex save for half damage.</entry> + <entry id="57221" lang="en" sex="m">Enervating Shadow</entry> + <entry id="57222" lang="en" sex="m">Greater Invocation +5th Level Spell + +The dark powers cloak you and shield you from harm, while draining vitality from nearby foes. Any living creature within 10' of you must make a fortitude save or take a -4 penalty to Strength for 5 rounds. Creatures can only be affected by this once every 24 hours. This ability lasts 5 rounds, and does not work in sunlight or magical bright light.</entry> + <entry id="57223" lang="en" sex="m">Hellspawned Grace</entry> + <entry id="57224" lang="en" sex="m">Greater Invocation +6th Level Spell + +You can polymorph into a hellcat for 1 round for every 2 invoker levels you have.</entry> + <entry id="57225" lang="en" sex="m">Hindering Blast</entry> + <entry id="57226" lang="en" sex="m">Greater Invocation +Eldritch Essence +4th Level Spell + +When this invocation is activated, any living creature hit by your blast must make a will save or be slowed for one round.</entry> + <entry id="57227" lang="en" sex="m">Nightmares Made Real</entry> + <entry id="57228" lang="en" sex="m">Greater Invocation +5th Level Spell + +You can create an illusion of nightmarish terrain, and anyone who does not make their will save to disbelieve becomes entangles, and takes 1d6 per round. Regardless of if they passed their will save, everyone within gains concealment. The illusion lasts one round per level, and you can only create one area at any given time.</entry> + <entry id="57229" lang="en" sex="m">Noxious Blast</entry> + <entry id="57230" lang="en" sex="m">Greater Invocation +Eldritch Essence +6th Level Spell + +When this invocation is activated, any creature hit by your blast must make a fortitude save or be nauseated for one minute.</entry> + <entry id="57231" lang="en" sex="m">Painful Slumber of Ages</entry> + <entry id="57232" lang="en" sex="m">Greater Invocation +6th Level Spell + +You put a creature to sleep. If they are woken by dispelling or being struck, they take damage equal to your invoker level.</entry> + <entry id="57233" lang="en" sex="m">Penetrating Blast</entry> + <entry id="57234" lang="en" sex="m">Greater Invocation +Eldritch Essence +6th Level Spell + +When this invocation is activated, your eldritch blast gains +4 to the caster level to pierce spell resistance, and a failed will save reduces the creature's spell resistance by 5 for 1 minute.</entry> + <entry id="57235" lang="en" sex="m">Tenacious Plague</entry> + <entry id="57236" lang="en" sex="m">Greater Invocation +6th Level Spell + +You summon a swarm of hardy insects that lasts for one minute per invoker level. Their attacks count as magical weapons, and your charisma modifier is added to their distraction DC.</entry> + <entry id="57237" lang="en" sex="m">Vitriolic Blast</entry> + <entry id="57238" lang="en" sex="m">Greater Invocation +Eldritch Essence +6th Level Spell + +Your eldritch blast does acid damage, and ignores spell resistance. Any creature hit automatically takes 2d6 acid damage every round. This effect lasts for one round for every 5 invoking levels you have.</entry> + <entry id="57239" lang="en" sex="m">Wall of Perilous Flame</entry> + <entry id="57240" lang="en" sex="m">Greater Invocation +5th Level Spell + +You can call up a wall of fire as the spell of the same name. However, half the damage done by it is caused by supernatural power and not subject to fire resistance.</entry> + <entry id="57241" lang="en" sex="m">Binding Blast</entry> + <entry id="57242" lang="en" sex="m">Dark Invocation +Eldritch Essence +7th Level Spell + +When this invocation is active, any creature struck by your eldritch blast must make a will save or be stunned for one round. This is a mind-affecting effect.</entry> + <entry id="57243" lang="en" sex="m">Caster's Lament</entry> + <entry id="57244" lang="en" sex="m">Dark Invocation +8th Level Spell + +With a touch you can attempt to dispel all effects on a creature, as the break enchantment spell. The maximum caster level for the dispel checks is 15.</entry> + <entry id="57245" lang="en" sex="m">Dark Discorporation</entry> + <entry id="57246" lang="en" sex="m">Dark Invocation +8th Level Spell + +You can abandon your body and become a swarm of batlike shadows for up to 24 hours. In this form you cannot attack or cast, but you are immune to normal weapon damage and critical hits as a swarm is. Your dexterity increases by 6, and you get a deflection bonus to AC equal to your charisma modifier. You also gain a swarm attack that does 4d6 damage to anyone in a square your swarm occupies.</entry> + <entry id="57247" lang="en" sex="m">Dark Foresight</entry> + <entry id="57248" lang="en" sex="m">Dark Invocation +9th Level Spell + +You gain foresight, as the spell. You gain a +2 insight bonus to Reflex saves and AC, and are never surprised or flatfooted. This lasts 10 minutes per level.</entry> + <entry id="57249" lang="en" sex="m">Eldritch Doom</entry> + <entry id="57250" lang="en" sex="m">Dark Invocation +Blast Shape +8th Level Spell + +Your eldritch blast becomes a 20' cloud around you instead of a ray. Those within can make a reflex save for half damage.</entry> + <entry id="57251" lang="en" sex="m">Path of Shadow</entry> + <entry id="57252" lang="en" sex="m">Dark Invocation +6th Level Spell + +You can walk the plane of shadow, either by yourself or with a party. This is effectively a teleport spell, and during the walk you and any with you heal back any damage taken.</entry> + <entry id="57253" lang="en" sex="m">Path of Shadow - Self</entry> + <entry id="57254" lang="en" sex="m">Path of Shadow - Party</entry> + <entry id="57255" lang="en" sex="m">Retributive Invisibility</entry> + <entry id="57256" lang="en" sex="m">Dark Invocation +6th Level Spell + +You can use greater invisibility as the spell, but you can only target yourself. If the invisibility is dispelled, you release a 4d6 sonic shock wave in a 20' burst around you. Any creature hit by the shockwave is stunned for one round, but a fortitude save reduces the damage to half and negates the stunning.</entry> + <entry id="57257" lang="en" sex="m">Steal Summoning</entry> + <entry id="57258" lang="en" sex="m">Dark Invocation +6th Level Spell + +You can take control of another caster's summoned creature. This control lasts as long as you maintain concentration on it, and thereafter the summon reverts to its previous master's control.</entry> + <entry id="57259" lang="en" sex="m">Utterdark Blast</entry> + <entry id="57260" lang="en" sex="m">Dark Invocation +Eldritch Essence +8th Level Spell + +Your eldritch blast does negative energy damage. Any creature hit must make a fortitude save or take 2 negative levels. These negative levels fade after one hour.</entry> + <entry id="57261" lang="en" sex="m">Word of Changing</entry> + <entry id="57262" lang="en" sex="m">Dark Invocation +5th Level Spell + +You utter a powerful word that transforms a creature into a harmless form. This functions like baleful polymorph, except that they get a second save which determines if it lasts for 24 hours or is permanent.</entry> + <entry id="57263" lang="en" sex="m">Cocoon of Refuse</entry> + <entry id="57264" lang="en" sex="m">Least Invocation +1st Level Spell + +You cause various bits of trash and junk in an area - rotting garbage, old clothes, even dead animals - to fly about and latch onto a target. The target is entangled for 1 round per invoker level, or until he makes a DC 20 strength check to escape. Because this uses urban remains, it cannot be used in wilderness areas.</entry> + <entry id="57265" lang="en" sex="m">Spider Shape</entry> + <entry id="57266" lang="en" sex="m">Lesser Invocation +3rd Level Spell + +You polymorph yourself into the form of a fiendish large monstrous spider. You can remain in this form for 1 hour per invoker level.</entry> + <entry id="57267" lang="en" sex="m">Acolyte of the Ego</entry> + <entry id="57268" lang="en" sex="m">Acolytes of the Ego</entry> + <entry id="57269" lang="en" sex="m">acolyte of the ego</entry> + <entry id="57270" lang="en" sex="m">(PRESTIGE CLASS) +An acolyte of the ego seeks to master but one truename - his own. In so doing, he learns to fortify himself against harm and unleash pain and suffering upon his enemies. He cares less about the truenames of other creatures. He devotes his study to his true self as he experiments with the pronunciation of his truename to increase his power. + +- Hit Die: d8. +- Proficiencies: An acolyte of the ego does not gain any additional weapon or armor proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Skill: Truespeak 9 + +ABILITIES: + +Level +1: +2: Morphic Cadence - Choose a Cadence ability from a list +3: Resonant Voice - Add +3 to your class level for Cadence abilities +4: Morphic Cadence - Choose a Cadence ability from a list +5: +6: Morphic Cadence - Choose a Cadence ability from a list +7: Recitation Feat, Alter Personal Truename - You gain a bonus feat, and you are harder to target with truespeech +8: Morphic Cadence - Choose a Cadence ability from a list +9: Alter Personal Truename - You are harder to target with truespeech +10: Morphic Cadence - Choose a Cadence ability from a list</entry> + <entry id="57271" lang="en" sex="m">Cadence of the Mighty Bull</entry> + <entry id="57272" lang="en" sex="m">Type of Feat: Class +Prerequisite: Acolye of the Ego 2+ +Specifics: You gain an insight bonus to your Strength score equal to the number of morphic cadences you know for 1 minute. +Use: Selected.</entry> + <entry id="57273" lang="en" sex="m">Cadence of the Iron Skin</entry> + <entry id="57274" lang="en" sex="m">Type of Feat: Class +Prerequisite: Acolye of the Ego 2+ +Specifics: You gain damage reduction/+1 equal to 2 * the number of morphic cadences you have. +Use: Selected.</entry> + <entry id="57275" lang="en" sex="m">Cadence of the Ursine Heart</entry> + <entry id="57276" lang="en" sex="m">Type of Feat: Class +Prerequisite: Acolye of the Ego 2+ +Specifics: You gain an insight bonus to your Constitution score equal to the number of morphic cadences you know for 1 minute. +Use: Selected.</entry> + <entry id="57277" lang="en" sex="m">Cadence of the Swallowed Spell</entry> + <entry id="57278" lang="en" sex="m">Type of Feat: Class +Prerequisite: Acolye of the Ego 2+ +Specifics: You gain spell resistance equal to 15 + 2 * the number of Morphic Cadences you know. +Use: Selected.</entry> + <entry id="57279" lang="en" sex="m">Cadence of the Lost Wound</entry> + <entry id="57280" lang="en" sex="m">Type of Feat: Class +Prerequisite: Acolye of the Ego 2+ +Specifics: You gain fast healing equal to the number of morphic cadences you know. This benefit lasts for 1 round per class level. +Use: Selected.</entry> + <entry id="57281" lang="en" sex="m">Cadence of the Lucky Fool</entry> + <entry id="57282" lang="en" sex="m">Type of Feat: Class +Prerequisite: Acolye of the Ego 2+ +Specifics: You gain a luck bonus on saving throws equal to the number of morphic cadences you know. This benefit lasts for 1 round per class level. +Use: Selected.</entry> + <entry id="57283" lang="en" sex="m">Cadence of the Living Fortress</entry> + <entry id="57284" lang="en" sex="m">Type of Feat: Class +Prerequisite: Acolye of the Ego 10 +Specifics: You gain immunity to critical hits for one round per class level. +Use: Selected.</entry> + <entry id="57285" lang="en" sex="m">Cadence of the Distant Step</entry> + <entry id="57286" lang="en" sex="m">Type of Feat: Class +Prerequisite: Acolye of the Ego 2+ +Specifics: You can dimension door, as the spell. +Use: Selected.</entry> + <entry id="57287" lang="en" sex="m">Cadence of the Frightful Mind</entry> + <entry id="57288" lang="en" sex="m">Type of Feat: Class +Prerequisite: Acolye of the Ego 2+ +Specifics: You can frighten your foes (as the fear spell, PH 229). The DC for the Will save to resist the effect is 10 + your acolyte of the ego level + your Cha modifier + the number of morphic cadences you know. The duration of the effect is 1 round per class level. +Use: Selected.</entry> + <entry id="57289" lang="en" sex="m">Cadence of the Thunder Drake</entry> + <entry id="57290" lang="en" sex="m">Type of Feat: Class +Prerequisite: Acolye of the Ego 2+ +Specifics: You can make a breath weapon attack - specifically, a 20-foot cone of painful noise that deals 2d6 points of sonic damage per morphic cadence you know. The Reflex save to halve the damage is DC 10 + your acolyte of the ego class level + your Con modifier + the number of morphic cadences you know. +Use: Selected.</entry> + <entry id="57291" lang="en" sex="m">Resonant Voice</entry> + <entry id="57292" lang="en" sex="m">Type of Feat: Class +Prerequisite: Acolye of the Ego 3 +Specifics: The DC for the Truespeak check to use a cadence increases by 5, but if the check succeeds, you treat your class level as three higher for the purpose of determining the effect and duration of any morphic cadence you use that round (see above). +Use: Selected.</entry> + <entry id="57293" lang="en" sex="m">Alter Personal Truename</entry> + <entry id="57294" lang="en" sex="m">Type of Feat: Class +Prerequisite: Acolye of the Ego 7 +Specifics: At 7th level, you can alter your own truename slightly - just enough to make it difficult or impossible for others to utter it correctly. Any creature other than you that attempts to speak your truename takes a -4 penalty on the Truespeak check. At 9th level, this penalty increases to -8. +Use: Selected.</entry> + <entry id="57295" lang="en" sex="m">(PRESTIGE CLASS) +Necromancy is usually a poor choice for arcane spellcasters. Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead, without losing too much of their arcane power. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own. + +- Hit Die: d6. +- Proficiencies: A pale master does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Arcane Spellcasting: Level 3 or higher. +Alignment: Any non good +Skill: Lore 8 +Feat: Skill Focus (Lore) + +ABILITIES: + +Level +1: Bone Skin I - Add +2 to AC. This increases by another +2 for every four levels of Pale Master. +2: Animate Dead - Once per day spell-like ability. +3: Darkvision - Gain Darkvision ability. +4: Summon Undead - Twice per day spell-like ability summons an undead creature. +5: Deathless Vigor - +3 Hit Points per level +6: Undead Graft I - Gains undead arm that twice per day can paralyze. +7: Tough as Bone - Immune to hold, paralyze, and stunning. +8: Undead Graft II - Paralyze touch can be used three times a day. +9: Summon Greater Undead - Once per day spell-like ability summons a powerful undead. +10: Deathless Mastery - Immune to critical hits. +Deathless Master Touch - Touch of the undead arm instantly kills (DC 17). + +BONUS SPELLS + +Upon reaching level 1, 3, 5, 7, and 9 the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer or wizard). He does not learn any new spells through this ability, however. </entry> + <entry id="57296" lang="en" sex="m">Frostrager</entry> + <entry id="57297" lang="en" sex="m">Frostragers</entry> + <entry id="57298" lang="en" sex="m">frostrager</entry> + <entry id="57299" lang="en" sex="m">(PRESTIGE CLASS) +Many barbarian tribes have members whose ferocity and rage impress and terrify even their fellow barbarians, and the tribes of the frostfell are no different. The frostragers are powerful and dangerous warriors believed by some to be gifted from (and others cursed by) the frost giant deity Thrym with an unstable but powerful supernatural battle rage. This terrible fury not only causes the frostrager to increase in size when he enters his battle rage, but infuses his fists and weapons with cold shards of ice. Those tribes that view a frostrager's prowess as a gift point to the fact that their skills in battle can be matched by few, while those that view these abilities as a curse point to the fact that while in a rage, frostragers tend to revel in destruction and slaughter a little too much to make them trustworthy. In truth, frostragers retain control of their actions while in a frostrage... the simple fact is that most frostragers enjoy causing mayhem and destruction. + +All frostragers are barbarians to some degree, although many are multiclass barbarian/druids. Stories of such characters who activate their frostrage and wild shape abilities in succession abound in the frostfell; a frostraging character in the shape of a dire bear is a terrible opponent indeed. Other barbarians pick up some levels of fighter or ranger to further focus their combat prowess before becoming frostragers, and a rare few barbarian/sorcerer frostragers exist in some tribes that embrace arcane magic, but other combinations are virtually unknown. + +- Hit Die: d12 +- Proficiencies: A frostrager does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +6 +Skills: Intimidate 4 ranks, Lore 4 ranks +Feats: Frozen Berserker, Improved Unarmed Strike, Power Attack +Special: Rage as a class ability + +ABILITIES: + +Level +1: Frostrage - Add +4 to AC, 1d4 cold damage on unarmed attacks + Freezing Blood - Immune to wounding and bleeding out +2: One-Two Punch - Extra attacks during unarmed combat +3: Absorb Cold - Cold damage heals frostrager +4: Improved Frostrage - Add +6 to AC, 1d6 cold damage on unarmed attacks +5: Rend - Do extra damage if hitting with two or more unarmed strikes</entry> + <entry id="57300" lang="en" sex="m">Frostrage</entry> + <entry id="57301" lang="en" sex="m">Type of Feat: Class +Prerequisite: Frostrager 1 +Specifics: While raging, the frostrager gains +4 natural armor bonus to Armor Class from the sheets of ice that form over his body. In addition, a frostrager's unarmed attacks deal 1d6 points of damage plus 1d4 points of cold damage on a successful hit. +Use: Automatic.</entry> + <entry id="57302" lang="en" sex="m">Freezing Blood</entry> + <entry id="57303" lang="en" sex="m">Type of Feat: Class +Prerequisite: Frostrager 1 +Specifics: The frostrager is immune to wounding weapon properties and bleeding out. +Use: Automatic.</entry> + <entry id="57304" lang="en" sex="m">One-Two Punch</entry> + <entry id="57305" lang="en" sex="m">Type of Feat: Class +Prerequisite: Frostrager 2 +Specifics: While making an unarmed attack, the frostrager may make one extra attack in a round at his highest base attack bonus, but each attack made in that round (the extra one and the normal ones) take a -2 penalty. +Use: Activated.</entry> + <entry id="57306" lang="en" sex="m">Absorb Cold</entry> + <entry id="57307" lang="en" sex="m">Type of Feat: Class +Prerequisite: Frostrager 3 +Specifics: While raging, spells that deal cold damage will heal the frostrager instead of be stopped by immunity. +Use: Automatic.</entry> + <entry id="57308" lang="en" sex="m">Improved Frostrage</entry> + <entry id="57309" lang="en" sex="m">Type of Feat: Class +Prerequisite: Frostrager 4 +Specifics: While raging, the frostrager gains +6 natural armor bonus to Armor Class from the sheets of ice that form over his body. In addition, a frostrager's unarmed attacks deal 1d8 points of damage plus 1d6 points of cold damage on a successful hit. +Use: Automatic.</entry> + <entry id="57310" lang="en" sex="m">Rend</entry> + <entry id="57311" lang="en" sex="m">Type of Feat: Class +Prerequisite: Frostrager 5 +Specifics: In any round that the frostrager hits the same foe with two or more unarmed attacks, he immediately deals an additional 2d8 points of damage (plus 1-1/2 times his Strength bonus), plus an additional 1d6 points of cold damage. If he is Small, his rend deals 2d6 points of damage; if he is Large, his rend deals 3d8 points of damage. +Use: Automatic.</entry> + <entry id="57312" lang="en" sex="m">Sacred Purifier</entry> + <entry id="57313" lang="en" sex="m">Sacred Purifiers</entry> + <entry id="57314" lang="en" sex="m">sacred purifier</entry> + <entry id="57315" lang="en" sex="m">(PRESTIGE CLASS) +Sacred purifiers are priestly characters who specialize in destroying undead. They belong to a loose-knit order affiliated with the church of Pelor (or another similar faith), though they disdain hierarchical bureaucracy in favor of action and forthrightness. Many pursue an "act first, ask questions later" approach, which occasionally frustrates the more traditionalminded clerics in the church's chain of command. + +Most sacred purifiers are clerics (often of Pelor), but paladins have also been known to take up the call. Fighter/clerics also make good sacred purifiers, as do barbarian/clerics (who appreciate the order's forthright nature). + +- Hit Die: d8 +- Proficiencies: A sacred purifier does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any good +Skills: Lore 8 ranks +Feats: Extra Turning +Base Will Save Bonus: +5. +Spells: Able to cast 2nd-level divine spells. +Special: Able to turn undead. + +ABILITIES: + +Level +1: Greater Turning, Turn Undead +2: +3: Sacred Strike - Spend a turning attempt to deal 2d6 damage to an undead creature +4: +5: Positive Energy Burst - Do massive damage burst to undead</entry> + <entry id="57316" lang="en" sex="m">Type of Feat: Class +Prerequisite: Sacred Purifier 1 +Specifics: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. +Use: Selected.</entry> + <entry id="57317" lang="en" sex="m">Type of Feat: Class +Prerequisite: Sacred Purifier level 1. +Specifics: The character's Sacred Purifier levels stack with her levels in any other class that grants the ability to turn undead for the purposes of turning attempts. +Use: Automatic.</entry> + <entry id="57318" lang="en" sex="m">Sacred Strike</entry> + <entry id="57319" lang="en" sex="m">Type of Feat: Class +Prerequisite: Sacred Purifier level 3. +Specifics: By expending a turn undead use, the next strike on undead will deal an extra 2d6 damage. +Use: Selected.</entry> + <entry id="57320" lang="en" sex="m">Type of Feat: Class +Prerequisite: Sacred Purifier level 5. +Specifics: By expending two turning attempts, all undead within 30 feet of the sacred purifier take 10d6 damage. Undead may make a Reflex save against a DC of 15 + Charisma Modifier for half damage. +Use: Selected.</entry> + <entry id="57321" lang="en" sex="m">Serene Guardian</entry> + <entry id="57322" lang="en" sex="m">Serene Guardians</entry> + <entry id="57323" lang="en" sex="m">serene guardian</entry> + <entry id="57324" lang="en" sex="m">(PRESTIGE CLASS) +The Luminous Order teaches its soldiers some rudimentary meditations and concentration exercises, but these are just the tip of the iceberg. Those who master the esoteric, mind enhancing techniques of the Luminous Order have earned the right to call themselves serene guardians. + +If you have a disciplined worldview and a certain level of combat prowess, and you have the title of Luminary champion, then becoming a serene guardian is simply a matter of devoting the necessary time to training your mind. + +- Hit Die: d8 +- Proficiencies: A serene guardian does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any lawful +Base Attack Bonus: +6 + +ABILITIES: + +Level +1: Resonance - Build up resonance in targets you hit + Painful Release - Release resonance to give targets penalties +2: Damaging Release - Release resonance to wound targets +3: Fighter Bonus Feat +4: Staggering Release - Release resonance to slow enemies +5: Greater Resonance - Build up more resonance in targets +6: Traumatic Release - Release resonance to do extra damage to targets +7: Immune to Fear +8: Confounding Release - Release resonance to confuse targets +9: Unclouded Mind - Use Concentration check to cancel failed Will save +10: Soul Release - Release resonance to kill targets</entry> + <entry id="57325" lang="en" sex="m">Resonance</entry> + <entry id="57326" lang="en" sex="m">Type of Feat: Class +Prerequisite: Serene Guardian level 1 +Specifics: Whenever you deal damage to a foe two or more times in a single round, you create 1 point of resonance in that enemy. At 5th level, if you deal damage to a foe three times or more in a single round, you create 2 points of resonance in that opponent. +Use: Automatic</entry> + <entry id="57327" lang="en" sex="m">Painful Release</entry> + <entry id="57328" lang="en" sex="m">Type of Feat: Class + Prerequisite: Serene Guardian level 1 + Specifics: Whenever you deal damage to a foe two or more times in a single round, you create 1 point of resonance in that enemy. At 5th level, if you deal damage to a foe three times or more in a single round, you create 2 points of resonance in that opponent. As a swift action, you can release resonance in the form of searing pain that flows throughout your target's body. For each point of resonance released, that foe takes a - 1 penalty on arrack rolls and saving throws for a number of rounds equal to the number of resonance points released. This does not effect those immune to critical hits or sneak attacks. +Use: Selected</entry> + <entry id="57329" lang="en" sex="m">Damaging Release</entry> + <entry id="57330" lang="en" sex="m">Traumatic Release</entry> + <entry id="57331" lang="en" sex="m">Type of Feat: Class +Prerequisite: Serene Guardian level 2 +Specifics: You deal foes 1d6 points of damage per resonance released. At 6th level, this becomes 2d6 points of damage. +Use: Selected</entry> + <entry id="57332" lang="en" sex="m">Staggering Release</entry> + <entry id="57333" lang="en" sex="m">Type of Feat: Class +Prerequisite: Serene Guardian level 4 +Specifics: Reduce your foes speed by 33% per resonance released for one round per resonance released. +Use: Selected</entry> + <entry id="57334" lang="en" sex="m">Immune to Fear</entry> + <entry id="57335" lang="en" sex="m">Type of Feat: Class +Prerequisite: Serene Guardian level 7 +Specifics: You are immune to fear +Use: Automatic</entry> + <entry id="57336" lang="en" sex="m">Confounding Release</entry> + <entry id="57337" lang="en" sex="m">Type of Feat: Class +Prerequisite: Serene Guardian level 8 +Specifics: Your foes are confused for one round per resonance released. +Use: Selected</entry> + <entry id="57338" lang="en" sex="m">Unclouded Mind</entry> + <entry id="57339" lang="en" sex="m">Type of Feat: Class +Prerequisite: Serene Guardian level 9 +Specifics: If you fail a Will save, you can make a Concentration check and use that check's result as your save result. +Use: Automatic</entry> + <entry id="57340" lang="en" sex="m">Soul Release</entry> + <entry id="57341" lang="en" sex="m">Type of Feat: Class +Prerequisite: Serene Guardian level 10 +Specifics: Your foes must succeed at a Fortitude save (DC 10 + your serene guardian level + your Wis modifier) or die. This is a death effect. You must have built up at least 1 resonance per 2 Hit Dice of the target. +Use: Selected</entry> + <entry id="57342" lang="en" sex="m">Daring Outlaw</entry> + <entry id="57343" lang="en" sex="m">Type of Feat: General +Prerequisite: Grace +1, sneak attack +2d6 +Specifics: Your rogue and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler's dodge bonus to AC. For example, a 7th-level rogue/4th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler. Your rogue and swashbuckler levels also stack for the purpose of determining your sneak attack bonus damage. For example, a 7th-level rogue/4th-level swashbuckler would deal an extra 6d6 points of damage with her sneak attack, as if she were an 11th-level rogue. +Use: Automatic</entry> + <entry id="57344" lang="en" sex="m">Swift Ambusher</entry> + <entry id="57345" lang="en" sex="m">Type of Feat: General +Prerequisite: Skirmish +1d6/+1 AC, sneak attack +2d6 +Specifics: Your rogue and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/7th-level rogue would deal an extra 3d6 points of damage and gain a +3 competence bonus to AC when skirmishing, as if she were an 11th-level scout. +Use: Automatic</entry> + <entry id="57346" lang="en" sex="m">Ascetic Stalker</entry> + <entry id="57347" lang="en" sex="m">Type of Feat: General +Prerequisite: Ki power, Monk Speed +Specifics: Your monk and ninja levels stack for the purpose of determining the size of your ki pool. For example, a 4th-level monk/2nd-level ninja with this feat could use her ki powers a number of times equal to 3 (half the sum of her monk and ninja levels) + her Wisdom bonus (if any). Your monk and ninja levels also stack for the purpose of determining your unarmed strike damage. For example, a 4th-level monk/6th-level ninja would deal 1d10 points of damage with her unarmed strike. This increase also applies to the monk's Ki Strike ability. +Use: Automatic</entry> + <entry id="57348" lang="en" sex="m">Expanded Ki Pool</entry> + <entry id="57349" lang="en" sex="m">Type of Feat: General +Prerequisite: Ki power +Specifics: You gain three extra daily uses of your ki power. +Use: Automatic</entry> + <entry id="57350" lang="en" sex="m">Improved Skirmish</entry> + <entry id="57351" lang="en" sex="m">Type of Feat: General +Prerequisite: Skirmish +2d6/+1 AC +Specifics: If you move at least 20 feet away from where you were at the start of your turn, your skirmish damage increases by 2d6 and your competence bonus to AC from skirmish improves by 2. +Use: Automatic</entry> + <entry id="57352" lang="en" sex="m">Brutal Throw</entry> + <entry id="57353" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Specifics: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons. +Use: Automatic</entry> + <entry id="57354" lang="en" sex="m">Extra Rage</entry> + <entry id="57355" lang="en" sex="m">Type of Feat: General +Prerequisite: Rage +Specifics: You rage two more times per day than you otherwise could. +Use: Automatic</entry> + <entry id="57356" lang="en" sex="m">Flying Kick</entry> + <entry id="57357" lang="en" sex="m">Type of Feat: General +Prerequisite: Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack. +Specifics: When fighting unarmed and using the charge action, you deal an extra 1d12 points of damage with your unarmed attack. +Use: Automatic</entry> + <entry id="57358" lang="en" sex="m">Improved Grapple</entry> + <entry id="57359" lang="en" sex="m">Type of Feat: General +Prerequisite: Dex 13, Improved Unarmed Strike +Specifics: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. +Use: Automatic</entry> + <entry id="57360" lang="en" sex="m">Improved Overrun</entry> + <entry id="57361" lang="en" sex="m">Type of Feat: General +Prerequisite: Str 13, Power Attack +Specifics: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. +Use: Automatic</entry> + <entry id="57362" lang="en" sex="m">Improved Bullrush</entry> + <entry id="57363" lang="en" sex="m">Type of Feat: General +Prerequisite: Str 13, Power Attack +Specifics: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender. +Use: Automatic</entry> + <entry id="57364" lang="en" sex="m">Improved Trip</entry> + <entry id="57365" lang="en" sex="m">Type of Feat: General +Prerequisite: Int 13, Expertise +Specifics: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. +Use: Automatic</entry> + <entry id="57366" lang="en" sex="m">Curling Wave Strike</entry> + <entry id="57367" lang="en" sex="m">Type of Feat: General +Prerequisite: Dex 13, Improved Trip +Specifics: If you trip an opponent in melee combat, you can immediately make another trip attempt against another foe within reach at the same total attack bonus as the first trip attack. This replaces the free attack you would normally get against the tripped opponent (from the Improved Trip feat). If you successfully trip a second opponent, you do not get a free attack against that opponent. You can use this feat only once per round. +Use: Automatic</entry> + <entry id="57368" lang="en" sex="m">Grapple</entry> + <entry id="57369" lang="en" sex="m">COMBAT MANEUVER +You grapple your foe, provoking an attack of opportunity unless you have Improved Grapple. Once grappled, you can draw a light weapon, attack your opponent with a light weapon, damage your opponent with an unarmed attack, damage them with their weapon at a -4 penalty (if they are holding a light weapon), pin them, or drag them. If no option is selected, damage your opponent is the default if the aggressor, and escape from a grapple is the default if the defender. +Use: Selected/Automatic</entry> + <entry id="57370" lang="en" sex="m">Bull Rush</entry> + <entry id="57371" lang="en" sex="m">COMBAT MANEUVER +You bull rush your opponent, generating an attack of opportunity, then knocking your opponent back for 5 feet for every 5 points you beat his strength check by. +Use: Selected</entry> + <entry id="57372" lang="en" sex="m">Overrun</entry> + <entry id="57373" lang="en" sex="m">COMBAT MANEUVER +You overrun your opponent, generating an attack of opportunity. The opponent has the choice to avoid or block, and can be knocked down if they block. Otherwise, continue moving to your desired end point. +Use: Selected</entry> + <entry id="57374" lang="en" sex="m">Trip</entry> + <entry id="57375" lang="en" sex="m">COMBAT MANEUVER +Make an unarmed melee touch attack against your target. This provokes an attack of opportunity from your target as normal for unarmed attacks. If your attack succeeds, make a Strength check opposed by the defender's Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win, you trip the defender. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check to try to trip you. +Use: Selected</entry> + <entry id="57376" lang="en" sex="m">Charge</entry> + <entry id="57377" lang="en" sex="m">COMBAT MANEUVER +Your target must be at least 10 ft away from you. After moving up to double your speed to attack them, you make a single attack against that opponent. You get a +2 bonus on the attack roll and take a -2 penalty to your AC until the start of your next turn. +Use: Selected</entry> + <entry id="57378" lang="en" sex="m">Bull Rush Charge</entry> + <entry id="57379" lang="en" sex="m">COMBAT MANEUVER +Your target must be at least 10 ft away from you. You bull rush your opponent with a +2 bonus on the bull rush attempt, generating an attack of opportunity, then knocking your opponent back for 5 feet for every 5 points you beat his strength check by. +Use: Selected</entry> + <entry id="57380" lang="en" sex="m">End Grapple</entry> + <entry id="57381" lang="en" sex="m">Sidestep Charge</entry> + <entry id="57382" lang="en" sex="m">Type of Feat: General +Prerequisite: Dex 13, Dodge +Specifics: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. +Use: Automatic</entry> + <entry id="57383" lang="en" sex="m">Powerful Charge</entry> + <entry id="57384" lang="en" sex="m">Type of Feat: General +Prerequisite: Base Attack Bonus +1, Medium or larger size +Specifics: When you charge, if your melee attack hits, you deal an extra 1d8 points of damage (if you are Medium size). For Large creatures, the extra damage is 2d6; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. +Use: Automatic</entry> + <entry id="57385" lang="en" sex="m">Greater Powerful Charge</entry> + <entry id="57386" lang="en" sex="m">Type of Feat: General +Prerequisite: Powerful Charge, Base Attack Bonus +4 +Specifics: As Powerful Charge, but treat yourself as one size category larger than you are. +Use: Automatic</entry> + <entry id="57387" lang="en" sex="m">Rhino Tribe Charge</entry> + <entry id="57388" lang="en" sex="m">Type of Feat: General +Prerequisite: Human race +Specifics: When you charge, if your melee attack hits, it deals an extra 2d6 points of damage. +Use: Automatic</entry> + <entry id="57389" lang="en" sex="m">Furious Charge</entry> + <entry id="57390" lang="en" sex="m">Type of Feat: General +Prerequisite: Human, Aarakocra, Wemic, or Orc race, 1st level only +Specifics: You gain a +4 bonus on the attack roll you make at the end of a charge, instead of the normal +2. +Use: Automatic</entry> + <entry id="57391" lang="en" sex="m">Reckless Charge</entry> + <entry id="57392" lang="en" sex="m">Type of Feat: General +Prerequisite: Base Attack Bonus +1 +Specifics: When you charge, you have an additional +2 to attack and -2 to armor class. +Use: Automatic</entry> + <entry id="57393" lang="en" sex="m">Great Stag Berserker</entry> + <entry id="57394" lang="en" sex="m">Type of Feat: General +Prerequisite: Rage, Human race +Specifics: When you charge, you have an additional +2 to attack and -2 to armor class. +Use: Automatic</entry> + <entry id="57395" lang="en" sex="m">Lion Tribe Warrior</entry> + <entry id="57396" lang="en" sex="m">Type of Feat: General +Prerequisite: Human race +Specifics: You may make a full attack with a single light weapon as part of a charge action. You may not have a weapon in your off hand. +Use: Automatic</entry> + <entry id="57397" lang="en" sex="m">Snow Tiger Berserker</entry> + <entry id="57398" lang="en" sex="m">Type of Feat: General +Prerequisite: Dex 13, Rage, Human race +Specifics: You may make a full attack as part of a charge action, but only if you are armed with a light weapon. If you have light weapons in both hands, you may strike with both under the normal rules for fighting with two weapons. +Use: Automatic</entry> + <entry id="57399" lang="en" sex="m">A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower.</entry> + <entry id="57400" lang="en" sex="m">All</entry> + <entry id="57401" lang="en" sex="m">Animal, Beast, Magical Beast</entry> + <entry id="57402" lang="en" sex="m">Aberration, Ooze, Vermin</entry> + <entry id="57403" lang="en" sex="m">Elemental, Outsider</entry> + <entry id="57404" lang="en" sex="m">Humanoid</entry> + <entry id="57419" lang="en" sex="m">####END_OF_SHIFTER_PNP_RESERVE_1</entry> + <entry id="57420" lang="en" sex="m">Required Shifter Level: </entry> + <entry id="57421" lang="en" sex="m">Required Character Level: </entry> + <entry id="57422" lang="en" sex="m">Select the racial type of the shapes you want to see</entry> + <entry id="57423" lang="en" sex="m">Update known shape information</entry> + <entry id="57424" lang="en" sex="m">Harmlessly Invisible</entry> + <entry id="57425" lang="en" sex="m">Show oldest shapes first</entry> + <entry id="57426" lang="en" sex="m">Show newest shapes first</entry> + <entry id="57427" lang="en" sex="m">change: </entry> + <entry id="57428" lang="en" sex="m">UNUSED</entry> + <entry id="57429" lang="en" sex="m">UNUSED</entry> + <entry id="57430" lang="en" sex="m">UNUSED</entry> + <entry id="57431" lang="en" sex="m">Temporary HP from Constitution increase: </entry> + <entry id="57432" lang="en" sex="m">Right creature weapon: </entry> + <entry id="57433" lang="en" sex="m">Left creature weapon: </entry> + <entry id="57434" lang="en" sex="m">Special attack creature weapon: </entry> + <entry id="57435" lang="en" sex="m">Natural AC bonus: </entry> + <entry id="57436" lang="en" sex="m">Challenge Rating: </entry> + <entry id="57437" lang="en" sex="m">Epic Wildshape Spell-Like Abilities:</entry> + <entry id="57438" lang="en" sex="m">%(NAME) (SL %(SL) / CL %(CL) / CR %(CR))</entry> + <entry id="57439" lang="en" sex="m">Learn new shape</entry> + <entry id="57440" lang="en" sex="m">Select a 'Quick Shift Slot' to change the shape stored in it</entry> + <entry id="57441" lang="en" sex="m">Explanation of shape packages</entry> + <entry id="57442" lang="en" sex="m">Select general shape package</entry> + <entry id="57443" lang="en" sex="m">Select major focus shape package</entry> + <entry id="57444" lang="en" sex="m">Select minor focus shape package</entry> + <entry id="57445" lang="en" sex="m">Sorry, you've already learned all of the shapes available from this package at this level.</entry> + <entry id="57446" lang="en" sex="m">Skip this level</entry> + <entry id="57447" lang="en" sex="m">No shapes to learn; already up to date</entry> + <entry id="57448" lang="en" sex="m">Select bonus shape package to learn shape from (shifter level %(SL), character level %(CL))</entry> + <entry id="57449" lang="en" sex="m">Select package to learn shape from (shifter level %(SL), character level %(CL))</entry> + <entry id="57450" lang="en" sex="m">Select shape to learn (shifter level %(SL), character level %(CL))</entry> + <entry id="57451" lang="en" sex="m">General package: %(PACKAGE_NAME)</entry> + <entry id="57452" lang="en" sex="m">Major focus package: %(PACKAGE_NAME) (%(USES_REMAINING) remaining)</entry> + <entry id="57453" lang="en" sex="m">Minor focus package: %(PACKAGE_NAME) (%(USES_REMAINING) remaining)</entry> + <entry id="57454" lang="en" sex="m">General Package #1 (legacy)</entry> + <entry id="57455" lang="en" sex="m">General Package #2</entry> + <entry id="57456" lang="en" sex="m">General Package #3</entry> + <entry id="57457" lang="en" sex="m">Focus Package: Dragon</entry> + <entry id="57458" lang="en" sex="m">Focus Package: Construct</entry> + <entry id="57459" lang="en" sex="m">Focus Package: Elemental</entry> + <entry id="57460" lang="en" sex="m">Focus Package: Rogue</entry> + <entry id="57461" lang="en" sex="m">Focus Package: Warrior</entry> + <entry id="57462" lang="en" sex="m">UNUSED</entry> + <entry id="57463" lang="en" sex="m">Focus Package: Animal</entry> + <entry id="57464" lang="en" sex="m">Focus Package: Outsider</entry> + <entry id="57465" lang="en" sex="m">Focus Package: Undead</entry> + <entry id="57466" lang="en" sex="m">A package is a list of shapes that you can choose from when you level up:</entry> + <entry id="57467" lang="en" sex="m">Level 1: Choose a general package.</entry> + <entry id="57468" lang="en" sex="m">Levels 1-9: At each level, choose one of the shapes that you most recently qualified for from the general package.</entry> + <entry id="57469" lang="en" sex="m">Level 10: Choose any shape that you qualify for from any package.</entry> + <entry id="57470" lang="en" sex="m">Level 11: Choose a major focus package and a minor focus package.</entry> + <entry id="57471" lang="en" sex="m">Levels 11-20: At each level, choose any shape you qualify for from the major focus package (up to 2 total), the minor focus package (up to 1 total) or the general package.</entry> + <entry id="57472" lang="en" sex="m">Levels 21-30: At each level, choose any shape you qualify for from the major focus package (up to 2 total), the minor focus package (up to 1 total) or the general package.</entry> + <entry id="57473" lang="en" sex="m">TEMPORARY: </entry> + <entry id="57474" lang="en" sex="m">Learn Shape</entry> + <entry id="57475" lang="en" sex="m">Learn Shape +Specifics: Targets a creature whose shape you want to learn so that you can later become just like that creature. +Use: Selected. +Level: +1: Small, medium and humanoid. +2: Monstrous humanoid and animal. +3: Large, tiny and beast +4: Giant and vermin. +5: Magical beast. +6: Aberration and ooze. +7: Huge and dragon. +8: Undead and construct. +9: Elemental and outsider +</entry> + <entry id="57476" lang="en" sex="m">Can cast spells without Natural Spell</entry> + <entry id="57477" lang="en" sex="m">Cannot cast spells without Natural Spell</entry> + <entry id="57478" lang="en" sex="m">Learned "%(SHAPENAME)"</entry> + <entry id="57479" lang="en" sex="m">Cannot learn "%(SHAPENAME)"</entry> + <entry id="57480" lang="en" sex="m">You already know "%(SHAPENAME)"</entry> + <entry id="57481" lang="en" sex="m">None</entry> + <entry id="57482" lang="en" sex="m">Print shape</entry> + <entry id="57483" lang="en" sex="m">Select a shape to print. The information will appear both in the chat window and in the NWN log file.</entry> + <entry id="57485" lang="en" sex="m">Explore shape packages</entry> + <entry id="57486" lang="en" sex="m">(Known as "%(SHAPENAME)")</entry> + <entry id="57487" lang="en" sex="m">Delete marked shapes</entry> + <entry id="57499" lang="en" sex="m">####END_OF_SHIFTER_PNP_RESERVE_2</entry> + <entry id="57500" lang="en" sex="m">Viletooth Lizardfolk</entry> + <entry id="57501" lang="en" sex="m">viletooth lizardfolk</entry> + <entry id="57502" lang="en" sex="m">Many lizardfolk forge alliances with black dragons due to their races' similar habitats. Over time this led to a mingling of bloodlines, sometimes resulting in entire tribes, and other times a single viletooth being born to a tribe of normal lizardfolk. Physically they are much thinner than their more typical brethren, sometimes even scrawny. They have patches of black on their body, up to and including their entire body being covered in ebony scales. They have large eyes and frequently grow short, curved horns similar to those of their draconic ancestor. + +Viletooth Lizardfolk Ability Adjustments: +2 Con +Favored Class (Druid): A multiclass viletooth lizardfolk's druid class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Weapon Proficiency (Simple): All Viletooth Lizardfolk are proficient with Simple Weapons. +- Natural Weapon: Viletooth Lizardfolk can make an natural bite attack that deals 1d6 acid damage in addition to 1d4 normal damage. +- Shield: All Viletooth Lizardfolk are proficient with shields. +- Skill Affinity (Jump): +4 racial bonus to Jump checks. +- Natural Armor Bonus: Racial natural armor bonus of 5. +- Darkvision: Viletooth Lizardfolk are able to see in the dark. +- Waterbreathing: Viletooth Lizardfolk are immune to drowning. +- Dragonblooded: Viletooth Lizardfolk have the dragonblood subtype. +- Reptilian: Viletooth Lizardfolk count as Reptilian for the purpose of spells. + +(The following may or may not be in use, depending on the module switch settings) +Level Adjustment: +1 +Racial Hit Dice/Class: 2 of Humanoid</entry> + <entry id="57503" lang="en" sex="m">Silverbrow Human</entry> + <entry id="57504" lang="en" sex="m">silverbrow human</entry> + <entry id="57505" lang="en" sex="m">Silverbrow Humans</entry> + <entry id="57506" lang="en" sex="m">Silver dragons are well known for taking humanoid form and living among them. Long ago, communities of humans welcomed silver dragons into their homes, not knowing the nature of their disguised visitors. In these communities, often secluded and small, half-dragon children became common as the dragons married their human friends. The silvers did their best to protect these children form discovery, eventually teaching them to assume full human form magically, and thus the mingling of human and silver dragon blood continued. Over time, the draconic features disappeared, and the dragons moved on as well, leaving communities of humans with dragonblood heritage. They came to be known as Silverbrow humans due to the white streaks or highlights displayed in the hair of these descendants. Physically they are otherwise indistinguishable from normal humans. + +Silverbrow Human Ability Adjustments: None +Favored Class (Any): A multiclass silverbrow human's highest class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Quick To Master: Silverbrow Humans gain a bonus feat at first level. +- Dragonblooded: Silverbrow Humans have the dragonblood subtype. +- Human: Silverbrow Humans count as Human for the purpose of spells.</entry> + <entry id="57507" lang="en" sex="m">Stonehunter Gnome</entry> + <entry id="57508" lang="en" sex="m">Stonehunter Gnomish</entry> + <entry id="57509" lang="en" sex="m">stonehunter gnomish</entry> + <entry id="57510" lang="en" sex="m">Stonehunter Gnomes</entry> + <entry id="57511" lang="en" sex="m">One of the few races considered to be fast companions of any kind of dragon, stonehunter gnomes are the favored people of copper dragons. Since the coppers' love of pranks, riddles, and mischief fit well with the gnomes' outlook on life, it should be no surprise they get along well. The gnomes who return this sentiment are known as stonehunters, as the two races frequently meet to hunt together. Copper dragons often make their lairs beneath stonehunter gnome villages, and over time while the gnomes become more dragonlike in appearance the coppers grow fonder of the mortals. Physically they tend to look like most other gnomes, but for their very dark skin that takes on a coppery sheen in sunlight. + +Stonehunter Gnomish Ability Adjustments: +2 Con, -2 Str. +Favored Class (Ranger): A multiclass stonehunter gnome's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids. +- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). +- Defensive Training vs. Giants: +4 dodge bonus to AC against giants. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Concentration): +2 racial bonus to Concentration checks. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Dragonblooded: Stonehunter Gnomes have the dragonblood subtype. +- Gnomish: Stonehunter Gnomes count as Gnomes for the purpose of spells.</entry> + <entry id="57512" lang="en" sex="m">Fireblood Dwarf</entry> + <entry id="57513" lang="en" sex="m">Fireblood Dwarven</entry> + <entry id="57514" lang="en" sex="m">fireblood dwarven</entry> + <entry id="57515" lang="en" sex="m">Fireblood Dwarves</entry> + <entry id="57516" lang="en" sex="m">Few dwarves delved as deep as the ancient Fireblood clan. Particularly fond of dormant volcanos, these dwarves followed volcanic trails and tunnels in search of further access to the world's depths. Unfortunately they stumbled on a nest of red dragons, and the outraged dragons enslaved the hapless clan to mine treasures for them. Over time, whether by interbreeding, natural mutation, or magical effect the Fireblood clan began to take on unique traits making them better adapted to higher temperatures... and to battling dragons. They won their freedom eventually, but the hatred for evil dragons in general and red dragons in specific still burns deep within this breed of dwarf. The clan intermarried and spread their bloodline across many clans now, however, and a Fireblood dwarf may be born to any dwarf parents. They are much the same as standard dwarves, but have dark red-brown skin, and are usually bald, with only the faintest of beards. + +Dwarven Ability Adjustments: +2 Con, -2 Cha. +Favored Class (Fighter): A multiclass fireblood dwarf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Stonecunning: +2 racial bonus on Search checks made in subterranean areas. +- Darkvision: Dwarves are able to see in the dark. +- Resistance to fire 5: Fireblood Dwarves have Fire Resistance 5. +- Hardiness vs. Spells: +2 racial bonus on saving throws against spells. +- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs. +- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears). +- Defensive Training vs. Dragons: +4 dodge bonus to AC against dragons. +- Skill Affinity (Lore): +2 racial bonus to Lore checks. +- Skill Affinity (Craft Armor): +2 racial bonus to Craft Armor checks. +- Skill Affinity (Craft Weapon): +2 racial bonus to Craft Weapon checks. +- Skill Affinity (Appraise): +2 racial bonus to Appraise checks. +- Dragonblooded: Fireblood Dwarves have the dragonblood subtype. +- Dwarven: Fireblood Dwarves count as Dwarves for the purpose of spells.</entry> + <entry id="57517" lang="en" sex="m">Glimmerskin Halfling</entry> + <entry id="57518" lang="en" sex="m">glimmerskin halfling</entry> + <entry id="57519" lang="en" sex="m">Glimmerskin Halflings</entry> + <entry id="57520" lang="en" sex="m">Gold dragons hate injustice and foul play, but few things anger them more than tyranny of the strong over the weak, or the small. When a gold dragon's territory includes or is near a halfling village, they often appoint themselves protector and take of threats too powerful for the halflings to handle alone. Such villages seldom, if ever, learn of those dangers or of their guardian. The dragon often walks among its charges, appearing as a small animal or as a halfling looking to settle in the town. While any relationships from this are short-lived as far as the dragon is concerned, the signs of draconic heritage live on long after among the village inhabitants. These dragonblooded halflings look for the most part like their more mundane kin, but bear a golden sheen to their complexion and inevitably have golden flecks in their eyes. They also tend to show traits of nobility and courage, standing up to any threat they encounter. + +Halfling Ability Adjustments: +2 Dex, -2 Str. + +Favored Class (Rogue): A multiclass glimmerskin halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Small Stature: + +1 size bonus to attack rolls. + +1 size bonus to AC. + +4 size bonus to Hide checks. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Jump): +2 racial bonus to Jump checks. +- Lucky: +1 luck bonus to all saving throws. +- Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype. +- Good Aim: +1 racial bonus to attack rolls made with throwing weapons. +- Touch of Luck: Once per day, a glimmerskin halfling can grant himself or an ally within 30' a +2 bonus to saves for one round as an immediate action. +- Dragonblooded: Glimmerskin Halflings have the dragonblood subtype. +- Halfling: Glimmerskin Halflings count as Halflings for the purpose of spells.</entry> + <entry id="57521" lang="en" sex="m">Forestlord Elf</entry> + <entry id="57522" lang="en" sex="m">Forestlord Elven</entry> + <entry id="57523" lang="en" sex="m">forestlord elven</entry> + <entry id="57524" lang="en" sex="m">Forestlord Elves</entry> + <entry id="57525" lang="en" sex="m">Like most sylvan races, the elves are in tune with the natural world, which includes dragonkind. In ancient times a few groups of elves forged treaties with powerful green dragons, who in turn granted those elves strange new powers. Though the elves did not and do not worship those dragons, the peace accords they crafted last to this day, long after those who signed them died. Every descendent of a forestlord can be one, although this is far from certain, as the traits themselves are unpredictable. Physically, they appear much like regular elves, but can be easily distinguished by their smooth green skin, similar to green dragon scales. Most have green hair as well, though occasionally it can be anywhere from brown to white. + +Forestlord Elven Ability Adjustments: +2 Dex, -2 Con. +Favored Class (Sorcerer): A multiclass forestlord elf's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype. +- Skill Affinity (Listen): +2 racial bonus to Listen checks. +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Affinity (Spot): +2 racial bonus to Spot checks. +- Keen Senses: Forestlord Elves make active Search checks automatically and with no movement penalties. +- Low-Light Vision: Allows them to see better than normal in the dark. +- Treewalk: Once per day, Forestlord Elves can step through a nearby tree and emerge by any tree up to 60' away, as the Dimension Door spell. They can use this ability one additional time per day for every 5HD they have. +- Dragonblooded: Forestlord Elves have the dragonblood subtype. +- Elven: Forestlord Elves are considered Elven for the purpose of spells.</entry> + <entry id="57526" lang="en" sex="m">Defensive Training vs Dragons</entry> + <entry id="57527" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: The creature gains a +4 dodge bonus to AC vs dragons. +Use: Automatic.</entry> + <entry id="57528" lang="en" sex="m">Touch of Luck</entry> + <entry id="57529" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: You can grant yourself or a single ally within 30' a +2 bonus to saves for one round. +Use: Selected.</entry> + <entry id="57530" lang="en" sex="m">Treewalk</entry> + <entry id="57531" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Race-Specific. +Specifics: Once per day, you can step into a nearby tree, and step out of any other one within 60'. You gain one extra use per day at level 5, and one more every 5 levels thereafter. +Note: For game purposes this is treated as a 60' Dimension Door ability that only works aboveground and in natural surroundings. +Use: Selected.</entry> + <entry id="57532" lang="en" sex="m">Treewalk - Selected</entry> + <entry id="57533" lang="en" sex="m">Treewalk - Direction and Distance</entry> + <entry id="57534" lang="en" sex="m">Eternal Blade</entry> + <entry id="57535" lang="en" sex="m">Eternal Blades</entry> + <entry id="57536" lang="en" sex="m">eternal blade</entry> + <entry id="57537" lang="en" sex="m">(PRESTIGE CLASS) +An eternal blade is an elf who learns a variety of exotic fighting maneuvers with the aid and advice of the spirit of a mighty, ancient elf warrior. The eternal blades once swore to defend the elves against the forces of evil, but in ages past, the blades turned against each other, causing a schism that echoes to the present day. Some eternal blades embrace the responsibilities that come with this class's training. Others seek to use their talents to further their own ends. + +- Hit Die: d10 +- Proficiencies: An eternal blade gains no additional proficiencies. +- Skill Points: 4 + Int Modifier + +REQUIREMENTS: + +Race: Any Elf +Base Attack Bonus: +10 +Feats: Weapon Focus (any) +Martial Maneuvers: Any two Devoted Spirit or Diamond Mind maneuvers. + +ABILITIES: + +Level +1: Blade Guide - + Eternal Training 1/Day - +2: Guided Strike - +3: Armored Uncanny Dodge - + Eternal Training 2/Day +4: Eternal Knowledge - +5: Eternal Training 3/Day +6: Defensive Insight - +7: Eternal Training 4/Day +8: Tactical Insight - . +9: Eternal Training 5/Day +10: Island in Time - + + Maneuvers Stances +Level Known Readied Known +1 1 0 0 +2 0 0 0 +3 1 1 0 +4 0 0 0 +5 1 0 1 +6 0 1 0 +7 1 0 0 +8 0 0 0 +9 1 1 0 +10 0 0 0 +</entry> + <entry id="57538" lang="en" sex="m">Blade Guide</entry> + <entry id="57539" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Eternal Blade level 1. +Specifics: You gain a blade guide, the spirit of an ancient member of the eternal blades, that provides you with advice, tactical assistance, and training. If your blade guide is destroyed, it reappears in 1d6 rounds. +Use: Automatic</entry> + <entry id="57540" lang="en" sex="m">Eternal Training (Ex)</entry> + <entry id="57541" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Eternal Blade level 1. +Specifics: Your blade guide offers you intensive mental training based on its years of combat experience in mortal life. Once per day, you can draw upon this training to aid you in a single battle. You can choose one of two benefits. Each of these benefits lasts for one encounter. +You gain an insight bonus equal to your Intelligence bonus (if any) on attack and damage rolls against creatures of a single type. +Alternatively, you can gain the use of one maneuver from the Diamond Mind or Devoted Spirit discipline. You must meet its prerequisites. A maneuver gained with eternal training can be recovered with your normal recovery method during the encounter, but knowledge of the maneuver fades after the encounter ends. +Use: Selected</entry> + <entry id="57542" lang="en" sex="m">Guided Strike (Ex)</entry> + <entry id="57543" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Eternal Blade level 2 +Specifics: Your blade guide assesses your enemies, seeking out weak points in their armor and offering you advice on where and how to strike. Your guide grants you advice that can render even the most daunting foe impotent. +For the rest of your turn, you automatically overcome your opponent's damage reduction, if any. +You can use this ability only while you have access to your blade guide. +Use: Selected</entry> + <entry id="57544" lang="en" sex="m">Armored Uncanny Dodge (Ex)</entry> + <entry id="57545" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Eternal Blade level 3 +Specifics: So long as your blade guide is active, you gain the benefit of uncanny dodge starting at 3rd level. If you already have uncanny dodge, you instead gain improved uncanny dodge. If you lose your blade guide, you lose this ability until your guide returns. +Use: Automatic</entry> + <entry id="57546" lang="en" sex="m">Eternal Knowledge (Ex)</entry> + <entry id="57547" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Eternal Blade level 4 +Specifics: Your blade guide is an expert in a variety of areas. In addition to the tactical and strategic guidance it offers, it also grants you access to great stores of lore. Your blade guide can make lore checks with a bonus equal to your eternal blade level + your Int modifier. +Use: Automatic</entry> + <entry id="57548" lang="en" sex="m">Defensive Insight (Ex)</entry> + <entry id="57549" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Eternal Blade level 6 +Specifics: Your blade guide's advice and insights grant you an intellectual edge in combat, but there is a fine line between knowing how to do something and executing it in combat. +As a swift action, you can size up an opponent and use your tactical knowledge against him. You gain a dodge bonus equal to your Intelligence bonus (if any) against a single foe of your choice until the beginning of your next turn. You can use this ability only while you have access to your blade guide. +Use: Selected</entry> + <entry id="57550" lang="en" sex="m">Tactical Insight (Ex)</entry> + <entry id="57551" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Eternal Blade level 8 +Specifics: Although you may be young by the elve's reckoning, your blade guide lends you the experience and wisdom of one who has fought battles across countless fields. +For the rest of your turn, any opponent you hit with a melee attack takes a penalty to AC equal to your Intelligence bonus (if any) for 1 round. +If you lose access to your blade guide, you lose this ability until it returns. +Use: Selected</entry> + <entry id="57552" lang="en" sex="m">Island in Time (ex)</entry> + <entry id="57553" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Eternal Blade level 10 +Specifics: You throw yourself into a fight under your blade guide's careful direction. You meld with it, allowing it to control your actions while you draw upon it's vast combat experience. +Once per encounter, you can take a turn as an immediate action. +Use: Selected</entry> + <entry id="57554" lang="en" sex="m">Eternal Blade Maneuver Quickselects</entry> + <entry id="57555" lang="en" sex="m">Maneuver Quickselect Conversation</entry> + <entry id="57556" lang="en" sex="m">Maneuver Quickselect 1</entry> + <entry id="57557" lang="en" sex="m">Maneuver Quickselect 2</entry> + <entry id="57558" lang="en" sex="m">Maneuver Quickselect 3</entry> + <entry id="57559" lang="en" sex="m">Maneuver Quickselect 4</entry> + <entry id="57560" lang="en" sex="m">Eternal Training Maneuver</entry> + <entry id="57561" lang="en" sex="m">Eternal Trining Racial Type</entry> + <entry id="57562" lang="en" sex="m">Shadow Sun Ninja</entry> + <entry id="57563" lang="en" sex="m">Shadow Sun Ninjas</entry> + <entry id="57564" lang="en" sex="m">shadow sun ninja</entry> + <entry id="57565" lang="en" sex="m">(PRESTIGE CLASS) +A Shadow Sun Ninja is a martial artist who studies the balance between good and evil, light and dark. Founded by a reformed half-fiend, this fighting school teaches its students to find power in balance. A Shadow Sun Ninja uses dark energies to drain his foe's life, but then turns and uses the power of light to lend that stolen strength to an ally. A Shadow Sun Ninja is a study in contrasts. She knows that evil lurks in the hearts of all living creatures. Even the purest of the pure suffer temptation. By exploring her inner demons, bringing them into the light, and accepting them as a part of her soul, she achieves a deeper understanding of herself and the strength within her. A Shadow Sun Ninja would argue that denying, rather than accepting, one's base impulses would be the same as refusing to use one's left arm. + +- Hit Die: d8 +- Proficiencies: A shadow sun ninja gains no additional proficiencies. +- Skill Points: 4 + Int Modifier + +REQUIREMENTS: + +Alignment: Any good +Base Attack Bonus: +3 +Skills: Hide 8 ranks +Feats: Improved Unarmed Strike +Martial Maneuvers: Must know one 2nd-level Setting Sun or Shadow Hand maneuver, one Setting Sun maneuver of any level, and one Shadow Hand maneuver of any level. + +ABILITIES: + +Level +1: Monk abilities - You add your class levels to determine your unarmed damage and number of Stunning Fist attempts. You gain the AC bonus of a monk. + Touch of the Shadow Sun - Make a melee touch attack for negative energy damage. On the following turn touch a creature to heal target. +2: Flame of the Shadow Sun - Cold resistance 10 for one round. Hurl bolt of energy at target for 2d6 fire damage. +4: Light Within Darkness - Burst into a corona of light. If target failed to see you hiding, they make Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) or be blinded for 1 round. +5: Darkness Within Light - Blind yourself to gain +4 bonus to attack rolls and damage to blinded opponents. +7: Void of the Shadow Sun - Gain +2 deflection bonus to AC. If hit, project pulse causing 8d6 points of cold damage, with a Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) for half damage. +8: Child of Shadow and Light - Stance alternating between 60'-radius burst causing dazzle and 60'-radius darkness. +10: Balance of Light and Dark - Transform into creature of darkness. Can make attacks causing negative levels. + + Maneuvers Stances +Level Known Readied Known +1 1 0 0 +2 0 0 0 +3 1 0 0 +4 0 0 0 +5 0 1 1 +6 1 0 0 +7 0 0 0 +8 0 0 0 +9 1 0 0 +10 0 1 0 +</entry> + <entry id="57566" lang="en" sex="m">Touch of the Shadow Sun</entry> + <entry id="57567" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Shadow Sun Ninja level 1 +Specifics: With a melee touch attack made as a standard action, you can deal negative energy damage equal to your base unarmed damage + your Wis modifier. Note undead are healed by this attack. +In the round after you use this ability, you can touch a creature as a standard action to heal an amount of damage equal to the damage you dealt with your negative energy touch on the previous round. +You cannot use both aspects of this ability on the same round, nor can you use the negative energy touch again in a round after you have already successfully used it. +Use: Selected</entry> + <entry id="57568" lang="en" sex="m">Flame of the Shadow Sun</entry> + <entry id="57569" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Shadow Sun Ninja level 2 +Specifics: As an immediate action, you shroud yourself with dark energy that provides resistance to cold 10 until the start of your next turn. If this resistance reduces the damage you take from any attack or effect, you can take a swift action on your next turn to hurl a bolt of fiery energy with a range of 60 feet. This bolt requires a ranged touch attack and deals 2d6 fire damage. +Use: Selected</entry> + <entry id="57570" lang="en" sex="m">Light Within Darkness</entry> + <entry id="57571" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Shadow Sun Ninja level 4 +Specifics: All opponents within 60 feet of you that failed to see you hiding must make Fortitude saves (DC 10 + 1/2 your character level + your Wisdom modifier) or be blinded for 1 round. +Use: Selected</entry> + <entry id="57572" lang="en" sex="m">Darkness Within Light</entry> + <entry id="57573" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Shadow Sun Ninja level 5 +Specifics: You blind yourself for the rest of your turn. Against targets that are blinded, you gain a +4 bonus to damage and attack rolls in melee. +Use: Selected</entry> + <entry id="57574" lang="en" sex="m">Void of the Shadow Sun</entry> + <entry id="57575" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Shadow Sun Ninja level 7 +Specifics: As a swift action, you gain a +2 deflection bonus to AC until the next round. If you are hit despite your improved AC, you lose it's bonus. +If you were hit, on your next turn you can project a pulse of frigid, black energy in a 30-foot-radius burst around you as a standard action. Enemies in this area take 8d6 points of cold damage, Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) for half damage. +Use: Selected</entry> + <entry id="57576" lang="en" sex="m">Child of Shadow and Light</entry> + <entry id="57577" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Shadow Sun Ninja level 8 +Specifics: When you activate this stance, the area around you fills with blinding light. All enemies within a 60-foot-radius burst become dazzled for one round. On the next round, the area around you is cast into total darkness for 1 round in a 60-foot-radius burst. +As long as you maintain this stance, you alternate between projecting light and darkness. +Use: Selected</entry> + <entry id="57578" lang="en" sex="m">Balance of Light and Dark</entry> + <entry id="57579" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Shadow Sun Ninja level 10 +Specifics: Once per day as a swift action, you transform into a creature of pure darkness for 1 minute. You gain immunity to critical hits, mind-affecting abilities, death attacks, energy drain, and poison. You also gain a +8 bonus on Hide checks. +If you wish to, on a successful melee attack, you can bestow one negative level on your opponent. You heal 5 points of damage for each negative level you bestow. +At the end of your transformation, you take 1 point of Constitution damage per negative level bestowed. +Use: Selected</entry> + <entry id="57580" lang="en" sex="m">Flame of the Shadow Sun - Touch</entry> + <entry id="57581" lang="en" sex="m">Void of the Shadow Sun - Blast</entry> + <entry id="57582" lang="en" sex="m">Balance of Light and Dark - Drain</entry> + <entry id="57583" lang="en" sex="m">Default Samurai</entry> + <entry id="57584" 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> + <entry id="57585" lang="en" sex="m">Default Marshal</entry> + <entry id="57586" 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> + <entry id="57587" lang="en" sex="m">Default Swashbuckler</entry> + <entry id="57588" 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> + <entry id="57589" lang="en" sex="m">Default Hexblade</entry> + <entry id="57590" 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> + <entry id="57591" lang="en" sex="m">Default Duskblade</entry> + <entry id="57592" 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> + <entry id="57593" lang="en" sex="m">Default Scout</entry> + <entry id="57594" 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> + <entry id="57595" lang="en" sex="m">Default Healer</entry> + <entry id="57596" 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> + <entry id="57597" lang="en" sex="m">Default Beguiler</entry> + <entry id="57598" 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> + <entry id="57599" lang="en" sex="m">Default Artificer</entry> + <entry id="57600" 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> + <entry id="57601" lang="en" sex="m">Default Warlock</entry> + <entry id="57602" 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> + <entry id="57603" lang="en" sex="m">Default Anti-Paladin</entry> + <entry id="57604" 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> + <entry id="57605" lang="en" sex="m">Default Ultimate Ranger</entry> + <entry id="57606" 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> + <entry id="57607" lang="en" sex="m">Default Bowman</entry> + <entry id="57608" 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> + <entry id="57609" lang="en" sex="m">Default Samurai</entry> + <entry id="57610" 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> + <entry id="57611" lang="en" sex="m">Default Ninja</entry> + <entry id="57612" 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> + <entry id="57613" lang="en" sex="m">Default Dragon Shaman</entry> + <entry id="57614" 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> + <entry id="57615" lang="en" sex="m">Default Dragonfire Adept</entry> + <entry id="57616" 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> + <entry id="57617" lang="en" sex="m">Default Psion</entry> + <entry id="57618" 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> + <entry id="57619" lang="en" sex="m">Default Psychic Warrior</entry> + <entry id="57620" 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> + <entry id="57621" lang="en" sex="m">Default Soulknife</entry> + <entry id="57622" 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> + <entry id="57623" lang="en" sex="m">Default Wilder</entry> + <entry id="57624" 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> + <entry id="57625" lang="en" sex="m">Default Dread Necromancer</entry> + <entry id="57626" 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> + <entry id="57627" lang="en" sex="m">Default Mystic</entry> + <entry id="57628" 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> + <entry id="57629" lang="en" sex="m">Default Noble</entry> + <entry id="57630" 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> + <entry id="57631" lang="en" sex="m">Default Archivist</entry> + <entry id="57632" 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> + <entry id="57633" lang="en" sex="m">Default Witch</entry> + <entry id="57634" 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> + <entry id="57635" lang="en" sex="m">Default Shaman</entry> + <entry id="57636" 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> + <entry id="57637" lang="en" sex="m">Default Favoured Soul</entry> + <entry id="57638" 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> + <entry id="57639" lang="en" sex="m">Default Truenamer</entry> + <entry id="57640" 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> + <entry id="57641" lang="en" sex="m">Default Shugenja</entry> + <entry id="57642" 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> + <entry id="57643" lang="en" sex="m">Default Sohei</entry> + <entry id="57644" 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> + <entry id="57645" lang="en" sex="m">Default Crusader</entry> + <entry id="57646" 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> + <entry id="57647" lang="en" sex="m">Default Swordsage</entry> + <entry id="57648" 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> + <entry id="57649" lang="en" sex="m">Default Warblade</entry> + <entry id="57650" 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> + <entry id="57651" lang="en" sex="m">Default Warmage</entry> + <entry id="57652" 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> + <entry id="57653" lang="en" sex="m">Default Knight</entry> + <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> + <entry id="57655" lang="en" sex="m">Default Brawler</entry> + <entry id="57656" 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> + <entry id="57657" lang="en" sex="m">Two Weapon Pounce</entry> + <entry id="57658" lang="en" sex="m">Type of Feat: General +Prerequisite: Two-Weapon Fighting, Dex 15, Base Attack Bonus +6 +Specifics: When you are making a charge and wielding weapons in both hands, you can attack with both of your weapons. If you do so, you lose the bonus on attack rolls normally granted by a charge. +Use: Automatic</entry> + <entry id="57659" lang="en" sex="m">Vital Recovery</entry> + <entry id="57660" lang="en" sex="m">Type of Feat: General +Prerequisite: Two martial maneuvers +Specifics: When you recover one or more expended maneuvers, you heal 3 points of damage + 1 point per character level. You can gain this benefit only once per minute. +Use: Automatic</entry> + <entry id="57661" lang="en" sex="m">Shadow Blade</entry> + <entry id="57662" lang="en" sex="m">Type of Feat: General +Prerequisite: One Shadow Hand stance +Specifics: While you are in a Shadow Hand stance and attack with one of the discipline's preferred weapons, you can add your Dexterity modifier as a bonus on melee damage for attacks made with the weapon. +Use: Automatic</entry> + <entry id="57663" lang="en" sex="m">Blade Meditation: Desert Wind</entry> + <entry id="57664" lang="en" sex="m">Blade Meditation: Devoted Spirit</entry> + <entry id="57665" lang="en" sex="m">Blade Meditation: Diamond Mind</entry> + <entry id="57666" lang="en" sex="m">Blade Meditation: Iron Heart</entry> + <entry id="57667" lang="en" sex="m">Blade Meditation: Setting Sun</entry> + <entry id="57668" lang="en" sex="m">Blade Meditation: Shadow Hand</entry> + <entry id="57669" lang="en" sex="m">Blade Meditation: Stone Dragon</entry> + <entry id="57670" lang="en" sex="m">Blade Meditation: Tiger Claw</entry> + <entry id="57671" lang="en" sex="m">Blade Meditation: White Raven</entry> + <entry id="57672" lang="en" sex="m">Divine Spirit</entry> + <entry id="57673" lang="en" sex="m">Type of Feat: General +Prerequisite: Ability to turn or rebuke undead, one Devoted Spirit stance +Specifics: While in a Devoted Spirit stance, you can expend a turn or rebuke undead attempt as an Immediate action to heal yourself a number ol hit points equal to 3 + your Charisma Modifier. +Use: Selected</entry> + <entry id="57674" lang="en" sex="m">Ironheart Aura</entry> + <entry id="57675" lang="en" sex="m">Type of Feat: General +Prerequisite: One Iron Heart stance +Specifics: While you are in any Iron Heart stance, adjacent allies gain a +2 morale bonus on saving throws. +Use: Automatic</entry> + <entry id="57676" lang="en" sex="m">Shadow Trickster</entry> + <entry id="57677" lang="en" sex="m">Type of Feat: General +Prerequisite: Caster level 1st, one Shadow Hand strike +Specifics: While you are in a Shadow Hand stance, the save DC for any illusion spell you cast increases by 2. +Use: Automatic</entry> + <entry id="57678" lang="en" sex="m">White Raven Defense</entry> + <entry id="57679" lang="en" sex="m">Type of Feat: General +Prerequisite: One White Raven stance +Specifics: When you are in a White Raven stance and adjacent to at least one ally, you gain a +1 bonus to AC. Furthermore. when you are wielding one of the White Raven discipline's preferred weapons, each ally adjacent to you gains a +1 bonus to AC. +Use: Automatic</entry> + <entry id="57680" lang="en" sex="m">Instant Clarity</entry> + <entry id="57681" lang="en" sex="m">Type of Feat: General +Prerequisite: Concentration 7 +Specifics: You can take a swift action to become psionically focused after successfully initiating a martial strike. You can use this ability three times per day. +Use: Automatic</entry> + <entry id="57682" lang="en" sex="m">Sudden Recovery</entry> + <entry id="57683" lang="en" sex="m">Type of Feat: General +Prerequisite: One maneuver +Specifics: Once per day as a swift action, you can instantly recover an expended maneuver. It is now ready again. If you are a crusader, the maneuver is also granted immediately. +Use: Selected</entry> + <entry id="57684" lang="en" sex="m">Song of the White Raven</entry> + <entry id="57685" lang="en" sex="m">Type of Feat: General +Prerequisite: Bardic music, one White Raven maneuver +Specifics: While you are in any White Raven stance, you can activate your bardic music as a swift action. Your crusader and warblade levels stack with your bard levels to determine the bonus granted. +Use: Selected</entry> + <entry id="57686" lang="en" sex="m">Reaping Mauler</entry> + <entry id="57687" lang="en" sex="m">Reaping Maulers</entry> + <entry id="57688" lang="en" sex="m">reaping mauler</entry> + <entry id="57689" lang="en" sex="m">(PRESTIGE CLASS) +Truly wise adventurers are always wary of unarmed opponents, for such adversaries are usually more than they seem. Such an opponent might even be a reaping mauler - the worst nightmare of a character who depends on weapon skills to win. Anyone who dares to wield a weapon against a reaping mauler had better make use of it quickly, because the opportunity won't last long. Reaping maulers are the back-breakers, the limb-twisters, and the neck-snappers among pit fighters. Grapplers of the highest order, they wear nothing heavier than light armor in combat to maximize their flexibility, and they use no weapons to achieve their gruesome victories, for they prefer the intimacy of a barehanded kill. A reaping mauler wants to be close enough to taunt his opponent with whispers while crushing the life out of it, to smell its fear, and to watch the despair creep over its face when the opponent realizes just how useless its weapons are during a grapple. + +- Hit Die: d10 +- Proficiencies: A reaping mauler gains no additional proficiencies. +- Skill Points: 2 + Int Modifier + +REQUIREMENTS: + +Base Attack Bonus: +5 +Skills: Tumble 5 ranks +Feats: Improved Unarmed Strike + +ABILITIES: + +Level +1: Improved Grapple (Ex): When wearing light armor or no armor, a reaping mauler gains the benefit of the Improved Grapple feat, even if he does not meet the prerequisites. + Mobility (Ex): When wearing light armor or no armor, a reaping mauler gains the benefits of the Mobility feat, even if he does not meet the prerequisites. +2: Adept Wrestling (Ex): Beginning at 2nd level, a reaping mauler who is wearing light armor or no armor gains a +1 bonus on all grapple checks. This bonus increases to +2 at 4th level. +3: Sleeper Lock (Ex): At 3rd level, a reaping mauler learns how to render an opponent unconscious with pressure. If the character pins his opponent while grappling and maintains the pin for 1 full round, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the round or fall unconscious for 1d3 rounds. A creature with no discernible anatomy has immunity to this effect. +5: Devastating Grapple (Ex): If a 5th-level reaping mauler pins his opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to the effect of this ability +</entry> + <entry id="57690" lang="en" sex="m">Adept Wrestling</entry> + <entry id="57691" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Reaping Mauler level 2 +Specifics: Beginning at 2nd level, a reaping mauler who is wearing light armor or no armor gains a +1 bonus on all grapple checks. This bonus increases to +2 at 4th level. +Use: Automatic</entry> + <entry id="57692" lang="en" sex="m">Sleeper Lock</entry> + <entry id="57693" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Reaping Mauler level 3 +Specifics: At 3rd level, a reaping mauler learns how to render an opponent unconscious with pressure. If the character pins his opponent while grappling and maintains the pin for 1 full round, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the round or fall unconscious for 1d3 rounds. A creature with no discernible anatomy has immunity to this effect. +Use: Automatic</entry> + <entry id="57694" lang="en" sex="m">Devastating Grapple</entry> + <entry id="57695" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Reaping Mauler level 5 +Specifics: If a 5th-level reaping mauler pins his opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to the effect of this ability +Use: Automatic</entry> + <entry id="57696" lang="en" sex="m">Bat</entry> + <entry id="57697" lang="en" sex="m">Hawk</entry> + <entry id="57698" lang="en" sex="m">Raven</entry> + <entry id="57699" lang="en" sex="m">Rat</entry> + <entry id="57700" lang="en" sex="m">Snake</entry> + <entry id="57701" lang="en" sex="m">Cat</entry> + <entry id="57702" lang="en" sex="m">Weasel</entry> + <entry id="57703" lang="en" sex="m">Owl</entry> + <entry id="57737" lang="en" sex="m">Beckon the Frozen</entry> + <entry id="57738" lang="en" sex="m">Type of Feat: General +Prerequisites: Augment Summoning, Spell Focus (Conjuration) +Specifics: When you summon a creature or creatures using any summon spell, the summoned creature gains the cold subtype, and its natural attacks deal an additional 1d6 points of cold damage. +Use: Automatic</entry> + <entry id="57739" lang="en" sex="m">Chosen of Iborighu</entry> + <entry id="57740" lang="en" sex="m">Type of Feat: General +Prerequisites: Must be Chaotic Evil +Specifics: Once per day, you can cause one creature within 30 feet that meets your gaze to become overwhelmed with a wave of supernatural cold. The target can resist the effects of this attack with a successful Fortitude save (DC 10 + 1/2 your character level + your Charisma modifi er), otherwise it causes cold damage equal to your Charisma modifi er + 3 (minimum 1 point of damage) and causes the victim to become fatigued. If you use this attack against someone who is fatigued, they instead become exhausted. Using this supernatural ability is a standard action that does not provoke attacks of opportunity. +Use: Selected</entry> + <entry id="57741" lang="en" sex="m">Faith in the Frost</entry> + <entry id="57742" lang="en" sex="m">Type of Feat: General +Prerequisites: Ability to turn or rebuke creatures, access to Cold or Winter cleric domain +Specifics: When you successfully turn or rebuke a creature, it takes cold damage equal to your Charisma modifi er as blasts of ice and cold energy tear through its body. +Use: Automatic</entry> + <entry id="57743" lang="en" sex="m">Mountaineer</entry> + <entry id="57744" lang="en" sex="m">Type of Feat: General +Prerequisites: None +Specifics: You get a +2 bonus on all Climb and Spot checks. +Use: Automatic</entry> + <entry id="57745" lang="en" sex="m">Bonus Domain: Cold</entry> + <entry id="57746" lang="en" sex="m">Bonus Domain: Winter</entry> + <entry id="57747" lang="en" sex="m">Cold</entry> + <entry id="57748" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Cold domain. +Granted Power: You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Chill Touch (1), Ice Storm (4), Cone of Cold (6), and Polar Ray (8) +Use: Automatic.</entry> + <entry id="57749" lang="en" sex="m">Winter</entry> + <entry id="57750" lang="en" sex="m">Type of Feat: Domain +Prerequisite: Access to the Winter domain. +Granted Power: You gain a +2 sacred bonus on all Wisdom-based skill checks. +Bonus Spells: The cleric gains access to the following spells at the specified spell level: Snilloc's Snowball Swarm (2), Sleet Storm (3), Control Weather (6), Otiluke's Freezing Sphere (7) +Use: Automatic.</entry> + <entry id="57751" lang="en" sex="m">Snowflake Wardance</entry> + <entry id="57752" lang="en" sex="m">Type of Feat: General +Prerequisite: Perform 6 ranks, Bardic music +Benefit: By expending one of your daily uses of bardic music, you may perform a deadly style of combat known as the snowflake wardance. Activating a snowflake wardance is a free action, and once activated, you add your Charisma modifier to your attack rolls with any slashing melee weapon you wield in one hand. This bonus to hit stacks with any bonuses you get from a high Strength score (or Dexterity score, if you are using Weapon Finesse). You cannot use this feat if you are carrying a shield, wearing medium or heavy armor, or carrying a medium or heavy load. A snowflake wardance lasts for a number of rounds equal to your ranks in Perform. Performing a snowflake wardance is physically tiresome - when the snowflake wardance ends, you become fatigued for the next 10 minutes. +Use: Selected.</entry> + <entry id="57753" lang="en" sex="m">Psychic Renewal</entry> + <entry id="57754" lang="en" sex="m">Type of Feat: General +Prerequisite: Must have a psionic focus, must be an initiator +Benefit: As a swift action, you can recover any expended maneuver by expending your psionic focus and spending power points equal to the maneuver's level. +Use: Selected.</entry> + <entry id="57755" lang="en" sex="m">Tiger Blooded</entry> + <entry id="57756" lang="en" sex="m">Type of Feat: General +Prerequisite: Ability to rage, wild shape, or shift; one Tiger Claw maneuver +Benefit: While you are in a rage, shifted, or wild shaped, you attempt to knock back 5 feet a creature of your size category or smaller that you hit with a Tiger Claw strike unless it succeeds on a Fortitude save (DC 10+1/2 your character level + your Str modifier). +Use: Automatic.</entry> + <entry id="57757" lang="en" sex="m">Stone Power</entry> + <entry id="57758" lang="en" sex="m">Type of Feat: General +Prerequisite: Str 13, one Stone Dragon maneuver +Benefit: You can take a penalty of as much as -5 on your attack rolls. This number cannot exceed your base attack bonus. You gain temporary hit points equal to twice the number that you subtract from your attack rolls (to a maximum of +10). These temporary hitpoints last until the beginning of your next turn. + +Pressing the feat repeatedly will cycle through the options available. +Use: Selected.</entry> + <entry id="57759" lang="en" sex="m">Efficient Defender</entry> + <entry id="57760" lang="en" sex="m">Type of Feat: General +Prerequisite: Heavy armor proficiency +Benefit: When you wear light or medium armor, you gain 1 more point of armor bonus to your AC than your armor normally provides. The armor also becomes slightly more encumbering, increase it's armor check penalty by 1. +Use: Automatic.</entry> + <entry id="57761" lang="en" sex="m">Trap Engineer</entry> + <entry id="57762" lang="en" sex="m">Type of Feat: General +Prerequisite: Lore 4 +Benefit: If you successfully disable a trap using this feat, you gain a +2 bonus on Search and Disarm Trap for one hour. You also gain a +4 bonus on Reflex saves to avoid traps. +Use: Selected</entry> + <entry id="57763" lang="en" sex="m">Weapon and Torch</entry> + <entry id="57764" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Benefit: While fighting with a one-handed melee weapon and holding a lit torch in the other hand, you can make a special attack as a full-round action. Attack once with your melee weapon. If the attack hits, you also sweep your torch across your foe's eyes, dealing ld6 points of fire damage and dazzling him for 1d4 rounds. +Use: Selected</entry> + <entry id="57765" lang="en" sex="m">Anvil of Thunder</entry> + <entry id="57766" lang="en" sex="m">Type of Feat: General +Prerequisite: Power Attack, Two-Weapon Fighting, Weapon Focus (warhammer or light hammer), Weapon Focus (battleaxe, handaxe, or dwarven waraxe), Str 13 +Benefit: If you hit the same creature with both your axe and your hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be dazed for 1 round. +Use: Selected</entry> + <entry id="57767" lang="en" sex="m">Hammer's Edge</entry> + <entry id="57768" lang="en" sex="m">Type of Feat: General +Prerequisite: Improved Bull Rush, Two-Weapon Fighting, Weapon Focus (warhammer or light hammer), Weapon Focus (bastard sword, long sword, scimitar), Str 15 +Benefit: If you hit the same creature with both your sword and your hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or fall prone. +Use: Selected</entry> + <entry id="57769" lang="en" sex="m">High Sword Low Axe</entry> + <entry id="57770" lang="en" sex="m">Type of Feat: General +Prerequisite: Improved Trip, Two-Weapon Fighting, Weapon Focus (battleaxe, handaxe, or dwarven waraxe), Weapon Focus (bastard sword, long sword, scimitar) +Benefit: If you hit the same creature with both your sword and your axe in the same round, you may make a free trip attempt against that foe. +Use: Selected</entry> + <entry id="57771" lang="en" sex="m">Spinning Halberd</entry> + <entry id="57772" lang="en" sex="m">Type of Feat: General +Prerequisite: Two-Weapon Fighting, Weapon Focus (halberd) +Benefit: When you make a full attack with your halberd, you gain a +1 dodge bonus to your Armor Class as well as an additional attack with the weapon at a -5 penalty. This attack deals points of bludgeoning damage equal to 1d6 + 1/2 your Strength modifier. +Use: Selected</entry> + <entry id="57773" lang="en" sex="m">Three Mountains</entry> + <entry id="57774" lang="en" sex="m">Type of Feat: General +Prerequisite: Cleave, Power Attack, Improved Bull Rush, Weapon Focus (dire mace, heavy flail, heavy mace, or morning star), Str 13 +Benefit: If you strike the same creature twice in the same round with your dire mace, morningstar, heavy mace, or heavy flail, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be nauseated by the pain for 1 round. +Use: Automatic</entry> + <entry id="57775" lang="en" sex="m">Vae School</entry> + <entry id="57776" lang="en" sex="m">Type of Feat: General +Prerequisite: Expertise, Improved Trip, Weapon Focus (whip), Base attack bonus +7 +Benefit: Once per round, when you deal damage to a flat-footed foe (or a foe you flank) with a whip, you can initiate a trip attack. If you fail to trip when using this special attack, your opponent cannot attempt to trip you in turn. +Use: Automatic</entry> + <entry id="57777" lang="en" sex="m">Inlindl School</entry> + <entry id="57778" lang="en" sex="m">Type of Feat: General +Prerequisite: Expertise, Weapon Focus, Shield Proficiency, Int 13 +Benefit: You can choose to sacrifice your shield bonus to AC in exchange for a bonus on melee attack rolls equal to one-half that bonus. This bonus applies only on attacks made with light weapons. +Use: Selected</entry> + <entry id="57779" lang="en" sex="m">Divine Intercession</entry> + <entry id="57780" lang="en" sex="m">Type of Feat: General +Prerequisite: Turn Undead, Travel or Trickery domain +Benefit: You can spend three turn or rebuke undead attempts to teleport to any point up to 30 feet away within line of sight. This effect functions as dimension door, except that you can't bring along other creatures. +Use: Selected</entry> + <entry id="57781" lang="en" sex="m">Profane Agony</entry> + <entry id="57782" lang="en" sex="m">Type of Feat: General +Prerequisite: Turn Undead, Death or Destruction domain +Benefit: You can spend a rebuke undead attempt as a full-round action to channel your deity's displeasure at a single living creature within 30 feet. That creature takes 3d6 points of damage and is sickened for 1 round. A successful Fortitude save (DC 10 + one-half your level + your Cha modifier) negates the damage, but not the sickening effect. +Use: Selected</entry> + <entry id="57783" lang="en" sex="m">Spiderfriend Magic</entry> + <entry id="57784" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Benefit: Your spells have no effect against vermin allies (but affect vermin enemies normally). +Use: Automatic</entry> + <entry id="57785" lang="en" sex="m">Unspeakable Vow</entry> + <entry id="57786" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Benefit: You gain a +2 bonus on Intimidate checks. +Use: Automatic</entry> + <entry id="57787" lang="en" sex="m">Lolth's Boon</entry> + <entry id="57788" lang="en" sex="m">Type of Feat: General +Prerequisite: Turn Undead, Drow or Chaotic Evil +Benefit: You can spend two rebuke undead attempts as a standard action to unleash a 60-foot-radius burst of divine energy. Each vermin in the area gains temporary hit points equal to its HD, as well as a +2 profane bonus on melee damage rolls. These effects last for 5 rounds. +Use: Selected</entry> + <entry id="57789" lang="en" sex="m">Psychic Refusal</entry> + <entry id="57790" lang="en" sex="m">Type of Feat: General +Prerequisite: Iron Will +Benefit: You gain a +4 bonus to Spell Resistance +Use: Automatic</entry> + <entry id="57791" lang="en" sex="m">Xaniqos School</entry> + <entry id="57792" lang="en" sex="m">Type of Feat: General +Prerequisite: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +6 +Benefit: If you have moved at least 10 feet since the start of your turn, your crossbow attacks deal an extra 1d6 points of damage. +Use: Automatic</entry> + <entry id="57793" lang="en" sex="m">Improved Cohort</entry> + <entry id="57794" lang="en" sex="m">Type of Feat: General +Prerequisite: Cha 15, Leadership +Benefit: The maximum level of the cohort you gain from the Leadership feat is one lower than your character level, instead of two lower. +Use: Automatic</entry> + <entry id="57795" lang="en" sex="m">Ecclesiarch</entry> + <entry id="57796" lang="en" sex="m">Type of Feat: General +Prerequisite: Lore 6 +Benefit: Increase your leadership score by +2 and your Lore by +2. +Use: Automatic</entry> + <entry id="57797" lang="en" sex="m">Great Diplomat</entry> + <entry id="57798" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Benefit: Increase your leadership score by +2 and your Persuade by +2. +Use: Automatic</entry> + <entry id="57799" lang="en" sex="m">Shield Wall</entry> + <entry id="57800" lang="en" sex="m">Type of Feat: General +Prerequisite: Shield proficiency +Benefit: When you and an adjacent ally are each using a shield, your shield bonus to Armor Class increases by 2. +Use: Automatic</entry> + <entry id="57801" lang="en" sex="m">Corrupt Spell Focus</entry> + <entry id="57802" lang="en" sex="m">Type of Feat: General +Prerequisite: Non-good +Benefit: You add +1 to the DC for all saving throws against any spells you cast that have a corrupt component. +Use: Automatic</entry> + <entry id="57803" lang="en" sex="m">Greater Corrupt Spell Focus</entry> + <entry id="57804" lang="en" sex="m">Type of Feat: General +Prerequisite: Non-good, Corrupt Spell Focus +Benefit: You add +2 to the DC for all saving throws against any spells you cast that have a corrupt component. This replaces Corrupt Spell Focus. +Use: Automatic</entry> + <entry id="57805" lang="en" sex="m">Haunting Melody</entry> + <entry id="57806" lang="en" sex="m">Type of Feat: General +Prerequisite: Bardic Music, Perform 9 +Benefit: You can inspire fear in enemies within 30 feet of you. Any opponent in range must succeed on a Will saving throw (DC 10 + 1/2 your bard level + your Cha modifier) or become shaken for a number of rounds equal to your ranks in the Perform skill. This is a fear effect. +Use: Automatic</entry> + <entry id="57807" lang="en" sex="m">Master of Knowledge</entry> + <entry id="57808" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Benefit: You gain a +5 bonus to Lore +Use: Automatic</entry> + <entry id="57809" lang="en" sex="m">Unnatural Will</entry> + <entry id="57810" lang="en" sex="m">Type of Feat: General +Prerequisite: Iron Will, Cha 12 +Benefit: Add your Charisma modifier to all Will saves against fear effects. +Use: Automatic</entry> + <entry id="57811" lang="en" sex="m">Heat Endurance</entry> + <entry id="57812" lang="en" sex="m">Type of Feat: General +Prerequisite: Base Fortitude save +2 +Benefit: You gain a +2 bonus on saving throws against fire effects. +Use: Automatic</entry> + <entry id="57813" lang="en" sex="m">Improved Heat Endurance</entry> + <entry id="57814" lang="en" sex="m">Type of Feat: General +Prerequisite: Base Fortitude save +6, Heat Endurance +Benefit: You gain fire resistance 5. +Use: Automatic</entry> + <entry id="57815" lang="en" sex="m">Light of Aurifar</entry> + <entry id="57816" lang="en" sex="m">Type of Feat: General +Prerequisite: Ability to turn or rebuke undead, access to either the Fire or Sun domain +Benefit: Any undead that you successfully turn or rebuke takes 2d6 points of fire damage in addition to the normal turning or rebuking effect. +Use: Automatic</entry> + <entry id="57817" lang="en" sex="m">Deformity (Skin)</entry> + <entry id="57818" lang="en" sex="m">Type of Feat: General +Prerequisite: Willing Deformity, Evil alignment +Benefit: You gain a +1 natural armor bonus. +Use: Automatic</entry> + <entry id="57819" lang="en" sex="m">Blighter</entry> + <entry id="57820" lang="en" sex="m">Blighters</entry> + <entry id="57821" lang="en" sex="m">blighter</entry> + <entry id="57822" lang="en" sex="m">(PRESTIGE CLASS) +When a druid turns away from the land, the land turns away from her. Some ex-druids make peace with this change; others seek to restore the bond. A few, however, actually embrace their disconnection from nature and become forces of destruction. These few, called blighters, bring desolation wherever they tread. A blighter gains her spellcasting ability by stripping the earth of life. A swath of deforested land always marks her path through the wilderness. + +The vast majority of blighters are nomadic loners constantly in search of green lands to destroy. Some are grim; others laugh at the destruction they wreak. Almost all, however, are friendless and mad. What puts them over the edge is the knowledge that nature gets the last laugh: To gain their spells, they must seek out the richest forests of the land, even if it's only to destroy them. Thus, even though they've turned away from nature, they must constantly return to it. Only human ex-druids seem attracted in any number to the blighter's path. Legends say that a few elven druids have also turned to destruction over the millennia - a terrifying prospect given how much land they could destroy in their long lifetimes. + +- Hit Die: d8 +- Proficiencies: A blighter does not gain any additional weapon or armor proficiencies. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +4 +Alignment: Nongood +Special: Wild Shape as a class ability +Special: Must have been a druid + +ABILITIES: + +Level +1: +2: Blightfire - 5d6 fire damage in a 10ft radius +3: Undead Wild Shape - Wild Shape gains the Skeletal Template +4: Undead Wild Shape +5: Contagious Touch - Deliver diseases as touch attacks + Undead Wild Shape - Gain new forms +6: Animate Dead Animal - Animate special undead creatures + Undead Wild Shape +7: Contagious Touch +8: Unbond - Slay familiars and animal companions + Undead Wild Shape +9: Contagious Touch + Undead Wild Shape - Gain new forms +10: Plague - Affect an area with disease + Undead Wild Shape + +Spellcasting: The blighter gains spellcasting as per a druid, using Wisdom as his casting statistic. He can cast spells up to 9th level from the blighter spell list, gaining access to new spell levels each class level, provided he has a high enough wisdom score to cast a spell of that.</entry> + <entry id="57823" lang="en" sex="m">Contagious Touch</entry> + <entry id="57824" lang="en" sex="m">Necromancy +Level: Druid 4 +Components: V, S +Casting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: 1 round/level +Saving Throw: Fortitude negates +Spell Resistance: Yes + +Holding out your hand like it's dead, you croak out magic words and imbue your limb with a terrible disease. + +Upon casting this spell, you choose one disease from this list: blinding sickness, cackle fever, filth fever, +mindfire, red ache, the shakes, or slimy doom (DMG 292). Any living creature you hit with a melee touch attack +during the spell's duration is affected as though by the contagion spell, immediately contracting the disease +you have selected unless it makes a successful Fortitude save. You cannot infect more than one creature per round.</entry> + <entry id="57825" lang="en" sex="m">Type of Feat: Class +Prerequisite: Blighter 5 +Benefit: You can cast Contagious Touch once per day. You get an addition use at 7th and 9th level. +Use: Selected</entry> + <entry id="57826" lang="en" sex="m">Undead Wild Shape</entry> + <entry id="57827" lang="en" sex="m">Type of Feat: Class +Prerequisite: Blighter 3 +Benefit: You can undead wild shape into a Bear, Boar, Badger, Wolf, or Panther. These forms gain the following changes: + +- Type changes to undead. +- Natural bonus +2 +- +2 Dexterity +- Immunity to cold. +- Damage reduction 5/bludgeoning. + +You get a 2nd use at 4th, 3rd at 6th, 4th at 8th, and 5th at 10th levels. You also gain better forms at class levels 5th and 9th. + +Use: Selected</entry> + <entry id="57828" lang="en" sex="m">Undead Bears</entry> + <entry id="57829" lang="en" sex="m">Undead Panthers</entry> + <entry id="57830" lang="en" sex="m">Undead Wolves</entry> + <entry id="57831" lang="en" sex="m">Undead Boars</entry> + <entry id="57832" lang="en" sex="m">Undead Badgers</entry> + <entry id="57833" lang="en" sex="m">Animate Dead Animal</entry> + <entry id="57834" lang="en" sex="m">Type of Feat: Class +Prerequisite: Blighter 6 +Benefit: You can animate an undead bear once per day. +Use: Selected</entry> + <entry id="57835" lang="en" sex="m">Plague</entry> + <entry id="57836" lang="en" sex="m">Type of Feat: Class +Prerequisite: Blighter 10 +Benefit: As per Contagious Touch, except it affects all creatures in a 20 ft radius from point of impact. Usable once per day. +Use: Selected</entry> + <entry id="57837" lang="en" sex="m">Unbond</entry> + <entry id="57838" lang="en" sex="m">Type of Feat: Class +Prerequisite: Blighter 8 +Benefit: The target Familiar or Animal Companion must save or die. +Use: Selected</entry> + <entry id="57839" lang="en" sex="m">Blightfire</entry> + <entry id="57840" lang="en" sex="m">Type of Feat: Class +Prerequisite: Blighter 2 +Benefit: Deal 5d6 fire damage, reflex half, at the chosen point. +Use: Selected</entry> + <entry id="57841" lang="en" sex="m">Nentyar Hunter</entry> + <entry id="57842" lang="en" sex="m">Nentyar Hunters</entry> + <entry id="57843" lang="en" sex="m">nentyar hunter</entry> + <entry id="57844" lang="en" sex="m">(PRESTIGE CLASS) +Sworn to defend the great forests and serve the Nentyarch, druidic ruler of the Circle of Leth, the Nentyar hunters roam the wild lands of the East, uprooting foul and evil things. Skilled with both steel and magic, a Nentyar hunter is a resourceful, self-reliant hero who has learned to trust her own judgment, confronting those who would harm the forest. The Nentyar hunters are few in number, but even a single hunter is capable of achieving great things in the service of the lands she loves. + +Barbarians and rangers are the most common Nentyar hunters, as the prestige class offers access to powerful forest magic to complement their skill at fighting. Druids are less commonly drawn to the class, since many of the Nentyar hunter's spells are druid spells, and the Nentyar hunters are sworn to protect druids and carry out their edicts. Fighters and rogues with a preference for wilderness skills sometimes become Nentyar hunters, but clerics, sorcerers, and wizards do not often choose this path. + +- Hit Die: d6 +- Proficiencies: A nentyar hunter gains simple and martial weapon proficiencies and light armor proficiency +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + +Alignment: Nonevil +Feats: Alertness, Combat Casting, Track +Skills: Spot 8, Search 4 + +ABILITIES: + +Level +1: Woodland Stride +2: Swift Tracker - +1 Spot, Search Listen +3: Swiftness of the Stag - +10 ft movement speed in light or no armor +4: Eyes of the Hawk - +4 Spot +5: Heart of the Lion - Immune to Fear + + Beginning at 1st level, a Nentyar hunter gains the ability to cast a small number of divine spells, as per druid casting, although she has her own unique spell list that goes to 5th level spells.</entry> + <entry id="57845" lang="en" sex="m">Swift Tracker</entry> + <entry id="57846" lang="en" sex="m">Type of Feat: Class +Prerequisite: Nentyar Hunter 2 +Benefit: +1 to Search, Spot, Listen +Use: Automatic</entry> + <entry id="57847" lang="en" sex="m">Swiftness of the Stag</entry> + <entry id="57848" lang="en" sex="m">Type of Feat: Class +Prerequisite: Nentyar Hunter 3 +Benefit: +10 ft movement speed in light or no armor +Use: Automatic</entry> + <entry id="57849" lang="en" sex="m">Eyes of the Hawk</entry> + <entry id="57850" lang="en" sex="m">Type of Feat: Class +Prerequisite: Nentyar Hunter 4 +Benefit: +4 to Spot +Use: Automatic</entry> + <entry id="57851" lang="en" sex="m">Heart of the Lion</entry> + <entry id="57852" lang="en" sex="m">Type of Feat: Class +Prerequisite: Nentyar Hunter 5 +Benefit: Immune to Fear +Use: Automatic</entry> + <entry id="57853" lang="en" sex="m">Battlesmith</entry> + <entry id="57854" lang="en" sex="m">Battlesmiths</entry> + <entry id="57855" lang="en" sex="m">battlesmith</entry> + <entry id="57856" lang="en" sex="m">(PRESTIGE CLASS) +A battlesmith is a skilled dwarf armorer and weaponsmith who uses her experience in battle, as well as her masterful weaponsmithing and armorsmithing abilities, to create deadly items for her kinsmen to wield in defense of their homes. While typically only spellcasters can craft magic items, dwarven ingenuity has found a number of ways to make skill serve where nondwarves must rely on magic. Aside from her incredible skill crafting items of war, a battlesmith is equally capable of raining down death and destruction in combat. After all, no one knows her creations - or how to most effectively use them - better than the battlesmith herself, and she did not live to retire from the front lines by being anything less than the best. + +Fighters and paladins are well served by becoming battlesmiths. Spellcasters are less likely to find benefit in the profession, since they typically find little time to continue their more traditional mystical studies while working in the heat of the forge. That said, a number of clerics of Moradin take up the mantle of the battlesmith. + +- Hit Die: d10 +- Proficiencies: A battlesmith gains no additional proficiencies +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Race: Dwarf +Feats: Armor Proficiency (Heavy), Endurance, Weapon Focus (Warhammer) +Skills: Craft (Weapons) 10 +Base Attack Bonus: +5 + +ABILITIES: + +Level +1: One With the Hammer - Wisdom to damage for Warhammers + Secrets of the Forge - Craft magic arms and armor at 3x class level +2: Flesh of my Flesh - +1 armor in heavy armor +3: Forged in Fire - Ignore exhaustion and fatigue +4: Flesh of my Flesh - +2 +5: Tempered in Blood - Ignore 50% physical damage for one round</entry> + <entry id="57857" lang="en" sex="m">One With The Hammer</entry> + <entry id="57858" lang="en" sex="m">Type of Feat: Class +Prerequisite: Battlesmith 1 +Benefit: Any equipped warhammer adds your Wisdom bonus to damage. +Use: Automatic</entry> + <entry id="57859" lang="en" sex="m">Secrets of the Forge</entry> + <entry id="57860" lang="en" sex="m">Type of Feat: Class +Prerequisite: Battlesmith 1 +Benefit: A battlesmith receives Craft Magic Arms and Armor as a bonus feat. Multiply the battlesmith's class level by 3 to determine her effective caster level for the purpose of creating magic arms and armor (this stacks with any other caster levels the battlesmith might have). +Use: Automatic</entry> + <entry id="57861" lang="en" sex="m">Flesh of my Flesh</entry> + <entry id="57862" lang="en" sex="m">Type of Feat: Class +Prerequisite: Battlesmith 2 +Benefit: When wearing heavy armor, the Battlesmith gets a +1 bonus to armor class. This increases to +2 at 4th level. +Use: Automatic</entry> + <entry id="57863" lang="en" sex="m">Forged in Fire</entry> + <entry id="57864" lang="en" sex="m">Type of Feat: Class +Prerequisite: Battlesmith 3 +Benefit: You are immune to fatigue and exhaustion +Use: Automatic</entry> + <entry id="57865" lang="en" sex="m">Tempered in Blood</entry> + <entry id="57866" lang="en" sex="m">Type of Feat: Class +Prerequisite: Battlesmith 5 +Benefit: For one round a day, you take 50% less physical damage. +Use: Selected</entry> + <entry id="57867" lang="en" sex="m">Warforged Juggernaut</entry> + <entry id="57868" lang="en" sex="m">Warforged Juggernauts</entry> + <entry id="57869" lang="en" sex="m">warforged juggernaut</entry> + <entry id="57870" lang="en" sex="m">(PRESTIGE CLASS) +Some believe that the ultimate expression of the warforged experiment is the juggernaut, a path that allows warforged to become more and more like true constructs and less like their living creators. As a machine of war, the juggernaut is among the best at dealing damage and sustaining punishment. Some warforged refuse to take up the mantle of juggernaut because it accentuates their construct heritage at the cost of their living aspects. Nonetheless, for a warforged who wants to become an engine of destruction, the juggernaut prestige class is the best road by which to get there. + +- Hit Die: d12 +- Proficiencies: A Warforged Juggernaut gains no additional proficiencies +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Race: Warforged +Feats: Adamantine Body, Improved Bull Rush, Power Attack +Base Attack Bonus: +5 + +ABILITIES: + +Level +1: Armor Spikes 1d6, Expert Bull Rush, Powerful Charge, Reserved +2: Charge Bonus +1, Construct Perfection, Extended Charge +3: Construct Perfection II, Healing Immunity, Superior Bull Rush +4: Armor Spikes 1d8, Charge Bonus +2, Construct Perfection III +5: Construct Perfection IV, Greater Powerful Charge</entry> + <entry id="57871" lang="en" sex="m">Armor Spikes</entry> + <entry id="57872" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warforged Juggernaut 1 +Benefit: You deal 1d6 points of piercing damage on a successful grapple in addition to the normal damage. At 4th level this increases to 1d8. +Use: Automatic</entry> + <entry id="57873" lang="en" sex="m">Expert Bull Rush</entry> + <entry id="57874" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warforged Juggernaut 1 +Benefit: Add your class level to all checks made as part of attacking or defending with a bull rush. +Use: Automatic</entry> + <entry id="57875" lang="en" sex="m">Reserved</entry> + <entry id="57876" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warforged Juggernaut 1 +Benefit: Take your class level as a penalty on Bluff, Persuade, and Sense Motive checks +Use: Automatic</entry> + <entry id="57877" lang="en" sex="m">Charge Bonus</entry> + <entry id="57878" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warforged Juggernaut 2 +Benefit: You gain a +1 bonus on attack rolls when charging. At 4th level this increases to +2. +Use: Automatic</entry> + <entry id="57879" lang="en" sex="m">Construct Perfection</entry> + <entry id="57880" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warforged Juggernaut 2 +Benefit: You become immune to critical hits. At 3rd level, you become immune to mind affecting. At 4th level, you become immune to death effects and necromancy spells. At 5th level, you become immune to ability damage and drain. +Use: Automatic</entry> + <entry id="57881" lang="en" sex="m">Extended Charge</entry> + <entry id="57882" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warforged Juggernaut 2 +Benefit: You become 17% faster when charging. +Use: Automatic</entry> + <entry id="57883" lang="en" sex="m">Healing Immunity</entry> + <entry id="57884" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warforged Juggernaut 3 +Benefit: Healing spells no longer work on you. +Use: Automatic</entry> + <entry id="57885" lang="en" sex="m">Superior Bull Rush</entry> + <entry id="57886" lang="en" sex="m">Type of Feat: Class +Prerequisite: Warforged Juggernaut 3 +Benefit: A successful bull rush now deals damage equal to armor spikes + your strength modifier. If it was a bull rush charge, you gain the additional damage from the powerful charge feats. +Use: Automatic</entry> + <entry id="57887" lang="en" sex="m">Frost Mage</entry> + <entry id="57888" lang="en" sex="m">Frost Mages</entry> + <entry id="57889" lang="en" sex="m">frost mage</entry> + <entry id="57890" lang="en" sex="m">(PRESTIGE CLASS) +Frost mages usually hail from lands of cold, snow, and ice: tundra, glaciers, even outer planes perpetually shrouded in winter. Others become obsessed with the power of glacial cold and focus all their energy into discovering the mysteries of the frostfell and its magic. All frost mages, however, eventually become adapted to cold environments as their skin slowly turns to frost. They learn to take advantage of the natural or magically enhanced frostfell environment, harnessing the existing cold to further empower their own spells. + +As members of this prestige class must have the ability to cast arcane spells, frost mages come from a narrow group, usually bards, sorcerers, and wizards. Some frost mage sorcerers believe silver dragon blood runs in their veins, while others feel they possess an innate talent for works of cold and ice magic. Most wizards who become frost mages see the frostfell as a mysterious and undiscovered frontier of arcane power, one from which they can draw strong magic for their own purposes. + +- Hit Die: d4 +- Proficiencies: A Frost Mage gains no additional proficiencies +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Spells: 1st level arcane spells +Feats: Frozen Magic +Skills: Lore 8 + +ABILITIES: + +Level +1: Natural Armor +1 +2: Resistance to Cold 10 +3: +4: Piercing Cold - Ignore resistance or immunity to cold when casting spells + Natural Armor +2 +5: +6: +7: Natural Armor +3 +8: +9: +10: Natural Armor +4 + Cold Subtype - Immune to cold, 50% more damage from fire</entry> + <entry id="57891" lang="en" sex="m">Natural Armor</entry> + <entry id="57892" lang="en" sex="m">Type of Feat: Class +Prerequisite: Frost Mage 1 +Benefit: You gain +1 natural armor. This increases by +1 at 4th, 7th, and 10th levels to a maximum of +4. +Use: Automatic</entry> + <entry id="57893" lang="en" sex="m">Piercing Cold</entry> + <entry id="57894" lang="en" sex="m">Type of Feat: Class +Prerequisite: Frost Mage 4 +Benefit: Cold damage from spells you cast ignores resistances and immunities. +Use: Automatic</entry> + <entry id="57895" lang="en" sex="m">Frozen Magic</entry> + <entry id="57896" lang="en" sex="m">Type of Feat: General +Prerequisite: Con 13 +Benefit: Increase your caster level by +2 when it is snowing or when a module builder marks the area as cold. +Use: Automatic</entry> + <entry id="57897" lang="en" sex="m">Wayfarer Guide</entry> + <entry id="57898" lang="en" sex="m">Wayfarer Guides</entry> + <entry id="57899" lang="en" sex="m">wayfarer guide</entry> + <entry id="57900" lang="en" sex="m">(PRESTIGE CLASS) +The wayfarer guide focuses on honing her skill at instantaneous magical transportation. Unlike spellcasters of other prestigious associations, a wayfarer guide need not devote years of her life to the art of teleportation nor focus her attention overmuch on the pursuit of perfection. Still, she learns secrets of the trade that are available only through employment with the Wayfarers Union. The Union is, at its heart, a transportation service that specialty spellcasters provide for those willing to pay. + +Most wayfarer guides are wizards or sorcerers, though a few clerics with access to the Travel domain have been known to pursue this class. Such characters typically have a level or two in bard, ranger, or wizard to meet the Knowledge requirements more quickly. + +- Hit Die: d6 +- Proficiencies: A Wayfarer Guide gains no additional proficiencies +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Spells: Must be able to cast teleport +Skills: Lore 10 + +ABILITIES: + +Level +1: Enhanced Capacity - Take one more character per class level when group teleporting +2: Teleport - Cast teleport once per day +3: Enhanced Accuracy - Roll twice and take the better result on teleport mishaps +</entry> + <entry id="57901" lang="en" sex="m">Enhanced Capacity</entry> + <entry id="57902" lang="en" sex="m">Type of Feat: Class +Prerequisite: Wayfarer Guide 1 +Benefit: You can bring one more character with you per class level when you teleport. +Use: Automatic</entry> + <entry id="57903" lang="en" sex="m">Enhanced Accuracy</entry> + <entry id="57904" lang="en" sex="m">Type of Feat: Class +Prerequisite: Wayfarer Guide 3 +Benefit: You roll twice on the teleport mishap table and take the better result. +Use: Automatic</entry> + <entry id="57905" lang="en" sex="m">Shadowbane Inquisitor</entry> + <entry id="57906" lang="en" sex="m">Shadowbane Inquisitors</entry> + <entry id="57907" lang="en" sex="m">shadowbane inquisitor</entry> + <entry id="57908" lang="en" sex="m">(PRESTIGE CLASS) +Clad in bone-white armor and wreathed in righteous conviction, shadowbane inquisitors battle incessantly against evil in whatever form it takes. Every shadowbane inquisitor belongs to a fellowship of religious knights called the Order of Illumination. The order advocates merciless aggression against evil, and its members train to detect and destroy evil creatures and individuals. Filled with fervor, an inquisitor knows only one solution to an infestation of evil: the sword. The purifying flame and the clean cut of a holy blade are his tools. Along with their comrades (as members of the order refer to one another) the shadowbane stalkers, inquisitors find and confront evil wherever it hides. Unlike shadowbane stalkers, however, inquisitors emphasize purging evil rather than finding it. Their relentless zeal and their overwhelming belief in their own righteousness allow shadowbane inquisitors to root out evil cleanly, even if it costs the lives of a few good creatures, without the moral doubt that other knights might feel. The Order of Illumination expounds that it is better to sacrifice a village that hides a powerful demon than it is to risk letting the demon escape or the evil spread. Although inquisitors remain devoted to the cause of good, this conviction allows them to use their abilities against enemies regardless of their alignment. + +- Hit Die: d10 +- Proficiencies: Shadowbane inquisitors are proficient with all simple and martial weapons, with all types of armor, and with shields. +- Skill Points: 4 + Int Modifier. + +REQUIREMENTS: + + Alignment: Lawful good. + Base Attack: +5. + Skills: Persuade 4 ranks, Lore 2 ranks, Sense Motive 8 ranks. + Feats: Power Attack. + Special: Detect evil class feature or ability to cast detect evil as a divine spell. + Special: Turn undead class feature. + Special: Sneak attack class feature. + +ABILITIES: + +Level +1: Pierce Shadows - Create an area of light +2: Sacred Stealth +4 - Expend spell to gain bonus on Hide and Move Silently + Smite 1/day +3: +4: Sneak Attack +1d6 +5: Merciless Purity - Gain +1 Reflex and Fortitude saves when smited creature dies +6: Smite 2/day +7: Sneak Attack +2d6 + Sacred Stealth +8 +8: Righteous Fervor - Gain Attack and Damage boost against smited creature +9: Burning Light - Do damage in area of Pierce Shadows +10: Smite 3/day, Sneak Attack +3d6 +</entry> + <entry id="57909" lang="en" sex="m">Shadowbane Stalker</entry> + <entry id="57910" lang="en" sex="m">Shadowbane Stalkers</entry> + <entry id="57911" lang="en" sex="m">shadowbane stalker</entry> + <entry id="57912" lang="en" sex="m">(PRESTIGE CLASS) +Those they name as heretics or servants of evil call them zealots. Those they protect from darkness call them saviors and defenders of the truth. Whatever their label, shadowbane stalkers rank as some of the most feared individuals wherever they go. + +- Hit Die: d8 +- Proficiencies: Shadowbane Stalkers gain no proficiencies. +- Skill Points: 6 + Int Modifier. + +REQUIREMENTS: + + Alignment: Lawful good. + Skills: Persuade 8 ranks, Search 4 ranks, Sense Motive 4 ranks. + Special: Detect evil class feature or ability to cast detect evil as a divine spell. + Special: Sneak attack class feature. + +ABILITIES: + +Level +1: Detect Evil at will + Sacred Stealth +4 - Expend spell to gain bonus on Hide and Move Silently +2: Discover Subterfuge +2 - Bonus on Search and Sense Motive +3: Sneak Attack +1d6 +4: Sacred Defense - Expend spell to boost armor class +5: Discover Subterfuge +4 +6: Sneak Attack +2d6 +7: Sacred Stealth +8 +8: Discover Subterfuge +6 +9: Sneak Attack +3d6 +10: Sacred Strike - Expend spell to boost sneak attack dice + +BONUS SPELLS + +Upon gaining a level in Shadowbane Stalker, the character gains new spells per day as if he had also gained a level in his highest divine caster class. He does not learn any new spells through his abilities. +</entry> + <entry id="57913" lang="en" sex="m">Pierce Shadows</entry> + <entry id="57914" lang="en" sex="m">Type of Feat: Class +Prerequisite: Shadowbane Inquisitor 1 +Benefit: Expend a use of Turn Undead to create an area of bright light around you +Use: Selected</entry> + <entry id="57915" lang="en" sex="m">Sacred Stealth</entry> + <entry id="57916" lang="en" sex="m">Type of Feat: Class +Prerequisite: Shadowbane Inquisitor 2, Shadowbane Stalker 1 +Benefit: Expend a spell to gain +4 Hide and Move Silently for a number of minutes equal to Charisma modifier plus spell level. This increases to +8 at 7th level. +Use: Selected</entry> + <entry id="57917" lang="en" sex="m">Shadowbane Smite</entry> + <entry id="57918" lang="en" sex="m">Type of Feat: Class +Prerequisite: Shadowbane Inquisitor 2 +Benefit: Perform a smite, adding your charisma to attack and class level to damage. You get one additional use at 6th and 10th levels. +Use: Selected</entry> + <entry id="57919" lang="en" sex="m">Merciless Purity</entry> + <entry id="57920" lang="en" sex="m">Type of Feat: Class +Prerequisite: Shadowbane Inquisitor 5 +Benefit: Upon the death of a creature that the inquisitor has smited, he gains a +1 bonus on his Fortitude and Reflex saves for the next 24 hours. +Use: Automatic</entry> + <entry id="57921" lang="en" sex="m">Righteous Fervor</entry> + <entry id="57922" lang="en" sex="m">Type of Feat: Class +Prerequisite: Shadowbane Inquisitor 8 +Benefit: When an inquisitor smites a creature, he gains a +1 bonus on attack and damage rolls against that creature for one minute +Use: Automatic</entry> + <entry id="57923" lang="en" sex="m">Burning Light</entry> + <entry id="57924" lang="en" sex="m">Type of Feat: Class +Prerequisite: Shadowbane Inquisitor 10 +Benefit: Spend a turn undead use to do 4d6 damage to all creatures inside your Pierce Shadows light. +Use: Selected</entry> + <entry id="57925" lang="en" sex="m">Discover Subterfuge</entry> + <entry id="57926" lang="en" sex="m">Type of Feat: Class +Prerequisite: Shadowbane Stalker 2 +Benefit: Gain a +2 bonus on Sense Motive and Search. This increases by +2 at 5th and 8th levels. +Use: Automatic</entry> + <entry id="57927" lang="en" sex="m">Sacred Defense</entry> + <entry id="57928" lang="en" sex="m">Type of Feat: Class +Prerequisite: Shadowbane Stalker 4 +Benefit: Expend a spell to gain +4 to armor class for a number of rounds equal to spell level. +Use: Selected</entry> + <entry id="57929" lang="en" sex="m">Sacred Strike</entry> + <entry id="57930" lang="en" sex="m">Type of Feat: Class +Prerequisite: Shadowbane Stalker 10 +Benefit: Expend a spell to gain a number of sneak attack dice equal to spell level for one round. +Use: Selected</entry> + <entry id="57931" lang="en" sex="m">Burn Spell</entry> + <entry id="57932" lang="en" sex="m">Type of Feat: Class +Prerequisite: None +Benefit: Chooses the spell level of the spell to burn for a number of different feats and classes. +Use: Selected</entry> + <entry id="57933" lang="en" sex="m">Knight of the Weave</entry> + <entry id="57934" lang="en" sex="m">Knights of the Weave</entry> + <entry id="57935" lang="en" sex="m">knight of the weave</entry> + <entry id="57936" lang="en" sex="m">(PRESTIGE CLASS) +Over a dozen deities have worshipers who are paladins, promoting law and good across Faer�n, but it is the Weave itself that empowers and strengthens the Knights of the Weave. Distinct from the worship of Mystra, members of this mystic order of sacred defenders cherish the Weave like a fine wine, knowing that its existence enriches all of Faer�n. They drink deeply of its power, use that energy to extend its reach, and utterly smash those who would hurt the object of their love. Their power comes from pure magic, and unlike typical paladins, their power is arcane rather than divine. Over time they become imbued with the power of the Weave, capable of unleashing magic in its raw form. + +- Hit Die: d8 +- Proficiencies: Knights of the Weave gain no proficiencies +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any non-evil. +Base Attack Bonus: +5 or ability to spontaneously cast 3rd-level arcane spells. +Skills: Lore 1 rank, Spellcraft 1 rank. +Special: Cannot be a Shadow Weave user. + +ABILITIES: + +Level +1: Read Magic at will, Spellcasting +2: Armored Mage - Cast spells in light armor +3: +4: Bonus sudden metamagic feat +5: +6: Spellfire (Healing) - Burn spells to heal self or allies +7: +8: Armored Mage - Cast spells in medium armor +9: +10: Spellfire (Blasting) - Burn spells to damage enemies</entry> + <entry id="57937" lang="en" sex="m">Spellfire (Healing)</entry> + <entry id="57938" lang="en" sex="m">Type of Feat: Class +Prerequisite: Knight of the Weave 6th +Benefit: You can burn a single arcane spell as a standard action to heal a target by touch, restoring 2 hit points per spell level. +Use: Selected</entry> + <entry id="57939" lang="en" sex="m">Spellfire (Blasting)</entry> + <entry id="57940" lang="en" sex="m">Type of Feat: Class +Prerequisite: Knight of the Weave 10th +Benefit: You can burn a single arcane spell as a standard action to make a ranged touch attack dealing 1d6 points of spellfire damage per spell level expended, Reflex DC 20 half. Spellfire damage is half fire damage and half magical damage. +Use: Selected</entry> + <entry id="57941" lang="en" sex="m">Spelldancer</entry> + <entry id="57942" lang="en" sex="m">Spelldancers</entry> + <entry id="57943" lang="en" sex="m">spelldancer</entry> + <entry id="57944" lang="en" sex="m">(PRESTIGE CLASS) +Spelldancers are an energetic sort of spellcaster who draw on the quasi-primal energy of song and dancing to power their magic. Functioning similar to a sorcerer or bard, they create magic when they need it, drawing from a wide repertoire of spells but in a taxing manner. Some call them spellsingers, but the primary component of their magic is the dance, and "spellsinger" is often confused with the slang term for a mage, "spellslinger." + +- Hit Die: d6 +- Proficiencies: Spelldancers gain no proficiencies +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Skills: Concentration 4 ranks, Perform 6 ranks, Tumble 4 ranks. +Feats: Combat Casting, Dodge, Endurance, Mobility. +Spellcasting: Able to cast 3rd level arcane spells. + +ABILITIES: + +Level +1: Spelldance - Apply metamagic feats for free +2: Enthralling Dance - Cast enthrall twice a day + Evasion +3: +4: Sleep Dance - Cast enhanced sleep once a day +5: Confusion Dance - Cast confusion once a day</entry> + <entry id="57945" lang="en" sex="m">Type of Feat: Class +Prerequisite: Spelldancer 1 +Benefit: Turn on or off the selected metamagic feat for application via spelldancing. You must possess the base feat to spelldance a metamagic feat. +Use: Selected</entry> + <entry id="57946" lang="en" sex="m">Spelldance</entry> + <entry id="57947" lang="en" sex="m">Type of Feat: Class +Prerequisite: Spelldancer 1 +Benefit: Spelldancing is a means of increasing the effectiveness of a spell by performing a magical dance before casting. The spelldancer chooses one or more metamagic feats she knows to apply to a spell she wants to cast and begins her spelldancing. When she finishes spelldancing, she makes a Perform check with a DC of 10 + spell level (as modified by the metamagic feats). If she fails, the spell fizzles with no effect. If she succeeds, she casts the spell and it is modified by the selected metamagic feats. + +For every spell level higher than normal that a metamagic feat alters a spell, one full round of spelldancing is required to alter the spell. The spelldancer dances the required number of rounds, and on her next action she may cast a spell with the chosen metamagic feat (if she doesn't cast a spell that round, the spelldancing effect is lost). A spelldancer needs to know the metamagic feat in question to spelldance the effects of that feat. + +A spelldancer can safely spelldance a number of rounds per day equal to her Constitution modifier plus her spelldancer class level. Every spell she casts with spelldancing after that causes her to make a Fortitude save (DC 10 + total rounds spent spelldancing in the last day) to avoid taking 2 points of temporary Constitution damage and becoming fatigued (if already fatigued, the character becomes exhausted and can't spelldance again until only fatigued). +Use: Selected</entry> + <entry id="57948" lang="en" sex="m">Enthralling Dance</entry> + <entry id="57949" lang="en" sex="m">Type of Feat: Class +Prerequisite: Spelldancer 2 +Benefit: As the spell enthrall, twice a day, except that the DC is 10 + class level + charisma. +Use: Selected</entry> + <entry id="57950" lang="en" sex="m">Sleep Dance</entry> + <entry id="57951" lang="en" sex="m">Type of Feat: Class +Prerequisite: Spelldancer 4 +Benefit: As the spell sleep, once a day, except that the DC is 10 + class level + charisma and there is no maximum on the number of creatures put to sleep. +Use: Selected</entry> + <entry id="57952" lang="en" sex="m">Confusing Dance</entry> + <entry id="57953" lang="en" sex="m">Type of Feat: Class +Prerequisite: Spelldancer 5 +Benefit: As the spell confusion, once a day, except that the DC is 10 + class level + charisma. +Use: Selected</entry> + <entry id="57954" lang="en" sex="m">Enthrall</entry> + <entry id="57955" lang="en" sex="m">Level: Brd 2, Clr 2 +Components: V, S +Casting Time: 1 round +Range: Personal +Targets: Any number of creatures +Duration: 1 hour or less +Saving Throw: Will negates +Spell Resistance: Yes + +Creatures affected by the spell are charmed and take a -4 penalty to listen and spot. Creatures of a different race than the caster gain a +4 bonus on the save to resist. If concentration breaks, the spell ends, otherwise it lasts for one hour.</entry> + <entry id="57956" lang="en" sex="m">Psychic Rogue</entry> + <entry id="57957" lang="en" sex="m">Psychic Rogues</entry> + <entry id="57958" lang="en" sex="m">psychic rogue</entry> + <entry id="57959" lang="en" sex="m">(BASE CLASS) +Unlike their nonpsionic cousins, psychic rogues have discovered their innate talent for psionics and how to best put it to use in their chosen way of life. Understandably they follow a slightly different path that foregoes some of the standards of typical rogue training in favor of developing their psionic prowess. + +While skilled in stealthy movement and other arts requiring subtlety, the psychic rogue also depends on his psionic abilities to deal with whatever the world brings his way. Those attracted to the ways of stealth and darkness may find the psychic rogue an attractive choice. Their use of psionic powers also attracts those who have a wish to enhance their mental abilities. The combination of his skills and psionic powers make for a dangerous foe, so those who claim any psychic rogue as an enemy had best watch out for unusual tactics. + +- Hit Die: d6 +- Proficiencies: Psychic rogues are proficient with all simple weapons, plus the rapier, shortbow, and short sword. Psychic rogues are proficient with light armor, but not with shields. +- Skill Points at Each Level: 6 + Int modifier. + +ABILITIES: + +Base Attack Bonus: +3/4 +Strong Saves: Reflex +Psionics: Intelligence is the key stat of a Psychic Rogue. +Sneak Attack: +1d6 at first level and every three levels thereafter +Evasion at second level +Danger Sense: Gain the benefits of the danger sense power when psionic focused at 5th level. Gain uncanny dodge at 7th level, and improved uncanny dodge at 9th. +Special Abilities (gained at 11th, 14th, 17th, 20th): + +Blind Spot (Ps): Cloud Mind, once per day +Enhanced Sneak Attack (Su): When the psychic rogue has psionic focus, he increases his sneak attack damage by +1d6. This ability may be selected up to three times. +Improved Evasion (Ex): As rogue +Mind Cripple (Su): An opponent struck by one of his sneak attacks takes 2 points of Intelligence damage. +Shadow Jump (Ps): Dimension Door, Self, once per day. The psychic rogue can select this ability up to three times. +Skill Mastery: As rogue +Slippery Mind (Ex): As rogue +Feat: A psychic rogue can gain a bonus feat in place of a special ability. + +Level Power Points Powers Known Power Level Known +1 0 1 1 +2 1 2 1 +3 2 3 1 +4 4 3 1 +5 6 4 2 +6 8 5 2 +7 10 6 2 +8 12 6 2 +9 16 7 3 +10 20 8 3 +11 24 9 3 +12 28 9 3 +13 32 10 4 +14 40 11 4 +15 48 12 4 +16 56 12 4 +17 64 13 5 +18 76 14 5 +19 88 15 5 +20 100 15 5</entry> + <entry id="57960" lang="en" sex="m">Danger Sense</entry> + <entry id="57961" lang="en" sex="m">Type of Feat: Class +Prerequisite: Psychic Rogue 5 +Benefit: Gain the benefits of the Danger Sense power when focused. At 7th level, gain Uncanny Dodge in addition. At 9th, Improved Uncanny Dodge. +Use: Automatic</entry> + <entry id="57962" lang="en" sex="m">Practiced Manifester (Psychic Rogue)</entry> + <entry id="57963" lang="en" sex="m">Power Knowledge - Psychic Rogue I</entry> + <entry id="57964" lang="en" sex="m">Power Knowledge - Psychic Rogue II</entry> + <entry id="57965" lang="en" sex="m">Power Knowledge - Psychic Rogue III</entry> + <entry id="57966" lang="en" sex="m">Power Knowledge - Psychic Rogue IV</entry> + <entry id="57967" lang="en" sex="m">Power Knowledge - Psychic Rogue V</entry> + <entry id="57968" lang="en" sex="m">Power Knowledge - Psychic Rogue VI</entry> + <entry id="57969" lang="en" sex="m">Power Knowledge - Psychic Rogue VII</entry> + <entry id="57970" lang="en" sex="m">Power Knowledge - Psychic Rogue VIII</entry> + <entry id="57971" lang="en" sex="m">Power Knowledge - Psychic Rogue IX</entry> + <entry id="57972" lang="en" sex="m">Power Knowledge - Psychic Rogue X</entry> + <entry id="57973" lang="en" sex="m">Enhanced Sneak Attack +1d6</entry> + <entry id="57974" lang="en" sex="m">Enhanced Sneak Attack +2d6</entry> + <entry id="57975" lang="en" sex="m">Enhanced Sneak Attack +3d6</entry> + <entry id="57976" lang="en" sex="m">Type of Feat: Class +Prerequisite: Psychic Rogue 11 +Benefit: You gain +1d6 sneak attack damage when psionic focused. You can take this feat two more times. +Use: Automatic</entry> + <entry id="57977" lang="en" sex="m">Shadow Jump</entry> + <entry id="57978" lang="en" sex="m">Type of Feat: Class +Prerequisite: Psychic Rogue 11 +Benefit: You can manifest Dimension Door, Self once per day. You can take this feat two more times. +Use: Selected</entry> + <entry id="57979" lang="en" sex="m">Blind Spot</entry> + <entry id="57980" lang="en" sex="m">Type of Feat: Class +Prerequisite: Psychic Rogue 11 +Benefit: You can manifest Cloud Mind once per day. +Use: Selected</entry> + <entry id="57981" lang="en" sex="m">Mind Cripple</entry> + <entry id="57982" lang="en" sex="m">Type of Feat: Class +Prerequisite: Psychic Rogue 11 +Benefit: When you successfully sneak attack a target, they take 2 intelligence damage. +Use: Selected</entry> + <entry id="57983" lang="en" sex="m">Asherati</entry> + <entry id="57984" lang="en" sex="m">asherati</entry> + <entry id="57985" lang="en" sex="m">Asheratis</entry> + <entry id="57986" lang="en" sex="m">An asherati might be mistaken for a thin human under some circumstances - at least until the asherati's rust-red skin begins to glow with a light all its own, or until he dives headlong into the nearest sand dune, disappearing without a trace. Asheratis are a geographically established people who live below the sands and dusts of suitable wastelands, rising to the surface to hunt for food, socialize and trade with other races, and make war upon their enemies. As merfolk are to the sea, asheratis are to the sands + +Asherati Ability Adjustments: None +Favored Class (Rogue): A multiclass Asherati's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Skill Affinity (Hide): +2 racial bonus to Hide checks. +- Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks. +- Natural Armor: +1 bonus to armor. +- Body Lamp: Glow as a lamp when desired +- Body Lamp Dazzle: Dazzle all opponents within 30 feet once per day +- Heat Endurance: +4 bonus on saves against fire attacks +- Weapon Familiarity Eagle Claw - Asherati treat the eagle claw as a martial weapon instead of an exotic weapon +- Human: Asherati are considered humans for the purpose of spells.</entry> + <entry id="57987" lang="en" sex="m">Glow Lamp</entry> + <entry id="57988" lang="en" sex="m">Type of Feat: Race +Prerequisite: Asherati +Benefit: You may choose to glow as a strong light source. +Use: Selected</entry> + <entry id="57989" lang="en" sex="m">Glow Lamp Dazzle</entry> + <entry id="57990" lang="en" sex="m">Type of Feat: Race +Prerequisite: Asherati +Benefit: Once per day, as a free action, an asherati can bring his skin up to full brilliance so rapidly that it can dazzle all creatures within 30 feet for 1 minute. Creatures can avoid this effect with a successful Fortitude save (DC 10 + 1/2 the asherati's character level + his Cha modifier). +Use: Selected</entry> + <entry id="57991" lang="en" sex="m">Killoren</entry> + <entry id="57992" lang="en" sex="m">killoren</entry> + <entry id="57993" lang="en" sex="m">Killorens</entry> + <entry id="57994" lang="en" sex="m">A newly risen race of powerful fey, the killoren blend nature's patience and power with the ambition and aggression of the humanoid races. The ancient places of the world stir with a power of their own. From this power, the killoren have sprung in answer to the growing might of the humanoid races. Whether the work of some great nature deity or the spontaneous creation of the wild power of nature itself, killoren are at once young and eternal, newly brought to the world but with unknowably ancient ties to the heart of nature. As fey, killoren have a tie to nature unmatched by the humanoid races, but unlike other fey, killoren are not content to wait in the dark recesses of the dwindling forests. Killoren are aggressive, ambitious manifestations of nature's presence and power, and they walk through the cities of man as easily as they meditate in the glades of a verdant forest. There are as yet few killoren in the world compared to the population of humans and other humanoid races, but their numbers are quickly growing. So far, these adaptable fey have only come into isolated conflict with evil powers bent on despoiling nature, but it is obvious that they are destined for more. The killoren have begun to make known their presence in the world, and a few far-seeing and learned sages wonder at the implications of their growing power and numbers. + +Killoren Ability Adjustments: None +Favored Class (Druid): A multiclass Killoren's druid class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Skill Affinity (Search): +2 racial bonus to Search checks. +- Skill Affinity (Animal Empathy): +2 racial bonus to Animal Empathy checks. +- Low Light Vision +- Immunity to magic sleep effects and a +2 racial bonus on saves against enchantment spells or effects +- Fey: Killoren are considered fey for the purpose of spells. +- Manifest Nature's Might: Choose one of three Aspects each morning, gain either skill bonuses or a smite attack.</entry> + <entry id="57995" lang="en" sex="m">Aspect of the Ancient</entry> + <entry id="57996" lang="en" sex="m">Type of Feat: Race +Prerequisite: Killoren +Benefit: You gain a bonus on Lore equal to your Hit Dice and gains an additional +2 bonus on saving throws against enchantment effects. Once chosen, it lasts all day. You cannot have multiple aspects at one time. +Use: Selected</entry> + <entry id="57997" lang="en" sex="m">Aspect of the Destroyer</entry> + <entry id="57998" lang="en" sex="m">Type of Feat: Race +Prerequisite: Killoren +Benefit: You gain a smite attack that adds your Charisma to attack and your level to damage. This smite attack works only against aberrations, constructs, humanoids, oozes, outsiders, and undead. You may smite a number of times equal to your charisma modifier. You cannot have multiple aspects at one time. +Use: Selected</entry> + <entry id="57999" lang="en" sex="m">Aspect of the Hunter</entry> + <entry id="58000" lang="en" sex="m">Binder</entry> + <entry id="58001" lang="en" sex="m">Binders</entry> + <entry id="58002" lang="en" sex="m">binder</entry> + <entry id="58003" lang="en" sex="m">(BASE CLASS) + Between mortality and godhood, beyond life and undeath, souls exist in a place both forgotten and inaccessible. Mortals too strong-willed to pass into the afterlife, dead outsiders too powerful to be absorbed into their planes, the dreams of slain deities put to rest eons before the current age-these are the beings called vestiges. A seal forms the door between these beings and reality, and knowledge is the key to opening it. Only the binder possesses that key, because only he knows the vestiges' special seals and the rituals by which they can be called from the void beyond reality. By drawing their seals and speaking the words of power, he summons these strange entities, bargains with them, and binds them to his service. + + - Hit Die: d8 + - Proficiencies: You are proficient with all simple weapons and light armor + - Skill Points at Each Level: 2+ Int Modifier. + - Alignment: Any + + ABILITIES: + + Level + 1: Soul Binding - 1 Vestige + 2: Pact Augmentation - Gain minor benefit, reselect every time a vestige is bound + 3: + 4: Bonus Feat + 5: Pact Augmentation - 2 abilities + 6: Immune to Fear + 7: + 8: Soul Binding - 2 Vestiges + 9: Slippery mind + 10: Pact Augmentation - 3 abilities + 11: Bonus feat + 12: + 13: Immune to energy drain and negative levels + 14: Soul Binding - 3 Vestiges + 15: + 16: Pact Augmentation - 4 abilities + 17: + 18: Bonus feat + 19: Mind blank + 20: Pact Augmentation - 5 abilities + Soul Binding - 4 Vestiges +</entry> + <entry id="58004" lang="en" sex="m">Amon, the Void Before the Altar</entry> + <entry id="58005" lang="en" sex="m">Amon, the Void Before the Altar + +Although Amon once ruled as a deity of light and justice, his long existence as a vestige has twisted him into a monster consumed by wrath. He grants those who summon him his sight, his fiery breath, and his powerful charge. + +Vestige Level: 1st +Binding DC: 20 +Special Requirement: Amon particularly despises four other vestiges: Chupoclops, Eurynome, Karsus, and Leraje. If you currently host one of these spirits, Amon refuses to answer your call. Similarly, these spirits will not answer your call if you are already bound to Amon. + +Influence: Amon's influence makes you surly and irritable. In addition, since Amon despises living deities of fire, sun, and law, he forces you to resist beneficial spells cast by those devoted to such powers. You must make a saving throw to resist such a spell; failure allows you to gain the benefit. + +Granted Abilities: +Amon grants you his sight and his breath, as well as the deadly use of his horns. + +Darkvision: You gain darkvision out to 60 feet. + +Fire Breath: You can vomit forth a line of fire as a standard action. The line extends 10 feet per effective binder level (maximum 50 feet) and deals 1d6 points of fire damage per binder level to every creature in its area. A successful Reflex save halves this damage. Once you have used this ability, you cannot do so again for 5 rounds. + +Ram Attack: You can use the ram's horns that you gain from Amon's sign as a natural weapon that deals 1d6 points of damage (plus 1-1/2 times your Strength bonus). When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit. </entry> + <entry id="58006" lang="en" sex="m">Amon, the Void Before the Altar Fire Breath</entry> + <entry id="58007" lang="en" sex="m">Soul Binding</entry> + <entry id="58008" lang="en" sex="m">Soul Binding: + +To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A vestige might also have other requirements for contact, as noted in its entry. + +Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). + +To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a -10 penalty. The DC for this check is provided in the description of each vestige. + +Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, you have made a poor pact, and take a -1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you fail multiple binding checks, the penalties stack. + +The Difficulty Class for a saving throw against any power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier.</entry> + <entry id="58009" lang="en" sex="m">Bind Vestige</entry> + <entry id="58010" lang="en" sex="m">Type of Feat: Binding +Prerequisite: None +Benefit: To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A vestige might also have other requirements for contact, as noted in its entry. + +Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). + +To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a -10 penalty. The DC for this check is provided in the description of each vestige. + +Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, you have made a poor pact, and take a -1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you fail multiple binding checks, the penalties stack. + +The Difficulty Class for a saving throw against any power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier. +Special: Binding a vestige via this feat only grants one vestige ability + +Vestige Bind Vestige Practiced Binder +Amon Darkvision Ram attack +Andromalius* Sense trickery See the unseen +Aym Dwarven step Resistance to fire +Dahlver-Nar* Mad soul Natural armor +Focalor* Aura of sadness Water breathing +Haagenti* Immunity to transformation Weapon proficiency +Karsus* Karsus's senses Heavy magic +Leraje Hide bonus Weapon proficiency +Malphas* Poison use Bird's eye viewing +Naberius Naberius's skills Silver tongue +Paimon* Paimon's skills Uncanny dodge +Ronove Cold iron and magic attacks Sprint +Savnok* Call armor Savnok's armor +*These vestiges are available only to nonbinders who have the Improved Bind Vestige feat. + +Use: Selected</entry> + <entry id="58011" lang="en" sex="m">Improved Bind Vestige</entry> + <entry id="58012" lang="en" sex="m">Type of Feat: Binding +Prerequisite: Bind Vestige +Benefit: When you bind a vestige using the Bind Vestige feat, you do so as though you were a 5th-level binder. Thus, you have access to vestiges up to 3rd level, though you still can bind only one at a time and gain only one power from it. +Use: Automatic</entry> + <entry id="58013" lang="en" sex="m">Practiced Binder</entry> + <entry id="58014" lang="en" sex="m">Type of Feat: Binding +Prerequisite: Bind Vestige +Benefit: When you bind a vestige using the Bind Vestige feat, you gain a second power, as described in the Bind Vestige feat. +Use: Automatic</entry> + <entry id="58015" lang="en" sex="m">Binding Feats</entry> + <entry id="58016" lang="en" sex="m">Feats associated with the Binding alternate magic system from Tome of Magic</entry> + <entry id="58017" lang="en" sex="m">Skilled Pact Making</entry> + <entry id="58018" lang="en" sex="m">Type of Feat: Binding +Prerequisite: Able to bind a vestige, base Will save +4 +Benefit: You gain a +4 bonus on binding checks. +Use: Automatic</entry> + <entry id="58019" lang="en" sex="m">Improved Binding</entry> + <entry id="58020" lang="en" sex="m">Type of Feat: Binding +Prerequisite: Able to bind a vestige, Intimidate 4 ranks +Benefit: Your effective binder level is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your binder level in any other circumstance. +Use: Automatic</entry> + <entry id="58021" lang="en" sex="m">Aym, Queen Avarice</entry> + <entry id="58022" lang="en" sex="m">Aym, Queen Avarice + +Once a monarch of dwarves, Aym allowed her greed to bring an end to her empire. As a vestige, she gives her host the ability to wear armor without impedance, to set creatures alight with a touch, to resist the effects of fire, and to scatter objects with heavy blows. + +Vestige Level: 1st +Binding DC: 15 +Special Requirement: None + +Granted Abilities: +Aym grants you powers that reflect her dwarven heritage and the ruin she brought to her kingdom. + +Dwarven Step: You can move at normal speed (without the usual reduction) while wearing medium or heavy armor. + +Halo of Fire: At will, you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage. You can also deal 1d6 points of fire damage with each melee touch attack you make. + +Improved Disarm: You gain the benefit of the Improved Disarm feat. + +Medium Armor Proficiency: You are proficient with medium armor. + +Resistance to Fire: You have resistance to fire 10. + +Ruinous Attack: If your effective binder level is at least 10th, your melee attacks are treated as +5 for the purpose of overcoming damage reduction.</entry> + <entry id="58023" lang="en" sex="m">Aym, Queen Avarice Halo of Fire</entry> + <entry id="58024" lang="en" sex="m">Expel Vestige</entry> + <entry id="58025" lang="en" sex="m">Type of Feat: Binding +Prerequisite: Able to bind a vestige +Benefit: Once per day, you can attempt to expel a vestige to which you are bound. To do so, you must draw its seal and go through the entire process of summoning it again. If you succeed on the new binding check, you expel the vestige before it would normally leave you, and you can summon a different one to replace it if you wish. Regardless of your success or failure in expelling the vestige, you take a -10 penalty on your next binding check with any vestige, and apply the same penalty on your binding check the next time you summon the vestige you expelled. +Use: Selected</entry> + <entry id="58026" lang="en" sex="m">Rapid Pact Making</entry> + <entry id="58027" lang="en" sex="m">Type of Feat: Binding +Prerequisite: Able to bind a vestige, Expel Vestige, Intimidate 8 ranks +Benefit: Once per day, you can bind a vestige as a full-round action. +Use: Selected</entry> + <entry id="58028" lang="en" sex="m">Favored Vestige Amon </entry> + <entry id="58029" lang="en" sex="m">Favored Vestige Aym </entry> + <entry id="58030" lang="en" sex="m">Favored Vestige Leraje </entry> + <entry id="58031" lang="en" sex="m">Favored Vestige Naberius </entry> + <entry id="58032" lang="en" sex="m">Favored Vestige Ronove </entry> + <entry id="58033" lang="en" sex="m">Favored Vestige Dahlver-Nar</entry> + <entry id="58034" lang="en" sex="m">Favored Vestige Haagenti </entry> + <entry id="58035" lang="en" sex="m">Favored Vestige Malphas </entry> + <entry id="58036" lang="en" sex="m">Favored Vestige Savnok </entry> + <entry id="58037" lang="en" sex="m">Favored Vestige Andromalius</entry> + <entry id="58038" lang="en" sex="m">Favored Vestige Focalor </entry> + <entry id="58039" lang="en" sex="m">Favored Vestige Karsus </entry> + <entry id="58040" lang="en" sex="m">Favored Vestige Paimon </entry> + <entry id="58041" lang="en" sex="m">Favored Vestige Agares </entry> + <entry id="58042" lang="en" sex="m">Favored Vestige Andras </entry> + <entry id="58043" lang="en" sex="m">Favored Vestige Buer </entry> + <entry id="58044" lang="en" sex="m">Favored Vestige Eurynome </entry> + <entry id="58045" lang="en" sex="m">Favored Vestige Tenebrous </entry> + <entry id="58046" lang="en" sex="m">Favored Vestige Arete </entry> + <entry id="58047" lang="en" sex="m">Favored Vestige Astaroth </entry> + <entry id="58048" lang="en" sex="m">Favored Vestige Acererak </entry> + <entry id="58049" lang="en" sex="m">Favored Vestige Balam </entry> + <entry id="58050" lang="en" sex="m">Favored Vestige Dantalion </entry> + <entry id="58051" lang="en" sex="m">Favored Vestige Geryon </entry> + <entry id="58052" lang="en" sex="m">Favored Vestige Otiax </entry> + <entry id="58053" lang="en" sex="m">Favored Vestige Chupoclops </entry> + <entry id="58054" lang="en" sex="m">Favored Vestige Haures </entry> + <entry id="58055" lang="en" sex="m">Favored Vestige Ipos </entry> + <entry id="58056" lang="en" sex="m">Favored Vestige Shax </entry> + <entry id="58057" lang="en" sex="m">Favored Vestige Zagan </entry> + <entry id="58058" lang="en" sex="m">Favored Vestige Vanus </entry> + <entry id="58059" lang="en" sex="m">Favored Vestige The Triad </entry> + <entry id="58060" lang="en" sex="m">Favored Vestige Desharis </entry> + <entry id="58061" lang="en" sex="m">Favored Vestige Zceryll </entry> + <entry id="58062" lang="en" sex="m">Favored Vestige Eligor </entry> + <entry id="58063" lang="en" sex="m">Favored Vestige Marchosias </entry> + <entry id="58064" lang="en" sex="m">Favored Vestige Ashardalon </entry> + <entry id="58065" lang="en" sex="m">Favored Vestige Halphax </entry> + <entry id="58066" lang="en" sex="m">Favored Vestige Orthos </entry> + <entry id="58067" lang="en" sex="m">Favored Vestige Abysm </entry> + <entry id="58068" lang="en" sex="m">Type of Feat: Binding +Prerequisite: Able to bind a vestige +Benefit: Your effective binder level increases by 1 when you use the abilities granted by your chosen vestige. +Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new vestige. +Use: Automatic</entry> + <entry id="58069" lang="en" sex="m">Favored Vestige Focus Amon </entry> + <entry id="58070" lang="en" sex="m">Favored Vestige Focus Aym </entry> + <entry id="58071" lang="en" sex="m">Favored Vestige Focus Leraje </entry> + <entry id="58072" lang="en" sex="m">Favored Vestige Focus Naberius </entry> + <entry id="58073" lang="en" sex="m">Favored Vestige Focus Ronove </entry> + <entry id="58074" lang="en" sex="m">Favored Vestige Focus Dahlver-Nar</entry> + <entry id="58075" lang="en" sex="m">Favored Vestige Focus Haagenti </entry> + <entry id="58076" lang="en" sex="m">Favored Vestige Focus Malphas </entry> + <entry id="58077" lang="en" sex="m">Favored Vestige Focus Savnok </entry> + <entry id="58078" lang="en" sex="m">Favored Vestige Focus Andromalius</entry> + <entry id="58079" lang="en" sex="m">Favored Vestige Focus Focalor </entry> + <entry id="58080" lang="en" sex="m">Favored Vestige Focus Karsus </entry> + <entry id="58081" lang="en" sex="m">Favored Vestige Focus Paimon </entry> + <entry id="58082" lang="en" sex="m">Favored Vestige Focus Agares </entry> + <entry id="58083" lang="en" sex="m">Favored Vestige Focus Andras </entry> + <entry id="58084" lang="en" sex="m">Favored Vestige Focus Buer </entry> + <entry id="58085" lang="en" sex="m">Favored Vestige Focus Eurynome </entry> + <entry id="58086" lang="en" sex="m">Favored Vestige Focus Tenebrous </entry> + <entry id="58087" lang="en" sex="m">Favored Vestige Focus Arete </entry> + <entry id="58088" lang="en" sex="m">Favored Vestige Focus Astaroth </entry> + <entry id="58089" lang="en" sex="m">Favored Vestige Focus Acererak </entry> + <entry id="58090" lang="en" sex="m">Favored Vestige Focus Balam </entry> + <entry id="58091" lang="en" sex="m">Favored Vestige Focus Dantalion </entry> + <entry id="58092" lang="en" sex="m">Favored Vestige Focus Geryon </entry> + <entry id="58093" lang="en" sex="m">Favored Vestige Focus Otiax </entry> + <entry id="58094" lang="en" sex="m">Favored Vestige Focus Chupoclops </entry> + <entry id="58095" lang="en" sex="m">Favored Vestige Focus Haures </entry> + <entry id="58096" lang="en" sex="m">Favored Vestige Focus Ipos </entry> + <entry id="58097" lang="en" sex="m">Favored Vestige Focus Shax </entry> + <entry id="58098" lang="en" sex="m">Favored Vestige Focus Zagan </entry> + <entry id="58099" lang="en" sex="m">Favored Vestige Focus Vanus </entry> + <entry id="58100" lang="en" sex="m">Favored Vestige Focus The Triad </entry> + <entry id="58101" lang="en" sex="m">Favored Vestige Focus Desharis </entry> + <entry id="58102" lang="en" sex="m">Favored Vestige Focus Zceryll </entry> + <entry id="58103" lang="en" sex="m">Favored Vestige Focus Eligor </entry> + <entry id="58104" lang="en" sex="m">Favored Vestige Focus Marchosias </entry> + <entry id="58105" lang="en" sex="m">Favored Vestige Focus Ashardalon </entry> + <entry id="58106" lang="en" sex="m">Favored Vestige Focus Halphax </entry> + <entry id="58107" lang="en" sex="m">Favored Vestige Focus Orthos </entry> + <entry id="58108" lang="en" sex="m">Favored Vestige Focus Abysm </entry> + <entry id="58109" lang="en" sex="m">Type of Feat: Binding +Prerequisite: Favored Vestige +Benefit: The DC of each supernatural ability granted by your favored vestige increases by 1. +Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new favored vestige (for which you must have a separate Favored Vestige feat). +Use: Automatic</entry> + <entry id="58110" lang="en" sex="m">Rapid Recovery Amon </entry> + <entry id="58111" lang="en" sex="m">Rapid Recovery Aym </entry> + <entry id="58112" lang="en" sex="m">Rapid Recovery Leraje </entry> + <entry id="58113" lang="en" sex="m">Rapid Recovery Naberius </entry> + <entry id="58114" lang="en" sex="m">Rapid Recovery Ronove </entry> + <entry id="58115" lang="en" sex="m">Rapid Recovery Dahlver-Nar</entry> + <entry id="58116" lang="en" sex="m">Rapid Recovery Haagenti </entry> + <entry id="58117" lang="en" sex="m">Rapid Recovery Malphas </entry> + <entry id="58118" lang="en" sex="m">Rapid Recovery Savnok </entry> + <entry id="58119" lang="en" sex="m">Rapid Recovery Andromalius</entry> + <entry id="58120" lang="en" sex="m">Rapid Recovery Focalor </entry> + <entry id="58121" lang="en" sex="m">Rapid Recovery Karsus </entry> + <entry id="58122" lang="en" sex="m">Rapid Recovery Paimon </entry> + <entry id="58123" lang="en" sex="m">Rapid Recovery Agares </entry> + <entry id="58124" lang="en" sex="m">Rapid Recovery Andras </entry> + <entry id="58125" lang="en" sex="m">Rapid Recovery Buer </entry> + <entry id="58126" lang="en" sex="m">Rapid Recovery Eurynome </entry> + <entry id="58127" lang="en" sex="m">Rapid Recovery Tenebrous </entry> + <entry id="58128" lang="en" sex="m">Rapid Recovery Arete </entry> + <entry id="58129" lang="en" sex="m">Rapid Recovery Astaroth </entry> + <entry id="58130" lang="en" sex="m">Rapid Recovery Acererak </entry> + <entry id="58131" lang="en" sex="m">Rapid Recovery Balam </entry> + <entry id="58132" lang="en" sex="m">Rapid Recovery Dantalion </entry> + <entry id="58133" lang="en" sex="m">Rapid Recovery Geryon </entry> + <entry id="58134" lang="en" sex="m">Rapid Recovery Otiax </entry> + <entry id="58135" lang="en" sex="m">Rapid Recovery Chupoclops </entry> + <entry id="58136" lang="en" sex="m">Rapid Recovery Haures </entry> + <entry id="58137" lang="en" sex="m">Rapid Recovery Ipos </entry> + <entry id="58138" lang="en" sex="m">Rapid Recovery Shax </entry> + <entry id="58139" lang="en" sex="m">Rapid Recovery Zagan </entry> + <entry id="58140" lang="en" sex="m">Rapid Recovery Vanus </entry> + <entry id="58141" lang="en" sex="m">Rapid Recovery The Triad </entry> + <entry id="58142" lang="en" sex="m">Rapid Recovery Desharis </entry> + <entry id="58143" lang="en" sex="m">Rapid Recovery Zceryll </entry> + <entry id="58144" lang="en" sex="m">Rapid Recovery Eligor </entry> + <entry id="58145" lang="en" sex="m">Rapid Recovery Marchosias </entry> + <entry id="58146" lang="en" sex="m">Rapid Recovery Ashardalon </entry> + <entry id="58147" lang="en" sex="m">Rapid Recovery Halphax </entry> + <entry id="58148" lang="en" sex="m">Rapid Recovery Orthos </entry> + <entry id="58149" lang="en" sex="m">Rapid Recovery Abysm </entry> + <entry id="58150" lang="en" sex="m">Type of Feat: Binding +Prerequisite: Favored Vestige +Benefit: You can activate the abilities granted by your favored vestige once every 4 rounds rather than once every 5 rounds. You must be bound to the vestige to use its abilities with this feat. +Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new favored vestige (for which you must have a separate Favored Vestige feat). +Use: Automatic</entry> + <entry id="58151" lang="en" sex="m">Ignore Special Requirements</entry> + <entry id="58152" lang="en" sex="m">Type of Feat: Binding +Prerequisite: Ability to bind vestiges +Benefit: You can ignore the special requirements of vestiges with which you make pacts. +Use: Automatic</entry> + <entry id="58153" lang="en" sex="m">Leraje, the Green Herald</entry> + <entry id="58154" lang="en" sex="m">Leraje, the Green Herald + +Once a favored servant of the primary deity of the elves, Leraje allowed her pride to become her downfall. Leraje gives her summoners the ability to bring a bow to hand at will, to fire it with accuracy, and to damage a foe's sense of self with it. In addition, she gives her hosts keen vision in darkness and skill at hiding. + +Vestige Level: 1st +Binding DC: 15 +Special Requirement: To summon Leraje, you must break an arrow (by having one in your arrow slot). In addition, Leraje hates Amon for some unknown reason and will not answer your call if you are already bound to him. + +Influence: While influenced by Leraje, she requires that you not attack any elf or creature of elven blood, including half-elves and members of the various elf subraces, such as drow. + +Granted Abilities: +You gain supernatural powers related to Leraje's skills in life, as well as the ability to fire arrows that literally wound your target's pride. + +Hide Bonus: You gain a +4 competence bonus on Hide checks. + +Low-Light Vision: You gain low-light vision. + +Point Blank Shot: You gain the benefit of the Point Blank Shot feat. + +Ricochet: As a standard action, you can make a ranged attack against two adjacent targets. + +Weapon Proficiency: While bound to Leraje, you are proficient with the longbow and shortbow. If you were already proficient with any of these weapons, you instead gain a +1 competence bonus on attack rolls with them.</entry> + <entry id="58155" lang="en" sex="m">Leraje, the Green Herald Ricochet</entry> + <entry id="58156" lang="en" sex="m">Naberius, the Grinning Hound</entry> + <entry id="58157" lang="en" sex="m">Naberius, the Grinning Hound + +A cunning and mysterious vestige, Naberius can make his summoners adept with all manner of arts and sciences, disguise them, and make them cogent speakers. + +Vestige Level: 1st +Binding DC: 15 +Special Requirement: Naberius values knowledge, industry, and the willingness to deceive. He manifests only for a summoner with at least 4 ranks in Bluff or in Lore. + +Influence: While you are influenced by Naberius, you love the sound of your own voice and are constantly pleased by your cleverness. Whenever you are presented with a pulpit, a stage, a talking stick, or any other place or object designed to give a speaker the floor, Naberius requires that you immediately seize the opportunity to speak. Any topic will do, but since Naberius resents others taking control of the discourse, he requires that you either shout them down or mock them. + +Granted Abilities: +Naberius grants you the power to wear any face, swiftly regain lost ability points, use skills of which you have no knowledge, and talk your way through danger. + +Disguise Self: You can alter the appearance of your form as a standard action. This effect works like the disguise self spell. + +Faster Ability Healing: You heal 1 point in damaged ability score every round, and 1 point in all drained ability scores every hour. + +Naberius's Skills: At the time you make your pact, you can choose a number of skills equal to your Constitution bonus (if any). Your choices must be skills in which you have no ranks and that can be used untrained. For the duration of the binding, you gain a +4 bonus on those skills. + +Persuasive Words: You can direct a verbal command at a single living target within 30 feet as if using the command spell. A successful Will save negates the effect. When your effective binder level reaches 14th, your words become even more persuasive and this ability functions like the greater command spell. Once you have used this ability, you cannot do so again for 5 rounds. + +Silver Tongue: You gain a +4 bonus on Bluff and Persuade checks.</entry> + <entry id="58158" lang="en" sex="m">Naberius, the Grinning Hound Disguise Self</entry> + <entry id="58159" lang="en" sex="m">Naberius, the Grinning Hound Command</entry> + <entry id="58160" lang="en" sex="m">Ronove, the Iron Maiden</entry> + <entry id="58161" lang="en" sex="m">Ronove, the Iron Maiden + +Ronove remained a mystery for ages, but binder scholars now believe her to have been a human ascetic who lived more than two thousand years ago. As a vestige, she grants her summoners the power to move objects at a distance, to strike with the skill of a monk, and to run like the wind. + +Vestige Level: 1st +Binding DC: 15 +Special Requirement: Ronove's seal must be drawn in the soil under the open sky. + +Influence: Ronove's influence makes you think that others doubt your abilities and competence. Despite what anyone says, you feel the constant need to prove your worth. In addition, Ronove requires that you consume neither food nor beverages (including potions) for the entire time you remain bound to her. + +Granted Abilities: +Ronove gives you the power to strike like iron, lift objects without touching them, and run like the wind. + +Cold Iron and Magic Attacks: Your melee attacks count as +1 for the purpose of overcoming damage reduction. When you attain an effective binder level of 7th, your melee attacks also count as +3 for the purpose of overcoming damage reduction. + +Far Hand: As a swift action, you can lift and move an unattended object as per the Far Hand psionic power. Alternatively, you can use the telekinetic force to push a creature as a standard action. The force deals 1d6 points of damage to the target and initiates a bull rush, using the force's Strength modifier and adding a +2 bonus. Once you have used your far hand in this way, you cannot use it again for 5 rounds. The force is considered Medium in size, and it has a Strength score equal to your effective binder level. + +Ronove's Fists: You gain the benefit of the Improved Unarmed Strike feat. Your unarmed strikes deal damage as those of a monk of a level equal to your effective binder level. This ability does not grant you any other abilities of a monk, such as flurry of blows. + +Sprint: You gain a +10-foot enhancement bonus to your base land speed.</entry> + <entry id="58162" lang="en" sex="m">Ronove, the Iron Maiden Far Hand</entry> + <entry id="58163" lang="en" sex="m">Ronove, the Iron Maiden Bull Rush</entry> + <entry id="58164" lang="en" sex="m">Dahlver-Nar, the Tortured One</entry> + <entry id="58165" lang="en" sex="m">Dahlver-Nar, the Tortured One + +Once a human binder, Dahlver-Nar now grants powers just as other vestiges do. He gives his summoners tough skin, a frightening moan, protections against madness, and the ability to share injuries with allies. + +Vestige Level: 2nd +Binding DC: 17 +Special Requirement: None + +Influence: You shift quickly from distraction to extreme focus and back again. Sometimes you stare blankly off into space, and at other times you gaze intently at the person or task at hand. Since Dahlver-Nar dislikes any task that requires more than 1 round of concentration (such as some spellcasting, concentration on an effect, or any action that requires a Concentration check), he requires that you undertake no such activities while under his influence. + +Granted Abilities: +Dahlver-Nar armors you and blends his madness with your sanity, lending you some of his selfish powers. + +Mad Soul: Binding to Dahlver-Nar grants you immunity to Wisdom damage, Wisdom drain, and confusion effects. + +Maddening Moan: You can emit a frightful moan as a standard action. Every creature within a 30-foot spread must succeed on a Will save or be dazed for 1 round. Once you have used this ability, you cannot do so again for 5 rounds. Maddening moan is a mind-affecting sonic ability. + +Natural Armor: You gain an enhancement bonus to your natural armor equal to one-half your Constitution bonus (if any). + +Shield Self: At will as a standard action, you can designate one creature within 10 feet per effective binder level to share the damage you take. As long as the subject creature remains within range, you take only half damage from all effects that deal hit point damage, and it takes the rest. The effect ends immediately if you designate another creature or if either you or the subject dies. Any damage dealt to you after the effect ends is no longer split between you and the subject, but damage already split is not reassigned to you. You can affect one creature at a time with this ability. An unwilling target of this ability can attempt a Will save to negate the effect.</entry> + <entry id="58166" lang="en" sex="m">Dahlver-Nar, the Tortured One Maddening Moan</entry> + <entry id="58167" lang="en" sex="m">Dahlver-Nar, the Tortured One Shield Self</entry> + <entry id="58168" lang="en" sex="m">Haagenti, Mother of Minotaurs</entry> + <entry id="58169" lang="en" sex="m">Haagenti, Mother of Minotaurs + +Haagenti tricked the god of frost giants and paid a terrible price for that deed. She girds her summoners for battle and gives them the power to confuse foes. + +Vestige Level: 2nd +Binding DC: 17 +Special Requirement: To summon Haagenti, you must be Large. + +Influence: You feel ashamed and occasionally bashful in the presence of beautiful creatures. In addition, Haagenti requires that you give deference to any creature you perceive as more attractive or charismatic than yourself. This deference might take the form of a bow, a salute, opening a door for the creature in question, not speaking until spoken to, or any other gesture that acknowledges the creature as superior to you. In any case, you must constantly treat any such creature with respect or suffer the penalty for defying Haagenti's influence. + +Granted Abilities: +Haagenti grants you some of Thrym's skill with arms and armor, plus her own aversion to transformation and the ability to inflict a state of confusion upon others. + +Confusing Touch: You can confuse by touch. The target of your touch attack must succeed on a Will save or become confused for 1 round per three effective binder levels you possess. When you attain an effective binder level of 19th, this ability functions as a maze spell. Once you have used this ability, you cannot do so again for 5 rounds. + +Immunity to Transformation: No mortal magic can permanently affect your form while you are bound to Haagenti. You are immune to polymorph and petrification effects. + +Shield Proficiency: You are proficient with shields, including tower shields. + +Weapon Proficiency: You are proficient with the battleaxe, greataxe, handaxe, and throwing axe.</entry> + <entry id="58170" lang="en" sex="m">Haagenti, Mother of Minotaurs Confusing Touch</entry> + <entry id="58171" lang="en" sex="m">Malphas, the Turnfeather</entry> + <entry id="58172" lang="en" sex="m">Malphas, the Turnfeather + +Malphas allows his summoners to see without being seen, to pass through surroundings without leaving any sign, to vanish from sight, and to poison their enemies. + +Vestige Level: 2nd +Binding DC: 15 +Special Requirement: No + +Influence: While influenced by Malphas, you fall in love too easily. A kind word or a friendly gesture can cause you to devote yourself entirely to another person. Should that person reject your affection, your broken heart mends the moment another attractive person shows you some kindness. In addition, if you have access to poison, Malphas requires that you employ it against your foes at every opportunity. + +Granted Abilities: +Malphas grants you the ability to spy without detection, to disappear, to use poison safely, and to strike vicious blows against vulnerable foes. + +Arcane Eye: At will, you can cast Arcane Eye as a wizard of your effective binder level. + +Invisibility: As a standard action, you can make yourself invisible. Making an attack ends the invisibility (as normal), but otherwise, the effect lasts a number of rounds equal to your effective binder level. You can invoke this ability as a swift action at 15th level. Once you return to visibility, you cannot use this ability again for 5 rounds. + +Poison Use: You are not at risk of poisoning yourself when handling poison or applying it to a weapon. + +Sneak Attack: You deal an extra 1d6 points of damage plus 1d6 points per four effective binder levels.</entry> + <entry id="58173" lang="en" sex="m">Malphas, the Turnfeather Arcane Eye</entry> + <entry id="58174" lang="en" sex="m">Savnok, the Instigator</entry> + <entry id="58175" lang="en" sex="m">Savnok, the Instigator + +Once a servant of gods, Savnok now grants his summoners the ability to wear heavy armor, to draw arrows from thin air, to take the place of allies in combat, and to cause wounds that do not heal. + +Vestige Level: 2nd +Binding DC: 20 +Special Requirement: No + +Influence: Savnok's influence makes you headstrong and recalcitrant. Once you make up your mind about a particular issue, very little can change your thoughts on the matter. In addition, whenever you don armor, employ a shield, or wear any other item that improves your AC, Savnok requires that you not remove that protection for any reason. + +Granted Abilities: +Savnok grants you abilities associated with his death and the command of allies' positions. + +Call Armor: At will as a full-round action, you can summon a suit of full plate armor, which appears about your body. As you attain higher effective binder levels, the armor's quality improves, as given on the following table. At 5th level, it becomes +1. At 9th level, +2. At 13th level, it grants immunity to sneak attacks. At 17th level, +4. At 20th level, immunity to critical hits. You can dismiss the armor with another full-round action. + +Heavy Armor Proficiency: You are proficient with heavy armor. + +Move Ally: You can instantly swap positions with any visible willing ally within 5 feet per two effective binder levels of your position. Using this ability is a standard action at first, though at 13th level you can use it as a swift action. Once you have used this ability, you cannot do so again for 5 rounds. + +Savnok's Armor: While wearing your called armor, you can ignore some of the damage from attacks by nonpiercing weapons. When you first gain the ability to summon Savnok, this ability gives you damage reduction 1/piercing, and the value improves by +1 for every four effective binder levels you possess.</entry> + <entry id="58176" lang="en" sex="m">Savnok, the Instigator Call Armor</entry> + <entry id="58177" lang="en" sex="m">Savnok, the Instigator Move Ally</entry> + <entry id="58178" lang="en" sex="m">Andromalius, the Repentant Rogue</entry> + <entry id="58179" lang="en" sex="m">Andromalius, the Repentant Rogue + +Once the favorite of the god Olidammara, Andromalius now exists as a vestige. His granted abilities help his summoners beat rogues and ne'er-do-wells at their own game. + +Vestige Level: 3rd +Binding DC: 20 +Special Requirement: No + +Influence: When influenced by Andromalius, you become a devious mischief-maker who delights in causing small calamities-especially misunderstandings between friends and incidents of mistaken identity. However, Andromalius cannot now abide acts of theft, so he forbids you to steal from a creature, take an item from a dead body, or remove someone else's possession from a location without permission so long as you are under the jurisdiction of an authority whose laws expressly forbid such activities. By the same logic, you cannot take possession of any object that you know to be stolen. + +Granted Abilities: +The abilities that Andromalius grants help you catch thieves and return stolen goods, discover wickedness and underhanded dealings, and punish wrongdoers. + +Jester's Mirth: As a standard action, you can cause an opponent to break into uncontrollable laughter. This ability functions like a Tasha's hideous laughter spell (caster level equals your effective binder level). Once you have used this ability, you cannot do so again for 5 rounds. + +Locate Item: At will, you can cast locate object. + +See the Unseen: At will, you can use see invisibility as the spell (caster level equals your effective binder level). + +Sense Trickery: You gain a +4 bonus on Sense Motive checks, on Appraise checks, and on Spot checks. + +Sneak Attack: You deal an extra 2d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. For every five effective binder levels you possess beyond 5th, your sneak attack damage increases by an additional 1d6 points.</entry> + <entry id="58180" lang="en" sex="m">Andromalius, the Repentant Rogue Jester's Mirth</entry> + <entry id="58181" lang="en" sex="m">Andromalius, the Repentant Rogue Locate Item</entry> + <entry id="58182" lang="en" sex="m">Andromalius, the Repentant Rogue See the Unseen</entry> + <entry id="58183" lang="en" sex="m">Focalor, Prince of Tears</entry> + <entry id="58184" lang="en" sex="m">Focalor, Prince of Tears + +Focalor has power over storms and seas. He gives those who bind him the power to drown souls in sadness and sink ships in an ocean of tears. + +Vestige Level: 3rd +Binding DC: 20 +Special Requirement: No + +Influence: While influenced by Focalor, you feel some of his inestimable grief and act morose, rarely smiling or finding cause to laugh. Whenever you kill a creature, Focalor demands that as soon as you have a peaceful moment, you take a round to say a few words of sorrow and regret for the life cut short by your actions. + +Granted Abilities: +Focalor gives you the ability to breathe water, strike foes down with lightning, blind enemies with a puff of your breath, and cause creatures to be stricken with grief in your presence. + +Aura of Sadness: You emit an aura of depression and anguish that overtakes even the strongest-willed creatures. Every adjacent creature is overcome with grief, which manifests as a -2 penalty on attack rolls, saving throws, and skill checks, for as long as it remains adjacent to you. You can suppress or activate this ability as a standard action. Aura of sadness is a mind-affecting ability. + +Focalor's Breath: As a standard action, you can exhale toward a single living target within 30 feet. That target is blinded for 1 round unless it succeeds on a Fortitude save. Once you have used this ability, you cannot do so again for 5 rounds. + +Lightning Strike: Once per round as a standard action, you can call down a bolt of lightning that strikes any target you designate, as long as it is within 10 feet per effective binder level of your position. The lightning bolt deals 3d6 points of electricity damage, plus an additional 1d6 points of electricity damage for every three effective binder levels you possess above 5th. A successful Reflex save halves this damage. + +Water Breathing: You can breathe both water and air easily</entry> + <entry id="58185" lang="en" sex="m">Focalor, Prince of Tears Aura of Sadness</entry> + <entry id="58186" lang="en" sex="m">Focalor, Prince of Tears Lightning Strike</entry> + <entry id="58187" lang="en" sex="m">Focalor, Prince of Tears Breath</entry> + <entry id="58188" lang="en" sex="m">Karsus, Hubris in the Blood</entry> + <entry id="58189" lang="en" sex="m">Karsus, Hubris in the Blood + +Karsus lived and died by magic, so he grants binders power over that force. + +Vestige Level: 3rd +Binding DC: 25 +Special Requirement: Karsus refuses to answer the call of a binder who attempts to summon him within the area of an active spell. In addition, he appears only to a summoner who has at least 5 ranks in either Lore or Spellcraft. He also hates Amon for some unknown reason and will not answer your call if you are already bound to that vestige. + +Influence: You take on some of the arrogance for which Karsus was famous in his mortal life. He requires that you make Bluff or Intimidate checks rather than Persuade checks to influence others. + +Granted Abilities: +In life, Karsus was obsessed with magic, and his obsession continues unabated in his current state. He grants you the ability to see magic, destroy it with a touch, and use any magic item with ease. He even provides increased spellcasting power. + +Heavy Magic: The save DC for each effect of every magic item you use increases by 2. + +Karsus's Senses: You can cast detect magic at will. + +Karsus's Touch: You can produce a dispel magic effect with a touch. To do so, you must make a successful melee touch attack that does not provoke attacks of opportunity. You can then make a dispel check (1d20 + your effective binder level, maximum +20) against each ongoing spell currently in effect on the target. You can use Karsus's touch a number of times per day equal to your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds. + +Karsus's Will: You can use wands and staves as if you were a wizard.</entry> + <entry id="58190" lang="en" sex="m">Karsus, Hubris in the Blood Senses</entry> + <entry id="58191" lang="en" sex="m">Karsus, Hubris in the Blood Touch</entry> + <entry id="58192" lang="en" sex="m">Paimon, the Dancer</entry> + <entry id="58193" lang="en" sex="m">Paimon, the Dancer + +Paimon whirls into reality with grace and style. He gives his summoners the ability to see combat as a dance and makes them masters of its steps and hidden meter. + +Vestige Level: 3rd +Binding DC: 20 +Special Requirement: No + +Influence: Paimon's influence makes you lascivious and bold. In addition, Paimon requires that you dance (moving at half speed) whenever you hear music. + +Granted Abilities: +Paimon gives you the ability to dance in and out of combat, and to make whirling attacks against multiple foes. + +Dance of Death: When you use this ability as a standard action, you move up to your speed in a line and make a single attack against any creature you move past, provoking attacks of opportunity normally. Once you have used this ability, you cannot do so again for 5 rounds. + +Paimon's Blades: You gain proficiency with the rapier and short sword, and the benefit of the Weapon Finesse feat when you wield such weapons. + +Paimon's Dexterity: You gain a +4 bonus to Dexterity. + +Paimon's Skills: You gain a +4 bonus on Tumble checks and Perform checks. + +Uncanny Dodge: You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. + +Whirlwind Attack: You gain the benefit of the Whirlwind Attack feat.</entry> + <entry id="58194" lang="en" sex="m">Paimon, the Dancer Dance of Death</entry> + <entry id="58195" lang="en" sex="m">Agares, Truth Betrayed</entry> + <entry id="58196" lang="en" sex="m">Agares, Truth Betrayed + +Agares died at the hands of his allies for a wrong he did not commit. As a vestige, not only does he give binders the ability to weaken foes and knock them prone, but he also makes his summoner fearless. + +Vestige Level: 4th +Binding DC: 22 +Special Requirement: You must draw Agares's seal upon either the earth or an expanse of unworked stone. + +Influence: Agares's loyalty in life and his anger at the betrayal perpetrated by his lieutenants has become a hatred of falsehood. When influenced by Agares, you speak forthrightly and with confidence. You cannot use the Bluff skill, and when asked a direct question, you must answer truthfully and directly. + +Granted Abilities: +Agares gives you the power to exalt yourself and your allies, to make the earth tremble beneath your feet, and to render foes weak. + +Earth and Air Mastery: You gain a +1 bonus on attack rolls and weapon damage rolls. + +Earthshaking Step: As a standard action, you can stomp on the ground, causing every creature within 10 feet of you to make a Reflex save or fall prone. Once you have used this ability, you cannot do so again for 5 rounds. You and your summoned earth elemental (see below) are never knocked prone by the use of this ability. + +Elemental Companion: You can summon an earth elemental to accompany you and fight for you. If you lose your elemental, you cannot summon it again for 1 hour. The size of the earth elemental you can summon depends on your effective binder level. Below 11th, small. Below 15th, medium. Below 19th, large. 19th and above, huge. + +Fear Immunity: You have immunity to fear.</entry> + <entry id="58197" lang="en" sex="m">Agares, Truth Betrayed Earthshaking Step</entry> + <entry id="58198" lang="en" sex="m">Agares, Truth Betrayed Elemental Companion</entry> + <entry id="58199" lang="en" sex="m">Andras, the Gray Knight</entry> + <entry id="58200" lang="en" sex="m">Andras, the Gray Knight + +A great warrior in life, Andras is an enigma as a vestige. He gives binders prowess in combat and skill in the saddle. + +Vestige Level: 4th +Binding DC: 22 +Special Requirement: No. + +Influence: Andras's influence causes you to become listless and emotionally remote. Because Andras wearies of combat quickly, you become exhausted after only 10 rounds of battle, and flee from the fight for 1d4 rounds. + +Granted Abilities: +Andras lends you some of the skills he had in life, making you a strong combatant with or without a mount. + +Weapon Proficiency: You are proficient with the greatsword, longsword, and rapier. + +Mount: As a full-round action, you can summon a heavy warhorse. You can use this ability once per day. + +Saddle Sure: You gain a +8 bonus on Ride checks. + +Smite Good or Evil: You can attempt to smite an evil or good creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. Once you have used this ability, you cannot do so again for 5 rounds. + +Sow Discord: Andras grants you the ability to sow discord among your enemies. As a standard action, you can force an enemy that fails a Will save to attack a randomly determined ally within reach on his next action. Sow discord is a mind-affecting compulsion ability. Once you have used this ability, you cannot do so again for 5 rounds. + +Sure Blows: You gain the benefit of the Improved Critical feat with any weapon you wield.</entry> + <entry id="58201" lang="en" sex="m">Andras, the Gray Knight Smite</entry> + <entry id="58202" lang="en" sex="m">Andras, the Gray Knight Sow Discord</entry> + <entry id="58203" lang="en" sex="m">Andras, the Gray Knight Mount</entry> + <entry id="58204" lang="en" sex="m">Buer, Grandmother Huntress</entry> + <entry id="58205" lang="en" sex="m">Buer, Grandmother Huntress + +Buer grants binders superior healing as well as powers against poisons and diseases. + +Vestige Level: 4th +Binding DC: 20 +Special Requirement: Buer requires that her seal be drawn outdoors. + +Influence: Under Buer's influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make any coup de grace attacks. + +Granted Abilities: +Buer grants you healing powers, the ability to ignore toxins and ailments, and skills that help you navigate the natural world. + +Buer's Knowledge: You gain a +4 bonus on Heal, Lore, and Animal Empathy checks. + +Buer's Purity: You have immunity to disease and poison. + +Delay Diseases and Poisons: Each ally within 30 feet of you gains immunity to poison and disease. + +Fast Healing: You gain the fast healing 1, and the rate of healing increases with your effective binder level. You gain fast healing 2 at 10th level, fast healing 3 at 13th level, fast healing 4 at 16th level, and fast healing 5 at 19th level. + +Healing Gift: As a standard action, you can cure 1d8 points of damage +1 point per effective binder level (maximum 1d8+10 points). You cannot use your healing gift again for 5 rounds. Both uses of the ability channel positive energy and deal a corresponding amount of damage to undead. + +Track: You gain the Track feat.</entry> + <entry id="58206" lang="en" sex="m">Buer, Grandmother Huntress Healing Gift</entry> + <entry id="58207" lang="en" sex="m">Eurynome, Mother of the Material</entry> + <entry id="58208" lang="en" sex="m">Eurynome, Mother of the Material + +Eurynome grants lordship over the beasts of land, seas, and air. She also gives those with whom she binds some of the might of titans. + +Vestige Level: 4th +Binding DC: 21 +Special Requirement: Eurynome hates Amon for some unknown reason and will not answer your call if you are already bound to him. + +Influence: Eurynome's influence makes you paranoid and ungrateful; you see secret motives and possible betrayals behind every action. Eurynome requires that you not attack a foe unless an ally has already done so. If no allies are present, she makes no such requirement + +Granted Abilities: +Eurynome grants you the ability to befriend animals and wield a massive hammer. In addition, she turns your blood into poison and gives you resistance to weapon blows. + +Animal Friend: All animals automatically have an initial attitude of friendly toward you. + +Damage Reduction: You gain damage reduction 2/+3. + +Eurynome's Maul: You summon a magic warhammer (1d8+1d4 bludgeoning damage, �3 crit). You are proficient with this weapon and can wield it without penalty. Your warhammer's exact bonus and abilities depend on your effective binder level, according to the following table. +Effective Binder Level Warhammer Summoned +10th or lower +1 warhammer +11th-14th +1 anarchic warhammer +15th-18th +1 anarchic adamantine warhammer +19th or higher +3 anarchic adamantine warhammer + +Poison Blood: While you are bound to Eurynome, your blood becomes poisonous. Any creature that makes a bite attack against you must immediately make a successful Fortitude save or take 1d6 points of damage. After 1 minute, the creature must make another Fortitude save at the same DC or take another 1d6 points of damage per three effective binder levels you possess (maximum 5d6). Each bite attack poisons the creature anew, forcing a new round of saving throws. +</entry> + <entry id="58209" lang="en" sex="m">Anima Mage</entry> + <entry id="58210" lang="en" sex="m">Anima Mages</entry> + <entry id="58211" lang="en" sex="m">anima mage</entry> + <entry id="58212" lang="en" sex="m">(PRESTIGE CLASS) +Anima mages give binders a bad name. Greedy and ambitious, they exploit the powers of the vestiges to which they bind to advance their own abilities. Anima mages see such displaced entities as mere tools, no different from spell component pouches or a wand of fireball. With the power of a vestige, an anima mage can tap a resource all but unknown to his rivals to gain an edge against other spellcasters. The anima mage is a loner, an outsider, and a potential enemy to both binders and witch slayers. But the way others classify him matters little to him, for power is at hand. + +- Hit Die: d4 +- Skill Points at Each Level: 2 + Int Modifier. + +REQUIREMENTS: +Alignment: Any nongood +Skills: Intimidate 4 ranks, Lore 4 ranks +Feat: Any metamagic feat +Spellcasting: Ability to cast 2nd-level arcane spells +Special: Ability to bind a 2nd-level vestige, soul binding class feature + +ABILITIES: +Level +1: +2: Exploit Vestige - Forgo a vestige ability to cast one spell of your highest level +3: Vestigial Awareness - +2 initiative +4: +5: Vestige Metamagic 1/day - Lose access to a vestige for 5 rounds to apply free metamagic to one spell +6: +7: Vestige Metamagic 2/day +8: +9: Vestige Metamagic 3/day +10: Vestige Casting - Quicken, Silent, Still one spell a day + +Soul Binding/Spellcasting: At each level, you gain new soul binds and spells per day and an increase in caster level (and spells known, if applicable) as if you had gained a level in both your soul binding-using class and your arcane spellcasting class.</entry> + <entry id="58213" lang="en" sex="m">Exploit Vestige</entry> + <entry id="58214" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Anima Mage 2 +Specifics: At 2nd level, you learn how to use a bound vestige to boost your arcane spellcasting. With this ability, you can choose to forego gaining one of the vestige's granted abilities in order to gain one additional arcane spell of the highest you can cast. You decide which ability to give up before you make the binding check, and you can forego only one ability per day in this manner, even if you can bind multiple vestiges. Vestiges react poorly to your use of this ability, so you take a -5 penalty on your binding check. If you make a good pact despite this penalty, you gain the bonus spell in exchange for the ability you gave up. If you make a poor pact (that is, you fail your binding check), you do not gain the extra spell, and you still give up the designated ability for the day. +Use: Selected</entry> + <entry id="58215" lang="en" sex="m">Vestige Casting</entry> + <entry id="58216" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Anima Mage 10 +Specifics: At 10th level, you can use a bound vestige's power to cast a spell outside the normal limits of time and magic. Once per day, you can cast a spell as if it were modified by the Quicken Spell, Silent Spell, and Still Spell metamagic feats, whether or not you have those feats. +Use: Selected</entry> + <entry id="58217" lang="en" sex="m">Vestige Metamagic</entry> + <entry id="58218" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Anima Mage 5 +Specifics: At 5th level, you can use a bound vestige to augment your spells by temporarily giving up access to its powers. Using vestige metamagic is a swift action that does not provoke attacks of opportunity. Choose one of the vestiges to which you are bound whenever you activate this ability. You can then apply the effects of any metamagic feat that you possess to a spell you cast that round, without increasing its spell level. However, you lose access to all the abilities and powers granted by the chosen vestige upon activation and do not regain them for 5 rounds. Vestige metamagic is usable once per day at 5th level, two times per day at 7th level, and three times per day at 9th level. +Use: Selected</entry> + <entry id="58219" lang="en" sex="m">Tenebrous, the Shadow That Was</entry> + <entry id="58220" lang="en" sex="m">Tenebrous, the Shadow That Was + +Tenebrous, once a powerful demon prince, offers dominion over darkness and death. + +Vestige Level: 4th +Binding DC: 21 +Special Requirement: You must draw Tenebrous's seal at night. + +Influence: While influenced by Tenebrous, you are filled with a sense of detachment and an aching feeling of loss and abandonment. Tenebrous requires that you never be the first to act in combat. If your initiative check result is the highest, you must delay until someone else takes a turn. + +Granted Abilities: +Tenebrous grants you power over undead and shadows. He gives you the ability to chill your foes. + +Deeper Darkness: You can cloak an area in shadows as though using the deeper darkness spell (caster level equals your effective binder level), with the effect always centered on you. Using the ability again will cancel the darkness effect. Both uses are a standard action. + +See in Darkness: You can see perfectly through darkness of any kind. + +Touch of the Void: As a swift action, you can charge a melee attack with cold energy. Your next melee attack deals an extra 1d8 points of cold damage, plus 1d8 points of cold damage for every four effective binder levels beyond 7th that you possess. When you attain an effective binder level of 11th, you can charge your weapon for an entire round. Once you have used this ability, you cannot do so again for 5 rounds. + +Turn/Rebuke Undead: You can turn or rebuke undead as a cleric of your effective binder level. As with a cleric, you turn if you are good and rebuke if you are evil. Once you have used this ability, you cannot do so again for 5 rounds. + +Vessel of Emptiness: You can use the flicker shadow magic mystery once per day. At 13th level, you can use this ability two times per day, and at 19th level, you can use it three times per day. +</entry> + <entry id="58221" lang="en" sex="m">Tenebrous, the Shadow That Was Deeper Darkness</entry> + <entry id="58222" lang="en" sex="m">Tenebrous, the Shadow That Was Touch of the Void</entry> + <entry id="58223" lang="en" sex="m">Tenebrous, the Shadow That Was Turn Undead</entry> + <entry id="58224" lang="en" sex="m">Tenebrous, the Shadow That Was Vessel of Emptiness</entry> + <entry id="58225" lang="en" sex="m">Tenebrous Apostate</entry> + <entry id="58226" lang="en" sex="m">Tenebrous Apostates</entry> + <entry id="58227" lang="en" sex="m">tenebrous apostate</entry> + <entry id="58228" lang="en" sex="m">(PRESTIGE CLASS) +No other vestige is quite like Tenebrous. The remnant of the divinity once possessed by Orcus, Tenebrous is perhaps the only vestige still worshiped in some places as a god, and so tightly bound to a living-if not mortal-being. This unique status grants Tenebrous the ability to manipulate the world in ways that other vestiges cannot. Some Tenebrous apostates revere Orcus, seeing Tenebrous as part of their sundered god and the seed from which he will one day sprout anew. Others see the corpulent fiend as the embodiment of Tenebrous's downfall. These followers believe that Tenebrous is a separate deity who attempted to manifest through Orcus, only to be laid low when the demon proved unworthy. + +- Hit Die: d8 +- Skill Points at Each Level: 2 + Int Modifier. + +REQUIREMENTS: +Alignment: Any nongood +Skills: Concentration 5 ranks, Lore 8 ranks +Special: Ability to bind Tenebrous +Special: Able to turn or rebuke undead +Special: Must worship Tenebrous as a god (clerics can only have Chaos, Death, Evil, and Trickery domains) + +ABILITIES: +Level +1: Eternal Bondage - You are always bound to Tenebrous + Tenebrous's Rebuke - Damage or heal undead by spending a turn undead use +2: Visage of the Dead - +1 bonus to dodge AC, Intimidate, and Tumble, and mindless undead treat you as friendly +3: Destroy/Empower Undead - Spend turn undead attempts to do extra damage to mindless undead, or heal them +4: Umbral Body - Cast umbral body at will +5: Blast of the Void - Deal 1d8 damage per turning level to all living creatures + +Soul Binding/Spellcasting: At each level except 1st, you gain new soul binds and spells per day and an increase in caster level (and spells known, if applicable) as if you had gained a level in both your soul binding-using class and your divine spellcasting class.</entry> + <entry id="58229" lang="en" sex="m">Tenebrous's Rebuke</entry> + <entry id="58230" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tenebrous Apostate 1 +Specifics: When you use the turn or rebuke undead ability granted by Tenebrous, your connection to your dark master allows you to channel the energy in a unique way. You can use a turn attempt to deal 1d6 points of damage per effective turning level you possess to every undead creature within 30 feet. Each affected undead can attempt a Will save (DC 10 + your effective turning level + your Cha modifier) for half damage. If you use a rebuke attempt, each undead within 30 feet is instead cured of 1d6 points of damage per effective turning level. This effect occurs instead of the normal result. Neutral characters use the turn effect, evil characters the rebuke. +Use: Selected</entry> + <entry id="58231" lang="en" sex="m">Destroy/Empower Undead</entry> + <entry id="58232" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tenebrous Apostate 3 +Specifics: At 3rd level, you gain additional power over mindless undead. You can use two turn or rebuke attempts as a single standard action, each dealing (or healing) damage as per the Tenebrous's rebuke ability, except that the damage applies only to mindless undead. Neutral characters use the turn effect, evil characters the rebuke. +Use: Selected</entry> + <entry id="58233" lang="en" sex="m">Umbral Body</entry> + <entry id="58234" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tenebrous Apostate 4 +Specifics: Beginning at 4th level, you can transform yourself into pure darkness. This ability functions like the umbral body shadow magic mystery. You remain in this form for a number of rounds equal to twice your Tenebrous apostate level. Once you return to physical form, you cannot use this ability again for 5 rounds. +Use: Selected</entry> + <entry id="58235" lang="en" sex="m">Blast of the Void</entry> + <entry id="58236" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Tenebrous Apostate 5 +Specifics: When you attain 5th level, you can use a turn or rebuke attempt to deal 1d8 points of damage per effective turning level to every living creature within a 30-foot cone. This ability is usable once per day. +Use: Selected</entry> + <entry id="58237" lang="en" sex="m">Knight of the Sacred Seal</entry> + <entry id="58238" lang="en" sex="m">Knights of the Sacred Seal</entry> + <entry id="58239" lang="en" sex="m">knight of the sacred seal</entry> + <entry id="58240" lang="en" sex="m">(PRESTIGE CLASS) +A knight of the sacred seal is never alone because she has formed a true partnership with a single vestige. Her oath requires her to champion and protect her patron vestige, to take its seal as her symbol, and to advance its goals in the world. As her relationship with her patron vestige deepens, a knight of the sacred seal taps a well of abilities unavailable to other binders, becoming more than she once was. Though she can bind other vestiges, she chooses not to because the connection she shares with her companion offers strange new powers. + +REQUIREMENTS: + +Alignment: Any nonchaotic +Base Attack Bonus: +4 +Skills: Lore 5 ranks +Feat: Weapon Focus (any weapon) +Special: Soul binding class feature + +- Hit Die: d10. +- Proficiencies: You gain proficiency with all simple and martial weapons, and with all armor and shields. +- Skill Points: 2 + Int Modifier. + +ABILITIES: + +Level + 1: Aligned Strike, patron vestige, soul binding +1 + 2: Vestige's protection, soul binding +2 + 3: Vestige's protection aura, soul binding +3 + 4: Vestige's power, soul binding +4 + 5: Apotheosis, vestige's surge, soul binding+5 + +Soul Binding: +At each knight of the sacred seal level, your soul binding ability improves as if you had also gained a level in the binder class. Thus, your knight of the sacred seal levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained. + +Aligned Strike (Ex): Your weapons overcome DR +3. + +Apotheosis (Su): At 5th level, your type changes to outsider. You also gain damage reduction 10/+1.</entry> + <entry id="58241" lang="en" sex="m">Knights of the Sacred Seal</entry> + <entry id="58242" lang="en" sex="m">Patron Vestige Amon </entry> + <entry id="58243" lang="en" sex="m">Patron Vestige Aym </entry> + <entry id="58244" lang="en" sex="m">Patron Vestige Leraje </entry> + <entry id="58245" lang="en" sex="m">Patron Vestige Naberius </entry> + <entry id="58246" lang="en" sex="m">Patron Vestige Ronove </entry> + <entry id="58247" lang="en" sex="m">Patron Vestige Dahlver-Nar</entry> + <entry id="58248" lang="en" sex="m">Patron Vestige Haagenti </entry> + <entry id="58249" lang="en" sex="m">Patron Vestige Malphas </entry> + <entry id="58250" lang="en" sex="m">Patron Vestige Savnok </entry> + <entry id="58251" lang="en" sex="m">Patron Vestige Andromalius</entry> + <entry id="58252" lang="en" sex="m">Patron Vestige Focalor </entry> + <entry id="58253" lang="en" sex="m">Patron Vestige Karsus </entry> + <entry id="58254" lang="en" sex="m">Patron Vestige Paimon </entry> + <entry id="58255" lang="en" sex="m">Patron Vestige Agares </entry> + <entry id="58256" lang="en" sex="m">Patron Vestige Andras </entry> + <entry id="58257" lang="en" sex="m">Patron Vestige Buer </entry> + <entry id="58258" lang="en" sex="m">Patron Vestige Eurynome </entry> + <entry id="58259" lang="en" sex="m">Patron Vestige Tenebrous </entry> + <entry id="58260" lang="en" sex="m">Patron Vestige Arete </entry> + <entry id="58261" lang="en" sex="m">Patron Vestige Astaroth </entry> + <entry id="58262" lang="en" sex="m">Patron Vestige Acererak </entry> + <entry id="58263" lang="en" sex="m">Patron Vestige Balam </entry> + <entry id="58264" lang="en" sex="m">Patron Vestige Dantalion </entry> + <entry id="58265" lang="en" sex="m">Patron Vestige Geryon </entry> + <entry id="58266" lang="en" sex="m">Patron Vestige Otiax </entry> + <entry id="58267" lang="en" sex="m">Patron Vestige Chupoclops </entry> + <entry id="58268" lang="en" sex="m">Patron Vestige Haures </entry> + <entry id="58269" lang="en" sex="m">Patron Vestige Ipos </entry> + <entry id="58270" lang="en" sex="m">Patron Vestige Shax </entry> + <entry id="58271" lang="en" sex="m">Patron Vestige Zagan </entry> + <entry id="58272" lang="en" sex="m">Patron Vestige Vanus </entry> + <entry id="58273" lang="en" sex="m">Patron Vestige The Triad </entry> + <entry id="58274" lang="en" sex="m">Patron Vestige Desharis </entry> + <entry id="58275" lang="en" sex="m">Patron Vestige Zceryll </entry> + <entry id="58276" lang="en" sex="m">Patron Vestige Eligor </entry> + <entry id="58277" lang="en" sex="m">Patron Vestige Marchosias </entry> + <entry id="58278" lang="en" sex="m">Patron Vestige Ashardalon </entry> + <entry id="58279" lang="en" sex="m">Patron Vestige Halphax </entry> + <entry id="58280" lang="en" sex="m">Patron Vestige Orthos </entry> + <entry id="58281" lang="en" sex="m">Patron Vestige Abysm </entry> + <entry id="58282" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight of the Sacred Seal 1 +Specifics: When you become a knight of the sacred seal, you select any one vestige that you have previously bound as your patron. You develop a stronger than normal relationship with this vestige that grants you several benefits as you advance in this prestige class. If you expel your patron vestige by means of the Expel Vestige feat or do not renew your pact with it on any given day, you lose access to all supernatural class features gained from this prestige class until such time as you contact that vestige again. You can bind other vestiges in the interim, as normal for the binder class, but you gain no additional benefits from those pacts. You are never at risk of making a poor pact with your patron vestige. +Use: Selected</entry> + <entry id="58283" lang="en" sex="m">Vestige's Protection </entry> + <entry id="58284" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight of the Sacred Seal 2 +Specifics: When you attain 2nd level, your relationship with your patron vestige deepens, prompting it to take steps to ensure your protection. As a swift action, you can acquire an insight bonus to your Armor Class equal to your Charisma bonus (minimum 1). The same bonus also applies on your Reflex saves. Both of these benefits last for 1 round. Once you use this ability, you cannot do so again for 5 rounds. When you attain 3rd level, your patron vestige extends its protection to all creatures adjacent to you whom you designate as friends. Whenever you activate your vestige's protection class feature, those benefits apply to all designated allies adjacent to you. +Use: Selected</entry> + <entry id="58285" lang="en" sex="m">Vestige's Power</entry> + <entry id="58286" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight of the Sacred Seal 3 +Specifics: At 4th level, you can draw upon the power of your patron vestige to augment your fighting abilities as a swift action. You gain a +2 bonus to Strength, a +2 bonus to Constitution, a +10-foot bonus to your base land speed, and a +4 bonus on Will saves for 1 round. Once you have used this ability, you cannot do so again for 5 rounds. +Use: Selected</entry> + <entry id="58287" lang="en" sex="m">Vestige's Surge</entry> + <entry id="58288" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Knight of the Sacred Seal 3 +Specifics: At 5th level, once per day, when you activate one of your patron vestige's powers, or your vestige's protection or vestige's power class feature, you can choose to activate that ability again immediately rather than waiting the usual 5 rounds. +Use: Selected</entry> + <entry id="58289" lang="en" sex="m">Acererak, the Devourer</entry> + <entry id="58290" lang="en" sex="m">Acererak, the Devourer + +Acererak, a half-human lich, grasped at godlike power only to lose his grip on reality. As a vestige, he grants abilities that are similar to a lich's powers. + +Vestige Level: 5th +Binding DC: 25 +Special Requirement: None + +Influence: As a vestige, Acererak possesses the immortality he desired but none of the power that should accompany it. If you fall under his influence, you evince a strong hunger for influence and primacy. If you are presented with an opportunity to fill a void in power over a group of creatures, Acererak requires that you attempt to seize that power. You might impersonate a missing city offi cial, take command of a leaderless unit of soldiers, or even grab the reins of runaway horses to establish your supremacy. + +Granted Abilities: +While bound to Acererak, you gain powers that the great lich held in his legendary unlife. + +Detect Undead: You can use detect undead as the spell at will (caster level equals your effective binder level). + +Hide from Undead: At will as a standard action, you can cast hide from undead. + +Lich's Energy Immunities: You gain immunity to cold and electricity damage. + +Paralyzing Touch: As a standard action, you can make a touch attack to paralyze a living foe. The touched creature must succeed on a Fortitude save or be paralyzed for a number of rounds equal to one-half your effective binder level. Each round on its turn, the paralyzed creature can attempt a new saving throw as a full-round action, with success ending the effect immediately. Once you have used this ability, you cannot do so again for 5 rounds. + +Undead Healing: Negative energy (such as that of an inflict spell) heals you rather than damaging you. If you are a living creature, positive energy (such as a cure spell) still heals you as well. +</entry> + <entry id="58291" lang="en" sex="m">Acererak, the Devourer Detect Undead</entry> + <entry id="58292" lang="en" sex="m">Acererak, the Devourer Hide from Undead</entry> + <entry id="58293" lang="en" sex="m">Acererak, the Devourer Paralyzing Touch</entry> + <entry id="58294" lang="en" sex="m">Balam, the Bitter Angel</entry> + <entry id="58295" lang="en" sex="m">Balam, the Bitter Angel + +Once a being of extreme goodness, Balam became a wrathful vestige after taking on an impossible task that ended in failure. She grants her summoners the ability to foresee future difficulties and the intellect to interpret what they see, as well as skill with light arms and a stare that chills flesh. + +Vestige Level: 5th +Binding DC: 25 +Special Requirement: Balam requires a sacrifice of her summoner. In the process of calling her, you must deal 1 point of slashing damage to yourself. + +Influence: Balam's influence causes you to distrust clerics, paladins, and other devotees of deities. Whenever you enter a temple or some other holy or unholy site, Balam requires that you spit on the floor and utter an invective about the place. + +Granted Abilities: +Balam grants you the power to predict future events. She also teaches cunning and finesse, and gives you the ability to freeze foes with a glance. + +Balam's Cunning: You reroll your next failed saving throw. Once you have used this ability, you cannot do so again for 5 rounds. + +Icy Glare: You gain a gaze attack that deals 2d6 points of cold damage to the target. A successful Will save negates this damage. + +Prescience: You get a glimpse of the future a moment before it happens. This knowledge manifests as an insight bonus equal to +1 per four effective binder levels on initiative checks, Reflex saves, and AC. + +Weapon Finesse: You gain the benefit of the Weapon Finesse feat. +</entry> + <entry id="58296" lang="en" sex="m">Balam, the Bitter Angel Balam's Cunning</entry> + <entry id="58297" lang="en" sex="m">Balam, the Bitter Angel Icy Glare</entry> + <entry id="58298" lang="en" sex="m">Dantalion, the Star Emperor</entry> + <entry id="58299" lang="en" sex="m">Dantalion, the Star Emperor + +Dantalion, called the Star Emperor for his legend and appearance, is a composite of many souls. He grants binders the ability to teleport short distances, read thoughts, and stop foes. + +Vestige Level: 5th +Binding DC: 25 +Special Requirement: No + +Influence: Dantalion's influence causes you to be aloof and use stately gestures. Dantalion can't help but be curious about the leaders of the day, so anytime you are within 100 feet of someone who clearly is (or professes to be) a leader of others, Dantalion requires that you try to read that person's thoughts. Once you have made the attempt, regardless of success or failure, you need not try to read that person's thoughts again. + +Granted Abilities: +Pact magic grimoires attest to Dantalion's profound wisdom and his extensive knowledge about all subjects. Because he knows all thoughts, he can grant you a portion of that power, as well as the ability to travel just by thinking. You also gain a portion of his commanding presence, which many binders ascribe to his royal origins. + +Awe of Dantalion: When you invoke this ability (a move action), any creature that sees you is unable to attack you or target you with a hostile spell for 1 round. If you attempt any hostile action, such as making an attack roll or casting an offensive spell against the affected creature or its allies, the effect ends. Once you have used this ability, you cannot do so again for 5 rounds. + +Dantalion Knows: While bound to Dantalion, you have a +8 bonus on Lore checks. + +Read Thoughts: At will as a full-round action, you can attempt to read the surface thoughts of any creature you can see. If the target makes a successful Will save, you cannot read its thoughts for 1 minute. If you attempt to read the thoughts of a creature with an Intelligence score 10 points higher than your own, you automatically fail and are stunned for 1 round. + +Thought Travel: As a standard action, you can instantly transport yourself to any location you can see that is within 5 feet per effective binder level you possess. Thought travel is a teleportation effect and is usable a number of times per day equal to your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds. +</entry> + <entry id="58300" lang="en" sex="m">Dantalion, the Star Emperor Awe of Dantalion</entry> + <entry id="58301" lang="en" sex="m">Dantalion, the Star Emperor Read Thoughts</entry> + <entry id="58302" lang="en" sex="m">Dantalion, the Star Emperor Thought Travel</entry> + <entry id="58303" lang="en" sex="m">Scion of Dantalion</entry> + <entry id="58304" lang="en" sex="m">Scion of Dantalions</entry> + <entry id="58305" lang="en" sex="m">scion of Dantalion</entry> + <entry id="58306" lang="en" sex="m">(PRESTIGE CLASS) +Scions of Dantalion trace their lineage to an ancient, long-forgotten human empire-a civilization in which justice, love, and art reigned supreme. They maintain that the rulers of this realm led their people to such a height of beauty and righteousness that they rivaled the stars of the heavens in the awe they could inspire. The gods saw their accomplishments and grew envious. In their jealous rage, they destroyed the empire and cursed its nobility, decreeing that no one from that line could ever join them in the afterlife. Scions of Dantalion believe themselves to be part of this line, cursed by the gods but blessed by association with Dantalion, the vestige that is the conglomeration of all their ancestors' souls. The scions believe that their destiny is to one day take up the crown, bear the scepter of rulership, and rebuild the empire that could rival the stars. + +- Hit Die: d8 +- Skill Points at Each Level: 2 + Int Modifier. + +REQUIREMENTS: +Race: Human, Half-elf, or Half-orc +Skills: Lore 2 ranks +Special: Ability to bind Dantalion + +ABILITIES: +Level +1: Favored of Dantalion - Always make a good pact with Dantalion + Scholarship of Dantalion - Once per day, double the Lore bonus Dantalion grants for one round +2: Swift Awe of Dantalion - Awe of Dantalion is now a swift action instead of a move action +3: Overwhelming Thoughts - Daze target of Read Thoughts +4: Dantalion's Glare - Blind creatures in 30 ft. cone + Improved Thought Travel - Thought Travel is now a move action +5: Read Multiple Thoughts - Target multiple enemies at a time with Read Thoughts and Overwhelm Thoughts + +Soul Binding: At each level, you gain new soul binds as if you had gained a level in both your soul binding-using class.</entry> + <entry id="58307" lang="en" sex="m">Dantalion's Scholarship</entry> + <entry id="58308" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Scion of Dantalion 1 +Specifics: At 1st level, once per day per Scion level, you can double the bonus granted by Dantalion to Lore. This lasts for one round. +Use: Selected</entry> + <entry id="58309" lang="en" sex="m">Overwhelming Thoughts</entry> + <entry id="58310" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Scion of Dantalion 3 +Specifics: As a standard action, you send your thoughts out to a single creature whose thoughts you are reading (so it has already failed its Will save against your read thoughts ability), forcing it to succeed on a Will save (DC 10 + 1/2 your effective binder level + your Cha modifier) or be dazed for 1d4 rounds. A successful save allows the creature to break free of your thought reading. +Use: Selected</entry> + <entry id="58311" lang="en" sex="m">Dantalion's Glare</entry> + <entry id="58312" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Scion of Dantalion 4 +Specifics: Every creature within this a 30 ft. cone must succeed on a Fortitude save (DC 10 + 1/2 your effective binder level + your Cha modifier) or be blinded for 1d4 rounds. Once you have used this ability, you cannot do so again for 5 rounds. +Use: Selected</entry> + <entry id="58313" lang="en" sex="m">Improved Thought Travel</entry> + <entry id="58314" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Scion of Dantalion 4 +Specifics: Beginning at 4th level, you can use the thought travel ability granted by Dantalion as a move action. +Use: Selected</entry> + <entry id="58315" lang="en" sex="m">Geryon, the Deposed Lord</entry> + <entry id="58316" lang="en" sex="m">Geryon, the Deposed Lord + +Once a devil of great power, Geryon now exists only as a vestige. He gives binders powers associated with his eyes, as well as the ability to fly at a moment's notice. + +Vestige Level: 5th +Binding DC: 25 +Special Requirement: Geryon answers the calls of only those summoners who show an understanding of the relationship between souls and the planes. Thus, you must have at least 5 ranks in Lore to summon him. + +Influence: While influenced by Geryon, you become overly trusting of and loyal to those you see as allies, even in the face of outright treachery. Because he values trust, if you make a Sense Motive check or use any ability to read thoughts or detect lies, you rebel against Geryon's influence. + +Granted Abilities: +Geryon gives you his eyes and his baleful gaze, as well as the ability to fly. + +Acidic Gaze: The gaze of your devilish eyes can cause foes to erupt with acid. When you use this ability, each opponent within 30 feet of you must succeed on a Will save or take 2d6 points of acid damage. + +All-Around Vision: Your extra eyes allow you to look in any direction, granting you a +4 bonus on Spot and Search checks. Opponents gain no benefits when flanking you. + +See in Darkness: You can see perfectly in darkness of any kind, even that created by a deeper darkness spell. + +Swift Flight: You can fly for 1 round by using the Jump ability. Once you have used swift flight, you cannot do so again for 5 rounds. +</entry> + <entry id="58317" lang="en" sex="m">Geryon, the Deposed Lord Acidic Glare</entry> + <entry id="58318" lang="en" sex="m">Geryon, the Deposed Lord Swift Flight</entry> + <entry id="58319" lang="en" sex="m">Otiax, the Key to the Gate</entry> + <entry id="58320" lang="en" sex="m">Otiax, the Key to the Gate + +The alien Otiax gives its summoners the power to open what is closed, to walk among the clouds, and to strike foes with fog that lands like a hammer. + +Vestige Level: 5th +Binding DC: 25 +Special Requirement: No + +Influence: Otiax's motives remain a mystery, but its influence is clear. When confronted with unopened doors or gates, you become agitated and nervous. This emotional state lasts until the door or gate is opened, or until you can no longer see it. Furthermore, Otiax cannot abide a lock remaining secured. Thus, whenever you see a key, Otiax requires that you use it to open the corresponding lock. + +Granted Abilities: +Otiax opens doors for you, lets you batter opponents with wind, and cloaks you in a protective fog that can actually lash out at foes. + +Air Blast: You can focus the air around you into a concentrated blast that batters opponents. You can use your air blast as a melee touch attack against an adjacent opponent or one that is up to 10 feet away. This attack deals 2d6 points of bludgeoning damage, but you do not add your Strength bonus to the damage roll. If your base attack bonus is high enough, you might be entitled to additional air blast attacks each round when you make a full attack. + +Concealing Mist: The mist that constantly surrounds you forms a screen that grants you concealment (foes' melee and ranged attacks have a 20% miss chance). + +Open Portal: At will as a swift action, you can open (but not close) an unlocked door, chest, box, or other object. + +Unlock: As a full-round action, you can unlock a single lock that you can touch, provided that its Open Lock DC is less than or equal to twice your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds. +</entry> + <entry id="58321" lang="en" sex="m">Otiax, the Key to the Gate Air Blast</entry> + <entry id="58322" lang="en" sex="m">Otiax, the Key to the Gate Open Portal</entry> + <entry id="58323" lang="en" sex="m">Otiax, the Key to the Gate Unlock</entry> + <entry id="58324" lang="en" sex="m">Arete, the First Elan</entry> + <entry id="58325" lang="en" sex="m">Arete, the First Elan + +Arete, a powerful psion who sought immortality, created a new race but doomed himself to never-ending rebirths. His granted abilities provide binders with access to several qualities that toughen the body and mind. + +Vestige Level: 4th +Binding DC: 21 +Special Requirement: Arete does not like to be reminded that the elan are considered abominations by some, and he does not answer your summons if you are already bound to Chupoclops or Eurynome. + +Influence: You do not get hungry or tired while bound to Arete, but you do suffer negative effects if you do not eat or sleep for the duration that the vestige is bound. If faced with a need to do research, Arete insists that you seek out lore regarding him and his research into immortality as well, which can often double or even triple the time you spend seeking information. + +Granted Abilities: +While bound to Arete, you gain powers that Arete had at some point in his search for immortality. + +Psionic Boon: You gain 13 power points when you bind to Arete. These are added to your pool of power if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of this binding. + +Resistance: Your gain a +4 bonus on a saving throw of your choice. You may change this to another saving throw as a move action. + +Damage Reduction: Your body becomes unnaturally tough as you gain damage reduction 5/-. + +Repletion: You gain access to the psionic powers body adjustment and body purification for the duration of the binding. You may manifest each power as a psion would and as if it is a power known by you. You may augment each power as a psion normally could, substituting your effective binder level in place of manifester level. +</entry> + <entry id="58326" lang="en" sex="m">Arete, the First Elan Resistance</entry> + <entry id="58327" lang="en" sex="m">Astaroth, Unjustly Fallen</entry> + <entry id="58328" lang="en" sex="m">Astaroth, Unjustly Fallen + +A fallen angel who would never accept responsibility for his own transgressions, Astaroth grants his summoners influence over the behavior of others, knowledge of hidden things, and the ability to sicken enemies. + +Vestige Level: 4th +Binding DC: 22 +Special Requirement: No + +Influence: Astaroth's influence renders you incapable of taking responsibility for your own actions. You cannot admit any fault, acknowledge any mistake, or make reparations or apologies for any wrong, no matter the consequences or the evidence against you. + +Granted Abilities: +Astaroth guided mortals, and he still grants abilities based in knowledge and education. As a fallen angel, and then a vestige, his magics have grown ever grimmer and more distasteful; he also grants powers based on directly controlling and offending others. + +Angelic Lore: Astaroth constantly whispers the secrets of reality in the back of your mind, allowing you to draw on his own nigh-infinite knowledge. This grants a bonus to Lore equal to your effective binder level. + +Astaroth's Breath: Once every 5 rounds, you can exhale a 60-foot cone of foul-smelling gas. Creatures within the cone must make a Fortitude save or be nauseated for 1 round and sickened for an additional 1d4 rounds. Those who make the save are merely sickened for 1 round. Creatures immune to poison or disease are immune to this effect. + +Honeyed Tongue: You gain a +4 competence bonus on Bluff, Persuade, and Intimidate checks. + +Master Craftsman: While bound to Astaroth, you gain a +4 competence bonus on all Craft checks. In addition, each time you bind with Astaroth, you may select one item creation feat as a temporary bonus feat. So long as you continue to bind with Astaroth, you may use that feat as though you possessed it normally; you must still spend all standard gold and XP for any item you create, and you must still provide all necessary spells for a given item. If your effective binder level is not at least as high as the necessary caster level to take a specific item creation feat, you cannot choose that feat. For instance, a 4th-level binder could not choose any item creation feat with a prerequisite of caster level 5th or higher. + +Word of Astaroth: You may charm a single creature with your glowing words. You must wait 5 rounds before making another attempt. +</entry> + <entry id="58329" lang="en" sex="m">Astaroth, Unjustly Fallen Astaroth's Breath</entry> + <entry id="58330" lang="en" sex="m">Astaroth, Unjustly Fallen Word of Astaroth</entry> + <entry id="58331" lang="en" sex="m">Chupoclops, Harbinger of Forever</entry> + <entry id="58332" lang="en" sex="m">Chupoclops, Harbinger of Forever + +A great monster believed to be a harbinger of the apocalypse, Chupoclops became a vestige when slain by mortals. Chupoclops grants its summoner a bite attack and unnatural senses, plus the ability to pounce on foes, to exist ethereally, and to make enemies despair. + +Vestige Level: 6th +Binding DC: 25 +Special Requirement: Chupoclops hates Amon for some unknown reason and will not answer your call if you are already bound to him. + +Influence: While under the influence of Chupoclops, you can't help but be pessimistic. At best, you are quietly resigned to your own failure, and at worst, you spread your doubts to others, trying to convince them of the hopelessness of their goals. In addition, Chupoclops requires that you voluntarily fail all saving throws against fear effects. + +Granted Abilities: +Chupoclops gives you the power to linger on the Ethereal Plane, sense the living and undead, demoralize foes, and bite enemies. + +Aura of Despair: Every creature within 10 feet of you takes a -2 penalty on attack rolls, checks, saves, and weapon damage rolls. Aura of despair is a mind-affecting fear ability. + +Ethereal Watcher: At will as a move action, you can become ethereal. You can remain on the Ethereal Plane indefinitely if you take no actions, but any movement or combat causes you to return to the Material Plane. Once you have returned to the Material Plane, you cannot use this ability again for 5 rounds. + +Bite: You gain a secondary bite attack that deals damage according to your size, as given on the table below. +Size Bite Damage +Diminutive or Fine 1 +Tiny 1d2 +Small 1d3 +Medium 1d4 +Large 1d6 +Huge 1d8 +Gargantuan 2d6 +Colossal 2d8 + +You add your Strength modifier to your damage roll. + +Pounce: If you charge a foe, you can make a full attack at the end of the charge. + +Soulsense: You notice and locate living creatures within 10 feet as if you possessed the blindsense ability. +</entry> + <entry id="58333" lang="en" sex="m">Chupoclops, Harbinger of Forever Aura of Despair</entry> + <entry id="58334" lang="en" sex="m">Chupoclops, Harbinger of Forever Ethereal Watcher</entry> + <entry id="58335" lang="en" sex="m">Haures, the Dreaming Duke</entry> + <entry id="58336" lang="en" sex="m">Haures, the Dreaming Duke + +Haures grants his summoners the power to create illusions, protect their thoughts, and move through objects like a ghost. + +Vestige Level: 6th +Binding DC: 25 +Special Requirement: No + +Influence: When influenced by Haures, you become an eccentric, often speaking to yourself and to imaginary friends. In addition, Haures requires that if you encounter and disbelieve an illusion not of your own making, you must not voluntarily enter its area. + +Granted Abilities: +Haures shields your mind with his madness, allows you to move like a ghost, gives you the power to fool the senses, and grants you the ability to kill others with their deepest fears. + +Inaccessible Mind: You are protected from any effort to detect, influence, or read your emotions or thoughts, and you have immunity to any mind-affecting spells and abilities. + +Incorporeal Movement: When moving, you become nearly incorporeal and can ignore the effects of difficult terrain. You can even move through an enemy's space, but not through walls or other solid barriers. + +Major Image: You can create an illusion at will, as though you had cast mislead (caster level equals your effective binder level). Once you have used this ability, you cannot do so again for 5 rounds. + +Phantasmal Killer: This ability functions like the phantasmal killer spell. Once you have used this ability, you cannot do so again for 5 rounds. +</entry> + <entry id="58337" lang="en" sex="m">Haures, the Dreaming Duke Major Image</entry> + <entry id="58338" lang="en" sex="m">Haures, the Dreaming Duke Phantasmal Killer</entry> + <entry id="58339" lang="en" sex="m">Ipos, Prince of Fools</entry> + <entry id="58340" lang="en" sex="m">Ipos, Prince of Fools + +Binders call Ipos the Prince of Fools because of the crown he wears and the sad legend of his transformation into a vestige. He grants his summoners cold iron claws with which to rend foes, the power to see creatures and objects as they are, and a fraction of his charisma. + +Vestige Level: 6th +Binding DC: 26 +Special Requirement: Ipos refuses to answer the call of any summoner who, in his judgment, has not taken a serious enough interest in occult studies. Anyone wishing to bind Ipos must have at least 5 ranks in Lore and 5 ranks in Spellcraft. + +Influence: You think highly of your intellect and show contempt toward those who question your assumptions or conclusions. If you encounter a creature that shows interest in a topic about which you have knowledge, Ipos requires that you truthfully edify that individual. + +Granted Abilities: +Ipos grants you his discerning sight and commanding presence, as well as claws of cold iron with which to rend the veil of ignorance. + +Cold Iron Claws: Your fingernails harden into cold iron, granting you two claw attacks. The base damage for each claw attack is as given on the following table. These claws overcome damage reduction of +3 or less. +Size Base Damage +Diminutive 1 +Fine 1d2 +Tiny 1d3 +Small 1d4 +Medium 1d6 +Large 1d8 +Huge 2d6 +Gargantuan 2d8 +Colossal 4d6 + +Flash of Insight: As a swift action, you gain a true seeing effect (as the spell) for a duration of 1 round. Once you have used this ability, you cannot do so again for 5 rounds. + +Ipos's Influence: Your affiliation with Ipos allows you to draw more power from the vestiges to which you are bound. The saving throw DC (if any) of each special ability granted by your vestiges increases by 1. Treat your effective binder level as one higher than normal for the purpose of determining the effects of vestige special abilities. + +Rend: When you hit one foe with two or more claw attacks, you automatically deal double the damage of a normal claw attack (including your Strength modifier) in addition to your normal damage. +</entry> + <entry id="58341" lang="en" sex="m">Ipos, Prince of Fools Flash of Insight</entry> + <entry id="58342" lang="en" sex="m">Shax, Sea Sister</entry> + <entry id="58343" lang="en" sex="m">Shax, Sea Sister + +Another giant among the vestiges, Shax gives her summoners the ability to laugh off lightning, to wriggle free of any bonds, and to strike foes like a thunderbolt. + +Vestige Level: 6th +Binding DC: 26 +Special Requirement: No + +Influence: While under Shax's influence, you become possessive and stingy, particularly about territory-be it actual land or simply a room in an inn. In addition, her influence requires you to demand compensation for any service rendered and to tax any use of your territory. However, you can accept nearly any item of value-be it material goods or a service-as payment. + +Granted Abilities: +Shax grants you the ability to strike foes with sonic force and electricity. She also gives you immunity to electricity and allows you to move freely despite restraints. + +Freedom of Movement: As a swift action, you can give yourself the ability to ignore restraints. This effect functions like the freedom of movement spell, except that it lasts only 1 round. Once you have used this ability, you cannot do so again for 5 rounds. + +Immunity to Electricity: You gain immunity to electricity damage. + +Storm Strike: As a swift action, you can charge a melee attack or melee touch attack with electricity and sonic power. Your next melee attack deals an extra 1d6 points of electricity damage and 1d6 points of sonic damage. +</entry> + <entry id="58344" lang="en" sex="m">Shax, Sea Sister Freedom of Movement</entry> + <entry id="58345" lang="en" sex="m">Shax, Sea Sister Storm Strike</entry> + <entry id="58346" lang="en" sex="m">Zagan, Duke of Disappointment</entry> + <entry id="58347" lang="en" sex="m">Zagan, Duke of Disappointment + +On the cusp of deification, Zagan lost all he had worked for. As a vestige, he offers his summoners a snake's sense of smell, the power to cause an enemy flee his presence, the ability to immobilize an opponent, and more effective combat abilities against snakes and their ilk. + +Vestige Level: 6th +Binding DC: 25 +Special Requirement: No + +Influence: While influenced by Zagan, you become domineering and aggressive. Zagan requires that you slay any snake or snakelike being you meet, and deface any representations of snakes or snakelike beings other than Zagan that you find. + +Granted Abilities: +Zagan grants you a snake's ability to detect creatures by scent, the ability to grapple and constrict as a snake, increased combat ability against snakes and their cousins, and the power to cause your foes to avoid your mere presence. + +Aversion: As a standard action, you can create a compulsion effect targeting any creature within 30 feet. The target must succeed on a Will save or gain an aversion to you. An affected creature must stay at least 20 feet away from you; if already within 20 feet, the target moves away. Aversion is a mind-affecting compulsion ability. After using this ability, you must wait 5 rounds before using it again. + +Improved Grapple: You gain the benefit of the Improved Grapple feat. In addition, you are considered to be of Large size for the purpose of making grapple checks. + +Scent: You gain the scent special quality. + +Constrict: You gain a giant constrictor's ability to crush the life from its prey. You deal damage equal to 1d8 + 1-1/2 * your Str modifier with a successful grapple check, in addition to your normal unarmed damage. + +Reptile Bane: Zagan's grants you +2 melee attack and +2d6 damage on melee attacks against reptilian creatures. +</entry> + <entry id="58348" lang="en" sex="m">Zagan, Duke of Disappointment Aversion</entry> + <entry id="58349" lang="en" sex="m">Vanus, the Reviled One</entry> + <entry id="58350" lang="en" sex="m">Vanus, the Reviled One + +Hated out of proportion for his sins, the smiling Vanus remains an enigma to binders. Vanus provides binders with the ability to frighten and punish weaker foes, hear evil afoot with uncanny perception, and free allies from constraints. + +Vestige Level: 6th +Binding DC: 29 +Special Requirement: Vanus refuses to appear when summoned indoors, and will only answer the summoner's call when well away from buildings. + +Influence: Under the influence of Vanus, you take every opportunity to revel. Even small victories seem like cause for grand celebrations, and if you're happy, you want everyone around to share your joy. If you see others in the act of celebration, you must join in. If you achieve victory in combat, you must immediately spend a full-round action crowing about your triumph. + +Granted Abilities: +Vanus grants you tremendous hearing, the ability to foment fear by your presence alone, skill at fighting foes weaker than yourself, and the power to free allies from imprisonment. + +Fear Aura: Enemies that you are aware of who come within 10 feet must succeed at a Will save. Those who fail are frightened. Foes remain frightened for a number of rounds equal to half your binder level. Creatures that fail the save must roll again if they again come within 10 feet. A creature that makes its save against this ability need not make another save for 24 hours. This is a mind-affecting fear effect. + +Free Ally: You may designate any ally to gain the benefits of the freedom of movement spell for one round. You cannot use this ability on yourself. Once you have used this ability you cannot do so again for 5 rounds. + +Noble Disdain: When attacking a foe of fewer Hit Dice than yourself with a ranged or melee weapon, you deal +1d6 points of damage. + +Vanus's Ears: Being bound to Vanus grants you a +10 bonus on Listen checks. +</entry> + <entry id="58351" lang="en" sex="m">Vanus, the Reviled One Free Ally</entry> + <entry id="58352" lang="en" sex="m">The Triad</entry> + <entry id="58353" lang="en" sex="m">The Triad + +The Triad is a gestalt of three forgotten gods of a lost civilization of mystics, consumed by the Plane of Shadow. They give binders access to both martial abilities and lore-seeking traits. + +Vestige Level: 6th +Binding DC: 26 +Special Requirement: The Triad will not bind with someone with any connection to the Plane of Shadow, whether that's by feat, class abilities, or any other association. + +Influence: Your mental aspect shifts to match the face that is currently your sign. As Gorn, you are inquisitive and use many words -- some would say too many. As Rujsha, you are caring and motherly, speaking to others as if they were children. As Mintar, you are honor-bound and slightly combative in manner. When your path crosses that of one influenced by shadow, the gestalt insists that you either face that being first when in combat or avoid that being (and any effects or assistance the being may wish to provide) outside of combat. + +Granted Abilities: +While bound to the Triad, you gain a range of abilities that represents the essence of their former separate beings. + +Psionic Boon: You gain 15 power points when you bind to the Triad. These are added to your pool of power if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of this binding. + +Gorn's Knowledge + +Call to Mind: You gain access to the psionic power call to mind for the duration of the binding. + +Psicraft Bonus: You gain a +5 bonus on Psicraft checks. + +Bardic Knowledge: You gain a bonus to Lore equal to your binder level. + +Rujsha's Justice + +Empathy: You gain access to the psionic power empathy for the duration of the binding. + +Diplomacy Bonus: You gain a +5 bonus on Persuade checks. + +Smite Evil: Three times per day, you can attempt to smite an evil creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not evil, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds. + +Mintar's Honor + +Detect Hostile Intent: You gain access to the psionic power mental disruption for the duration of the binding. + +Sense Motive Bonus: You gain a +5 bonus on Sense Motive checks. + +Weapon Proficiency: You gain proficiency in all simple, martial, and exotic weapons. +</entry> + <entry id="58354" lang="en" sex="m">The Triad Smite Evil</entry> + <entry id="58355" lang="en" sex="m">Desharis, the Sprawling Soul</entry> + <entry id="58356" lang="en" sex="m">Desharis, the Sprawling Soul + +The first of the "city-born fey," represented today by such creatures as the zeitgeist and the gray jester, Desharis is a boon to those who work to spread civilization, and anathema to most fey and worshipers of the wild. He grants binders shelter against the dangers of the wild, and he provides powers to carve out their own niche against nature. + +Vestige Level: 6th +Binding DC: 27 +Special Requirement: Desharis will not answer your call in a natural environment, only responding in the worked landscapes of urban areas. + +Influence: Under Desharis's influence, you cannot stand to be alone, and the more people you have around you, the better. You never voluntarily accept any task that requires you to be alone, and you argue vigorously against options that would split the party. If you have the opportunity to socialize with large groups of people (such as entering a boisterous tavern), you must take it unless doing so is overtly harmful, or you have reason to suspect the individuals are hostile to you. + +Granted Abilities: +Desharis grants abilities that reflect his desire to protect the civilized peoples of the world, plus provides a few that show his anger at the fey and other creatures of nature. + +City-Dweller: While hosting Desharis, you gain a +10 ft. bonus to move speed when in urban areas. In addition, you gain a +6 competence bonus on Lore checks. + +Infinite Doors: Once per day, you may teleport, as per the spell, as a caster of your binder level. + +Smite Natural Soul: You may attempt to smite an animal, elemental, fey, or plant with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not one of the above types, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds. + +Spirits of the City: You can animate objects, as the spell, as a caster of your binder level. Once you have used this ability, you must wait 5 rounds after the effect has expired before you can do so again. +</entry> + <entry id="58357" lang="en" sex="m">Desharis, the Sprawling Soul Infinite Doors</entry> + <entry id="58358" lang="en" sex="m">Desharis, the Sprawling Soul Smite Natural Soul</entry> + <entry id="58359" lang="en" sex="m">Desharis, the Sprawling Soul Spirits of the City</entry> + <entry id="58360" lang="en" sex="m">Zceryll, the Star Spawn</entry> + <entry id="58361" lang="en" sex="m">Zceryll, the Star Spawn + +Zceryll was a mortal sorceress who communed with alien powers from the far realm. She became obsessed with immortality, seeking out the alien beings in the hopes of learning their eternal secrets. When she died, she became a hideously twisted vestige, forever seeking to re-enter the Realms via numerous artifacts she dispersed across the world. Zceryll grants you the ability to transform your body and mind into an alien form, granting you telepathy, resistance to effects related to insanity, the ability to summon pseudonatural creatures, and the power to unleash bolts of pure madness. + +Vestige Level: 6th +Binding DC: 25 +Special Requirement: No + +Influence: Never admit that you need help or that you are weaker than anyone else. Treat those that are weaker than you with scorn and contempt, especially young women and spontaneous spellcasters. + +Granted Abilities: +While bound to Zceryll, your body and mind become alien, allowing you to channel the power of the star spawn in a variety of ways. + +Alien form: While bound to Zceryll, you gain the pseudonatural template. + +Alien Mind: Your mind is alien and does not work like that of a normal mortal. You are immune to confusion, insanity, and weird spells. In addition, you receive a +1 bonus per four binder levels on saving throws against mind-affecting effects. + +Bolts of Madness: You can fire a ray that dazes an opponent for 1d3 rounds. You must succeed on a ranged touch attack with a range of 100 ft. + 10 ft./binder level. A successful Will save negates the effect. Once you have used this ability, you cannot do so again for 5 rounds. + +Summon Alien: You can summon any creature from the summon monster list that a sorcerer of your level could summon. Any creature you summon with this ability gains the pseudonatural template. Thus, at 10th level you could summon any creature from the summon monster I-V list. When you reach 14th level, you can summon any creature from the summon monster I-VII list.Once you have used this ability, you cannot do so again for 5 rounds. +</entry> + <entry id="58362" lang="en" sex="m">Zceryll, the Star Spawn Bolts of Madness</entry> + <entry id="58363" lang="en" sex="m">Zceryll, the Star Spawn Summon Alien</entry> + <entry id="58364" lang="en" sex="m">Eligor, Dragon's Slayer</entry> + <entry id="58365" lang="en" sex="m">Eligor, Dragon's Slayer + +A champion both against and for evil dragons, Eligor grants martial prowess both in and out of the saddle, as well as supernatural strength. + +Vestige Level: 7th +Binding DC: 30 +Special Requirement: No + +Influence: You feel pity for all outcasts, particularly half-elves and half-orcs, and you make every effort to befriend any such beings you meet. Because Eligor desires revenge on the deities who abandoned him, he requires that you attack a human, elf, or dragon foe in preference to all others whenever you enter combat. + +Granted Abilities: +In his first life, Eligor was a skilled horseman, and in his second, he served the primary deity of chromatic dragons. Thus, the powers he grants tend to reflect those associations. + +Chromatic Strike: As a free action, you can charge a melee attack with acid, cold, electricity, or fire. Your next melee attack deals an extra 1d6 points of damage of the chosen energy type. You can charge a single melee attack only once. + +Eligor's Skill in the Saddle: You gain the benefits of the Mounted Combat and Mounted Archery feats. + +Eligor's Strength: You gain a +4 bonus to Strength. + +Eligor's Resilience: You gain a +3 enhancement bonus to natural armor. This bonus improves to +4 at 16th level and to +5 at 20th level. + +Heavy Armor Proficiency: You are proficient with heavy armor. +</entry> + <entry id="58366" lang="en" sex="m">Eligor, Dragon's Slayer Chromatic Strike</entry> + <entry id="58367" lang="en" sex="m">Marchosias, King of Killers</entry> + <entry id="58368" lang="en" sex="m">Marchosias, King of Killers + +A legendary assassin in life, Marchosias now grants his summoners his supernatural charm, plus the ability to kill or paralyze with one startling attack and to disappear in a puff of smoke. + +Vestige Level: 7th +Binding DC: 30 +Special Requirement: No + +Influence: Marchosias's influence makes you debonair and sly, as though you have some trick up your sleeve and the knowledge of it makes you confident. In addition, Marchosias requires that you use the death attack he grants you against any foe you catch unawares. + +Granted Abilities: +Marchosias gives you an assassin's skill at killing, plus the ability to assume gaseous form and the power to charm foes. + +Death Attack: If you have sneak attack, you gain the Death Attack ability, as per the assassin class. + +Fiery Retribution: You deal an extra 3d6 points of fire damage when you strike an opponent who can deal extra damage through a sneak attack, sudden strike, or skirmish attack. This extra damage applies to ranged attacks only if the opponent is within 30 feet. + +Smoke Form: You can assume the form of a smoke cloud at will, like the gaseous form spell. You can suppress or activate this ability as a standard action. Once you have returned to your normal form from smoke form, you cannot do so again for 5 rounds. + +Silent and Sure: You gain a +16 competence bonus on Hide and Move Silently checks. +</entry> + <entry id="58369" lang="en" sex="m">Gaseous Form</entry> + <entry id="58370" lang="en" sex="m">Level: Brd 3, Sor/Wiz 3 +Components: S +Range: Touch +Target: Willing corporeal creature touched +Duration: 2 min./level +Saving Throw: None +Spell Resistance: No +The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect. + +A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.</entry> + <entry id="58371" lang="en" sex="m">Marchosias, King of Killers Smoke Form</entry> + <entry id="58372" lang="en" sex="m">Ashardalon, Pyre of the Unborn</entry> + <entry id="58373" lang="en" sex="m">Ashardalon, Pyre of the Unborn + +A seeker of pure power and wealth, the fiendish red dragon Ashardalon was among the toughest creatures of his era. Having escaped death more than once, he grants binders some of his powers as a dragon and fiend, as well as a portion of his great resilience. + +Vestige Level: 8th +Binding DC: 35 +Special Requirement: No + +Influence: You greatly hunger for vengeance against those who harm or slight you. Ashardalon requires you to accept any opportunity to strike a foe who damages or insults you in preference over any other target. + +Granted Abilities: +Ashardalon grants you some of the vast power he collected during his life as a dragon and a fiendish creature. + +Ashardalon's Creed: You gain a bonus on Appraise checks and Search checks equal to your binder level. You can also locate objects near you, as the spell locate object at will. + +Ashardalon's Presence: You can strike fear into the hearts of your foes. This acts as the fear spell. Once you have used this ability, you cannot use it again for 5 rounds. + +Ashardalon's Vigor: Ashardalon grants you some of the vast resilience he enjoyed in life. When you bind this vestige, you gain temporary hit points equal to twice your binder level. These temporary hit points last for up to 24 hours. + +Fiend's Heart: You share some of the defensive benefits of the balor once bound to Ashardalon's body. This effect grants you damage reduction 10/+3 and resistance to fire 30. +</entry> + <entry id="58374" lang="en" sex="m">Ashardalon, Pyre of the Unborn Fear</entry> + <entry id="58375" lang="en" sex="m">Ashardalon, Pyre of the Unborn Locate</entry> + <entry id="58376" lang="en" sex="m">Halphax, the Angel in the Angle</entry> + <entry id="58377" lang="en" sex="m">Halphax, the Angel in the Angle + +Gnomes rarely earn a reputation for their military might, but Halphax is one of the few exceptions to that rule. He grants his summoners the ability to defend a fortress and imprison foes, as well as the hardness of stone. + +Vestige Level: 8th +Binding DC: 32 +Special Requirement: Halphax's sign must be drawn inside a building. + +Influence: In his time as a vestige, Halphax seems to have lost all memory of his life as well as any feeling of guilt or shame for his actions. Thus, when you are under his influence, you lose any normal sense of shame or embarrassment. However, if someone threatens a hostage you care about-be it a creature or an item-Halphax requires that you accede to the hostage taker's demands. + +Granted Abilities: +Halphax grants you great knowledge of mechanical arts as well as the power to imprison foes, build defenses, and gird your body with the hardness of stone. + +Damage Reduction: You gain damage reduction 10/+5. + +Halphax's Knowledge: You gain a +16 bonus on Lore checks. + +Imprison: As a standard action, you can make a melee touch attack to imprison your target. If you hit, the target must make a Fortitude saving throw or be imprisoned. This ability functions like the imprisonment spell, except that the imprisonment lasts for a number of rounds equal to your effective binder level. If a target makes its save, you must wait 1d4 rounds before using the ability again. You cannot imprison a creature while you already have another imprisoned from the use of this ability. + +Iron Defenses: As a standard action, you can cause a series of gnashing defenses to spring into place. This functions as a blade barrier spell. Once you have used this ability, you cannot do so again for 5 rounds. + +Secure Shelter: At will as a standard action, you can cast Mordenkainen's Magnificient Mansion. +</entry> + <entry id="58378" lang="en" sex="m">Halphax, the Angel in the Angle Imprison</entry> + <entry id="58379" lang="en" sex="m">Halphax, the Angel in the Angle Iron Defenses</entry> + <entry id="58380" lang="en" sex="m">Halphax, the Angel in the Angle Secure Shelter</entry> + <entry id="58381" lang="en" sex="m">Orthos, Sovereign of the Howling Dark</entry> + <entry id="58382" lang="en" sex="m">Orthos, Sovereign of the Howling Dark + +Ancient and unknowable, Orthos gives its summoners the power to sense what they cannot see, to fool the sight of others, and to turn their breath into wind that can speak or scour flesh from bones. + +Vestige Level: 8th +Binding DC: 35 +Special Requirement: You must summon Orthos within an area of bright illumination. + +Influence: While influenced by Orthos, you are averse to darkened areas and loud noises. Although you can endure such conditions, they give you a sense of panic and make you short of breath. Orthos requires that you always carry an active light source with a brightness at least equal to that of a candle, and that you not cover it or allow it to be darkened for more than 1 round. Additionally, Orthos requires that you speak only in a whisper. + +Granted Abilities: +Orthos gives you blindsight, displacement, and a breath weapon that you can use as a weapon. + +Blindsight: You gain blindsight. + +Displacement: You surround yourself with a light-bending glamer that makes it difficult for others to surmise your true location. Any melee or ranged attack directed at you has a 50% miss chance. + +Whirlwind Breath: As a standard action, you can exhale a scouring blast of wind in a 60-foot cone. Your whirlwind breath deals 1d6 points of damage per binder level you possess. Every creature in the area can attempt a Reflex save to halve the damage, and must also succeed on a Fortitude save or be knocked prone and moved 1d4�10 feet away from you. Once you have used this ability, you cannot do so again for 5 rounds. +</entry> + <entry id="58383" lang="en" sex="m">Orthos, Sovereign of the Howling Dark Whirlwind Breath</entry> + <entry id="58384" lang="en" sex="m">Abysm, the Schismed</entry> + <entry id="58385" lang="en" sex="m">Abysm, the Schismed + +Abysm, the Schismed, is a living vestige of a psionic mythal. As a vestige, Abysm gives its host access to several psionic effects. + +Vestige Level: 8th +Binding DC: 34 +Special Requirement: No + +Influence: Your speech pattern becomes disconnected, as if many voices are trying to speak through you. Your mannerisms also change from moment to moment: masculine to feminine, regal to shy, and confident to passive. Abysm requires that the binder not use a psicrystal for the duration of the binding. + +Granted Abilities: +While bound to Abysm, you gain powers that various city inhabitants had at some point in their lifetimes. + +Psionic Boon: You gain 21 power points when you bind to Abysm. These are added to your pool of power if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of this binding. + +Overpower: You gain access to the psionic powers animal affinity, energy missile, clairvoyant sense, and astral construct for the duration of the binding. You may manifest each power as a psion. +</entry> + <entry id="58386" lang="en" sex="m">Karsite</entry> + <entry id="58387" lang="en" sex="m">karsite</entry> + <entry id="58388" lang="en" sex="m">Karsites</entry> + <entry id="58389" lang="en" sex="m">When the vestige called Karsus yet lived as a powerful wizard, he fathered many children among his slaves and supplicants. Then his failed attempt to steal power from the deity of magic shattered his people's empire and spread them across the world. Thus, over more than a thousand years, his bloodline has tainted nearly every human population, and at times it grows strong enough for a human to give birth to a karsite. When two karsites mate, they breed true. Karsites appear human overall, but they have two distinguishing traits. First, each has one pale blue eye and one eye of another color common to humans. A karsite also has a shock of white hair on his head. These traits appear infrequently among normal humans, and almost never at the same time. In communities where karsites mate exclusively with one another, other features also become common, such as straight blond or black hair, a sharp widow's peak, and a small nose and mouth. Karsite infants appear as normal humans, but as they mature, their strange appearances and powers appear. Most karsites gain their birthright by the time they reach puberty, but for some it comes sooner or later. Superstitious humans often view the change in an emerging karsite's appearance as a sign of a blessing or curse, but few suspect that it is both. Karsus's bloodline allows a matured karsite to resist nonmagical blows and to turn spells cast against him into healing magic, but it also prevents him from ever casting any spell. Karsites born among humans might live and die without ever knowing that their unusual appearance comes with wondrous abilities, but others discover their birthright when they attempt to take up the path of a spellcaster, or when violence leaves them less harmed than it should. Communities of karsites often seek out such �foundlings� to indoctrinate into their philosophy, hoping to swell their numbers and advance their evil agenda. + +Karsite Racial Traits: +Human Traits: Karsites are humans, and gain the human bonus feat and extra skill point ++2 Constitution, +2 Charisma: Karsites are exceptionally hardy, and their bloodline gives them a commanding presence. +Damage Reduction: A karsite has damage reduction 5/+1. +Spell Resistance: A karsite's spell resistance equals 10 + his class levels. +Magic Draining Attacks (Su): A karsite's melee attacks can weaken a foe's magic armor, weapon, or shield. If a creature struck in melee by a karsite fails a Will save (DC 10 + Cha modifier), one of the combat-oriented magic items (armor, shield, or weapon) in its possession is suppressed for 1 round. +Spell Healing (Su): Whenever a karsite's spell resistance prevents a spell from affecting him, he heals 2 points of damage per spell level. +Spellcasting Inability: Karsites cannot cast arcane or divine spells, even if they take levels in a class that grants spellcasting ability. They can use psionic powers and magic items normally. +Proficiencies: Karsites are proficient with light and medium armor, and with martial weapons. +Favored Class: Binder. +Level Adjustment: +2 +</entry> + <entry id="58390" lang="en" sex="m">Ur-Priest</entry> + <entry id="58391" lang="en" sex="m">Ur-Priests</entry> + <entry id="58392" lang="en" sex="m">ur-priests</entry> + <entry id="58393" lang="en" sex="m">(PRESTIGE CLASS) +Ur-priests despise gods. However, a small number of them have learned to tap into divine power and use it for their own needs without praying to or worshiping a deity. Instead, each day they go into a trance and mentally steal the power that gods normally channel to devout clerics. Ur-priests are canny and cunning, never stealing too much power from any one deity, but instead metaphysically slip in, draw out the power they need for their spells, and slip out again. They learn to be resilient toward divine power and creative with the energies that they steal. The greatest ur-priest commands the level of power of the most powerful cleric, although she does not have the cleric's variety of spellcasting options. + +- Hit Die: d8 +- Proficiencies: An ur-priest does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any evil. +Base Save Bonus: Fort +3, Will +3. +Skills: Bluff 6 ranks, Intimidate 5 ranks, Concentration 5 ranks, Lore 8 ranks, Spellcraft 8 ranks. +Feats: Iron Will, Spell Focus (evil). +Special: The character must have no ability to cast divine spells. If such spellcasting ability was previously possessed (as with an ex-cleric), that ability is forever forsaken. + +ABILITIES: + +Level +1: +2: Rebuke Undead - As Cleric +3: +4: Divine Spell Resistance 15 +5: +6: Siphon Spell Power - Expend lower level slots to cast a higher level spell +7: +8: Divine Spell Resistance 20 +9: +10: + +Spellcasting: The Ur-Priest casts spells as a cleric, except he cannot spontaneously cast cure or inflict spells. He uses Wisdom as his casting statistic, and his caster level is the character's ur-priest levels plus one-half of his levels in all other spellcasting classes. (Any levels gained in the cleric class by an ex-cleric don't count.)</entry> + <entry id="58394" lang="en" sex="m">Spell Focus (Chaos)</entry> + <entry id="58395" lang="en" sex="m">Spell Focus (Evil)</entry> + <entry id="58396" lang="en" sex="m">Spell Focus (Good)</entry> + <entry id="58397" lang="en" sex="m">Spell Focus (Law)</entry> + <entry id="58398" lang="en" sex="m">Type of Feat: Race +Prerequisite: The named alignment +Benefit: Add +1 to the DC for all saving throws against any of your spells that have an alignment descriptor (chaos, evil, good, or lawful) that matches the feat's alignment. +Use: Automatic</entry> + <entry id="58399" lang="en" sex="m">Siphon Spell Power Cast Spell</entry> + <entry id="58400" lang="en" sex="m">Siphon Spell Power Select Spell</entry> + <entry id="58401" lang="en" sex="m">Type of Feat: Class +Prerequisite: Ur-Priest 6 +Benefit: Because they steal whatever power they can, ur-priests learn to manipulate their energy in ways that confound other casters. An ur-priest of 6th level or higher can temporarily sacrifice two (or more) lower-level spell slots and use those slots to prepare a higher-level spell. The higher-level spell must be of a level the ur-priest can cast. Only one exchange of this sort can be made each day. The levels of the lower-level slots are totaled, then reduced to three-quarters (round down) to determine the level of the extra higher-level spell slot. For example, an ur-priest who sacrifices a 3rd-level spell and a 5th-level spell can use that spell slot to prepare an additional 6th-level spell (3 + 5 = 8, and 8 * 3/4 = 6). +Use: Selected</entry> + <entry id="58402" lang="en" sex="m">Winterhide</entry> + <entry id="58403" lang="en" sex="m">Type of Feat: Shifter Trait +Prerequisite: Shifter +You can "shift" and assume aspects of your ancestral heritage. +While shifting, a winterhide shifter gains a +2 bonus to Constitution, a +1 natural armor bonus to AC, and resistance to cold 5. In addition, a winterhide shifter has a +2 racial bonus on Fortitude saving throws to resist the environmental effects of extreme cold. +Use: Automatic.</entry> + <entry id="58749" lang="en" sex="m">Spiretop Dragon</entry> + <entry id="58750" lang="en" sex="m">Spiretop Dragon</entry> + <entry id="58751" lang="en" sex="m">spiretop dragon</entry> + <entry id="58752" lang="en" sex="m">Spiretop Dragons</entry> + <entry id="58753" lang="en" sex="m">These dragonets are known for their habit of following ships in order to feed on the fish disturbed by the vessel's passing, much like sea gulls. Sailors sometimes call them crow's nest dragons, since they tend to swoop around the crow's nest of a ship and sometimes perch on it. In Sharn, they build their nests on the very tops of the city's towers, giving them their local name. They are often encountered as companions or familiars. A spiretop dragon is about 18 inches long, with an additional 18 inches of tail. Its wingspan is about 3 feet, and it weighs about 2 pounds. + +Spiretop Dragon Ability Adjustments: -4 Str, +8 Dex, +2 Con, -4 Int, -2 Cha. Spiretop Dragons are quick in action but fairly dim. + +Favored Class (Rogue): A multiclass spiretop dragon's rogue class does not count when determining whether they suffer an XP penalty for multiclassing. + +Racial Traits: +- A spiretop dragon's base land speed is 10 feet and they also have a fly speed of 60 +- Dragon: Spiretop dragons are dragons and thus are not subject to sleep and paralysis effects. +- Tiny: As tiny creatures, spiretop dragons have a +2 bonus to Armor Class, a +2 bonus on attack rolls, and a +8 bonus on Hide checks. +- Breath Weapon: A spiretop dragon can exhale a Fog Cloud as if cast by a 3rd level sorcerer. The spiretop dragon must wait 1d4 rounds between uses of this breath weapon. +- Natural Armor: Spiretop dragons receive a +2 natural armor bonus due to their hard scales. +- Evasion: If a spiretop dragon is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw. +- Bite Attack: A spire dragon can inflict a nasty (1d3) bite for their size. + +Level Adjustment: +2 +Racial Hit Dice: 2 levels of dragon</entry> + <entry id="58754" lang="en" sex="m">Spiretop Dragon biography</entry> + <entry id="58755" lang="en" sex="m">Fog Cloud Breath</entry> + <entry id="58756" lang="en" sex="m">Fog Cloud (Su): A spiretop dragon can breathe out a cloud of billowing vapors equivalent to a fog cloud spell cast by a 3rd-level sorcerer. It typically uses this ability in order to escape from flying opponents. After breathing a fog cloud, a spiretop dragon cannot use this ability again for 1d4 rounds.</entry> + <entry id="58757" lang="en" sex="m">Mephling, Air</entry> + <entry id="58758" lang="en" sex="m">Air Mephling</entry> + <entry id="58759" lang="en" sex="m">mephling</entry> + <entry id="58760" lang="en" sex="m">Mephlings</entry> + <entry id="58761" lang="en" sex="m">Scholarly lore contains two different origin stories for the mephlings. In one, mephlings are planetouched offshoots of long-ago unions between mephits and an indeterminate race of humanoids. The other is a darker tale of a megalomaniacal mage seeking to imprint his essence on another race. + +What is true is that a mephling will occasionally be born to mephit parents. Weaker than their mephit ancestors, mephlings are put out of mephit communities as undesirable runts. They're left to the mercies of the inhospitable planes. Mephit parents revolted by their humanoid child will leave the babe on a hostile plane. Kindly parents will place the child on a habitable plane where it will easily be found by other creatures. Sometimes other creatures adopt the abandoned baby and it grows to reach adulthood. + +As foundlings raised by parents very different from themselves, mephlings frequently feel out of place. They usually are loners who desire an elusive sense of belonging. Nevertheless, they're attractive and personable, generally liked by people around them. + +Mephlings in general look like less homely versions of their mephit parents with stunted wings. A typical mephling stands less than 3 feet tall and weighs around 30 pounds, with females slightly taller and heavier than males. An air mephling looks like a short, cloud-white human. + +Air Mephling Ability Adjustments: +2 Dex, -2 Int, +2 Cha. Air mephlings are quick in action. + +Favored Class (Bard): A multiclass air mephling's bard class does not count when determining whether they suffer an XP penalty for multiclassing. + +Racial Traits: +- An air mephling's base land speed is 30 feet &amp; they also have a fly speed of 10. +- Humanoid: Mephlings are native to the Elemental Planes. They have the humanoid type and gain the extraplanar subtype when not on their respective ancestral plane. Unlike their mephit ancestors, mephlings do not have an elemental subtype. +- Small: As Small creatures, mephlings have a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks. +- Breath Weapon: Each mephling has a breath weapon, the effect of which varies by the mephling's heritage. +- Elemental Casting: Mephlings cast spells with an elemental descriptor that matches their kind (air, earth, fire, or water) at +1 caster level. +- Simple Weapons: Mephlings are proficient with all simple weapons. + +Level Adjustment: +1</entry> + <entry id="58762" lang="en" sex="m">Discarded by your mephit birth parents as an infant, you have never really fit in with the society of the kind and very different foster parent that took you in and raised you. Now that they have passed and you have come of age you have decided to say farewell to your old life and explore the multiverse.</entry> + <entry id="58763" lang="en" sex="m">Mephling, Earth</entry> + <entry id="58764" lang="en" sex="m">Earth Mephling</entry> + <entry id="58765" lang="en" sex="m">mephling</entry> + <entry id="58766" lang="en" sex="m">Mephlings</entry> + <entry id="58767" lang="en" sex="m">Scholarly lore contains two different origin stories for the mephlings. In one, mephlings are planetouched offshoots of long-ago unions between mephits and an indeterminate race of humanoids. The other is a darker tale of a megalomaniacal mage seeking to imprint his essence on another race. + +What is true is that a mephling will occasionally be born to mephit parents. Weaker than their mephit ancestors, mephlings are put out of mephit communities as undesirable runts. They're left to the mercies of the inhospitable planes. Mephit parents revolted by their humanoid child will leave the babe on a hostile plane. Kindly parents will place the child on a habitable plane where it will easily be found by other creatures. Sometimes other creatures adopt the abandoned baby and it grows to reach adulthood. + +As foundlings raised by parents very different from themselves, mephlings frequently feel out of place. They usually are loners who desire an elusive sense of belonging. Nevertheless, they're attractive and personable, generally liked by people around them. + +Mephlings in general look like less homely versions of their mephit parents with stunted wings. A typical mephling stands less than 3 feet tall and weighs around 30 pounds, with females slightly taller and heavier than males. An earth mephling appears akin to a short, stony, hairless dwarf. + +Earth Mephling Ability Adjustments: +2 Str, -2 Dex, -2 Int, +2 Cha. Earth mephlings are physically strong but slow to act. + +Favored Class (Druid): A multiclass earth mephling's druid class does not count when determining whether they suffer an XP penalty for multiclassing. + +Racial Traits: +- An earth mephling's base land speed is 30 feet. +- Humanoid: Mephlings are native to the Elemental Planes. They have the humanoid type and gain the extraplanar subtype when not on their respective ancestral plane. Unlike their mephit ancestors, mephlings do not have an elemental subtype. +- Small: As Small creatures, mephlings have a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks. +- Breath Weapon: Each mephling has a breath weapon, the effect of which varies by the mephling's heritage. +- Elemental Casting: Mephlings cast spells with an elemental descriptor that matches their kind (air, earth, fire, or water) at +1 caster level. +- Simple Weapons: Mephlings are proficient with all simple weapons. + +Level Adjustment: +1</entry> + <entry id="58768" lang="en" sex="m">Discarded by your mephit birth parents as an infant, you have never really fit in with the society of the kind and very different foster parent that took you in and raised you. Now that they have passed and you have come of age you have decided to say farewell to your old life and explore the multiverse.</entry> + <entry id="58769" lang="en" sex="m">Mephling, Fire</entry> + <entry id="58770" lang="en" sex="m">Fire Mephling</entry> + <entry id="58771" lang="en" sex="m">mephling</entry> + <entry id="58772" lang="en" sex="m">Mephlings</entry> + <entry id="58773" lang="en" sex="m">Scholarly lore contains two different origin stories for the mephlings. In one, mephlings are planetouched offshoots of long-ago unions between mephits and an indeterminate race of humanoids. The other is a darker tale of a megalomaniacal mage seeking to imprint his essence on another race. + +What is true is that a mephling will occasionally be born to mephit parents. Weaker than their mephit ancestors, mephlings are put out of mephit communities as undesirable runts. They're left to the mercies of the inhospitable planes. Mephit parents revolted by their humanoid child will leave the babe on a hostile plane. Kindly parents will place the child on a habitable plane where it will easily be found by other creatures. Sometimes other creatures adopt the abandoned baby and it grows to reach adulthood. + +As foundlings raised by parents very different from themselves, mephlings frequently feel out of place. They usually are loners who desire an elusive sense of belonging. Nevertheless, they're attractive and personable, generally liked by people around them. + +Mephlings in general look like less homely versions of their mephit parents with stunted wings. A typical mephling stands less than 3 feet tall and weighs around 30 pounds, with females slightly taller and heavier than males. A fire mephling resembles a miniature devil, with fiery, reddish-bronze skin. + +Fire Mephling Ability Adjustments: +2 Dex, -2 Int, +2 Cha. Fire mephlings are agile and quick. + +Favored Class (Sorcerer): A multiclass fire mephling's sorcerer class does not count when determining whether they suffer an XP penalty for multiclassing. + +Racial Traits: +- A fire mephling's base land speed is 30 feet. +- Humanoid: Mephlings are native to the Elemental Planes. They have the humanoid type and gain the extraplanar subtype when not on their respective ancestral plane. Unlike their mephit ancestors, mephlings do not have an elemental subtype. +- Small: As Small creatures, mephlings have a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks. +- Breath Weapon: Each mephling has a breath weapon, the effect of which varies by the mephling's heritage. +- Elemental Casting: Mephlings cast spells with an elemental descriptor that matches their kind (air, earth, fire, or water) at +1 caster level. +- Simple Weapons: Mephlings are proficient with all simple weapons. + +Level Adjustment: +1</entry> + <entry id="58774" lang="en" sex="m">Discarded by your mephit birth parents as an infant, you have never really fit in with the society of the kind and very different foster parent that took you in and raised you. Now that they have passed and you have come of age you have decided to say farewell to your old life and explore the multiverse.</entry> + <entry id="58775" lang="en" sex="m">Mephling, Water</entry> + <entry id="58776" lang="en" sex="m">Water Mephling</entry> + <entry id="58777" lang="en" sex="m">mephling</entry> + <entry id="58778" lang="en" sex="m">Mephlings</entry> + <entry id="58779" lang="en" sex="m">Scholarly lore contains two different origin stories for the mephlings. In one, mephlings are planetouched offshoots of long-ago unions between mephits and an indeterminate race of humanoids. The other is a darker tale of a megalomaniacal mage seeking to imprint his essence on another race. + +What is true is that a mephling will occasionally be born to mephit parents. Weaker than their mephit ancestors, mephlings are put out of mephit communities as undesirable runts. They're left to the mercies of the inhospitable planes. Mephit parents revolted by their humanoid child will leave the babe on a hostile plane. Kindly parents will place the child on a habitable plane where it will easily be found by other creatures. Sometimes other creatures adopt the abandoned baby and it grows to reach adulthood. + +As foundlings raised by parents very different from themselves, mephlings frequently feel out of place. They usually are loners who desire an elusive sense of belonging. Nevertheless, they're attractive and personable, generally liked by people around them. + +Mephlings in general look like less homely versions of their mephit parents with stunted wings. A typical mephling stands less than 3 feet tall and weighs around 30 pounds, with females slightly taller and heavier than males. A water mephling resembles a small, fish-scaled human with black, bulbous eyes. + +Fire Mephling Ability Adjustments: +2 Con, -2 Int, +2 Cha. Water mephlings are sturdy and durable. + +Favored Class (Monk): A multiclass water mephling's monk class does not count when determining whether they suffer an XP penalty for multiclassing. + +Racial Traits: +- A water mephling's base land speed is 30 feet. +- Humanoid: Mephlings are native to the Elemental Planes. They have the humanoid type and gain the extraplanar subtype when not on their respective ancestral plane. Unlike their mephit ancestors, mephlings do not have an elemental subtype. +- Small: As Small creatures, mephlings have a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks. +- Breath Weapon: Each mephling has a breath weapon, the effect of which varies by the mephling's heritage. +- Elemental Casting: Mephlings cast spells with an elemental descriptor that matches their kind (air, earth, fire, or water) at +1 caster level. +- Simple Weapons: Mephlings are proficient with all simple weapons. + +Level Adjustment: +1</entry> + <entry id="58780" lang="en" sex="m">Discarded by your mephit birth parents as an infant, you have never really fit in with the society of the kind and very different foster parent that took you in and raised you. Now that they have passed and you have come of age you have decided to say farewell to your old life and explore the multiverse.</entry> + <entry id="58781" lang="en" sex="m">An air mephling's breath weapon is a cone of dust and grit (piercing damage) and they cast spells with the Air descriptor at +1 caster level.</entry> + <entry id="58782" lang="en" sex="m">An earth mephling's breath weapon is a cone of rock shards and pebbles (bludgeoning damage) and they cast spells with the Earth descriptor at +1 caster level.</entry> + <entry id="58783" lang="en" sex="m">A fire mephling's breath weapon is a cone of fire and they cast spells with the Fire descriptor at +1 caster level.</entry> + <entry id="58784" lang="en" sex="m">A water mephling's breath weapon is a cone of caustic acid and they cast spells with the Water descriptor at +1 caster level.</entry> + <entry id="58785" lang="en" sex="m">Mephling Breath Weapon</entry> + <entry id="58786" lang="en" sex="m">Each mephling has a breath weapon, the effect of which varies by the mephling's heritage. An air mephling's breath weapon is a cone of dust and grit (piercing damage), an earth mephling's breath weapon is a cone of rock shards and pebbles (bludgeoning damage), a fire mephling's breath weapon is a cone of flame (fire damage), and a water mephling's breath weapon is a cone of caustic liquid (acid damage). Regardless of the effect, a mephling's breath weapon fills a 15-foot cone, deals 1d8 points of damage to each target, and allows a Reflex save (10 + 1/2 mephling's Hit Dice + mephling's Con modifier) for half damage. A 1stlevel mephling can use his breath weapon once per day; a higher-level mephling gains one additional use per day for every four levels he has attained. If a mephling can use his breath weapon more than once per day, 1d4 rounds must pass between consecutive uses of the breath weapon.</entry> + <entry id="58787" lang="en" sex="m"><CUSTOM0> uses a breath weapon.</entry> + <entry id="58788" lang="en" sex="m">Secondary Attacker</entry> + <entry id="58789" lang="en" sex="m">This creature's attacks are treated as secondary attacks (-5 penalty) and add only half the creature's Strength bonus to the damage roll.</entry> + <entry id="58790" lang="en" sex="m">Aranea</entry> + <entry id="58791" lang="en" sex="m">aranea</entry> + <entry id="58792" lang="en" sex="m">Araneas</entry> + <entry id="58793" lang="en" sex="m">Often confused for werespiders, araneas are intelligent, shapechanging spiders with sorcerous powers. In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb. + +Despite their terrifying appearance, the aranea are a peaceful race of beings. They feed on animals and do not prey upon sapient creatures to live. They tend to live beings lived far from civilized society, as they are often hunted by those who do not understand them. + + +Aranea Ability Adjustments: +4 Dex, +4 Con, +4 Int, +2 Wis, +4 Cha + +Favored Class (Sorcerer): A multiclass aranea's sorcerer class does not count when determining whether they suffer an XP penalty for multiclassing. + +Racial Traits: +- A aranea's base land speed is 50 feet in spider form, 30 in hybrid or humanoid forms. +- Medium: As Medium creatures, aranea have no special bonuses or penalties due to their size. +- Natural Weapons: An aranea can bite 1d6 points of damage in spider & hybrid form. +- Poison: An aranea's bite is poisonous & does 1d6 STR initial damage & 2d6 secondary damage. +- Natural Armor: Aranea have +1 natural armor bonus. +- Darkvision: Aranea are able to see in the dark as well as daylight. +- Sorcerous Casting: Aranea cast spells as a Sorcerer of their hit dice (3rd level) +- Simple Weapons: Aranea are proficient with all simple weapons. +- Web: Aranea can spin & throw a sticky net-like webbing. +- Bonus Feats: Aranea gain Alertness, Improved Initiative & Weapon Finesse as bonus feats. +- Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks. + +Level Adjustment: +4</entry> + <entry id="58794" lang="en" sex="m">Alternate Form</entry> + <entry id="58795" lang="en" sex="m">Alternate Form: Humanoid</entry> + <entry id="58796" lang="en" sex="m">Alternate Form: Hybrid</entry> + <entry id="58797" lang="en" sex="m">Alternate Form: Spider</entry> + <entry id="58798" lang="en" sex="m">Alternate Form (Su): An aranea's natural form is that of a large monstrous spider. It can assume two other forms. The first is a Medium-size humanoid (the exact form is fixed at birth). The second form is a Medium-size, spider-humanoid hybrid. Changing form is a standard action. + +The aranea keeps its ability scores and can cast spells, but cannot use webs or poison in humanoid form. + +In hybrid form, an aranea looks like a humanoid at first glance, but a closer inspection will reveal its fangs & spinneretes. The aranea can use weapons & webs in this form.</entry> + <entry id="58799" lang="en" sex="m">Web</entry> + <entry id="58800" lang="en" sex="m">In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.</entry> + <entry id="58801" lang="en" sex="m"><CUSTOM0> throws webbing.</entry> + <entry id="58802" lang="en" sex="m">Muckdweller</entry> + <entry id="58803" lang="en" sex="m">muckdweller</entry> + <entry id="58804" lang="en" sex="m">Muckdwellers</entry> + <entry id="58805" lang="en" sex="m">Muckdwellers are bipedal amphibians that dwell in swamps, marshes, and mud-bottomed bodies of still water. Many serve kuo-toa or lizardfolk tribes, surviving on the periphery of such societies and venerating their gods. + +A muckdweller looks like a miniature bipedal dinosaur with mottled gray and brown scales and a pale yellow underbelly. Its short tail is used for balancing and swimming. It has partially webbed rear feet and small, weak, prehensile foreclaws. + +Muckdweller Ability Adjustments: -6 Str, +6 Dex, -2 Wis, -2 Cha + +Favored Class (Rogue): A multiclass muckdweller's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. + +Racial Traits: +- A muckdweller's base land speed is 20 feet. +- Tiny: As Tiny creatures, muckdwellers have a +2 size bonus to attacks & armor class & a +8 bonus to Hide. +- Natural Weapons: An muckdweller can rake with its claws for 1d3 points of damage. +- Natural Armor: Muckdwellers have +3 natural armor bonus due to their scaly hides. +- Squirt: A muckdweller can squirt a jet of water into the eyes of a target up to 25 feet away. +- Simple Weapons: Muckdwellers are proficient with all simple weapons. +- Darkvision: Muckdwellers are able to see in the dark as well as daylight. +- Humanoid: Muckdwellers are considered Humanoids for the purpose of spells. + +Level Adjustment: +0 </entry> + <entry id="58806" lang="en" sex="m"><CUSTOM0> spits mud.</entry> + <entry id="58807" lang="en" sex="m">Squirt</entry> + <entry id="58808" lang="en" sex="m">Squirt (Ex): A muckdweller can squirt a jet of water into the eyes of a target up to 25 feet away. Anyone hit by this attack must make a Reflex save or be blinded for 1 round. The save DC is Dexterity-based. +</entry> + <entry id="58809" lang="en" sex="m">Type of Feat: Race +Prerequisite: Killoren +Benefit: A killoren gains a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks, and a +2 racial bonus on initiative checks until next rest. You cannot have multiple aspects at one time. +Use: Selected</entry> + <entry id="58810" lang="en" sex="m">Killoren Ancient</entry> + <entry id="58811" lang="en" sex="m">Type of Feat: Race +Prerequisite: Killoren +Benefit: You gain +4 to Lore when manifesting Aspect of the Ancient. +Use: Automatic</entry> + <entry id="58812" lang="en" sex="m">Killoren Destroyer</entry> + <entry id="58813" lang="en" sex="m">Type of Feat: Race +Prerequisite: Killoren +Benefit: When you are manifesting the aspect of the destroyer, any foe struck by your killoren smite attack must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be dazed for 1 round +Use: Automatic</entry> + <entry id="58814" lang="en" sex="m">Killoren Hunter</entry> + <entry id="58815" lang="en" sex="m">Type of Feat: Race +Prerequisite: Killoren +Benefit: When you are manifesting the aspect of the hunter, you can take a free action to detect all living creatures within 30 feet, even if you cannot see the creature in question. Any opponent that you cannot see still has total concealment. +Use: Selected</entry> + <entry id="58816" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Kalashtar +Specifics: You gain one extra power point per character level. +Use: Automatic.</entry> + <entry id="58817" lang="en" sex="m">Tome of Battle Feats</entry> + <entry id="58818" lang="en" sex="m">All the various feats that require Tome of Battle content</entry> + <entry id="58819" lang="en" sex="m">Return to level selection.</entry> + <entry id="58820" lang="en" sex="m">Select level of mystery to gain. + +NOTE: +This may take a while when first browsing a particular level's mysteries.</entry> + <entry id="58821" lang="en" sex="m">Select a mystery to gain. +You can select</entry> + <entry id="58822" lang="en" sex="m">more mysteries</entry> + <entry id="58823" lang="en" sex="m">You will be able to select more mysteries after you gain another level in a shadowcasting class.</entry> + <entry id="58824" lang="en" sex="m">Cloak of Shadows</entry> + <entry id="58825" lang="en" sex="m">Dark Terrain</entry> + <entry id="58826" lang="en" sex="m">Ebon Whispers</entry> + <entry id="58827" lang="en" sex="m">Eyes of Darkness</entry> + <entry id="58828" lang="en" sex="m">Shutters and Clouds</entry> + <entry id="58829" lang="en" sex="m">Touch of Twilight</entry> + <entry id="58830" lang="en" sex="m">Umbral Mind</entry> + <entry id="58831" lang="en" sex="m">Black Magic</entry> + <entry id="58832" lang="en" sex="m">Body and Soul</entry> + <entry id="58833" lang="en" sex="m">Dark Reflections</entry> + <entry id="58834" lang="en" sex="m">Ebon Roads</entry> + <entry id="58835" lang="en" sex="m">Elemental Shadows</entry> + <entry id="58836" lang="en" sex="m">Unbinding Shade</entry> + <entry id="58837" lang="en" sex="m">Veil of Shadows</entry> + <entry id="58838" lang="en" sex="m">Breath of Twilight</entry> + <entry id="58839" lang="en" sex="m">Dark Metamorphosis</entry> + <entry id="58840" lang="en" sex="m">Ebon Walls</entry> + <entry id="58841" lang="en" sex="m">Eyes of the Night Sky</entry> + <entry id="58842" lang="en" sex="m">Heart and Soul</entry> + <entry id="58843" lang="en" sex="m">Shadow Calling</entry> + <entry id="58844" lang="en" sex="m">Bend Perspective</entry> + <entry id="58845" lang="en" sex="m">Apprentice, Eyes of Darkness +Level/School: 1st/Divination (Scrying) +Range: Personal +Target: You +Duration: 1 round/level + +You send your vision through shadows and into planar reflections, altering your point of view. + +You view the world as though you were standing in a different spot. You can move your alternate perspective, as in the spell arcane eye. Its speed is only 10 feet per round, however. +</entry> + <entry id="58846" lang="en" sex="m">Carpet of Shadow</entry> + <entry id="58847" lang="en" sex="m">Apprentice, Dark Terrain +Level/School: 1st/Conjuration (Creation) +Range: Close (25 ft. + 5 ft./2 levels) +Area: 10-ft. square +Duration: 1 minute/level +Saving Throw: None +Spell Resistance: No + +The ground becomes rough and hazardous, the real floor superimposed with irregular terrain of the Plane of Shadow. + +You cloak the ground with an uneven and hard to traverse surface. All movement speed is halved. +</entry> + <entry id="58848" lang="en" sex="m">Dusk and Dawn</entry> + <entry id="58849" lang="en" sex="m">Apprentice, Shutters and Clouds +Level/School: 1st/Evocation +Range: Close (25 ft. + 5 ft./2 levels) +Area: 20-ft.-radius emanation centered on a point in space +Duration: 10 minutes/level (D) +Saving Throw: None +Spell Resistance: No + +By drawing shade from the Plane of Shadow, or banishing the shadows back to it, you control the level of illumination in the area. + +You make a dark area lighter or a light area darker, blanketing the affected area in shadowy illumination. Creatures with darkvision can see through this area normally. +</entry> + <entry id="58850" lang="en" sex="m">Dusk and Dawn - Dusk</entry> + <entry id="58851" lang="en" sex="m">Dusk and Dawn - Dawn</entry> + <entry id="58852" lang="en" sex="m">Life Fades</entry> + <entry id="58853" lang="en" sex="m">Apprentice, Touch of Twilight +Level/School: 1st/Necromancy +Range: Touch +Target: Creature touched +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: Yes + +A wave of darkness washes over the subject, sapping his energy into the Plane of Shadow. + +Your touch deals 1d6 points of damage per caster level (maximum 5d6) and causes the subject to become fatigued for 1 round per caster level (a Fortitude save negates the fatigue).</entry> + <entry id="58854" lang="en" sex="m">Mesmerizing Shade</entry> + <entry id="58855" lang="en" sex="m">Apprentice, Umbral Mind +Level/School: 1st/Enchantment (Compulsion) [Mind Affecting] +Range: Close +Target: One creature +Duration: 1 round +Saving Throw: Will partial +Spell Resistance: Yes + +Shadows flicker before the eyes and in the mind of the subject creature, which suddenly seems to be disoriented. + +Shadow flickers around the subject, distracting and dazing him. The subject can avoid the daze effect with a successful Will saving throw, but still takes a -1 penalty on attack rolls, checks, and saves.</entry> + <entry id="58856" lang="en" sex="m">Steel Shadows</entry> + <entry id="58857" lang="en" sex="m">Apprentice, Cloak of Shadows +Level/School: 1st/Abjuration +Range: Personal +Target: You +Duration: 10 minutes/level + +Darkness coalesces about your body, forming a shadow-shape of armor and another that looks like a shield. Although they are as weightless as the air, you know they'll protect you as well as if they were made of steel. + +Steel shadows grants you a +3 armor bonus and a +3 shield bonus to AC.</entry> + <entry id="58858" lang="en" sex="m">Voice of Shadow - Approach</entry> + <entry id="58859" lang="en" sex="m">Voice of Shadow - Drop</entry> + <entry id="58860" lang="en" sex="m">Voice of Shadow - Fall</entry> + <entry id="58861" lang="en" sex="m">Voice of Shadow - Flee</entry> + <entry id="58862" lang="en" sex="m">Voice of Shadow - Halt</entry> + <entry id="58863" lang="en" sex="m">Black Fire</entry> + <entry id="58864" lang="en" sex="m">Apprentice, Dark Terrain +Level/School: 2nd/Evocation [Cold] +Range: Close (25 ft. + 5 ft./2 levels) +Area: Wall of Black Flame +Duration: 1 round/level +Saving Throw: Reflex negates +Spell Resistance: Yes + +You open a conduit to the Plane of Shadow, drawing its elements into the world and igniting a black fire on the ground. + +You create a shadowy curtain of black flame that covers the affected squares. The fire deals 1d6 points of cold damage per two caster levels, Reflex negates.</entry> + <entry id="58865" lang="en" sex="m">Congress of Shadows</entry> + <entry id="58866" lang="en" sex="m">Apprentice, Ebon Whispers +Level/School: 2nd/Divination [Mind-Affecting] +Range: Infinite +Target: Your party +Duration: Instantaneous +Saving Throw: None +Spell Resistance: None + +You look toward your shadow and speak a few words knowing that some distance away, a subject hears them and might reply. + +You speak, and your words appear in the mind of your party. The members can then reply.</entry> + <entry id="58867" lang="en" sex="m">Flesh Fails</entry> + <entry id="58868" lang="en" sex="m">Apprentice, Touch of Twilight +Level/School: 2nd/Necromancy +Range: Touch +Target: Living creature touched +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes + +You open your enemy to the darkness, trading his physical attributes for weaker abilities belonging to creatures of shadow. + +You deal either 4 points of Strength damage, 4 points of Dexterity damage, or 2 points of Constitution damage to the subject; you choose which kind of ability damage when you cast the mystery.</entry> + <entry id="58869" lang="en" sex="m">Flesh Fails - Dexterity</entry> + <entry id="58870" lang="en" sex="m">Flesh Fails - Constitution</entry> + <entry id="58871" lang="en" sex="m">Piercing Sight</entry> + <entry id="58872" lang="en" sex="m">Apprentice, Eyes of Darkness +Level/School: 2nd/Divination +Range: Personal +Target: You +Duration: 1 minute/level + +You view the shadow reflection of the world around you, allowing you to penetrate darkness and mystical obstructions. + +You can see invisible and ethereal creatures and objects as with the see invisibility spell. In addition, you gain darkvision out to 60 feet.</entry> + <entry id="58873" lang="en" sex="m">Sight Eclipsed</entry> + <entry id="58874" lang="en" sex="m">Apprentice, Cloak of Shadows +Level/School: 2nd/Illusion (Glamer) +Range: Personal +Target: You +Duration: 1 round/level + +You cloak yourself in shadow and shift the light that would reveal you into the Plane of Shadow. + +While this mystery is in effect, you gain Hide in Plain Sight.</entry> + <entry id="58875" lang="en" sex="m">Shadow Skin</entry> + <entry id="58876" lang="en" sex="m">Apprentice, Shutters and Clouds +Level/School: 2nd/Abjuration +Range: Personal +Target: You +Duration: 1 round + +Semisolid shadows rise up and serve as protectors, flickering around you and absorbing some of the damage you might otherwise have taken. + +You can cast this mystery as an immediate action. You gain damage reduction according to your caster level. + +Caster Level DR +Up to 4th 5/+1 +5th-9th 10/+1 +10th-14th 10/+2 +15th-19th 15/+2 +20th 15/-</entry> + <entry id="58877" lang="en" sex="m">Thoughts of Shadow</entry> + <entry id="58878" lang="en" sex="m">Apprentice, Umbral Mind +Level/School: 2nd/Transmutation +Range: Touch +Target: Creature touched +Duration: 1 minute/level +Saving Throw: None +Spell Resistance: No + +You open the subject's mind to shadow, and the new perceptions it offers. + +You grant the subject a +4 enhancement bonus to Intelligence, Wisdom, or Charisma. You decide which ability you are enhancing when you cast the mystery, and you may not later alter your choice</entry> + <entry id="58879" lang="en" sex="m">Thoughts of Shadow - Intelligence</entry> + <entry id="58880" lang="en" sex="m">Thoughts of Shadow - Wisdom</entry> + <entry id="58881" lang="en" sex="m">Thoughts of Shadow - Charisma</entry> + <entry id="58882" lang="en" sex="m">Afraid of the Dark</entry> + <entry id="58883" lang="en" sex="m">Apprentice, Umbral Mind +Level/School: 3rd/Illusion (Mind-Affecting, Shadow) +Range: Medium (100 ft. + 10 ft./level) +Target: One living creature +Duration: Instantaneous +Saving Throw: Will half +Spell Resistance: Yes + +A shadowy image of your foe appears before him and reaches out to clutch him before vanishing. + +You draw forth a twisted reflection of your foe from the Plane of Shadow. The image unerringly touches the subject, causing Wisdom damage equal to 1d6 points +1 point per four caster levels (maximum +5). A Will saving throw halves the Wisdom damage.</entry> + <entry id="58884" lang="en" sex="m">Clinging Darkness</entry> + <entry id="58885" lang="en" sex="m">Apprentice, Dark Terrain +Level/School: 3rd/Conjuration (Creation) +Range: Close (25 ft. + 5 ft./2 levels) +Area: 20-ft.-radius emanation +Duration: 1 minute/level +Saving Throw: Reflex negates +Spell Resistance: Yes + +Shadow oozes out of the floors, the walls, even the air, filling the area with wisps of writhing blackness. Creatures within the area become coated in these clinging shadows. + +Any creature affected by this mystery must make a Reflex save or become immobilized for one round. This applies each round they are in the area of effect.</entry> + <entry id="58886" lang="en" sex="m">Dancing Shadows</entry> + <entry id="58887" lang="en" sex="m">Apprentice, Shutters and Clouds +Level/School: 3rd/Illusion (Glamer) +Range: Touch +Target: One creature +Duration: 1 round/level + +You draw the shadows around yourself or another subject, where they waver and shift, partially obscuring form. + +You grant the subject gains total concealment.</entry> + <entry id="58888" lang="en" sex="m">Flicker</entry> + <entry id="58889" lang="en" sex="m">Apprentice, Ebon Whispers +Level/School: 3rd/Conjuration (Teleportation) +Range: Personal +Target: You +Duration: 1 round/level + +You flash through the conduits and pathways of the Plane of Shadow, manifesting in multiple locations in the real world. + +Once you have cast this mystery you may, once per round as an immediate action, instantly transfer yourself from your current location to any other spot within a close distance. + +This is done by a feat added to your class radial.</entry> + <entry id="58890" lang="en" sex="m">Killing Shadows</entry> + <entry id="58891" lang="en" sex="m">Apprentice, Eyes of Darkness +Level/School: 3rd/Transmutation +Range: 30 ft. +Effect: Cone +Duration: Instantaneous +Saving Throw: Will half +Spell Resistance: Yes + +Your eyes turn black and shoot forth a shadowy cone of punishment. + +Creatures within a cone of killing shadows take 1d8 points of damage per caster level (maximum 10d8), or half that amount on a successful Will save.</entry> + <entry id="58892" lang="en" sex="m">Sharp Shadows</entry> + <entry id="58893" lang="en" sex="m">Apprentice, Cloak of Shadows +Level/School: 3rd/Abjuration +Range: Personal +Target: You +Duration: 1 minute/level + +You cloak yourself in sharp spikes of darkness. Although they are weightless and do nothing to impede you, your foes soon discover that they're not so lucky. + +A creature striking you takes 1d6 points of piercing damage +1 point per caster level (maximum +15). Damage from sharp shadows is not considered magical for the purpose of overcoming damage reduction.</entry> + <entry id="58894" lang="en" sex="m">Umbral Touch</entry> + <entry id="58895" lang="en" sex="m">Apprentice, Touch of Twilight +Level/School: 3rd/Conjuration +Range: Touch +Target: Creature or creatures touched +Duration: 1 minute/level (D); see text +Saving Throw: Fortitude partial +Spell Resistance: Yes + +Darkness surrounds your hand, turning it into a deadly weapon. + +Umbral touch infuses one of your hands with dark, shadowy energy, allowing you to make debilitating melee touch attacks. A successful strike deals 5d6 points of damage to a target, which must succeed on a Fortitude saving throw or also be slowed for one round. You may make one touch attack per caster level.</entry> + <entry id="58896" lang="en" sex="m">Aura of Shade</entry> + <entry id="58897" lang="en" sex="m">Initiate, Elemental Shadows +Level/School: 4th/Abjuration [Cold] +Range: Touch +Target: Creature touched +Duration: 1 round/level + +The environment grows immediately more comfortable as you surround yourself with an aura of protective shadow. + +You protect the subject from low temperatures and cold energy with a thin layer of that energy's shadowy reflection. This absorbs cold damage from attacks and effects. When an aura of shade absorbs a total of 12 points of cold damage per caster level (maximum 120), it expires. For as long as the aura is active, the subject's weapon or natural weapon melee attacks deal an extra 1d6 points of cold damage.</entry> + <entry id="58898" lang="en" sex="m">Bolster</entry> + <entry id="58899" lang="en" sex="m">Initiate, Body and Soul +Level/School: 4th/Transmutation +Range: Touch +Target: Creature touched +Duration: 10 minutes/level or until discharged + +By linking the creature touched and the Plane of Shadow, you temporarily trade some of its traits for more potent ones belonging to creatures of that shady realm. + +You grant the subject 5 temporary hit points for each of its Hit Dice (maximum 75).</entry> + <entry id="58900" lang="en" sex="m">Shadow Evocation</entry> + <entry id="58901" lang="en" sex="m">Initiate, Dark Reflections +Level/School: 4th/Illusion (Shadow) + +This mystery can mimic an evocation spell of lower than 5th level.</entry> + <entry id="58902" lang="en" sex="m">Select Shadow Evocation</entry> + <entry id="58903" lang="en" sex="m">Shadow Vision</entry> + <entry id="58904" lang="en" sex="m">Initiate, Veil of Shadows +Level/School: 4th/Transmutation +Range: Medium (100 ft. + 10 ft./level) +Target: One creature with an Intelligence of 3 or higher +Duration: 1 round/level +Saving Throw: Will negates +Spell Resistance: Yes + +The subject's vision overlaps the Plane of Shadow, causing him to see flickering images, areas of darkness, and other visual discrepancies with the material world. + +You impede the subject's vision and its ability to determine what's happening around it. The subject takes a -4 penalty on attack rolls, saves, and skill checks. In addition, you have total concealment with respect to the subject.</entry> + <entry id="58905" lang="en" sex="m">Shadows Fade</entry> + <entry id="58906" lang="en" sex="m">Initiate, Unbinding Shade +Level/School: 4th/Abjuration +Range: Medium (100 ft. + 10 ft./level) +Target: One creature or object; or 20-ft.-radius burst +Duration: Instantaneous + +You reach into shadow and draw forth the reflection of active magic, merging it with that magic and causing them to cancel each other. + +This mystery functions like the spell dispel magic.</entry> + <entry id="58907" lang="en" sex="m">Step Into Shadow</entry> + <entry id="58908" lang="en" sex="m">Initiate, Ebon Roads +Level/School: 4th/Conjuration (Teleportation) +Range: Long (400 ft. + 40 ft./level) +Target: You and touched objects or other touched willing creatures +Duration: Instantaneous + +You transport yourself through the Plane of Shadow to any spot within range. Your shadow stretches out from you until it reaches your chosen destination, passing through solid objects and moving independently of the ambient light. You appear to fall into your shadow at one end, and rise from it at the other. + +This mystery functions like the spell dimension door.</entry> + <entry id="58909" lang="en" sex="m">Step Into Shadow - Self</entry> + <entry id="58910" lang="en" sex="m">Step Into Shadow - Party</entry> + <entry id="58911" lang="en" sex="m">Warp Spell</entry> + <entry id="58912" lang="en" sex="m">Initiate, Black Magic +Level/School: 4th/ Abjuration +Range: Close (25 ft. + 5 ft./2 levels) +Target: A spell or mystery cast by someone else +Duration: Instantaneous +Saving Throw: Will negates; see text +Spell Resistance: No + +You reach out with shadowy energies, banishing your foe's spell or mystery into the Plane of Shadow while replacing it with its dark reflection. + +You can cast this mystery as an immediate action to warp another caster's spell or mystery. In this case, warp spell must be used at the moment of the other caster's casting. To be successful, you must beat the other caster on an opposed caster level check (1d20 + caster level). If you do not, you have failed to take control of his spell or mystery, and it manifests normally. If you succeed on the opposed check, the other caster's mystery or spell is countered, and you gain one additional use of an apprentice-path mystery that you know. You can keep this additional use until a later turn (requiring a standard action to activate), but it must be used within 1 hour or it is lost.</entry> + <entry id="58913" lang="en" sex="m">Curtain of Shadows</entry> + <entry id="58914" lang="en" sex="m">Initiate, Veil of Shadows +Level/School: 5th/Transmutation +Range: Close (25 ft. + 5 ft./2 levels) +Effect: Shadowy wall +Duration: 1 minute/level +Saving Throw: None +Spell Resistance: No + +You create a wall of frigid shadow that wracks all who pass through it with cold. + +You create a wall of shadow. Any creature passing through the wall takes 1d6 points of cold damage per caster level (maximum 15d6).</entry> + <entry id="58915" lang="en" sex="m">Dark Air</entry> + <entry id="58916" lang="en" sex="m">Initiate, Elemental Shadows +Level/School: 5th/Transmutation [Air] + +Reaching out with your mind to the darkness attached to your soul, you infuse nature with shadow and compel it to do your will. + +This mystery acts like the spell control wind, tossing creatures about and knocking them to the ground if they fail a reflex save.</entry> + <entry id="58917" lang="en" sex="m">Echo Spell</entry> + <entry id="58918" lang="en" sex="m">Initiate, Black Magic +Level/School: 5th/Universal +Range: Close (25 ft. + 5 ft./2 levels) +Effect: Repeat a previously cast spell or mystery +Duration: See text +Saving Throw: See text Spell +Resistance: See text +Even as you recoil from your enemy's spell, you reach into the Plane of Shadow and draw forth the spiritual reflection of that spell. With a grin, you manifest it in the physical world and hurl it back at him. + +You can "echo" a mystery or spell cast by anyone other than yourself, causing it to remanifest under your control. You choose the mystery or spell's target, and make any other choices involved in casting it. You cast the mystery or spell using your mystery user level (use your Cha modifier to determine the mystery or spell's DC; its duration, saves, and the like are as normal for that spell). You cannot echo a mystery or spell of a higher level than the highest-level mystery you can cast, and you can never echo a mystery or a spell of higher than 4th level. + +To use the echoed spell, cast the Echo Spell mystery on the desired target.</entry> + <entry id="58919" lang="en" sex="m">Feign Life</entry> + <entry id="58920" lang="en" sex="m">Initiate, Dark Reflections +Level/School: 5th/Transmutation +Range: Medium (100 ft. + 10 ft./level) +Target: One Huge or Gargantaun object +Duration: 1 round/level + +You infuse an object with shadowstuff, causing it to animate at your command. + +This mystery summons a huge animated object, increasing to garguantuan at 16th caster level. The item summoned grows dark and warped, becoming more sharp-edged and appearing slightly worn or decayed for the duration of the effect. In addition, an object animated by this mystery benefit from concealment.</entry> + <entry id="58921" lang="en" sex="m">Languor</entry> + <entry id="58922" lang="en" sex="m">Initiate, Body and Soul +Level/School: 5th/Enchantment (Compulsion) +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature or one creature/level, no two of which are more than 30 ft. apart; see text +Duration: 1 round/2 levels +Saving Throw: Will negates +Spell Resistance: Yes + +You channel shadowstuff into the subject's shadow, literally weighing him down under its weight. + +Languor functions like either the spell slow or the spell hold monster. You choose which version you want before the effect begins. If you choose hold monster, the mystery can affect only one subject.</entry> + <entry id="58923" lang="en" sex="m">Languor - Slow</entry> + <entry id="58924" lang="en" sex="m">Languor - Hold</entry> + <entry id="58925" lang="en" sex="m">Pass Into Shadow</entry> + <entry id="58926" lang="en" sex="m">Initiate, Ebon Roads +Level/School: 5th/Conjuration (Teleportation) +Range: Touch Effect: Creature touched, or up to eight willing creatures joining hands +Duration: Instantaneous + +You break down the boundaries between worlds, opening a path into the Plane of Shadow. + +This mystery functions like the spell teleport.</entry> + <entry id="58927" lang="en" sex="m">Pass Into Shadow - Self</entry> + <entry id="58928" lang="en" sex="m">Pass Into Shadow - Party</entry> + <entry id="58929" lang="en" sex="m">Unravel Dweomer</entry> + <entry id="58930" lang="en" sex="m">Initiate, Unbinding Shade +Level/School: 5th/Abjuration +Range: Close (25 ft. + 5 ft./2 levels) +Target: Up to one creature/level, all within 30 ft. of each other +Duration: Instantaneous +Saving Throw: See text +Spell Resistance: No + +You open a conduit to the Plane of Shadow, leaching out the energy maintaining an ongoing magical effect. + +This mystery functions like the spell break enchantment.</entry> + <entry id="58931" lang="en" sex="m">Flood of Shadows</entry> + <entry id="58932" lang="en" sex="m">Initiate, Black Magic +Level/School: 6th/Abjuration +Range: Close (25 ft. + 5 ft./2 levels) +Area: 20-ft.-radius spread +Duration: 10 minutes/level +Saving Throw: None +Spell Resistance: See text + +You inundate the area with strange energies from the Plane of Shadow, warping the effects of magic. + +A flood of mystical shadow-power renders casting more difficult. To cast most spells while in an area affected by flood of shadow, the caster must succeed on a Spellcraft check (DC 15 + spell level), or the spell is lost with no effect. Mysteries can be cast within or into the affected area without making the Spellcraft check. In addition, if a mystery originates in an area affected by flood of shadow, its variable numerical effect is increased by 50% (as if it was empowered), although its level does not increase. This does not stack with empower mystery.</entry> + <entry id="58933" lang="en" sex="m">Greater Shadow Evocation</entry> + <entry id="58934" lang="en" sex="m">Initiate, Dark Reflections +Level/School: 6th/Illusion (Shadow) + +This mystery functions like the spell greater shadow evocation, except as noted above. In addition, this mystery can mimic an evocation spell of lower than 7th level (rather than 8th).</entry> + <entry id="58935" lang="en" sex="m">Shadow Investiture</entry> + <entry id="58936" lang="en" sex="m">Initiate, Body and Soul +Level/School: 6th/Transmutation +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: 1 round/level + +You draw the subject's shadow to you and sculpt it into a new shape. The subject warps even as its shadow does. + +You infuse the subject with the power contained in its own shadow. This grants the creature resistance to cold 15, the evasion ability, and the ability to see in darkness.</entry> + <entry id="58937" lang="en" sex="m">Shadow Storm</entry> + <entry id="58938" lang="en" sex="m">Initiate, Elemental Shadows +Level/School: 6th/Evocation [Electricity, Cold] +Range: Medium (100 ft. + 10 ft./level) +Targets: One primary target, plus one secondary target/ level (each of which must be within 30 ft. of the primary target) +Duration: Instantaneous +Saving Throw: Reflex half +Spell Resistance: Yes + +From a sudden rift into the Plane of Shadow, a cold wind begins to blow. Torrents of shadow arc out, draining the life from nearby creatures. + +This mystery creates a blast of electricity and cold energy, much like some of the most fearsome weather found on the Plane of Shadow. The storm strikes one target initially, then arcs to other targets. The storm deals 1d6 points of damage per caster level (maximum 20d6). Half of this damage is electricity damage, and the other half is cold damage. After it strikes, the storm arcs (like the spell chain lightning) to a number of secondary targets equal to your caster level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).</entry> + <entry id="58939" lang="en" sex="m">Unveil</entry> + <entry id="58940" lang="en" sex="m">Initiate, Veil of Shadows +Level/School: 6th/Divination +Range: Touch +Target: Creature touched +Duration: Instantaneous + +Reaching into the shadow of the creature, you grasp the shadows of the deleterious things that affect it and tear them away. + +This mystery immediately ends any of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilized, insanity, nauseated, sickened, stunned, and poisoned. In addition, it negates the effects of the mysteries mesmerizing shade and shadow hood, and cancels curses as the spell remove curse.</entry> + <entry id="58941" lang="en" sex="m">Voyage Into Shadow</entry> + <entry id="58942" lang="en" sex="m">Initiate, Ebon Roads +Level/School: 6th/Illusion (Shadow) +Range: Touch +Targets: Up to one touched creature/level +Duration: Instantaneous + +You and other creatures you touch enter the Plane of Shadow for a brief span, using it as a means of crossing great distances on the Material Plane. + +This mystery functions like the spell greater teleport.</entry> + <entry id="58943" lang="en" sex="m">Voyage Into Shadow - Self</entry> + <entry id="58944" lang="en" sex="m">Voyage Into Shadow - Party</entry> + <entry id="58945" lang="en" sex="m">Dark Soul</entry> + <entry id="58946" lang="en" sex="m">Master, Heart and Soul +Level/School: 7th/Enchantment (Compulsion) [Mind Affecting] +Range: Personal +Target: You +Duration: 1 round/level +Saving Throw: Will negates; see text +Spell Resistance: Yes; see text + +You open the subject's mind to the Plane of Shadow, altering its personality. + +You turn the dark energies from the Plane of Shadow upon another creature, compelling it to act in ways that it normally would not. While this effect is active, you can use a standard action to focus the shadow energies on one living creature within 30 feet that you select. The creature must succeed on a Will saving throw (DC 17 + your Cha modifier) or immediately make a melee attack against one target within its reach. + +This is done through a feat added to your class radial.</entry> + <entry id="58947" lang="en" sex="m">Ephemeral Image</entry> + <entry id="58948" lang="en" sex="m">Master, Dark Metamorphosis +Level/School: 7th/Illusion (Shadow) +Effect: One shadow duplicate +Duration: 1 minute/level +Saving Throw: None +Spell Resistance: No + +You detach your own shadow and animate it with extraplanar energies, creating a dark-hued, hazy duplicate of yourself. + +This mystery functions like the spell project image, except as noted above. If the image exceeds 100 feet + 10 ft per caster level from the caster, it ceases to function.</entry> + <entry id="58949" lang="en" sex="m">Life Fades, Greater</entry> + <entry id="58950" lang="en" sex="m">Master, Breath of Twilight +Level/School: 7th/Necromancy +Range: Close (25 ft. + 5 ft./2 levels) +Target: One living creature/level in a 20-ft.-radius spread +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: Yes + +Draining shadows erupt around your foes, funneling their essence and energy into the Plane of Shadow. + +Your touch deals 1d6 points of damage per caster level (maximum 20d6) and causes the subject to become exhausted for 1 round per caster level (a Fortitude save reduces the damage by half and decreases the exhaustion to fatigue).</entry> + <entry id="58951" lang="en" sex="m">Prison of Night</entry> + <entry id="58952" lang="en" sex="m">Master, Ebon Walls +Level/School: 7th/Conjuration (Creation) +Range: Close (25 ft. + 5 ft./2 levels) +Target: One Huge or smaller creature +Duration: 1 round/level +Saving Throw: Fortitude negates; see text +Spell Resistance: Yes + +You solidify extraplanar shadow, creating a solid prison of darkness. + +This mystery immobilizes the subject in a prison of shadowstuff. This prison blocks both line of effect and line of sight to the creature inside it, and is impenetrable from the outside. The creature inside the prison takes 1d6 points of cold damage at the beginning of each round that it remains inside the prison. Once each round as a standard action, a creature caught in the prison can attempt a Fortitude saving throw against the spell's original DC to break out of the prison. Success means that the creature can move out of the prison, and it fades to nothingness. Failure means that the creature takes 1d4 points of Constitution damage and remains trapped.</entry> + <entry id="58953" lang="en" sex="m">Truth Revealed</entry> + <entry id="58954" lang="en" sex="m">Master, Eyes of the Night Sky +Level/School: 7th/Divination +Range: Personal +Target: You +Duration: 1 minute/level + +By focusing on the spiritual shadow of the world, you can see hidden truths. + +This mystery functions like the spell true seeing.</entry> + <entry id="58955" lang="en" sex="m">Umbral Servant</entry> + <entry id="58956" lang="en" sex="m">Master, Shadow Calling +Level/School: 7th/Conjuration (Summoning) +Range: Close (25 ft. + 5 ft./2 levels) +Effect: One summoned creature +Duration: 1 round/level + +You summon a creature of shadow to serve you, calling it through the barriers between worlds. + +This mystery functions like the spell summon monster I, except as noted here. You can summon one Huge shadow elemental.</entry> + <entry id="58957" lang="en" sex="m">Far Sight</entry> + <entry id="58958" lang="en" sex="m">Master, Eyes of the Night Sky +Level/School: 8th/Divination (Scrying) +Range: See text +Effect: Magical sensor +Duration: 1 minute/level +Saving Throw: Will negates +Spell Resistance: Yes + +You alter your perceptions to see through any shadow, anywhere. + +Far sight is similar to the spell greater scrying, with the modifications described here. This mystery allows you to see the subject's true essence, as with the truth revealed mystery. </entry> + <entry id="58959" lang="en" sex="m">Flesh Fails, Greater</entry> + <entry id="58960" lang="en" sex="m">Master, Breath of Twilight +Level/School: 8th/Necromancy +Range: Close (25 ft. + 5 ft./2 levels) +Target: One living creature/level in a 20-ft.-radius spread +Duration: Instantaneous +Saving Throw: None +Spell Resistance: Yes +Your foes suddenly find their bodies infused with shadowstuff, weakening them greatly. + +This mystery functions like the mystery flesh fails, except that you can affect multiple subjects, and you deal either 6 points of Strength damage, 6 points of Dexterity damage, or 4 points of Constitution damage. You must deal the same kind of ability damage to all subjects.</entry> + <entry id="58961" lang="en" sex="m">Flesh Fails, Greater - Strength</entry> + <entry id="58962" lang="en" sex="m">Flesh Fails, Greater - Dexterity</entry> + <entry id="58963" lang="en" sex="m">Flesh Fails, Greater - Constitution</entry> + <entry id="58964" lang="en" sex="m">Shadow Plague</entry> + <entry id="58965" lang="en" sex="m">Master, Shadow Calling +Level/School: 8th/Conjuration (Creation) [Cold] + +This mystery functions like the spell incendiary cloud, except that it deals cold damage rather than fire damage.</entry> + <entry id="58966" lang="en" sex="m">Soul Puppet</entry> + <entry id="58967" lang="en" sex="m">Master, Heart and Soul +Level/School: 8th/Enchantment (Compulsion) [Mind Affecting] +Range: Touch +Target: One living creature touched +Duration: 1 min/level +Saving Throw: Will negates +Spell Resistance: Yes + +Tendrils of shadow creep from your fingers, through the Plane of Shadow, and into the soul of the subject by way of its own shadow. You now control the creature's actions as if it were a puppet. + +The control granted by soul puppet follows the same mechanics as the spell dominate monster.</entry> + <entry id="58968" lang="en" sex="m">Tomb of Night</entry> + <entry id="58969" lang="en" sex="m">Master, Ebon Walls +Level/School: 8th/Conjuration (Creation) +Range: Close (25 ft. + 5 ft./2 levels) +Target: One Huge or smaller creature +Duration: 1 round/level +Saving Throw: Fortitude negates; see text +Spell Resistance: Yes + +You solidify extraplanar shadow, creating a solid prison of darkness. + +This mystery immobilizes the subject in a prison of shadowstuff. This prison blocks both line of effect and line of sight to the creature inside it, and is impenetrable from the outside. The creature inside the prison takes 3d6 points of cold damage at the beginning of each round that it remains inside the prison. Once each round as a standard action, a creature caught in the prison can attempt a Fortitude saving throw against the spell's original DC to break out of the prison. Success means that the creature can move out of the prison, and it fades to nothingness. Failure means that the creature gains a negative level and remains trapped.</entry> + <entry id="58970" lang="en" sex="m">Umbral Body</entry> + <entry id="58971" lang="en" sex="m">Master, Dark Metamorphosis +Level/School: 8th/Transmutation +Range: Personal +Target: You +Duration: 1 round/level + +You become a being of shadow, rather than one of substance. + +You gain the incorporeal subtype.</entry> + <entry id="58972" lang="en" sex="m">Army of Shadow</entry> + <entry id="58973" lang="en" sex="m">Master, Shadow Calling +Level/School: 9th/Conjuration (Summoning) +Range: Close (25 ft. + 5 ft./2 levels) +Effect: One summoned creature +Duration: 1 minute/ level + +Reality seems to tear open, revealing a dark rift. From the blackness, a shadow elemental emerges. + +This mystery functions like the spell summon monster I, except as noted here. You can summon one Elder shadow elemental.</entry> + <entry id="58974" lang="en" sex="m">Consume Essence</entry> + <entry id="58975" lang="en" sex="m">Master, Ebon Walls +Level/School: 9th/Necromancy [Death] +Range: Touch +Target: One living creature +Duration: Instantaneous, then 1 round/level +Saving Throw: Will negates +Spell Resistance: Yes + +You reach out and peel the subject's shadow away, then wrap it inside your own. + +The target of this horrid mystery must succeed on a Will saving throw or die. If the creature succumbs to the mystery and dies, it immediately returns to life, gains the dark creature template, and is under your control. The creature remains in this state for 1 round per level, and then dies again.</entry> + <entry id="58976" lang="en" sex="m">Ephemeral Storm</entry> + <entry id="58977" lang="en" sex="m">Master, Breath of Twilight +Level/School: 9th/Evocation +Range: Close (25 ft. + 5 ft./2 levels) +Target: One living creature/2 levels, no two of which are more than 20 ft. apart +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: Yes + +The air explodes with shadowy tendrils that slice like blades. + +Targets of ephemeral storm must make a Fortitude save or die. Those who succeed take 5d6 points of damage.</entry> + <entry id="58978" lang="en" sex="m">Reflections of Things to Come</entry> + <entry id="58979" lang="en" sex="m">Master, Eyes of the Night Sky +Level/School: 9th/Divination +Range: Personal +Target: You +Duration: 10 minutes/level + +Using the greatest of magic, you peer through the Plane of Shadow back into the Material Plane, and view shadows and reflections of events that have not yet happened. + +This mystery grants you knowledge of what will occur (or at least what is likely to occur), granting you several benefits. You gain the uncanny dodge ability, a +10 bonus to Armor Class, and the improved initiative feat.</entry> + <entry id="58980" lang="en" sex="m">Shadow Surge</entry> + <entry id="58981" lang="en" sex="m">Master, Heart and Soul +Level/School: 9th/Enchantment (Compulsion) [Mind Affecting] +Range: Close (25 ft. + 5 ft./2 levels) +Target: Up to one living creature/level, no two of which are more than 30 ft. apart +Duration: 1 round +Saving Throw: Will negates +Spell Resistance: Yes + +You send the nearby souls plummeting into darkness, leaving their bodies empty vessels that follow your will. + +This mystery functions like the spell dominate monster, except as noted above.</entry> + <entry id="58982" lang="en" sex="m">Shadow Time</entry> + <entry id="58983" lang="en" sex="m">Master, Dark Metamorphosis +Level/School: 9th/Transmutation +Duration: 1d4+4 rounds (apparent time); see text for time stop + +This mystery functions like the spell time stop, except as noted above.</entry> + <entry id="58984" lang="en" sex="m">Voice of Shadow</entry> + <entry id="58985" lang="en" sex="m">Apprentice, Ebon Whispers +Level/School: 1st/Enchantment (Compulsion) [Mind-Affecting] +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: 1 round +Saving Throw: Will negates +Spell Resistance: Yes + +By speaking via a conduit through the Plane of Shadow, you deliver a commanding message. + +This mystery functions like the spell command, except if cast on undead or constructs. They are dazed for the duration.</entry> + <entry id="58986" lang="en" sex="m">Flesh Fails - Strength</entry> + <entry id="58987" lang="en" sex="m">Shadows Fade, Greater</entry> + <entry id="58988" lang="en" sex="m">Initiate, Unbinding Shade +Level/School: 6th/Abjuration + +This more potent version of the mystery shadows fade functions like the spell greater dispel magic.</entry> + <entry id="58989" lang="en" sex="m">Arrow of Dusk</entry> + <entry id="58990" lang="en" sex="m">Fundamental +Level/School: 1st/Evocation +Range: Medium (100 ft. + 10 ft./level) +Effect: Ray +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +A bolt of shadow springs from your hand, draining vitality where it strikes. + +You must succeed on a ranged touch attack to deal 2d4 points of damage to the target.</entry> + <entry id="58991" lang="en" sex="m">Black Candle</entry> + <entry id="58992" lang="en" sex="m">Fundamental +Level/School: 1st/Evocation [Light or Darkness] +Range: Touch +Target: Object touched +Duration: 1 round/level +Saving Throw: None +Spell Resistance: No + +You draw on extraplanar shadow or banish existing shadows to let in the light. + +This mystery functions like the spell light or the spell darkness. Only one of these two effects is possible per use, and you must decide which effect is desired when casting.</entry> + <entry id="58993" lang="en" sex="m">Black Candle - Light</entry> + <entry id="58994" lang="en" sex="m">Black Candle - Dark</entry> + <entry id="58995" lang="en" sex="m">Caul of Shadow</entry> + <entry id="58996" lang="en" sex="m">Fundamental +Level/School: 1st/Abjuration +Range: Personal +Target: You +Duration: 1 minute/level + +A shifting, whirling field of semisolid shadows and tiny rifts in the air rises around you. + +Caul of shadow faintly darkens your form, but does not provide any bonuses on Hide checks or similar efforts. You gain a +1 deflection bonus to AC, with an additional +1 for every six caster levels (maximum bonus +4).</entry> + <entry id="58997" lang="en" sex="m">Mystic Reflections</entry> + <entry id="58998" lang="en" sex="m">Fundamental +Level/School: 0/Divination +Range: Close +Target: One creature +Duration: Instantaneous + +You peer slightly into the Plane of Shadow and can see the distortion in an object's shadow-self caused by the presence of magic. + +This mystery lists all magical effects on a target creature.</entry> + <entry id="58999" lang="en" sex="m">Sight Obscured</entry> + <entry id="59000" lang="en" sex="m">Fundamental +Level/School: 0/Illusion (Glamer) +Range: Touch +Target: Creature touched +Duration: 1 round/level + +You cloak the subject and her movements in subtly shifting shadow. + +This mystery grants a +5 circumstance bonus on Hide and Pick Pocket checks.</entry> + <entry id="59001" lang="en" sex="m">Shadow Hood</entry> + <entry id="59002" lang="en" sex="m">Fundamental +Level/School: 0/Evocation +Range: Close (25 ft. + 5 ft./2 levels) +Target: One creature +Duration: 1 round/level +Saving Throw: Will negates +Spell Resistance: No + +Swirling shadows manifest around your foe's head. + +Swirling tendrils and bursts of mystic shadow distract the subject. It takes a -1 penalty on attack rolls and Dexterity-based checks.</entry> + <entry id="59003" lang="en" sex="m">Umbral Hand</entry> + <entry id="59004" lang="en" sex="m">Fundamental +Level/School: 1st/Transmutation +Range: Close (25 ft. + 5 ft./ 2 levels) +Target: One unattended object weighing up to 5 lb./level + +You point your finger at a distant object, and the shadows seem to grasp and tug at it. + +This mystery functions like the power far hand. + +Implementation note - WARNING: The method used for moving the object involves creating a copy and destroying the original. This may break some modules.</entry> + <entry id="59005" lang="en" sex="m">Widened Eyes</entry> + <entry id="59006" lang="en" sex="m">Fundamental +Level/School: 1st/Divination +Range: Personal +Target: You +Duration: 10 minutes/level + +You cover your eyes with a filter of shadow that channels and enhances incoming light. + +You gain low-light vision.</entry> + <entry id="59007" lang="en" sex="m">Path Focus - Cloak of Shadows</entry> + <entry id="59008" lang="en" sex="m">Path Focus - Dark Terrain</entry> + <entry id="59009" lang="en" sex="m">Path Focus - Ebon Whispers</entry> + <entry id="59010" lang="en" sex="m">Path Focus - Eyes of Darkness</entry> + <entry id="59011" lang="en" sex="m">Path Focus - Shutters and Clouds</entry> + <entry id="59012" lang="en" sex="m">Path Focus - Touch of Twilight</entry> + <entry id="59013" lang="en" sex="m">Path Focus - Umbral Mind</entry> + <entry id="59014" lang="en" sex="m">Path Focus - Black Magic</entry> + <entry id="59015" lang="en" sex="m">Path Focus - Body and Soul</entry> + <entry id="59016" lang="en" sex="m">Path Focus - Dark Reflections</entry> + <entry id="59017" lang="en" sex="m">Path Focus - Ebon Roads</entry> + <entry id="59018" lang="en" sex="m">Path Focus - Elemental Shadows</entry> + <entry id="59019" lang="en" sex="m">Path Focus - Unbinding Shade</entry> + <entry id="59020" lang="en" sex="m">Path Focus - Veil of Shadows</entry> + <entry id="59021" lang="en" sex="m">Path Focus - Breath of Twilight</entry> + <entry id="59022" lang="en" sex="m">Path Focus - Dark Metamorphosis</entry> + <entry id="59023" lang="en" sex="m">Path Focus - Ebon Walls</entry> + <entry id="59024" lang="en" sex="m">Path Focus - Eyes of the Night Sky</entry> + <entry id="59025" lang="en" sex="m">Path Focus - Heart and Soul</entry> + <entry id="59026" lang="en" sex="m">Path Focus - Shadow Calling</entry> + <entry id="59027" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Shadowcasting +Specifics: You function at +1 caster level when casting mysteries of this path. Additionally, add +1 to the DC of all saving throws against mysteries from this path. +Use: Automatic.</entry> + <entry id="59028" lang="en" sex="m">Shadowcasting Feats</entry> + <entry id="59029" lang="en" sex="m">Contains all feats used by the Shadowcasting system</entry> + <entry id="59030" lang="en" sex="m">Greater Path Focus - Cloak of Shadows</entry> + <entry id="59031" lang="en" sex="m">Greater Path Focus - Dark Terrain</entry> + <entry id="59032" lang="en" sex="m">Greater Path Focus - Ebon Whispers</entry> + <entry id="59033" lang="en" sex="m">Greater Path Focus - Eyes of Darkness</entry> + <entry id="59034" lang="en" sex="m">Greater Path Focus - Shutters and Clouds</entry> + <entry id="59035" lang="en" sex="m">Greater Path Focus - Touch of Twilight</entry> + <entry id="59036" lang="en" sex="m">Greater Path Focus - Umbral Mind</entry> + <entry id="59037" lang="en" sex="m">Greater Path Focus - Black Magic</entry> + <entry id="59038" lang="en" sex="m">Greater Path Focus - Body and Soul</entry> + <entry id="59039" lang="en" sex="m">Greater Path Focus - Dark Reflections</entry> + <entry id="59040" lang="en" sex="m">Greater Path Focus - Ebon Roads</entry> + <entry id="59041" lang="en" sex="m">Greater Path Focus - Elemental Shadows</entry> + <entry id="59042" lang="en" sex="m">Greater Path Focus - Unbinding Shade</entry> + <entry id="59043" lang="en" sex="m">Greater Path Focus - Veil of Shadows</entry> + <entry id="59044" lang="en" sex="m">Greater Path Focus - Breath of Twilight</entry> + <entry id="59045" lang="en" sex="m">Greater Path Focus - Dark Metamorphosis</entry> + <entry id="59046" lang="en" sex="m">Greater Path Focus - Ebon Walls</entry> + <entry id="59047" lang="en" sex="m">Greater Path Focus - Eyes of the Night Sky</entry> + <entry id="59048" lang="en" sex="m">Greater Path Focus - Heart and Soul</entry> + <entry id="59049" lang="en" sex="m">Greater Path Focus - Shadow Calling</entry> + <entry id="59050" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Path Focus in the chosen Path +Specifics: You function at +1 caster level when casting mysteries of this path. Additionally, add +1 to the DC of all saving throws against mysteries from this path. These bonuses stack with those granted by Path Focus. +Use: Automatic.</entry> + <entry id="59051" lang="en" sex="m">Nocturnal Caster - Cloak of Shadows</entry> + <entry id="59052" lang="en" sex="m">Nocturnal Caster - Dark Terrain</entry> + <entry id="59053" lang="en" sex="m">Nocturnal Caster - Ebon Whispers</entry> + <entry id="59054" lang="en" sex="m">Nocturnal Caster - Eyes of Darkness</entry> + <entry id="59055" lang="en" sex="m">Nocturnal Caster - Shutters and Clouds</entry> + <entry id="59056" lang="en" sex="m">Nocturnal Caster - Touch of Twilight</entry> + <entry id="59057" lang="en" sex="m">Nocturnal Caster - Umbral Mind</entry> + <entry id="59058" lang="en" sex="m">Nocturnal Caster - Black Magic</entry> + <entry id="59059" lang="en" sex="m">Nocturnal Caster - Body and Soul</entry> + <entry id="59060" lang="en" sex="m">Nocturnal Caster - Dark Reflections</entry> + <entry id="59061" lang="en" sex="m">Nocturnal Caster - Ebon Roads</entry> + <entry id="59062" lang="en" sex="m">Nocturnal Caster - Elemental Shadows</entry> + <entry id="59063" lang="en" sex="m">Nocturnal Caster - Unbinding Shade</entry> + <entry id="59064" lang="en" sex="m">Nocturnal Caster - Veil of Shadows</entry> + <entry id="59065" lang="en" sex="m">Nocturnal Caster - Breath of Twilight</entry> + <entry id="59066" lang="en" sex="m">Nocturnal Caster - Dark Metamorphosis</entry> + <entry id="59067" lang="en" sex="m">Nocturnal Caster - Ebon Walls</entry> + <entry id="59068" lang="en" sex="m">Nocturnal Caster - Eyes of the Night Sky</entry> + <entry id="59069" lang="en" sex="m">Nocturnal Caster - Heart and Soul</entry> + <entry id="59070" lang="en" sex="m">Nocturnal Caster - Shadow Calling</entry> + <entry id="59071" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Shadowcasting +Specifics: Choose one path of mysteries or school of magic to which you have access. At night, the save DC of all associated mysteries or spells increases by +1. This bonus stacks with similar bonuses, such those from the Path Focus feats. +Use: Automatic.</entry> + <entry id="59072" lang="en" sex="m">Favored Mystery - Bend Perspective</entry> + <entry id="59073" lang="en" sex="m">Favored Mystery - Carpet of Shadow</entry> + <entry id="59074" lang="en" sex="m">Favored Mystery - Dusk and Dawn</entry> + <entry id="59075" lang="en" sex="m">Favored Mystery - Life Fades</entry> + <entry id="59076" lang="en" sex="m">Favored Mystery - Mesmerizing Shade</entry> + <entry id="59077" lang="en" sex="m">Favored Mystery - Steel Shadows</entry> + <entry id="59078" lang="en" sex="m">Favored Mystery - Voice of Shadow</entry> + <entry id="59079" lang="en" sex="m">Favored Mystery - Black Fire</entry> + <entry id="59080" lang="en" sex="m">Favored Mystery - Congress of Shadows</entry> + <entry id="59081" lang="en" sex="m">Favored Mystery - Flesh Fails</entry> + <entry id="59082" lang="en" sex="m">Favored Mystery - Piercing Sight</entry> + <entry id="59083" lang="en" sex="m">Favored Mystery - Sight Eclipsed</entry> + <entry id="59084" lang="en" sex="m">Favored Mystery - Shadow Skin</entry> + <entry id="59085" lang="en" sex="m">Favored Mystery - Thoughts of Shadow</entry> + <entry id="59086" lang="en" sex="m">Favored Mystery - Afraid of the Dark</entry> + <entry id="59087" lang="en" sex="m">Favored Mystery - Clinging Darkness</entry> + <entry id="59088" lang="en" sex="m">Favored Mystery - Dancing Shadows</entry> + <entry id="59089" lang="en" sex="m">Favored Mystery - Flicker</entry> + <entry id="59090" lang="en" sex="m">Favored Mystery - Killing Shadows</entry> + <entry id="59091" lang="en" sex="m">Favored Mystery - Sharp Shadows</entry> + <entry id="59092" lang="en" sex="m">Favored Mystery - Umbral Touch</entry> + <entry id="59093" lang="en" sex="m">Favored Mystery - Aura of Shade</entry> + <entry id="59094" lang="en" sex="m">Favored Mystery - Bolster</entry> + <entry id="59095" lang="en" sex="m">Favored Mystery - Shadow Evocation</entry> + <entry id="59096" lang="en" sex="m">Favored Mystery - Shadow Vision</entry> + <entry id="59097" lang="en" sex="m">Favored Mystery - Shadows Fade</entry> + <entry id="59098" lang="en" sex="m">Favored Mystery - Step Into Shadow</entry> + <entry id="59099" lang="en" sex="m">Favored Mystery - Warp Spell</entry> + <entry id="59100" lang="en" sex="m">Favored Mystery - Curtain of Shadows</entry> + <entry id="59101" lang="en" sex="m">Favored Mystery - Dark Air</entry> + <entry id="59102" lang="en" sex="m">Favored Mystery - Echo Spell</entry> + <entry id="59103" lang="en" sex="m">Favored Mystery - Feign Life</entry> + <entry id="59104" lang="en" sex="m">Favored Mystery - Languor</entry> + <entry id="59105" lang="en" sex="m">Favored Mystery - Pass Into Shadow</entry> + <entry id="59106" lang="en" sex="m">Favored Mystery - Unravel Dweomer</entry> + <entry id="59107" lang="en" sex="m">Favored Mystery - Flood of Shadows</entry> + <entry id="59108" lang="en" sex="m">Favored Mystery - Greater Shadow Evocation</entry> + <entry id="59109" lang="en" sex="m">Favored Mystery - Shadow Investiture</entry> + <entry id="59110" lang="en" sex="m">Favored Mystery - Shadow Storm</entry> + <entry id="59111" lang="en" sex="m">Favored Mystery - Shadows Fade, Greater</entry> + <entry id="59112" lang="en" sex="m">Favored Mystery - Unveil</entry> + <entry id="59113" lang="en" sex="m">Favored Mystery - Voyage Into Shadow</entry> + <entry id="59114" lang="en" sex="m">Favored Mystery - Dark Soul</entry> + <entry id="59115" lang="en" sex="m">Favored Mystery - Ephemeral Image</entry> + <entry id="59116" lang="en" sex="m">Favored Mystery - Life Fades, Greater</entry> + <entry id="59117" lang="en" sex="m">Favored Mystery - Prison of Night</entry> + <entry id="59118" lang="en" sex="m">Favored Mystery - Truth Revealed</entry> + <entry id="59119" lang="en" sex="m">Favored Mystery - Umbral Servant</entry> + <entry id="59120" lang="en" sex="m">Favored Mystery - Far Sight</entry> + <entry id="59121" lang="en" sex="m">Favored Mystery - Flesh Fails, Greater</entry> + <entry id="59122" lang="en" sex="m">Favored Mystery - Shadow Plague</entry> + <entry id="59123" lang="en" sex="m">Favored Mystery - Soul Puppet</entry> + <entry id="59124" lang="en" sex="m">Favored Mystery - Tomb of Night</entry> + <entry id="59125" lang="en" sex="m">Favored Mystery - Umbral Body</entry> + <entry id="59126" lang="en" sex="m">Favored Mystery - Army of Shadow</entry> + <entry id="59127" lang="en" sex="m">Favored Mystery - Consume Essence</entry> + <entry id="59128" lang="en" sex="m">Favored Mystery - Ephemeral Storm</entry> + <entry id="59129" lang="en" sex="m">Favored Mystery - Reflections of Things to Come</entry> + <entry id="59130" lang="en" sex="m">Favored Mystery - Shadow Surge</entry> + <entry id="59131" lang="en" sex="m">Favored Mystery - Shadow Time</entry> + <entry id="59132" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Shadowcasting +Specifics: Choose a mystery you know. You cast that mystery as a supernatural ability instead of a spell-like ability, or as a spell-like ability instead of as a spell. If you choose a mystery that you cast as a supernatural ability, or if you later gain the ability to cast that mystery as a supernatural ability, you gain an extra use of that mystery per day. This feat does not otherwise increase the number of times per day that you can cast the chosen mystery. +Use: Automatic.</entry> + <entry id="59133" lang="en" sex="m">Shadow Cast</entry> + <entry id="59134" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Shadowcaster 1st level, Concentration 5 +Specifics: If you are in melee with only one creature, you do not provoke an attack of opportunity when you cast a spell or use a spell-like ability. +Use: Automatic.</entry> + <entry id="59135" lang="en" sex="m">Empower Mystery</entry> + <entry id="59136" lang="en" sex="m">Type of Feat: Metashadow +Prerequisite: 1 metashadow feat +Specifics: Once per day, you can Empower any mystery you cast. All variable, numeric effects of an empowered mystery increase by one half. +Use: Selected.</entry> + <entry id="59137" lang="en" sex="m">Extend Mystery</entry> + <entry id="59138" lang="en" sex="m">Type of Feat: Metashadow +Prerequisite: None +Specifics: Once per day, you can Extend any mystery you cast. An extended mystery lasts twice as long as normal. +Use: Selected.</entry> + <entry id="59139" lang="en" sex="m">Maximize Mystery</entry> + <entry id="59140" lang="en" sex="m">Type of Feat: Metashadow +Prerequisite: 2 metashadow feats +Specifics: Once per day, all variable, numeric effects of a mystery modified by this feat are maximized. +Use: Selected.</entry> + <entry id="59141" lang="en" sex="m">Quicken Mystery</entry> + <entry id="59142" lang="en" sex="m">Type of Feat: Metashadow +Prerequisite: 3 metashadow feats +Specifics: Once per day, you can cast a mystery as a swift action. +Use: Selected.</entry> + <entry id="59143" lang="en" sex="m">Still Mystery</entry> + <entry id="59144" lang="en" sex="m">Type of Feat: Metashadow +Prerequisite: None +Specifics: A stilled mystery can be cast with no somatic components. Because mysteries activated as spell-like and supernatural abilities have no somatic components, this feat is useful only with mysteries cast as arcane spells. +Use: Selected.</entry> + <entry id="59145" lang="en" sex="m">Dark Template</entry> + <entry id="59146" lang="en" sex="m">"Dark" is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). + +Dark creatures tend to be much duller in color, with more gray and black skin tones and hair highlights, than their Material Plane versions. In general, they also weigh less, as if part of their very substance was mere shadow stuff. + +A dark creature has all the base creature's statistics and special abilities except as noted here. + +Size and Type: Type and size are unchanged. + +Speed: +10 feet to all modes of movement. + +Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following. +- Darkvision 60 ft. +- Hide in Plain Sight (Ex) +- Resistance to cold 10 +- Low-light vision. + +Skills: Hide +8 and Move Silently +6. + +Level Adjustment: +1.</entry> + <entry id="59147" lang="en" sex="m">Shadow Familiar</entry> + <entry id="59148" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Shadowcasting +Specifics: You can obtain a familiar in the same manner as a sorcerer or wizard, but it possesses the dark template. For the purpose of determining familiar abilities that depend on your arcane caster level, your levels in all classes that allow you to cast mysteries stack. + +This only works when PRC Familiars or PnP Familiars are enabled via switches. +Use: Selected.</entry> + <entry id="59149" lang="en" sex="m">Cloak of Shadows</entry> + <entry id="59150" lang="en" sex="m">Type of Feat: Class +Prerequisite: Child of Night 1 +Specifics: Your flesh takes on a hazy, almost translucent hue, granting a bonus equal to your child of night level on Hide checks. At 4th level, once per day as a swift action, you can make your outline shadowy and indistinct, as the blur spell, for a number of minutes equal to your class level. When you reach 6th level, you can use the blur effect three times per day. At 8th level, your form permanently becomes hazy and you continually have a blur effect. At 10th level, two times per day as a swift action, you can make your true location more difficult to discern, as if you were affected by the displacement spell, for 10 rounds. +Use: Selected.</entry> + <entry id="59151" lang="en" sex="m">Night Form</entry> + <entry id="59152" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Child of Night 10 +Specifics: For 1 minute per day, you can become incorporeal, and gain all the benefits of the incorporeal subtype. +Use: Selected.</entry> + <entry id="59153" lang="en" sex="m">Master's Bidding - Fast Healing</entry> + <entry id="59154" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Master of Shadow 1 +Specifics: Your Shadow Familiar gains Fast Healing 1 for one round. +Use: Selected.</entry> + <entry id="59155" lang="en" sex="m">Master's Bidding - Attack</entry> + <entry id="59156" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Master of Shadow 2 +Specifics: Your Shadow Familiar gains one extra attack for one round. +Use: Selected.</entry> + <entry id="59157" lang="en" sex="m">Master's Bidding - Cold</entry> + <entry id="59158" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Master of Shadow 4 +Specifics: Your Shadow Familiar gains 1d8 cold damage for one round. +Use: Selected.</entry> + <entry id="59159" lang="en" sex="m">Master's Bidding - Damage Reduction</entry> + <entry id="59160" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Master of Shadow 8 +Specifics: Your Shadow Familiar gains DR 5/- for one round. +Use: Selected.</entry> + <entry id="59161" lang="en" sex="m">Master's Bidding - Speed</entry> + <entry id="59162" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Master of Shadow 9 +Specifics: Your Shadow Familiar gains a +20 ft. bonus to speed for one round. +Use: Selected.</entry> + <entry id="59163" lang="en" sex="m">Innate Counterspell</entry> + <entry id="59164" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Noctumancer 2 +Specifics: Starting at 2nd level, you can attempt to counter the next spell the target casts without expending an action. You must identify the spell (Spellcraft 15 + spell level), then expend a spell slot (if you prepare spells), or a spell use (if you are a spontaneous caster) of the same level as the spell to be countered. + +At 7th level, when you successfully counter a spell using this ability, you retain some of the magical essence of the countered dweomer. You gain one additional use of a mystery. The level of the mystery you gain is equal to one-half the level of the spell you countered (rounded down, minimum 1). + +You can use innate counterspell once per day at 2nd level, two times at 5th, and three times at 8th. +Use: Selected.</entry> + <entry id="59165" lang="en" sex="m">Eldritch Disruption</entry> + <entry id="59166" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Noctumancer 6 +Specifics: At 6th level, you can use a standard action to disrupt the magical energies of a single target within 60 feet. That target must make a Will saving throw (DC 10 + your noctumancer level + your Cha modifier) or take a -4 penalty to its caster level for any mysteries or spells it casts for 1 minute. + +You can use eldritch disruption three times per day. +Use: Selected.</entry> + <entry id="59167" lang="en" sex="m">Eldritch Vortex</entry> + <entry id="59168" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Noctumancer 10 +Specifics: At 10th level, you can emit mystic energies in a 20-foot-radius burst around yourself. Any creature other than you within that area takes a -4 penalty to caster level for any mysteries, spells, or spell-like abilities it casts or uses. The vortex lasts 1 minute and can be used once per day. +Use: Selected.</entry> + <entry id="59169" lang="en" sex="m">Touch of Shadow</entry> + <entry id="59170" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Shadowsmith 1 +Specifics: This ability grants you a bonus on Climb checks equal to your class level. Touch of shadow lasts for 1 minute per class level and is usable a number of times per day equal to your class level. +Use: Selected.</entry> + <entry id="59171" lang="en" sex="m">Shroud of Shadow</entry> + <entry id="59172" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Shadowsmith 2 +Specifics: You gain a bonus on Hide checks and Move Silently checks equal to your class level. Shroud of shadow lasts for 1 minute per class level and is usable a number of times per day equal to your class level. +Use: Selected.</entry> + <entry id="59173" lang="en" sex="m">Shadow Craft</entry> + <entry id="59174" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Shadowsmith 3 +Specifics: You can create one item with no moving parts. Using shadow Craft is a standard action. It lasts for 1 hour per class level. Shadow Craft is usable a number of times per day equal to one-half your class level, + +At 6th level, you enhance your creations. You imbue a shadow-crafted weapon or shield with an enhancement bonus equal to your class level minus 5. To succeed at this enhanced crafting, you must make an appropriate Craft check for each item (usually weaponsmithing or armorsmithing) against a DC of 20 + the desired enhancement bonus. If you fail, the item is nonmagical. + +At 8th level, you can create light armor. The armor you craft automatically has the improved shadow special ability. +Use: Selected.</entry> + <entry id="59175" lang="en" sex="m">Armor of Shadow</entry> + <entry id="59176" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Shadowsmith 4 +Specifics: Starting at 4th level, you can take a standard action to surround yourself in hardened shadow. This ability grants you a +2 deflection bonus to AC. Armor of shadow lasts for 10 minutes per class level, and is usable a number of times per day equal to one-half your class level. At 7th level, the deflection bonus increases to +4. At 10th level, you quicken your armor of shadow, activating it as a swift action. +Use: Selected.</entry> + <entry id="59177" lang="en" sex="m">Widen Shroud</entry> + <entry id="59178" lang="en" sex="m">Type of Feat: Shadowcasting +Prerequisite: Shadowsmith 5 +Specifics: Starting at 5th level, you can widen your touch of shadow ability to include a number of companions equal to one-half your class level. They must be within 10 ft of you when you use this ability, and it counts as one daily use of your Touch of Shadows ability. +Use: Selected.</entry> + <entry id="59179" lang="en" sex="m">Blue</entry> + <entry id="59180" lang="en" sex="m">blue</entry> + <entry id="59181" lang="en" sex="m">Blues</entry> + <entry id="59182" lang="en" sex="m">Blues are a subrace of goblins with an innate knack for psionics. Their bluish skin sets them apart from other goblins immediately - which often makes them a target not just of goblin enemies but also of other goblins. Enlightened goblin communities attempt to preserve their blues, since those that survive to adulthood augment the tribe. A blue is often smaller than an average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin. Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black. + +Goblin Ability Adjustments: +2 Int, -2 Str, -2 Cha +Favored Class (Psion): A multiclass blue's psion class does not count when determining whether he suffers an XP penalty for multiclassing. + +- Small Stature: +- +1 size bonus to attack rolls. +- +1 size bonus to AC. +- +4 size bonus to Hide checks. +- Darkvision: Goblins are able to see in the dark. +- Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. +- Skill Affinity (Hide): +4 racial bonus to Move Silently checks. +- Goblinoid: Blues count as Goblinoids for the purpose of spells.</entry> + <entry id="59183" lang="en" sex="m">Crossbow Sniper</entry> + <entry id="59184" lang="en" sex="m">Type of Feat: General +Prerequisite: Weapon Focus in a Crossbow, BAB +1 +Specifics: When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to 1/2 your Dexterity bonus. If you have the skirmish ability, the maximum range at which you can make such attacks increases to 60 feet when you are using a crossbow for which you have the Weapon Focus feat. +Use: Automatic.</entry> + <entry id="59185" lang="en" sex="m">Master Wand</entry> + <entry id="59186" lang="en" sex="m">Type of Feat: General +Prerequisite: Craft Wand, Spellcraft 15 +Specifics: When you activate a wand, you can expend a spell slot instead of using a charge. The spell slot expended must be equal to the level of the spell stored in the wand. + +Note that if it is the last charge on the wand, the wand will still be destroyed. +Use: Selected.</entry> + <entry id="59187" lang="en" sex="m">Reckless Wand Wielder</entry> + <entry id="59188" lang="en" sex="m">Type of Feat: General +Prerequisite: Craft Wand, Use Magic Device 1 +Specifics: By expending an additional charge, you can use a wand as if its caster level was 2 higher than its normal level. +Use: Selected.</entry> + <entry id="59189" lang="en" sex="m">Wand Mastery</entry> + <entry id="59190" lang="en" sex="m">Type of Feat: General +Prerequisite: Craft Wand, Caster level 9th +Specifics: When you use a wand, the DC of saving throws against the wand's effect is increased by 2 and the wand's effective caster level is increased by 2. +Use: Automatic.</entry> + <entry id="59191" lang="en" sex="m">Double Wand Wielder</entry> + <entry id="59192" lang="en" sex="m">Type of Feat: General +Prerequisite: Craft Wand, Two-Weapon Fighting +Specifics: If you have a wand equipped in each hand, you may fire the secondary wand at the same target as the primary wand. Each use of the secondary wand expends 2 charges from it instead of 1. +Use: Selected.</entry> + <entry id="59193" lang="en" sex="m">Wandstrike</entry> + <entry id="59194" lang="en" sex="m">Type of Feat: General +Prerequisite: Use Magic Device 4 +Specifics: As a standard action, you can make a melee touch attack with a wand, expending one charge to deal 1d6 points of damage to the creature struck. You apply no extra damage to this attack regardless of its source (including sneak attack, favored enemy, and smite bonuses), but you activate the wand as part of the attack. If the spell requires a touch attack (such as a ray or touch spell) it hits automatically. +Use: Selected.</entry> + <entry id="59195" lang="en" sex="m">Rising Phoenix Full Attack</entry> + <entry id="59196" lang="en" sex="m">Catfolk Pounce</entry> + <entry id="59197" lang="en" sex="m">Type of Feat: Racial +Prerequisite: Catfolk race, Dex 13 +Specifics: If you charge a flatfooted opponent, you can make a full attack at the end of a charge +Use: Automatic</entry> + <entry id="59198" lang="en" sex="m">Expeditious Dodge</entry> + <entry id="59199" lang="en" sex="m">Type of Feat: General +Prerequisite: Dex 13 +Specifics: When you move 40 feet or more in a single turn, you gain a +2 dodge bonus to your Armor Class until the beginning of your next turn. +Use: Automatic</entry> + <entry id="59200" lang="en" sex="m">Wild Mage</entry> + <entry id="59201" lang="en" sex="m">Wild Mages</entry> + <entry id="59202" lang="en" sex="m">wild mage</entry> + <entry id="59203" lang="en" sex="m">(PRESTIGE CLASS) +Magic is one of the most capricious and unpredictable of all natural or supernatural forces in the universe. Attempts to codify spellcasting through arcane formulas, or to impose order on magic through the force of will, are essentially pointless - or so wild mages believe. Instead, those who would truly master magic must forget what they know and abandon their willful control of the arcane. Within this paradox lies the awesome power of wild magic. + +The wild mage aspires to cast spells without structure. By taking the risk of substituting an element of randomness, she gives up the safe predictability of other arcane spellcasters. This risk allows for the potential of power greater than other casters can hope for. Of course, she also risks the potential for less power, but what is magic if not risky? Chaos is strong, and her magic often carries her to heights of power that other casters cannot reach - but chaos is also fickle, and her spells sometimes fall short of her expectations. In addition, from time to time her spells unfold in spectacular wild surges that might prove catastrophic to the wild mage +and her companions. The wild mage accepts this as the price of her convictions. + +- Hit Die: d4 +- Proficiencies: A Wild Mage gains no additional proficiencies +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: any chaotic +Skills: Lore 4 ranks, Spellcraft 8 ranks, Use Magic Device 4 ranks +Feats: Magical Aptitude, Any metamagic feat + +ABILITIES: + +Level +1: Wild Magic - Reduce caster level by 3, add 1d6 to caster level +2: Random Deflector 1/day - Spells targeting the Wild Mage target anyone within 20 ft for one round +3: Student of Chaos - When using a rod of wonder, roll twice and take the better result +4: +5: Random Deflector 2/day +6: Chaotic Mind - The wild mage is immune to confusion, and is permanently under the effects of non-detection for scrying +7: +8: Random Deflector 3/day +9: Reckless Dweomer - Turn any spell into a rod of wonder. +10: Wildstrike 1/day - Target spellcaster has a 50% chance of spell turning into a rod of wonder</entry> + <entry id="59204" lang="en" sex="m">Reckless Dweomer</entry> + <entry id="59205" lang="en" sex="m">Type of Feat: Class +Prerequisite: Wild Mage 9 +Benefit: Burn a spell of the chosen level (Choose using the Burn Spell feat) to create a Rod of Wonder effect. The level of the spell has no impact on the Rod of Wonder roll. +Use: Selected</entry> + <entry id="59206" lang="en" sex="m">Random Deflector</entry> + <entry id="59207" lang="en" sex="m">Type of Feat: Class +Prerequisite: Wild Mage 2 +Benefit: For one round, all spells targeting the Wild Mage instead target one random creature (including the Wild Mage) within 20 ft. This can be used once per day at 2nd, twice at 5th, and three times at 8th. +Use: Selected</entry> + <entry id="59208" lang="en" sex="m">Wild Strike</entry> + <entry id="59209" lang="en" sex="m">Type of Feat: Class +Prerequisite: Wild Mage 10 +Benefit: A wildstrike affects a single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds. Spell resistance applies, but the target receives no saving throw. While a wildstrike is in effect, there is a 50% chance each time the affected creature casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls as if it had activated a rod of wonder. +Use: Selected</entry> + <entry id="59210" lang="en" sex="m">Force Missile Mage</entry> + <entry id="59211" lang="en" sex="m">Force Missile Mages</entry> + <entry id="59212" lang="en" sex="m">force missile mage</entry> + <entry id="59213" lang="en" sex="m">(PRESTIGE CLASS) +The spell magic missile is one of the most iconic elements of Dungeons and Dragons, a favored staple of many arcane spellcasters and an example of raw magical force. Thus, it is no wonder that a cabal of arcane spellcasters focuses their studies on this spell, determined to perfect its casting technique above all others. As these spellcasters obsessively explore magic missile's secrets and press its boundaries, every rune and magical symbol of the spell becomes inexorably etched upon their minds. The outcome of such focused study results in the ability to warp the magical energies involved in casting magic missile, which leads to the creation of new abilities that augment the spell's effects. Eventually the most devoted researchers come to a new understanding of how magic works, revealing unplumbed depths of power out of the reach of ordinary spellcasters. These inspired spellcasters are known as force missile mages. + +Other spellcasters don't understand the force missile mages' dedication to only one spell and frown upon what they see as misguided research. In their reasoning, force missile mages are a discredit to all spellcasters as they limit their understanding of magic to delve into the secrets of what many see as ultimately an insignificant spell. Due to this disdain, force missile mages avoid their more widely studied peers, either pursuing their studies subtly or in seclusion. This has led many to take up the life of a wanderer, traveling from one school or library to the next, learning more about their spell of choice and exploring the world. + +- Hit Die: d4 +- Proficiencies: A Force Missile gains no additional proficiencies +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Skills: Concentration 9 ranks, Spellcraft 9 ranks +Feats: Combat Casting + +ABILITIES: + +Level +1: Bonus Missile - Magic Missile has an extra missile +2: Swift Shield - Cast Shield as a swift action 1/day +3: Overpowering Missile - +2 bonus to break through spell resistance +4: Reflective Shield - Reflect all magic missiles back to caster +5: Bonus Missile</entry> + <entry id="59214" lang="en" sex="m">Swift Shield</entry> + <entry id="59215" lang="en" sex="m">Type of Feat: Class +Prerequisite: Force Missile Mage 2 +Benefit: Once per day, cast the spell Shield as an immediate action. +Use: Selected</entry> + <entry id="59216" lang="en" sex="m">Spell Level(s): Bard 2, Cleric 3, Wizard / Sorcerer 2 +Innate Level: 2 +School: Necromancy +Descriptor(s): +Component(s): Verbal +Range: Medium +Area of Effect / Target: Single +Duration: 1 Round / Level +Additional Counter Spells: Remove Blindness/Deafness +Save: Fortitude Negates +Spell Resistance: Yes + +The target creature is struck blind and deaf.</entry> + <entry id="59217" lang="en" sex="m">Monkey Grip</entry> + <entry id="59218" lang="en" sex="m">Type of Feat: General +Prerequisite: BAB +1 +Benefit: You can equip a weapon of one size larger than normal. You take a -2 penalty to all attack rolls when using Monkey Grip. +Use: Automatic</entry> + <entry id="59219" lang="en" sex="m">COMBAT MANEUVER +Step 1 +Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to disarm. (If you have the Improved Disarm feat, you don't incur an attack of opportunity for making a disarm attempt.) If the defender's attack of opportunity hits, your disarm attempt fails. +Step 2 +Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. (An unarmed strike is considered a light weapon, so you always take a penalty when trying to disarm an opponent by using an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. +Step 3 +Consequences. If you beat the defender, the defender is disarmed. If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender's weapon is on the ground in the defender's square. +If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll. His attempt does not provoke an attack of opportunity from you. If he fails his disarm attempt, you do not subsequently get a free disarm attempt against him. +Use: Selected</entry> + <entry id="59220" lang="en" sex="m">Type of Feat: General +Prerequisite: Expertise, Int 13 +Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. +Use: Automatic</entry> + <entry id="59221" lang="en" sex="m">Feat Type: General +Prerequisites: Granted to all characters on creation +Description: Allows the use of the Grapple and Disarm maneuvers. +Use: Selected</entry> + <entry id="59222" lang="en" sex="m">Crescent Moon</entry> + <entry id="59223" lang="en" sex="m">Type of Feat: General +Prerequisite: Improved Disarm, Improved Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (bastard sword, longsword, scimitar, or short sword) +Benefit: If you hit the same creature with both your sword and your dagger in the same round, you may make an immediate disarm attempt as a free action. Your dagger must be in your left hand. +Use: Selected</entry> + <entry id="59224" lang="en" sex="m">Mountain Stance</entry> + <entry id="59225" lang="en" sex="m">Type of Feat: General +Prerequisite: Balance 5 ranks, Concentration 2 ranks, Wis 13 +Benefit: You gain a +2 bonus on checks and rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against you. +Use: Automatic</entry> + <entry id="59226" lang="en" sex="m">Ranged Disarm</entry> + <entry id="59227" lang="en" sex="m">Type of Feat: General +Prerequisite: Point Blank Shot, Dex 15, base attack bonus +5 +Benefit: You can make a disarm attempt as long as your target is within 30 feet. +Use: Selected</entry> + <entry id="59228" lang="en" sex="m">Steal and Strike</entry> + <entry id="59229" lang="en" sex="m">Type of Feat: General +Prerequisite: Improved Disarm, Two-Weapon Fighting, Weapon Focus (kukri), Weapon Focus (rapier) +Benefit: If you successfully disarm an opponent with your rapier, you can make a free attack with your kukri at your highest base attack bonus. You can use this feat once per round. Your kukri must be in your left hand. +Use: Automatic</entry> + <entry id="59230" lang="en" sex="m">Quick Staff</entry> + <entry id="59231" lang="en" sex="m">Type of Feat: General +Prerequisite: Expertise, Dodge, Weapon Focus (staff) +Benefit: When you use Expertise while wielding a quarterstaff, you gain +2 extra armor. +Use: Automatic</entry> + <entry id="59232" lang="en" sex="m">Bear Fang</entry> + <entry id="59233" lang="en" sex="m">Type of Feat: General +Prerequisite: Power Attack, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (battle axe, hand axe, or dwarven waraxe), Str 15 +Benefit: If you hit a creature twice in the same round, you immediately attempt to start a grapple as a free action without provoking an attack of opportunity. No touch attack is required. If you succeed on your grapple attempt, you unequip your axe, but you immediately gain an additional attack against your grappled foe with your dagger at your highest base attack bonus (with the normal -4 penalty for attacking in a grapple). +Use: Automatic</entry> + <entry id="59234" lang="en" sex="m">Improved Rapid Shot</entry> + <entry id="59235" lang="en" sex="m">Type of Feat: General +Prerequisite: Manyshot +Benefit: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls. +Use: Automatic</entry> + <entry id="59236" lang="en" sex="m">Ranged Recall</entry> + <entry id="59237" lang="en" sex="m">Type of Feat: General +Prerequisite: Point Blank Shot, Weapon Focus (Ray), Spellcraft 4 +Benefit: When you miss with a spell or spell-like ability ranged attack against a target within 30 feet, you can spend a swift action to reroll the attack with a -5 penalty. You can use this ability three times per day. +Use: Automatic</entry> + <entry id="59238" lang="en" sex="m">Somatic Weaponry</entry> + <entry id="59239" lang="en" sex="m">Type of Feat: General +Prerequisite: Spellcraft 5, Concentration 5 +Benefit: This allows you to cast spells with somatic components even while your hands are full or occupied, as long as one hand is holding a weapon. +Use: Automatic</entry> + <entry id="59240" lang="en" sex="m">Sadistic Reward</entry> + <entry id="59241" lang="en" sex="m">Type of Feat: General +Prerequisite: Evil +Benefit: If you deal damage to a living creature, you gain a +1 morale bonus on saves for 1 round. +Use: Automatic</entry> + <entry id="59242" lang="en" sex="m">Dire Flail Smash</entry> + <entry id="59243" lang="en" sex="m">Type of Feat: General +Prerequisite: Weapon Focus (dire mace), Power Attack +Benefit: If you hit the same creature with both ends of your dire fl ail in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifi er) or be dazed by the pain for 1 round. +Use: Automatic</entry> + <entry id="59244" lang="en" sex="m">Shadowform Familiar</entry> + <entry id="59245" lang="en" sex="m">Type of Feat: General +Prerequisite: Krinth race, must have a familiar +Benefit: Your familiar becomes incorporeal. +Use: Automatic</entry> + <entry id="59246" lang="en" sex="m">Shadowstrike</entry> + <entry id="59247" lang="en" sex="m">Type of Feat: General +Prerequisite: Krinth race, BAB +1 +Benefit: When making an attack with a melee weapon in an indoor or underground area, you gain a +1 circumstance bonus on the attack roll and deal an extra 1d6 points of damage. +Use: Automatic</entry> + <entry id="59248" lang="en" sex="m">Bow of the Black Archer</entry> + <entry id="59249" lang="en" sex="m">Bow of the Black Archer Wielder Requirements +Cannot be drow +Base attack bonus +3 +Hide 2 ranks +Move Silently 2 ranks +Favored enemy elves +2,375 gold + +LEGACY RITUALS +Least: 1,625 gp. +Lesser: 13,500 gp. +Greater: 38,000 gp. + +LEGACY ITEM PENALTIES (all penalties are cumulative) +Attack Penalty: -1 at 9th, -2 at 13th +Save Penalty: -1 at 8th, -2 at 16th, -3 at 19th +Hit Point Penalty: -4 at 6th, -6 at 7th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th + +LEGACY ITEM BONUSES +7th - +2 Longbow +11th - +2 Elf Bane Longbow +15th - +3 Elf Bane Longbow +19th - +4 Elf Bane Longbow + +LEGACY ITEM ABILITIES +Drowseeker (Su): At 5th level and higher, while wielding the Bow of the Black Archer, you can detect any drow within 60 feet, although you must concentrate (a standard action) to do so. +Eyes of Shadow (Sp): Beginning at 6th level, once per day on command, you can use darkvision as the spell. Caster level 5th. +Longstrider (Sp): At 8th level and higher, three times per day on command, you can use longstrider as the spell. Caster level 5th. +Hidden Hunter (Su): At 9th level, you gain a +5 competence bonus on Hide and Move Silently checks. +Solace from Weakness (Sp): You gain power against the poisons and necromancy so commonly used by drow. Starting at 12th level, two times per day on command, you can use lesser restoration as the spell (self only). Caster level 5th. +Friend to Shadows (Sp): In near-lightless conditions, you can strike with relative impunity and then vanish without a trace. At 13th level and higher, once per day on command, you can use teleport as the spell. Caster level 11th. +Shocking Shot (Su): Beginning at 14th level, as a standard action, you can imbue an arrow nocked on the Bow of the Black Archer with electricity. If your shot with this arrow hits, the arrow deals an extra 5d6 points of electricity damage. This ability can be used five times per day, and a use is wasted if the charged arrow misses. +Deny the Demonweb Pits (Sp): Lolth's servants have many powerful allies in the Abyss. At 16th level and higher, you gain a measure of defense against them. Two times per day on command, you can use protection from evil as the spell. Caster level 10th. +Escape the Spider's Bonds (Su): Webs and other entanglements hold no more fear for a wielder of the Bow of the Black Archer. Starting at 17th level, you constantly benefit from the effects of freedom of movement while you hold the bow in hand. Caster level 15th. +Mindarmor (Su): At 18th level, you gain a +3 insight bonus on Will saving throws to resist mindaffecting and compulsion effects. +Fast Movement (Su): Once you attain 18th level, your base land speed increases by 10 feet. +Pierce the Black Heart (Su): You and the Bow of the Black Archer become the ultimate expression of Shevarash's fury. At 20th level and higher, once per day, you can fire an arrow from the Bow of the Black Archer that kills any drow struck by it, as if by a finger of death spell. You must declare that you are using this ability before making the attack. If the arrow misses, the effect is wasted for the day. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. Caster level 15th.</entry> + <entry id="59250" lang="en" sex="m">Scorpion's Grasp</entry> + <entry id="59251" lang="en" sex="m">Type of Feat: General +Prerequisite: Improved Unarmed Strike, Improved Grapple, Str 13 +Benefit: If your attack with an unarmed strike or a light or one-handed melee weapon hits, the strike deals normal damage and you can attempt to start a grapple as a free action; no initial touch attack is required. If you succeed in starting the grapple, you must unequip your onehanded weapon, but if you started the grapple with a light weapon, you can use it in each round to make an attack against the creature you are grappling without taking the normal -4 penalty on the attack roll. +Use: Selected</entry> + <entry id="59252" lang="en" sex="m">Earth's Embrace</entry> + <entry id="59253" lang="en" sex="m">Type of Feat: General +Prerequisite: Improved Unarmed Strike, Improved Grapple, Str 15 +Benefit: While grappling, if you pin your opponent, you deal an extra 1d12 points of damage in each round that you maintain the pin. You must hold your opponent immobile as normal (with an opposed grapple check), but you must also remain immobile, giving opponents (other than the one you're pinning) a +4 bonus on attack rolls against you (but you are not helpless). You do not gain this extra damage against creatures that are immune to critical hits. +Use: Automatic</entry> + <entry id="59254" lang="en" sex="m">Jotunbrud</entry> + <entry id="59255" lang="en" sex="m">Type of Feat: General +Prerequisite: Human race +Benefit: You are considered large for the purposes of grappling, bull rushes, overruns, trips, and similar attacks. +Use: Automatic</entry> + <entry id="59256" lang="en" sex="m">Owlbear Berserker</entry> + <entry id="59257" lang="en" sex="m">Type of Feat: General +Prerequisite: Str 13, Rage, Human race +Benefit: When grappling, you can make an unarmed attack to deal 1d6 points of normal damage with a successful grapple check. You do not suffer the usual -4 penalty for dealing normal damage. +Use: Automatic</entry> + <entry id="59258" lang="en" sex="m">Spiked Body</entry> + <entry id="59259" lang="en" sex="m">Type of Feat: General +Prerequisite: Warforged race +Benefit: You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 points for a Medium warforged). The effect of this feat doesn't stack with equipment or abilities (such as the warforged juggernaut's armor spikes) that provide similar benefits. +Use: Automatic</entry> + <entry id="59260" lang="en" sex="m">Legendary Wrestler</entry> + <entry id="59261" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Improved Unarmed Strike, Str 21, Dex 21 +Benefit: You gain a +10 bonus on all grapple checks. +Use: Automatic</entry> + <entry id="59262" lang="en" sex="m">Eyes of Shadow</entry> + <entry id="59263" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 6th level, once per day on command, you can use darkvision as the spell. Caster level 5th. +Use: Selected</entry> + <entry id="59264" lang="en" sex="m">Longstrider</entry> + <entry id="59265" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 8th level, three times per day on command, you can use longstrider as the spell. Caster level 5th. +Use: Selected</entry> + <entry id="59266" lang="en" sex="m">Solace from Weakness</entry> + <entry id="59267" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 12th level, twice per day on command, you can use lesser restoration (self only) as the spell. Caster level 5th. +Use: Selected</entry> + <entry id="59268" lang="en" sex="m">Friend to Shadows</entry> + <entry id="59269" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 13th level, once per day on command, you can use teleport as the spell. Caster level 11th. You will need to have at least one location marked to teleport to. +Use: Selected</entry> + <entry id="59270" lang="en" sex="m">Deny the Demonweb Pits</entry> + <entry id="59271" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 16th level, twice per day on command, you can use protection from evil as the spell. Caster level 10th. +Use: Selected</entry> + <entry id="59272" lang="en" sex="m">Drowseeker</entry> + <entry id="59273" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 5th level and higher, while wielding the Bow of the Black Archer, you can detect any drow within 60 feet, although you must concentrate (a standard action) to do so. +Use: Selected</entry> + <entry id="59274" lang="en" sex="m">Shocking Shot</entry> + <entry id="59275" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 14th level, as a standard action, you can imbue an arrow nocked on the Bow of the Black Archer with electricity. If your shot with this arrow hits, the arrow deals an extra 5d6 points of electricity damage. This ability can be used five times per day, and a use is wasted if the charged arrow misses. +Use: Selected</entry> + <entry id="59276" lang="en" sex="m">Pierce the Black Heart</entry> + <entry id="59277" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: You and the Bow of the Black Archer become the ultimate expression of Shevarash's fury. At 20th level and higher, once per day, you can fire an arrow from the Bow of the Black Archer that kills any drow struck by it, as if by a finger of death spell. You must declare that you are using this ability before making the attack. If the arrow misses, the effect is wasted for the day. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. +Use: Selected</entry> + <entry id="59278" lang="en" sex="m">Caput Mortuum</entry> + <entry id="59279" lang="en" sex="m">Caput Mortuum Wielder Requirements +Ability to cast death knell as a divine spell +Any nongood alignment +Ability to rebuke undead +2,318 gold + +LEGACY RITUALS +Least: 1,200 gp. +Lesser: 11,000 gp. +Greater: 39,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 7th +Hit Point Penalty: -2 at 6th, -4 at 7th, -6 at 9th, -8 at 13th, -10 at 15th, -12 at 19th +Spell Slot Lost: 1st at 6th, 2nd at 8th, 3rd at 10th, 4th at 12th, 5th at 14th, 6th at 16th, 7th at 18th, 8th at 20th + +LEGACY ITEM BONUSES +5th - +1 Vicious Scythe +9th - +2 Vicious Scythe +11th - +3 Vicious Scythe +13th - +4 Vicious Scythe +15th - +5 Vicious Scythe +17th - +5 Unholy Vicious Scythe +19th - +5 Unholy Vicious Wounding Scythe</entry> + <entry id="59280" lang="en" sex="m">Steadfast</entry> + <entry id="59281" lang="en" sex="m">Steadfast Wielder Requirements +BAB +3 +Weapon Focus (Scimitar) +2,315 gold + +LEGACY RITUALS +Least: 1,200 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th +Reflex Save Penalty: -1 at 7th, -2 at 9th + +LEGACY ITEM BONUSES +10th - +2 Scimitar + +LEGACY ITEM ABILITIES +Enduring Vigor (Su): Beginning at 5th level, once per day on command, you can eliminate any penalties to one of your ability scores. +Climber (Su): At 6th level, you gain a +5 competence bonus on Climb checks. +Rooted (Su): Starting at 7th level, you gain a +4 bonus on ability checks to avoid being bull rushed or tripped. +Slow (Su): At 8th level and higher, once per day, you can subject a creature you successfully damage with Steadfast to a slow effect as the spell. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Caster level 7th. +</entry> + <entry id="59282" lang="en" sex="m">Enduring Vigor</entry> + <entry id="59283" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 5th level, once per day on command, you can eliminate any penalties to one of your ability scores. +Use: Selected</entry> + <entry id="59284" lang="en" sex="m">Slow</entry> + <entry id="59285" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 8th level and higher, once per day, you can subject a creature you successfully damage with Steadfast to a slow effect as the spell. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Caster level 7th. +Use: Selected</entry> + <entry id="59286" lang="en" sex="m">Flay</entry> + <entry id="59287" lang="en" sex="m">Flay Wielder Requirements +Base attack bonus +2 +Bluff or Persuade 2 ranks +Exotic Weapon Proficiency (whip) +2,301 gold + +LEGACY RITUALS +Least: 4,300 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Skill Penalty: -1 at 6th, -2 at 9th +Hit Point Penalty: -2 at 6th, -4 at 10th +Will Save Penalty: -1 at 7th + +LEGACY ITEM BONUSES +7th - +1 Animal Bane Whip + +LEGACY ITEM ABILITIES +Snake Sting (Sp): Beginning at 5th level, three times per day, you can snap Flay to use magic missile as the spell. Caster level 5th. +Whip Wrap (Su): At 8th level and higher, whenever you succeed on a trip attempt with Flay, you begin to constrict your opponent with the whip. Flay immediately makes a grapple check as a free action that does not provoke an attack of opportunity, using your grapple modifier + 4. If the check is successful, Flay establishes a hold and can make grapple checks on its own each round (you release the whip). On each subsequent successful grapple check, Flay constricts, dealing 1d3+5 points of damage. The grappled opponent can escape using the normal grapple rules. +Snake Sense (Su): Starting at 10th level, you gain darkvision. You are also granted a +5 bonus on Search checks. +</entry> + <entry id="59288" lang="en" sex="m">Snake Sting</entry> + <entry id="59289" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 5th level, three times per day, you can snap Flay to use magic missile as the spell. Caster level 5th. +Use: Selected</entry> + <entry id="59290" lang="en" sex="m">Whip Wrap</entry> + <entry id="59291" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 8th level and higher, whenever you succeed on a trip attempt with Flay, you begin to constrict your opponent with the whip. Flay immediately makes a grapple check as a free action that does not provoke an attack of opportunity, using your grapple modifier + 4. If the check is successful, Flay establishes a hold and can make grapple checks on its own each round (you release the whip). On each subsequent successful grapple check, Flay constricts, dealing 1d3+5 points of damage. The grappled opponent can escape using the normal grapple rules. +Use: Selected</entry> + <entry id="59292" lang="en" sex="m">Crimson Ruination</entry> + <entry id="59293" lang="en" sex="m">Crimson Ruination Wielder Requirements +Base attack bonus +3 +Any nonchaotic alignment +2,350 gold + +LEGACY RITUALS +Least: 1,650 gp. +Lesser: 13,500 gp. +Greater: 40,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Skill Penalty: -1 at 7th, -2 at 13th, -3 at 18th +Hit Point Penalty: -2 at 6th, -4 at 8th, -6 at 9th, -8 at 10th, -10 at 12th, -12 at 14th, -14 at 16th, -16 at 18th, -18 at 19th, -20 at 20th + +LEGACY ITEM BONUSES +9th - +1 dragon bane greatsword +11th - +2 dragon bane greatsword +15th - +2 frost dragon bane greatsword +17th - +3 frost keen dragon bane greatsword +20th - +4 frost keen dragon bane greatsword + +LEGACY ITEM ABILITIES +Protection From Evil (Su): At 5th level and higher, you constantly benefit from the effects of a protection from evil spell. Caster level 5th. +Dragon Armor (Su): At 6th level, you gain a +1 deflection bonus to Armor Class. This bonus increases to +2 at 13th level. +Endure Elements (Su): Beginning at 6th level, you act as if continually under the effects of an endure elements spell. Caster level 5th. - Changed for heat endurance +Shield From Fire (Su): At 7th level, you gain resistance to fire 5. This resistance increases to 10 at 12th level and to 20 at 18th level. +Evade Fiery Doom (Su): At 14th level and higher, you gain the benefit of evasion against any dragon's breath weapon. +Ray of the Frozen Fate (Sp): Starting at 19th level, two times per day on command, you can use polar ray as the spell. The ray erupts from the tip of Crimson Ruination's blade. Caster level 20th. +</entry> + <entry id="59294" lang="en" sex="m">Ray of the Frozen Fate</entry> + <entry id="59295" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Starting at 19th level, two times per day on command, you can use polar ray as the spell. Caster level 20th. +Use: Selected</entry> + <entry id="59296" lang="en" sex="m">Persuasive</entry> + <entry id="59297" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks. +Use: Automatic</entry> + <entry id="59298" lang="en" sex="m">Devious and Vicious</entry> + <entry id="59299" lang="en" sex="m">Devious and Vicious Wielder Requirements +Base attack bonus +2 +Persuasive +Intimidate 2 +4,616 gold + +LEGACY RITUALS +Least: 4,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Skill Penalty: -1 at 9th, -2 at 10th +Hit Point Penalty: -2 at 6th, -4 at 7th +Save Penalty: -1 at 9th, -2 at 10th +Attack Penalty: -1 at 8th, -2 at 9th + +LEGACY ITEM BONUSES +7th - +1 keen kukri (Both) + +DEVIOUS ITEM ABILITIES +Devious Synergy (Su): At 5th level, you gain a +5 competence bonus on Bluff checks. When Devious is within 30 feet of its twin, Vicious, this bonus increases to +7. +Devious Eavesdropper (Sp): At 8th level and higher, once per day on command, you can use empathy as the spell. Caster level 5th. +Completed Twin (Su): Once you reach 10th level, when Devious is within 30 feet of Vicious, its effective enhancement bonus is +1 better than normal. + +VICIOUS ITEM ABILITIES +Vicious Synergy (Su): At 5th level, you gain a +5 competence bonus on Intimidate checks. When Vicious is within 30 feet of its twin, Devious, this bonus increases to +7. +Vicious Intimidation (Sp): At 8th level and higher, the first time you successfully use Vicious to attack an opponent and deal damage, that opponent must save as if the target of a cause fear spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. +Completed Twin (Su): Once you reach 10th level, when Vicious is within 30 feet of Devious, its effective enhancement bonus is +1 better than normal. +</entry> + <entry id="59300" lang="en" sex="m">Devious Eavesdropper</entry> + <entry id="59301" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 8th level and higher, once per day on command, you can use empathy as the spell. Caster level 5th. +Use: Selected</entry> + <entry id="59302" lang="en" sex="m">Simple Bow</entry> + <entry id="59303" lang="en" sex="m">Simple Bow Wielder Requirements +Ability to manifest 2nd-level psionic powers +Base attack bonus +3 +Concentration 2 +Zen Archery +2,375 gold + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 11,000 gp. +Greater: 39,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th +Manifester Level Penalty: -1 at 8th, -2 at 14th +Hit Point Penalty: -2 at 7th, -4 at 9th, -6 at 12th, -8 at 13th, -10 at 15th, -12 at 18th, -14 at 19th +Power Point Penalty: -2 at 7th, -4 at 10th, -6 at 13th, -8 at 16th, -10 at 18th, -12 at 20th + +LEGACY ITEM BONUSES +11th - +2 Longbow +17th - +2 Longbow of Speed + +LEGACY ITEM ABILITIES +Curve Space (Su): At 6th level, while you hold Simple Bow and are psionically focused, you gain a +1 deflection bonus to Armor Class. This bonus improves to +2 at 10th level, to +3 at 13th level, to +4 at 16th level, and to +5 at 19th level. +Lotus Mastery (Su): At 6th level and higher, you gain a +4 bonus on saves against poison. +Draw the Mind (Su): At 8th level, you gain a +2 enhancement bonus to Wisdom. This bonus improves to +4 at 12th level and to +6 at 15th level. +True Seeing (Sp): Beginning at 18th level, once per day, you can use true seeing as the spell. Caster level 13th. +Simple Focus (Su): At 19th level and higher, three times per day, you can expend Simple Bow's psionic focus, which functions just as if you had expended your own. +Prescience of the Bow (Su): Starting at 20th level, once per day, you can apply a +15 insight bonus on any single attack roll.</entry> + <entry id="59304" lang="en" sex="m">True Seeing</entry> + <entry id="59305" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 18th level, once per day, you can use true seeing as the spell. Caster level 13th. +Use: Selected</entry> + <entry id="59306" lang="en" sex="m">Prescience of the Bow</entry> + <entry id="59307" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Starting at 20th level, once per day, you can apply a +15 insight bonus on any single attack roll. +Use: Selected</entry> + <entry id="59308" lang="en" sex="m">Simple Focus</entry> + <entry id="59309" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 19th level and higher, three times per day, you can expend Simple Bow's psionic focus, which functions just as if you had expended your own. +Use: Selected</entry> + <entry id="59310" lang="en" sex="m">Scarab of Aradros</entry> + <entry id="59311" lang="en" sex="m">Scarab of Aradros Wielder Requirements +Ability to cast 2nd-level arcane spells +Lore 3 ranks +1,500 gold + +LEGACY RITUALS +Least: 2,500 gp. +Lesser: 13,500 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Save Penalty: -1 at 6th +Caster Level Penalty: -1 at 7th, -2 at 13th +Skill Penalty: -1 at 8th, -2 at 15th + +LEGACY ITEM BONUSES +7th - Scarab of Resistance +2 +10th - Scarab of Resistance +3 +13th - Scarab of Resistance +4 +16th - Scarab of Resistance +5 + +LEGACY ITEM ABILITIES + Arcane Health (Su): Starting at 5th level, you gain 10 temporary hit points after resting. + Winged Range (Su): At 6th level and higher, you can cast up to three arcane spells per day of up to 3rd level that are extended as though using the Extend Spell metamagic feat. At 12th level, you can extend three arcane spells per day that are 6th level or lower. + Carapaced Nerves (Su): As the Scarab of Aradros builds a connection with you, it aids your ability to focus your mind. At 8th level, you gain a +5 bonus on Concentration checks. + Survive Any Extreme (Su): Starting at 11th level, at will as an immediate action, you can grant yourself resistance 30 to one type of energy (acid, cold, electricity, fire, or sonic). This effect lasts for 1 minute. + Scarab Shell (Su): At 15th level and higher, you benefit from the effects of a shield spell. Caster level 10th.</entry> + <entry id="59312" lang="en" sex="m">Winged Range</entry> + <entry id="59313" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 6th level and higher, you can cast up to three arcane spells per day of up to 3rd level that are extended as though using the Extend Spell metamagic feat. At 12th level, you can extend three arcane spells per day that are 6th level or lower. +Use: Selected</entry> + <entry id="59314" lang="en" sex="m">Survive Any Extreme</entry> + <entry id="59315" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Starting at 11th level, at will as an immediate action, you can grant yourself resistance 30 to one type of energy (acid, cold, electricity, fire, or sonic). This effect lasts for 1 minute. +Use: Selected</entry> + <entry id="59316" lang="en" sex="m">Guurgal</entry> + <entry id="59317" lang="en" sex="m">Guurgal Wielder Requirements +Orc or Half Orc +Base Attack Bonus 3 +Intimidate 2 ranks +4,304 gold + +LEGACY RITUALS +Least: 3,500 gp. +Lesser: 13,900 gp. +Greater: 40,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th +Reflex Save Penalty: -1 at 6th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th + +LEGACY ITEM BONUSES +10th - +2 cold iron spear +16th - +3 cold iron spear +17th - +3 wounding cold iron spear +19th - +5 wounding cold iron spear + +LEGACY ITEM ABILITIES +Show of Force (Sp): Beginning at 5th level, once per day on command, you can use mirror image as the spell. Caster level 5th. +Incite Horde (Su): At 7th level and higher, Guurgal grants a +1 morale bonus on attack rolls and saving throws against fear to all orcs within 30 feet of you. This feature, however, does not affect you. +Gather the Horde (Su): At 8th level, you gain a +5 bonus on Diplomacy and Intimidate checks made to influence orcs. +Bloodlust (Su): Starting at 13th level, whenever you deal an opponent damage with Guurgal, you gain a +1 morale bonus on your next attack against the same opponent. The next attack must occur within 1 round, or the bonus is lost. The bonus is cumulative, so if your next attack hits, you gain a +2 morale bonus on your following attack against that opponent, and so on. +Battlefield Fury (Su): At 14th level and higher, as long as you are leading at least three other orcs or half-orcs on the field of battle, you gain a +2 morale bonus to Strength. +Rage of the Boar (Su): Beginning at 20th level, once per day as a swift action, for 10 rounds, you gain a +6 bonus to Strength and Constitution along with a +3 bonus on Will saves, but you take a -2 penalty to AC.</entry> + <entry id="59318" lang="en" sex="m">Show of Force</entry> + <entry id="59319" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 5th level, once per day on command, you can use mirror image as the spell. Caster level 5th. +Use: Selected</entry> + <entry id="59320" lang="en" sex="m">Rage of the Boar</entry> + <entry id="59321" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 20th level, once per day as a swift action, for 10 rounds, you gain a +6 bonus to Strength and Constitution along with a +3 bonus on Will saves, but you take a -2 penalty to AC. +Use: Selected</entry> + <entry id="59322" lang="en" sex="m">Divine Spark</entry> + <entry id="59323" lang="en" sex="m">Divine Spark Wielder Requirements +Ability to cast 1st-level divine spells +Persuade 2 ranks +Any nonevil alignment +Ability to turn undead +1,550 gold + +LEGACY RITUALS +Least: 2,450 gp. +Lesser: 11,500 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 8th +Hit Point Penalty: -2 at 6th, -4 at 7th, -6 at 9th, -8 at 13th, -10 at 15th +Spell Slot Lost: 1st at 6th, 2nd at 8th, 3rd at 10th, 4th at 12th, 5th at 14th, 6th at 16th + +LEGACY ITEM BONUSES +6th - Scarab of Resistance +2 +9th - Scarab of Resistance +3 +11th - Scarab of Resistance +4 +15th - Scarab of Resistance +5 + +LEGACY ITEM ABILITIES +Endure Evil (Su): At 5th level and higher, you enjoy the constant effect of a protection from evil spell. Caster level 5th. +Turning Grace (Su): Beginning at 7th level, you turn undead as if you were one level higher in the class that grants you the ability. You are treated as two levels higher in that class starting at 12th level, three levels higher beginning at 14th level, and four levels higher at 16th level and above. +Fear No Evil (Sp): Starting at 10th level, once per day on command, you can use magic circle against evil as the spell. The area is always centered on you. Caster level 5th. +Searing Light (Sp): At 13th level and higher, once per day on command, you can use searing light as the spell. The spell is maximized. Caster level 10th.</entry> + <entry id="59324" lang="en" sex="m">Fear No Evil</entry> + <entry id="59325" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Starting at 10th level, once per day on command, you can use magic circle against evil as the spell. The area is always centered on you. Caster level 5th. +Use: Selected</entry> + <entry id="59326" lang="en" sex="m">Searing Light</entry> + <entry id="59327" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 13th level and higher, once per day on command, you can use searing light as the spell. The spell is maximized. Caster level 10th. +Use: Selected</entry> + <entry id="59328" lang="en" sex="m">Wargird's Armor</entry> + <entry id="59329" lang="en" sex="m">Wargird's Armor Wielder Requirements +Base attack bonus +4 +Craft (armorsmithing) 4 ranks +Armor Proficiency (Medium) +1,350 gold + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 13,000 gp. +Greater: 40,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th +Will Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th + +LEGACY ITEM BONUSES +6th - +2 Breastplate +9th - +3 Breastplate +13th - +4 Breastplate +17th - +5 Breastplate +19th - +5 Breastplate of Fortification + +LEGACY ITEM ABILITIES +Easy Movement (Su): Beginning at 5th level, Wargird's Armor is treated as light armor for any purpose related to your movement. +Warrior's Surge (Su): At 7th level and higher, once per day when a melee attack would reduce you to 0 or fewer hit points, you immediately gain a +4 bonus to Strength and Constitution for 5 rounds. This ability activates without an action on your part - you have no control over this feature. +Fast Movement (Su): At 10th level, you gain a 5-foot enhancement bonus to your base land speed. +Haste (Sp): Starting at 16th level, five times per day as a swift action, you can use haste as the spell. Caster level 10th. +Resistance to Cold (Su): At 18th level, you gain resistance to cold 20. +Stoneskin (Sp): At 20th level and higher, once per day on command, you can use stoneskin as the spell. Caster level 15th. </entry> + <entry id="59330" lang="en" sex="m">Haste</entry> + <entry id="59331" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Starting at 16th level, five times per day as a swift action, you can use haste as the spell. Each use lasts 1 round. Caster level 10th. +Use: Selected</entry> + <entry id="59332" lang="en" sex="m">Stoneskin</entry> + <entry id="59333" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 20th level and higher, once per day on command, you can use stoneskin as the spell. Caster level 15th. +Use: Selected</entry> + <entry id="59334" lang="en" sex="m">Desert Wind</entry> + <entry id="59335" lang="en" sex="m">Desert Wind Wielder Requirements +Base attack bonus +3 +Weapon Focus (Scimitar) +2,315 gold + +LEGACY RITUALS +Least: 2,000 gp. +Lesser: 12,700 gp. +Greater: 40,500 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 7th, -2 at 14th, -3 at 19th +Save Penalty: -1 at 8th, -2 at 12th +Hit Point Penalty: -2 at 6th +Skill Penalty: -1 at 9th, -2 at 16th, -3 at 20th + +LEGACY ITEM BONUSES +9th - +2 Scimitar +11th - +2 Defending Scimitar +16th - +2 Defending Flaming Scimitar +18th - +3 Defending Flaming Scimitar +20th - +4 Defending Flaming Scimitar + +LEGACY ITEM ABILITIES +Desert Child (Su): Beginning at 5th level, you get the Heat Endurance feat. +Fiery Slash (Sp): At 6th level and higher, can cast the burning hands spell three times per day. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. +Dance of Flame and Wind (Su): At 7th level, Desert Wind grants you a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 14th level and to +6 at 17th level. +Howling Wind (Sp): At 12th level and higher, three times per day, you can use gust of wind as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th. +Fan the Flames (Su): Beginning at 15th level, once per day, you can use fireball as the spell. You are unharmed by the resulting fire damage. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Caster level 10th. +Dust of the Desert (Sp): At 19th level and higher, once per day you can cast the disintegrate spell. The save DC is 19, or 16 + your Charisma modifier, whichever is higher. Caster level 15th.</entry> + <entry id="59336" lang="en" sex="m">Fiery Slash</entry> + <entry id="59337" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 6th level and higher, can cast the burning hands spell three times per day. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. +Use: Selected</entry> + <entry id="59338" lang="en" sex="m">Howling Wind</entry> + <entry id="59339" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 12th level and higher, three times per day, you can use gust of wind as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th. +Use: Selected</entry> + <entry id="59340" lang="en" sex="m">Fan the Flames</entry> + <entry id="59341" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 15th level, once per day, you can use fireball as the spell. You are unharmed by the resulting fire damage. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Caster level 10th. +Use: Selected</entry> + <entry id="59342" lang="en" sex="m">Dust of the Desert</entry> + <entry id="59343" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 19th level and higher, once per day you can cast the disintegrate spell. The save DC is 19, or 16 + your Charisma modifier, whichever is higher. Caster level 15th. +Use: Selected</entry> + <entry id="59344" lang="en" sex="m">Mindsplinter</entry> + <entry id="59345" lang="en" sex="m">Mindsplinter Wielder Requirements +Base attack bonus +2 +Any nongood alignment +2,308 gold + +LEGACY RITUALS +Least: 4,500 gp. +Lesser: 13,000 gp. +Greater: 40,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th +Reflex Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th + +LEGACY ITEM BONUSES +8th - +2 Morningstar +11th - +3 Morningstar +16th - +4 Thundering Morningstar + +LEGACY ITEM ABILITIES +Bleak Future (Su): At 5th level and higher, when you successfully strike an opponent with Mindsplinter, that opponent becomes shaken for 1 round. The effects of successive strikes in the same round are not cumulative. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. +Virtue Denied (Su): Starting at 6th level, once per day, you can cast a protection from good spell. Caster level 5th. +Kiss of Death (Sp): At 9th level, two times per day, you can use death knell as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. If the spell is successful, the DC of Mindsplinter's legacy abilities increases by 2 for the duration of the death knell effect. Caster level 5th. +Futile Struggle (Su): Beginning at 10th level, when you successfully damage an opponent with Mindsplinter, that enemy is affected as if by the cause fear spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. +Battle Shriek (Sp): At 14th level and higher, once per day on command, you can use shout as the spell. The save DC is 16, or 14 + your Charisma modifier, whichever is higher. Caster level 11th. +Fierce Battle Shriek (Sp): Starting at 17th level, the Battle Shriek ability of Mindsplinter improves, meaning you instead use greater shout as the spell. The save DC is 22, or 18 + your Charisma modifier, whichever is higher. Caster level 15th. +Ruinous Howl (Su): At 20th level and higher, once per day, if you succesfully strike a creature, they must save or die vs a death effect. The save DC is 23, or 19 + your Charisma modifier, whichever is higher.</entry> + <entry id="59346" lang="en" sex="m">Virtue Denied</entry> + <entry id="59347" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Starting at 6th level, once per day, you can cast a protection from good spell. Caster level 5th. +Use: Selected</entry> + <entry id="59348" lang="en" sex="m">Kiss of Death</entry> + <entry id="59349" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 9th level, two times per day, you can use death knell as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. If the spell is successful, the DC of Mindsplinter's legacy abilities increases by 2 for the duration of the death knell effect. Caster level 5th. +Use: Selected</entry> + <entry id="59350" lang="en" sex="m">Battle Shriek</entry> + <entry id="59351" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 14th level and higher, once per day on command, you can use shout as the spell. The save DC is 16, or 14 + your Charisma modifier, whichever is higher. Caster level 11th. Starting at 17th level, the Battle Shriek ability of Mindsplinter improves, meaning you instead use greater shout as the spell. The save DC is 22, or 18 + your Charisma modifier, whichever is higher. Caster level 15th. +Use: Selected</entry> + <entry id="59352" lang="en" sex="m">Ruinous Howl</entry> + <entry id="59353" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 20th level and higher, once per day, if you succesfully strike a creature, they must save or die vs a death effect. The save DC is 23, or 19 + your Charisma modifier, whichever is higher. +Use: Selected</entry> + <entry id="59354" lang="en" sex="m">Notched Spear</entry> + <entry id="59355" lang="en" sex="m">Notched Spear Wielder Requirements +Base attack bonus +3 +Climb 2 +2,305 gold + +LEGACY RITUALS +Least: 4,000 gp. +Lesser: 13,500 gp. +Greater: 38,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Skill Penalty: -1 at 7th, -2 at 13th, -3 at 18th +Hit Point Penalty: -2 at 6th, -4 at 8th, -6 at 9th, -8 at 10th, -10 at 12th, -12 at 14th, -14 at 16th, -16 at 18th, -18 at 19th, -20 at 20th + +LEGACY ITEM BONUSES +8th - +1 Monstrous Humanoid Bane Spear +10th - +2 Monstrous Humanoid Bane Spear +13th - +3 Monstrous Humanoid Bane Spear +16th - +4 Monstrous Humanoid Bane Spear +20th - +5 Monstrous Humanoid Bane Spear + +LEGACY ITEM ABILITIES +Parliament of Fishes (Su): Beginning at 5th level, you can cast charm animals at will. Caster level 5th. +Concealment of the Kraken (Sp): At 6th level and higher, three times per day on command, you can use darkness as the spell. Caster level 3rd. +Scion of the Sea (Sp): At 14th level and higher, once per day, you can cast summon nature's ally IV spell. Caster level 10th. +Paths of the Tides (Su): Beginning at 17th level, you persistently gain the benefit of a freedom of movement spell. Caster level 15th. +Command the Sea Children (Sp): At 19th level and higher, three times per day on command, you can use summon nature's ally IX as the spell. Caster level 20th.</entry> + <entry id="59356" lang="en" sex="m">Parliament of Fishes</entry> + <entry id="59357" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 5th level, you can cast charm animals at will. Caster level 5th. +Use: Selected</entry> + <entry id="59358" lang="en" sex="m">Concealment of the Kraken</entry> + <entry id="59359" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 6th level and higher, three times per day on command, you can use darkness as the spell. Caster level 3rd. +Use: Selected</entry> + <entry id="59360" lang="en" sex="m">Scion of the Sea</entry> + <entry id="59361" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 14th level and higher, once per day, you can cast summon nature's ally IV spell. Caster level 10th. +Use: Selected</entry> + <entry id="59362" lang="en" sex="m">Command the Sea Children</entry> + <entry id="59363" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 19th level and higher, three times per day on command, you can use summon nature's ally IX as the spell. Caster level 20th. +Use: Selected</entry> + <entry id="59364" lang="en" sex="m">Ur</entry> + <entry id="59365" lang="en" sex="m">Ur Wielder Requirements +Base attack bonus +4 +Hide 2 +2,306 gold + +LEGACY RITUALS +Least: 1,600 gp. +Lesser: 13,500 gp. +Greater: 38,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Skill Penalty: -1 at 7th, -2 at 13th, -3 at 18th +Hit Point Penalty: -2 at 6th, -4 at 8th, -6 at 9th, -8 at 10th, -10 at 12th, -12 at 14th, -14 at 16th, -16 at 18th, -18 at 19th, -20 at 20th + +LEGACY ITEM BONUSES +8th - +2 Handaxe +12th - +3 Handaxe +15th - +4 Handaxe +18th - +5 Keen Handaxe + +LEGACY ITEM ABILITIES +Fast Movement (Su): At 6th level, your base land speed increases by 5 feet. Treat this as an enhancement bonus. At 11th level, this bonus improves to 10 feet. +Keen Sight (Su): You gain a +5 competence bonus on Spot checks at 9th level. +Swift Stride (Su): Starting at 10th level, three times per day as a swift action, you can grant yourself a 30foot enhancement bonus on your base land speed. The increase lasts 1 round. Caster level 5th. +Stealthy Approach (Su): At 13th level, you gain a +10 competence bonus on Move Silently checks. +Wolf's Cunning (Su): You are able to react to danger with surprising speed. At 16th level, you gain Improved Initiative. +Implacable Will (Su): At 17th level, you gain a +5 morale bonus on Will saves. +Healing Totem (Sp): Starting at 19th level, two times per day as a swift action, you can use cure critical wounds (self only) as the spell. Caster level 15th. +Natural Lore (Su): At 19th level, you gain a +5 competence bonus on Lore checks. +Savage Transformation (Su): Beginning at 20th level, once per day as a free action, you can enter a state of savagery lasting for 10 rounds. In this state, you are immune to poison, death effects, and fear effects. Any damage that would reduce you to -1 or fewer hit points is ignored.</entry> + <entry id="59366" lang="en" sex="m">Swift Stride</entry> + <entry id="59367" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Starting at 10th level, three times per day as a swift action, you can grant yourself a 30 foot enhancement bonus on your base land speed. The increase lasts 1 round. Caster level 5th. +Use: Selected</entry> + <entry id="59368" lang="en" sex="m">Healing Totem</entry> + <entry id="59369" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Starting at 19th level, two times per day, you can use cure critical wounds (self only) as the spell. Caster level 15th. +Use: Selected</entry> + <entry id="59370" lang="en" sex="m">Savage Transformation</entry> + <entry id="59371" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 20th level, once per day as a free action, you can enter a state of savagery lasting for 10 rounds. In this state, you are immune to poison, death effects, and fear effects. Any damage that would reduce you to -1 or fewer hit points is ignored. +Use: Selected</entry> + <entry id="59372" lang="en" sex="m">Flamecaster's Bolt</entry> + <entry id="59373" lang="en" sex="m">Flamecaster's Bolt Wielder Requirements +Base attack bonus +3 +Persuade 2 +Weapon Focus (Light Crossbow) +2,335 gold + +LEGACY RITUALS +Least: 4,500 gp. +Lesser: 12,500 gp. +Greater: 40,500 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 9th, -2 at 13th +Save Penalty: -1 at 8th, -2 at 16th, -3 at 18th +Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th + +LEGACY ITEM BONUSES +8th - +1 Flaming Light Crossbow +12th - +2 Flaming Light Crossbow +16th - +2 Seeking Flaming Light Crossbow +19th - +4 Seeking Flaming Light Crossbow + +LEGACY ITEM ABILITIES +Marked Target (Su): At 5th level and higher, at will with a successful ranged touch attack that deals no damage, the struck target is outlined as if by a faerie fire spell. Caster level 5th. +Shore Up Morale (Sp): Beginning at 5th level, once per day on command, you can use bless as the spell. Caster level 5th. +Fiery Vengeance (Sp): At 7th level and higher, once per day on command, you can cause Flamecaster's Bolt to launch a fireball as the spell. Caster level 7th. +Shooting Wild (Su): At 10th level, the spirit within Flamecaster's Bolt lends you what little precision Duegal enjoyed in life, granting you a +2 enhancement bonus to your Dexterity. At 14th level this bonus rises to +4, increasing to +6 at 17th level. +Heat Shield (Su): Starting at 11th level, you gain Heat Endurance as a bonus feat. +Beyond Range (Su): At 18th level, you gain damage reduction 10/magic. +Fury Unleashed (Su): Once you attain 20th level, Flamecaster's Bolt gains the special purpose of defeating creatures that rely on overwhelming numbers to swarm their enemies. When facing opponents outnumbering you and your allies by at least 50 percent, you can use the fiery vengeance ability once per round without expending that ability's normal daily use limit. This ability ceases to function once the numbers are even or to your advantage again. You can attempt to use fury unleashed when not outnumbered, but this requires a successful Will saving throw (DC 17).</entry> + <entry id="59374" lang="en" sex="m">Mark Target</entry> + <entry id="59375" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 5th level and higher, at will with a successful ranged touch attack that deals no damage, the struck target is outlined as if by a faerie fire spell. Caster level 5th. +Use: Selected</entry> + <entry id="59376" lang="en" sex="m">Shore Up Morale</entry> + <entry id="59377" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 5th level, once per day on command, you can use bless as the spell. Caster level 5th. +Use: Selected</entry> + <entry id="59378" lang="en" sex="m">Fiery Vengeance</entry> + <entry id="59379" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 7th level and higher, once per day on command, you can cause Flamecaster's Bolt to launch a fireball as the spell. Caster level 7th. +Use: Selected</entry> + <entry id="59380" lang="en" sex="m">Stalker's Bow</entry> + <entry id="59381" lang="en" sex="m">Stalker's Bow Wielder Requirements +Hide 1 +Move Silently 1 +2,375 gold + +LEGACY RITUALS +Least: 1,875 gp. +Lesser: 12,700 gp. +Greater: 40,500 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Save Penalty: -1 at 7th +Skill Penalty: -1 at 7th, -2 at 8th, -3 at 14th, -4 at 16th, -5 at 19th, -6 at 20th +Hit Point Penalty: -2 at 6th, -4 at 10th + +LEGACY ITEM BONUSES +8th - +2 Composite Shortbow +11th - +3 Composite Shortbow +14th - +4 Composite Shortbow +17th - +5 Seeking Composite Shortbow + +LEGACY ITEM ABILITIES +Adjustable Draw (Su): Starting at 5th level, Stalker's Bow can apply any Strength bonus to damage. +Obscurity (Su): At 6th level, you gain a +5 competence bonus on Hide checks. +Darkvision (Su): At 12th level, you gain darkvision. +See Invisibility (Su): Starting at 16th level, you can see invisible creatures or objects, as if continually affected by the see invisibility spell. +Stalker's Insight (Su): At 18th level and higher, once per day on command, you gain a +10 insight bonus on Hide, Listen, Move Silently, and Spot checks for 1 hour. +Ethereal Hunter (Su): Beginning at 20th level, you gain the ability to become ethereal for a total of 10 rounds per day. Activating this ability is a standard action.</entry> + <entry id="59382" lang="en" sex="m">Stalker's Insight</entry> + <entry id="59383" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 18th level and higher, once per day on command, you gain a +10 insight bonus on Hide, Listen, Move Silently, and Spot checks for 1 hour. +Use: Selected</entry> + <entry id="59384" lang="en" sex="m">Ethereal Hunter</entry> + <entry id="59385" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 20th level, you gain the ability to become ethereal for a total of 10 rounds per day. Activating this ability is a standard action. +Use: Selected</entry> + <entry id="59386" lang="en" sex="m">Exordius</entry> + <entry id="59387" lang="en" sex="m">Exordius Wielder Requirements +Base attack bonus +3 +Lore 2 ranks +Any good alignment +Ability to turn undead +2,315 gold + +LEGACY RITUALS +Least: 3,000 gp. +Lesser: 12,500 gp. +Greater: 40,500 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 9th, -2 at 13th +Save Penalty: -1 at 8th, -2 at 16th, -3 at 18th +Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th + +LEGACY ITEM BONUSES +8th - +2 Longsword +11th - +3 Longsword +17th - +3 Holy Longsword +20th - +5 Holy Longsword + +LEGACY ITEM ABILITIES +Soul's Guidance (Su): Beginning at 5th level, once per day as a standard action, you can grant yourself a +2 luck bonus on attack and damage rolls for 3 minutes. +Will of Two (Su): At 6th level, you gain a +2 sacred bonus on all Will saves. +Eyria's Piety (Su): Starting at 10th level, you turn undead as though you were two levels higher in the class that grants the ability. +Inner Strength (Sp): At 13th level and higher, once per day as a swift action, you can use cure serious wounds as the spell on yourself. Caster level 10th. +Dismissal (Sp): Beginning at 14th level, once per day, you can force a creature to return to its native plane, as the dismissal spell. The base save DC is 16, or 14 + your Charisma modifier, whichever is higher. Add your character level to this number and subtract the target creature's HD to determine the final save DC. Caster level 10th. +Soul's Sacrifice (Su): At 16th level and higher, you are immune to death effects. +Mantle of Sacred Protection (Su): At 18th level, you gain spell resistance equal to 5 + your character level.</entry> + <entry id="59388" lang="en" sex="m">Soul's Guidance</entry> + <entry id="59389" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 5th level, once per day as a standard action, you can grant yourself a +2 luck bonus on attack and damage rolls for 3 minutes. +Use: Selected</entry> + <entry id="59390" lang="en" sex="m">Inner Strength</entry> + <entry id="59391" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 13th level and higher, once per day as a swift action, you can use cure serious wounds as the spell on yourself. Caster level 10th. +Use: Selected</entry> + <entry id="59392" lang="en" sex="m">Dismissal</entry> + <entry id="59393" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 14th level, once per day, you can force a creature to return to its native plane, as the dismissal spell. The base save DC is 16, or 14 + your Charisma modifier, whichever is higher. Add your character level to this number and subtract the target creature's HD to determine the final save DC. Caster level 10th. +Use: Selected</entry> + <entry id="59394" lang="en" sex="m">Caladbolg</entry> + <entry id="59395" lang="en" sex="m">Caladbolg Wielder Requirements +Base attack bonus +3 +Power Attack +Perform 1 rank +2,310 gold + +LEGACY RITUALS +Least: 1,700 gp. +Lesser: 13,500 gp. +Greater: 38,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th +Reflex Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th + +LEGACY ITEM BONUSES +7th - +1 Cleaving Shortsword +13th - +2 Cleaving Shortsword +16th - +3 Cleaving Shortsword +19th - +4 Cleaving Shortsword + +LEGACY ITEM ABILITIES +Strength of Heroes (Su): At 5th level, you gain a +2 enhancement bonus to Strength. This bonus rises to +4 at 11th level and to +6th at 17th level. +Bull's Charge (Su): At 6th level, you gain a +4 bonus on the opposed Strength check made during a bull rush attempt, and you push your opponent back an additional 5 feet if the attempt is successful. +Defiance of Heroes (Su): At 8th level, you gain a +2 resistance bonus on all saving throws. +Sword Eater (Su): At 9th level and higher, when you use Caladbolg to attempt to disarm an opponent's weapon, you gain a +4 bonus on the opposed attack roll. +Unstoppable Cleave (Su): Starting at 15th level, you gain the Great Cleave feat. +Imprisoning Stroke (Su): Beginning at 20th level, once per day you can imprison a foe struck by the sword beneath the earth, as the imprisonment spell. You must declare that you are activating the effect before you make the attack roll. The struck creature must make a Will save to avoid the spell's effects. The save DC is 23, or 19 + your Charisma modifier, whichever is higher. If the attack misses, the ability is wasted for the day. Caster level 17th. </entry> + <entry id="59396" lang="en" sex="m">Imprisoning Stroke</entry> + <entry id="59397" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 20th level, once per day you can imprison a foe struck by the sword beneath the earth, as the imprisonment spell. You must declare that you are activating the effect before you make the attack roll. The struck creature must make a Will save to avoid the spell's effects. The save DC is 23, or 19 + your Charisma modifier, whichever is higher. If the attack misses, the ability is wasted for the day. Caster level 17th. +Use: Selected</entry> + <entry id="59398" lang="en" sex="m">Hammer of Witches</entry> + <entry id="59399" lang="en" sex="m">Hammer of Witches Wielder Requirements +Ability to cast 2nd-level divine spells +Lore 2 ranks +Cannot have levels in an arcane spellcasting class +2,312 gold + +LEGACY RITUALS +Least: 3,500 gp. +Lesser: 11,500 gp. +Greater: 39,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 7th +Hit Point Penalty: -2 at 6th, -4 at 7th, -6 at 9th, -8 at 13th, -10 at 15th, -12 at 19th +Spell Slot Lost: 1st at 6th, 2nd at 8th, 3rd at 10th, 4th at 12th, 5th at 14th, 6th at 16th, 7th at 18th, 8th at 20th + +LEGACY ITEM BONUSES +10th - +2 Warhammer +14th - +3 Warhammer +17th - +4 Wizard Bane Warhammer + +LEGACY ITEM ABILITIES +Magefinder (Sp): At 5th level and higher, at will on command, you can use detect magic as the spell. Caster level 5th. +Spellbreaker (Su): Starting at 8th level, once per day upon making a successful attack roll with Hammer of Witches against an opponent, you can use the targeted form of dispel magic on that foe or item. Caster level 10th. Beginning at 11th level, you can use this feature two times per day. +Witchmantle (Su): At 13th level, you gain spell resistance against arcane spells equal to 5 + your character level. +Antimagic Field (Sp): Beginning at 16th level, once per day on command, you can use antimagic field as the spell. Caster level 11th. +Countermagic (Su): At 18th level and higher, once per day as an immediate action, you can cast greater dispel magic. Caster level 15th. +Greater Spell Immunity (Sp): Starting at 20th level, once per day on command, you can use greater spell mantle as the spell. Caster level 20th. </entry> + <entry id="59400" lang="en" sex="m">Magefinder</entry> + <entry id="59401" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 5th level and higher, at will on command, you can use detect magic as the spell. Caster level 5th. Currently does nothing +Use: Selected</entry> + <entry id="59402" lang="en" sex="m">Spellbreaker</entry> + <entry id="59403" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Starting at 8th level, once per day upon making a successful attack roll with Hammer of Witches against an opponent, you can use the targeted form of dispel magic on that foe or item. Caster level 10th. Beginning at 11th level, you can use this feature two times per day. +Use: Selected</entry> + <entry id="59404" lang="en" sex="m">Antimagic Field</entry> + <entry id="59405" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 16th level, once per day on command, you can use antimagic field as the spell. Caster level 11th. +Use: Selected</entry> + <entry id="59406" lang="en" sex="m">Countermagic</entry> + <entry id="59407" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 18th level and higher, once per day as an immediate action, you can cast greater dispel magic. Caster level 15th. +Use: Selected</entry> + <entry id="59408" lang="en" sex="m">Greater Spell Immunity</entry> + <entry id="59409" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Starting at 20th level, once per day on command, you can use greater spell mantle as the spell. Caster level 20th. +Use: Selected</entry> + <entry id="59410" lang="en" sex="m">Sling of the Dire Wind</entry> + <entry id="59411" lang="en" sex="m">Sling of the Dire Wind Requirements +Base Fortitude save +3 +2,300 gold + +LEGACY RITUALS +Least: 1,000 gp. +Lesser: 13,000 gp. +Greater: 40,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th +Will Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th + +LEGACY ITEM BONUSES +7th - +2 Sling +11th - +2 Giant Bane Sling +14th - +3 Giant Bane Sling +17th - +4 Giant Bane Sling +19th - +5 Giant Bane Sling + +LEGACY ITEM ABILITIES +Stunning Stone (Su): Beginning at 5th level, three times per day, you can declare a stone you are about to sling to be a stunning stone. If the stone hits, the struck target must succeed on a Fortitude save or be stunned for 1 round. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. +Gust of Wind (Sp): At 6th level and higher, once per day you can use gust of wind as the spell. Caster level 5th. +Pebble to Boulder (Su): Sling of the Dire Wind deals 1d8 points of damage at 8th level, 2d6 points of damage at 12th level, 3d6 points of damage at 16th level, and 4d6 points of damage at 20th level. +Wind Wall (Sp): Beginning at 15th level, three times per day on command, you can gain 80% concealment against ranged attacks. Caster level 10th. +Forceful Strike (Su): At 18th level and higher, any creature struck by a stone or bullet slung by Sling of the Dire Wind can be pushed back as if by a bull rush. For resolving the bull rush, the stone's Strength modifier is +15. The stone can't push a target back more than 5 feet.</entry> + <entry id="59412" lang="en" sex="m">Stunning Stone</entry> + <entry id="59413" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 5th level, three times per day, you can declare a stone you are about to sling to be a stunning stone. If the stone hits, the struck target must succeed on a Fortitude save or be stunned for 1 round. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. +Use: Selected</entry> + <entry id="59414" lang="en" sex="m">Gust of Wind</entry> + <entry id="59415" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 6th level and higher, once per day you can use gust of wind as the spell. Caster level 5th. +Use: Selected</entry> + <entry id="59416" lang="en" sex="m">Wind Wall</entry> + <entry id="59417" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 15th level, three times per day on command, you can gain 80% concealment against ranged attacks. Caster level 10th. +Use: Selected</entry> + <entry id="59418" lang="en" sex="m">Treebrother</entry> + <entry id="59419" lang="en" sex="m">Treebrother Wielder Requirements +Ability to cast barkskin as a divine spell +Lore 6 +1,100 gold + +LEGACY RITUALS +Least: 2,400 gp. +Lesser: 11,500 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 8th +Hit Point Penalty: -2 at 6th, -4 at 7th, -6 at 9th, -8 at 13th, -10 at 15th +Spell Slot Lost: 1st at 6th, 2nd at 8th, 3rd at 10th, 4th at 12th, 5th at 14th, 6th at 16th + +LEGACY ITEM ABILITIES +Shillelagh (Sp): At 5th level and higher, once per day you can cast the shillelagh spell. Caster level 5th. +Green Empathy (Su): Beginning at 6th level, you can attempt to charm plants by rolling 1d20 and adding your character level plus your Charisma modifier. +Entangle (Sp): Starting at 8th level, three times per day, you can use entangle as the spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. +Woodland Stealth (Su): At 10th level, you gain a +5 competence bonus on Hide and Move Silently checks made in natural areas. +Fast Movement (Su): At 11th level, you gain a 10 foot enhancement bonus to your base land speed. +Owl's Insight (Sp): At 13th level and higher, once per day, you can use owl's insight as the spell. Caster level 10th. +Changestaff (Sp): Starting at 16th level, once per day you can transform Treebrother as though with the changestaff spell. The duration of the effect is only 1 hour.</entry> + <entry id="59420" lang="en" sex="m">Shillelagh</entry> + <entry id="59421" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 5th level and higher, once per day you can cast the shillelagh spell. Caster level 5th. +Use: Selected</entry> + <entry id="59422" lang="en" sex="m">Green Empathy</entry> + <entry id="59423" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 6th level, you can attempt to charm plants by rolling 1d20 and adding your character level plus your Charisma modifier. +Use: Selected</entry> + <entry id="59424" lang="en" sex="m">Entangle</entry> + <entry id="59425" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Starting at 8th level, three times per day, you can use entangle as the spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. +Use: Selected</entry> + <entry id="59426" lang="en" sex="m">Owl's Insight</entry> + <entry id="59427" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 13th level and higher, once per day, you can use owl's insight as the spell. Caster level 10th. +Use: Selected</entry> + <entry id="59428" lang="en" sex="m">Changestaff</entry> + <entry id="59429" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Starting at 16th level, once per day you can transform Treebrother as though with the changestaff spell. The duration of the effect is only 1 hour. +Use: Selected</entry> + <entry id="59430" lang="en" sex="m">Full Moon's Trick</entry> + <entry id="59431" lang="en" sex="m">Full Moon's Trick Wielder Requirements +Base attack bonus +2 +Hide 2 ranks +2,330 gold + +LEGACY RITUALS +Least: 4,300 gp. +Lesser: 12,700 gp. +Greater: 40,500 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Reflex Save Penalty: -1 at 7th, -2 at 12th +Hit Point Penalty: -2 at 6th, -4 at 10th +Skill Check Penalty: -1 at 7th, -2 at 8th, -3 at 14th, -4 at 16th, -5 at 19th, -6 at 20th + +LEGACY ITEM BONUSES +10th - +2 Short Sword +19th - +4 Short Sword + +LEGACY ITEM ABILITIES +Wolfsbane (Su): Starting at 5th level, whenever you use Full Moon's Trick to strike a creature that is not in its natural form, that creature must make a DC 15 Will save or return to its natural form. +Quiet As a Shadow (Su): At 7th level, you gain a +5 bonus on Hide and Move Silently checks. This bonus improves to +10 at 18th level. +Form Mastery (Su): Beginning at 8th level, you gain a +2 bonus on saving throws against transmutation magic. +Darkvision (Su): At 11th level, you gain darkvision out to 60 feet. +Shifter's Bane (Su): Once you have attained 16th level, Full Moon's Trick becomes shapechanger bane. +Feral Fury (Sp): Beginning at 17th level, three times per day on command, you can use rage as the spell. Caster level 15th. +Shadows and Moonlight (Sp): At 20th level and higher, two times per day on command, you can use greater invisibility as the spell. You can use the spell only on yourself. Caster level 15th.</entry> + <entry id="59432" lang="en" sex="m">Feral Fury</entry> + <entry id="59433" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 17th level, three times per day on command, you can use rage as the spell. Caster level 15th. +Use: Selected</entry> + <entry id="59434" lang="en" sex="m">Shadows and Moonlight</entry> + <entry id="59435" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 20th level and higher, two times per day on command, you can use greater invisibility as the spell. You can use the spell only on yourself. Caster level 15th. +Use: Selected</entry> + <entry id="59436" lang="en" sex="m">Fiendkiller's Flail</entry> + <entry id="59437" lang="en" sex="m">Fiendkiller's Flail Wielder Requirements +Base attack bonus +3 +Sense Motive 2 ranks +Weapon Focus (heavy flail) +4,330 gold + +LEGACY RITUALS +Least: 3,500 gp. +Lesser: 13,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 12th +Reflex Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th + +LEGACY ITEM BONUSES +8th - +1 Outsider Bane Heavy Flail +11th - +2 Outsider Bane Heavy Flail +16th - +2 Holy Outsider Bane Heavy Flail + +LEGACY ITEM ABILITIES +Darkvision (Sp): Beginning at 6th level, once per day on command, you can use darkvision as the spell. Caster level 5th. +Sense Fiends (Su): At 6th level and higher, you can detect evil. Caster level 5th. +Devil Chills (Su): At 12th level and higher, Fiendkiller's Flail infects any creature damaged by it with devil chills. +Devil's Fang (Su): Beginning at 13th level, the spiked ball secretes deathblade poison.</entry> + <entry id="59438" lang="en" sex="m">Darkvision</entry> + <entry id="59439" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 6th level, once per day on command, you can use darkvision as the spell. Caster level 5th. +Use: Selected</entry> + <entry id="59440" lang="en" sex="m">Sense Fiends</entry> + <entry id="59441" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 6th level and higher, you can detect evil. Caster level 5th. +Use: Selected</entry> + <entry id="59442" lang="en" sex="m">Scales of Balance</entry> + <entry id="59443" lang="en" sex="m">Scales of Balance Wielder Requirements +Balance 3 +Lore 5 +920 gold + +LEGACY RITUALS +Least: 3,600 gp. +Lesser: 12,500 gp. +Greater: 40,500 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 9th, -2 at 13th +Save Penalty: -1 at 8th, -2 at 16th, -3 at 18th +Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th + +LEGACY ITEM BONUSES +5th - +1 Quarterstaff +10th - +2 Quarterstaff +14th - +3 Quarterstaff + +LEGACY ITEM ABILITIES +Eye of Mortality (Su): At 6th level and higher, three times per day you can cast detect undead. Caster level 5th. +Lifetouch (Sp): Beginning at 7th level, three times per day, you can use cure light wounds. Caster level 5th. +Death's Swift Wing (Sp): At 11th level and higher, two times per day as a swift action, you can use death knell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 10th. +Lifedrain (Sp): Starting at 16th level, two times per day you can use enervation as the spell. The save DC is 16, or 14 + your Charisma modifier, whichever is higher. Caster level 13th. +Unity of Balance (Su): At 17th level, you become immune to energy drain and death effects. +Bodily Integrity (Sp): Beginning at 18th level, once per day on command, you can use heal on yourself only, as the spell. Caster level 15th. +Ending Point (Sp): At 20th level and higher, once per day on command, you can use finger of death. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. Caster level 17th.</entry> + <entry id="59444" lang="en" sex="m">Eye of Mortality</entry> + <entry id="59445" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 6th level and higher, you can detect evil. Caster level 5th. +Use: Selected</entry> + <entry id="59446" lang="en" sex="m">Lifetouch</entry> + <entry id="59447" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 7th level, three times per day, you can use cure light wounds. Caster level 5th. +Use: Selected</entry> + <entry id="59448" lang="en" sex="m">Death's Swift Wing</entry> + <entry id="59449" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 11th level and higher, two times per day as a swift action, you can use death knell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 10th. +Use: Selected</entry> + <entry id="59450" lang="en" sex="m">Lifedrain</entry> + <entry id="59451" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Starting at 16th level, two times per day you can use enervation as the spell. The save DC is 16, or 14 + your Charisma modifier, whichever is higher. Caster level 13th. +Use: Selected</entry> + <entry id="59452" lang="en" sex="m">Bodily Integrity</entry> + <entry id="59453" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 18th level, once per day on command, you can use heal on yourself only, as the spell. Caster level 15th. +Use: Selected</entry> + <entry id="59454" lang="en" sex="m">Ending Point</entry> + <entry id="59455" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 20th level and higher, once per day on command, you can use finger of death. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. Caster level 17th. +Use: Selected</entry> + <entry id="59456" lang="en" sex="m">Shishi-O</entry> + <entry id="59457" lang="en" sex="m">Shishi-O Wielder Requirements +Base attack bonus +3 +Any nonchaotic alignment +Proficiency with katana +2,535 gold + +LEGACY RITUALS +Least: 2,000 gp. +Lesser: 12,500 gp. +Greater: 40,500 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 9th, -2 at 13th +Save Penalty: -1 at 8th, -2 at 16th, -3 at 18th +Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th + +LEGACY ITEM BONUSES +10th - +2 Katana +13th - +3 Katana +16th - +3 Thundering Katana +18th - +4 Thundering Katana +20th - +5 Thundering Katana + +LEGACY ITEM ABILITIES +Charm Animal (Sp): At 5th level and higher, at will on command, you can use charm animal as the spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. +Summon Lion (Sp): Starting at 8th level, once per day on command, you can summon a lion as if with the summon nature's ally III spell. At 12th level, you can instead summon a dire tiger as if with the summon nature's ally V spell. Caster level 10th. +Cat Leap (Su): At 11th level, you gain a +5 enhancement bonus on Jump checks. +Glorious Form of the Tiger General (Sp): Beginning at 15th level, once per day on command, you can transform into a dire tiger as if you used the polymorph spell. Caster level 10th. +Tiger's Charge (Su): At 17th level and higher, you can make a full attack with Shish-O after a charge. +Deafening Roar (Sp): Starting at 19th level, once per day on command, you can cause Shishi-O to emit a mighty roar that functions as a greater shout spell. The save DC is 22, or 18 + your Charisma modifier, whichever is higher. Caster level 15th.</entry> + <entry id="59458" lang="en" sex="m">Charm Animal</entry> + <entry id="59459" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 5th level and higher, at will on command, you can use charm animal as the spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. +Use: Selected</entry> + <entry id="59460" lang="en" sex="m">Summon Lion</entry> + <entry id="59461" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Starting at 8th level, once per day on command, you can summon a lion as if with the summon nature's ally III spell. At 12th level, you can instead summon a dire tiger as if with the summon nature's ally V spell. Caster level 10th. +Use: Selected</entry> + <entry id="59462" lang="en" sex="m">Glorious Form of the Tiger General</entry> + <entry id="59463" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 15th level, once per day on command, you can transform into a dire tiger as if you used the polymorph spell. Caster level 10th. +Use: Selected</entry> + <entry id="59464" lang="en" sex="m">Deafening Roar</entry> + <entry id="59465" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Starting at 19th level, once per day on command, you can cause Shishi-O to emit a mighty roar that functions as a greater shout spell. The save DC is 22, or 18 + your Charisma modifier, whichever is higher. Caster level 15th. +Use: Selected</entry> + <entry id="59466" lang="en" sex="m">Verminlord</entry> + <entry id="59467" lang="en" sex="m">Type of Feat: Epic +Prerequisite: Spellcraft 24 ranks, Tenacious Plague, Summon Swarm +Specifics: As a standard action, you can cast creeping doom or dominate monster on vermin. +Use: Selected.</entry> + <entry id="59468" lang="en" sex="m">Dymondheart</entry> + <entry id="59469" lang="en" sex="m">Dymondheart Wielder Requirements +Base attack bonus +1 +Lore 2 +2,315 gold + +LEGACY RITUALS +Least: 2,140 gp. +Lesser: 13,500 gp. +Greater: 38,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 9th, -2 at 13th +Save Penalty: -1 at 7th, -2 at 16th, -3 at 18th +Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th + +LEGACY ITEM BONUSES +7th - +2 Longsword +11th - +3 Longsword +16th - +4 Longsword +17th - +5 Longsword + +LEGACY ITEM ABILITIES +Shed Bolts (Sp): Starting at 5th level, once per day as an immediate action, you can use protection from arrows. Caster level 5th. +Deflect Attack (Su): At 6th level and higher, once per day you can deflect the next ranged touch attack that would otherwise hit you. +Daylight (Sp): Beginning at 9th level, once per day, you can cast Daylight as the spell. Caster level 5th. +Green Flame (Su): At 13th level and higher, a successful attack causes that creature to be outlined in faerie fire, as per the spell. Caster level 10th. +Shielding Beneficence of the Green Powers (Su): At 14th level, you gain a +3 deflection bonus to Armor Class. +Healing Grace of the Green Powers (Sp): At 18th level, you can cast cure critical wounds four times per day. Caster level 10th. +Protective Embrace of the Green Powers (Su): At 19th level, you gain a +5 resistance bonus to all saving throws. +Ban of the Green Powers (Sp): Starting at 20th level, once per day you may cast banishment. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. Caster level 15th.</entry> + <entry id="59470" lang="en" sex="m">Shed Bolts</entry> + <entry id="59471" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Starting at 5th level, once per day as an immediate action, you can use protection from arrows. Caster level 5th. +Use: Selected</entry> + <entry id="59472" lang="en" sex="m">Deflect Attack</entry> + <entry id="59473" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 6th level and higher, once per day you can deflect the next ranged touch attack that would otherwise hit you. +Use: Selected</entry> + <entry id="59474" lang="en" sex="m">Daylight</entry> + <entry id="59475" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 9th level, once per day, you can cast Daylight as the spell. Caster level 5th. +Use: Selected</entry> + <entry id="59476" lang="en" sex="m">Healing Grace of the Green Powers</entry> + <entry id="59477" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 18th level, you can cast cure critical wounds four times per day. Caster level 10th. +Use: Selected</entry> + <entry id="59478" lang="en" sex="m">Ban of the Green Powers</entry> + <entry id="59479" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Starting at 20th level, once per day you may cast banishment. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. Caster level 15th. +Use: Selected</entry> + <entry id="59480" lang="en" sex="m">Despana School</entry> + <entry id="59481" lang="en" sex="m">Type of Feat: General +Prerequisite: Power Attack, Weapon Focus (light mace), BAB +5 +Benefit: If the attack hits, your summoned creatures gain a +2 morale bonus on attack rolls and damage rolls against that enemy until the start of your next turn. +Use: Selected</entry> + <entry id="59482" lang="en" sex="m">Curst</entry> + <entry id="59483" lang="en" sex="m">"Curst" is an acquired template that can be added to any humanoid creature (referred to hereafter as the "base creature"). It uses all the base creature's statistics and special abilities except as noted here. + +Armor Class: The curst's natural armor bonus improves by 3 over that of the base creature. + +Damage: A curst has a slam attack as a primary natural weapon. + +Size Base Damage +Small 1d3 +Medium 1d4 +Large 1d6 + +Special Qualities: A curst retains all the special qualities of the base creature and gains those described below. +Fast Healing (Ex): A curst heals 1 point of damage each round so long as it has at least 1 hit point. +Immunity to Cold and Fire (Ex): A curst takes no damage from cold or fire attacks. +Spell Resistance (Ex): A curst has spell resistance equal to 12 + its character level. +Turning Immunity (Ex): Cursts cannot be turned, rebuked, destroyed, or commanded. + +Abilities: Change from the base creature as follows: Str +2, Int -4 (minimum 3), Wis -6 (minimum 1), Cha -2 (minimum 1). As an undead creature, a curst has no Constitution score. + +Advancement: By character class. + +Level Adjustment: +3. +</entry> + <entry id="59484" lang="en" sex="m">Mineral Warrior</entry> + <entry id="59485" lang="en" sex="m">Mineral Warrior (also called "stony") is an acquired template that can be added to any corporeal creature that is not a construct, undead, or an elemental (referred to hereafter as the base creature). A mineral warrior uses all the base creature's statistics and special abilities except as noted here. + +Type: The creature's type remains the same, but it gains the earth subtype. + +Armor Class: Natural armor improves by +3. + +Special Attacks: A mineral warrior retains all the special attacks of the base creature and also gains the earth strike attack. +Earth Strike (Ex): Once per day, the mineral warrior can make an exceptionally vicious attack against any foe that stands on stone or earth. The mineral warrior adds its Constitution bonus to its attack roll and deals 1 extra point of damage per +racial Hit Die. + +Special Qualities: A mineral warrior has all the special qualities of the base creature, plus the following. +Darkvision (Ex): A mineral warrior has darkvision out to 60 feet or the base creature's darkvision, whichever is better. +Damage Reduction (Ex): A mineral warrior gains damage reduction 8/adamantine. If it already has damage reduction, it retains both versions and uses the best one that applies. + +Abilities: Change from the base creature as follows: +2 Strength, +4 Con, -2 Int (minimum 1), -2 Wis, -2 Cha. +Environment: Same as the base creature and underground. +Level Adjustment: Same as the base creature +1.</entry> + <entry id="59486" lang="en" sex="m">Earth Strike</entry> + <entry id="59487" lang="en" sex="m">Earth Strike (Ex): Once per day, the mineral warrior can make an exceptionally vicious attack against any foe that stands on stone or earth. The mineral warrior adds its Constitution bonus to its attack roll and deals 1 extra point of damage per racial Hit Die.</entry> + <entry id="59488" lang="en" sex="m">Strong Stomach</entry> + <entry id="59489" lang="en" sex="m">Type of Feat: General +Prerequisite: Con 13, Endurance +Benefit: You reduce the effects of sickening and nausea by one step. You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, you become sickened instead. If an effect or condition would normally sicken you, that effect is negated. +Use: Automatic</entry> + <entry id="59490" lang="en" sex="m">Incarnate</entry> + <entry id="59491" lang="en" sex="m">Incarnates</entry> + <entry id="59492" lang="en" sex="m">incarnate</entry> + <entry id="59493" lang="en" sex="m">(BASE CLASS) +Incarnum is a tool you can use to manipulate the physical manifestations of moral and ethical forces and wield them in righteous pursuit of an ideal. Whether you are holy and righteous or corrupt and evil, you literally come to embody one cause or alignment, adding the distilled essence of good, evil, law, or chaos into your soulmelds. + +- Hit Die: d6 +- Proficiencies: You are proficient with all simple weapons, light armor, medium armor, and shields +- Skill Points at Each Level: 2+ Int Modifier. +- Alignment: Alignment must be Lawful Neutral, Chaotic Neutral, Neutral Evil, or Neutral Good. Incarnates who have a different alignment will lose all class features. + +ABILITIES: + +Level +1: Detect Opposition - Detect X at will +2: Chakra Bind (Crown) +3: Expanded Soulmeld Capacity +1 + Incarnum Radiance 1/day - Gain temporary boost depending on alignment +4: Chakra Binds (Feet, Hands) +5: Rapid Meldshaping 1/day - Unshape a single meld, shape a new one +6: +7: Share Incarnum Radiance - Incarnum Radiance applies to allies of matching alignment +8: Incarnum Radiance 2/day +9: Chakra Binds (Arms, Brow, Shoulders) +10: +11: Rapid Meldshaping 2/day +12: +13: Incarnum Radiance 3/day +14: Chakra Binds (Throat, Waist) +15: Expanded Soulmeld Capacity +2 +16: Chakra Bind (Heart) +17: Rapid Meldshaping 3/day +18: Incarnum Radiance 4/day +19: Chakra Bind (Soul) +20: True Incarnation - Type changes to Outsider + Perfect Meldshaper - Max out all melds with essentia once per day + +Soulmelds Essentia Max Chakra Binds +2 1 0 +3 2 1 +3 3 1 +4 4 1 +4 5 1 +4 6 2 +5 7 2 +5 8 2 +5 9 2 +6 10 3 +6 11 3 +6 12 3 +7 13 3 +7 14 4 +7 16 4 +8 18 4 +8 20 4 +8 22 5 +9 24 5 +9 26 5 + +Meldshaping - The Incarnate uses Constitution to determine the maximum number of soulmelds you can shape at one time and Wisdom to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld). +</entry> + <entry id="59494" lang="en" sex="m">Acrobat Boots</entry> + <entry id="59495" lang="en" sex="m">Acrobat Boots + +Descriptors: None +Classes: Incarnate +Chakra: Feet +Saving Throw: None + +You form incarnum into a pair of light, supple boots that fit over your feet and any other boots you might wear. Small ruffs of blue-white fur crown each boot. While you wear them, you feel light on your feet. It is difficult to resist the temptation to bounce on the balls of your feet when you're standing still. + +While wearing acrobat boots, you gain a +2 insight bonus on Balance, Jump, and Tumble checks. + +Essentia: Every point of essentia invested in the acrobat boots increases the bonus by 2. + +Chakra Bind (Feet) + +Your acrobat boots join fast to your feet and help you to leap great distances. + +You always succeed on jump checks</entry> + <entry id="59496" lang="en" sex="m">Adamant Pauldrons</entry> + <entry id="59497" lang="en" sex="m">Adamant Pauldrons + +Descriptors: None +Classes: Incarnate +Chakra: Shoulders +Saving Throw: None + +You shape incarnum into blue crystalline plates of shoulder armor. They float slightly above your shoulders, leaving room for clothing and other armor. In battle, these pauldrons seem to draw attacks toward them, steering blows away from your most vital areas. + +While wearing adamant pauldrons, you gain immunity to sneak attack. + +Essentia: You gain damage reduction equal to the number of points of essentia invested in this soulmeld. This damage reduction is passed by a +2 weapon or greater. + +Chakra Bind (Shoulders) + +Your incarnate pauldrons settle over your shoulders, and they seem to be joined by a crystalline lattice of blue energy across your back. Their power to deflect blows away from vital areas is increased. + +While binding adamant pauldrons, you gain immunity to critical hits. </entry> + <entry id="59498" lang="en" sex="m">Crystal Helm</entry> + <entry id="59499" lang="en" sex="m">Crystal Helm + +Descriptors: Force +Classes: Incarnate, soulborn +Chakra: Crown +Saving Throw: None + +You shape incarnum into a light helm that surrounds your head and anything you might be wearing on it, including another helm. The substance of this helm is transparent crystal with a faceted appearance. As it rests over your head, you can almost feel a barrier erected behind your eyes, barring the way to those who would intrude into your mind. + +The soulmeld provides protection against mental effects, granting you a +2 resistance bonus on Will saving throws against mind-affecting spells. + +Essentia: You gain a deflection bonus to your Armor Class equal to the number of points of essentia that you invest in the crystal helm. + +Chakra Bind (Crown) + +Your crystal helm settles snugly around your head, and tendrils of cold power work their way through your body. If you close your eyes, you can almost see your own hands glowing like a mystic crystal suffused with unearthly radiance. Like the invisible power of magical force, your attacks slice through the boundaries between worlds. + +You can see more clearly, and gain the Blind-Fight feat</entry> + <entry id="59500" lang="en" sex="m">Invest Essentia</entry> + <entry id="59501" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Incarnum +Benefit: Allows the Meldshaper to allocate Essentia. +Use: Selected</entry> + <entry id="59502" lang="en" sex="m">Soulborn</entry> + <entry id="59503" lang="en" sex="m">Soulborns</entry> + <entry id="59504" lang="en" sex="m">soulborn</entry> + <entry id="59505" lang="en" sex="m">(BASE CLASS) +As a soulborn, you use incarnum to enhance your natural combat ability. You can also share the power of incarnum with your allies, making you a valuable member of any adventuring group. You have the ability to shape soulmelds, though you have less meldshaping power than an incarnate or totemist. + +- Hit Die: d10 +- Proficiencies: Soulborns are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields. +- Skill Points at Each Level: 2+ Int Modifier. +- Alignment: Soulborns are polarized in their alignments, hewing to strong convictions of morality and ethics. As such, they can only be lawful good, chaotic good, lawful evil, or chaotic evil. + +ABILITIES: + +Level +1: Smite Opposition 1/day - Smite target of opposed alignment +2: Incarnum Defense - Gain immunity based on alignment + Lawful Good: You gain immunity to fear. + Chaotic Good: You gain immunity to paralysis. + Lawful Evil: You gain immunity to exhaustion (effects that would cause exhaustion render you fatigued instead). + Chaotic Evil: You gain immunity to any spell causing damage or drain to your Strength. +3: Bonus Feat - Gain a bonus incarnum feat +4: +5: Smite Opposition 2/day +6: +7: Bonus Feat - Gain a bonus incarnum feat +8: Chakra Binds (Crown, Feet, Hands) +9: Share Incarnum Defense 1/day - Grant incarnum defense to a single ally temporarily +10: Smite Opposition 3/day +11: Bonus Feat - Gain a bonus incarnum feat +12: +13: Share Incarnum Defense 2/day +14: Chakra Binds (Arms, Brow, Shoulders) +15: Smite Opposition 4/day +16: +17: Share Incarnum Defense 3/day +18: Chakra Binds (Throat, Waist) +19: +20: Smite Opposition 5/day + +Soulmelds Essentia Max Chakra Binds +0 0 0 +0 0 0 +0 0 0 +1 0 0 +1 0 0 +1 1 0 +1 1 0 +2 2 1 +2 2 1 +2 3 1 +2 3 1 +3 4 1 +3 4 1 +3 5 2 +3 5 2 +4 6 2 +4 7 2 +4 8 3 +4 9 3 + +Meldshaping - The Soulborn uses Constitution to determine the maximum number of soulmelds you can shape at one time and to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld). +</entry> + <entry id="59506" lang="en" sex="m">Totemist</entry> + <entry id="59507" lang="en" sex="m">Totemists</entry> + <entry id="59508" lang="en" sex="m">totemist</entry> + <entry id="59509" lang="en" sex="m">(BASE CLASS) +A mask representing a basilisk, a mantle of the displacer beast, boots of the landshark - these are the hallmarks of the totemist. You channel the soul energy of magical beasts to make your soulmelds and claim them as your totems to acquire a share in their power. + +- Hit Die: d8 +- Proficiencies: You are proficient with all simple weapons, light armor, and shields +- Skill Points at Each Level: 4+ Int Modifier. + +ABILITIES: + +Level +1: +2: Chakra Bind (Totem) - Any soulmeld bound to your totem chakra has an essentia capacity 1 higher than the normal capacity for your soulmelds. +3: Totem Protection - +4 to saves against Magical Beast abilities +4: +5: Chakra Binds (Crown, Feet, Hands) +6: Chakra Bind (Totem) - Any soulmeld bound to your totem chakra gets +1 meldshaper level +7: +8: Rebind Totem Soulmeld 1/day - You may unbind your current totem soulmeld and choose another +9: Chakra Binds (Arms, Brow, Shoulders) +10: +11: Chakra Bind (Totem) - You may bind a soulmeld to both your totem chakra and another chakra +12: Rebind Totem Soulmeld 2/day +13: +14: Chakra Binds (Throat, Waist) +15: Chakra Bind (Totem) - Any soulmeld bound to your totem chakra has an essentia capacity 2 higher than the normal capacity for your soulmelds. +16: Rebind Totem Soulmeld 3/day +17: Chakra Bind (Heart) +18: +19: +20: Rebind Totem Soulmeld 4/day + Totem Embodiment - All essentia invested in your totem Chakra is doubled + +Soulmelds Essentia Max Chakra Binds +2 1 0 +3 2 1 +3 2 1 +4 3 1 +4 3 1 +4 4 2 +5 5 2 +5 5 2 +5 6 2 +6 7 3 +6 8 3 +6 9 3 +7 10 3 +7 11 4 +7 12 4 +8 13 4 +8 14 4 +8 16 5 +9 18 5 +9 20 5 + +Meldshaping - The Totemist uses Constitution to determine the maximum number of soulmelds you can shape at one time and to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld).</entry> + <entry id="59510" lang="en" sex="m">Ankheg Breastplate</entry> + <entry id="59511" lang="en" sex="m">Ankheg Breastplate + +Descriptors: Acid +Classes: Totemist +Chakra: Throat (totem) +Saving Throw: See text + +A thick, chitinous breastplate forms around your torso. The green plates of the armor glisten like the thorax of a living insect. Soft tissue and living muscle bind the plates together, rather than the chain and leather of conventional armor. + +Your ankheg breastplate grants you a +2 armor bonus to your Armor Class. + +Essentia: For every point of essentia you invest in your ankheg breastplate, the armor bonus granted by the soulmeld improves by 1. + +Chakra Bind (Throat) + +Green chitin spreads from your breastplate up your neck, blending into your skin there. This thickened skin seems to pulse slowly, in a rhythm unrelated to the beat of your heart or the movement of your breath. + +You gain the ability to spit a line of acid as a standard action. Once per minute, you can emit a line of acid that is 5 feet long plus 5 feet per point of invested essentia. Targets in the line take 2d6 points of acid damage plus 1d6 points for every point of invested essentia. They can reduce this damage by half with a successful Reflex save. + +Chakra Bind (Totem) + +Green-brown chitin spreads from your breastplate up your neck to your face, and you sprout serrated mandibles like those of a giant insect. Outside of combat, they slowly open and close without any conscious direction. In battle, you can use these terrible clenching jaws to tear the flesh of your foes. When you shift essentia to this soulmeld, the mandibles sizzle with acid. + +You gain a bite attack that deals 1d8 points of damage. You can use this bite as a primary attack. Every point of essentia invested in this soulmeld adds 1d4 points of acid damage to your bite damage. </entry> + <entry id="59512" lang="en" sex="m">Ankheg Breastplate Throat Bind</entry> + <entry id="59513" lang="en" sex="m">Apparition Ribbon</entry> + <entry id="59514" lang="en" sex="m">Apparition Ribbon + +Descriptors: None +Classes: Incarnate +Chakra: Throat +Saving Throw: None + +A diaphanous scarf wraps around your neck, its ends trailing off into wispy tendrils that seem to follow or mimic the movement of your arms. + +You form incarnum into a bridge of energy between yourself and the incorporeal world of spirits and other ghostly creatures. You gain the Blind-Fight feat. + +Essentia: Every point of essentia invested in apparition ribbon grants you a +2 bonus on damage rolls against undead creatures. + +Chakra Bind (Throat) + +The wispy tendrils of the scarf lengthen and surround you as you appear to become incorporeal. + +When you bind apparition ribbon to your throat chakra, you gain the ability to become incorporeal for brief periods of time. Activating this ability is a standard action, and your incorporealness lasts for 1 round plus 1 round per point of essentia invested in the soulmeld at the time it was activated. Each day, you can spend a total number of rounds incorporeal equal to your meldshaper level. </entry> + <entry id="59515" lang="en" sex="m">Apparition Ribbon Throat Bind</entry> + <entry id="59516" lang="en" sex="m">Arcane Focus</entry> + <entry id="59517" lang="en" sex="m">Arcane Focus + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Throat +Saving Throw: See text + +A necklace of blue crystals fits around your neck. The crystals shed a faint glow that increases in brightness when you cast a damaging spell. + +When you cast an arcane spell that deals damage, your spell's damage is increased by 1 point. Spells that divide their damage among multiple targets, such as magic missile, deal the extra damage once to each affected target. + +Essentia: Every point of essentia you invest in your arcane focus increases the extra damage by 1 point. + +Chakra Bind (Throat) + +Barely visible wisps of incarnum writhe from your arcane focus, tendrils of soul energy that twist into arcane symbols as you cast arcane spells. When you cast a damaging spell, the spell is accompanied by a blue-white burst of raw incarnum energy. + +Whenever you cast a spell that deals damage to a single living creature, that creature must succeed on a Fortitude save (using the soulmeld's save DC, not the spell's) or be dazed for 1 round. </entry> + <entry id="59518" lang="en" sex="m">Armguards of Disruption</entry> + <entry id="59519" lang="en" sex="m">Armguards of Disruption + +Descriptors: Good +Classes: Incarnate, Soulborn +Chakra: Arms +Saving Throw: None + +Blue-sheened silver bracers form around your forearms. Blue-white sparks leap from your hand to undead creatures you touch. + +While wearing armguards of disruption, you deal 1d6 points of damage to an undead creature with a successful melee touch attack. You can use armguards of disruption only once per round. + +Essentia: Every point of essentia invested increases the damage dealt by your armguards of disruption by 1d6 points. + +Chakra Bind (Arms) + +Incarnum flows from the bracers to envelop you and then fades into invisibility. A corona of blue-white energy erupts when an undead creature attacks you, blocking its blows and suppressing its powers. + +You gain an insight bonus to your AC and on your saving throws equal to the number of points of essentia invested in your armguards of disruption. These bonuses apply only against attacks made by undead creatures. </entry> + <entry id="59520" lang="en" sex="m">Armguards of Disruption Arms Bind</entry> + <entry id="59521" lang="en" sex="m">Basilisk Mask</entry> + <entry id="59522" lang="en" sex="m">Basilisk Mask + +Descriptors: None +Classes: Totemist +Chakra: Brow (totem) +Saving Throw: See text + +A hideous mask with red-brown scales forms around and over your face, actually floating about an inch in front of your nose. The visage is reptilian, with a protruding lower jaw and teeth jutting upward. Bony spines stick up from the top of the mask, completing the portrait of a basilisk. + +While the basilisk is feared primarily for its petrifying gaze, totemists also revere it as a patron of vision. Your basilisk mask grants you ultravision + +Essentia: Every point of essentia invested increases your Spot skill by 2 points. + +Chakra Bind (Brow) + +Your basilisk mask merges into your forehead, and your eyes are now clearly visible in the face of the basilisk. The visual effect is a little unsettling, but the improvement to your perception is dramatic. + +You gain the benefit of the Blind-Fight feat. + +Chakra Bind (Totem) + +Behind the mask, your eyes glow with a pale green radiance that is clearly visible through the eyes of the basilisk. There is a sense of weight in your forehead, but it is not entirely unpleasant-more like a power anxious to be exercised. + +By directing your gaze on a creature within 30 feet, you can temporarily turn that creature to stone (as the flesh to stone spell, except that the duration is only 1 round). A successful Fortitude save negates this effect.</entry> + <entry id="59523" lang="en" sex="m">Basilisk Mask Totem Bind</entry> + <entry id="59524" lang="en" sex="m">Beast Tamer Circlet</entry> + <entry id="59525" lang="en" sex="m">Beast Tamer Circlet + +Descriptors: None +Classes: Totemist +Chakra: Crown (totem) +Saving Throw: See text + +You channel undifferentiated soul energy into a gleaming silver band that encircles your forehead at a distance of about an inch. If you concentrate, you can hear a very quiet murmur of growls, shrieks, and other animal noises - the cacophony of the beast world. + +You gain a +2 bonus on Animal Empathy checks. + +Essentia: Every point of essentia you invest in your beast tamer circlet increases the bonus by 2. + +Chakra Bind (Crown) + +Your silver circlet fuses to your head, sending silver-blue tendrils like tiny veins under your skin. The endless clamor of beast noises becomes intelligible to you - you understand the range of needs and emotions that drives these utterances - but you are still able to ignore it with a modicum of concentration. + +You gain the ability to charm animals, as the spell. You can use this ability in any round during which you invest essentia in your beast tamer circlet. The DC is your Meldshaping DC. + +Chakra Bind (Totem) + +Instead of a gleaming silver band around your head, your beast tamer circlet manifests as a ring of silver hair, while all the hair on your head becomes long and coarse like a beast's mane. + +You gain the ability to use animal trance, as the spell. You can use this ability once per minute if you have essentia invested in this soulmeld.</entry> + <entry id="59526" lang="en" sex="m">Beast Tamer Circlet Crown Bind</entry> + <entry id="59527" lang="en" sex="m">Beast Tamer Circlet Totem Bind</entry> + <entry id="59528" lang="en" sex="m">Animal Trance</entry> + <entry id="59529" lang="en" sex="m">Level: Brd 2, Drd 2 +Components: V, S +Casting Time: 1 round +Range: Medium +Targets: Animals, Beasts, or magical beasts with Intelligence 3 +Duration: 3 rounds + caster level +Saving Throw: Will negates +Spell Resistance: Yes + +You fascinate 2d6 hit dice of affected creatures.</entry> + <entry id="59530" lang="en" sex="m">Behir Gorget</entry> + <entry id="59531" lang="en" sex="m">Behir Gorget + +Descriptors: Electricity +Classes: Totemist +Chakra: Throat (totem) +Saving Throw: See text + +Incarnum forms a large, deep blue collar around your neck, like part of a suit of plate armor. The color is darker on the back and fades to pale blue in the front, and bands of gray-brown line the top and bottom. The gorget tapers to a sharp point above your breastbone. + +Your behir gorget gives you a +4 bonus to resist being bull rushed or tripped. + +Essentia: You gain resistance to electricity equal to 5 times the number of points of essentia you invest in this soulmeld. + +Chakra Bind (Throat) + +Your armored collar merges into your throat, and your neck lengthens very slightly. You can feel a constant tingling in the sides of your neck, and tiny sparks occasionally spit from your mouth when you speak - particularly when you get excited or angry. + +You gain the ability to project a line of electricity as a standard action. Once per minute, you can emit a line of acid that is 5 feet long plus 5 feet per point of invested essentia. Targets in the line take 2d6 points of electricity damage plus 1d6 points for every point of invested essentia. They can reduce this damage by half with a successful Reflex save. + +Chakra Bind (Totem) + +As you bind your behir gorget to your totem chakra, its hard blue plating spreads up your neck to incorporate your entire head. Your face lengthens, and your jaw grows monstrous. Sharp teeth fill your mouth, allowing you to bite your foes savagely in combat. Sparks crackle in your mouth whenever you open it to bite-or even to speak. + +You gain a bite attack that deals 1d8 points of damage. You can use this bite as a primary attack. Every point of essentia invested in this soulmeld adds 1d4 points of electricity damage to your bite damage.</entry> + <entry id="59532" lang="en" sex="m">Behir Gorget Throat Bind</entry> + <entry id="59533" lang="en" sex="m">Blink Shirt</entry> + <entry id="59534" lang="en" sex="m">Blink Shirt + +Descriptors: None +Classes: Totemist +Chakra: Heart (totem) +Saving Throw: None + +This rough-looking garment looks like it has been made of coarse brown fur, but it displays obviously magical features. The shirt seems to shift and move on its own, and it fades into a barely corporeal mist near your waist. Most disconcerting of all, patches of the garment seem transparent, as if they have temporarily shifted to some strange elsewhere. Because different parts of the garment appear phased out at different times, these patches of incorporeality seem to roam over the surface of the shirt. + +You gain the ability to teleport yourself (as dimension door) up to 10 feet at will. Using this ability is a standard action. + +Essentia: For every point of essentia invested, you can teleport an additional 10 feet. + +Chakra Bind (Heart) + +The appearance of your blink shirt changes little, except that now wherever it seems transparent, you do as well. Strange patches of incorporeality float over your entire body. + +You can use blink as the spell (with a caster level equal to your meldshaper level). + +Chakra Bind (Totem) + +Your posture becomes slightly hunched, giving you the merest hint of a canine appearance. Your ears also take on sharp points. + +You can use the dimension door ability of this soulmeld as a move action.</entry> + <entry id="59535" lang="en" sex="m">Blink Shirt Dimension Door</entry> + <entry id="59536" lang="en" sex="m">Blink Shirt Heart Bind</entry> + <entry id="59537" lang="en" sex="m">Blink</entry> + <entry id="59538" lang="en" sex="m">Level: Brd 3, Src/Wiz 3 +Components: V, S +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 round/level + +You bounce between the ethereal and the material plane. This grants you a 50% miss chance on attacks, a 20% chance to miss attacks you make, a 20% chance to fail at casting any spells, +2 to attack, and a 50% chance for spells targeted at you to fail.</entry> + <entry id="59539" lang="en" sex="m">Bloodtalons</entry> + <entry id="59540" lang="en" sex="m">Bloodtalons + +Descriptors: None +Classes: Totemist +Chakra: Hands (totem) +Saving Throw: None + +Incarnum forms a pair of eagle talons around your hands. They are ghostly and insubstantial, almost like a violet mist surrounding your hands, but the three-toed shape is as clear as the sharp claws in their outline. + +Totemists who shape bloodtalons hope to emulate the ferocious tenacity, keen eyesight, and sheer savagery of these creatures. You gain the Diehard feat. + +Essentia: Every point of essentia invested increases your Spot skill by 2 points. + +Chakra Bind (Hands) + +Rather than being surrounded by violet mist, your hands themselves turn a deep shade of violet, like the blue of incarnum mixed with rich blood red. Somehow, your hands feel eager to grasp and tear, to speed past your opponents' defenses and tear at their eyes. + +You gain the benefit of the Weapon Finesse feat. + +Chakra Bind (Totem) + +The skin of your hands becomes red-orange and scaly like the talons of a blood hawk, your fingers grow knobby and strong, and your nails lengthen into fierce talons with sharp points and edges. + +You can make two claw attacks that each deal 1d4 points of damage plus your Strength modifier. On the round after you hit with a claw attack, the wounds bleed for an additional 1 point of damage per point of essentia you had invested in your bloodtalons when you made the attack. Nonliving creatures are immune to this blood loss effect. Every point of essentia invested in the bloodtalons grants a +1 enhancement bonus on attack rolls made with the claw attacks.</entry> + <entry id="59541" lang="en" sex="m">Bloodwar Gauntlets</entry> + <entry id="59542" lang="en" sex="m">Bloodwar Gauntlets + +Descriptors: Evil, Mind-affecting +Classes: Incarnate +Chakra: Hands or Arms +Saving Throw: See text + +Incarnum forms into black gauntlets that encase your hands and extend in heavy iron bands up your forearms to your elbows, where they end in vicious-looking spikes. They seem large for your hands and actually cover any gloves or gauntlets you might already be wearing, but they move in perfect unison with your fingers and hands. When it is very quiet, you can sometimes hear the sounds of battle coming from the night-black metal of the gauntlets. + +While you wear your bloodwar gauntlets, you gain a +1 morale bonus on melee attack rolls. + +Essentia: For every point of essentia you invest in your bloodwar gauntlets, you gain a +1 morale bonus on melee damage rolls. + +Chakra Bind (Arms) + +Your bloodwar gauntlets bind themselves to your wrists and forearms. Instead of separate rings of metal extending up your arms, they now form a solid sheath of completely unreflective metal in which fiendish visages manifest and subside, always contorted with rage and pain. + +You can use a standard action to release the soulmeld's violent energy in a tumultuous blast, unshaping the soulmeld in the process. The blast deals 3d6 points of damage for every point of essentia invested to all creatures within a 20-foot radius burst, excluding you. A successful Fortitude save halves this damage. + +Chakra Bind (Hands) + +Your bloodwar gauntlets bind themselves to your hands, shrinking to better fit them. The metal fingertips of the gauntlets are long and sharply pointed. They sometimes seem to drip blood, though the liquid that falls from them vanishes almost as soon as it touches the ground. + +Any weapon you equip gains the keen property.</entry> + <entry id="59543" lang="en" sex="m">Bloodwar Gauntlets Arms Bind</entry> + <entry id="59544" lang="en" sex="m">Bluesteel Bracers</entry> + <entry id="59545" lang="en" sex="m">Bluesteel Bracers + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Arms +Saving Throw: None + +You harness the soul energy of mighty warriors past, present, and future, shaping that incarnum into bands of bright blue steel that surround your wrists and lower arms. You feel a soft tingling in your wrists that grows stronger when danger is near. + +Your bluesteel bracers enhance your reactions and keep your mind in a state of constant battle readiness, granting you a +2 insight bonus on initiative checks. + +Essentia: For every point of essentia you invest in your bluesteel bracers, you gain a +1 insight bonus on melee damage rolls. + +Chakra Bind (Arms) + +Your bluesteel bracers affix themselves to your arms, extending swirling patterns of bright metallic blue up your biceps. When danger is near, your nearby allies share your sense of it and find themselves more ready for battle. + +All allies within 30 feet gain the +2 bonus on initiative granted by this soulmeld.</entry> + <entry id="59546" lang="en" sex="m">Brass Mane</entry> + <entry id="59547" lang="en" sex="m">Brass Mane + +Descriptors: Sonic +Classes: Totemist +Chakra: Throat (totem) +Saving Throw: See text + +This feral mask has leonine qualities, including a coarse mane of thick, brass-colored hair. Onlookers familiar with the mighty dragonnes recognize the similarities between those fearsome desert predators and the features of the mask. + +While you wear your brass mane, you gain a +4 competence bonus on Intimidate checks. + +Essentia: Every point of essentia invested in this soulmeld increases the competence bonus it grants on Intimidate checks by 2. + +Chakra Bind (Throat) + +The hair of your brass mane extends down your neck, forming brassy scales that cover your throat and reach down to your breastbone. Your voice gets louder unless you make a conscious effort to keep it quiet. + +Once per minute, you can loose a devastating roar. All creatures within 10 feet must succeed on a Will save or become fatigued. The range of this effect is extended by 10 feet for every point of essentia invested in the soulmeld. + +Chakra Bind (Totem) + +Your face blends into the mask, your jaws growing long and sprouting huge fangs. You can make powerful bite attacks to tear the flesh of your foes. + +You gain a bite attack that deals 1d8 points of damage. You can use this bite as a primary attack. Every point of essentia invested in this soulmeld grants a +1 enhancement bonus on attack rolls and damage rolls made with the bite attack.</entry> + <entry id="59548" lang="en" sex="m">Brass Mane Throat Bind</entry> + <entry id="59549" lang="en" sex="m">Cerulean Sandals</entry> + <entry id="59550" lang="en" sex="m">Cerulean Sandals + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Feet +Saving Throw: None + +Incarnum forms into a pair of sandals that surround your feet and any other footwear you might have on. The sandals resemble blue crystal ice, but just beneath the surface, they seem to flow like water. + +Your cerulean sandals make you immune to movement speed decreases. + +Essentia: Every point of essentia invested in this soulmeld grants an enhancement bonus of +5 feet to your base land speed. + +Chakra Bind (Feet) + +Your feet and lower legs are encased in a sheath of blue-gray energy. This substance resembles ice, but motes of light like tiny stars drift through it as well. + +You can use dimension door as the spell, up to a total distance of 10 feet per meldshaper level. You can use this ability (in increments of 10 feet) any number of times, until the total distance has been traversed, at which point the soulmeld unshapes. This requires a standard action to activate.</entry> + <entry id="59551" lang="en" sex="m">Cerulean Sandals Foot Bind</entry> + <entry id="59552" lang="en" sex="m">Diadem of Purelight</entry> + <entry id="59553" lang="en" sex="m">Diadem of Purelight + +Descriptors: Light +Classes: Incarnate, Soulborn +Chakra: Crown +Saving Throw: None + +A shimmering ring of incarnum energy wreathes your head, shedding a pure blue-white light. The light clearly outlines the shapes of creatures and objects it illuminates, enhancing your visual acuity. + +You shape incarnum into a circlet that illuminates the area around you. Your diadem of purelight sheds light as a torch, and grants you a +2 bonus on Spot checks. It also negates darkness spells. + +Essentia: Every point of essentia invested in this soulmeld increases the bonus on Spot checks by +2. + +Chakra Bind (Crown) + +The light from the headband becomes steady and constant, amplifying the contrast between different creatures and objects. + +The diadem of purelight negates any concealment within a 20 ft radius.</entry> + <entry id="59554" lang="en" sex="m">Detect Magic</entry> + <entry id="59555" lang="en" sex="m">Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 +Components: V, S +Casting Time: 1 standard action +Range: 60 ft. +Area: Cone-shaped emanation +Duration: Concentration, up to 1 min./level (D) +Saving Throw: None +Spell Resistance: No + +You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. + +1st Round +Presence or absence of magical auras. + +2nd Round +Number of different magical auras and the power of the most potent aura. + +3rd Round +The strength and location of each aura.</entry> + <entry id="59556" lang="en" sex="m">Disenchanter Mask</entry> + <entry id="59557" lang="en" sex="m">Disenchanter Mask + +Descriptors: Light +Classes: Totemist +Chakra: Brow (Totem) +Saving Throw: None + +You shape incarnum into a silvery mask with a long snout, clubbed protrusions at the crown, and a long, forked tongue. The silver scales of the mask glint and gleam in the light, and the tongue seems to sway of its own accord. + +You can use a detect magic effect as the spell, with a range of 10 feet. + +Essentia: Every point of essentia invested in this soulmeld increases the range by 10 feet. + +Chakra Bind (Brow) + +Your disenchanter mask binds to your forehead, and your eyes replace the glassy black eyes in the mask's sockets. Colors seem somehow more alive to your sight-particularly the colors of spell effects and items that you know to be magical. + +When using this soulmeld's detect magic ability, you can instantly determine the number, strength, and location of each magical aura present as if you had been concentrating for 3 rounds. + +Chakra Bind (Totem) + +Your face lengthens and shapes into the mask you wear, and the dangling tongue of the mask becomes your own tongue. As you extend it, you can practically taste magic in the air, and when you use the tongue to drain magic, it tastes strong and sweet, almost like a liqueur. + +You can use the long tongue of your disenchanter mask to make a melee touch attack as a standard action. If it hits, you suppress the opponent's primary weapon, if any, for ten rounds.</entry> + <entry id="59558" lang="en" sex="m">Disenchanter Mask Detect Magic</entry> + <entry id="59559" lang="en" sex="m">Disenchanter Mask Totem Bind</entry> + <entry id="59560" lang="en" sex="m">Displacer Mantle</entry> + <entry id="59561" lang="en" sex="m">Displacer Mantle + +Descriptors: None +Classes: Totemist +Chakra: Shoulders (totem) +Saving Throw: None + +This cloak of blue-black fur wraps around your shoulders and hangs down your back to the waist. The fur bends and catches light strangely, actually creating a slight blurring effect around your entire body.. + +You gain a +2 bonus on Hide checks. + +Essentia: Every point of essentia you invest in your displacer mantle increases the bonus by 2. + +Chakra Bind (Shoulders) + +As you bind the mantle to your shoulders, its midnight hue spreads into the skin of your shoulders and upper arms. A light-bending glamer surrounds you, shifting and wavering your outline. + +Your displacer mantle surrounds you with a glamer similar to a blur spell, granting you concealment (20% miss chance). + +Chakra Bind (Totem) + +A pair of tentacles extends from your shoulder blades. They end in pads ridged with sharp horn, allowing you to lash out even at distant foes to batter and tear them. + +As a full-round action, you can make two tentacle attacks using your full base attack bonus. Each tentacle deals 1d4 points of damage plus your Strength modifier. Every point of essentia invested in the displacer mantle grants you a +1 enhancement bonus on damage rolls made with the tentacle attacks.</entry> + <entry id="59562" lang="en" sex="m">Displacer Mantle Totem Bind</entry> + <entry id="59563" lang="en" sex="m">Dissolving Spittle</entry> + <entry id="59564" lang="en" sex="m">Dissolving Spittle + +Descriptors: Acid +Classes: Incarnate +Chakra: Throat +Saving Throw: None + +Incarnum forms a metallic blue-green torc around your neck. The ends of the torc resemble black or copper dragons facing each other in front of your throat. A constant bitter taste floods your mouth, but it seems to make the flavor of certain foods more enjoyable - particularly well-cooked meat. + +As a standard action, you can spit a glob of acid at a target within 30 feet. This requires a ranged touch attack to hit and deals 1d6 points of acid damage. Using dissolving spittle provokes attacks of opportunity. + +Essentia: Every point of essentia you invest in your dissolving spittle increases the damage dealt by 1d6 points. + +Chakra Bind (Throat) + +Instead of a torc around your neck, the writhing shape of a twoheaded dragon arcs around your throat in blue-green scales. Tendrils of midnight blue extend up your neck and down into your shoulders like diseased veins. + +When you use your ability to spit acid at an opponent, you also roll again for damage 1 round later.</entry> + <entry id="59565" lang="en" sex="m">Dissolving Spittle Spit Acid</entry> + <entry id="59566" lang="en" sex="m">Dread Carapace</entry> + <entry id="59567" lang="en" sex="m">Dread Carapace + +Descriptors: None +Classes: Totemist +Chakra: Arms, feet, heart (totem) +Saving Throw: See text + +Incarnum forms into a heavy, caramel-brown carapace covering your back. Short spines protrude from this shell, and light gleams from its surface. Though it has no actual protective value (unless you bind it to your heart chakra), the carapace fills you with the destructive power of the tarrasque. + +While your dread carapace is shaped, you gain a +2 bonus on damage rolls when you are using a bite attack, or a +1 bonus when you are using a claw or other natural attack. In exchange, you take a -1 penalty on attack rolls with natural weapons. + +Essentia: Every point of essentia you invest in your dread carapace increases your attack penalty by 1 and your damage bonus by 2 (for bite attacks) or 1 (for other natural weapons). + +Chakra Bind (Arms) + +While the appearance of your dread carapace is unchanged, your upper arms manifest scaly plates, while spikes emerge from your elbows. At the same time, any natural weapons you possess become more deadly-sharper, longer, better able to slice through skin and armor to tear at vulnerable flesh. + +The threat range of any natural attacks you possess (either naturally or as a result of another soulmeld) is doubled. + +Chakra Bind (Feet) + +While the appearance of your dread carapace is unchanged, your legs become increasingly muscular, and their shape alters slightly so that you more naturally move on just your toes and the balls of your feet. + +Once per minute, you can add an enhancement bonus of +60 feet to your speed for 1 round. + +Chakra Bind (Heart) + +Your dread carapace takes on a highly reflective sheen, suggesting the tarrasque's ability to reflect spells back on their casters. Spells have a hard time reaching through your carapace to affect you. + +You gain spell resistance equal to 5 + 4 per point of essentia you invest in your dread carapace. + +Chakra Bind (Totem) + +Two mighty horns jut from your head. Though they are useless in combat, they alter your appearance, making your countenance quite fearsome. When you charge, your visage suggests something utterly inhuman, striking fear into the hearts of your foes. + +When you charge, all enemies within 60 feet who can see you become shaken for 1 round (Will negates).</entry> + <entry id="59568" lang="en" sex="m">Dread Carapace Feet Bind</entry> + <entry id="59569" lang="en" sex="m">Enigma Helm</entry> + <entry id="59570" lang="en" sex="m">Enigma Helm + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Crown +Saving Throw: None + +You form incarnum into a shadowy helm floating above and around your head. Shadows swirl like rising smoke beneath its surface. The helm wraps itself like a cloak around your mind, protecting your secrets and shielding your will. + +Your enigma helm protects you from divinations. While wearing this soulmeld, you become difficult to detect by divination spells (as the nondetection spell). + +Essentia: You gain an enhancement bonus on Will saves equal to the number of points of essentia invested. + +Chakra Bind (Crown) + +Your enigma helm rests solidly on your head. In the center of your forehead, a dusky gem holds swirling shadowstuff-and it's not clear whether the gem is part of the helm or part of your own head. + +Any attempt to charm you is redirected to the gem in your forehead. As a result, you gain complete immunity to enchantment (charm) effects.</entry> + <entry id="59571" lang="en" sex="m">Fearsome Mask</entry> + <entry id="59572" lang="en" sex="m">Fearsome Mask + +Descriptors: Mind-affecting +Classes: Soulborn +Chakra: Brown +Saving Throw: See text + +You shape incarnum into a ferocious-looking mask that covers your face. It resembles a powerful outsider of your alignment, either majestic in splendor or terrible in its evil. Somewhere deep in your mind is a quivering knot of fear, but you find that you can channel that fear and use it to intimidate others. + +While wearing the fearsome mask, you gain a +2 insight bonus on Intimidate checks. + +Essentia: Every point of essentia invested in this soulmeld increases the insight bonus it grants on Intimidate checks by 2. + +Chakra Bind (Brow) + +Your eyes, clearly visible through your fearsome mask, blaze with fiery wrath that strikes terror into the hearts of those that meet your gaze. + +Your gaze causes enemy creatures (but not allies) to become shaken for 1 minute (Will negates). This is a free action that affects all enemies within 30 ft. This is a mind-affecting effect.</entry> + <entry id="59573" lang="en" sex="m">Fellmist Robe</entry> + <entry id="59574" lang="en" sex="m">Fellmist Robe + +Descriptors: None +Classes: Incarnate +Chakra: Soul +Saving Throw: None + +Incarnum coalesces around your body into a sheath of gray mist. It hangs about you like a thick fog that moves with you, creating the illusion that you are drifting over the ground rather than walking. This robe of mist masks your true location, protecting you from ranged attacks. + +Your fellmist robe provides you with minor concealment (10% miss chance) against ranged attacks. + +Essentia: Every point of essentia invested in your fellmist robe improves the concealment slightly, increasing the miss chance by 5% (up to a maximum of 50%). + +Chakra Bind (Soul) + +Your fellmist robe draws closer to your body, at the same time growing denser and shrouding your form more effectively-even against adjacent foes. + +Your fellmist robe provides its concealment against melee and ranged attackers.</entry> + <entry id="59575" lang="en" sex="m">Flame Cincture</entry> + <entry id="59576" lang="en" sex="m">Flame Cincture + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Waist +Saving Throw: See text + +Incarnum forms into a cord of blue fire, which you wear tied around your waist. Its flames are cool to the touch. The loose ends dance around your legs like tongues of flame with wills of their own. When you are exposed to fire, the flames of your belt flare brightly, as if feeding on the fire around you. + +When you shape flame cincture, you gain resistance to fire 10. + +Essentia: Every point of essentia invested in your flame cincture increases your resistance to fire by 5. + +Chakra Bind (Waist) + +Energy attacks are not simply absorbed and dispersed, but instead the energy is bound within the belt, eagerly awaiting release. + +You can release a blast of fire from your flame cincture equal 1d6 plus 1d6 per point of essentia invested in the meld. A successful Reflex save reduces the damage by half.</entry> + <entry id="59577" lang="en" sex="m">Flame Cincture Waist Bind</entry> + <entry id="59578" lang="en" sex="m">Frost Helm</entry> + <entry id="59579" lang="en" sex="m">Frost Helm + +Descriptors: Cold, sonic +Classes: Totemist +Chakra: Crown (totem) +Saving Throw: See text + +Incarnum forms into a bluewhite helm resembling the bizarre head of a frost worm. It floats above the top of your head, its strange lumpy shape rising to a tall nodule at the front and top. + +While wearing a frost helm, you gain the Cold Endurance feat. + +Essentia: If you invest essentia in your frost helm, it also protects you from cold damage. You gain resistance to cold equal to 5 times the number of points of essentia you invest in this soulmeld. + +Chakra Bind (Crown) + +Your frost helm fuses to the top of your head, actually opening a breathing channel in the strange nodule at the helm's crown. + +As a standard action, you can project a ray of cold energy from your forehead, reminiscent of a frost worm's breath weapon. You must make a ranged touch attack to hit a creature with this ray. If you hit, the ray deals 1d6 points of cold damage plus an additional 1d6 points for every point of essentia you invest in your frost helm. + +Chakra Bind (Totem) + +Your frost helm fuses to your head and seems to spread downward, changing the appearance of your upper face to resemble the head of a frost worm. Your eyes meld into the helm's strange nodule, your cheeks twist into lumpy protrusions, and the skin of your face grows thick and blue-white. + +As a standard action, you can produce a trilling sound that stuns opponents within 20 feet. You can target one creature plus one additional creature per point of essentia you invest in your frost helm. Targets must succeed on a Will save or be stunned for 1d4 rounds.</entry> + <entry id="59580" lang="en" sex="m">Frost Helm Crown Bind</entry> + <entry id="59581" lang="en" sex="m">Frost Helm Totem Bind</entry> + <entry id="59582" lang="en" sex="m">Girallon Arms</entry> + <entry id="59583" lang="en" sex="m">Girallon Arms + +Descriptors: None +Classes: Totemist +Chakra: Arms (totem) +Saving Throw: None + +Incarnum coalesces around your arms and upper torso, forming blue-white fur that seems to enhance your arm and chest muscles. It also extends from your fingers to form ghostly claws that, despite their insubstantial appearance, help you gain purchase while climbing or grappling. + +Your girallon arms grant you a +2 competence bonus on Climb checks and grapple checks. + +Essentia: Every point of essentia invested in your girallon arms increases the bonus on Climb checks and grapple checks by 2. + +Chakra Bind (Arms) + +The blue-white fur of your girallon arms grows longer at your forearms, forming tufts of hair near your elbows. + +If you hit a single target with at least two claw attacks, you rend for double claw damage, including double your Strength bonus. + +Chakra Bind (Totem) + +Incarnum forms two additional, powerful arms that spring out from your ribs. These spirit arms mirror the movements of your real arms. All four of your arms are tipped with long claws that no longer seem ghostly, but quite real-and quite sharp. + +You gain four claws that you can use as natural weapons, dealing 1d4 points of damage with each claw. You can make a single claw attack as a primary attack, using your full attack bonus and adding your Strength bonus on your damage roll. You can make up to three additional claw attacks as secondary attacks, following either a primary claw attack or an attack with a weapon. Every point of essentia you invest in your girallon arms grants you a +1 enhancement bonus on attack rolls and damage rolls with your claw attacks.</entry> + <entry id="59584" lang="en" sex="m">Gloves of the Poisoned Hand</entry> + <entry id="59585" lang="en" sex="m">Gloves of the Poisoned Hand + +Descriptors: Evil +Classes: Soulborn +Chakra: Hands +Saving Throw: See text + +Slick green gloves slide over your hands. They appear moist but are dry to the touch. + +Once per round, you can attempt to inflict a terrible, mind-wracking poison on a foe with a melee touch attack. The poison deals 1 point of Wisdom damage immediately and another 1 point of Wisdom damage 1 minute later. Each instance of damage can be negated by a Fortitude save. No creature can be affected by the gloves more than once in a 24-hour period. + +Essentia: Every point of essentia you invest in your gloves increases the Wisdom damage dealt (both primary and secondary damage) by 1 point. + +Chakra Bind (Hands) + +The gloves merge with your hands, giving your hands a green cast. Your fingertips drip with viscous slime. + +When gloves of the poisoned soul are bound to your hands chakra, the poison also deals Strength damage equal to the amount of Wisdom damage dealt (one save resists both effects).</entry> + <entry id="59586" lang="en" sex="m">Gloves of the Poisoned Hand Ability Damage</entry> + <entry id="59587" lang="en" sex="m">Gorgon Mask</entry> + <entry id="59588" lang="en" sex="m">Gorgon Mask + +Descriptors: None +Classes: Totemist +Chakra: Throat (totem) +Saving Throw: See text + +Incarnum forms a mask resembling the head of a steel-plated bull, complete with long, arcing silver horns. The mask's eyes are empty black pits. + +While wearing a gorgon mask, you gain a +1 resistance bonus on Fortitude saves and a +2 resistance bonus on any check or saving throw to resist being bull rushed, tripped, overrun, or trampled. + +Essentia: Every point of essentia you invest in your gorgon mask increases your resistance bonuses by 1. + +Chakra Bind (Throat) + +The dusky, metallic scales of your gorgon mask extend down your neck, forming a sharp ridge along your upper spine. Wisps of green smoke escape from your mouth. + +You gain the ability to breathe a cloud of petrifying gas on an adjacent foe. If the target fails a Fortitude save, it turns to stone, as the flesh to stone spell. You can use this ability once per day. + +Chakra Bind (Totem) + +The metallic scales of your gorgon mask extend down over your shoulders, lending bulk and solidity to your frame. You feel strength coursing through your legs in particular, giving you the ability to run down your foes and crush them beneath your feet. + +You gain the ability to make a trample attack. As a full-round action, you can move up to twice your speed and literally run over any creature equal to your own size or smaller. Your trample attack deals 1d8 points of bludgeoning damage (or 1d6 points if you are Small) plus 1-1/2 times your Strength modifier. Opponents have a Reflex save for half damage.</entry> + <entry id="59589" lang="en" sex="m">Gorgon Mask Throat Bind</entry> + <entry id="59590" lang="en" sex="m">Trample</entry> + <entry id="59591" lang="en" sex="m">Great Raptor Mask</entry> + <entry id="59592" lang="en" sex="m">Great Raptor Mask + +Descriptors: None +Classes: Totemist +Chakra: Brow (totem) +Saving Throw: None + +You shape incarnum into a large mask that surrounds your whole head, resembling the head of a giant eagle or a giant owl. The feathered plumage is brown and white with the faintest tinge of purple-blue, and the mask's large, glassy eyes gleam sky blue. + +You gain a +2 competence bonus on Spot checks. + +Essentia: Every point of essentia you invest in your great raptor mask increases the competence bonus by 2. + +Chakra Bind (Brow) + +Your great raptor mask has large eyes that gather every scrap of light and reflect it as a pale, blue-green glow. The mask is fused to your forehead, and your eyes are melded into the eyes of the mask-which no longer look glassy, but very much alive. + +You gain darkvision. + +Chakra Bind (Totem) Your head transforms to take on the appearance of a giant eagle, becoming one with your great raptor mask. While still enhancing your vision, this soulmeld also heightens your reflexive reaction to danger, allowing you to dodge entirely out of the way of dangerous effects. + +You gain evasion.</entry> + <entry id="59593" lang="en" sex="m">Heart of Fire</entry> + <entry id="59594" lang="en" sex="m">Heart of Fire + +Descriptors: Fire +Classes: Totemist +Chakra: Waist (totem) +Saving Throw: None + +A rough stone of blazing red hangs at the center of a loose belt around your waist. You feel warmth spreading from the stone into your body, though it is not enough to ward off extreme cold. At the sight of a frost giant or some other creature of cold, however, that warmth surges through your body like consuming fire, eager to sear your opponents' flesh. + +You gain a +1 insight bonus on attack rolls and damage rolls against elementals. + +Essentia: Every point of essentia you invest in your heart of fire increases your insight bonus on attack rolls and damage rolls by 1. + +Chakra Bind (Waist) + +A red glow suffuses your body, concentrated in your abdomen. Rather than a blazing red stone at your waist, your heart of fire is subsumed into your flesh, filling your body with its fiery fury. + +Any creature striking you with a natural weapon or unarmed strike takes 1d6 points of fire damage per point of essentia you invest in your heart of fire. Creatures grappling you take this damage every round at the end of your turn. + +Chakra Bind (Totem) + +The heat of the blazing stone at your waist spreads through your body, lashing out through your attacks at any opponent you face. When you enter combat, your skin glows red with the fiery power coursing through your veins. + +Your natural weapons or unarmed strikes deal an additional 1d4 points of fire damage per point of essentia you invest in your heart of fire.</entry> + <entry id="59595" lang="en" sex="m">Hunter's Circlet</entry> + <entry id="59596" lang="en" sex="m">Hunter's Circlet + +Descriptors: None +Classes: Soulborn, Totemist +Chakra: Crown (totem) +Saving Throw: None + +You shape incarnum into a sky-blue headband that resembles a wreath of twining ivy. + +Your hunter's circlet grants you a +2 insight bonus on Heal and Search checks. + +Essentia: Every point of essentia you invest in your hunter's circlet increases the insight bonus by 2. + +Chakra Bind (Crown) + +The sky-blue ivy of your hunter's circlet weaves into your hair, winding down to your shoulders. + +You gain the benefit of the Track feat. + +Chakra Bind (Totem) + +There is no change to your own appearance or that of the circlet, but from your perspective, the world around you changes enormously. It is suddenly alive with smells-from obvious, overpowering odors you noticed before but not in such richness of detail, to subtle scents unlike anything in your experience. + +You gain the benefit of the Scent feature.</entry> + <entry id="59597" lang="en" sex="m">Illusion Veil</entry> + <entry id="59598" lang="en" sex="m">Illusion Veil + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Brow +Saving Throw: None + +You shape incarnum into a wispy veil, which fades into invisibility when you wear it. When you cast an illusion spell, tendrils of incarnum surround and merge with the illusory effect, making it more vibrant and believable. + +You gain a +1 insight bonus to the save DCs of your illusion spells and spell-like abilities. + +Essentia: Whenever you cast an illusion spell or use an illusion-based spell-like ability, you add 1 round to the duration for every point of essentia invested in this soulmeld at the time of casting. + +Chakra Bind (Brow) + +A dim blue glow emanates from your eyes. A brief flash, visible only to you, scans across your field of vision periodically, outlining creatures and objects while heightening your awareness. + +When your illusion veil is bound to your brow chakra, you can more easily perceive false reality. You can see invisibility, as the spell. You also gain an insight bonus on saves against illusion spells equal to the number of points of essentia invested in your illusion veil.</entry> + <entry id="59599" lang="en" sex="m">Impulse Boots</entry> + <entry id="59600" lang="en" sex="m">Impulse Boots + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Feet +Saving Throw: None + +You shape incarnum into boots that surround your feet (as well as any other footwear you might have) and reach up almost to your knees. Midnight blue in color, the impulse boots seem to be made of smooth, supple leather. + +While wearing this soulmeld, you gain the uncanny dodge ability. + +Essentia: You gain an enhancement bonus on Reflex saves equal to the number of points of essentia invested. + +Chakra Bind (Feet) + +Your impulse boots merge with your feet, and extend their midnight-blue color in tendrils reaching up your legs to your waist, like snaking veins just under your skin. + +You gain the evasion ability.</entry> + <entry id="59601" lang="en" sex="m">Incarnate Avatar</entry> + <entry id="59602" lang="en" sex="m">Incarnate Avatar + +Descriptors: Chaotic, evil, good, or lawful +Classes: Incarnate +Chakra: Soul +Saving Throw: None + +You gather incarnum around you to form a second body encasing your own, a physical form superimposed over your body, clothing, and armor. In form, it resembles one of the most powerful champions of your alignment: a slaad, inevitable, angel, or yugoloth. Its movements-even its facial expressions-are in perfect synchronization with your own, so that in every way you appear to be the imposing avatar of your alignment's ideals. + +Unlike other soulmelds, the incarnate avatar provides no benefit without the investment of essentia. + +Essentia: Investing essentia in your incarnate avatar gives you a specific benefit depending on your alignment. +Chaos: You gain a +1 insight bonus on ranged attack rolls for every point of essentia that you invest in this soulmeld. +Evil: You gain a +2 insight bonus on melee damage rolls for every point of essentia that you invest in this soulmeld. +Good: You gain a +1 insight bonus to your Armor Class for every point of essentia that you invest in this soulmeld. +Law: You gain a +1 insight bonus on melee attack rolls for every point of essentia that you invest in this soulmeld. + +Chakra Bind (Soul) + +Your body transforms into the appearance of your incarnate avatar. There is no longer any distinction between its hands and yours, its feet and yours, its heart and yours. You are imbued with the purest essence of your alignment-it fills your soul and spurs you to action. At the same time, it grants you greater power to help you live out your convictions. + +You gain an ability based on your alignment. +Chaos: You gain an enhancement bonus of +30 feet to your base land speed. +Evil: You gain an enhancement bonus of +30 feet to your base land speed. +Good: You gain an enhancement bonus of +30 feet to your base land speed. +Law: You gain immunity to daze, paralysis, and stun, as well as to any magical effect that would slow you.</entry> + <entry id="59603" lang="en" sex="m">Incarnate Weapon</entry> + <entry id="59604" lang="en" sex="m">Incarnate Weapon + +Descriptors: Chaotic, evil, good, or lawful +Classes: Incarnate +Chakra: Arms +Saving Throw: See text + +Incarnum forms into a one-handed melee weapon that embodies your alignment. The weapon seems large for your hand, but it is balanced perfectly for you to wield it. Clutching it in your hand, you feel it resonate with your deepest convictions and firmest beliefs, and it hums with power. + +You shape incarnum into a melee weapon. Chaotic incarnates create a battleaxe, evil incarnates create a flail, good incarnates create a warhammer, and lawful incarnates create a longsword. Nonproficiency penalties never apply to the use of an incarnate weapon, though any feats with effects that apply to a particular kind of weapon (such as Weapon Focus) function normally. If your incarnate weapon leaves your hand for any reason, it returns to your grasp. + +Essentia: The incarnate weapon gains an enhancement bonus on attack rolls and damage rolls equal to the number of points of essentia you invest in it. + +Chakra Bind (Arms) + +Bands of steel form around your forearms. When you hold your incarnate weapon, a chain of nearly invisible blue incarnum connects it to the steel bracer on your weapon hand, channeling the force of your conviction directly to your weapon. + +As a move action, you can charge the incarnate weapon with the stunning power of pure conviction. If the next melee attack that you make is successful, the target (as long as at least one component of its alignment is opposed to your devoted alignment) must succeed on a Fortitude saving throw or be stunned for one round. </entry> + <entry id="59605" lang="en" sex="m">Incarnate Weapon Arms Bind</entry> + <entry id="59606" lang="en" sex="m">Keeneye Lenses</entry> + <entry id="59607" lang="en" sex="m">Keeneye Lenses + +Descriptors: None +Classes: Incarnate +Chakra: Brow, soul +Saving Throw: None + +Incarnum forms a pair of transparent blue lenses that hover in front of your eyes. As you peer through them, the world does not take on their blue color, but you find yourself more easily able to notice small details, even at long distances. + +While you have keeneye lenses shaped, you gain a +4 insight bonus on Spot checks. + +Essentia: Every point of essentia you invest in your keeneye lenses increases the insight bonus by 2. + +Chakra Bind (Brow) + +Instead of blue lenses hovering before you, the actual lenses of your eyes gain the blue tinge of incarnum. To an outside observer, your eyes look like solid blue orbs, although some distinction between the blue �white,� the iris, and the pupil of your eyes is still noticeable. To you, the world simply seems sharp and clear-even things that are invisible to unaided sight. + +You gain the ability to see invisible creatures and objects normally (as if under the effect of a see invisibility spell). + +Chakra Bind (Soul) + +Neither your appearance nor that of your keeneye lenses changes at all, but the way you see the world changes dramatically. It is as though you are seeing into a different layer of reality, piercing some veil of obscurity to see beyond mere appearances. + +You see all things as they truly are, as if you were constantly under the effect of a true seeing spell.</entry> + <entry id="59608" lang="en" sex="m">Krenshar Mask</entry> + <entry id="59609" lang="en" sex="m">Krenshar Mask + +Descriptors: Fear, mind-affecting, sonic +Classes: Totemist +Chakra: Brow (totem) +Saving Throw: See text + +You form incarnum into a snarling, bestial mask of exposed bone and muscle. Its basic form is somewhere between that of a large cat and a wolf, but it lacks skin, showing sharp teeth, white bone, and pink-red muscles. + +While wearing your krenshar mask, you gain a +4 competence bonus on Jump and Move Silently checks. + +Essentia: Every point of essentia you invest in your krenshar mask increases your competence bonus on Jump and Move Silently checks by 2. + +Chakra Bind (Brow) + +Your eyes stare forth from your krenshar mask, taking on a green-blue color. The jaws of the mask move as you speak, its muscles flexing weirdly in full view-an intimidating effect, to say the least. + +As a result of the mask's frightful appearance, you gain a competence bonus on Intimidate checks equal to the bonus the mask gives on Jump and Move Silently checks. + +Chakra Bind (Totem) + +Your face becomes one with your krenshar mask, so all its muscles move to match your expressions. A ridge of skin around the edge of the mask quivers when you grow angry or enter combat, and a growling edge creeps into your voice. + +You gain the ability to produce a loud screech (as a standard action) similar to that of a krenshar. In combination with the frightening aspect of the mask, this shriek causes one creature within 30 feet of you to become frightened for 1 round if it fails a Will save. This is a sonic, mind-affecting fear effect.</entry> + <entry id="59610" lang="en" sex="m">Krenshar Mask Totem Bind</entry> + <entry id="59611" lang="en" sex="m">Kruthik Claws</entry> + <entry id="59612" lang="en" sex="m">Kruthik Claws + +Descriptors: Acid +Classes: Totemist +Chakra: Hands, shoulders (totem) +Saving Throw: None + +Incarnum forms chitinous plates that hover over your shoulders and down your arms to your hands. At the backs of your hands, these plates take on long, triangular shapes like the scythe-claws of a kruthik, though these blades extend only barely beyond your fingertips. + +With kruthik claws shaped, you gain a +4 competence bonus on Hide and Move Silently checks. + +Essentia: For every point of essentia you invest in your kruthik claws, your competence bonus on Hide and Move Silently checks increases by 2. + +Chakra Bind (Hands) + +The chitinous blades merge into the backs of your hands and sprout numerous sharp spines near your wrists. A sense of quickness dances in your fingers. + +You gain the benefit of the Weapon Finesse feat when attacking with natural weapons. + +Chakra Bind (Shoulders) + +Chitin plates fuse to your shoulders and grow thick and hard. Additional plates spread across your back, rising in a crest over your shoulders. + +You gain resistance to acid 10. Every point of essentia invested in your kruthik claws increases this resistance by 5 points. + +Chakra Bind (Totem) + +Enormous, serrated, scythelike claws extend from your wrists to cover your hands. Vicious spikes emerge from the base of these blades, and a bright blue acidic secretion lines the cutting edge. + +You can use your two claws as natural weapons that deal 1d6 points of damage plus your Strength modifier. For every point of essentia you invest in your kruthik claws, you deal an additional 1d4 points of acid damage with each claw attack.</entry> + <entry id="59613" lang="en" sex="m">Lamia Belt</entry> + <entry id="59614" lang="en" sex="m">Lamia Belt + +Descriptors: Evil +Classes: Totemist +Chakra: Waist (totem) +Saving Throw: None + +You form incarnum into a belt of golden-brown fur at your waist. If you touch it with your bare skin, you sometimes catch mental echoes of cruelty and anger. When you enter combat, some part of your mind is less interested in defeating your opponents than in causing them pain. + +While you wear your lamia belt, you gain a +4 competence bonus on Bluff and Hide checks. + +Essentia: For every point of essentia you invest in your lamia belt, your competence bonus on Hide and Bluff checks increases by 2. + +Chakra Bind (Waist) + +Instead of a physical belt of fur, your lamia belt manifests as fur sprouting from your skin, from your waist down to your knees. Your legs also become slightly more muscular. + +You gain an enhancement bonus of +10 feet to your land speed, and you gain the benefit of the Spring Attack feat. + +Chakra Bind (Totem) + +The lower part of your body below your lamia belt takes on the shape of a lion, with four legs ending in sharp claws, a long, tufted tail, and coarse golden-brown fur. The upper portion of your body is unchanged, though perhaps a spark of evil grows stronger in your heart. + +You can make two claw attacks as natural secondary attacks after attacking with a weapon or another natural attack (such as a bite). These attacks take a -5 penalty from your full base attack bonus and deal 1d4 points of damage.</entry> + <entry id="59615" lang="en" sex="m">Lammasu Mantle</entry> + <entry id="59616" lang="en" sex="m">Lammasu Mantle + +Descriptors: Good +Classes: Incarnate, Totemist +Chakra: Arms, shoulders (totem) +Saving Throw: See text + +You form incarnum into a mantle of fur and feathers, shining golden brown around your shoulders and back. The cloak hangs down to your knees in back and wraps comfortably around your body to close in the front, if you wish. It is quite warm in cold weather, but not too hot in warmer temperatures. Wearing it makes you feel noble and righteous. + +Your lammasu mantle protects you against the attacks of evil creatures. You gain a +2 deflection bonus to your Armor Class against attacks made or effects created by evil creatures. + +Essentia: For every point of essentia you invest in your lammasu mantle, you gain a +1 resistance bonus on saving throws against the spells and effects used by evil creatures. + +Chakra Bind (Arms) + +The golden-brown fur of your mantle spreads down to your upper arms. At the same time, a palpable aura of goodness and power extends around you, cloaking your allies in the same protection the mantle gives you. + +The deflection and resistance bonuses granted by the lammasu mantle apply to all allies within 10 feet of you. + +Chakra Bind (Shoulders) + +Your lammasu mantle becomes one with your shoulders, and its feathers separate from its fur to form small, nonfunctional wings that spread behind you as if to ward off attackers. + +No summoned creatures except those of good alignment can approach you. + +Chakra Bind (Totem) + +The golden-brown fur around your shoulders extends upward into an impressive mane around your head. There is a sensation in your mouth as if you were savoring a warm, sweet drink. + +You can breathe a 15-foot cone of fire as a standard action. Creatures within the area take 1d4 points of fire damage, plus 1d4 points of fire damage per point of invested essentia (Reflex half).</entry> + <entry id="59617" lang="en" sex="m">Lammasu Mantle Totem Bind</entry> + <entry id="59618" lang="en" sex="m">Landshark Boots</entry> + <entry id="59619" lang="en" sex="m">Landshark Boots + +Descriptors: None +Classes: Totemist +Chakra: Feet (totem) +Saving Throw: None + +You shape incarnum into a pair of boots that resemble the heavy clawed feet of a bulette. Leathery skin encases your legs up to your knees, and enormous claws extend from the front of your feet. + +While wearing the landshark boots, you gain a +4 competence bonus on Jump checks. + +Essentia: Every point of essentia you invest in the landshark boots increases the competence bonus on Jump checks by 2. + +Chakra Bind (Feet) + +The leathery skin of your landshark boots extends up to the middle of your thighs, and your legs thicken and grow stronger. The boots transmit vibrations from the earth into your feet, allowing you to sense the movement of nearby creatures. + +You can take a move action to sense the closest creature and the direction to it. + +Chakra Bind (Totem) + +Your hands as well as your feet gain the heavy claws of a bulette, including one prominent central claw and two smaller claws on the sides. These massive claws emerge from the backs of your hands so you can bring them to bear while making a fist. + +You can use the claws on your hands as natural weapons that deal 1d6 points of damage. You cannot use a shield while these claws are in place. For every point of essentia you invest in your landshark boots, you gain a +1 enhancement bonus on attack rolls and damage rolls with these claws. If you achieve a Jump check result good enough to jump over an opponent, you can attack that opponent with all four claws as a standard action. You cannot make any other attacks in the same round, whether from natural weapons or manufactured weapons.</entry> + <entry id="59620" lang="en" sex="m">Landshark Boots Feet Bind</entry> + <entry id="59621" lang="en" sex="m">Landshark Boots Totem Bind</entry> + <entry id="59622" lang="en" sex="m">Lifebond Vestments</entry> + <entry id="59623" lang="en" sex="m">Lifebond Vestments + +Descriptors: None +Classes: Incarnate +Chakra: Arms, Heart +Saving Throw: None + +You shape incarnum into a fine, long-sleeved robe. It is a solid color-silver if you are good, gray if you are evil, red if you are lawful, or green if you are chaotic-but raw incarnum dances like elegant embroidery at the ends of the sleeves and the hem by your feet. + +By laying your hands upon a living creature (a standard action), you heal the touched creature 1 hit point per meldshaper level. At the same time, you take damage equal to one-half the amount healed. You may not use this ability more than once per hour. + +Essentia: Every point of essentia you invest in your lifebond vestments adds 5 hit points to the limit of healing you can bestow when using the vestments. + +Chakra Bind (Arms) + +The sleeves of your lifebond vestments clasp tightly around your wrists, bound there by glowing rings of blue incarnum. Every wave of your hands sends shimmering blue sparks into the air. + +You can bestow healing upon a creature up to 30 feet away, instead of by touch. + +Chakra Bind (Heart) + +Additional embroidered designs, formed not of thread but of incarnum, appear down the front of your lifebond vestments, glowing brightly when you use the powers of the vestments but otherwise appearing simply decorative. + +You can bestow healing at will on any given creature.</entry> + <entry id="59624" lang="en" sex="m">Lifebond Vestments Heal</entry> + <entry id="59625" lang="en" sex="m">Lifebond Vestments Arms Bind</entry> + <entry id="59626" lang="en" sex="m">Lightning Gauntlets</entry> + <entry id="59627" lang="en" sex="m">Lightning Gauntlets + +Descriptors: Electricity +Classes: Incarnate +Chakra: Hands +Saving Throw: None + +Incarnum forms into a pair of metallic gloves that hover around your hands and any other gloves or gauntlets you wear. Blue arcs of electricity crackle between the fingers and spark between the gloves when you bring your hands close to each other. + +While wearing lightning gauntlets, you can deal 1d6 points of electricity damage with a successful melee touch attack (a standard action). + +Essentia: Every point of essentia you invest in your lightning gauntlets increases the damage dealt by 1d6 points. + +Chakra Bind (Hands) + +Your lightning gauntlets settle firmly around your hands. When you grip a weapon, electricity courses up its length and crackles at its tip. A lingering scent of ozone clings to you. + +You can add the electricity damage dealt by lightning gauntlets to one attack per round made with a handheld weapon.</entry> + <entry id="59628" lang="en" sex="m">Lightning Gauntlets Touch Attack</entry> + <entry id="59629" lang="en" sex="m">Lightning Gauntlets Hands Bind</entry> + <entry id="59630" lang="en" sex="m">Lucky Dice</entry> + <entry id="59631" lang="en" sex="m">Lucky Dice + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Hands +Saving Throw: None + +With a flick of your wrist, you send two cubes spinning out of your open palm. With a flash, the dice disappear a moment after they stop rolling, and you sense that your luck is changing. + +You can use your lucky dice as a swift action, choosing an aspect of yourself to which to apply extra luck. You gain a +1 luck bonus on one of the following, at your option: attack rolls and damage rolls, saving throws, or skill and ability checks. This bonus lasts until the start of your next turn. When using this meld, roll 2d6. If the result is any combination of numbers that add up to 7, the luck bonus applies to all of the listed types of rolls. + +Essentia: Every point of essentia invested in the lucky dice at the time you activate its special ability increases the duration of the luck bonus by 1 round. Because lucky dice can be rolled every round, it's possible for the soulmeld to provide bonuses to more than one type of check during a given round. + +Chakra Bind (Hands) + +Your comrades fight better when luck is on their side. + +Your lucky dice provide their bonus to all allies who are within 30 feet of you when you gain the bonus.</entry> + <entry id="59632" lang="en" sex="m">Lucky Dice Attack and Damage</entry> + <entry id="59633" lang="en" sex="m">Lucky Dice Saving Throws</entry> + <entry id="59634" lang="en" sex="m">Lucky Dice Skills and Abilities</entry> + <entry id="59635" lang="en" sex="m">Mage's Spectacles</entry> + <entry id="59636" lang="en" sex="m">Mage's Spectacles + +Descriptors: None +Classes: Incarnate +Chakra: Brow +Saving Throw: None + +You shape incarnum into pair of blue-lensed spectacles. While perched on your nose, these spectacles give you a peculiar visual acuity, heightening your sensitivity to arcane details while granting you insight into the meaning and significance behind those details. + +While you wear the mage's spectacles, you gain a +4 insight bonus on Spellcraft and Use Magic Device checks. + +Essentia: Every point of essentia you invest in your mage's spectacles increases the insight bonus granted to the listed skill checks by 2. + +Chakra Bind (Brow) + +Instead of spectacles perched on your nose, your mage's spectacles manifest as a third eye embedded in your forehead, its iris a rich azure. Through this eye, magical inscriptions open their secrets. + +You can cast read magic at will.</entry> + <entry id="59637" lang="en" sex="m">Mage's Spectacles Brow Bind</entry> + <entry id="59638" lang="en" sex="m">Manticore Belt</entry> + <entry id="59639" lang="en" sex="m">Manticore Belt + +Descriptors: None +Classes: Totemist +Chakra: Waist (totem) +Saving Throw: None + +Incarnum forms a belt of spotted fur around your waist. At your back, short spines emerge from the belt. You note a marked increase in your appetite while you wear the belt. + +While wearing your manticore belt, you gain a +2 enhancement bonus on Jump and Spot checks. + +Essentia: For every point of essentia you invest in your manticore belt, your enhancement bonus on Jump and Spot checks increases by 2. + +Chakra Bind (Waist) + +Your manticore belt sprouts a pair of large, draconic wings. Though they are perched at your waist and flap awkwardly, these wings give you a reasonable ability of flight. + +You can jump unlimited distances, and you gain the Spring Attack feat. + +Chakra Bind (Totem) + +A long, thick tail emerges from the back of your manticore belt, writhing and lashing at your command. At its tip is a cluster of spikes. Like a manticore, you can propel those spikes at your foes. + +As a standard action, you can snap your tail to loose a volley of spikes equal to the number of points of essentia you invest in your manticore belt. Make a ranged attack roll for each spike using your full base attack bonus. A successful hit deals 1d6 points of damage plus one-half your Strength modifier.</entry> + <entry id="59640" lang="en" sex="m">Manticore Belt Totem Bind</entry> + <entry id="59641" lang="en" sex="m">Mantle of Flame</entry> + <entry id="59642" lang="en" sex="m">Mantle of Flame + +Descriptors: Fire +Classes: Incarnate +Chakra: Shoulders +Saving Throw: See text + +You shape incarnum into a cloak of wispy blue flame. The cloak covers your arms and almost closes in front of you, where a band of fire crosses over your heart to connect the cloak's two edges. The fire does not harm you, though it keeps you as warm and dry as any heavy cloak in cold or rainy weather. + +While you wear your mantle of flame, any creature that strikes you takes 1d6 points of fire damage. + +Essentia: Every point of essentia you invest in your mantle of flame increases the damage dealt by 1d6 points. + +Chakra Bind (Shoulders) + +Your mantle of flame burns particularly brightly around your shoulders, forming a high collar behind your head and neck. + +As a standard action, you can briefly expand the mantle of flame to encompass all adjacent squares. Any creatures in those squares take damage as if they had attacked you with a handheld weapon (Reflex half).</entry> + <entry id="59643" lang="en" sex="m">Mantle of Flame Shoulders Bind</entry> + <entry id="59644" lang="en" sex="m">Mauling Gauntlets</entry> + <entry id="59645" lang="en" sex="m">Mauling Gauntlets + +Descriptors: None +Classes: Soulborn +Chakra: Arms, hands +Saving Throw: None + +Incarnum forms gauntlets that surround your hands (including any gloves or gauntlets you already wear) and extend up your arms to your elbows. The metal gleams a burnished blue. Spikes and blades jut out in various places from these gauntlets, each one whispering an ancient battle cry in your mind. + +While wearing mauling gauntlets, you gain a +2 morale bonus on Strength checks (but not on Strength-based skill checks), such as those to bull rush an opponent. + +Essentia: Every point of essentia you invest in your mauling gauntlets increases the morale bonus by 2. + +Chakra Bind (Arms) + +Your mauling gauntlets extend winding bands of blue steel up past your elbows, almost to your shoulders. In places, these bands of metal seem fused with your skin. + +Your mauling gauntlets double the critical threat range of any melee weapon you wield. + +Chakra Bind (Hands) + +Rather than actual gauntlets, this soulmeld transforms your hands into hard blue metal. Whenever you bend your fingers, echoes of the battlefield flit through your mind, until they form a constant undertone of war chants and battle cries inspiring you to greater accomplishments in battle. + +You gain a morale bonus on unarmed strike damage equal to the morale bonus on Strength checks granted by the mauling gauntlets. You also gain the benefit of the Improved Unarmed Strike feat.</entry> + <entry id="59646" lang="en" sex="m">Pauldrons of Health</entry> + <entry id="59647" lang="en" sex="m">Pauldrons of Health + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Shoulders +Saving Throw: None + +Incarnum shapes heavy plates of armor that hover above your shoulders. They seem formed of pearly white alabaster except for a thin band of runic carvings etched in midnight blue. + +While wearing pauldrons of health, you are immune to disease, as well as being sickened or nauseated. + +Essentia: You gain an enhancement bonus on Fortitude saves equal to the number of points of essentia you invest in your pauldrons of health. + +Chakra Bind (Shoulders) + +Settled directly on your shoulders, your incarnate pauldrons glow with a faint but vibrant silver-blue energy. In the immediate presence of the undead, they glow a little brighter, and if you are subjected to an energy drain attack, they momentarily flare to brilliant intensity as the attack dissipates. + +You gain immunity to energy drain.</entry> + <entry id="59648" lang="en" sex="m">Phase Cloak</entry> + <entry id="59649" lang="en" sex="m">Phase Cloak + +Descriptors: None +Classes: Totemist +Chakra: Shoulders (totem) +Saving Throw: See text + +You form incarnum into a gray and white cloak with mottled blue markings that seems to shift and flow over your back like liquid. + +You gain a +4 competence bonus on Climb checks. + +Essentia: For every point of essentia you invest in your phase cloak, your competence bonus on Climb checks increases by 2. + +Chakra Bind (Shoulders) + +Your phase cloak becomes even more like a silvery gray liquid, seeming to flow like a gentle stream even when completely motionless. Its mottled blue markings also extend to the skin of your shoulders and upper torso. + +Whenever you move more than five feet, you become incorporeal for half a round. + +Chakra Bind (Totem) + +A terrible spidery head extends like a hood from your phase cloak, covering your face. Eight silver-white eyes set in dark blue chitin cover your own eyes, and a huge pair of fangs dripping poison covers your mouth. + +You gain a bite attack that deals 1d4 points of damage and injects a mild poison (Fortitude negates, damage 1d2 Con). Every point of essentia invested in this soulmeld grants a +1 enhancement bonus on attack rolls made with the bite attack.</entry> + <entry id="59650" lang="en" sex="m">Phoenix Belt</entry> + <entry id="59651" lang="en" sex="m">Phoenix Belt + +Descriptors: Fire +Classes: Totemist +Chakra: Waist (totem) +Saving Throw: See text + +You shape a belt made of feathers the color of flame-various reds, oranges, and yellows. The feathers seem to shift in color, pulsing softly, like the embers of a dying fire. + +While wearing a frost helm, you gain the Heat Endurance feat. + +Essentia: If you invest essentia in your phoenix belt, it also protects you from fire damage. You gain resistance to fire equal to 5 times the number of points of essentia you invest in this soulmeld. + +Chakra Bind (Waist) + +Your frost helm fuses to the top of your head, actually opening a breathing channel in the strange nodule at the helm's crown. + +You can turn fire damage into fast healing. Whenever your resistance to fire reduces the damage dealt to you by a fire-based spell, you gain fast healing 1 for a number of rounds equal to the amount of damage negated by your resistance. For example, if you were hit with a fireball for 22 points of damage and had resistance to fire 10, you would gain fast healing 1 for 10 rounds (since your resistance negated 10 points of damage). If instead you were hit with burning hands for 6 points of damage, you would gain fast healing 1 for only 6 rounds (since your resistance negated only 6 points of damage). + +Chakra Bind (Totem) + +Your frost helm fuses to your head and seems to spread downward, changing the appearance of your upper face to resemble the head of a frost worm. Your eyes meld into the helm's strange nodule, your cheeks twist into lumpy protrusions, and the skin of your face grows thick and blue-white. + +As a standard action, you can create a momentary ring of fire that surrounds you. Creatures adjacent to you take 1d6 points of fire damage per point of essentia you invest in your phoenix belt. A successful Reflex save reduces this damage by half. </entry> + <entry id="59652" lang="en" sex="m">Phoenix Belt Totem Bind</entry> + <entry id="59653" lang="en" sex="m">Planar Chasuble</entry> + <entry id="59654" lang="en" sex="m">Planar Chasuble + +Descriptors: None +Classes: Incarnate +Chakra: Brow or soul +Saving Throw: None + +Incarnum forms an ornate vestment draped over your shoulders, covering any other clothing, armor, or vestments you are wearing. The chasuble is little more than a large circle with a hole in the center for your head, but raw incarnum is woven like blue thread into intricate patterns down its front. + +You also gain resistance 10 to a specific energy type, based on your alignment. Chaotic incarnates gain resistance to electricity 10, evil incarnates gain resistance to acid 10, good incarnates gain resistance to cold 10, and lawful incarnates gain resistance to fire 10. + +Essentia: Every point of essentia invested in your planar chasuble increases the resistance to the specified energy type by 5 points. + +Chakra Bind (Brow) + +When you activate your incarnum radiance, the glow surrounding you also courses through the incarnum threads in your planar chasuble. + +The bonus granted by your incarnum radiance class feature increases by 1. + +Chakra Bind (Soul) + +The embroidered patterns formed by raw incarnum in the front of your planar chasuble constantly shift and seem to depict living scenes from planes beyond the material world. + +Once per week you can cast gate.</entry> + <entry id="59655" lang="en" sex="m">Planar Chasuble Soul Bind</entry> + <entry id="59656" lang="en" sex="m">Planar Ward</entry> + <entry id="59657" lang="en" sex="m">Planar Ward + +Descriptors: None +Classes: Incarnate +Chakra: Throat +Saving Throw: See text + +You shape incarnum into an amulet bound tight to your throat by a slender blue chain. The amulet itself resembles a large blue sapphire carved into the shape of a scarab beetle holding a solar disk between its front legs. + +You become immune to charm and compulsion spells. + +Essentia: The planar ward provides a morale bonus on saves made to resist extraplanar creatures. The bonus is equal to the number of points of essentia invested in the soulmeld. + +Chakra Bind (Throat) + +Your planar ward takes the form of a glowing blue orb embedded in the base of your throat. When an extraplanar creature strikes you, the orb flares with blue light, enveloping the attacker for an instant. + +Whenever you are struck by an extraplanar creature, the attacking creature must succeed on a Will save or be driven back to its home plane. The creature adds its Hit Dice as a bonus on its saving throw, and you add your meldshaper level to the planar ward's save DC. A successful save renders the creature immune to this effect.</entry> + <entry id="59658" lang="en" sex="m">Rageclaws</entry> + <entry id="59659" lang="en" sex="m">Rageclaws + +Descriptors: Mind-Affecting +Classes: Totemist +Chakra: Hands (totem) +Saving Throw: None + +You form incarnum into a pair of furred gloves tipped with short claws. These gloves fit over your hands as well as any other gloves or gauntlets you might wear. When you clench your hands into fists, you can feel a surge of anger and determination well up inside you. + +When reduced to 0 hit points, you can act as if you weren't disabled. You do not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 hit points. When reduced to -1 to -9 hit points, you do not fall unconscious. You do not automatically lose 1 hit point each round when at -1 to -9 hit points. When your current hit points drop to -10 or lower, you immediately die. + +Essentia: Investing essentia in rageclaws increases the range of negative hit points at which you can continue functioning. Every point of essentia invested effectively reduces the point at which you die by 3 (such as from -10 to -13). You can continue to fight without penalty until you reach that hit point total. + +Chakra Bind (Hands) + +The fur of your rageclaws merges into your hands, and your fingers become tipped with small, dark claws instead of nails. Each blow that lands on your body causes a blood rage to swell up in you, building until you are near death and then erupting in desperate fury. + +While your hit point total is below 1 hit point per hit dice, you gain a +2 morale bonus on melee attack rolls, melee weapon damage rolls, and Fortitude saves. + +Chakra Bind (Totem) + +The fur of your rageclaws merges into your hands, and your fingers become tipped with long, sharp claws you can use to tear the flesh of your foes. + +You can use your rageclaws as a pair of natural weapons that deal 1d6 points of damage plus your Strength modifier. When you grapple an opponent, you can attack with both claws; these attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple. You gain a +1 enhancement bonus on attack rolls and damage rolls with your claws for every point of essentia invested in this soulmeld.</entry> + <entry id="59660" lang="en" sex="m">Riding Bracers</entry> + <entry id="59661" lang="en" sex="m">Riding Bracers + +Descriptors: None +Classes: Incarnate, Soulborn, Totemist +Chakra: Arms (totem) +Saving Throw: None + +You form incarnum into a pair of hard leather bracers that encircle your wrists. They smell noticeably of horse and hay. + +Wearing the riding bracers grants you a +4 insight bonus on Animal Empathy and Ride checks. + +Essentia: Every point of essentia invested in the riding bracers increases the insight bonus on Animal Empathy and Ride checks by 2. + +Chakra Bind (Arms) + +Your riding bracers clench tight around your wrists. When you mount a steed, your bracers almost seem to guide your hands on the reins. When you draw a weapon while mounted, you, your mount, and your weapon all seem to move in a coordinated, deadly dance. + +When mounted, you gain a +2 insight bonus on melee damage rolls and a +2 dodge bonus to Armor Class. + +Chakra Bind (Totem) + +There is no change in the appearance of your riding bracers, but when you mount a steed, you feel a close connection with the animal. It almost seems to respond to your mental commands as much as to your hands on the reins. + +When mounted, you gain evasion.</entry> + <entry id="59662" lang="en" sex="m">Shadow Mantle</entry> + <entry id="59663" lang="en" sex="m">Shadow Mantle + +Descriptors: Darkness +Classes: Totemist +Chakra: Shoulders (totem) +Saving Throw: None + +Incarnum forms a rough cloak of stony gray around your shoulders and back. As you move, the cloak writhes behind you, suggesting the movement of tentacles. It seems to collect shadow, always appearing darker than the surrounding area. + +Channeling the merest suggestion of a darkmantle's powerful blindsight, you gain a +4 competence bonus on Listen checks. + +Essentia: Every point of essentia you invest in your shadow mantle increases the competence bonus on Listen checks by 2. + +Chakra Bind (Shoulders) + +The shadows of your mantle deepen, and its coloration grows darker. Blackness seems to cling in every fold and sometimes trail off in wisps from the mantle's substance. You start to hear sounds too high for most humans to detect, and occasionally sounds too low, as well. + +As a swift action, you can surround yourself with a globe of magical darkness and gain the benefits of ultravision. You can end the darkness effect as a swift action; ending the darkness effect also ends your ultravision. + +Chakra Bind (Totem) + +Your shadow mantle literally draws shadows to itself, and it changes color to match your surroundings. You find it much easier to hide from view by drawing the cloak around your body and ducking your head into its membranous collar. + +You gain a competence bonus on Hide checks equal to the bonus the soulmeld grants on Listen checks (+4 plus an additional +2 per point of invested essentia).</entry> + <entry id="59664" lang="en" sex="m">Shadow Mantle Shoulders Bind</entry> + <entry id="59665" lang="en" sex="m">Shedu Crown</entry> + <entry id="59666" lang="en" sex="m">Shedu Crown + +Descriptors: Good, mind-affecting +Classes: Totemist +Chakra: Heart (totem) +Saving Throw: See text + +Glowing argent incarnum forms a shining crown that hovers slightly above your head. Its presence lends a regal air to your bearing, and you feel yourself become more calm, more dignified, and more stable-emotionally and even physically grounded. + +You are immune to being pushed back as the result of a bull rush. + +Essentia: You gain a competence bonus on saving throws against mind-affecting spells and effects equal to the number of points of essentia you invest in your shedu crown. + +Chakra Bind (Heart) + +The appearance of your shedu crown is unchanged, but when you use the power of this chakra bind, it briefly flares with brilliant silver light. + +You can shift from the Material Plane to the Ethereal Plane as a standard action. The effect lasts for a number of rounds equal to your meldshaper level. You can do this once per day. + +Chakra Bind (Totem) + +Your hair grows into a bushy mane beneath your crown. If you are male, your beard likewise grows. Your body looks and feels more solid and strong. + +You gain the ability to make a trample attack. As a full-round action, you can move up to twice your speed and literally run over any creature equal to your own size or smaller. Your trample attack deals 1d8 points of bludgeoning damage (or 1d6 points if you are Small) plus 1-1/2 times your Strength modifier. Opponents have a Reflex save for half damage.</entry> + <entry id="59667" lang="en" sex="m">Shedu Crown Heart Bind</entry> + <entry id="59668" lang="en" sex="m">Sighting Gloves</entry> + <entry id="59669" lang="en" sex="m">Sighting Gloves + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Hands +Saving Throw: None + +Turquoise incarnum energy briefly forms a sheath around your hands before merging with your flesh. The energy steadies your hands so that when you launch an arrow or throw a weapon, it flies true, leaving blue-green sparks in its wake. + +You gain a +1 insight bonus on damage rolls made with ranged weapons. + +Essentia: Every point of essentia invested in sighting gloves increases the insight bonus by 1. + +Chakra Bind (Hands) + +Your grip on your ranged weapon is as light as can be, requiring only the slightest motion to release your arrow, pull the trigger of your crossbow, or deliver your throw. + +When you bind sighting gloves to your hands chakra, you gain the Point Blank Shot feat.</entry> + <entry id="59670" lang="en" sex="m">Silvertongue Mask</entry> + <entry id="59671" lang="en" sex="m">Silvertongue Mask + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Brow or throat +Saving Throw: See text + +A plain silver mask conceals your lower face while exposing your eyes. The mask is initially featureless, with a simple horizontal slot at your mouth, but subtle images shift across its surface as you interact with others. + +You shape incarnum into a silver-blue mask that you wear over your face. Your silvertongue mask grants you a +2 insight bonus on Bluff and Diplomacy checks. + +Essentia: Every point of essentia you invest in your silvertongue mask increases the insight bonus by 2. + +Chakra Bind (Brow) + +Blue crystalline lenses grow out from the mask, covering your eyes. These lenses enhance your sensitivity to body language and mannerisms. + +You gain an insight bonus on Sense Motive checks equal to the bonus granted on Bluff and Diplomacy checks by the mask. + +Chakra Bind (Throat) + +The silver mask melds into your face and neck, from your cheekbones down to your collar, as if your skin were turned to silver. When you attempt to compel a creature, that creature sees a face that is recognizable, but not quite familiar. + +When bound to the throat chakra, the silvertongue mask allows you to cast charm person at will. A creature targeted by this ability, regardless of whether or not it succeeds on its save, can't be targeted again by the same ability for 24 hours.</entry> + <entry id="59672" lang="en" sex="m">Silvertongue Mask Throat Bind</entry> + <entry id="59673" lang="en" sex="m">Spellward Shirt</entry> + <entry id="59674" lang="en" sex="m">Spellward Shirt + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Heart +Saving Throw: None + +Incarnum forms into a cerulean tunic that covers your torso, fitting comfortably over any other clothing or armor you wear. Except for its unusual color, it seems like a relatively mundane garment-until you are subjected to any spell effect. When that happens, the color of the shirt comes alive, forming intricate patterns of swirls, bursts, and spirals as the shirt attempts to deflect the magical energy. + +While worn, the spellward shirt grants you spell resistance 5. + +Essentia: Every point of essentia you invest in your spellward shirt increases the spell resistance granted by the soulmeld by 4. + +Chakra Bind (Heart) + +The soul energy of your spellward shirt is bound into your flesh, its cerulean color tinting your skin all over your body. + +You become immune to the first 24 levels of spell that affect you each day of 6th level and lower spells.</entry> + <entry id="59675" lang="en" sex="m">Sphinx Claws</entry> + <entry id="59676" lang="en" sex="m">Sphinx Claws + +Descriptors: Mind-Affecting +Classes: Totemist +Chakra: Hands (totem) +Saving Throw: None + +A powerful set of retractable, catlike claws forms over your hands. These magical claws seem almost alive, and they perfectly follow every move of your own hands and fingers. + +While wearing sphinx claws, you gain a +1 competence bonus on Strength checks and Strength-based skill checks, such as Climb and Jump checks and checks made to bull rush an opponent. + +Essentia: Every point of essentia you invest in your sphinx claws increases the competence bonus by 1. + +Chakra Bind (Hands) + +Your hands become one with the claws that surround them, overlarge for your size. The most profound change, however, is in your proficiency in combat-a powerful urge grows within you to leap at your foes, tearing with claws and teeth until your prey lies motionless in your savage grip. + +When you use the charge action, at the end of your charge you can make a full attack using any natural weapons you possess. + +Chakra Bind (Totem) + +Your hands become one with the claws that surround them, overlarge for your size. You find you can use them to tear at your foes, and with that ability comes a powerful desire to put these tools to use. Will you temper that bloodlust with the wisdom of the gynosphinx or the nobility of the androsphinx? Or will you give in to it completely, rampaging like a hieracosphinx? + +You can use your sphinx claws as natural weapons that deal 1d8 points of damage plus your Strength modifier. For every point of essentia you invest in your sphinx claws, you gain a +1 enhancement bonus on your attack rolls and damage rolls with the claws.</entry> + <entry id="59677" lang="en" sex="m">Strongheart Vest</entry> + <entry id="59678" lang="en" sex="m">Strongheart Vest + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Heart or waist +Saving Throw: None + +A heavy web belt of cyan energy wraps around your torso. When you wear it, you feel energized and revitalized. When you are struck by an attack that would damage your ability scores, a wave of incarnum energy passes through you, blunting the effectiveness of the attack. + +The strongheart vest protects you from attacks that would reduce your ability scores. Any time you would take ability damage from a spell, such as Constitution damage or Strength damage, the amount of the damage is reduced by 1 point, to a minimum of 0. + +Essentia: Every point of essentia you invest in your strongheart vest further reduces ability damage by an additional point. + +Chakra Bind (Heart) + +Tendrils of blue-black webbing snake out from the vest, merging with your flesh. When you are struck by an attack that would drain your life force, you feel the energy of the strongheart vest surge through you, and you suffer no ill effect from the attack. + +You gain immunity to energy drain attacks and death effects. + +Chakra Bind (Waist) + +The energy of the vest extends down into your legs, becoming more solid as it spreads. + +Your strongheart vest also reduces ability drain.</entry> + <entry id="59679" lang="en" sex="m">Theft Gloves</entry> + <entry id="59680" lang="en" sex="m">Theft Gloves + +Descriptors: None +Classes: Incarnate +Chakra: Hands +Saving Throw: None + +You shape incarnum into a pair of supple black leather gloves that fit over your hands as well as any other gloves or gauntlets you might wear. Despite the material covering your fingertips, the gloves grant you exacting precision in certain tasks-those that typically relate to thievery. + +While you have theft gloves shaped, you gain a +2 insight bonus on Disable Device, Open Lock, and Pick Pocket checks. + +Essentia: Every point of essentia you invest in your theft gloves increases the insight bonus by 2. + +Chakra Bind (Hands) + +Instead of physical gloves, your theft gloves manifest as a dusky blue color over the skin of your hands. In addition to great precision, you also find your fingertips tremendously sensitive, and they seem to tingle when you run them over something that carries a trap. + +You gain the trapfinding ability.</entry> + <entry id="59681" lang="en" sex="m">Therapeutic Mantle</entry> + <entry id="59682" lang="en" sex="m">Therapeutic Mantle + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Shoulders +Saving Throw: None + +A sheath of incarnum energy surrounds your body and is slowly absorbed into your skin. As healing magic is applied to you, the affected area sparkles with tiny blue motes. + +Whenever you are the target of a spell or effect that heals hit point damage, the spell heals additional damage equal to its spell level. + +Essentia: Every point of essentia invested increases the additional healing by 2 more hit points. + +Chakra Bind (Shoulders) + +Focused outward, incarnum from the mantle bonds with the healing magic you conjure. Healing spells you cast are accompanied by blue-white motes of incarnum energy. + +When bound to your shoulders chakra, therapeutic mantle increases the potency of healing spells that you cast. You gain an insight bonus (equal to the number of points of essentia invested in the soulmeld) to your caster level when casting spells of the healing subschool.</entry> + <entry id="59683" lang="en" sex="m">Thunderstep Boots</entry> + <entry id="59684" lang="en" sex="m">Thunderstep Boots + +Descriptors: Sonic +Classes: Soulborn +Chakra: Feet +Saving Throw: See text + +You shape incarnum into a pair of heavy boots that fit over your feet and any other boots you might wear. Cobalt steel forms rings around your calves and reinforces the toes of the boots. + +When you charge, your thunderstep boots channel sonic energy into your attack. If you hit with a melee attack at the end of a charge, the target takes an additional 1d4 points of sonic damage. + +Essentia: Every point of essentia you invest in your thunderstep boots increases the damage dealt by 1d4 points. + +Chakra Bind (Feet) + +Your thunderstep boots bind themselves to your feet. + +Any creature taking damage from your thunderstep boots is also stunned for 1 round. A successful Fortitude save negates this effect.</entry> + <entry id="59685" lang="en" sex="m">Totem Avatar</entry> + <entry id="59686" lang="en" sex="m">Totem Avatar + +Descriptors: None +Classes: Totemist +Chakra: Arms, feet, heart, or shoulders (totem) +Saving Throw: None + +You shape incarnum into an imposing avatar of bestial power. This corporeal shape fits over your clothing and armor, but it makes you seem like a hulking gray render in outline and features. Your actual body is only barely visible within the gray, hairless form. The render's broad shoulders and sinewy arms encompass yours and extend beyond them to translucent clawed hands scraping the ground. + +The totem avatar grants you temporary hit points equal to your meldshaper level. + +Essentia: You gain an enhancement bonus to your natural armor bonus equal to the number of points of essentia you invest in your totem avatar. + +Chakra Bind (Arms) + +Your totem avatar resembles an owlbear-no less hulking and stooped than the gray render form, but covered in a shaggy coat of feathers and fur. + +You gain the benefit of the Improved Grapple feat. + +Chakra Bind (Feet) + +Your totem avatar resembles a rampager, with four elephantine legs, two muscular arms with hooked claws, a headless body with a gaping maw planted on the forward part of the torso, and a thick tail dragging behind. + +You gain stability as if you were a four-legged creature, giving you a +4 bonus on checks to resist a bull rush, overrun, or trip attack. You are also treated as if you were one size category larger than normal when making a check to resist a bull rush, grapple, overrun, or trip attack (effectively granting you an additional +4 on such checks). + +Chakra Bind (Heart) + +Your totem avatar resembles the legendary tarrasque, though on a much smaller scale. Its hulking form leans forward of your own, its back covered with a thick, spiny carapace. Two mighty horns sprout from its head, and its jaw opens wide to reveal dozens of knifelike teeth. + +You gain damage reduction 5/+1. The amount of this damage reduction increases by 1 for every point of essentia you invest in the soulmeld. + +Chakra Bind (Shoulders) + +Your totem avatar resembles a blood ape, taking on the appearance of a red-furred gorilla. + +Your natural weapons (whether from soulmelds or other sources) deal an extra 2 damage. + +Chakra Bind (Totem) When you bind your totem avatar to your totem chakra, you become a little more like the gray render it represents. In particular, your body alters to better fill the musculature of the mighty beast avatar, lending you strength to smite your foes. + +Your totem avatar grants you a morale bonus on damage rolls made with natural weapons (whether from soulmelds or other natural sources) equal to the number of points of essentia you invest in it.</entry> + <entry id="59687" lang="en" sex="m">Truthseeker Goggles</entry> + <entry id="59688" lang="en" sex="m">Truthseeker Goggles + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Brow +Saving Throw: None + +Incarnum forms blue-lensed goggles that hover in front of your eyes. The world does not seem blue to you; rather, small details become apparent, whether they are in something you search or in someone's facial expression and posture. + +While you wear your truthseeker goggles, you gain a +2 insight bonus on Search and Sense Motive checks. + +Essentia: Every point of essentia you invest in your truthseeker goggles increases the insight bonus by 2. + +Chakra Bind (Brow) + +Your truthseeker goggles rest firmly before your eyes, granting you sight even in darkness. + +You gain darkvision.</entry> + <entry id="59689" lang="en" sex="m">Unicorn Horn</entry> + <entry id="59690" lang="en" sex="m">Unicorn Horn + +Descriptors: None +Classes: Totemist +Chakra: Brow (totem) +Saving Throw: None + +You shape the pure soul energy of a unicorn into an ivory-colored horn that seems to sprout from your forehead. Its color is an unblemished white, and it seems to glow with a soft blue-white radiance. Its purity flows into you, and it is difficult to conceive of an evil thought with the horn so close to your mind. + +You gain a +2 competence bonus on Animal Empathy and Move Silently checks. + +Essentia: Your bonus on Animal Empathy and Move Silently checks increases by 2 for every point of invested essentia. + +Chakra Bind (Brow) + +A streak of white appears in your hair near the unicorn horn, and your eyes change color-becoming deep sea-blue, violet, or fiery gold. + +You gain the ability to detect evil once per round as a standard action. + +Chakra Bind (Totem) + +A tuft of white hair hangs down from your forehead around your unicorn horn, while your forehead itself thickens somewhat to support the horn it bears. All of your hair transforms into a cascading white mane, and if you are male a white beard sprouts from your chin. You can feel purity and energy flowing into your body through your horn. + +You can gore with the unicorn horn as a natural weapon that deals 1d6 points of damage. You gain an enhancement bonus on attack rolls and damage rolls with your horn equal to the number of points of essentia you invest in it. If you hit an undead creature with your horn attack, you deal an extra 1d6 points of damage. </entry> + <entry id="59691" lang="en" sex="m">Unicorn Horn Brow Bind</entry> + <entry id="59692" lang="en" sex="m">Urskan Greaves</entry> + <entry id="59693" lang="en" sex="m">Urskan Greaves + +Descriptors: None +Classes: Totemist +Chakra: Feet (totem) +Saving Throw: None + +Incarnum forms steel plates backed with white fur that fit over your shins, covering any clothing, boots, or armor you might wear. When you walk through ice and snow, your feet find solid purchase. + +You gain a +5 bonus on Balance checks. + +Essentia: If you invest essentia in your urskan greaves, it also protects you from cold damage. You gain resistance to cold equal to 5 times the number of points of essentia you invest in this soulmeld. + +Chakra Bind (Feet) + +White fur covers your lower legs and your urskan greaves merge into your flesh. Strength seems to radiate up from your greaves through your whole frame, lending power to your attacks when you can build up a good running start. + +You gain the ability to make a powerful charge. When you charge, if your melee attack hits, you deal an additional +1d4 points of damage per point of essentia you invest in your urskan greaves. + +Chakra Bind (Totem) + +White fur covers your legs and strength pours through you. No foe can stand in your way when you put all your strength into your charge. + +When you attempt to overrun an opponent, the target cannot choose to avoid you. You also gain a +2 bonus on your Strength check to knock down your opponent, with an additional +1 for every point of essentia you invest in your urskan greaves.</entry> + <entry id="59694" lang="en" sex="m">Vitality Belt</entry> + <entry id="59695" lang="en" sex="m">Vitality Belt + +Descriptors: None +Classes: Incarnate +Chakra: Waist +Saving Throw: None + +Incarnum forms a stout metallic belt that girds your waist. The metal gleams silver-blue; links of azure chain bind the plates together. Life and health well up from this belt into your body. + +While wearing your vitality belt, you gain a +4 morale bonus on Constitution checks and Constitution-based skill checks (but not on Fortitude saves). + +Essentia: For every point of essentia you invest in your vitality belt, you gain temporary hit points equal to your meldshaper level. + +Chakra Bind (Waist) + +A large star sapphire adorns the center of your vitality belt, gleaming vibrantly in any light. Any time you are subjected to an attack that would drain your vitality, the star at the heart of the sapphire dims momentarily, but your health does not suffer. + +You are immune to Constitution damage and Constitution drain.</entry> + <entry id="59696" lang="en" sex="m">Wind Cloak</entry> + <entry id="59697" lang="en" sex="m">Wind Cloak + +Descriptors: None +Classes: Incarnate, Soulborn +Chakra: Shoulders +Saving Throw: None + +A gauzy cloak of incarnum settles over you, swirling about you as a gentle breeze blows through your hair. A stirring of air at your feet disturbs nearby dust. + +You gain damage resistance 2/- against piercing damage. + +Essentia: Every point of essentia invested increases the damage resistance by 2. + +Chakra Bind (Shoulder) + +As arrows fly in, the wind of your soulmeld swirls around, deflecting them away, perhaps even back at your attackers. + +You gain the Deflect Arrows feat.</entry> + <entry id="59698" lang="en" sex="m">Winter Mask</entry> + <entry id="59699" lang="en" sex="m">Winter Mask + +Descriptors: Cold +Classes: Totemist +Chakra: Throat (totem) +Saving Throw: See text + +You shape incarnum into a snow-white mask resembling the head of a wolf. A snarling muzzle filled with sharp teeth protrudes from the front of the mask, and eyes like blue ice crystals stare out in defiance. + +You must make a successful melee touch attack. The target is fatigued unless it succeeds on a Fortitude save. + +Essentia: Your touch attack also deals 1d4 points of cold damage for every point of essentia you invest in your winter mask. + +Chakra Bind (Throat) + +White fur spreads down from your winter mask to cover your throat. Your mouth is filled with a pleasant cold, like sucking a piece of ice on a hot day. + +You gain the ability to breathe a cone of cold. Once every 1d4 rounds, you can emit a 15-foot-long cone of cold. Targets in the cone take 2d6 points of cold damage plus 2d6 additional points of damage for every point of invested essentia (Reflex half). + +Chakra Bind (Totem) + +Your face blends into that of your winter mask, merging with its lupine features. Your eyes appear in the mask's eye sockets, and they become the pale ice-blue of a winter wolf's eyes. Your jaws become the powerful maw of a winter wolf as well, and frost clings to the white fur around your muzzle as you breathe. + +You gain a bite attack that deals 1d6 points of damage. Every point of essentia invested in this soulmeld adds 1d4 points of cold damage to your bite damage.</entry> + <entry id="59700" lang="en" sex="m">Winter Mask Cold Touch</entry> + <entry id="59701" lang="en" sex="m">Winter Mask Throat Bind</entry> + <entry id="59702" lang="en" sex="m">Worg Pelt</entry> + <entry id="59703" lang="en" sex="m">Worg Pelt + +Descriptors: None +Classes: Totemist +Chakra: Feet or hands (totem) +Saving Throw: None + +You gather worg spirits around you to form a cloaklike garment. It strongly resembles the pelt of a worg, from the top of the beast's head perched atop your own to forelegs extending down your arms and rear legs hanging behind you. The fur is dark and thick, and glassy red eyes smolder in its face. + +Your worg pelt grants you a +2 competence bonus on Hide and Move Silently checks. + +Essentia: Every point of essentia that you invest in your worg pelt increases the competence bonus on Hide and Move Silently checks by 2. + +Chakra Bind (Feet) + +The hind legs of your worg pelt fuse into your own legs, lengthening your feet and shins while shortening your thighs, enabling you to run on your toes like a predatory animal. Your legs are totally covered in the dark gray fur of a worg. + +Your base land speed increases by 5 feet, plus an additional 5 feet for every point of essentia you invest in your worg pelt. + +Chakra Bind (Hands) + +The forelegs of your worg pelt fuse into your own arms, adding weight and bulk to your hands. Your arms and hands are completely covered in the dark gray fur of a worg. + +When you hit with a bite attack you attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip you. + +Chakra Bind (Totem) + +The head of your worg pelt becomes one with your own head. Your eyes begin to glow red and replace the glassy eyes of the pelt, while your lower jaw extends to join the upper muzzle of the pelt, granting you a fierce bite attack. + +You gain a bite attack that deals 1d6 points of damage. You gain an enhancement bonus on attack rolls and damage rolls with your bite equal to the number of points of essentia you invest in it.</entry> + <entry id="59704" lang="en" sex="m">Wormtail Belt</entry> + <entry id="59705" lang="en" sex="m">Wormtail Belt + +Descriptors: None +Classes: Totemist +Chakra: Waist (totem) +Saving Throw: See text + +Incarnum forms a wide belt of thick purple scales around your waist. Though the belt does not serve as armor (and easily fits around any armor you might wear), it thickens your skin and tints it a faint purple color. + +You gain a +2 enhancement bonus to natural armor. + +Essentia: The enhancement bonus to your natural armor increases by 1 for every point of essentia you invest in your wormtail belt. + +Chakra Bind (Waist) + +Rather than forming a belt of purple scales at your waist, the soulmeld shapes plating on the skin of your torso and legs. Dark purple on the back and lighter in front, these scales seem to add to your bulk, and definitely increase your power in melee combat. + +You gain the Awesome Blow feat and are treated as one size category larger than usual when using it (up to a maximum of Colossal). The save DC to resist your awesome blow is calculated as normal for your soulmelds, rather than being based on the damage you deal. + +Chakra Bind (Totem) + +A thick, purple-scaled tail emerges from the back of your wormtail belt. It is long enough that you can reach it around you to attack your foes with the stinger at its end, which drips with poison. + +You can use your wormtail belt's stinger to make natural attacks. You cannot use the stinger as a natural secondary weapon-using the stinger is the only attack you can make in a given round. You use your full base attack bonus for the attack roll, and the stinger deals 1d6 points of damage. In addition, the stinger delivers a weakening poison that deals initial damage of 1d4 Strength (no secondary damage). A successful Fortitude save negates the poison damage. Every point of essentia you invest in your wormtail belt gives you a +1 enhancement bonus on your attack rolls with the stinger, as well as increasing the poison's save DC.</entry> + <entry id="59706" lang="en" sex="m">Wormtail Belt Totem Bind</entry> + <entry id="59707" lang="en" sex="m">Yrthak Mask</entry> + <entry id="59708" lang="en" sex="m">Yrthak Mask + +Descriptors: Sonic +Classes: Totemist +Chakra: Brow (totem) +Saving Throw: None + +You shape incarnum into a bizarre mask, basically crocodilian in form. It lacks eyes entirely, and a weird hornlike protrusion juts from the top and front-resembling the strange yrthak in its overall appearance. + +You gain a +4 competence bonus on Listen checks. + +Essentia: Every point of essentia that you invest in your yrthak mask increases the competence bonus on Listen checks by 2. + +Chakra Bind (Brow) + +Your yrthak mask fuses to your forehead, though your mouth still speaks inside the mouth of the mask. Your vision dims somewhat, but you find yourself alive to the world of sounds around you-including some you had never heard before. You find that you can discern a creature's location with great accuracy simply by listening to the sounds it makes. + +You gain a limited form of blindsense. You can take a move action to pinpoint the location of the nearest creature within 10 feet of you to which you have line of effect. The range of this ability increases by 10 feet for every point of essentia you invest in your yrthak mask. Even as your other senses are heightened, your visual acuity diminishes. You take a -4 penalty on Spot checks. To your benefit, you gain a +4 bonus on saving throws against illusions. + +Chakra Bind (Totem) + +Your yrthak mask becomes your actual face, and your jaws lengthen into the crocodilian maw of a yrthak. The mask is too awkward to allow you to make bite attacks, but you can focus sonic energy through the hornlike protrusion on the front of the mask, using it to stab your foes with rays of pure sound. + +Once every 2 rounds, you can focus sonic energy into a ray up to 60 feet long. This is a ranged touch attack that deals 1d6 points of sonic damage to a single target for every point of invested essentia.</entry> + <entry id="59709" lang="en" sex="m">Yrthak Mask Brow Bind</entry> + <entry id="59710" lang="en" sex="m">Yrthak Mask Totem Bind</entry> + <entry id="59711" lang="en" sex="m">Detect Opposition</entry> + <entry id="59712" lang="en" sex="m">Type of Feat: Class +Prerequisite: Incarnate 1 +Specifics: At will, you can attempt to detect the presence of creatures whose alignment is opposite your own. This ability works like the detect evil spell, except that it detects the specific alignment opposed to your own. For example, a good incarnate can detect evil, while a chaotic incarnate can detect law. +Use: Selected</entry> + <entry id="59713" lang="en" sex="m">Incarnum Radiance</entry> + <entry id="59714" lang="en" sex="m">Type of Feat: Class +Prerequisite: Incarnate 3 +Specifics: You can activate this ability as a free action once per day at 3rd level, twice per day at 8th level, and one additional time per day for every five levels thereafter (3/day at 13th level and 4/day at 18th). This effect lasts for a number of rounds equal to 3 + your Constitution modifier (minimum 1 round). +Good: You gain a +1 bonus to AC; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level). +Evil: You gain a +2 bonus on damage rolls; this bonus improves by 2 for every five levels gained (+4 at 5th level, +6 at 10th, +8 at 15th, and +10 at 20th level). +Lawful: You gain a +1 bonus on attack rolls; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level). +Chaotic: You gain a 10-foot increase to your base land speed. This increase improves by 10 feet for every five levels gained (+20 at 5th level, +30 at 10th, +40 at 15th, and +50 at 20th level). + +Beginning at 7th level, when you activate your incarnum radiance, its benefit affect all allies within 30 feet of you. When you share your incarnum radiance with allies in this fashion, you become fatigued at the end of the power's duration (this fatigue fades in 10 minutes). Allies who do not share your alignment cause cannot gain the benefit of your incarnum radiance. +Beginning at 17th level, sharing your incarnum radiance with allies does not fatigue you. +Use: Selected</entry> + <entry id="59715" lang="en" sex="m">Rapid Meldshaping</entry> + <entry id="59716" lang="en" sex="m">Type of Feat: Class +Prerequisite: Incarnate 5 +Specifics: Starting at 5th level, once per day you can unshape one of your existing soulmelds and immediately shape another soulmeld. This process requires a full-round action and provokes attacks of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld that you unshape was bound to a chakra. You can use this ability twice per day at 11th level and three times per day at 17th. +Use: Selected</entry> + <entry id="59717" lang="en" sex="m">Perfect Meldshaper</entry> + <entry id="59718" lang="en" sex="m">Type of Feat: Class +Prerequisite: Incarnate 20 +Specifics: As a free action that does not provoke attacks of opportunity, you can increase the amount of essentia invested in each of the incarnate soulmelds that you currently have shaped to the maximum essentia capacity of that soulmeld. This total will be greater than the amount of essentia normally available to you. This ability lasts for a number of rounds equal to 3 + your Wisdom modifier. During this duration, you can't reallocate essentia from your soulmelds. You can use this ability once per day. +Use: Selected</entry> + <entry id="59719" lang="en" sex="m">Smite Opposition</entry> + <entry id="59720" lang="en" sex="m">Type of Feat: Class +Prerequisite: Soulborn 1 +Specifics: Once per day you can channel the power of your incarnum-fueled convictions to attempt to smite a foe with a melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per soulborn level. These bonuses apply only against creatures whose alignment opposes at least one component of yours-a lawful good soulborn smites chaotic and evil foes (any creature whose alignment includes either chaos or evil), while a chaotic good soulborn smites lawful and evil foes. If you accidentally smite a creature of the wrong alignment, the smite has no effect, but the ability is still used up for that day. At 5th level and every five levels thereafter, you can smite opposition one additional time per day to a maximum of five times per day at 20th level. +Use: Selected</entry> + <entry id="59721" lang="en" sex="m">Share Incarnum Defense</entry> + <entry id="59722" lang="en" sex="m">Type of Feat: Class +Prerequisite: Soulborn 9 +Specifics: Starting at 9th level, once per day you can share your incarnum defense ability with a single ally, providing that character with the same immunity that you enjoy. This requires you to touch the ally to be affected (a standard action). No component of the ally's alignment may be opposed to yours; for example, a lawful good soulborn can affect creatures of lawful good, neutral good, lawful neutral, or neutral alignment, but cannot share the incarnum defense with a chaotic or evil ally. The effect lasts for a number of rounds equal to 3 + your Charisma modifier. You can use this ability one additional time per day for every four levels gained above 9th (2/day at 13th level and 3/day at 17th). +Use: Selected</entry> + <entry id="59723" lang="en" sex="m">Totem Embodiment</entry> + <entry id="59724" lang="en" sex="m">Type of Feat: Class +Prerequisite: Totemist 20 +Specifics: At 20th level, you gain the ability to temporarily link your body and soul to your totem chakra. This greatly enhances the power of essentia invested in soulmelds bound to that chakra. For the duration of this ability, your normal essentia capacity of any soulmeld bound to your totem chakra is doubled. Every point of essentia invested in a soulmeld bound to your totem chakra counts as 2 points of essentia. Activating this ability is a free action that does not provoke attacks of opportunity. It can be used once per day and lasts for a number of minutes equal to your Constitution bonus (minimum 1). While this is active, you cannot rebind your melds, including your totem meld. +Use: Selected</entry> + <entry id="59725" lang="en" sex="m">Rebind Totem Soulmeld</entry> + <entry id="59726" lang="en" sex="m">Type of Feat: Class +Prerequisite: Totemist 8 +Specifics: Starting at 8th level, once per day you can unbind a soulmeld from your totem chakra and bind a different meld to that chakra, as long as the new meld is one you already have shaped. This requires a full-round action and provokes attacks of opportunity. You can use this ability one additional time for every four levels gained above 8th (2/day at 12th level, 3/day at 16th, and 4/day at 20th). +Use: Selected</entry> + <entry id="59727" lang="en" sex="m">Cerulean Fortitude</entry> + <entry id="59728" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13 +Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on Fortitude saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59729" lang="en" sex="m">Cerulean Reflexes</entry> + <entry id="59730" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13 +Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on Reflex saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59731" lang="en" sex="m">Cerulean Will</entry> + <entry id="59732" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13 +Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on Will saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59733" lang="en" sex="m">Azure Talent</entry> + <entry id="59734" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, Psionic Focus +Specifics: Once per day, you can invest essentia into this feat. You gain bonus power points equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your crown chakra (even if you don't have one currently bound), you gain an additional 2 bonus power points as long as at least 1 point of essentia is invested in this feat. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59735" lang="en" sex="m">Azure Touch</entry> + <entry id="59736" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, Lay on Hands or Wholeness of Body class feature +Specifics: Once per day, you can invest essentia into this feat. Add the invested essentia to your class level to determine the amount of healing available to you from your lay on hands or wholeness of body class features. If you have both class features, the benefit applies to both. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59737" lang="en" sex="m">Azure Toughness</entry> + <entry id="59738" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13 +Specifics: Once per day, you can invest essentia into this feat. You gain three temporary hit points per point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours, even if the temporary hit points are lost. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59739" lang="en" sex="m">Azure Turning</entry> + <entry id="59740" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, turn undead class feature +Specifics: Once per day, you can invest essentia into this feat. When you make turning checks, any undead whose HD are low enough to be potentially turned or destroyed by your checks are also dealt 1d8 points of damage per point of essentia invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59741" lang="en" sex="m">Azure Wild Shape</entry> + <entry id="59742" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, wild shape class feature +Specifics: Once per day, you can invest essentia into this feat. While wild shaped, you gain an insight bonus on damage rolls made with natural weapons equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59743" lang="en" sex="m">Cobalt Charge</entry> + <entry id="59744" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13 +Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on attack rolls and damage rolls equal to the invested essentia on all charge attacks. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59745" lang="en" sex="m">Cobalt Expertise</entry> + <entry id="59746" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, Int 13, Expertise +Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on checks made to succeed on a disarm attack or a trip attack equal to the invested essentia. You also gain an insight bonus equal to the invested essentia to AC when using Expertise. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59747" lang="en" sex="m">Cobalt Power</entry> + <entry id="59748" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, Str 13, Power Attack +Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on checks made to succeed on a bull rush or overrun attack equal to the invested essentia. You also gain an insight bonus equal to the invested essentia on damage rolls made when using Power Attack. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59749" lang="en" sex="m">Cobalt Rage</entry> + <entry id="59750" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, rage class feature +Specifics: Once per day, you can invest essentia into this feat. While raging, you gain an insight bonus on melee damage rolls and on Will saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59751" lang="en" sex="m">Healing Soul</entry> + <entry id="59752" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, Heal 1 +Specifics: Once per day, you can invest essentia in this feat. As a swift action, you can heal your own wounds. Each use of this ability heals 2 hp per point of essentia invested in the feat, and you can use the feat a number of times per day equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your soul chakra, each use of this ability instead heals 4 hp per point of essentia invested in the feat. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59753" lang="en" sex="m">Indigo Strike</entry> + <entry id="59754" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, skirmish class feature +Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on damage rolls made when delivering attacks with the skirmish class feature equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59755" lang="en" sex="m">Midnight Dodge</entry> + <entry id="59756" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, Dex 13 +Specifics: Once per day, you can invest essentia in this feat. You receive a dodge bonus to Armor Class equal to the invested essentia. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59757" lang="en" sex="m">Midnight Augmentation</entry> + <entry id="59758" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, able to manifest 2nd level powers +Specifics: Once per day, you can invest essentia into this feat and choose a particular psionic power that you know. If you expend your psionic focus when manifesting that power, the power point cost to augment that power is reduced by a value equal to the invested essentia. This can't reduce the augmentation cost to less than 1. You can't invest more essentia in this feat than the chosen power's level, even if the maximum essentia capacity of this feat would normally be higher than that value. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59759" lang="en" sex="m">Psycarnum Blade</entry> + <entry id="59760" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, able to manifest a soulknife +Specifics: Once per day, you can invest essentia into this feat. You can expend your psionic focus when making an attack with your mind blade to gain an insight bonus on the damage roll equal to 1d6 per point of invested essentia. You must decide whether or not to use this feat prior to making the attack roll. If your attack misses, you still expend your psionic focus. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59761" lang="en" sex="m">Duskling Speed</entry> + <entry id="59762" lang="en" sex="m">Sapphire Smite</entry> + <entry id="59763" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, able to smite +Specifics: At the beginning of the day, you can invest essentia into this feat. You gain additional uses of your smite ability for the day equal to the invested essentia. In addition, you gain a +1 bonus on damage dealt by your smite for every point of essentia invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59764" lang="en" sex="m">Soultouched Spellcasting</entry> + <entry id="59765" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13 +Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus on dispel checks and on caster level checks made to defeat spell resistance equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59766" lang="en" sex="m">Bonus Essentia</entry> + <entry id="59767" lang="en" sex="m">Type of Feat: General +Prerequisite: Con 13, character level 6th +Specifics: You gain 1 point of essentia. If you are capable of shaping soulmelds, you instead gain 2 points of essentia. +Use: Automatic</entry> + <entry id="59768" lang="en" sex="m">Divine Soultouch</entry> + <entry id="59769" lang="en" sex="m">Type of Feat: Divine +Prerequisite: Con 13, turn undead class feature +Specifics: You can spend a turn or rebuke undead attempt as a free action to add 1 point of essentia to your essentia pool for 1 round. For the duration of this effect, your essentia capacity in all soulmelds, incarnum feats, and other essentia-powered abilities is increased by 1. You can use this ability once per round. +Use: Automatic</entry> + <entry id="59770" lang="en" sex="m">Heart of Incarnum</entry> + <entry id="59771" lang="en" sex="m">Type of Feat: General +Prerequisite: Ability to bind a soulmeld to your heart chakra. +Specifics: At the beginning of the day, you gain temporary hit points equal to your essentia pool. +Use: Automatic</entry> + <entry id="59772" lang="en" sex="m">Improved Essentia Capacity</entry> + <entry id="59773" lang="en" sex="m">Type of Feat: General +Prerequisite: Con 15, essentia 2 +Specifics: The essentia capacity of your incarnum feats improves by 1, up to a maximum value equal to your Constitution bonus. +Use: Automatic</entry> + <entry id="59774" lang="en" sex="m">Incarnum-Fortified Body</entry> + <entry id="59775" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Specifics: At the beginning of the day, you gain temporary hit points equal to twice the number of incarnum feats you have. +Use: Automatic</entry> + <entry id="59776" lang="en" sex="m">Incarnum Resistance</entry> + <entry id="59777" lang="en" sex="m">Type of Feat: General +Prerequisite: No essentia pool +Specifics: You gain a +2 bonus on saving throws against effects generated by soulmelds. +Use: Selected</entry> + <entry id="59778" lang="en" sex="m">Psycarnum Infusion</entry> + <entry id="59779" lang="en" sex="m">Type of Feat: General +Prerequisite: Con 13, Concentration 4 +Specifics: To use this feat, you must expend your psionic focus. For one round, the next soulmeld you invest essentia into is filled with temporary essentia to its maximum essentia capacity. +Use: Selected</entry> + <entry id="59780" lang="en" sex="m">Azure Enmity</entry> + <entry id="59781" lang="en" sex="m">Type of Feat: General +Prerequisite: Con 13, favored enemy class feature +Specifics: Once per day, you can invest essentia into this feat. You gain an insight bonus equal to the invested essentia on Bluff, Listen, Sense Motive, Spot, and Survival checks made against all of your favored enemies. You also gain an insight bonus equal to the invested essentia on weapon damage rolls against such creatures. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. +Use: Selected</entry> + <entry id="59782" lang="en" sex="m">Spinemeld Warrior</entry> + <entry id="59783" lang="en" sex="m">Spinemeld Warriors</entry> + <entry id="59784" lang="en" sex="m">spinemeld warrior</entry> + <entry id="59785" lang="en" sex="m">(PRESTIGE CLASS) +Even without proper training, a skarn can strike wicked blows with the pointed spines along his forearms. Most, however, have a proclivity for martial discipline and an appreciation for spare and functional beauty. The resultant culture has produced a combat style that is both lethally effective and aesthetically pleasing. When a spinemeld warrior trains, he is participating in a tradition that has long been venerated in skarn society. Public ritualized combats between spinemeld warriors draw large crowds and are the high points of holy days and feasts. All spinemeld warriors are members of an organization known as the Hierarchy of Spinemeld Warriors, which manages their participation in public ritual combat and provides training in combat and forms. + +- Hit Die: d10 +- Proficiencies: Spinemeld Warriors gain no new proficiencies +- Skill Points at Each Level: 2 + Int Modifier. + +REQUIREMENTS: +Race: Skarn +Alignment: Any lawful +Base Attack Bonus: +5 +Essentia Pool: 1 + +ABILITIES: + +Level +1: Twin Spine Fighting - Your racial ability now produces two spines instead of one + Two Weapon Fighting and Ambidexterity as bonus feats +2: Noble Familiarity - Bonus on Lore equal to half class level. + Spine Enhancement - Invest essentia to increase attack and damage with spines +3: +4: +5: Spine Rend - Whenever you hit an opponent with two spine attacks in the same round, you deal an additional 2d6 points of damage plus 1.5 your Strength bonus. +6: +7: Chakra Binds (Arms) +8: +9: Adamantine Spines - Your spines now break DR up to X/+5 automatically +10: + +Soulmelds Essentia Max Chakra Binds +0 0 0 +0 1 0 +1 2 0 +1 3 0 +1 3 0 +1 4 0 +2 5 1 +2 6 1 +2 6 1 +2 7 1 + +Meldshaping - The Spinemeld Warrior uses Constitution to determine the maximum number of soulmelds you can shape at one time and to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld). He selects melds from the Soulborn list. +</entry> + <entry id="59786" lang="en" sex="m">Spine Enhancement</entry> + <entry id="59787" lang="en" sex="m">Type of Feat: Class +Prerequisite: Spinemeld Warrior 2 +Specifics: Beginning at 2nd level, you can use your essentia to boost the power of your spines in combat. As a swift action, you can invest essentia in your spines as if they were a soulmeld. Doing so grants you an enhancement bonus equal to the points of essentia invested on attack rolls and damage rolls with your spines. Unlike your soulmelds or other incarnum-fueled abilities, your spines have a special essentia capacity (and thus a maximum enhancement bonus) equal to one-half your spinemeld warrior level. +Use: Selected</entry> + <entry id="59788" lang="en" sex="m">Sapphire Hierarch</entry> + <entry id="59789" lang="en" sex="m">Sapphire Hierarchs</entry> + <entry id="59790" lang="en" sex="m">sapphire hierarch</entry> + <entry id="59791" lang="en" sex="m">(PRESTIGE CLASS) +In the monster-haunted wasteland of the Sulhaut Mountains, an ancient temple of weathered gray stone crowns the barren, black rock of an icy mountaintop. Within this structure stands an incredible sphere of blue, crystallized incarnum that measures a full 30 feet in diameter. Illumined from depths that no being has ever plumbed, it has a life of its own and an intelligence almost alien in its purity. This sphere is the Sapphire Eidolon, an emblem of perfect universal law that is said to be older than the cosmos. No being manifested this sphere-in fact, no being could manifest it-and yet it exists. According to legend, it fell to the ground from the stars and took up its position on the mountaintop under its own power. + +The ancient temple that houses the Sapphire Eidolon is also home to an order of fervent priests of law whose ranks include clerics, incarnates, monks, and fighters. Known as sapphire hierarchs, the elite members of this order defend the temple, contemplate the mysteries of the Sapphire Eidolon, and seek to fulfill its single command by perfecting themselves and bringing order out of chaos wherever they find it. They are zealous crusaders against supernatural chaos who battle with single-minded determination against such creatures as demons, slaadi, and the servants of chaotic deities. + +- Hit Die: d6 +- Proficiencies: A Sapphire Hierarch does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Lawful +Meldshaping: Ability to shape three soulmelds +Spellcasting: Ability to cast 2nd-level divine spells +Skills: Lore 4 ranks, Spellcraft 4 ranks +Essentia Pool: 3 + +ABILITIES: + +Level +1: Smite Chaos - As per Paladin, except Chaos instead of Evil +2: Favored of the Eidolon - +4 on saves against Transmutation and Chaos spells and abilities +3: Damage Reduction 1/+5 +4: Smite Chaos 2/day +5: Sneak Attack Immunity +6: Damage Reduction 2/+5 +7: Smite Chaos 3/day +8: +9: Damage Reduction 3/+5 +10: Smite Chaos 4/day + Critical Hit Immunity + +BONUS SPELLS: + +Each level, the Sapphire Hierarch gains new spells per day as if they had also gained a level in their divine spellcasting class. No new spells are learned through this ability, however. + +BONUS MELDSHAPING: + +At each sapphire hierarch level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the sapphire hierarch level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. + +EPIC SAPPHIRE HEIRARCH: + +An epic Sapphire Heirarch continues to gain new uses of Smite Chaos and increased damage reduction as she levels. She also gains an epic bonus feat every five levels.</entry> + <entry id="59792" lang="en" sex="m">Smite Chaos</entry> + <entry id="59793" lang="en" sex="m">Type of Feat: Class +Prerequisite: Sapphire Hierarch 1 +Specifics: Beginning at 1st level, you can smite chaos once per day. This ability is identical to the paladin's smite evil class feature, except that the bonuses apply against chaotic creatures rather than evil ones. At 4th level, and at every three levels thereafter, you can smite chaos one additional time per day. +Use: Selected</entry> + <entry id="59794" lang="en" sex="m">Incarnum Spellshaping</entry> + <entry id="59795" lang="en" sex="m">Type of Feat: General +Prerequisite: Con 13, ability to cast 1st-level spells +Specifics: You gain 1 point of essentia. You can learn, prepare, and/or cast spells with the incarnum descriptor. +Use: Automatic</entry> + <entry id="59796" lang="en" sex="m">Soulcaster</entry> + <entry id="59797" lang="en" sex="m">Soulcasters</entry> + <entry id="59798" lang="en" sex="m">soulcaster</entry> + <entry id="59799" lang="en" sex="m">(PRESTIGE CLASS) +From the arcane experiments of the wizards of the Last Watch arose the soulcasters, a cadre of arcane spellcasters who excel at incorporating soul energy into their magic. Those soulcasters still affiliated with the Last Watch dwell in crystal palaces on the Positive Energy Plane, where they work tirelessly to counter the machinations of the evil demon princes. Other members of this prestige class, however, have brought the knowledge of how to combine incarnum with arcane magic into the world and put it to more practical uses. + +This class combines the Soulcaster and Soulmanifester prestige classes into a single line. The requirements and abilities are subtly different depending on the choice. + +- Hit Die: d4 +- Proficiencies: A Soulcaster does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Skills: Lore 8 ranks. +Meldshaping: Ability to shape three soulmelds; ability to bind a soulmeld to a chakra. +Soulcaster: Incarnum Spellshaping and 2nd level arcane spells +Soulmanifester: Azure Talent and 2nd level powers + +ABILITIES: + +Level +1: Arcane or Psionic Investment 1 +2: +3: Chakra binds (crown, feet, hands) +4: +5: +6: +7: Arcane or Psionic Investment 2 +8: Chakra binds (arm, brow, shoulders) +9: +10: Magic or Psionic Distillation + +BONUS SPELLS: + +Each level, the Soulcaster gains new spells or powers per day as if they had also gained a level in their arcane spellcasting or manifesting class. + +BONUS MELDSHAPING: + +At each soulcaster level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the soulcaster level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. + +INVESTMENT: + +Soulcaster: Beginning at 1st level, you can invest essentia in your arcane spells to make them more powerful. You can choose to invest 1 point of essentia in any single spell that you know. The next time you cast that spell, both the caster level and its save DC increase by 1. Once so used, the essentia returns to your essentia pool and can be invested into soulmelds or other effects. You can affect a number of spells equal to your soulcaster level, and you cannot invest essentia in the same spell more than once. At 7th level, you can invest up to 2 points of essentia in each spell rather than only 1. A 2-point investment boosts the spell's caster level and save DC by 2 each for a single casting. + +Soulmanifester: Beginning at 1st level, you can invest essentia in your psionic powers to make them more powerful. You can choose to invest 1 point of essentia in any single power that you know. The next time you manifest that power, both the manifester level and its save DC increase by 1. Once so used, the essentia returns to your essentia pool and can be invested into soulmelds or other effects. You can affect a number of powers equal to your soulmanifester level, and you cannot invest essentia in the same power more than once. At 7th level, you can invest up to 2 points of essentia in each power rather than only 1. A 2-point investment boosts the power's manifester level and save DC by 2 each for a single manifestation. + +DISTILLATION: + +Soulcaster: At 10th level, by sacrificing one arcane spell of the highest level you can currently cast, you gain points of bonus essentia equal to that spell's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next round. This ability is usable once per round as a free action. + +Soulmanifester: At 10th level, by paying a number of power points equal to the base cost to manifest the highest-level power that you know, you gain points of essentia equal to that power's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next turn. This ability is usable once per round as a free action.</entry> + <entry id="59800" lang="en" sex="m">####START_OF_TOB_SPELLBOOK_RESERVE</entry> + <entry id="59801" lang="en" sex="m">Crusader Blistering Flourish</entry> + <entry id="59802" lang="en" sex="m">Crusader Burning Blade</entry> + <entry id="59803" lang="en" sex="m">Crusader Burning Brand</entry> + <entry id="59804" lang="en" sex="m">Crusader Deathmark</entry> + <entry id="59805" lang="en" sex="m">Crusader Desert Tempest</entry> + <entry id="59806" lang="en" sex="m">Crusader Distracting Ember</entry> + <entry id="59807" lang="en" sex="m">Crusader Dragon's Flame</entry> + <entry id="59808" lang="en" sex="m">Crusader Fan The Flames</entry> + <entry id="59809" lang="en" sex="m">Crusader Fiery Assault</entry> + <entry id="59810" lang="en" sex="m">Crusader Fire Riposte</entry> + <entry id="59811" lang="en" sex="m">Crusader Firesnake</entry> + <entry id="59812" lang="en" sex="m">Crusader Flames Blessing</entry> + <entry id="59813" lang="en" sex="m">Crusader Flashing Sun</entry> + <entry id="59814" lang="en" sex="m">Crusader Hatchlings Flame</entry> + <entry id="59815" lang="en" sex="m">Crusader Holocaust Cloak</entry> + <entry id="59816" lang="en" sex="m">Crusader Inferno Blade</entry> + <entry id="59817" lang="en" sex="m">Crusader Inferno Blast</entry> + <entry id="59818" lang="en" sex="m">Crusader Leaping Flame</entry> + <entry id="59819" lang="en" sex="m">Crusader Lingering Inferno</entry> + <entry id="59820" lang="en" sex="m">Crusader Ring Of Fire</entry> + <entry id="59821" lang="en" sex="m">Crusader Rising Phoenix</entry> + <entry id="59822" lang="en" sex="m">Crusader Salamander Charge</entry> + <entry id="59823" lang="en" sex="m">Crusader Searing Blade</entry> + <entry id="59824" lang="en" sex="m">Crusader Searing Charge</entry> + <entry id="59825" lang="en" sex="m">Crusader Wind Stride</entry> + <entry id="59826" lang="en" sex="m">Crusader Wyrms Flame</entry> + <entry id="59827" lang="en" sex="m">Crusader Zephyr Dance</entry> + <entry id="59828" lang="en" sex="m">Crusader Aura Of Chaos</entry> + <entry id="59829" lang="en" sex="m">Crusader Aura Of Perfect Order</entry> + <entry id="59830" lang="en" sex="m">Crusader Aura Of Triumph</entry> + <entry id="59831" lang="en" sex="m">Crusader Aura Of Tyranny</entry> + <entry id="59832" lang="en" sex="m">Crusader Castigating Strike</entry> + <entry id="59833" lang="en" sex="m">Crusader Crusader's Strike</entry> + <entry id="59834" lang="en" sex="m">Crusader Daunting Strike</entry> + <entry id="59835" lang="en" sex="m">Crusader Defensive Rebuke</entry> + <entry id="59836" lang="en" sex="m">Crusader Divine Surge</entry> + <entry id="59837" lang="en" sex="m">Crusader Greater Divine Surge</entry> + <entry id="59838" lang="en" sex="m">Crusader Add Constitution To Strike</entry> + <entry id="59839" lang="en" sex="m">Crusader Clear Constitution Total</entry> + <entry id="59840" lang="en" sex="m">Crusader Greater Divine Surge</entry> + <entry id="59841" lang="en" sex="m">Crusader Doom Charge</entry> + <entry id="59842" lang="en" sex="m">Crusader Entangling Blade</entry> + <entry id="59843" lang="en" sex="m">Crusader Foehammer</entry> + <entry id="59844" lang="en" sex="m">Crusader Immortal Fortitude</entry> + <entry id="59845" lang="en" sex="m">Crusader Iron Guards Glare</entry> + <entry id="59846" lang="en" sex="m">Crusader Law Bearer</entry> + <entry id="59847" lang="en" sex="m">Crusader Martial Spirit</entry> + <entry id="59848" lang="en" sex="m">Crusader Radiant Charge</entry> + <entry id="59849" lang="en" sex="m">Crusader Rallying Strike</entry> + <entry id="59850" lang="en" sex="m">Crusader Revitalizing Strike</entry> + <entry id="59851" lang="en" sex="m">Crusader Shield Block</entry> + <entry id="59852" lang="en" sex="m">Crusader Shield Counter</entry> + <entry id="59853" lang="en" sex="m">Crusader Strike Of Righteous Vitality</entry> + <entry id="59854" lang="en" sex="m">Crusader Thicket Of Blades</entry> + <entry id="59855" lang="en" sex="m">Crusader Tide Of Chaos</entry> + <entry id="59856" lang="en" sex="m">Crusader Vanguard Strike</entry> + <entry id="59857" lang="en" sex="m">Crusader Action Before Thought</entry> + <entry id="59858" lang="en" sex="m">Crusader Avalanche Of Blades</entry> + <entry id="59859" lang="en" sex="m">Crusader Bounding Assault</entry> + <entry id="59860" lang="en" sex="m">Crusader Diamond Defense</entry> + <entry id="59861" lang="en" sex="m">Crusader Diamond Nightmare Blade</entry> + <entry id="59862" lang="en" sex="m">Crusader Disrupting Blow</entry> + <entry id="59863" lang="en" sex="m">Crusader Emerald Razor</entry> + <entry id="59864" lang="en" sex="m">Crusader Hearing The Air</entry> + <entry id="59865" lang="en" sex="m">Crusader Insightful Strike</entry> + <entry id="59866" lang="en" sex="m">Crusader Greater Insightful Strike</entry> + <entry id="59867" lang="en" sex="m">Crusader Mind Over Body</entry> + <entry id="59868" lang="en" sex="m">Crusader Mind Strike</entry> + <entry id="59869" lang="en" sex="m">Crusader Moment Of Alacrity</entry> + <entry id="59870" lang="en" sex="m">Crusader Moment Of Perfect Mind</entry> + <entry id="59871" lang="en" sex="m">Crusader Pearl Of Black Doubt</entry> + <entry id="59872" lang="en" sex="m">Crusader Quicksilver Motion</entry> + <entry id="59873" lang="en" sex="m">Crusader Rapid Counter</entry> + <entry id="59874" lang="en" sex="m">Crusader Ruby Nightmare Blade</entry> + <entry id="59875" lang="en" sex="m">Crusader Sapphire Nightmare Blade</entry> + <entry id="59876" lang="en" sex="m">Crusader Stance Of Alacrity</entry> + <entry id="59877" lang="en" sex="m">Crusader Stance Of Clarity</entry> + <entry id="59878" lang="en" sex="m">Crusader Time Stands Still</entry> + <entry id="59879" lang="en" sex="m">Crusader Absolute Steel</entry> + <entry id="59880" lang="en" sex="m">Crusader Adamantine Hurricane</entry> + <entry id="59881" lang="en" sex="m">Crusader Dancing Blade Form</entry> + <entry id="59882" lang="en" sex="m">Crusader Dazing Strike</entry> + <entry id="59883" lang="en" sex="m">Crusader Disarming Strike</entry> + <entry id="59884" lang="en" sex="m">Crusader Exorcism Of Steel</entry> + <entry id="59885" lang="en" sex="m">Crusader Finishing Move</entry> + <entry id="59886" lang="en" sex="m">Crusader Iron Heart Endurance</entry> + <entry id="59887" lang="en" sex="m">Crusader Iron Heart Focus</entry> + <entry id="59888" lang="en" sex="m">Crusader Iron Heart Surge</entry> + <entry id="59889" lang="en" sex="m">Crusader Lightning Recovery</entry> + <entry id="59890" lang="en" sex="m">Crusader Lightning Throw</entry> + <entry id="59891" lang="en" sex="m">Crusader Manticore Parry</entry> + <entry id="59892" lang="en" sex="m">Crusader Mithral Tornado</entry> + <entry id="59893" lang="en" sex="m">Crusader Punishing Stance</entry> + <entry id="59894" lang="en" sex="m">Crusader Scything Blade</entry> + <entry id="59895" lang="en" sex="m">Crusader Steel Wind</entry> + <entry id="59896" lang="en" sex="m">Crusader Steely Strike</entry> + <entry id="59897" lang="en" sex="m">Crusader Strike Of Perfect Clarity</entry> + <entry id="59898" lang="en" sex="m">Crusader Supreme Blade Parry</entry> + <entry id="59899" lang="en" sex="m">Crusader Wall Of Blades</entry> + <entry id="59900" lang="en" sex="m">Crusader Baffling Defense</entry> + <entry id="59901" lang="en" sex="m">Crusader Ballista Throw</entry> + <entry id="59902" lang="en" sex="m">Crusader Clever Positioning</entry> + <entry id="59903" lang="en" sex="m">Crusader Comet Throw</entry> + <entry id="59904" lang="en" sex="m">Crusader Counter Charge</entry> + <entry id="59905" lang="en" sex="m">Crusader Devastating Throw</entry> + <entry id="59906" lang="en" sex="m">Crusader Feigned Opening</entry> + <entry id="59907" lang="en" sex="m">Crusader Fool's Strike</entry> + <entry id="59908" lang="en" sex="m">Crusader Ghostly Defense</entry> + <entry id="59909" lang="en" sex="m">Crusader Giant Killing Style</entry> + <entry id="59910" lang="en" sex="m">Crusader Hydra Slaying Strike</entry> + <entry id="59911" lang="en" sex="m">Crusader Mighty Throw</entry> + <entry id="59912" lang="en" sex="m">Crusader Mirrored Pursuit</entry> + <entry id="59913" lang="en" sex="m">Crusader Scorpion Parry</entry> + <entry id="59914" lang="en" sex="m">Crusader Shifting Defense</entry> + <entry id="59915" lang="en" sex="m">Crusader Soaring Throw</entry> + <entry id="59916" lang="en" sex="m">Crusader Stalking Shadow</entry> + <entry id="59917" lang="en" sex="m">Crusader Step Of The Wind</entry> + <entry id="59918" lang="en" sex="m">Crusader Strike Of The Broken Shield</entry> + <entry id="59919" lang="en" sex="m">Crusader Tornado Throw</entry> + <entry id="59920" lang="en" sex="m">Crusader Assassins Stance</entry> + <entry id="59921" lang="en" sex="m">Crusader Balance On The Sky</entry> + <entry id="59922" lang="en" sex="m">Crusader Bloodletting Strike</entry> + <entry id="59923" lang="en" sex="m">Crusader Child Of Shadow</entry> + <entry id="59924" lang="en" sex="m">Crusader Clinging Shadow Strike</entry> + <entry id="59925" lang="en" sex="m">Crusader Cloak Of Deception</entry> + <entry id="59926" lang="en" sex="m">Crusader Dance Of The Spider</entry> + <entry id="59927" lang="en" sex="m">Crusader Death In The Dark</entry> + <entry id="59928" lang="en" sex="m">Crusader Drain Vitality</entry> + <entry id="59929" lang="en" sex="m">Crusader Enervating Shadow Strike</entry> + <entry id="59930" lang="en" sex="m">Crusader Five Shadow Creeping Ice Enervation Strike</entry> + <entry id="59931" lang="en" sex="m">Crusader Ghost Blade</entry> + <entry id="59932" lang="en" sex="m">Crusader Hand Of Death</entry> + <entry id="59933" lang="en" sex="m">Crusader Island Of Blades</entry> + <entry id="59934" lang="en" sex="m">Crusader Obscuring Shadow Veil</entry> + <entry id="59935" lang="en" sex="m">Crusader One With Shadow</entry> + <entry id="59936" lang="en" sex="m">Crusader Shadow Blade Technique</entry> + <entry id="59937" lang="en" sex="m">Crusader Shadow Blink</entry> + <entry id="59938" lang="en" sex="m">Crusader Shadow Garrote</entry> + <entry id="59939" lang="en" sex="m">Crusader Shadow Jaunt</entry> + <entry id="59940" lang="en" sex="m">Crusader Shadow Noose</entry> + <entry id="59941" lang="en" sex="m">Crusader Shadow Stride</entry> + <entry id="59942" lang="en" sex="m">Crusader Stalker In The Night</entry> + <entry id="59943" lang="en" sex="m">Crusader Step Of The Dancing Moth</entry> + <entry id="59944" lang="en" sex="m">Crusader Strength Draining Strike</entry> + <entry id="59945" lang="en" sex="m">Crusader Adamantine Bones</entry> + <entry id="59946" lang="en" sex="m">Crusader Ancient Mountain Hammer</entry> + <entry id="59947" lang="en" sex="m">Crusader Bonesplitting Strike</entry> + <entry id="59948" lang="en" sex="m">Crusader Bonecrusher</entry> + <entry id="59949" lang="en" sex="m">Crusader Boulder Roll</entry> + <entry id="59950" lang="en" sex="m">Crusader Charging Minotaur</entry> + <entry id="59951" lang="en" sex="m">Crusader Colossus Strike</entry> + <entry id="59952" lang="en" sex="m">Crusader Crushing Vise</entry> + <entry id="59953" lang="en" sex="m">Crusader Crushing Weight Of The Mountain</entry> + <entry id="59954" lang="en" sex="m">Crusader Earthstrike Quake</entry> + <entry id="59955" lang="en" sex="m">Crusader Elder Mountain Hammer</entry> + <entry id="59956" lang="en" sex="m">Crusader Giant's Stance</entry> + <entry id="59957" lang="en" sex="m">Crusader Iron Bones</entry> + <entry id="59958" lang="en" sex="m">Crusader Irresistible Mountain Strike</entry> + <entry id="59959" lang="en" sex="m">Crusader Mountain Avalanche</entry> + <entry id="59960" lang="en" sex="m">Crusader Mountain Hammer</entry> + <entry id="59961" lang="en" sex="m">Crusader Mountain Tombstone Strike</entry> + <entry id="59962" lang="en" sex="m">Crusader Overwhelming Mountain Strike</entry> + <entry id="59963" lang="en" sex="m">Crusader Roots Of The Mountain</entry> + <entry id="59964" lang="en" sex="m">Crusader Stone Bones</entry> + <entry id="59965" lang="en" sex="m">Crusader Stone Dragon's Fury</entry> + <entry id="59966" lang="en" sex="m">Crusader Stone Vise</entry> + <entry id="59967" lang="en" sex="m">Crusader Stonefoot Stance</entry> + <entry id="59968" lang="en" sex="m">Crusader Strength Of Stone</entry> + <entry id="59969" lang="en" sex="m">Crusader Blood In The Water</entry> + <entry id="59970" lang="en" sex="m">Crusader Claw At The Moon</entry> + <entry id="59971" lang="en" sex="m">Crusader Dancing Mongoose</entry> + <entry id="59972" lang="en" sex="m">Crusader Death From Above</entry> + <entry id="59973" lang="en" sex="m">Crusader Feral Death Blow</entry> + <entry id="59974" lang="en" sex="m">Crusader Flesh Ripper</entry> + <entry id="59975" lang="en" sex="m">Crusader Fountain Of Blood</entry> + <entry id="59976" lang="en" sex="m">Crusader Girallon Windmill Flesh Rip</entry> + <entry id="59977" lang="en" sex="m">Crusader Hamstring Attack</entry> + <entry id="59978" lang="en" sex="m">Crusader Hunter's Sense</entry> + <entry id="59979" lang="en" sex="m">Crusader Leaping Dragon Stance</entry> + <entry id="59980" lang="en" sex="m">Crusader Pouncing Charge</entry> + <entry id="59981" lang="en" sex="m">Crusader Prey On The Weak</entry> + <entry id="59982" lang="en" sex="m">Crusader Rabid Bear Strike</entry> + <entry id="59983" lang="en" sex="m">Crusader Rabid Wolf Strike</entry> + <entry id="59984" lang="en" sex="m">Crusader Raging Mongoose</entry> + <entry id="59985" lang="en" sex="m">Crusader Soaring Raptor Strike</entry> + <entry id="59986" lang="en" sex="m">Crusader Sudden Leap</entry> + <entry id="59987" lang="en" sex="m">Crusader Swooping Dragon Strike</entry> + <entry id="59988" lang="en" sex="m">Crusader Wolf Climbs The Mountain</entry> + <entry id="59989" lang="en" sex="m">Crusader Wolf Fang Strike</entry> + <entry id="59990" lang="en" sex="m">Crusader Wolf Pack Tactics</entry> + <entry id="59991" lang="en" sex="m">Crusader Wolverine Stance</entry> + <entry id="59992" lang="en" sex="m">Crusader Battle Leader's Charge</entry> + <entry id="59993" lang="en" sex="m">Crusader Bolstering Voice</entry> + <entry id="59994" lang="en" sex="m">Crusader Clarion Call</entry> + <entry id="59995" lang="en" sex="m">Crusader Covering Strike</entry> + <entry id="59996" lang="en" sex="m">Crusader Douse The Flames</entry> + <entry id="59997" lang="en" sex="m">Crusader Flanking Maneuver</entry> + <entry id="59998" lang="en" sex="m">Crusader Leading The Attack</entry> + <entry id="59999" lang="en" sex="m">Crusader Leading the Charge</entry> + <entry id="60000" lang="en" sex="m">Crusader Lion's Roar</entry> + <entry id="60001" lang="en" sex="m">Crusader Order Forged From Chaos</entry> + <entry id="60002" lang="en" sex="m">Crusader Press The Advantage</entry> + <entry id="60003" lang="en" sex="m">Crusader Swarm Tactics</entry> + <entry id="60004" lang="en" sex="m">Crusader Swarming Assault</entry> + <entry id="60005" lang="en" sex="m">Crusader Tactical Strike</entry> + <entry id="60006" lang="en" sex="m">Crusader Tactics Of The Wolf</entry> + <entry id="60007" lang="en" sex="m">Crusader War Leader's Charge</entry> + <entry id="60008" lang="en" sex="m">Crusader War Master's Charge</entry> + <entry id="60009" lang="en" sex="m">Crusader White Raven Hammer</entry> + <entry id="60010" lang="en" sex="m">Crusader White Raven Strike</entry> + <entry id="60011" lang="en" sex="m">Crusader White Raven Tactics</entry> + <entry id="60012" lang="en" sex="m">Swordsage Blistering Flourish</entry> + <entry id="60013" lang="en" sex="m">Swordsage Burning Blade</entry> + <entry id="60014" lang="en" sex="m">Swordsage Burning Brand</entry> + <entry id="60015" lang="en" sex="m">Swordsage Deathmark</entry> + <entry id="60016" lang="en" sex="m">Swordsage Desert Tempest</entry> + <entry id="60017" lang="en" sex="m">Swordsage Distracting Ember</entry> + <entry id="60018" lang="en" sex="m">Swordsage Dragon's Flame</entry> + <entry id="60019" lang="en" sex="m">Swordsage Fan The Flames</entry> + <entry id="60020" lang="en" sex="m">Swordsage Fiery Assault</entry> + <entry id="60021" lang="en" sex="m">Swordsage Fire Riposte</entry> + <entry id="60022" lang="en" sex="m">Swordsage Firesnake</entry> + <entry id="60023" lang="en" sex="m">Swordsage Flames Blessing</entry> + <entry id="60024" lang="en" sex="m">Swordsage Flashing Sun</entry> + <entry id="60025" lang="en" sex="m">Swordsage Hatchlings Flame</entry> + <entry id="60026" lang="en" sex="m">Swordsage Holocaust Cloak</entry> + <entry id="60027" lang="en" sex="m">Swordsage Inferno Blade</entry> + <entry id="60028" lang="en" sex="m">Swordsage Inferno Blast</entry> + <entry id="60029" lang="en" sex="m">Swordsage Leaping Flame</entry> + <entry id="60030" lang="en" sex="m">Swordsage Lingering Inferno</entry> + <entry id="60031" lang="en" sex="m">Swordsage Ring Of Fire</entry> + <entry id="60032" lang="en" sex="m">Swordsage Rising Phoenix</entry> + <entry id="60033" lang="en" sex="m">Swordsage Salamander Charge</entry> + <entry id="60034" lang="en" sex="m">Swordsage Searing Blade</entry> + <entry id="60035" lang="en" sex="m">Swordsage Searing Charge</entry> + <entry id="60036" lang="en" sex="m">Swordsage Wind Stride</entry> + <entry id="60037" lang="en" sex="m">Swordsage Wyrms Flame</entry> + <entry id="60038" lang="en" sex="m">Swordsage Zephyr Dance</entry> + <entry id="60039" lang="en" sex="m">Swordsage Aura Of Chaos</entry> + <entry id="60040" lang="en" sex="m">Swordsage Aura Of Perfect Order</entry> + <entry id="60041" lang="en" sex="m">Swordsage Aura Of Triumph</entry> + <entry id="60042" lang="en" sex="m">Swordsage Aura Of Tyranny</entry> + <entry id="60043" lang="en" sex="m">Swordsage Castigating Strike</entry> + <entry id="60044" lang="en" sex="m">Swordsage Crusader's Strike</entry> + <entry id="60045" lang="en" sex="m">Swordsage Daunting Strike</entry> + <entry id="60046" lang="en" sex="m">Swordsage Defensive Rebuke</entry> + <entry id="60047" lang="en" sex="m">Swordsage Divine Surge</entry> + <entry id="60048" lang="en" sex="m">Swordsage Greater Divine Surge</entry> + <entry id="60049" lang="en" sex="m">Swordsage Add Constitution To Strike</entry> + <entry id="60050" lang="en" sex="m">Swordsage Clear Constitution Total</entry> + <entry id="60051" lang="en" sex="m">Swordsage Greater Divine Surge</entry> + <entry id="60052" lang="en" sex="m">Swordsage Doom Charge</entry> + <entry id="60053" lang="en" sex="m">Swordsage Entangling Blade</entry> + <entry id="60054" lang="en" sex="m">Swordsage Foehammer</entry> + <entry id="60055" lang="en" sex="m">Swordsage Immortal Fortitude</entry> + <entry id="60056" lang="en" sex="m">Swordsage Iron Guards Glare</entry> + <entry id="60057" lang="en" sex="m">Swordsage Law Bearer</entry> + <entry id="60058" lang="en" sex="m">Swordsage Martial Spirit</entry> + <entry id="60059" lang="en" sex="m">Swordsage Radiant Charge</entry> + <entry id="60060" lang="en" sex="m">Swordsage Rallying Strike</entry> + <entry id="60061" lang="en" sex="m">Swordsage Revitalizing Strike</entry> + <entry id="60062" lang="en" sex="m">Swordsage Shield Block</entry> + <entry id="60063" lang="en" sex="m">Swordsage Shield Counter</entry> + <entry id="60064" lang="en" sex="m">Swordsage Strike Of Righteous Vitality</entry> + <entry id="60065" lang="en" sex="m">Swordsage Thicket Of Blades</entry> + <entry id="60066" lang="en" sex="m">Swordsage Tide Of Chaos</entry> + <entry id="60067" lang="en" sex="m">Swordsage Vanguard Strike</entry> + <entry id="60068" lang="en" sex="m">Swordsage Action Before Thought</entry> + <entry id="60069" lang="en" sex="m">Swordsage Avalanche Of Blades</entry> + <entry id="60070" lang="en" sex="m">Swordsage Bounding Assault</entry> + <entry id="60071" lang="en" sex="m">Swordsage Diamond Defense</entry> + <entry id="60072" lang="en" sex="m">Swordsage Diamond Nightmare Blade</entry> + <entry id="60073" lang="en" sex="m">Swordsage Disrupting Blow</entry> + <entry id="60074" lang="en" sex="m">Swordsage Emerald Razor</entry> + <entry id="60075" lang="en" sex="m">Swordsage Hearing The Air</entry> + <entry id="60076" lang="en" sex="m">Swordsage Insightful Strike</entry> + <entry id="60077" lang="en" sex="m">Swordsage Greater Insightful Strike</entry> + <entry id="60078" lang="en" sex="m">Swordsage Mind Over Body</entry> + <entry id="60079" lang="en" sex="m">Swordsage Mind Strike</entry> + <entry id="60080" lang="en" sex="m">Swordsage Moment Of Alacrity</entry> + <entry id="60081" lang="en" sex="m">Swordsage Moment Of Perfect Mind</entry> + <entry id="60082" lang="en" sex="m">Swordsage Pearl Of Black Doubt</entry> + <entry id="60083" lang="en" sex="m">Swordsage Quicksilver Motion</entry> + <entry id="60084" lang="en" sex="m">Swordsage Rapid Counter</entry> + <entry id="60085" lang="en" sex="m">Swordsage Ruby Nightmare Blade</entry> + <entry id="60086" lang="en" sex="m">Swordsage Sapphire Nightmare Blade</entry> + <entry id="60087" lang="en" sex="m">Swordsage Stance Of Alacrity</entry> + <entry id="60088" lang="en" sex="m">Swordsage Stance Of Clarity</entry> + <entry id="60089" lang="en" sex="m">Swordsage Time Stands Still</entry> + <entry id="60090" lang="en" sex="m">Swordsage Absolute Steel</entry> + <entry id="60091" lang="en" sex="m">Swordsage Adamantine Hurricane</entry> + <entry id="60092" lang="en" sex="m">Swordsage Dancing Blade Form</entry> + <entry id="60093" lang="en" sex="m">Swordsage Dazing Strike</entry> + <entry id="60094" lang="en" sex="m">Swordsage Disarming Strike</entry> + <entry id="60095" lang="en" sex="m">Swordsage Exorcism Of Steel</entry> + <entry id="60096" lang="en" sex="m">Swordsage Finishing Move</entry> + <entry id="60097" lang="en" sex="m">Swordsage Iron Heart Endurance</entry> + <entry id="60098" lang="en" sex="m">Swordsage Iron Heart Focus</entry> + <entry id="60099" lang="en" sex="m">Swordsage Iron Heart Surge</entry> + <entry id="60100" lang="en" sex="m">Swordsage Lightning Recovery</entry> + <entry id="60101" lang="en" sex="m">Swordsage Lightning Throw</entry> + <entry id="60102" lang="en" sex="m">Swordsage Manticore Parry</entry> + <entry id="60103" lang="en" sex="m">Swordsage Mithral Tornado</entry> + <entry id="60104" lang="en" sex="m">Swordsage Punishing Stance</entry> + <entry id="60105" lang="en" sex="m">Swordsage Scything Blade</entry> + <entry id="60106" lang="en" sex="m">Swordsage Steel Wind</entry> + <entry id="60107" lang="en" sex="m">Swordsage Steely Strike</entry> + <entry id="60108" lang="en" sex="m">Swordsage Strike Of Perfect Clarity</entry> + <entry id="60109" lang="en" sex="m">Swordsage Supreme Blade Parry</entry> + <entry id="60110" lang="en" sex="m">Swordsage Wall Of Blades</entry> + <entry id="60111" lang="en" sex="m">Swordsage Baffling Defense</entry> + <entry id="60112" lang="en" sex="m">Swordsage Ballista Throw</entry> + <entry id="60113" lang="en" sex="m">Swordsage Clever Positioning</entry> + <entry id="60114" lang="en" sex="m">Swordsage Comet Throw</entry> + <entry id="60115" lang="en" sex="m">Swordsage Counter Charge</entry> + <entry id="60116" lang="en" sex="m">Swordsage Devastating Throw</entry> + <entry id="60117" lang="en" sex="m">Swordsage Feigned Opening</entry> + <entry id="60118" lang="en" sex="m">Swordsage Fool's Strike</entry> + <entry id="60119" lang="en" sex="m">Swordsage Ghostly Defense</entry> + <entry id="60120" lang="en" sex="m">Swordsage Giant Killing Style</entry> + <entry id="60121" lang="en" sex="m">Swordsage Hydra Slaying Strike</entry> + <entry id="60122" lang="en" sex="m">Swordsage Mighty Throw</entry> + <entry id="60123" lang="en" sex="m">Swordsage Mirrored Pursuit</entry> + <entry id="60124" lang="en" sex="m">Swordsage Scorpion Parry</entry> + <entry id="60125" lang="en" sex="m">Swordsage Shifting Defense</entry> + <entry id="60126" lang="en" sex="m">Swordsage Soaring Throw</entry> + <entry id="60127" lang="en" sex="m">Swordsage Stalking Shadow</entry> + <entry id="60128" lang="en" sex="m">Swordsage Step Of The Wind</entry> + <entry id="60129" lang="en" sex="m">Swordsage Strike Of The Broken Shield</entry> + <entry id="60130" lang="en" sex="m">Swordsage Tornado Throw</entry> + <entry id="60131" lang="en" sex="m">Swordsage Assassins Stance</entry> + <entry id="60132" lang="en" sex="m">Swordsage Balance On The Sky</entry> + <entry id="60133" lang="en" sex="m">Swordsage Bloodletting Strike</entry> + <entry id="60134" lang="en" sex="m">Swordsage Child Of Shadow</entry> + <entry id="60135" lang="en" sex="m">Swordsage Clinging Shadow Strike</entry> + <entry id="60136" lang="en" sex="m">Swordsage Cloak Of Deception</entry> + <entry id="60137" lang="en" sex="m">Swordsage Dance Of The Spider</entry> + <entry id="60138" lang="en" sex="m">Swordsage Death In The Dark</entry> + <entry id="60139" lang="en" sex="m">Swordsage Drain Vitality</entry> + <entry id="60140" lang="en" sex="m">Swordsage Enervating Shadow Strike</entry> + <entry id="60141" lang="en" sex="m">Swordsage Five Shadow Creeping Ice Enervation Strike</entry> + <entry id="60142" lang="en" sex="m">Swordsage Ghost Blade</entry> + <entry id="60143" lang="en" sex="m">Swordsage Hand Of Death</entry> + <entry id="60144" lang="en" sex="m">Swordsage Island Of Blades</entry> + <entry id="60145" lang="en" sex="m">Swordsage Obscuring Shadow Veil</entry> + <entry id="60146" lang="en" sex="m">Swordsage One With Shadow</entry> + <entry id="60147" lang="en" sex="m">Swordsage Shadow Blade Technique</entry> + <entry id="60148" lang="en" sex="m">Swordsage Shadow Blink</entry> + <entry id="60149" lang="en" sex="m">Swordsage Shadow Garrote</entry> + <entry id="60150" lang="en" sex="m">Swordsage Shadow Jaunt</entry> + <entry id="60151" lang="en" sex="m">Swordsage Shadow Noose</entry> + <entry id="60152" lang="en" sex="m">Swordsage Shadow Stride</entry> + <entry id="60153" lang="en" sex="m">Swordsage Stalker In The Night</entry> + <entry id="60154" lang="en" sex="m">Swordsage Step Of The Dancing Moth</entry> + <entry id="60155" lang="en" sex="m">Swordsage Strength Draining Strike</entry> + <entry id="60156" lang="en" sex="m">Swordsage Adamantine Bones</entry> + <entry id="60157" lang="en" sex="m">Swordsage Ancient Mountain Hammer</entry> + <entry id="60158" lang="en" sex="m">Swordsage Bonesplitting Strike</entry> + <entry id="60159" lang="en" sex="m">Swordsage Bonecrusher</entry> + <entry id="60160" lang="en" sex="m">Swordsage Boulder Roll</entry> + <entry id="60161" lang="en" sex="m">Swordsage Charging Minotaur</entry> + <entry id="60162" lang="en" sex="m">Swordsage Colossus Strike</entry> + <entry id="60163" lang="en" sex="m">Swordsage Crushing Vise</entry> + <entry id="60164" lang="en" sex="m">Swordsage Crushing Weight Of The Mountain</entry> + <entry id="60165" lang="en" sex="m">Swordsage Earthstrike Quake</entry> + <entry id="60166" lang="en" sex="m">Swordsage Elder Mountain Hammer</entry> + <entry id="60167" lang="en" sex="m">Swordsage Giant's Stance</entry> + <entry id="60168" lang="en" sex="m">Swordsage Iron Bones</entry> + <entry id="60169" lang="en" sex="m">Swordsage Irresistible Mountain Strike</entry> + <entry id="60170" lang="en" sex="m">Swordsage Mountain Avalanche</entry> + <entry id="60171" lang="en" sex="m">Swordsage Mountain Hammer</entry> + <entry id="60172" lang="en" sex="m">Swordsage Mountain Tombstone Strike</entry> + <entry id="60173" lang="en" sex="m">Swordsage Overwhelming Mountain Strike</entry> + <entry id="60174" lang="en" sex="m">Swordsage Roots Of The Mountain</entry> + <entry id="60175" lang="en" sex="m">Swordsage Stone Bones</entry> + <entry id="60176" lang="en" sex="m">Swordsage Stone Dragon's Fury</entry> + <entry id="60177" lang="en" sex="m">Swordsage Stone Vise</entry> + <entry id="60178" lang="en" sex="m">Swordsage Stonefoot Stance</entry> + <entry id="60179" lang="en" sex="m">Swordsage Strength Of Stone</entry> + <entry id="60180" lang="en" sex="m">Swordsage Blood In The Water</entry> + <entry id="60181" lang="en" sex="m">Swordsage Claw At The Moon</entry> + <entry id="60182" lang="en" sex="m">Swordsage Dancing Mongoose</entry> + <entry id="60183" lang="en" sex="m">Swordsage Death From Above</entry> + <entry id="60184" lang="en" sex="m">Swordsage Feral Death Blow</entry> + <entry id="60185" lang="en" sex="m">Swordsage Flesh Ripper</entry> + <entry id="60186" lang="en" sex="m">Swordsage Fountain Of Blood</entry> + <entry id="60187" lang="en" sex="m">Swordsage Girallon Windmill Flesh Rip</entry> + <entry id="60188" lang="en" sex="m">Swordsage Hamstring Attack</entry> + <entry id="60189" lang="en" sex="m">Swordsage Hunter's Sense</entry> + <entry id="60190" lang="en" sex="m">Swordsage Leaping Dragon Stance</entry> + <entry id="60191" lang="en" sex="m">Swordsage Pouncing Charge</entry> + <entry id="60192" lang="en" sex="m">Swordsage Prey On The Weak</entry> + <entry id="60193" lang="en" sex="m">Swordsage Rabid Bear Strike</entry> + <entry id="60194" lang="en" sex="m">Swordsage Rabid Wolf Strike</entry> + <entry id="60195" lang="en" sex="m">Swordsage Raging Mongoose</entry> + <entry id="60196" lang="en" sex="m">Swordsage Soaring Raptor Strike</entry> + <entry id="60197" lang="en" sex="m">Swordsage Sudden Leap</entry> + <entry id="60198" lang="en" sex="m">Swordsage Swooping Dragon Strike</entry> + <entry id="60199" lang="en" sex="m">Swordsage Wolf Climbs The Mountain</entry> + <entry id="60200" lang="en" sex="m">Swordsage Wolf Fang Strike</entry> + <entry id="60201" lang="en" sex="m">Swordsage Wolf Pack Tactics</entry> + <entry id="60202" lang="en" sex="m">Swordsage Wolverine Stance</entry> + <entry id="60203" lang="en" sex="m">Swordsage Battle Leader's Charge</entry> + <entry id="60204" lang="en" sex="m">Swordsage Bolstering Voice</entry> + <entry id="60205" lang="en" sex="m">Swordsage Clarion Call</entry> + <entry id="60206" lang="en" sex="m">Swordsage Covering Strike</entry> + <entry id="60207" lang="en" sex="m">Swordsage Douse The Flames</entry> + <entry id="60208" lang="en" sex="m">Swordsage Flanking Maneuver</entry> + <entry id="60209" lang="en" sex="m">Swordsage Leading The Attack</entry> + <entry id="60210" lang="en" sex="m">Swordsage Leading the Charge</entry> + <entry id="60211" lang="en" sex="m">Swordsage Lion's Roar</entry> + <entry id="60212" lang="en" sex="m">Swordsage Order Forged From Chaos</entry> + <entry id="60213" lang="en" sex="m">Swordsage Press The Advantage</entry> + <entry id="60214" lang="en" sex="m">Swordsage Swarm Tactics</entry> + <entry id="60215" lang="en" sex="m">Swordsage Swarming Assault</entry> + <entry id="60216" lang="en" sex="m">Swordsage Tactical Strike</entry> + <entry id="60217" lang="en" sex="m">Swordsage Tactics Of The Wolf</entry> + <entry id="60218" lang="en" sex="m">Swordsage War Leader's Charge</entry> + <entry id="60219" lang="en" sex="m">Swordsage War Master's Charge</entry> + <entry id="60220" lang="en" sex="m">Swordsage White Raven Hammer</entry> + <entry id="60221" lang="en" sex="m">Swordsage White Raven Strike</entry> + <entry id="60222" lang="en" sex="m">Swordsage White Raven Tactics</entry> + <entry id="60223" lang="en" sex="m">Warblade Blistering Flourish</entry> + <entry id="60224" lang="en" sex="m">Warblade Burning Blade</entry> + <entry id="60225" lang="en" sex="m">Warblade Burning Brand</entry> + <entry id="60226" lang="en" sex="m">Warblade Deathmark</entry> + <entry id="60227" lang="en" sex="m">Warblade Desert Tempest</entry> + <entry id="60228" lang="en" sex="m">Warblade Distracting Ember</entry> + <entry id="60229" lang="en" sex="m">Warblade Dragon's Flame</entry> + <entry id="60230" lang="en" sex="m">Warblade Fan The Flames</entry> + <entry id="60231" lang="en" sex="m">Warblade Fiery Assault</entry> + <entry id="60232" lang="en" sex="m">Warblade Fire Riposte</entry> + <entry id="60233" lang="en" sex="m">Warblade Firesnake</entry> + <entry id="60234" lang="en" sex="m">Warblade Flames Blessing</entry> + <entry id="60235" lang="en" sex="m">Warblade Flashing Sun</entry> + <entry id="60236" lang="en" sex="m">Warblade Hatchlings Flame</entry> + <entry id="60237" lang="en" sex="m">Warblade Holocaust Cloak</entry> + <entry id="60238" lang="en" sex="m">Warblade Inferno Blade</entry> + <entry id="60239" lang="en" sex="m">Warblade Inferno Blast</entry> + <entry id="60240" lang="en" sex="m">Warblade Leaping Flame</entry> + <entry id="60241" lang="en" sex="m">Warblade Lingering Inferno</entry> + <entry id="60242" lang="en" sex="m">Warblade Ring Of Fire</entry> + <entry id="60243" lang="en" sex="m">Warblade Rising Phoenix</entry> + <entry id="60244" lang="en" sex="m">Warblade Salamander Charge</entry> + <entry id="60245" lang="en" sex="m">Warblade Searing Blade</entry> + <entry id="60246" lang="en" sex="m">Warblade Searing Charge</entry> + <entry id="60247" lang="en" sex="m">Warblade Wind Stride</entry> + <entry id="60248" lang="en" sex="m">Warblade Wyrms Flame</entry> + <entry id="60249" lang="en" sex="m">Warblade Zephyr Dance</entry> + <entry id="60250" lang="en" sex="m">Warblade Aura Of Chaos</entry> + <entry id="60251" lang="en" sex="m">Warblade Aura Of Perfect Order</entry> + <entry id="60252" lang="en" sex="m">Warblade Aura Of Triumph</entry> + <entry id="60253" lang="en" sex="m">Warblade Aura Of Tyranny</entry> + <entry id="60254" lang="en" sex="m">Warblade Castigating Strike</entry> + <entry id="60255" lang="en" sex="m">Warblade Crusader's Strike</entry> + <entry id="60256" lang="en" sex="m">Warblade Daunting Strike</entry> + <entry id="60257" lang="en" sex="m">Warblade Defensive Rebuke</entry> + <entry id="60258" lang="en" sex="m">Warblade Divine Surge</entry> + <entry id="60259" lang="en" sex="m">Warblade Greater Divine Surge</entry> + <entry id="60260" lang="en" sex="m">Warblade Add Constitution To Strike</entry> + <entry id="60261" lang="en" sex="m">Warblade Clear Constitution Total</entry> + <entry id="60262" lang="en" sex="m">Warblade Greater Divine Surge</entry> + <entry id="60263" lang="en" sex="m">Warblade Doom Charge</entry> + <entry id="60264" lang="en" sex="m">Warblade Entangling Blade</entry> + <entry id="60265" lang="en" sex="m">Warblade Foehammer</entry> + <entry id="60266" lang="en" sex="m">Warblade Immortal Fortitude</entry> + <entry id="60267" lang="en" sex="m">Warblade Iron Guards Glare</entry> + <entry id="60268" lang="en" sex="m">Warblade Law Bearer</entry> + <entry id="60269" lang="en" sex="m">Warblade Martial Spirit</entry> + <entry id="60270" lang="en" sex="m">Warblade Radiant Charge</entry> + <entry id="60271" lang="en" sex="m">Warblade Rallying Strike</entry> + <entry id="60272" lang="en" sex="m">Warblade Revitalizing Strike</entry> + <entry id="60273" lang="en" sex="m">Warblade Shield Block</entry> + <entry id="60274" lang="en" sex="m">Warblade Shield Counter</entry> + <entry id="60275" lang="en" sex="m">Warblade Strike Of Righteous Vitality</entry> + <entry id="60276" lang="en" sex="m">Warblade Thicket Of Blades</entry> + <entry id="60277" lang="en" sex="m">Warblade Tide Of Chaos</entry> + <entry id="60278" lang="en" sex="m">Warblade Vanguard Strike</entry> + <entry id="60279" lang="en" sex="m">Warblade Action Before Thought</entry> + <entry id="60280" lang="en" sex="m">Warblade Avalanche Of Blades</entry> + <entry id="60281" lang="en" sex="m">Warblade Bounding Assault</entry> + <entry id="60282" lang="en" sex="m">Warblade Diamond Defense</entry> + <entry id="60283" lang="en" sex="m">Warblade Diamond Nightmare Blade</entry> + <entry id="60284" lang="en" sex="m">Warblade Disrupting Blow</entry> + <entry id="60285" lang="en" sex="m">Warblade Emerald Razor</entry> + <entry id="60286" lang="en" sex="m">Warblade Hearing The Air</entry> + <entry id="60287" lang="en" sex="m">Warblade Insightful Strike</entry> + <entry id="60288" lang="en" sex="m">Warblade Greater Insightful Strike</entry> + <entry id="60289" lang="en" sex="m">Warblade Mind Over Body</entry> + <entry id="60290" lang="en" sex="m">Warblade Mind Strike</entry> + <entry id="60291" lang="en" sex="m">Warblade Moment Of Alacrity</entry> + <entry id="60292" lang="en" sex="m">Warblade Moment Of Perfect Mind</entry> + <entry id="60293" lang="en" sex="m">Warblade Pearl Of Black Doubt</entry> + <entry id="60294" lang="en" sex="m">Warblade Quicksilver Motion</entry> + <entry id="60295" lang="en" sex="m">Warblade Rapid Counter</entry> + <entry id="60296" lang="en" sex="m">Warblade Ruby Nightmare Blade</entry> + <entry id="60297" lang="en" sex="m">Warblade Sapphire Nightmare Blade</entry> + <entry id="60298" lang="en" sex="m">Warblade Stance Of Alacrity</entry> + <entry id="60299" lang="en" sex="m">Warblade Stance Of Clarity</entry> + <entry id="60300" lang="en" sex="m">Warblade Time Stands Still</entry> + <entry id="60301" lang="en" sex="m">Warblade Absolute Steel</entry> + <entry id="60302" lang="en" sex="m">Warblade Adamantine Hurricane</entry> + <entry id="60303" lang="en" sex="m">Warblade Dancing Blade Form</entry> + <entry id="60304" lang="en" sex="m">Warblade Dazing Strike</entry> + <entry id="60305" lang="en" sex="m">Warblade Disarming Strike</entry> + <entry id="60306" lang="en" sex="m">Warblade Exorcism Of Steel</entry> + <entry id="60307" lang="en" sex="m">Warblade Finishing Move</entry> + <entry id="60308" lang="en" sex="m">Warblade Iron Heart Endurance</entry> + <entry id="60309" lang="en" sex="m">Warblade Iron Heart Focus</entry> + <entry id="60310" lang="en" sex="m">Warblade Iron Heart Surge</entry> + <entry id="60311" lang="en" sex="m">Warblade Lightning Recovery</entry> + <entry id="60312" lang="en" sex="m">Warblade Lightning Throw</entry> + <entry id="60313" lang="en" sex="m">Warblade Manticore Parry</entry> + <entry id="60314" lang="en" sex="m">Warblade Mithral Tornado</entry> + <entry id="60315" lang="en" sex="m">Warblade Punishing Stance</entry> + <entry id="60316" lang="en" sex="m">Warblade Scything Blade</entry> + <entry id="60317" lang="en" sex="m">Warblade Steel Wind</entry> + <entry id="60318" lang="en" sex="m">Warblade Steely Strike</entry> + <entry id="60319" lang="en" sex="m">Warblade Strike Of Perfect Clarity</entry> + <entry id="60320" lang="en" sex="m">Warblade Supreme Blade Parry</entry> + <entry id="60321" lang="en" sex="m">Warblade Wall Of Blades</entry> + <entry id="60322" lang="en" sex="m">Warblade Baffling Defense</entry> + <entry id="60323" lang="en" sex="m">Warblade Ballista Throw</entry> + <entry id="60324" lang="en" sex="m">Warblade Clever Positioning</entry> + <entry id="60325" lang="en" sex="m">Warblade Comet Throw</entry> + <entry id="60326" lang="en" sex="m">Warblade Counter Charge</entry> + <entry id="60327" lang="en" sex="m">Warblade Devastating Throw</entry> + <entry id="60328" lang="en" sex="m">Warblade Feigned Opening</entry> + <entry id="60329" lang="en" sex="m">Warblade Fool's Strike</entry> + <entry id="60330" lang="en" sex="m">Warblade Ghostly Defense</entry> + <entry id="60331" lang="en" sex="m">Warblade Giant Killing Style</entry> + <entry id="60332" lang="en" sex="m">Warblade Hydra Slaying Strike</entry> + <entry id="60333" lang="en" sex="m">Warblade Mighty Throw</entry> + <entry id="60334" lang="en" sex="m">Warblade Mirrored Pursuit</entry> + <entry id="60335" lang="en" sex="m">Warblade Scorpion Parry</entry> + <entry id="60336" lang="en" sex="m">Warblade Shifting Defense</entry> + <entry id="60337" lang="en" sex="m">Warblade Soaring Throw</entry> + <entry id="60338" lang="en" sex="m">Warblade Stalking Shadow</entry> + <entry id="60339" lang="en" sex="m">Warblade Step Of The Wind</entry> + <entry id="60340" lang="en" sex="m">Warblade Strike Of The Broken Shield</entry> + <entry id="60341" lang="en" sex="m">Warblade Tornado Throw</entry> + <entry id="60342" lang="en" sex="m">Warblade Assassins Stance</entry> + <entry id="60343" lang="en" sex="m">Warblade Balance On The Sky</entry> + <entry id="60344" lang="en" sex="m">Warblade Bloodletting Strike</entry> + <entry id="60345" lang="en" sex="m">Warblade Child Of Shadow</entry> + <entry id="60346" lang="en" sex="m">Warblade Clinging Shadow Strike</entry> + <entry id="60347" lang="en" sex="m">Warblade Cloak Of Deception</entry> + <entry id="60348" lang="en" sex="m">Warblade Dance Of The Spider</entry> + <entry id="60349" lang="en" sex="m">Warblade Death In The Dark</entry> + <entry id="60350" lang="en" sex="m">Warblade Drain Vitality</entry> + <entry id="60351" lang="en" sex="m">Warblade Enervating Shadow Strike</entry> + <entry id="60352" lang="en" sex="m">Warblade Five Shadow Creeping Ice Enervation Strike</entry> + <entry id="60353" lang="en" sex="m">Warblade Ghost Blade</entry> + <entry id="60354" lang="en" sex="m">Warblade Hand Of Death</entry> + <entry id="60355" lang="en" sex="m">Warblade Island Of Blades</entry> + <entry id="60356" lang="en" sex="m">Warblade Obscuring Shadow Veil</entry> + <entry id="60357" lang="en" sex="m">Warblade One With Shadow</entry> + <entry id="60358" lang="en" sex="m">Warblade Shadow Blade Technique</entry> + <entry id="60359" lang="en" sex="m">Warblade Shadow Blink</entry> + <entry id="60360" lang="en" sex="m">Warblade Shadow Garrote</entry> + <entry id="60361" lang="en" sex="m">Warblade Shadow Jaunt</entry> + <entry id="60362" lang="en" sex="m">Warblade Shadow Noose</entry> + <entry id="60363" lang="en" sex="m">Warblade Shadow Stride</entry> + <entry id="60364" lang="en" sex="m">Warblade Stalker In The Night</entry> + <entry id="60365" lang="en" sex="m">Warblade Step Of The Dancing Moth</entry> + <entry id="60366" lang="en" sex="m">Warblade Strength Draining Strike</entry> + <entry id="60367" lang="en" sex="m">Warblade Adamantine Bones</entry> + <entry id="60368" lang="en" sex="m">Warblade Ancient Mountain Hammer</entry> + <entry id="60369" lang="en" sex="m">Warblade Bonesplitting Strike</entry> + <entry id="60370" lang="en" sex="m">Warblade Bonecrusher</entry> + <entry id="60371" lang="en" sex="m">Warblade Boulder Roll</entry> + <entry id="60372" lang="en" sex="m">Warblade Charging Minotaur</entry> + <entry id="60373" lang="en" sex="m">Warblade Colossus Strike</entry> + <entry id="60374" lang="en" sex="m">Warblade Crushing Vise</entry> + <entry id="60375" lang="en" sex="m">Warblade Crushing Weight Of The Mountain</entry> + <entry id="60376" lang="en" sex="m">Warblade Earthstrike Quake</entry> + <entry id="60377" lang="en" sex="m">Warblade Elder Mountain Hammer</entry> + <entry id="60378" lang="en" sex="m">Warblade Giant's Stance</entry> + <entry id="60379" lang="en" sex="m">Warblade Iron Bones</entry> + <entry id="60380" lang="en" sex="m">Warblade Irresistible Mountain Strike</entry> + <entry id="60381" lang="en" sex="m">Warblade Mountain Avalanche</entry> + <entry id="60382" lang="en" sex="m">Warblade Mountain Hammer</entry> + <entry id="60383" lang="en" sex="m">Warblade Mountain Tombstone Strike</entry> + <entry id="60384" lang="en" sex="m">Warblade Overwhelming Mountain Strike</entry> + <entry id="60385" lang="en" sex="m">Warblade Roots Of The Mountain</entry> + <entry id="60386" lang="en" sex="m">Warblade Stone Bones</entry> + <entry id="60387" lang="en" sex="m">Warblade Stone Dragon's Fury</entry> + <entry id="60388" lang="en" sex="m">Warblade Stone Vise</entry> + <entry id="60389" lang="en" sex="m">Warblade Stonefoot Stance</entry> + <entry id="60390" lang="en" sex="m">Warblade Strength Of Stone</entry> + <entry id="60391" lang="en" sex="m">Warblade Blood In The Water</entry> + <entry id="60392" lang="en" sex="m">Warblade Claw At The Moon</entry> + <entry id="60393" lang="en" sex="m">Warblade Dancing Mongoose</entry> + <entry id="60394" lang="en" sex="m">Warblade Death From Above</entry> + <entry id="60395" lang="en" sex="m">Warblade Feral Death Blow</entry> + <entry id="60396" lang="en" sex="m">Warblade Flesh Ripper</entry> + <entry id="60397" lang="en" sex="m">Warblade Fountain Of Blood</entry> + <entry id="60398" lang="en" sex="m">Warblade Girallon Windmill Flesh Rip</entry> + <entry id="60399" lang="en" sex="m">Warblade Hamstring Attack</entry> + <entry id="60400" lang="en" sex="m">Warblade Hunter's Sense</entry> + <entry id="60401" lang="en" sex="m">Warblade Leaping Dragon Stance</entry> + <entry id="60402" lang="en" sex="m">Warblade Pouncing Charge</entry> + <entry id="60403" lang="en" sex="m">Warblade Prey On The Weak</entry> + <entry id="60404" lang="en" sex="m">Warblade Rabid Bear Strike</entry> + <entry id="60405" lang="en" sex="m">Warblade Rabid Wolf Strike</entry> + <entry id="60406" lang="en" sex="m">Warblade Raging Mongoose</entry> + <entry id="60407" lang="en" sex="m">Warblade Soaring Raptor Strike</entry> + <entry id="60408" lang="en" sex="m">Warblade Sudden Leap</entry> + <entry id="60409" lang="en" sex="m">Warblade Swooping Dragon Strike</entry> + <entry id="60410" lang="en" sex="m">Warblade Wolf Climbs The Mountain</entry> + <entry id="60411" lang="en" sex="m">Warblade Wolf Fang Strike</entry> + <entry id="60412" lang="en" sex="m">Warblade Wolf Pack Tactics</entry> + <entry id="60413" lang="en" sex="m">Warblade Wolverine Stance</entry> + <entry id="60414" lang="en" sex="m">Warblade Battle Leader's Charge</entry> + <entry id="60415" lang="en" sex="m">Warblade Bolstering Voice</entry> + <entry id="60416" lang="en" sex="m">Warblade Clarion Call</entry> + <entry id="60417" lang="en" sex="m">Warblade Covering Strike</entry> + <entry id="60418" lang="en" sex="m">Warblade Douse The Flames</entry> + <entry id="60419" lang="en" sex="m">Warblade Flanking Maneuver</entry> + <entry id="60420" lang="en" sex="m">Warblade Leading The Attack</entry> + <entry id="60421" lang="en" sex="m">Warblade Leading the Charge</entry> + <entry id="60422" lang="en" sex="m">Warblade Lion's Roar</entry> + <entry id="60423" lang="en" sex="m">Warblade Order Forged From Chaos</entry> + <entry id="60424" lang="en" sex="m">Warblade Press The Advantage</entry> + <entry id="60425" lang="en" sex="m">Warblade Swarm Tactics</entry> + <entry id="60426" lang="en" sex="m">Warblade Swarming Assault</entry> + <entry id="60427" lang="en" sex="m">Warblade Tactical Strike</entry> + <entry id="60428" lang="en" sex="m">Warblade Tactics Of The Wolf</entry> + <entry id="60429" lang="en" sex="m">Warblade War Leader's Charge</entry> + <entry id="60430" lang="en" sex="m">Warblade War Master's Charge</entry> + <entry id="60431" lang="en" sex="m">Warblade White Raven Hammer</entry> + <entry id="60432" lang="en" sex="m">Warblade White Raven Strike</entry> + <entry id="60433" lang="en" sex="m">Warblade White Raven Tactics</entry> + <entry id="60500" lang="en" sex="m">####END_OF_TOB_SPELLBOOK_RESERVE</entry> + <entry id="60501" lang="en" sex="m">Overwhelming Critical (aptitude 1)</entry> + <entry id="60502" lang="en" sex="m">Devastating Critical (aptitude 1)</entry> + <entry id="60503" lang="en" sex="m">Weapon of Choice (aptitude 1)</entry> + <entry id="60504" lang="en" sex="m">Main hand weapon</entry> + <entry id="60505" lang="en" sex="m">Off hand weapon</entry> + <entry id="60506" lang="en" sex="m">You cannot use the Weapon Aptitude feat while in combat</entry> + <entry id="60507" lang="en" sex="m">Remember to choose your Weapon Aptitude weapon</entry> + <entry id="60508" lang="en" sex="m">Weapon Focus (aptitude 2)</entry> + <entry id="60509" lang="en" sex="m">Epic Weapon Focus (aptitude 2)</entry> + <entry id="60510" lang="en" sex="m">Weapon Specialization (aptitude 2)</entry> + <entry id="60511" lang="en" sex="m">Epic Weapon Specialization (aptitude 2)</entry> + <entry id="60512" lang="en" sex="m">Improved Critical (aptitude 2)</entry> + <entry id="60513" lang="en" sex="m">Sanctify Martial Strike (aptitude 2)</entry> + <entry id="60514" lang="en" sex="m">Vile Martial Strike (aptitude 2)</entry> + <entry id="60515" lang="en" sex="m">Overwhelming Critical (aptitude 2)</entry> + <entry id="60516" lang="en" sex="m">Devastating Critical (aptitude 2)</entry> + <entry id="60517" lang="en" sex="m">Weapon of Choice (aptitude 2)</entry> + <entry id="60518" lang="en" sex="m">Weapon Aptitude Apply</entry> + <entry id="60519" lang="en" sex="m">Weapon Aptitude Options</entry> + <entry id="60520" lang="en" sex="m">Choose primary focus weapon (current: %(CURRENT))</entry> + <entry id="60521" lang="en" sex="m">Choose primary critical weapon (current: %(CURRENT))</entry> + <entry id="60522" lang="en" sex="m">Choose secondary focus weapon (current: %(CURRENT))</entry> + <entry id="60523" lang="en" sex="m">Choose secondary critical weapon (current: %(CURRENT))</entry> + <entry id="60524" lang="en" sex="m">NONE</entry> + <entry id="60525" lang="en" sex="m">Select an option</entry> + <entry id="60526" lang="en" sex="m">Weapon Specialization Proficiency</entry> + <entry id="60527" lang="en" sex="m">Type of Feat: Class. + Prerequisite: Fighter 4, Bowman 4 or Warblade 6. + Specifics: A character with this feat is allowed to take the Weapon Specialization feat if they meet the other prerequisites. +Use: Automatic.</entry> + <entry id="60528" lang="en" sex="m">Skill bonus from extra Strength increase: %(SKILLS):</entry> + <entry id="60529" lang="en" sex="m">Skill penalty from extra Strength decrease: %(SKILLS):</entry> + <entry id="60530" lang="en" sex="m">Skill bonus from extra Dexterity increase: %(SKILLS):</entry> + <entry id="60531" lang="en" sex="m">Saving throw bonus from extra Dexterity increase: Reflex:</entry> + <entry id="60532" lang="en" sex="m">Skill penalty from extra Dexterity decrease: %(SKILLS):</entry> + <entry id="60533" lang="en" sex="m">Saving throw penalty from extra Dexterity decrease: Reflex:</entry> + <entry id="60534" lang="en" sex="m">Skill bonus from extra Constitution increase: %(SKILLS):</entry> + <entry id="60535" lang="en" sex="m">Saving throw bonus from extra Constitution increase: Fortitude:</entry> + <entry id="60536" lang="en" sex="m">Skill penalty from extra Constitution decrease: %(SKILLS):</entry> + <entry id="60537" lang="en" sex="m">Saving throw penalty from extra Constitution decrease: Fortitude:</entry> + <entry id="60538" lang="en" sex="m">Cannot use Shock Blade: the previous use is still in effect</entry> + <entry id="60539" lang="en" sex="m">Cannot use Shock Blade: you are not wielding a longsword</entry> + <entry id="60540" lang="en" sex="m">Cannot use Holy Blade: the previous use is still in effect</entry> + <entry id="60541" lang="en" sex="m">Cannot use Holy Blade: you are not wielding a longsword</entry> + <entry id="60542" lang="en" sex="m">Cannot use Brilliant Blade: the previous use is still in effect</entry> + <entry id="60543" lang="en" sex="m">Cannot use Brilliant Blade: you are not wielding a longsword</entry> + <entry id="60544" lang="en" sex="m">AB bonus from Strength increase:</entry> + <entry id="60545" lang="en" sex="m">AB penalty from Strength decrease:</entry> + <entry id="60546" lang="en" sex="m">Damage bonus from Strength increase:</entry> + <entry id="60547" lang="en" sex="m">Damage penalty from Strength decrease:</entry> + <entry id="60548" lang="en" sex="m">AC bonus from Dexterity increase: </entry> + <entry id="60549" lang="en" sex="m">AC penalty from Dexterity decrease: </entry> + <entry id="60550" lang="en" sex="m">Psionic Slayer</entry> + <entry id="60551" lang="en" sex="m">Psionic Slayers</entry> + <entry id="60552" lang="en" sex="m">psionic slayers</entry> + <entry id="60553" lang="en" sex="m">(PRESTIGE CLASS) +Psionic Slayers, also known as Illithid Slayers or just "Slayers", are hunters of psionic foes. When a character enters the class, they formally declare a type of psionic creature as the enemy they detest above all others; Illithids are the most common foe and thus Aberrations are the most common choice, but any creature type that uses their psionic powers upon non-psions may become the target of a Psionic Slayer. + + +[Implementation Note: the Psionic Slayer is meant to provide a class that works as either the core Illithid Slayer or as the OGL Slayer class. Using the PRC Switches, the class can be restricted to just hunting Aberrations (which Illithids belog to), and can additionally be restricted to requiring the 'slaying' of a specific creature to gain entry into this class. The default settings do not require these restrictions, making the class behave as the OGL Slayer class by default] + + +- Hit Die: d8. +- Proficiencies: Slayers are proficient with all simple and martial weapons and with all types of armor. (They do not gain Shield Proficiency) +- Skill Points: 4 + Int Modifier. +- Base Attack Bonus: 1/1 (Fighter) + +Class Skills: Bluff, Concentration, Craft (General), Discipline, Lore, Listen, Psicraft, Search, Sense Motive, Spot, Survival, + + + +REQUIREMENTS: + +Base Attack Bonus: +4. +Skill: Lore 4 ranks +Feat: Track. +Psionics: Must have a power point reserve of at least 1 power point. + +Special: + May be required to slay an Illithid or other Psionic creature to enter the class. (See PRC Swithes for option; defaults to no special requirement) + May be limited to taking just Aberrations as Favored Enemy. (See PRC Swithes for option; defaults to no Favored Enemy limitation) + + + + +ABILITIES: + +Level +1: Favored Enemy (Ex): Upon entering the Slayer class, a slayer selects one favored enemy. She gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against her favored enemy. Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind. At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8. + + Enemy Sense (Su): A slayer can sense the presence of her favored enemy within 60 feet of herself, even if they are hidden by darkness or walls, but she cannot discern their exact location. + +2: Brain Nausea (Su): At 2nd level, any creature that attempts to eat the slayer's brain must succeed on a Will save (DC 15 + slayer's class level) or become disinclined to do so for 24 hours thereafter. This ability is active even if the slayer is unconscious, stunned, or otherwise helpless. + +3: Lucid Buffer (Ex): At 3rd level, a slayer gains a +4 competence bonus on saving throws against all mind-affecting effects. This ability is active even if the slayer is unconscious, stunned, or otherwise helpless. + +6: Cerebral Blind (Su): After reaching 6th level, a slayer is protected from all devices, powers, and spells that reveal location, similar to the Non-Detection spell. *This ability is active as long as the slayer is psionically focused.* + +8: Breach Power Resistance (Su): A slayer of 8th level or higher causes each successful melee attack (or ranged attack if the target is within 30 feet) she makes with her weapon against a creature with power resistance to temporarily reduces its power resistance by 1. Lost power resistance returns all at once 12 hours later. *This ability is active as long as the slayer is psionically focused.* + +9: Cerebral Immunity (Su): On reaching 9th level, a slayer gains protection from all devices, powers, and spells that influence the mind, as the Mind Blank spell. *This ability is active as long as the slayer is psionically focused.* + +10: Blast Feedback (Su): At 10th level, if a slayer makes her saving throw when attacked with mind blast, the mind blast rebounds upon the attacker, forcing it to make a save vs its own blast effect. Only the original attacker is targeted in the rebound effect. + + +MANIFESTING PROGRESSION + 9/10 progression +Beginning at 2nd level, a slayer gains additional power points per day and access to new powers as if she had also gained a level in their highest manifesting class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Slayer (minus 1) to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. + +If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. + + +EPIC PSIONIC SLAYERS +An Epic Psionic Slayer is a true terror to their favored enemy, seeking them out in even their most guarded bastions of power. + +An Epic Psionic Slayer receives an Epic bonus feat every 4 levels starting at 11th Psionic Slayer Level: 11, 14, 17, 20, 23, 26, 29 +[Bonus feats available include: Epic stat bonuses, Epic energy resistances, Epic Weapon feats, Epic Psionic feats] + +The Epic Psionic Slayer continues to progress in Manifestor level with a 9/10 progression. Epic Levels where Manifesting is not progressed are: 11 and 21 + +Psionic Slayer Favored Enemy bonuses continue to progress with Epic levels. Every 3 levels beyond 10th the Favored Enemy bonuses increase by +2.</entry> + <entry id="60554" lang="en" sex="m">Psionic Slayer: Favored Enemy</entry> + <entry id="60555" lang="en" sex="m">Favored Enemy (Ex): Upon entering the Slayer class, a slayer selects one favored enemy. She gains a +2 bonus on Bluff, Listen, and Spot checks when using these skills against her favored enemy. Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind. At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8.</entry> + <entry id="60556" lang="en" sex="m">Psionic Slayer: Enemy Sense</entry> + <entry id="60557" lang="en" sex="m">Enemy Sense (Su): A slayer can sense the presence of her favored enemy within 60 feet of herself, even if they are hidden by darkness or walls, but she cannot discern their exact location.</entry> + <entry id="60558" lang="en" sex="m">Psionic Slayer: Brain Nausea</entry> + <entry id="60559" lang="en" sex="m">Brain Nausea (Su): At 2nd level, any creature that attempts to eat the slayer's brain must succeed on a Will save (DC 15 + slayer's class level) or become disinclined to do so for 24 hours thereafter. This ability is active even if the slayer is unconscious, stunned, or otherwise helpless.</entry> + <entry id="60560" lang="en" sex="m">Psionic Slayer: Lucid Buffer</entry> + <entry id="60561" lang="en" sex="m">Lucid Buffer (Ex): At 3rd level, a slayer gains a +4 competence bonus on saving throws against all mind-affecting effects. This ability is active even if the slayer is unconscious, stunned, or otherwise helpless.</entry> + <entry id="60562" lang="en" sex="m">Psionic Slayer: Cerebral Blind</entry> + <entry id="60563" lang="en" sex="m">Cerebral Blind (Su): After reaching 6th level, a slayer is protected from all devices, powers, and spells that reveal location, similar to the Non-Detection spell. *This ability is active as long as the slayer is psionically focused.*</entry> + <entry id="60564" lang="en" sex="m">Psionic Slayer: Breach Power Resist</entry> + <entry id="60565" lang="en" sex="m">Breach Power Resistance (Su): A slayer of 8th level or higher causes each successful melee attack (or ranged attack if the target is within 30 feet) she makes with her weapon against a creature with power resistance to temporarily reduces its power resistance by 1. Lost power resistance returns 12 hours later. *This ability is active as long as the slayer is psionically focused.*</entry> + <entry id="60566" lang="en" sex="m">Psionic Slayer: Cerebral Immunity</entry> + <entry id="60567" lang="en" sex="m">Cerebral Immunity (Su): On reaching 9th level, a slayer gains protection from all devices, powers, and spells that influence the mind, as the Mind Blank spell. *This ability is active as long as the slayer is psionically focused.*</entry> + <entry id="60568" lang="en" sex="m">Psionic Slayer: Blast Feedback</entry> + <entry id="60569" lang="en" sex="m">Blast Feedback (Su): At 10th level, if a slayer makes her saving throw when attacked with mind blast, the mind blast rebounds upon the attacker, forcing it to make a save vs its own blast effect. Only the original attacker is targeted in the rebound effect.</entry> + <entry id="60570" lang="en" sex="m">Epic Psionic Slayer</entry> + <entry id="60571" lang="en" sex="m">Epic Psionic Slayer + +An Epic Psionic Slayer is a true terror to their favored enemy, seeking them out in even their most guarded bastions of power. + +An Epic Psionic Slayer receives an Epic bonus feat every 4 levels starting at 11th Psionic Slayer Level: 11, 14, 17, 20, 23, 26, 29 +[Bonus feats available include: Epic stat bonuses, Epic energy resistances, Epic Weapon feats, Epic Psionic feats] + +The Epic Psionic Slayer continues to progress in Manifestor level with a 9/10 progression. Epic Levels where Manifesting is not progressed are: 11 and 21 + +Psionic Slayer Favored Enemy bonuses continue to progress with Epic levels. Every 3 levels beyond 10th the Favored Enemy bonuses increase by +2.</entry> + <entry id="60572" lang="en" sex="m">You do not have Psionic Focus; Breach Power Resistance will not function while unfocused.</entry> + <entry id="60573" lang="en" sex="m">Psionic Slayer: Favored Enemy [Aberration]</entry> + <entry id="60574" lang="en" sex="m">Psionic Slayer: Favored Enemy [Dwarf]</entry> + <entry id="60575" lang="en" sex="m">Psionic Slayer: Favored Enemy [Elf]</entry> + <entry id="60576" lang="en" sex="m">Psionic Slayer: Favored Enemy [Gnome]</entry> + <entry id="60577" lang="en" sex="m">Psionic Slayer: Favored Enemy [Halfling]</entry> + <entry id="60578" lang="en" sex="m">Psionic Slayer: Favored Enemy [Half-Elf]</entry> + <entry id="60579" lang="en" sex="m">Psionic Slayer: Favored Enemy [Half-Orc]</entry> + <entry id="60580" lang="en" sex="m">Psionic Slayer: Favored Enemy [Human]</entry> + <entry id="60581" lang="en" sex="m">Psionic Slayer: Favored Enemy [Animal]</entry> + <entry id="60582" lang="en" sex="m">Psionic Slayer: Favored Enemy [Beast]</entry> + <entry id="60583" lang="en" sex="m">Psionic Slayer: Favored Enemy [Construct]</entry> + <entry id="60584" lang="en" sex="m">Psionic Slayer: Favored Enemy [Dragon]</entry> + <entry id="60585" lang="en" sex="m">Psionic Slayer: Favored Enemy [Goblinoid]</entry> + <entry id="60586" lang="en" sex="m">Psionic Slayer: Favored Enemy [Monstrous Humanoid]</entry> + <entry id="60587" lang="en" sex="m">Psionic Slayer: Favored Enemy [Orc]</entry> + <entry id="60588" lang="en" sex="m">Psionic Slayer: Favored Enemy [Reptilian]</entry> + <entry id="60589" lang="en" sex="m">Psionic Slayer: Favored Enemy [Elemental]</entry> + <entry id="60590" lang="en" sex="m">Psionic Slayer: Favored Enemy [Fey]</entry> + <entry id="60591" lang="en" sex="m">Psionic Slayer: Favored Enemy [Giant]</entry> + <entry id="60592" lang="en" sex="m">Psionic Slayer: Favored Enemy [Magical Beast]</entry> + <entry id="60593" lang="en" sex="m">Psionic Slayer: Favored Enemy [Outsider]</entry> + <entry id="60594" lang="en" sex="m">Psionic Slayer: Favored Enemy [Shapechanger]</entry> + <entry id="60595" lang="en" sex="m">Psionic Slayer: Favored Enemy [Undead]</entry> + <entry id="60596" lang="en" sex="m">Psionic Slayer: Favored Enemy [Vermin]</entry> + <entry id="60597" lang="en" sex="m">Magical Distillation</entry> + <entry id="60598" lang="en" sex="m">Type of Feat: General +Prerequisite: Soulcaster 10 +Specifics: Soulcaster: At 10th level, by sacrificing one arcane spell of the highest level you can cast, you gain points of bonus essentia equal to that spell's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next round. This ability is usable once per round as a free action. + +Soulmanifester: At 10th level, by paying a number of power points equal to the base cost to manifest the highest-level power that you know, you gain points of essentia equal to that power's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next turn. This ability is usable once per round as a free action. +Use: Selected</entry> + <entry id="60599" lang="en" sex="m">Ironsoul Forgemaster</entry> + <entry id="60600" lang="en" sex="m">Ironsoul Forgemasters</entry> + <entry id="60601" lang="en" sex="m">ironsoul forgemaster</entry> + <entry id="60602" lang="en" sex="m">(PRESTIGE CLASS) +Skilled smiths can produce weapons of steel, and some can create weapons incorporating both steel and magic, but only the ironsoul forgemaster can craft a weapon that combines these arts with the shaping of soul essence. An ironsoul forgemaster can produce a weapon that is physical, magical, and soulmelded all at the same time, and in his hands it becomes a potent armament indeed. + +All ironsoul forgemasters are dwarven mastersmiths who possess skill at crafting arms and armor, but they are also great champions of the dwarven people. Resolute and determined, they serve as preservers of ancient lore, guardians of sacred places, teachers of craft and skill, and holy servants of the dwarf deities. Because they can forge and wield weapons of terrible power, they embody the dwarven belief that skill coupled with courage can defeat any foe. + +- Hit Die: d8 +- Proficiencies: An Ironsoul Forgemaster does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Race: Dwarf. +Alignment: Any nonevil. +Skills: Craft (armorsmithing) 8 ranks, Lore 2 ranks. +Meldshaping: Ability to shape soulmelds + +ABILITIES: + +Level +1: Shield Bond - Invest essentia into shield for elemental resistance +2: Secrets of the Forge - 3x class level to Craft Arms and Armor +3: Forge Lore - Class level to craft checks +4: Chakra Bind (Arms) +5: Armor Bond - Invest essentia into armour for damage resistance +6: Chakra Bind (Waist) +7: +8: Chakra Bind (Shoulders) +9: Weapon Bond - Invest essentia into weapon for damage and dazing +10: Chakra Bind (Heart) + +BONUS MELDSHAPING: + +At each ironsoul forgemaster level other than first, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the soulcaster level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds.</entry> + <entry id="60603" lang="en" sex="m">Shield Bond</entry> + <entry id="60604" lang="en" sex="m">Type of Feat: Class + Prerequisite: Ironsoul Forgemaster 1 + Specifics: At 1st level, you create a special bond with any shield that you craft. This bond allows you to invest essentia in the shield as if it were a soulmeld. Doing so grants you resistance 5 per point of invested essentia against acid, cold, electricity, fire, and sonic damage. You gain this ability only while using the shield for defense. If you unequip the shield, you lose the soulmeld. +Use: Selected</entry> + <entry id="60605" lang="en" sex="m">Armor Bond</entry> + <entry id="60606" lang="en" sex="m">Type of Feat: Class + Prerequisite: Ironsoul Forgemaster 5 + Specifics: At 5th level, you create a special bond with any armor that you craft. This bond allows you to invest essentia in the armor as if it were a soulmeld. Doing so grants you damage resistance x/-, where x is the total essentia invested. You gain this ability only while wearing the armor. If you unequip the armor, you lose the soulmeld. +Use: Selected</entry> + <entry id="60607" lang="en" sex="m">Weapon Bond</entry> + <entry id="60608" lang="en" sex="m">Type of Feat: Class + Prerequisite: Ironsoul Forgemaster 9 + Specifics: At 9th level, you create a special bond with any weapon that you craft. This bond allows you to invest essentia in the weapon as if it were a soulmeld. Doing so grants you a bonus equal to twice the invested essentia on your damage rolls. If you have at least 1 point of essentia invested in the weapon, it also dazes any living opponent you strike with it for 1 round (Fortitude negates, DC 10 + invested essentia + Con modifier). You gain this ability only while using the weapon. If you unequip the weapon, you lose the soulmeld. +Use: Selected</entry> + <entry id="60609" lang="en" sex="m">Attack</entry> + <entry id="60610" lang="en" sex="m">Type of Feat: General + Prerequisite: None + Specifics: Does a scripted full round attack +Use: Selected</entry> + <entry id="60611" lang="en" sex="m">Umbral Disciple</entry> + <entry id="60612" lang="en" sex="m">Umbral Disciples</entry> + <entry id="60613" lang="en" sex="m">umbral disciple</entry> + <entry id="60614" lang="en" sex="m">(PRESTIGE CLASS) +The umbral disciple is a student of shadow in both a literal and a metaphysical sense. By infusing shadows with essentia, he can harness both the darkness of the world and the darkness of his own soul to meet whatever goals he has in mind. Others might shrink from dark places and dread the creatures that stir when the light fades, but the umbral disciple stares into the heart of the night without flinching. + +Much like the monk, the umbral disciple seeks to explore his own nature and perfectly master the dark power he finds within himself. The rare combination of stealth, mobility, and combat prowess that he cultivates makes him an excellent spy, burglar, magic-wielder, or assassin. Some umbral disciples become freelance monster hunters or vigilantes dedicated to seeking out evildoers and teaching them to fear the dark. Others become heartless killers who use their powers to prey on the weak and the defenseless. But regardless of how their skills manifest, all umbral disciples are drawn to the shadows, where they can clearly see the potential of their own souls. + +- Hit Die: d6 +- Proficiencies: An Umbral Disciple does not gain any additional weapon or armor proficiencies. +- Skill Points: 6 + Int Modifier. + +REQUIREMENTS: + +Skills: Concentration 4 ranks, Hide 8 ranks, Lore 2 ranks, Listen 8 ranks. +Essentia Pool: 1. + +ABILITIES: + +Level +1: Step of the Bodiless - Bonus to Balance, Climb, Jump, Tumble +2: Sneak Attack 1d6 +3: Embrace of Shadow - Concealment, hide in plain sight +4: +5: Sneak Attack 2d6 +6: +7: Sight of the Eyeless - See invisible, bonus to Spot +8: Sneak Attack 3d6 +9: Soulchilling Strike - Attacks deal Strength damage +10: Kiss of the Shadows - Extended range on melee attacks + +BONUS ESSENTIA: + +The Umbral Disciple increases his essentia pool by 1 at levels 1-2, 2 at 3-4, 3 at 5-6, 4 at 7, 5 at 8, 6 at 9, and a max increase of 7 at 10th level.</entry> + <entry id="60615" lang="en" sex="m">Step of the Bodiless</entry> + <entry id="60616" lang="en" sex="m">Type of Feat: Class + Prerequisite: Umbral Disciple 1 + Specifics: Beginning at 1st level, you gain a +2 enhancement bonus on Balance, Climb, Jump, and Tumble checks for every point of essentia you invest in this class feature. +Use: Selected</entry> + <entry id="60617" lang="en" sex="m">Embrace of Shadow</entry> + <entry id="60618" lang="en" sex="m">Type of Feat: Class + Prerequisite: Umbral Disciple 3 + Specifics: While you are thus cloaked in shadow, each attack made against you has a 10% miss chance per point of essentia invested in this ability. This miss chance does not stack with miss chances provided by any other ability or effect. + +If the miss chance granted by this ability is 20% or higher, you also gain the ability to hide in plain sight. +Use: Selected</entry> + <entry id="60619" lang="en" sex="m">Sight of the Eyeless</entry> + <entry id="60620" lang="en" sex="m">Type of Feat: Class + Prerequisite: Umbral Disciple 7 + Specifics: You gain +2 Spot per point of essentia invested. You also can see invisible. +Use: Selected</entry> + <entry id="60621" lang="en" sex="m">Soulchilling Strike</entry> + <entry id="60622" lang="en" sex="m">Type of Feat: Class + Prerequisite: Umbral Disciple 9 + Specifics: For every point of essentia you invest in this ability, your melee attack deals 1 point of Strength damage to the target (Fortitude negates, DC 10 + invested essentia + your Con modifier) in addition to its normal damage. Only one attack per round conveys this soulchilling effect. +Use: Selected</entry> + <entry id="60623" lang="en" sex="m">Kiss of the Shadows</entry> + <entry id="60624" lang="en" sex="m">Type of Feat: Class + Prerequisite: Umbral Disciple 10 + Specifics: Your reach increases by 5 feet for every point of essentia invested in this class feature. You must use the "Attack" feat or another scripted attack for this ability to function. +Use: Selected</entry> + <entry id="60625" lang="en" sex="m">Arik's Vengeance</entry> + <entry id="60626" lang="en" sex="m">Arik's Vengeance Wielder Requirements +Base attack bonus +3 +Able to manifest 2nd level powers +Must be a Psychic Warrior +2,312 gold + +LEGACY RITUALS +Least: 2,000 gp. +Lesser: 10,000 gp. +Greater: 40,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th +Manifester Level Penalty: -1 at 6th, -2 at 14th +Hit Point Penalty: -2 at 7th, -4 at 9th, -6 at 12th, -8 at 13th, -10 at 15th, -12 at 18th, -14 at 19th +Power Point Penalty: -2 at 7th, -4 at 10th, -6 at 13th, -8 at 16th, -10 at 18th, -12 at 20th + +LEGACY ITEM BONUSES +6th - +1 Heavy Mace of Impact +11th - +2 Heavy Mace of Impact +16th - +2 Psychokinetic Heavy Mace of Impact +17th - +2 Outsider Bane Psychokinetic Heavy Mace of Impact +20th - +5 Outsider Bane Psychokinetic Heavy Mace of Impact + +LEGACY ITEM ABILITIES +Psicrystal Awakening (Su): At 5th, you gain +3 to Spot. +Armor of Wrath (Su): At 7th level, you gain a +1 deflection bonus to Armor Class. +Vengeful Tenacity (Su): At 8th level, you gain a +1 resistance bonus on all saving throws. +Swift Feet (Su): At 10th level, you gain a 10-foot enhancement to your base ground movement. +Firewalker (Su): At 13th level, you gain resistance to fire 10. +While I Still Stand (Su): At 20th level, Arik's Vengeance grants a +6 enhancement bonus to your Constitution score.</entry> + <entry id="60627" lang="en" sex="m">Sunsword</entry> + <entry id="60628" lang="en" sex="m">Sunsword Wielder Requirements +Base attack bonus +2 +Good alignment +3,000 gold + +LEGACY RITUALS +Least: 2,000 gp. +Lesser: 13,500 gp. +Greater: 38,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Skill Check Penalty: -1 at 7th, -2 at 13th, -3 at 17th +Hit Point Penalty: -2 at 6th, -4 at 8th, -6 at 9th, -8 at 11th, -10 at 12th, -12 at 14th, -14 at 16th, -16 at 17th, -18 at 19th, -20 at 20th + +LEGACY ITEM BONUSES +5th - +2 Bastard Sword +11th - +3 Bastard Sword +13th - +4 Bastard Sword +17th - +5 Keen Bastard Sword + +LEGACY ITEM ABILITIES +Fires of the Day (Sp): At 9th, you can cast daylight once per day. At 16th level, you can use it at will. +Undeath's Bane (Su): You deal an extra 3d6 damage to undead +Death Ward (Sp): At 14th level, you can cast death ward once per day. +Banish Undead (Sp): At 19th level, once per day you can cast banishment on undead creatures, instead of outsiders. +Undeath to Death (Sp): At 20th level, once per day you can cast undeath to death.</entry> + <entry id="60629" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 9th level, once per day, you can cast Daylight as the spell. Caster level equal to hit dice. At 16th level, you can cast it at will. +Use: Selected</entry> + <entry id="60630" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 14th level, once per day, you can cast Death Ward as the spell. Caster level 11th. +Use: Selected</entry> + <entry id="60631" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 19th level, once per day, you can cast Banishment as the spell, except it affects undead instead of outsiders. Caster level equal to hit dice, save DC of 20 or 17 + Charisma Modifier, whichever is greater. +Use: Selected</entry> + <entry id="60632" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 20th level, once per day, you can cast Undeath to Death as the spell. Caster level 20th, save DC of 20 or 17 + Charisma Modifier, whichever is greater. +Use: Selected</entry> + <entry id="60633" lang="en" sex="m">Detect Living</entry> + <entry id="60634" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 9th level, three times per day, you can cast Detect Living. Caster level 5th. +Use: Selected</entry> + <entry id="60635" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 10th level, once per day, you can cast Death Knell. At 13th level, you can cast it three times per day. At 17th level, unlimited times per day. Caster level equals hit dice. +Use: Selected</entry> + <entry id="60636" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 16th level, once per day, you can cast Haste. Caster level 10th. +Use: Selected</entry> + <entry id="60637" lang="en" sex="m">Blackrazor</entry> + <entry id="60638" lang="en" sex="m">Blackrazor Wielder Requirements +Base Attack Bonus +3 +2,350 gold + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 13,000 gp. +Greater: 40,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th +Fort Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th + +LEGACY ITEM BONUSES +7th - +2 Greatsword +12th - +3 Greatsword +18th - +3 Vicious Greatsword +20th - +5 Vicious Greatsword + +LEGACY ITEM ABILITIES +Mental Ward (Su): While wielding Blackrazor, you gain a bonus on saving throws against mind-affecting effects. When you attain 6th level, this bonus is +1, but it improves to +3 at 14th level and to +5 at 19th level. +Detect Life (Sp): Beginning at 9th level, three times per day, you can detect life. Caster level 5th. +Souldrinking (Sp): Beginning at 10th level, once per day, you can cast Death Knell. At 13th level, you can cast it three times per day. At 17th level, unlimited times per day. Caster level equals hit dice. +Haste (Sp): Beginning at 16th level, once per day, you can cast Haste. Caster level 10th.</entry> + <entry id="60639" lang="en" sex="m">Ramethene Sword</entry> + <entry id="60640" lang="en" sex="m">Ramethene Sword Wielder Requirements +Base Attack Bonus +4 +Spellcraft 2 ranks +Must be proficient in Bastard Sword +2,335 gold + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 13,000 gp. +Greater: 40,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th +Will Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th + +LEGACY ITEM BONUSES +7th - +1 Dragon Bane Bastard Sword +11th - +2 Dragon Bane Bastard Sword +14th - +3 Dragon Bane Bastard Sword +17th - +3 Wounding Dragon Bane Bastard Sword + +LEGACY ITEM ABILITIES +5th - Dragonfinder (Su): At will, you may cast Detect Dragons, caster level 5th. +9th - Dragon Smite (Su): Once per day, you can smite a dragon. You deal 1d6 extra damage on the attack for every size category the dragon is above medium. +10th - Resist Dragonbreath (Sp): Once per day, you can use resist elements, caster level 5th. +13th - Cloudkill (Sp): Once per day, you can use Cloudkill, caster level 11th. Save DC is 17 or 15 + Charisma modifier, whichever is higher. +16th - Sudden Maximize (Su): 3 times per day, you can maximize the next spell you cast. +18th - Blood Drinker (Su): If you hit a helpless foe, you deal 1d4 Con damage and gain 5 temporary hit points for one hour. +20th - Horrid Wilting (Sp): Once per day, you can use Horrid Wilting, caster level equal to hit dice. Save DC is 22 or 18 + Charisma modifier, whichever is higher.</entry> + <entry id="60641" lang="en" sex="m">Dragonfinder</entry> + <entry id="60642" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At will, you may cast Detect Dragons, caster level 5th. +Use: Selected</entry> + <entry id="60643" lang="en" sex="m">Dragon Smite</entry> + <entry id="60644" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Once per day, you can smite a dragon. You deal 1d6 extra damage on the attack for every size category the dragon is above medium. +Use: Selected</entry> + <entry id="60645" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Once per day, you can use resist elements, caster level 5th. +Use: Selected</entry> + <entry id="60646" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Once per day, you can use Cloudkill, caster level 11th. Save DC is 17 or 15 + Charisma modifier, whichever is higher. +Use: Selected</entry> + <entry id="60647" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: 3 times per day, you can maximize the next spell you cast. +Use: Selected</entry> + <entry id="60648" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Once per day, you can use Horrid Wilting, caster level equal to hit dice. Save DC is 22 or 18 + Charisma modifier, whichever is higher. +Use: Selected</entry> + <entry id="60649" lang="en" sex="m">Wyrmbane Helm</entry> + <entry id="60650" lang="en" sex="m">Wyrmbane Helm Wielder Requirements +Ability to cast 2nd-level arcane spells +Base attack bonus +3 +Proficient with martial weapons +2,000 gold + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 11,500 gp. +Greater: 39,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 8th, -2 at 12th, -3 at 18th +Hit Point Penalty: -2 at 6th, -4 at 7th, -6 at 9th, -8 at 13th, -10 at 15th, -12 at 19th +Spell Slot Lost: 1st at 6th, 2nd at 8th, 3rd at 10th, 4th at 14th, 5th at 16th, 6th at 20th + +LEGACY ITEM BONUSES +None + +LEGACY ITEM ABILITIES +Cause Fear (Sp): Starting at 5th level, you can use cause fear as a spell-like ability five times per day (caster level 5th). The save DC is 11 or 11 + your Cha modifier, whichever is higher. +Courage (Su): Starting at 6th level, you gain a +4 morale bonus on saving throws against fear effects. +Lightning Bolt (Sp): Starting at 8th level, you can use lightning bolt as a spell-like ability once per day (caster level 7th). The save DC is 14 or 13 + your Cha modifier, whichever is higher. +Dragonbane (Su): Any melee weapon you wield gains a +2 enhancement bonus and deals an extra 2d6 points of damage when you attack a creature of the dragon type. + +In addition, any spell you cast that deals damage to a dragon deals an extra 2d6 points of damage to that dragon. If the spell allows a saving throw, the DC of the saving throw increases by 2. A single spell can never deal this extra damage more than once per casting. However, if a spell deals damage for more than 1 round, it deals the extra damage in each round. +Blindsense (Su): You gain Blindsense. +Charisma Boost (Su): Starting at 14th level, you gain a +4 enhancement bonus to your Charisma as long as you wear the Wyrmbane Helm. +Sudden Empower (Su): At 16th level, you gain the ability to apply the Empower Spell metamagic feat to any spell you cast without increasing the level of the spell or preparing it ahead of time. You can use this ability three times per day. +Frightful Presence (Su): When you charge, attack, or cast a spell while wearing the helm, you force nearby enemies to make a fear check. +Immune to Electricity: Starting at 18th level, you are immune to electricity damage as long as you wear the Wyrmbane Helm. +Strength Boost (Su): Starting at 19th level, you gain a +6 enhancement bonus to your Strength as long as you wear the helm. +Lightning Breath (Su): At 20th level, you gain a breath weapon that you can use three times per day and never in consecutive rounds. Your lightning breath deals I2d8 points of damage in a 100-foot line(DC25 or 20 + your Con modifier, whichever is higher).</entry> + <entry id="60651" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Starting at 5th level, you can use cause fear as a spell-like ability five times per day (caster level 5th). The save DC is 11 or 11 + your Cha modifier, whichever is higher. +Use: Selected</entry> + <entry id="60652" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Starting at 8th level, you can use lightning bolt as a spell-like ability once per day (caster level 7th). The save DC is 14 or 13 + your Cha modifier, whichever is higher. +Use: Selected</entry> + <entry id="60653" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 16th level, you gain the ability to apply the Empower Spell metamagic feat to any spell you cast without increasing the level of the spell or preparing it ahead of time. You can use this ability three times per day. +Use: Selected</entry> + <entry id="60654" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 20th level, you gain a breath weapon that you can use three times per day and never in consecutive rounds. Your lightning breath deals I2d8 points of damage in a 100-foot line(DC25 or 20 + your Con modifier, whichever is higher). +Use: Selected</entry> + <entry id="60655" lang="en" sex="m">Augment Truefriend</entry> + <entry id="60656" lang="en" sex="m">Transmutation +Level: Bard 2, cleric 2, druid 2, sorcerer/wizard 2 +Components: V, S, T +Casting Time: 1 standard action +Range: Touch +Target: Creature touched +Duration: 1 minute/level + +With a red flash, your named ally looks slightly more muscular and heavily built. He seems to quiver with anticipation of coming action. + +The spell grants the subject a +2 enhancement bonus to Strength, Dexterity, and Constitution. + +Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're augmenting.</entry> + <entry id="60657" lang="en" sex="m">Blooded One</entry> + <entry id="60658" lang="en" sex="m">"Blooded One" is a template that can be added to any humanoid (referred to hereafter as the �base creature�). It uses all the base creature's statistics and special abilities, except as listed here. +AC: Natural armor improves by +2. +Special Attacks: A blooded one retains all the special attacks of the base creature, and also gains the following special attack. +War Cry (Ex): Once per day, a blooded one can scream a special war cry. This causes all blooded ones within 30 feet (including itself) to gain a +1 morale bonus on all attack and damage rolls for 2d4 rounds. This effect does not stack with other war cries. +Abilities: Adjust from the base creature as follows: Str +2, Con +4, Int -2. +Feats: Same as the base creature, except that a blooded one gains Power Attack. +Level Adjustment: Same as the base creature +1.</entry> + <entry id="60659" lang="en" sex="m">Once per day, a blooded one can scream a special war cry. This causes all blooded ones within 30 feet (including itself) to gain a +1 morale bonus on all attack and damage rolls for 2d4 rounds. This effect does not stack with other war cries. </entry> + <entry id="60660" lang="en" sex="m">Necrocarnum Circlet</entry> + <entry id="60661" lang="en" sex="m">Necrocarnum Circlet + +Descriptors: Evil, necrocarnum +Classes: Incarnate, soulborn +Chakra: Crown +Saving Throw: None + +Necrocarnum bends itself into a matte black crown that seems to consume light. The fractured remnants of souls broken by the power of necrocarnum float within this soulmeld. These forms barely surface in this dark and foreboding crown, yet even the faintest glimpse is unsettling + +While this soulmeld is shaped, you unerringly detect the presence and position of undead creatures within 30 feet, as per detect undead. + +Essentia: Undead within a 30-foot radius gain turn resistance equal to the number of points of essentia that you invest in the soulmeld. If you animated the undead, the turn resistance is equal to double the number of points of invested essentia. + +Chakra Bind (Crown) + +A matching coil of necrocarnum forms around the head of a corpse. Filled with the dark power of necrocarnum, the corpse shambles to its feet, its flesh and mind overtaken by the curse of undeath. + +When you shape this soulmeld and bind it to your crown chakra, you can animate an undead creature. This requires a full-round action and provokes attacks of opportunity; in addition, you take damage equal to the necrocarnum zombie's Hit Dice, which may not be healed as long as the zombie remains animated. You may only have one zombie.</entry> + <entry id="60662" lang="en" sex="m">Necrocarnum Circlet Crown Bind</entry> + <entry id="60663" lang="en" sex="m">Necrocarnum Mantle</entry> + <entry id="60664" lang="en" sex="m">Necrocarnum Mantle + +Descriptors: Evil, necrocarnum +Classes: Incarnate, soulborn +Chakra: Throat +Saving Throw: None + +A long cloak of shifting shadow drapes from your shoulders and down your back. Faint forms seem to swim in the depths of this shadow, tortured and twisted shapes that once might have been human. These apparitions writhe and buckle, wracked by incomprehensible agony. Their tortured, elongated faces hold their gaping mouths open in soundless eternal screams. + +While you have a necrocarnum mantle shaped, you gain immunity to disease. + +Essentia: For every point of essentia you invest in your necrocarnum mantle, you gain a +1 bonus on saving throws against mind-affecting effects. + +Chakra Bind (Throat) + +As long as the necrocarnum mantle is bound to your throat chakra, you gain immunity to poison.</entry> + <entry id="60665" lang="en" sex="m">Necrocarnum Shroud</entry> + <entry id="60666" lang="en" sex="m">Necrocarnum Shroud + +Descriptors: Evil, necrocarnum +Classes: Incarnate, soulborn +Chakra: Soul or waist +Saving Throw: See text + +A deadening field of necrocarnum radiates from you, filling the air around you with faint, shadowy tendrils. + +You gain a +1 profane bonus on attack rolls and damage rolls any time a living creature takes damage while adjacent to you. This bonus lasts for 1 round. If a living creature dies while adjacent to you, the bonus instead lasts for a number of rounds equal to the creature's Hit Dice. + +Essentia: If you invest essentia in the necrocarnum shroud, the area encompassed by the life-draining field expands. Any living creature who takes damage (or dies) within 5 feet plus 5 feet per point of +essentia invested triggers the bonus. + +Chakra Bind (Soul) + +While you have necrocarnum shroud bound to your soul chakra, you can take a standard action to strike a living foe with the raw evil of necrocarnum. When you use this ability, you must make a successful melee touch attack against the intended victim. If successful, your touch bestows 1d4 negative levels on the target (Fortitude half). For each negative level bestowed, you gain 1 temporary point of essentia and 5 temporary hit points. The temporary essentia lasts until the end of your next turn. The temporary hit points fade after 1 hour. + +Chakra Bind (Waist) + +At the beginning of your turn, any creature within the area of your life-draining field becomes shaken for 1 round (Will negates).</entry> + <entry id="60667" lang="en" sex="m">Necrocarnum Shroud Soul Bind</entry> + <entry id="60668" lang="en" sex="m">Rampaging Bull Rush</entry> + <entry id="60669" lang="en" sex="m">Type of Feat: General + Prerequisite: Improved Bull Rush, Rage, size Large or larger (goliaths qualify by virtue of their powerful build racial trait) + Specifics: While in a rage, you attempt to knock down any creature that you successfully bull rush. You take a -4 penalty on your Strength check to bull rush the opponent, but if you win, the opponent is knocked prone at the end of the bull rush. +Use: Automatic</entry> + <entry id="60670" lang="en" sex="m">Sense Giants</entry> + <entry id="60671" lang="en" sex="m">Sense Goblins</entry> + <entry id="60672" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Sense Giants (Sp): Beginning at 6th level, you can detect any creature with the giant type within 60 feet, as if using the detect evil spell (caster level 5th). +Use: Selected</entry> + <entry id="60673" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Locate Object (Sp): Three times per day on command, you can use locate object as the spell. +Use: Selected</entry> + <entry id="60674" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Sense Goblinoids (Sp): At 8th level, you gain the ability to detect any creature with the goblinoid subtype within 60 feet, as if using the detect evil spell (caster level 5th). +Use: Selected</entry> + <entry id="60675" lang="en" sex="m">Whelm</entry> + <entry id="60676" lang="en" sex="m">Whelm Wielder Requirements +Dwarf +Base attack bonus +3 +Weapon proficiency (warhammer) +2,312 gp + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 13,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 8th, -2 at 12th +Reflex Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th + +LEGACY ITEM BONUSES +6th - +1 Giant Bane Warhammer +11th - +1 Giant and Goblinoid Bane Warhammer +13th - +2 Giant and Goblinoid Bane Warhammer +16th - +3 Giant and Goblinoid Bane Warhammer + + +Legacy Item Abilities +All the following are legacy item abilities of Whelm. +Sense Giants (Sp): Beginning at 6th level, you can detect any creature with the giant type within 60 feet, as if using the detect evil spell (caster level 5th). +Locate Object (Sp): Three times per day on command, you can use locate object as the spell. +Sense Goblinoids (Sp): At 8th level, you gain the ability to detect any creature with the goblinoid subtype within 60 feet, as if using the detect evil spell (caster level 5th).</entry> + <entry id="60677" lang="en" sex="m">Sharakim</entry> + <entry id="60678" lang="en" sex="m">sharakim</entry> + <entry id="60679" lang="en" sex="m">Sharakims</entry> + <entry id="60680" lang="en" sex="m">The sharakim (the name means �the tainted� or �those with taint� in an old human dialect) were once human. At least, their forebears were. Legends claim that, long ago, all humans resided in the village of Desh. They lived peacefully until a hunter named Sharak killed a sacred stag, and all those who ate of the stag's flesh became ill. Many died, but others were transformed, twisted into hideous caricatures of humanity by the evil they had committed. The humans who escaped the curse scattered, leaving Desh to be lost forever. Those creatures who had once been human gathered together and fled as well, making their own way in the world but forever after hated by humans because they stood as a reminder of that sin. These became the sharakim. + +Sharakim Racial Traits: ++2 Strength, -2 Dexterity, +2 Intelligence, -2 Charisma: Sharakim are naturally strong but their size makes them clumsy. Their monstrous appearance works against them in social settings, but their culture forces them to be well educated. +Humanoid (human): Sharakim are humanoid creatures with the human subtype. +Medium: As Medium creatures, sharakim have no special bonuses or penalties due to size. +Sharakim base land speed is 30 feet. +Darkvision: Sharakim can see in the dark out to 60 feet. ++1 natural armor bonus: Sharakim skin is tough and difficult to pierce. +Shadow Affinity (Ex): In areas of darkness or shadowy illumination, a sharakim gains a +2 racial bonus on Hide, Move Silently, Search, and Spot checks. +Light Sensitivity (Ex): Sharakim take a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell. ++1 racial bonus on attack rolls against orcs: Sharakim despise orcs, and learn special combat techniques that enable them to fight them more effectively. +Favored Class: Wizard. +Level Adjustment +1.</entry> + <entry id="60681" lang="en" sex="m">Underfolk</entry> + <entry id="60682" lang="en" sex="m">underfolk</entry> + <entry id="60683" lang="en" sex="m">Underfolks</entry> + <entry id="60684" lang="en" sex="m">The underfolk are descendants of bands of humans who chose-or were forced-to live in the caves and twisting passageways of the underground world. Over generations, these humans adapted to this strange world, filled with natural wonders and dangerous creatures. Some underfolk societies have not ventured to the surface in generations, and others have forgotten their true origins altogether. However, those who live close to the caves that give entry to the underground realms make occasional forays to the surface and even engage in limited trade with surfacedwelling humans. Underfolk are a simple, clannish people dedicated to their homes and the safety of their race. Because of the multitude of evil and predatory races and creatures in the caves and tunnels they call home, underfolk have become quick, stealthy, and survival-oriented. Although rather primitive and rustic when it comes to technology, underfolk make up for this lack with a superior knowledge of how to survive beneath ground, although even they avoid the deepest depths of the subterranean realms. + +Underfolk Racial Traits: +Humanoid (human): Underfolk are humanoid creatures with the human subtype. +Medium: As Medium creatures, underfolk have no special bonuses or penalties due to size. +Underfolk base land speed is 30 feet. +Darkvision: Underfolk can see in the dark out to 60 feet. +4 extra skill points at 1st level and 1 extra skill point at each additional level, since underfolk (like their human ancestors) are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in.) ++2 racial bonus on Listen checks: Living as underground hunters for generations has given underfolk keen hearing. +Camouflage (Ex): Underfolk can change their skin coloration at will to mimic the surrounding terrain, giving them a +4 racial bonus on Hide checks. In natural terrain, this bonus increases to +10. +Light Sensitivity (Ex): Underfolk are dazzled in bright sunlight or within the radius of a daylight spell. +Favored Class: Any.</entry> + <entry id="60685" lang="en" sex="m">Extaminaar</entry> + <entry id="60686" lang="en" sex="m">extaminaar</entry> + <entry id="60687" lang="en" sex="m">Extaminaars</entry> + <entry id="60688" lang="en" sex="m">The extaminaars are the snake-blooded members of the human noble House Extaminos, which has ruled the city of Hlondeth for more than eight hundred years. During the last century, the extaminaars have gone beyond Hlondeth to set up operations in other cities across Faer�n. They operate from the sewers and the shadows, hatching schemes to increase the power of their house and finding victims on which to perform their vile grafting and breeding experiments. + +Extaminaar Racial Traits: +-2 Strength, +2 Dexterity: Extaminaar are agile but not as strong as other humanoids their size. +Humanoid (human): Extaminaar are humanoid creatures with the human subtype. +Medium: As Medium creatures, Extaminaar have no special bonuses or penalties due to size. +Extaminaar base land speed is 30 feet. +Low-Light Vision: Extaminaar can see in the dark out to 60 feet. ++2 racial bonus on Fortitude saves versus poison: Extaminaars do not easily succumb to venom of any kind. ++4 racial bonus on Climb checks: Extaminaar's light frames make it easier for them to ascend obstacles. ++2 racial bonus on Tumble checks: Extaminaars can wriggle their way out of sticky situations. +Spell-Like Abilities: 3/day-charm animal. Extaminaar often fill their lairs with poisonous snakes to dissuade interlopers. +Favored Class: Rogue. A multiclass extaminaar's rogue class does not count when determining whether he takes an experience point penalty. +Level Adjustment +0.</entry> + <entry id="60689" lang="en" sex="m">Skulk</entry> + <entry id="60690" lang="en" sex="m">skulk</entry> + <entry id="60691" lang="en" sex="m">Skulks</entry> + <entry id="60692" lang="en" sex="m">Once members of an underprivileged caste of an ancient empire, the humans who would become skulks withdrew from the world through a magical ceremony that solidified their �untouchable� status. The ritual granted them natural camouflage, allowing skulks to blend in perfectly with their surroundings. Skulks gather in small bands within or near human communities. When night falls, they engage in raids that result in bloodshed as the skulks' innate hatred for humans manifests itself in murderous rage. They use ambush, deception, and superior numbers to overwhelm their victims. + +Skulk Racial Traits: ++4 Dexterity, -2 Wisdom, -4 Charisma: Skulks are agile and graceful, but have weak wills and subdued personalities. +Humanoid (human): Skulks are humanoid creatures with the human subtype. +Medium: As Medium creatures, skulks have no special bonuses or penalties due to size. +Skulk base land speed is 30 feet. +Racial Hit Dice: A skulk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0. ++8 racial bonus on Move Silently checks and a +15 racial bonus on Hide checks: Skulks excel at keeping to the shadows. These bonuses apply only when a skulk is wearing light armor or no armor. +Innate Nondetection (Su): If a divination spell is attempted upon a skulk, the caster of the divination must succeed on a DC 20 caster level check. +Peerless Camouflage (Ex): Skulks can move at full speed (and can even run) while hiding, taking no penalties on Hide checks due to movement. +Favored Class: Rogue. A multiclass skulk's rogue class does not count when determining whether he takes an experience point penalty for multiclassing. +Level adjustment +1.</entry> + <entry id="60693" lang="en" sex="m">Doppelganger</entry> + <entry id="60694" lang="en" sex="m">doppelganger</entry> + <entry id="60695" lang="en" sex="m">Doppelgangers</entry> + <entry id="60696" lang="en" sex="m">Scholars have debated for centuries about the origin of the doppelgangers. Shadowy, mysterious, and enigmatic, these shapeshifters learned long ago how to integrate themselves into human society. For this reason, learned men and women believe that doppelgangers were once human. How doppelgangers gained their unique abilities is unknown, even to themselves. Doppelgangers do not have a society of their own. They fill any desire for companionship and social interaction through their association with other races. Although doppelgangers act independently, following their own motivations and goals, rumors persist of a �secret cabal� of elder doppelgangers who desire nothing less than control of the world. Little evidence corroborates these rumors, which may have been perpetuated by the doppelgangers themselves to lend evenmore mystery to their race's reputation. + +Doppelganger Racial Traits: ++2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma: Doppelgangers have improved their minds and bodies through centuries of mimicking humanoid forms. +Monstrous Humanoid (Shapechanger): Doppelgangers are monstrous humanoids with the shapechanger subtype. They retain this type and subtype regardless of any humanoid form they may assume. +Medium: As Medium creatures, doppelgangers have no special bonuses or penalties due to size. +Doppelganger base land speed is 30 feet. +Darkvision: Doppelgangers can see in the dark out to 60 feet. +Racial Hit Dice: A doppelganger begins with four levels of monstrous humanoid. ++4 natural armor bonus: Doppelganger skin is resilient and tough. +Racial Skills: +10 to Bluff, +8 Sense Motive, +2 Intimidate, +2 Persuade. Doppelgangers have a talent for deception. +Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. +Immunities: A doppelganger is immune to sleep and charm effects. +Favored Class: Rogue. A multiclass doppelganger's rogue class does not count when determining whether it takes an experience point penalty for multiclassing. +Level adjustment: +4</entry> + <entry id="60697" lang="en" sex="m">Mongrelfolk</entry> + <entry id="60698" lang="en" sex="m">mongrelfolk</entry> + <entry id="60699" lang="en" sex="m">Mongrelfolks</entry> + <entry id="60700" lang="en" sex="m">Those people who have heard of mongrelfolk know them as brutish, ugly creatures who bear the worst features of all their parent races. And that is exactly how the mongrelfolk like it. In actuality, mongrelfolk can pass for members of their parent races-any of them. In fact, when someone meets a mongrelfolk, he always assumes the new acquaintance is a member of one of the other major humanoid races-just not his own. Dwarves see mongrelfolk as unusually tall and broadshouldered elves, while elves might consider them to be surprisingly tall and slender dwarves. Orcs view them as oddly short and ugly humans, while humans might see them as tall and strangely comely orcs. To each race, a mongrelfolk looks like a member of another race, because they have features common to several species. Mongrelfolk use this inability to pin down their ancestry to their advantage. After all, it is difficult to describe the culprit of a crime if a witness cannot even identify her race with certainty. Those few mongrelfolk who are born with clearly nonhuman features serve as a distraction from the rest of the race. They grow up knowing that they will be spat upon by the other races, but secretly honored by their own kin. These visibly misshapen mongrelfolk make sure that people in the area know who they are and where they are, thus reinforcing the stereotype about their race in general. In such a situation, ordinary-appearing mongrelfolk are often able to move about more freely, because no one associates the slightly tall dwarf or slightly stocky elf with the hideously deformed creature hiding in the woods nearby. + +Mongrelfolk Racial Traits: ++4 Constitution, -2 Intelligence, -4 Charisma: Mongrelfolk are hardy, but they lack proper education and others find their appearance repulsive or at least vaguely unsettling. + Humanoid (human): Mongrelfolk are humanoid creatures with the human subtype. +Medium: As Medium creatures, mongrelfolk have no special bonuses or penalties due to size. +Mongrelfolk base land speed is 30 feet. +Low-Light Vision: Mongrelfolk can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. +Immunity to sleep spells and similar magical effects. +Diffuse Blood: Mongrelfolk gain a +2 racial bonus on saving throws against any spell that targets a particular race or ignores a particular race, provided the selected race is part of their general ancestry (human, halfling, +dwarf, elf, gnome, goblin, or orc). ++1 racial bonus on saving throws against enchantment spells or effects and illusion spells or effects. ++1 racial bonus on saving throws against poison. ++1 racial bonus on Appraise, Climb, Jump, Listen, Move Silently, Search, and Spot checks. ++4 racial bonus on Hide, Pickpocket, and Use Magical Device checks. +Favored Class: Rogue. A multiclass mongrelfolk's rogue class does not count when determining whether she takes an experience point penalty for multiclassing. +Level adjustment +0.</entry> + <entry id="60701" lang="en" sex="m">Incandescent Champion</entry> + <entry id="60702" lang="en" sex="m">Incandescent Champions</entry> + <entry id="60703" lang="en" sex="m">incandescent champion</entry> + <entry id="60704" lang="en" sex="m">(PRESTIGE CLASS) +Though incarnum is a potent tool, it is still a physical medium-an abstraction that stands between its wielder and the true power of the soul. The incandescent champion seeks to dispense with barriers and obstacles both tangible and intangible so that she can touch the cosmic soul with her unveiled body, mind, and spirit. By embracing the ultimate, irreducible energy of the multiverse in this manner, she becomes a living flame-a brilliant spirit whose body is little more than a shell for her true form. The strength of her soul allows her to withstand almost any peril, scour her foes with deadly luminous blasts, and overcome the physical shackles of the world around her toaccomplish miraculous feats. An incandescent champion acknowledges that every creature harbors a spark of the universal spirit, and she believes that the beings known as deities simply possess a greater share of this precious spark than most others. She reveres and respects the gods but does not offer them worship. The incandescent champion considers it her responsibility to protect and aid less enlightened creatures and to serve as aforce for good in the world. + +- Hit Die: d10 +- Proficiencies: Incandescent Champions gain no new proficiencies +- Skill Points at Each Level: 2 + Int Modifier. + +REQUIREMENTS: +Alignment: Any good +Base Attack Bonus: +6 +Essentia Pool: 1 +Skills: Concentration 4 ranks + +ABILITIES: + +Level +1: Incandescent Strike - Invest essentia to increase damage +2: Fast Healing (self) - Invest essentia to heal self +3: Unbearable Countenance - Invest essentia to shake enemies +4: Incarnum Overload 1/day - Increase max essentia capacity by charisma modifier +5: Incandescent Ray - Invest essentia to shoot ray +6: +7: Incarnum Overload 2/day +8: Incandescent Aura - Invest essentia to damage enemies every round +9: Fast Healing (allies) - Invest essentia to heal self and allies +10: Transcendence - Change race to outsider, become incorporeal 1/day + Incarnum Overload 3/day + +Essentia: The Incandescent Champion gains one extra point of essentia at 1st, 2nd, 3rd, 5th, 6th, 7th, 9th, and 10th levels, for a total of 8 points at level 10. It does not increase meldshaping level, melds known, meld binds, or any other aspect of meldshaping. +</entry> + <entry id="60705" lang="en" sex="m">Incandescent Strike Invest</entry> + <entry id="60706" lang="en" sex="m">Type of Feat: Class +Prerequisite: Incandescent Champion 1 +Specifics: You can channel incarnum to increase the damage dealt by your melee attacks. For each such augmented attack, you gain a bonus on your damage roll equal to the number of points of essentia invested in this ability. Whenever you have essentia invested in incandescent strike, your hands glow like a light spell. +Use: Selected</entry> + <entry id="60707" lang="en" sex="m">Incandescent Heal Invest</entry> + <entry id="60708" lang="en" sex="m">Type of Feat: Class +Prerequisite: Incandescent Champion 2 +Specifics: When you reach 2nd level, the irrepressible force of your soul restores your vitality whenever you are wounded, granting you fast healing at a rate equal to the points of essentia you invest in this ability. This fast healing is usable once per day, for a number of rounds equal to your incandescent champion level. Activating this ability requires no action, but investing essentia in it requires a swift action, as normal. + +At 9th level, each ally who is adjacent to you when you activate the ability gains the fast healing. +Use: Selected</entry> + <entry id="60709" lang="en" sex="m">Incandescent Heal</entry> + <entry id="60710" lang="en" sex="m">Unbearable Countenance Invest</entry> + <entry id="60711" lang="en" sex="m">Type of Feat: Class +Prerequisite: Incandescent Champion 3 +Specifics: When you attain 3rd level, inner power begins to shine forth from your face, giving you a radiant countenance that dismays your foes. With a glance, you can render a single foe within 30 feet shaken for 1 round (Will negates; save DC 10 + invested essentia + Cha modifier). Your glance becomes a mindaffecting fear effect, and using it requires a move action. Any foe that successfully saves against this effect is immune to your unbearable countenance for 1 hour thereafter. +Use: Selected</entry> + <entry id="60712" lang="en" sex="m">Unbearable Countenance</entry> + <entry id="60713" lang="en" sex="m">Incarnum Overload</entry> + <entry id="60714" lang="en" sex="m">Type of Feat: Class +Prerequisite: Incandescent Champion 4 +Specifics: At 4th level, you can temporarily boost the maximum essentia capacity of any soulmeld, incarnum feat, or special ability that allows essentia investment. This effect lasts for 1 round, during which the essentia capacity of the chosen soulmeld, feat, or ability increases by an amount equal to your Charisma bonus (minimum +1). This ability is usable once per day as a free action. + +At 7th level, you can use this ability twice per day; at 10th level, you can use it three times per day +Use: Selected</entry> + <entry id="60715" lang="en" sex="m">Incandescent Ray Invest</entry> + <entry id="60716" lang="en" sex="m">Type of Feat: Class +Prerequisite: Incandescent Champion 5 +Specifics: Beginning at 5th level, you can channel incarnum into a ray of pure, brilliant soul energy at will. Using this ability is a standard action; you must make a successful ranged touch attack to hit your target. The incandescent ray has a range of 60 feet and deals 1d8 points of damage per point of essentia invested in this ability. +Use: Selected</entry> + <entry id="60717" lang="en" sex="m">Incandescent Ray</entry> + <entry id="60718" lang="en" sex="m">Incandescent Aura Invest</entry> + <entry id="60719" lang="en" sex="m">Type of Feat: Class +Prerequisite: Incandescent Champion 8 +Specifics: Once you attain 8th level, incarnum has become so integral to your physical form that your body constantly exudes pure, brilliant soul energy. At the start of your turn, every creature adjacent to you that you designate as a foe takes 1d6 points of damage per point of essentia invested in this ability. A successful Will save halves this damage (DC 10 + invested essentia + Cha modifier). This ability is always active. +Use: Selected</entry> + <entry id="60720" lang="en" sex="m">Incandescent Transcendence</entry> + <entry id="60721" lang="en" sex="m">Type of Feat: Class +Prerequisite: Incandescent Champion 10 +Specifics: Once per day as a standard action, you can transform your physical body into pure, luminous energy for a number of rounds equal to your Charisma modifier (minimum 1). Upon assuming this form, you become incorporeal. +Use: Selected</entry> + <entry id="60722" lang="en" sex="m">Sudden Stalagmite</entry> + <entry id="60723" lang="en" sex="m">Conjuration (Creation) [Earth] +Level: Druid 4 +Components: V, S +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Target: One creature +Duration: Instantaneous +Saving Throw: Reflex half +Spell Resistance: No + +You point your finger upward and utter a curt shout. Immediately, a razor-sharp stalagmite bursts from the ground to impale your foe. + +This spell creates a stalagmite about 1 foot wide at its base and up to 10 feet tall. The stalagmite grows from the ground under the target creature and shoots upward. + +The stalagmite deals 1d6 points of piercing damage per caster level (maximum 10d6). In addition, a target that fails to make a saving throw against this spell and takes damage from it is impaled on the stalagmite and cannot move from its current location. The victim can break free with a DC 25 Strength check, although doing this deals it 3d6 points of slashing damage. + +A creature's damage reduction, if any, applies to the damage from this spell. The damage from sudden stalagmite is treated as piercing for the purpose of overcoming damage reduction.</entry> + <entry id="60724" lang="en" sex="m">Bones of the Earth</entry> + <entry id="60725" lang="en" sex="m">Conjuration (Creation) [Earth] +Level: Druid 6 +Components: V, S +Casting Time: 1 standard action +Range: 60 ft. +Effect: One 5-ft.-diameter pillar of stone per round +Duration: 1 round/2 levels +Saving Throw: Reflex negates +Spell Resistance: No + +You point your finger upward and utter a curt shout. Immediately, a pillar of rock explodes upwards from the ground. + +Each round as a standard action, you conjure a pillar of rock anywhere within range. A creature standing atop the pillar will take 4d6 damage, Reflex negates, and will be knocked prone for one round if they fail their save. + +To create a pillar, you must use the feat called Bones of the Earth on your character radial.</entry> + <entry id="60726" lang="en" sex="m">Holy Symbol of Ravenkind</entry> + <entry id="60727" lang="en" sex="m">Holy Symbol of Ravenkind Wielder Requirements +Any good alignment +Turn Undead +Lore 4 +1,500 gold + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 13,000 gp. +Greater: 40,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th +Fort Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th + +LEGACY ITEM BONUSES +None + +LEGACY ITEM ABILITIES +Lightbringer (Su): At 5th level, you may cast Dancing Lights, Light, or Flare at will. Caster level 5th, save DC of 10 + Charisma modifier. +Undead Detection (Su): At 6th level, you can cast Detect Undead, as per Detect Evil, at will. Caster level 5th. In addition, every weapon you wield becomes undead bane. +Halt Undead (Sp): At 9th level, you can cast Halt Undead twice per day. Caster level 10th, save DC of 14, or 14 + Charisma modifier, whichever is higher. +Cure Light Wounds (Sp): At 10th level, you can cast Cure Light Wounds three times per day. Caster level 5th, save DC of 11, or 11 + Charisma modifier, whichever is higher. +Improved Turning (Su): At 11th level, you turn undead as if your cleric level was four levels higher. +Daylight (Sp): At 12th level, you can cast Daylight at will. Caster level 10th. +Death Ward (Sp): At 14th level, you can cast Death Ward once per day. Caster level 11th. +Break Enchantment (Sp): At 16th level, you can cast Break Enchantment once per day. Caster level 11th. +Wisdom Enhancement (Su): At 17th level, you gain a +6 bonus to your wisdom score. +Mass Heal (Sp): At 20th level, you can cast Mass Heal three times per day. Caster level 20th, save DC of 23, or 19 + Charisma modifier, whichever is higher.</entry> + <entry id="60728" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 5th level, you may cast Dancing Lights, Light, or Flare at will. Caster level 5th, save DC of 10 + Charisma modifier. +Use: Selected</entry> + <entry id="60729" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 6th level, you can cast Detect Undead, as per Detect Evil, at will. Caster level 5th. In addition, every weapon you wield becomes undead bane. +Use: Selected</entry> + <entry id="60730" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 9th level, you can cast Halt Undead twice per day. Caster level 10th, save DC of 14, or 14 + Charisma modifier, whichever is higher. +Use: Selected</entry> + <entry id="60731" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 10th level, you can cast Cure Light Wounds three times per day. Caster level 5th, save DC of 11, or 11 + Charisma modifier, whichever is higher. +Use: Selected</entry> + <entry id="60732" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 12th level, you can cast Daylight at will. Caster level 10th. +Use: Selected</entry> + <entry id="60733" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 14th level, you can cast Death Ward once per day. Caster level 11th. +Use: Selected</entry> + <entry id="60734" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 16th level, you can cast Break Enchantment once per day. Caster level 11th. +Use: Selected</entry> + <entry id="60735" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 20th level, you can cast Mass Heal three times per day. Caster level 20th, save DC of 23, or 19 + Charisma modifier, whichever is higher. +Use: Selected</entry> + <entry id="60736" lang="en" sex="m">Blade of the Last Citadel</entry> + <entry id="60737" lang="en" sex="m">Blade of the Last Citadel Wielder Requirements +Any nonevil alignment +Base attack bonus +3 +Weapon Proficiency (longsword) +Persuade 4 ranks +3,315 gold + +LEGACY RITUALS +Least: 2,500 gp. +Lesser: 12,500 gp. +Greater: 44,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 9th, -2 at 13th, -3 at 18th +Save Penalty: -1 at 8th, -2 at 16th +Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 19th, -14 at 20th + +LEGACY ITEM BONUSES +6th - +1 Longsword +8th - +2 Longsword +11th - +3 Longsword +14th - +4 Longsword +17th - +5 Defending Longsword + +LEGACY ITEM ABILITIES +Leading the Attack (Su): When you first unlock the legacy abilities of Blade of the Last Citadel at 5th level, you can use the leading the attack maneuver five times per day, as if you knew it. Initiator level 5th. +Prayer (Sp): Beginning at 10th level, you can use prayer once per day. Caster level 7th. +Remove Fear (Sp): At 12th level, you gain the ability to use remove fear as an immediate action. This ability is usable three times per day. Caster level 10th. +Cure Critical Wounds (Sp): At 16th level, you can use cure critical wounds on yourself once per day as a swift action. Caster level 11th. +Blade Barrier (Sp): Beginning at 18th level, you can cast blade barrier three times per day. Caster level 15th. +Heal (Sp): At 20th level, you can use heal on yourself once per day as a swift action. Caster level 17th. +</entry> + <entry id="60738" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: When you first unlock the legacy abilities of Blade of the Last Citadel at 5th level, you can use the leading the attack maneuver five times per day, as if you knew it. Initiator level 5th. +Use: Selected</entry> + <entry id="60739" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 10th level, you can use prayer once per day. Caster level 7th. +Use: Selected</entry> + <entry id="60740" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 12th level, you gain the ability to use remove fear as an immediate action. This ability is usable three times per day. Caster level 10th. +Use: Selected</entry> + <entry id="60741" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 16th level, you can use cure critical wounds on yourself once per day as a swift action. Caster level 11th. +Use: Selected</entry> + <entry id="60742" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 18th level, you can cast blade barrier three times per day. Caster level 15th. +Use: Selected</entry> + <entry id="60743" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 20th level, you can use heal on yourself once per day as a swift action. Caster level 17th. +Use: Selected</entry> + <entry id="60744" lang="en" sex="m">Unfettered</entry> + <entry id="60745" lang="en" sex="m">Unfettered Wielder Requirements +Base attack bonus +3 +Weapon Proficiency (greatsword) +Balance 4 ranks +2,350 gold + +LEGACY RITUALS +Least: 2,500 gp. +Lesser: 12,500 gp. +Greater: 45,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 13th +Reflex Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th + +LEGACY ITEM BONUSES +7th - +2 Greatsword +11th - +3 Greatsword +15th - +4 Greatsword +18th - +5 Greatsword + +LEGACY ITEM ABILITIES +Charging Minotaur (Su): When you first unlock the legacy abilities of Unfettered at 5th level, you can use the charging minotaur maneuver five times per day, as if you knew it. Initiator level 5th. +Strength Enhancement (Su): Beginning at 9th level, you gain a +2 enhancement bonus to your Strength score as long as you hold Unfettered. This bonus improves to +4 at 13th level, and to +6 at 17th level. +Enlarge (Sp): When you attain 10th level, you can increase your size as if you had cast enlarge person on yourself. Caster level 5th. +Etherealness (Sp): Beginning at 12th level, you can become ethereal temporarily. This ability is usable once per day. Caster level 10th. +Fortification (Su): When you attain 16th level, any sneak attack scored on you is negated. +Stoneskin (Sp): At 19th level, you gain the ability to use stoneskin on yourself once per day. Caster level 13th. +Mordenkainen's Sword (Sp): At 20th level, you can cast Mordenkainen's Sword once per day. Caster level 17th. +</entry> + <entry id="60746" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: When you first unlock the legacy abilities of Unfettered at 5th level, you can use the charging minotaur maneuver five times per day, as if you knew it. Initiator level 5th. +Use: Selected</entry> + <entry id="60747" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: When you attain 10th level, you can increase your size as if you had cast enlarge person on yourself. Caster level 5th. +Use: Selected</entry> + <entry id="60748" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 12th level, you can become ethereal temporarily. This ability is usable once per day. Caster level 10th. +Use: Selected</entry> + <entry id="60749" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 19th level, you gain the ability to use stoneskin on yourself once per day. Caster level 13th. +Use: Selected</entry> + <entry id="60750" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 20th level, you can cast Mordenkainen's Sword once per day. Caster level 17th. +Use: Selected</entry> + <entry id="60751" lang="en" sex="m">Hillcrusher</entry> + <entry id="60752" lang="en" sex="m">Hillcrusher Wielder Requirements +Base attack bonus +4 +Constitution 13 +Size Medium or smaller +2,315 gp + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 13,000 gp. +Greater: 40,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 13th, -3 at 18th +Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th + +LEGACY ITEM BONUSES +6th - +1 Giant Bane heavy flail +13th - +2 Impact Giant Bane heavy flail +20th - +4 Impact Giant Bane heavy flail + +LEGACY ITEM ABILITIES +Earthen Might (Sp): At 8th level, you can use enlarge person once per day, on yourself only, as a swift action. Caster level 7th. +Soften Earth (Sp): At 10th level, you can use soften earth and stone twice per day. Caster level 7th. +Fangs of Stone (Sp): Starting at 16th level, you can use sudden stalagmite twice per day. Caster level 13th. +Raise the Earth (Sp): At 17th level, you can use bones of the earth twice per day. Caster level 15th. +Shake the Earth (Sp): At 19th level, you can create an earthquake, as the spell, once per day. Caster level 17th. + </entry> + <entry id="60753" lang="en" sex="m">Earthen Might</entry> + <entry id="60754" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: When you first unlock the legacy abilities of Hillcrusher at 8th level, you can use the spell enlage person once per day on yourself only. Caster level 7th. +Use: Selected + </entry> + <entry id="60755" lang="en" sex="m">Soften Earth</entry> + <entry id="60756" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: When you attain 10th level, you can use the spell soften earth and stone (implemented as grease) twice per day . Caster level 7th. +Use: Selected</entry> + <entry id="60757" lang="en" sex="m">Fangs of Stone</entry> + <entry id="60758" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 16th level, you can use the spell sudden stalagmite twice per day. Caster level 13th. +Use: Selected</entry> + <entry id="60759" lang="en" sex="m">Raise the Earth</entry> + <entry id="60760" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 17th level, you can use the spell bones of the earth twice per day. Caster level 15th. +Use: Selected</entry> + <entry id="60761" lang="en" sex="m">Shake the Earth</entry> + <entry id="60762" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 19th level, you can use the spell earthquake once per day. Caster level 17th. +Use: Selected</entry> + <entry id="60763" lang="en" sex="m">Desert Wind (ToB)</entry> + <entry id="60764" lang="en" sex="m">Desert Wind (ToB) Wielder Requirements +Base attack bonus +3 +Weapon Focus (Scimitar) +2,315 gold + +LEGACY RITUALS +Least: 2,000 gp. +Lesser: 12,700 gp. +Greater: 40,500 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 13th +Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th + +LEGACY ITEM BONUSES +9th - +1 Flaming Scimitar +11th - +2 Flaming Scimitar +16th - +2 Flaming Burst Scimitar +18th - +3 Flaming Burst Scimitar +20th - +4 Flaming Burst Scimitar + +LEGACY ITEM ABILITIES +Desert Child (Su): Beginning at 5th level, you get the Heat Endurance feat. +Fiery Slash (Sp): At 6th level and higher, can cast the burning hands spell three times per day. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th. +Dance of Flame and Wind (Su): At 7th level, Desert Wind grants you a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 14th level and to +6 at 17th level. +Burning Blade (Su): At 12th level and higher, you can initiate the burning blade maneuver up to three times per day. +Fan the Flames (Su): Beginning at 15th level, you can use the fan the flames maneuver at will. +Wyrm's Flame (Su): At 19th level and higher, you can use the wyrm's flame maneuver three times per day. +</entry> + <entry id="60765" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 12th level and higher, you can initiate the burning blade maneuver up to three times per day. +Use: Selected</entry> + <entry id="60766" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 15th level, you can use the fan the flames maneuver at will. +Use: Selected</entry> + <entry id="60767" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 19th level and higher, you can use the wyrm's flame maneuver three times per day. +Use: Selected</entry> + <entry id="60768" lang="en" sex="m">Faithful Avenger</entry> + <entry id="60769" lang="en" sex="m">Faithful Avenger Wielder Requirements +Base attack bonus +5 +Weapon Proficiency (Greatsword) +Good alignment +4,330 gold + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 13,000 gp. +Greater: 39,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 13th +Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th + +LEGACY ITEM BONUSES +7th - +2 Cold Iron Greatsword +13th - +2 Holy Cold Iron Greatsword +18th - +3 Holy Cold Iron Greatsword + +LEGACY ITEM ABILITIES +Faithful Strike (Ex): You get a +1 attack bonus against evil enemies. If you are lawful, you get a +1 bonus against chaotic enemies. If you are chaotic, you get a +1 bonus against lawful enemies. +Blessing of Faith (Su): At 9th level, you gain a +2 enhancement bonus to your Constitution score. This bonus increases to +4 at 15th level and to +6 at 19th level. +Detect Evil (Sp): At 10th level and higher, you can use detect evil, as the spell, at will (CL 10th). +Lesser Restoration (Sp): At 11th level, you can use lesser restoration, as the spell, three times per day (CL 10th). +Boundless Determination (Ex): When you attain 16th level, you gain the ability to assume the immortal fortitude stance. If you already possess this class feature, your immortal fortitude stance grants you temporary hit points each round +equal to your total crusader level. +Restoration (Sp): At 17th level, you can use restoration on yourself once per day as a swift action (CL 15th). +Resiliency (Ex): At 20th level, you gain the ability to ignore damage for one round once per day. +</entry> + <entry id="60770" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 10th level and higher, you can use detect evil, as the spell, at will (CL 10th). +Use: Selected</entry> + <entry id="60771" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 11th level, you can use lesser restoration, as the spell, three times per day (CL 10th). +Use: Selected</entry> + <entry id="60772" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 17th level, you can use restoration on yourself once per day as a swift action (CL 15th). +Use: Selected</entry> + <entry id="60773" lang="en" sex="m">Resiliency</entry> + <entry id="60774" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 20th level, you gain the ability to ignore damage for one round once per day. +Use: Selected</entry> + <entry id="60775" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: When you attain 16th level, you gain the ability to assume the immortal fortitude stance. If you already possess this class feature, your immortal fortitude stance grants you temporary hit points each round +equal to your total crusader level. +Use: Selected</entry> + <entry id="60776" lang="en" sex="m">Supernal Clarity</entry> + <entry id="60777" lang="en" sex="m">Supernal Clarity Wielder Requirements +Base attack bonus +3 +Weapon Proficiency (Rapier) +Concentration 4 ranks +2,820 gold + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 13,000 gp. +Greater: 39,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 13th +Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th + +LEGACY ITEM BONUSES +10th - +2 Rapier +12th - +2 Keen Rapier +15th - +3 Keen Rapier +17th - +4 Keen Rapier +19th - +5 Keen Rapier + +LEGACY ITEM ABILITIES +Intimidating Strike (Ex): At 5th level, you can use the sapphire nightmare blade maneuver five times per day. +Diamond Strike (Su): Beginning at 7th level, you gain a +1 insight bonus on any attack roll made as part of a Diamond Mind strike delivered with Supernal Clarity. +Psychic Poise (Su): At 8th level, you add your Concentration modifier to Balance for one round, three times per day. +Haste (Su): Beginning at 11th level, you can tap into the inherent speed held within Supernal Clarity. You can use haste (self only) for 1 round as a swift action. This ability is usable up to five times per day. Caster level 10th. +Uncanny Dodge (Ex): As a wielder of Supernal Clarity, you learn to be ready for battle at all times. Beginning at 13th level, you gain Uncanny Dodge. +Freedom of Movement (Sp): Starting at 16th level, you can cast freedom of movement on yourself once per day as an immediate action. This ability functions as the spell, except that the duration is 1 minute. Caster level 10th. +Time Stop (Sp): When you unlock the final legacy power of Supernal Clarity at 20th level, you gain the ability to move so quickly that time seems to halt in place. Once per day on command, you can use time stop as the spell. Caster level 20th. +</entry> + <entry id="60778" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 5th level, you can use the sapphire nightmare blade maneuver five times per day. +Use: Selected</entry> + <entry id="60779" lang="en" sex="m">Psychic Poise</entry> + <entry id="60780" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 8th level, you add your Concentration modifier to Balance for one round, three times per day. +Use: Selected</entry> + <entry id="60781" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 11th level, you can tap into the inherent speed held within Supernal Clarity. You can use haste (self only) for 1 round as a swift action. This ability is usable up to five times per day. Caster level 10th. +Use: Selected</entry> + <entry id="60782" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Starting at 16th level, you can cast freedom of movement on yourself once per day as an immediate action. This ability functions as the spell, except that the duration is 1 minute. Caster level 10th. +Use: Selected</entry> + <entry id="60783" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: When you unlock the final legacy power of Supernal Clarity at 20th level, you gain the ability to move so quickly that time seems to halt in place. Once per day on command, you can use time stop as the spell. Caster level 20th. +Use: Selected</entry> + <entry id="60784" lang="en" sex="m">Kamate</entry> + <entry id="60785" lang="en" sex="m">Kamate Wielder Requirements +Base attack bonus +4 +Weapon Proficiency (Bastard Sword) +Balance 4 ranks +2,335 gold + +LEGACY RITUALS +Least: 2,500 gp. +Lesser: 13,000 gp. +Greater: 41,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 9th +Save Penalty: -1 at 8th, -2 at 13th, -3 at 16th, -4 at 18th +Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th + +LEGACY ITEM BONUSES +8th - +2 Bastard Sword +11th - +3 Bastard Sword +14th - +4 Bastard Sword +16th - +4 Shocking Burst Bastard Sword +18th - +5 Shocking Burst Bastard Sword + +LEGACY ITEM ABILITIES +Steel Wind (Ex): At 5th level, you can use the steel wind maneuver five times per day, as if you knew it. If you already know steel wind, you gain a +1 bonus on any attack roll you make when you initiate the maneuver. +Shocking Grasp (Su): Beginning at 6th level, you can cast shocking grasp once per day. Activating this power is a swift action. Caster level 5th. +Accurate Strike (Su): At 9th level, you gain Blind Fight. +Stance Agility (Su): Beginning at 10th level, you gain a +2 insight bonus on Reflex saves as long as you are in an Iron Heart stance. When you attain 15th level, this bonus improves to +4. +Lightning Bolt (Sp): At 13th level, you gain the ability to use lightning bolt as the spell three times per day, on command. The save DC is 14, or 13 + your Cha modifier, whichever is higher. Caster level 10th. +Chain Lightning (Sp): Beginning at 17th level, you can cause Kamate to emit a blast of lightning that arcs to other targets, as if produced by the chain lightning spell. The save DC is 16, or 14 + your Cha modifier, whichever is higher. This ability is usable once per day. Caster level 15th. +Perfect Strike (Su): At 20th level, while you are holding Kamate, you can gain a +20 competence bonus on a single attack roll. You must choose to activate this ability (an immediate action) before you make the attack roll it is to modify. This ability is usable once per day. +</entry> + <entry id="60786" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 5th level, you can use the steel wind maneuver five times per day, as if you knew it. If you already know steel wind, you gain a +1 bonus on any attack roll you make when you initiate the maneuver. +Use: Selected</entry> + <entry id="60787" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 6th level, you can cast shocking grasp once per day. Activating this power is a swift action. Caster level 5th. +Use: Selected</entry> + <entry id="60788" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 13th level, you gain the ability to use lightning bolt as the spell three times per day, on command. The save DC is 14, or 13 + your Cha modifier, whichever is higher. Caster level 10th. +Use: Selected</entry> + <entry id="60789" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 17th level, you can cause Kamate to emit a blast of lightning that arcs to other targets, as if produced by the chain lightning spell. The save DC is 16, or 14 + your Cha modifier, whichever is higher. This ability is usable once per day. Caster level 15th. +Use: Selected</entry> + <entry id="60790" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 20th level, while you are holding Kamate, you can gain a +20 competence bonus on a single attack roll. You must choose to activate this ability (an immediate action) before you make the attack roll it is to modify. This ability is usable once per day. +Use: Selected</entry> + <entry id="60791" lang="en" sex="m">Eventide's Edge</entry> + <entry id="60792" lang="en" sex="m">Eventide's Edge Wielder Requirements +Base attack bonus +3 +Weapon Proficiency (Short Sword) +Small or Medium size +Knowledge of at least one Setting Sun maneuver +2,510 gold + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 13,000 gp. +Greater: 39,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 13th +Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th + +LEGACY ITEM BONUSES +7th - +1 Defending Mithral Short Sword +13th - +2 Defending Mithral Short Sword +16th - +3 Defending Mithral Short Sword +19th - +4 Defending Mithral Short Sword + +LEGACY ITEM ABILITIES +Crux of Balance (Ex): At 5th level, you gain a +4 bonus on checks made to execute a bull rush, overrun, or trip, and to resist those maneuvers. +Sting Like a Bee (Ex): Beginning at 8th level, you deal an extra 1d6 points of damage when you use Eventide's Edge to make a melee attack against a foe of a larger size category than yours. When you attain 17th level, this extra damage increases to 2d6, provided you have performed Eventide's Edge's greater legacy ritual. +AC Bonus (Ex): Starting at 10th level, you add your Wisdom bonus (if any) to your AC when you are unarmored, unencumbered, and wielding Eventide's Edge. If you already add your Wisdom bonus to your AC (from the monk AC bonus class feature, for instance), you instead gain a +1 bonus to AC. +Comet Throw (Ex): At 11th level, you can use the comet throw maneuver at will. If you already know comet throw, you gain a +2 bonus on melee touch attacks made while initiating the maneuver. +Evasive Defense (Ex): At 14th level, you can automatically succeed on your Sense Motive check when using baffling defense against an opponent of a larger size category than yours. This ability is usable three times per day. +Dance into the Sun (Su): At 20th level, you can cast improved invisibility two times per day. Caster level 10th. +</entry> + <entry id="60793" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 11th level, you can use the comet throw maneuver at will. If you already know comet throw, you gain a +2 bonus on melee touch attacks made while initiating the maneuver. +Use: Selected</entry> + <entry id="60794" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 14th level, you can automatically succeed on your Sense Motive check when using baffling defense against an opponent of a larger size category than yours. This ability is usable three times per day. +Use: Selected</entry> + <entry id="60795" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 20th level, you can cast greater invisibility two times per day. Caster level 10th. +Use: Selected</entry> + <entry id="60796" lang="en" sex="m">Umbrawl Awn</entry> + <entry id="60797" lang="en" sex="m">Umbrawl Awn Wielder Requirements +Base attack bonus +3 +Weapon Proficiency (Dagger) +Hide 4 ranks +2,302 gold + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 13,000 gp. +Greater: 39,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 13th +Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th + +LEGACY ITEM BONUSES +7th - +1 Blind Fight Dagger +14th - +2 Blind Fight Dagger +19th - +2 Speed Blind Fight Dagger + +LEGACY ITEM ABILITIES +Shadowcloak (Ex): At 5th level, the weapon improves your stealth. In the first round of an encounter, you can hide in plain sight. +Sneak Attack (Ex): At 8th level, you deal an extra 1d6 points of damage with Umbral Awn. The extra damage from this ability stacks with that of sneak attack from other sources. When you attain 12th level, the sneak attack damage granted by Umbral Awn increases to +2d6, and when you attain 17th level, it increases again to +3d6. +Shadowstrike (Ex): When you attain 11th level, your connection to Umbral Awn and your mastery of the Shadow Hand discipline let you take greater advantage of flanking positions. When using a Shadow Hand maneuver, you gain an extra +2 bonus on attacks if flanking your foe. +Invisibility (Sp): When you attain 16th level, Umbral Awn lets you meld into your own shadow. You can use invisibility at will, as the spell. Caster Level: 10th. +Shadowstep (Su): At 20th level, three times per day, as a swift action, you can become incorporeal until the beginning of your next turn. +</entry> + <entry id="60798" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: When you attain 16th level, Umbral Awn lets you meld into your own shadow. You can use invisibility at will, as the spell. Caster Level: 10th. +Use: Selected</entry> + <entry id="60799" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 20th level, three times per day, as a swift action, you can become incorporeal until the beginning of your next turn. +Use: Selected</entry> + <entry id="60800" lang="en" sex="m">Tiger Fang</entry> + <entry id="60801" lang="en" sex="m">Tiger Fang Wielder Requirements +Base attack bonus +3 +Weapon Proficiency (Kukri) +Hide 5 ranks +2,308 gold + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 13,000 gp. +Greater: 39,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 13th +Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th + +LEGACY ITEM BONUSES +9th - +1 Keen Kukri +17th - +3 Keen Kukri + +LEGACY ITEM ABILITIES +Frenzied Charge (Ex): The first legacy ability of Tiger Fang, which you gain at 5th level, grants you the power to take one additional attack with Tiger Fang at the end of a charge. Frenzied charge is usable once per day. +Claw of the Tiger (Su): You automatically succeed on checks made to resist disarm attempts. +Tiger Leap (Ex): At 7th level, you find more spring in your step, gaining a +5 bonus on Jump checks. +Battle Fever (Su): At 10th level, you are invigorated whenever you use Tiger Fang in melee. Three times per day, you can use a swift action to heal yourself of 1d8 points of damage. At 16th level, you can use battle fever five times per day, and it heals 2d8 damage each time. +Sharp Claw (Ex): As long as you have a Tiger Claw stance active, you deal an extra 1 point of damage with all your melee attacks, including strikes, made with Tiger Fang. +Haste (Sp): When you attain 12th level, you can use haste for 1 round as a swift action. This ability is usable five times per day. +Vicious Attack (Ex): The kukri's keen edge finds the softest places to cut, and Tiger Fang can cut even deeper. When you attain 14th level, you gain Improved Critical (Kukri). +Devastating Attack (Ex): Tiger Fang ultimately becomes a devastating weapon, capable of dropping a foe with a single, well-placed slice. When you attain 20th level, you gain Overwhelming Critical (Kukri). +</entry> + <entry id="60802" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: The first legacy ability of Tiger Fang, which you gain at 5th level, grants you the power to take one additional attack with Tiger Fang at the end of a charge. Frenzied charge is usable once per day. +Use: Selected</entry> + <entry id="60803" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 10th level, you are invigorated whenever you use Tiger Fang in melee. Three times per day, you can use a swift action to heal yourself of 1d8 points of damage. At 16th level, you can use battle fever five times per day, and it heals 2d8 damage each time. +Use: Selected</entry> + <entry id="60804" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: When you attain 12th level, you can use haste for 1 round as a swift action. This ability is usable five times per day. +Use: Selected</entry> + <entry id="60805" lang="en" sex="m">Battle Fever</entry> + <entry id="60806" lang="en" sex="m">Bones of Li Peng</entry> + <entry id="60807" lang="en" sex="m">Bones of Li Peng Wielder Requirements +Wisdom 13 +Base attack bonus +2 +Balance 6 ranks +Any nonchaotic alignment +2,302 gold + +LEGACY RITUALS +Least: 2,000 gp. +Lesser: 12,000 gp. +Greater: 40,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 13th +Skill Check Penalty: -1 at 6th, -3 at 10th, -4 at 15th, -5 at 16th, -6 at 19th +Hit Point Penalty: -2 at 6th, -4 at 10th, -6 at 14th, -8 at 18th + +LEGACY ITEM BONUSES +7th - +2 Kama +10th - +2 Defending Kama +11th - +2 Defending Holy Kama +15th - +3 Defending Holy Kama +17th - +4 Defending Holy Kama +20th - +5 Defending Holy Kama + +LEGACY ITEM ABILITIES +Master's Grace (Su): At 5th level, you acquire some of Li-Peng's legendary nimbleness, gaining a +2 enhancement bonus to Dexterity. At 18th level, this bonus rises to +6. +Student of the Master (Su): Beginning at 13th level, you are treated as a monk five levels higher than your actual monk level for purposes of unarmed damage. You can make one additional stunning attack per day, if you have the Stunning Fist feat. If you have no monk levels, you gain the unarmed damage of a 5th-level monk. You will retain this bonus as long as you have the Bones of Li Peng in your inventory. +Oneness of Balance (Su): At 19th level, you gain a +10 competence bonus on Balance, Jump, and Tumble checks. +</entry> + <entry id="60808" lang="en" sex="m">Bullybasher's Gauntlets</entry> + <entry id="60809" lang="en" sex="m">Bullybasher's Gauntlets Wielder Requirements +Base attack bonus +2 +Lore 2 ranks +Improved Unarmed Strike +4,604 gold + +LEGACY RITUALS +Least: 1,400 gp. +Lesser: 12,000 gp. +Greater: 40,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 13th +Skill Check Penalty: -1 at 6th, -3 at 10th, -4 at 15th, -5 at 16th, -6 at 19th +Hit Point Penalty: -2 at 6th, -4 at 10th, -6 at 14th, -8 at 18th + +LEGACY ITEM BONUSES +12th - +2 Gauntlets +16th - +3 Gauntlets +20th - +4 Gauntlets + +LEGACY ITEM ABILITIES +Sturdy Grip (Su): At 5th level, while wearing Bullybasher's Gauntlets, you gain a +4 bonus on grapple checks. +Knock Silly (Su): At 6th level and higher, when you deal damage to an opponent with Bullybasher's Gauntlets, that opponent is affected as if by the touch of idiocy spell. You must decide whether or not to use this ability before making the attack roll, and if you miss, the attempt is wasted for the day. This ability is usable two times per day. Caster level 5th. +Solitary Warrior (Su): Starting at 7th level, when you are adjacent to at least two foes, your armor class increases by 1 and you deal an extra 1d6 points of damage with each successful attack made with the gauntlets. +Cheat Death (Su): At 8th level and higher, you automatically heal 1 hit point if your hit points drop to between -1 and -9. This ability functions once per day. +Power of One (Su): At 10th level, Bullybasher's Gauntlets grant a +2 enhancement bonus to your Constitution score. At 14th level, the bonus rises to +4. It rises to +6 at 18th level. +Rough and Tumble (Su): At 11th level, you gain damage reduction 5/magic. +Giant Bearing (Su): Beginning at 13th level, you gain a +2 bonus to Strength, a -2 penalty to Dexterity (to a minimum of 1), a -1 penalty on attack rolls, and a +4 bonus on grapple checks. +Stone Gathering (Su): At 15th level and higher, you can hurl rocks. The rocks deal 2d6 (plus Strength modifier) points of bludgeoning damage. +Frightful Presence (Su): Starting at 17th level, you unsettle surrounding foes when you are attacking or charging. Creatures within a radius of 30 feet are subject to the effect if they have fewer Hit Dice than you. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your character level + your Charisma modifier) suffers no ill effect and is immune to your frightful presence for 24 hours. Those who fail the save become shaken for 4d6 rounds. +No Wound Too Big (Su): At 18th level and higher, while wearing Bullybasher's Gauntlets, you heal 2 points of damage every hour. +Lightning Punch (Su): Beginning at 19th level, once per day on command, you can charge Bullybasher's Gauntlets with chain lightning. The next creature struck by the gauntlets is the target of the spell, and secondary bolts can strike other foes within 30 feet. A charge is maintained until the gauntlets strike a creature. The save DC is 19, or 16 + your Charisma modifier, whichever is higher. Caster level 15th. +</entry> + <entry id="60810" lang="en" sex="m">Knock Silly</entry> + <entry id="60811" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 6th level and higher, when you deal damage to an opponent with Bullybasher's Gauntlets, that opponent is affected as if by the touch of idiocy spell. You must decide whether or not to use this ability before making the attack roll, and if you miss, the attempt is wasted for the day. This ability is usable two times per day. Caster level 5th. +Use: Selected</entry> + <entry id="60812" lang="en" sex="m">Stone Gathering</entry> + <entry id="60813" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 15th level and higher, you can hurl rocks. The rocks deal 2d6 (plus Strength modifier) points of bludgeoning damage. +Use: Selected</entry> + <entry id="60814" lang="en" sex="m">Lightning Punch</entry> + <entry id="60815" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 19th level, once per day on command, you can charge Bullybasher's Gauntlets with chain lightning. The next creature struck by the gauntlets is the target of the spell, and secondary bolts can strike other foes within 30 feet. A charge is maintained until the gauntlets strike a creature. The save DC is 19, or 16 + your Charisma modifier, whichever is higher. Caster level 15th. +Use: Selected</entry> + <entry id="60816" lang="en" sex="m">Coral's Bite</entry> + <entry id="60817" lang="en" sex="m">Coral's Bite Wielder Requirements +Lore 1 rank +Listen 1 rank +2,315 gold + +LEGACY RITUALS +Least: 1,200 gp. +Lesser: 12,000 gp. +Greater: 39,000 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th +Will Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 6th, -4 at 7th, -6 at 9th, -8 at 14th, -10 at 15th + +LEGACY ITEM BONUSES +5th - +2 Spear +11th - +2 Monstrous Humanoid Bane Spear +16th - +3 Monstrous Humanoid Bane Spear +17th - +4 Monstrous Humanoid Bane Spear +20th - +5 Monstrous Humanoid Bane Spear + +LEGACY ITEM ABILITIES +Dolphin's Ear (Su): Beginning at 6th level, you gain a +5 bonus to Listen. +Coral Armor (Su): At 7th level, the coral from which Coral's Bite is formed grants a +1 natural armor bonus to Armor Class. The natural armor bonus increases to +2 at 9th level, to +3 at 14th level, to +4 at 18th level, and to +5 at 20th level. +Breathless (Su): At 12th level and higher, you no longer need to breath, and are immune to effects that require breathing to function, such as drown and certain cloud spells. +</entry> + <entry id="60818" lang="en" sex="m">Infiltrator</entry> + <entry id="60819" lang="en" sex="m">Infiltrator Wielder Requirements +Persuade 2 ranks +Listen 2 ranks +Sense Motive 2 ranks +2,100 gold + +LEGACY RITUALS +Least: 4,300 gp. +Lesser: 12,700 gp. +Greater: 40,500 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Reflex Save Penalty: -1 at 7th, -2 at 12th +Hit Point Penalty: -2 at 6th, -4 at 10th +Skill Check Penalty: -1 at 7th, -2 at 8th, -3 at 14th, -4 at 16th, -5 at 19th, -6 at 20th + +LEGACY ITEM BONUSES +12th - +3 Mithral Chain Shirt + +LEGACY ITEM ABILITIES +Low Light Vision (Su): At 5th level, you gain lowlight vision. +Collecting Facts (Su): At 6th level, Infiltrator grants you a +5 competence bonus on Spot checks. At 18th level, this bonus increases to +15. +Thorough Sweep (Su): At 8th level, Infiltrator grants you a +5 competence bonus on Search checks. At 19th level, this bonus increases to +15. +Higher Vantage (Su): At 10th level, Infiltrator grants you a +5 competence bonus on Climb checks. At 13th level, this bonus increases to +15. +Darkvision (Su): At 11th level, you gain darkvision with a range of 60 feet. +Fly on the Wall (Sp): At 15th level and higher, at will on command, you can use invisibility as the spell. Caster level 10th. +Incisive Mind (Sp): Beginning at 16th level, you gain a +2 bonus to Bluff, Persuade, and Intimidate. +See Invisible (Su): At 17th level, you gain the ability to see invisible creatures. +Nondetection (Su): Starting at 20th level, you act as if constantly under the effects of a nondetection spell. Caster level 5th +</entry> + <entry id="60820" lang="en" sex="m">Lorestealer</entry> + <entry id="60821" lang="en" sex="m">Lorestealer Wielder Requirements +No spellcasting +Base attack bonus +3 +2,308 gold + +LEGACY RITUALS +Least: 4,500 gp. +Lesser: 12,500 gp. + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 9th, -2 at 13th +Save Penalty: -1 at 8th, -2 at 16th +Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th + +LEGACY ITEM BONUSES +10th - +1 Flaming Axe +11th - +1 Flaming Frost Throwing Axe + +LEGACY ITEM ABILITIES +Decipher Scrolls (Su): At 5th level and higher, you can decipher any magic scroll as if you benefited from a read magic spell. Caster level 5th. +Locate Scrolls (Su): Beginning at 5th level, you can detect magic at will. Caster level 5th. +Scroll Use (Su): At 6th level, you gain a +5 competence bonus on Use Magic Device checks. +Axe Casting (Su): Starting at 7th level, once per day as an immediate action, you can drive the blade of Lorestealer into a single scroll containing a 3rd-level or lower spell. Once you have done this, you can then cast the scroll at any time. Scrolls still must be deciphered before this feature functions on them. At 13th level and higher, this ability works on scrolls containing spells of 6th level or lower. Starting at 16th level, you can use this ability two times per day. +</entry> + <entry id="60822" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 5th level and higher, you can decipher any magic scroll as if you benefited from a read magic spell. Caster level 5th. +Use: Selected</entry> + <entry id="60823" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Beginning at 5th level, you can detect magic at will. Caster level 5th. +Use: Selected</entry> + <entry id="60824" lang="en" sex="m">Axe Casting</entry> + <entry id="60825" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: Starting at 7th level, once per day as an immediate action, you can drive the blade of Lorestealer into a single scroll containing a 3rd-level or lower spell. Once you have done this, you can then cast the scroll at any time. Scrolls still must be deciphered before this feature functions on them. At 13th level and higher, this ability works on scrolls containing spells of 6th level or lower. Starting at 16th level, you can use this ability two times per day. +Use: Selected</entry> + <entry id="60826" lang="en" sex="m">Power Throw</entry> + <entry id="60827" lang="en" sex="m">Type of Feat: General +Prerequisite: Power Attack, Brutal Throw, Strength 13 +Specifics: You can use power attack with a thrown weapon. You must have PRC Power Attack turned on for this to function. +Use: Selected</entry> + <entry id="60828" lang="en" sex="m">Hallow</entry> + <entry id="60829" lang="en" sex="m">Hallow +Level: Clr 5, Drd 5 +Components: V,S +Range: Touch +Area: 40-ft. radius emanating from the touched point +Duration: 24 hrs +Saving Throw: No +Spell Resistance: No + +The area is guarded by a magic circle against evil effect. Also, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a -4 penalty.</entry> + <entry id="60830" lang="en" sex="m">Durindana</entry> + <entry id="60831" lang="en" sex="m">Durindana Wielder Requirements +Ability to cast 1st-level divine spells +Base attack bonus +2 +Any nonevil alignment +2,315 gold + +LEGACY RITUALS +Least: 2,000 gp. +Lesser: 12,500 gp. +Greater: 40,500 + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 9th, -2 at 13th +Save Penalty: -1 at 8th, -2 at 15th, -3 at 18th +Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 11th, -10 at 18th, -12 at 19th, -14 at 20th + +LEGACY ITEM BONUSES +9th - +2 Longsword +11th - +2 Holy Longsword +15th - +3 Holy Longsword +17th - +3 Holy Undead Bane Longsword +20th - +4 Holy Undead Bane Longsword + +LEGACY ITEM ABILITIES +Saint's Grace (Su): At 5th level, you gain a +2 resistance bonus on all saving throws. +Endure Evil (Su): Beginning at 6th level, you enjoy the constant effects of a protection from evil spell. Caster level 5th. +Pelor's Gaze (Sp): At 7th level and higher, once per day on command, you can cause Durindana to shed daylight as the spell. Caster level 5th. +Pelor's Baleful Eye (Su): Starting at 13th level, as long as you carry Durindana before you, you turn undead as though you were four levels higher in the class that grants you the ability. +Pelor's Protecting Grasp (Sp): At 14th level and higher, once per day on command, you can use death ward as the spell. Caster level 7th. +Hallowed Ground (Su): Beginning at 18th level, once per day, you can drive Durindana's blade into the surface on which you stand, creating the effects of a hallow spell with a daylight spell tied to it. Caster level 9th. +Pelor's Dazzling Beneficence (Su): At 19th level and higher, as a swift action, you can call down Pelor's gaze on yourself, which manifests as a dazzling golden light. You then glow as brightly as a torch, but more importantly, your actual location is difficult to pin down through the radiance, granting you total concealment for 15 rounds. +</entry> + <entry id="60832" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 7th level and higher, once per day on command, you can cause Durindana to shed daylight as the spell. Caster level 5th. +Use: Selected</entry> + <entry id="60833" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: At 14th level and higher, once per day on command, you can use death ward as the spell. Caster level 7th. +Use: Selected</entry> + <entry id="60834" lang="en" sex="m">Hallowed Ground</entry> + <entry id="60835" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 18th level, once per day, you can drive Durindana's blade into the surface on which you stand, creating the effects of a hallow spell with a daylight spell tied to it. Caster level 9th. +Use: Selected</entry> + <entry id="60836" lang="en" sex="m">Pelor's Dazzling Beneficence</entry> + <entry id="60837" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 19th level and higher, as a swift action, you can call down Pelor's gaze on yourself, which manifests as a dazzling golden light. You then glow as brightly as a torch, but more importantly, your actual location is difficult to pin down through the radiance, granting you total concealment for 15 rounds. +Use: Selected</entry> + <entry id="60838" lang="en" sex="m">Desecrate</entry> + <entry id="60839" lang="en" sex="m">Desecrate +LEvocation [Evil] +Level: Cleric 2, Blighter 3 +Components: V, S +Range: Close (25 ft. + 5 ft./2 levels) +Area: 20-ft.-radius emanation +Duration: 2 hours/level +Saving Throw: None +Spell Resistance: Yes + +This spell imbues an area with negative energy. + +Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. + +An undead creature created within or summoned into such an area gains +1 hit points per HD. + +Furthermore, anyone who casts animate dead within this area may animate as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level). + +Desecrate counters and dispels consecrate.</entry> + <entry id="60840" lang="en" sex="m">Thaas</entry> + <entry id="60841" lang="en" sex="m">Thaas Wielder Requirements +Weapon Focus (Longbow) +Base attack bonus +3 +Any nonchaotic, nonevil alignment +2,315 gold + +LEGACY RITUALS +Least: 1,500 gp. +Lesser: 13,000 gp. +Greater: 40,000 + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 6th, -2 at 12th, -3 at 18th +Reflex Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th +Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th + +LEGACY ITEM BONUSES +6th - +1 Outsider Bane Longbow +13th - +2 Outsider Bane Longbow +16th - +3 Outsider Bane Longbow +20th - +3 Holy Outsider Bane Longbow + +LEGACY ITEM ABILITIES +Sense Demons (Su): At 5th level, you can detect evil outsiders, as if using the detect evil spell. Caster level 5th. +Strength Adjusting (Su): At 8th level, Thaas accepts any strength as a composite longbow. +Obstruct Summoning (Su): At 10th level, you can banish any summons created by evil outsiders of 10 hit dice or less as a swift action, no save, by targeting the summoner. At 17th level, this applies to any evil outsider. +Banishment (Sp): At 18th level, you can cast banishment, once per day. Save DC is 20 or 17 + Charisma modifier, whichever is higher. Caster level 15th. +Teleport (Sp): Starting at 19th level, you can teleport once per day. Caster level 20th. +</entry> + <entry id="60842" lang="en" sex="m">Sense Demons</entry> + <entry id="60843" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 5th level, you can detect evil outsiders, as if using the detect evil spell. Caster level 5th. +Use: Selected</entry> + <entry id="60844" lang="en" sex="m">Obstruct Summoning</entry> + <entry id="60845" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 10th level, you can banish any summons created by evil outsiders of 10 hit dice or less as a swift action, no save, by targeting the summoner. At 17th level, this applies to any evil outsider. +Use: Selected</entry> + <entry id="60846" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 18th level, you can cast banishment, once per day. Save DC is 20 or 17 + Charisma modifier, whichever is higher. Caster level 15th. +Use: Selected</entry> + <entry id="60847" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Starting at 19th level, you can teleport once per day. Caster level 20th. +Use: Selected</entry> + <entry id="60848" lang="en" sex="m">Necrocarnum Touch</entry> + <entry id="60849" lang="en" sex="m">Necrocarnum Touch + +Descriptors: Evil, necrocarnum +Classes: Incarnate, soulborn +Chakra: Arms +Saving Throw: See text + +Jet black shadows wreathe your hands and forearms, coiling and twisting with a life of their own. These insubstantial coils of energy hint at evil and agony, seeming to draw light and hope out of the surrounding area. + +The coiling energy makes the movements of your hands and arms hard to follow. While you have necrocarnum touch shaped, you gain a +4 bonus on Pickpocket checks. + +Essentia: Whenever you invest essentia in necrocarnum touch, you can make a melee touch attack as a standard action. This attack deals 1d8 points of damage for every point of essentia that you invest in the soulmeld, but only on living creatures (Fortitude half). + +Chakra Bind (Arms) + +While necrocarnum touch is bound to your arms chakra, you can fire a ray of pure necrocarnum as a standard action. This ray requires a ranged touch attack to hit and has a range of 30 feet. If it strikes a living creature, it deals 1d8 points of damage for every point of essentia that you invest in the soulmeld (Fortitude half).</entry> + <entry id="60850" lang="en" sex="m">Necrocarnum Touch Touch Attack</entry> + <entry id="60851" lang="en" sex="m">Necrocarnum Touch Arms Bind</entry> + <entry id="60852" lang="en" sex="m">Corrosive</entry> + <entry id="60853" lang="en" sex="m">Damage Bonus: Acid 1d6 Damage + +Prerequisites: +Caster Level: 10 +Spell(s): Acid Fog or Melf's Acid Arrow + +Cost: +1 Enhancement</entry> + <entry id="60854" lang="en" sex="m">Screaming</entry> + <entry id="60855" lang="en" sex="m">Damage Bonus: Sonic 1d4 Damage + +Prerequisites: +Caster Level: 7 +Spell(s): Sonic Blast or Sound Burst + +Cost: +1 Enhancement</entry> + <entry id="60856" lang="en" sex="m">Necrocarnum Vestments</entry> + <entry id="60857" lang="en" sex="m">Necrocarnum Vestments + +Descriptors: Evil, necrocarnum +Classes: Incarnate, soulborn +Chakra: Heart, Waist +Saving Throw: See text + +Necrocarnum twists and writhes into the shape of long, flowing vestments. These vestments cling tightly to your shoulders, but drape loosely over the rest of your body, obscuring other garments behind an ever-shifting screen of terror. As with all necrocarnum melds, faint forms seem to swim in the depths of this shadowy vestment. These tortured apparitions seem wracked by incomprehensible agony, their elongated faces wrenched open in eternal screams. + +When you have necrocarnum vestments shaped, you gain resistance to cold 5 as the energies of necrocarnum deaden your flesh to the effects of cold. + +Essentia: For every point of essentia invested in the necrocarnum vestments, you gain 3 temporary hit points. + +Chakra Bind (Heart) +When you have necrocarnum vestments bound to your heart chakra, you are immune to stunning and death effects. + +Chakra Bind (Waist) +When you have necrocarnum vestments bound to your waist chakra, any living creature adjacent to you at the end of your turn takes 1d6 points of cold damage (Fortitude negates).</entry> + <entry id="60858" lang="en" sex="m">Necrocarnum Weapon</entry> + <entry id="60859" lang="en" sex="m">Necrocarnum Weapon + +Descriptors: Evil, necrocarnum +Classes: Incarnate, soulborn +Chakra: Hands +Saving Throw: None + +Shadowy threads of necrocarnum bind to your melee weapon. This dark energy seems to ripple beneath the surface of the weapon, pulsing irregularly from your hands to the tip of the weapon and back again. + +When you shape this soulmeld, your melee weapons bypass damage reduction of +3 or less + +Essentia: For every point of essentia you invest in your necrocarnum weapon, you gain a +1.5 profane bonus on damage. This bonus applies only when the weapon is used against a living creature. + +Chakra Bind (Hands) +When you have a necrocarnum weapon soulmeld bound to your hands chakra and you successfully make a critical hit with the weapon on a living creature, you gain temporary essentia equal to the number of points of essentia invested in this soulmeld. You can use this essentia normally, but it fades after 10 rounds. (Multiple uses of this ability don't stack.)</entry> + <entry id="60860" lang="en" sex="m">Necrocarnum Acolyte</entry> + <entry id="60861" lang="en" sex="m">Type of Feat: General +Prerequisite: Ability to shape soulmelds, nongood alignment +Specifics: You can shape soulmelds with the necrocarnum descriptor regardless of your alignment. You gain a +1 profane bonus on the save DCs of your necrocarnum soulmelds. +Normal: Nonevil incarnates and nonevil soulborns can't shape necrocarnum soul melds, since those soulmelds have the evil descriptor. +Use: Automatic</entry> + <entry id="60862" lang="en" sex="m">Blast of Force</entry> + <entry id="60863" lang="en" sex="m">Evocation [Force] +Level: Sorcerer 2, Wizard 2, Force 3, +Components: V, S,\line Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Effect: Ray +Duration: Instantaneous +Saving Throw: Fortitude partial +Spell Resistance: Yes + +Drawing upon magic in its purest form, you send invisible energy whistling through the air to batter your foe. + +You must succeed on a ranged touch attack with the ray to strike a target. A blast of force deals 1d6 points of damage per two caster levels (maximum 5d6). In addition, a successful hit forces the subject to make a Fortitude save or be knocked prone (size and stability modifiers apply to the saving throw as if the spell were a bull rush).</entry> + <entry id="60864" lang="en" sex="m">Necrocarnate</entry> + <entry id="60865" lang="en" sex="m">Necrocarnates</entry> + <entry id="60866" lang="en" sex="m">necrocarnate</entry> + <entry id="60867" lang="en" sex="m">(PRESTIGE CLASS) +Dealers in death and torturers of souls, necrocarnates number among the most evil creatures in any world. Skilled in the arts of meldcraft, these twisted beings once drew upon the soul energy of incarnum. Their unbridled lust for power at any price has led them into dark rituals that corrupt soul energy into necrocarnum. + +Necrocarnum is a dark reflection of incarnum, whose use gives even the most evil incarnates and totemists pause. An evil incarnate might draw upon the soul energies of evil creatures and planes, but a user of necrocarnum gains her power from the torture of good souls. Indeed, the necrocarnate subjects pure souls to agony and torment far beyond the limits possible in mortal life, draining them of their very essence in pursuit of her hideous power. + +- Hit Die: d6 +- Proficiencies: A Necrocarnate does not gain any additional weapon or armor proficiencies. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Alignment: Any evil +Skills: Lore 5 ranks, Concentration 5 ranks, Spellcraft 10 ranks. +Feat: Necrocarnum Acolyte. +Meldshaping: Ability to shape soulmelds, ability to bind soulmelds to the crown, feet, and hands chakras. + +ABILITIES: + +Level +1: Harvest Soul (1 minute) - Harvest essentia from recently dead corpses + Improved Meldshaper Level - Add necrocarnate to meldshaper level (do not gain essentia, chakra binds, melds) +2: Necrocarnum Soulshield - Gain a bonus on saving throws equal to shaped necrocarnum melds +3: Chakra binds (arms, brow, shoulders) +4: Extra chakra bind, extra shaped soulmeld +5: Essentia Trap - Enemies dying grants temporary essentia +6: Necrocarnum zombie master - Take half damage from Necrocarnum Circlet +7: Extra shaped soulmeld +8: Chakra binds (throat, waist), extra chakra bind +9: Expanded Necrocarnum Meld Capacity - The essentia capacity of each necrocarnum meld you shape increases by 1. +10: Extra shaped soulmeld, Harvest Soul (full-round action) +11: Chakra bind (heart) +12: Extra chakra bind +13: Chakra bind (soul), extra shaped soulmeld, Necrocarnum zombie master - Create two necrocarnum zombies +</entry> + <entry id="60868" lang="en" sex="m">Harvest Soul</entry> + <entry id="60869" lang="en" sex="m">Type of Feat: Class specific +Prerequisite: Necrocarnate 1 +Specifics: Whenever a living creature dies within 100 feet of you, you can perform a short ritual to capture the soul energy of the newly dead. This ritual requires 1 minute of uninterrupted concentration. At the end of the ritual, you gain a number of essentia points equal to one-half your necrocarnate level (rounded up). This benefit lasts for 24 hours. At 10th level, you can perform this ritual as a full-round action that provokes attacks of opportunity. +Use: Selected</entry> + <entry id="60870" lang="en" sex="m">Necrocarnum Soulshield</entry> + <entry id="60871" lang="en" sex="m">Type of Feat: Class specific +Prerequisite: Necrocarnate 2 +Specifics: You gain a bonus on all saving throws equal to the number of necrocarnum soulmelds that you currently have shaped. This ability is usable a number of times per day equal to one-half your necrocarnate level, and lasts for one round per class level. +Use: Selected</entry> + <entry id="60872" lang="en" sex="m">Open Least Chakra - Crown</entry> + <entry id="60873" lang="en" sex="m">Open Least Chakra - Feet</entry> + <entry id="60874" lang="en" sex="m">Open Least Chakra - Hands</entry> + <entry id="60875" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 13, character level 6th +Specifics: When this feat is selected, choose one of the following chakras: crown, feet, or hands. You can now bind a soulmeld to that chakra. In addition, you gain a minor benefit, depending on the chakra chosen: +Crown: +1 insight bonus on Will saves. +Feet: +1 insight bonus on Balance and Move Silently checks. +Hands: +1 insight bonus on Climb and Jump checks. +Use: Automatic</entry> + <entry id="60876" lang="en" sex="m">Open Lesser Chakra - Arms</entry> + <entry id="60877" lang="en" sex="m">Open Lesser Chakra - Brow</entry> + <entry id="60878" lang="en" sex="m">Open Lesser Chakra - Shoulders</entry> + <entry id="60879" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 15, character level 12th +Specifics: When this feat is selected, choose one of the following chakras: arms, brow, or shoulders. You can now bind a soulmeld to that chakra. In addition, you gain a minor benefit, depending on the chakra chosen: +Arms: +2 insight bonus on grapple checks. +Brow: +1 insight bonus on Search and Spot checks. +Shoulders: +1 insight bonus on Reflex saves. +Use: Automatic</entry> + <entry id="60880" lang="en" sex="m">Open Greater Chakra - Throat</entry> + <entry id="60881" lang="en" sex="m">Open Greater Chakra - Waist</entry> + <entry id="60882" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Con 17, character level 18th +Specifics: When this feat is selected, choose one of the following chakras: throat or waist. You can now bind a soulmeld to that chakra. In addition, you gain a minor benefit, depending on the chakra chosen: +Throat: +1 insight bonus on Bluff and Persuade checks. +Waist: +1 insight bonus on Fortitude saves. +Use: Automatic</entry> + <entry id="60883" lang="en" sex="m">Split Chakra - Crown</entry> + <entry id="60884" lang="en" sex="m">Split Chakra - Feet</entry> + <entry id="60885" lang="en" sex="m">Split Chakra - Hands</entry> + <entry id="60886" lang="en" sex="m">Split Chakra - Arms</entry> + <entry id="60887" lang="en" sex="m">Split Chakra - Brow</entry> + <entry id="60888" lang="en" sex="m">Split Chakra - Shoulders</entry> + <entry id="60889" lang="en" sex="m">Split Chakra - Throat</entry> + <entry id="60890" lang="en" sex="m">Split Chakra - Waist</entry> + <entry id="60891" lang="en" sex="m">Split Chakra - Heart</entry> + <entry id="60892" lang="en" sex="m">Split Chakra - Soul</entry> + <entry id="60893" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: None +Specifics: When this feat is selected, choose a chakra, such as hands. You can gain the benefit of a magic item that occupies the body space equivalent of that chakra even while a soulmeld is bound to that chakra. +Use: Automatic</entry> + <entry id="60894" lang="en" sex="m">Incarnum Feats</entry> + <entry id="60895" lang="en" sex="m">Contains all feats used by the Meldshaping system</entry> + <entry id="60896" lang="en" sex="m">Undead Meldshaper</entry> + <entry id="60897" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Undead type +Specifics: Use your Wisdom score to determine the maximum number of soulmelds you can shape. If you would use your Constitution score to determine a soulmeld's save DC, use your Wisdom score instead. +Use: Automatic</entry> + <entry id="60898" lang="en" sex="m">Double Chakra - Crown</entry> + <entry id="60899" lang="en" sex="m">Double Chakra - Feet</entry> + <entry id="60900" lang="en" sex="m">Double Chakra - Hands</entry> + <entry id="60901" lang="en" sex="m">Double Chakra - Arms</entry> + <entry id="60902" lang="en" sex="m">Double Chakra - Brow</entry> + <entry id="60903" lang="en" sex="m">Double Chakra - Shoulders</entry> + <entry id="60904" lang="en" sex="m">Double Chakra - Throat</entry> + <entry id="60905" lang="en" sex="m">Double Chakra - Waist</entry> + <entry id="60906" lang="en" sex="m">Double Chakra - Heart</entry> + <entry id="60907" lang="en" sex="m">Double Chakra - Soul</entry> + <entry id="60908" lang="en" sex="m">Double Chakra - Totem</entry> + <entry id="60909" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Meldshaper level 9th +Specifics: When this feat is selected, choose a chakra to which you can bind soulmelds. Two of your shaped soulmelds can occupy (and be bound to) that chakra simultaneously. This counts as two chakra binds. +Use: Automatic</entry> + <entry id="60910" lang="en" sex="m">Expanded Soulmeld Capacity I</entry> + <entry id="60911" lang="en" sex="m">Expanded Soulmeld Capacity II</entry> + <entry id="60912" lang="en" sex="m">Expanded Soulmeld Capacity III</entry> + <entry id="60913" lang="en" sex="m">Expanded Soulmeld Capacity IV</entry> + <entry id="60914" lang="en" sex="m">Expanded Soulmeld Capacity V</entry> + <entry id="60915" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Constitution 15, Meldshaper level 1st +Specifics: When you shape your soulmelds, choose one soulmeld. Your essentia capacity for that soulmeld is increased by 1 (up to a maximum of your Constitution bonus). Each time you shape your soulmelds, you can change the soulmeld that benefits from this feat. +Special: You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional soulmeld while shaping. You can't apply this feat's effects more than once to the same soulmeld. +Use: Automatic</entry> + <entry id="60916" lang="en" sex="m">Soulspark Familiar</entry> + <entry id="60917" lang="en" sex="m">Soulspark Familiar + +Descriptors: None +Classes: Incarnate, soulborn +Chakra: Brow, crown, or throat +Saving Throw: None + +A spark of light hovers over your shoulder. While featureless, it seems to emote using its own brilliance, ranging from an angry burn to a contented glow. + +You shape a small mote of soul energy called a least soulspark. The presence of the soulspark grants you the Alertness feat. If the soulspark is reduced to 0 or fewer hit points, the meld unshapes. + +Essentia: When you allocate essentia to your soulspark familiar, you can select one of the following effects. All essentia invested must be put toward the same effect. + +Attack Bonus: Every point of essentia grants the soulspark a +1 bonus on its attack rolls and damage rolls. +Deflection Bonus: Every point of essentia grants the soulspark a +1 deflection bonus to Armor Class. +Healing: Every point of essentia invested grants the soulspark a certain amount of fast healing. A least soulspark gains fast healing equal to 1 � the points of essentia invested, a lesser +soulspark gains fast healing equal to 2 � the points of essentia invested, a standard soulspark gains fast healing equal to 3 � the points of essentia invested, and a greater soulspark gains +fast healing equal to 4 � the points of essentia invested. +Saving Throw Bonus: Every point of essentia grants the soulspark a +1 resistance bonus on all saving throws. + +Chakra Bind (Brow) + +Your soulspark shimmers like the desert sky. + +If you bind soulspark familiar to your brow chakra, you create a standard soulspark. + +Chakra Bind (Crown) + +Your soulspark glows sapphire blue, like a brilliant gemstone. + +If you bind soulspark familiar to your crown chakra, you create a lesser soulspark. + +Chakra Bind (Throat) + +Your soulspark burns with a fierce blue-white light. + +If you bind soulspark familiar to your throat chakra, you create a greater soulspark.</entry> + <entry id="60918" lang="en" sex="m">Soulspark Familiar Essentia Choice</entry> + <entry id="60919" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Soulspark Familiar +Specifics: Use this to click through the choice of where Essentia invested in the soulspark familiar goes. By default, it chooses attack. +Use: Selected</entry> + <entry id="60920" lang="en" sex="m">Incarnum Blade</entry> + <entry id="60921" lang="en" sex="m">Incarnum Blades</entry> + <entry id="60922" lang="en" sex="m">incarnum blade</entry> + <entry id="60923" lang="en" sex="m">(PRESTIGE CLASS) +Using a secret passed down through the generations, the incarnum blade shapes soul energy drawn from the greatest warriors of the past into a special soulmeld that is incorporated into his melee weapon of choice. By itself, +this blademeld grants him amazing combat prowess. When bound to his chakras, it also enhances his personal combat abilities, infusing them with the power of incarnum. When he dies, the incarnum blade merges with the soul energy that powers his weapon, becoming part of the soul legacy upon which future heroes can draw. + +- Hit Die: d10 +- Proficiencies: Incarnum Blades gain no new proficiencies +- Skill Points at Each Level: 2 + Int Modifier. + +REQUIREMENTS: +Alignment: Any except neutral +Base Attack Bonus: +5 +Skills: Concentration 2 ranks + +ABILITIES: + +Level +1: Blademeld (crown, feet, hands) - Attach meld to special chakras for benefit +2: Blademeld (arms, brow, shoulders) +3: Rebind Blademeld - Rebind blademeld 1 + Con mod times a day + Blademeld (throat, waist) +4: Blademeld (heart) +5: Double Blademeld - Bind blademeld twice at the same time + Blademeld (soul) +</entry> + <entry id="60924" lang="en" sex="m">Rebind Blademeld</entry> + <entry id="60925" lang="en" sex="m">Type of Feat: Class +Prerequisite: Incarnum Blade 3 +Specifics: At 3rd level, you gain the ability to change the chakra to which your blademeld is bound. You can use this ability a number of times per day equal to 1 + your Constitution bonus (minimum 1/day). Rebinding your blademeld is a standard action that does not provoke attacks of opportunity. +Use: Selected</entry> + <entry id="60926" lang="en" sex="m">Throat Blademeld</entry> + <entry id="60927" lang="en" sex="m">Type of Feat: Class +Prerequisite: Incarnum Blade 3 +Specifics: At will as a standard action, each enemy within 60 feet who can hear you shout must save or become shaken for 1 round (Will DC 10 + incarnum blade level + Con modifier). +Use: Selected</entry> + <entry id="60928" lang="en" sex="m">Witchborn Binder</entry> + <entry id="60929" lang="en" sex="m">Witchborn Binders</entry> + <entry id="60930" lang="en" sex="m">witchborn binder</entry> + <entry id="60931" lang="en" sex="m">(PRESTIGE CLASS) +Few creatures pose as much threat to human society as arcane spellcasters do. A single wizard can easily destroy an entire town, subvert a kingdom, or twist the very laws of nature with a few well-placed spells. Against this +obvious threat stands a fellowship of royal agents known as the Vigilant Servants, whose members make it their business to frustrate the plans of the witchborn-namely sorcerers, wizards, and other users of arcane magic. The +organization's elite agents are the witchborn binders - incarnum-wielding mage-hunters who can use the power of soul energy to create shields, traps, and shackles that can smother the magical powers of the witchborn and render +them helpless. + +- Hit Die: d6 +- Proficiencies: Witchborn Binders gain no new proficiencies +- Skill Points at Each Level: 4 + Int Modifier. + +REQUIREMENTS: +Meldshaping: Meldshaper level 6th. +Feats: Alertness, Track. +Skills: Lore 4 ranks, Search 4 ranks, Sense Motive 2 ranks, Spot 2 ranks. +Special: May not possess any arcane spellcasting class levels. + +ABILITIES: + +Level +1: Detect Magic at will + Royal Purse - Each level, gain 500 gold per witchborn binder level + Meldshield - Gain a bonus on all saves against spells equal to essentia invested +2: Dispelling Orb - Throw orb of incarnum as targeted dispel magic + Essentia pool +1 +3: +4: Mage Shackles - Pin arcane caster to stop casting permanently +5: +6: Word of Abrogation - Ready action to counterspell any nearby caster + Essentia pool +1 +7: +8: Spiritflay - Deal invested essentia d6 to arcane caster +9: +10: Grim Integument - Lock arcane caster in coffin of incarnum + +BONUS MELDSHAPING: + +At 1st, 3rd, 5th, 7th, 9th, and 10th witchborn binder levels, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the witchborn binder level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. +</entry> + <entry id="60932" lang="en" sex="m">Meldshield Invest</entry> + <entry id="60933" lang="en" sex="m">Meldshield</entry> + <entry id="60934" lang="en" sex="m">Type of Feat: Class +Prerequisite: Witchborn Binder 1 +Specifics: Beginning at 1st level, you can use your essentia to protect yourself against magical attacks. You gain an insight bonus equal to the essentia invested in this ability on all saving throws against spells and spelllike abilities. +Use: Selected</entry> + <entry id="60935" lang="en" sex="m">Dispelling Orb Invest</entry> + <entry id="60936" lang="en" sex="m">Dispelling Orb</entry> + <entry id="60937" lang="en" sex="m">Type of Feat: Class +Prerequisite: Witchborn Binder 2 +Specifics: At 2nd level, you learn to shape a small orb of incarnum and hurl it at any target within 30 feet as a standard action. If you succeed on a ranged touch attack, the dispelling orb functions as a targeted dispel magic spell (caster level equals your meldshaper level). For every point of essentia you invest in the orb, you gain a +1 insight bonus on any dispel checks you make with it. +Use: Selected</entry> + <entry id="60938" lang="en" sex="m">Mage Shackles Invest</entry> + <entry id="60939" lang="en" sex="m">Mage Shackles</entry> + <entry id="60940" lang="en" sex="m">Type of Feat: Class +Prerequisite: Witchborn Binder 4 +Specifics: Beginning at 4th level, as a standard action you can shape a set of shackles from incarnum. With a successful melee touch attack, you can use these shackles to bind a creature capable of arcane spellcasting, as long as it is within one size category or smaller of you. You must overcome any spell resistance the target creature might have with a successful caster level check, using your meldshaper level as your caster level, or the attack fails. Once so bound, the target creature is considered entangled by the mage shackles and is also effectively barred from planar movement, as if affected by a dimensional anchor spell. In addition, the affected creature must succeed on a caster level check (DC 10 + your meldshaper level + essentia invested in the mage shackles) to cast an arcane spell. A creature incapable of casting arcane spells is unaffected by the mage shackles. +Use: Selected</entry> + <entry id="60941" lang="en" sex="m">Word of Abrogation Invest</entry> + <entry id="60942" lang="en" sex="m">Word of Abrogation</entry> + <entry id="60943" lang="en" sex="m">Type of Feat: Class +Prerequisite: Witchborn Binder 6 +Specifics: Beginning at 6th level, you can use your command of incarnum to counterspell your enemies. To do so, you must first ready an action, which slows you and makes you unable to attack. If any creature within 60 feet of you casts a spell ability, you can attempt to negate the effect as an immediate action with a caster level check (DC 11 + the enemy creature's caster level), using your meldshaper level as your caster level. You gain a +1 bonus on the check for every point of essentia you invest in this ability. You can abrogate only one spell with each use of this ability. Pressing the feat again will cancel the readied action. +Use: Selected</entry> + <entry id="60944" lang="en" sex="m">Spiritflay Invest</entry> + <entry id="60945" lang="en" sex="m">Spiritflay</entry> + <entry id="60946" lang="en" sex="m">Type of Feat: Class +Prerequisite: Witchborn Binder 8 +Specifics: Beginning at 8th level, you can catch a tiny bit of an arcane spellcaster's soulstuff between your hands and mangle it. You can use this attack against any arcane spellcaster that is within 60 feet of you. The target creature must make a successful Fortitude save (DC 10 + your witchborn binder level + your Con modifier) or take 1d8 points of damage per point of essentia you invest in the ability, and also be nauseated for 1 round. A successful Fortitude save halves the damage and negates the nausea. +Use: Selected</entry> + <entry id="60947" lang="en" sex="m">Grim Integument Invest</entry> + <entry id="60948" lang="en" sex="m">Grim Integument</entry> + <entry id="60949" lang="en" sex="m">Type of Feat: Class +Prerequisite: Witchborn Binder 10 +Specifics: At 10th level, you can shape incarnum around a foe up to 30 feet away as a full-round action that provokes attacks of opportunity. Your foe can attempt a Reflex save (DC 10 + invested essentia + your Con modifier) to escape the grim integument before it forms around him. If the target creature has spell resistance, you must make a caster level check to overcome it, using your meldshaper level as your caster level. A successful saving throw renders the target immune to your grim integument for 24 hours. + +Once the grim integument forms, the subject is rooted to the spot and unable to move. It can still speak and use spells, but each time it attempts to use an arcane spell, it takes 1d6 points of damage per point of essentia invested in the grim integument. A successful Fortitude saving throw (DC 10 + invested essentia + Con modifier) halves this damage. + +The creature is immune to damage behind the shroud, but cannot see out. However, the creature inside can burst it open with a successful Strength check (DC 20 + invested essentia). Otherwise, the grim integument persists for as long as you remain within 30 feet of the subject. + +You can use this ability a number of times per day equal to 1 + your Constitution modifier (minimum once per day). +Use: Selected</entry> + <entry id="60950" lang="en" sex="m">Bonus Soulmeld I</entry> + <entry id="60951" lang="en" sex="m">Bonus Soulmeld II</entry> + <entry id="60952" lang="en" sex="m">Bonus Soulmeld III</entry> + <entry id="60953" lang="en" sex="m">Bonus Soulmeld IV</entry> + <entry id="60954" lang="en" sex="m">Bonus Soulmeld V</entry> + <entry id="60955" lang="en" sex="m">Bonus Soulmeld VI</entry> + <entry id="60956" lang="en" sex="m">Bonus Soulmeld VII</entry> + <entry id="60957" lang="en" sex="m">Bonus Soulmeld VIII</entry> + <entry id="60958" lang="en" sex="m">Bonus Soulmeld IX</entry> + <entry id="60959" lang="en" sex="m">Bonus Soulmeld X</entry> + <entry id="60960" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Ability to shape five soulmelds, epic +Benefit: The number of soulmelds for your primary incarnum class that you can have shaped at any given time increases by one. +Special: You can gain this feat multiple times. Each time you select this feat, it increases your number of soulmelds for your primary incarnum class. +Use: Automatic</entry> + <entry id="60961" lang="en" sex="m">Epic Essentia I</entry> + <entry id="60962" lang="en" sex="m">Epic Essentia II</entry> + <entry id="60963" lang="en" sex="m">Epic Essentia III</entry> + <entry id="60964" lang="en" sex="m">Epic Essentia IV</entry> + <entry id="60965" lang="en" sex="m">Epic Essentia V</entry> + <entry id="60966" lang="en" sex="m">Epic Essentia VI</entry> + <entry id="60967" lang="en" sex="m">Type of Feat: Incarnum +Prerequisite: Ability to shape three soulmelds, epic +Benefit: You gain 3 points of essentia. +Special: You can gain this feat multiple times, up to a maximum equal to one-third the number of soulmelds you are capable of shaping. For example, a character who can shape six soulmelds can take this feat twice. +Use: Automatic</entry> + <entry id="60968" lang="en" sex="m">Extra Chakra Bind I</entry> + <entry id="60969" lang="en" sex="m">Extra Chakra Bind II</entry> + <entry id="60970" lang="en" sex="m">Extra Chakra Bind III</entry> + <entry id="60971" lang="en" sex="m">Extra Chakra Bind IV</entry> + <entry id="60972" lang="en" sex="m">Extra Chakra Bind V</entry> + <entry id="60973" lang="en" sex="m">Extra Chakra Bind VI</entry> + <entry id="60974" lang="en" sex="m">Extra Chakra Bind VII</entry> + <entry id="60975" lang="en" sex="m">Extra Chakra Bind VIII</entry> + <entry id="60976" lang="en" sex="m">Extra Chakra Bind IX</entry> + <entry id="60977" lang="en" sex="m">Extra Chakra Bind X</entry> + <entry id="60978" lang="en" sex="m">Type of Feat: Incarnum +Prerequisites: Three chakra binds, ability to bind soulmelds to your lesser chakras (arms, brow, shoulders). +Benefit: The number of chakras to which you can bind soulmelds increases by one. You still need an open chakra to bind to. +Special: You can gain this feat multiple times. +Use: Automatic</entry> + <entry id="60979" lang="en" sex="m">Open Heart Chakra</entry> + <entry id="60980" lang="en" sex="m">Type of Feat: Incarnum +Prerequisites: Con 19, character level 21st. +Benefit: You can now bind a soulmeld to your heart chakra. In addition, when you rest you you gain temporary hit points equal to one-half your Hit Dice. +Use: Automatic</entry> + <entry id="60981" lang="en" sex="m">Open Soul Chakra</entry> + <entry id="60982" lang="en" sex="m">Type of Feat: Incarnum +Prerequisites: Con 21, character level 24th. +Benefit: You can now bind a soulmeld to your soul chakra. In addition, you gain a +2 insight bonus on damage rolls made against creatures whose alignment opposes any component of your alignment. For example, a lawful good character would gain this bonus against chaotic creatures and against evil creatures. +Use: Automatic</entry> + <entry id="60983" lang="en" sex="m">Type of Feat: Incarnum +Prerequisites: Meldshaper level 12th, Lore 15 ranks +Benefit: Once per day, you can unshape one of your existing soulmelds from your primary incarnum class and immediately shape another soulmeld. This process requires a full-round action and provokes attacks of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld that you unshape was bound to a chakra. +Special: You can gain this feat multiple times. Each time you select this feat, you can use it one additional time per day. +Use: Automatic</entry> + <entry id="60984" lang="en" sex="m">Rapid Meldshaping I</entry> + <entry id="60985" lang="en" sex="m">Rapid Meldshaping II</entry> + <entry id="60986" lang="en" sex="m">Rapid Meldshaping III</entry> + <entry id="60987" lang="en" sex="m">Rapid Meldshaping IV</entry> + <entry id="60988" lang="en" sex="m">Rapid Meldshaping V</entry> + <entry id="60989" lang="en" sex="m">Rapid Meldshaping VI</entry> + <entry id="60990" lang="en" sex="m">Rapid Meldshaping VII</entry> + <entry id="60991" lang="en" sex="m">Rapid Meldshaping VIII</entry> + <entry id="60992" lang="en" sex="m">Rapid Meldshaping IX</entry> + <entry id="60993" lang="en" sex="m">Rapid Meldshaping X</entry> + <entry id="60994" lang="en" sex="m">Rebind Soulmeld - Crown</entry> + <entry id="60995" lang="en" sex="m">Rebind Soulmeld - Feet</entry> + <entry id="60996" lang="en" sex="m">Rebind Soulmeld - Hands</entry> + <entry id="60997" lang="en" sex="m">Rebind Soulmeld - Arms</entry> + <entry id="60998" lang="en" sex="m">Rebind Soulmeld - Brow</entry> + <entry id="60999" lang="en" sex="m">Rebind Soulmeld - Shoulders</entry> + <entry id="61000" lang="en" sex="m">Rebind Soulmeld - Throat</entry> + <entry id="61001" lang="en" sex="m">Rebind Soulmeld - Waist</entry> + <entry id="61002" lang="en" sex="m">Rebind Soulmeld - Heart</entry> + <entry id="61003" lang="en" sex="m">Rebind Soulmeld - Soul</entry> + <entry id="61004" lang="en" sex="m">Rebind Soulmeld - Totem</entry> + <entry id="61005" lang="en" sex="m">Type of Feat: Incarnum +Prerequisites: Meldshaper level 12th, Lore 15 ranks, the appropriate Double Chakra feat (Double Chakra Crown for Rebind Soulmeld Crown, for example) +Benefit: Choose a specific chakra, such as hands. Once per day, you unbind one of your soulmelds from your primary meldshaping class currently occupying and bound to that chakra and immediately bind another soulmeld to that chakra. The soulmeld to be newly bound must already be shaped and must also be occupying that chakra (meaning it will be the soulmeld in your Double Chakra or regular Chakra, depending on which you chose to bind at the beginning of the day). This process requires a full-round action and provokes attacks of opportunity. +Special: You can gain this feat multiple times. Each time you select this feat, you can select another chakra +Use: Automatic</entry> + <entry id="61006" lang="en" sex="m">Gravetouched Ghoul</entry> + <entry id="61007" lang="en" sex="m">�Gravetouched ghoul� is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher (referred to hereafter as the base creature). + +A gravetouched ghoul speaks all the languages it spoke in life (usually Common). It has all the base creature's statistics and special abilities except as noted here. + +Size and Type: The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. + +Hit Dice: Increase to d12. + +Armor Class: The base creature's natural armor bonus improves by 2. + +Attack: A gravetouched ghoul retains all the attacks of the base creature and also gains a bite and two claw attacks if it didn't already have them. If the base creature uses weapons, the gravetouched ghoul retains this ability. + +Damage: Gravetouched ghouls have bite and claw attacks. + +Size Bite Damage Claw Damage +Fine 1 - +Diminutive 1d2 1 +Tiny 1d3 1d2 +Small 1d4 1d3 +Medium 1d6 1d4 +Large 1d8 1d6 +Huge 2d6 1d8 +Gargantuan 2d8 2d6 +Colossal 4d6 2d8 + +Special Attacks: A gravetouched ghoul retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 the gravetouched ghoul's HD + gravetouched ghoul's Cha modifier unless otherwise noted. +Ghoul Rot (Su): The gravetouched ghoul's bite attack delivers the ghoul rot disease +Paralysis (Ex): Victims hit by a gravetouched ghoul's bite or claw attack must make a successful Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. + +Special Qualities: A gravetouched ghoul retains all the special qualities of the base creature and gains those described below. +Turn Resistance (Ex): A gravetouched ghoul has +2 turn resistance. + +Abilities: Increase from the base creature as follows: Str +2, Dex +4, Int +2, Wis +4, Cha +2. As an undead creature, a gravetouched ghoul has no Constitution score. + +Feats: A gravetouched ghoul retains all its feats, and it gains Multiattack as a bonus feat. + +Alignment: Base creature's alignment changes to chaotic evil. + +Level Adjustment: Same as base creature +2.</entry> + <entry id="61008" lang="en" sex="m">Shield Bash</entry> + <entry id="61009" lang="en" sex="m">COMBAT MANEUVER +You can bash an opponent with a light shield or heavy shield, using it as an off-hand weapon. Small shields deal 1d3, heavy shields deal 1d4. Both add 1/2 Srength modifier as an off-hand weapon. Used this way, a shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon and a light shield as a light weapon. If you use your shield as a weapon, you lose its AC bonus for one round. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it. +Use: Selected</entry> + <entry id="61010" lang="en" sex="m">Improved Shield Bash</entry> + <entry id="61011" lang="en" sex="m">Type of Feat: General +Prerequisites: None +Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC. +Use: Automatic</entry> + <entry id="61012" lang="en" sex="m">Shield Specialization (Light)</entry> + <entry id="61013" lang="en" sex="m">Shield Specialization (Heavy)</entry> + <entry id="61014" lang="en" sex="m">Type of Feat: General +Prerequisites: Shield proficiency +Benefit: Choose one type of shield from the following list: heavy, or light. When using a shield of the appropriate type, you increase its shield bonus to AC by 1. +Use: Automatic</entry> + <entry id="61015" lang="en" sex="m">Shield Ward</entry> + <entry id="61016" lang="en" sex="m">Type of Feat: General +Prerequisites: Shield proficiency, Shield Specialization +Benefit: You apply your shield bonus to your touch AC, and on checks or rolls to resist bull rush, disarm, grapple, overrun, or trip attempts against you. +Use: Automatic</entry> + <entry id="61017" lang="en" sex="m">Agile Shield Fighter</entry> + <entry id="61018" lang="en" sex="m">Type of Feat: General +Prerequisites: Shield proficiency, Shield Specialization, Improved Shield Bash +Benefit: When making a shield bash, you take a -2 penalty on each attack. These penalties replace the normal ones you incur for fighting with two weapons. +Use: Automatic</entry> + <entry id="61019" lang="en" sex="m">Focused Shield</entry> + <entry id="61020" lang="en" sex="m">Type of Feat: Psionic +Prerequisites: Shield proficiency, Psionic focus +Benefit: While you are psionically focused and holding a shield with which you are proficient, the AC bonus provided by your shield increases by 1. +Use: Automatic</entry> + <entry id="61021" lang="en" sex="m">Shield Charge</entry> + <entry id="61022" lang="en" sex="m">Type of Feat: General +Prerequisites: Improved Shield Bash, base attack bonus +3 +Benefit: If you hit an opponent with your shield as part of a shield charge, in addition to dealing damage normally, you make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return. +Use: Selected</entry> + <entry id="61023" lang="en" sex="m">Shield Slam</entry> + <entry id="61024" lang="en" sex="m">Type of Feat: General +Prerequisites: Shield Charge, Improved Shield Bash, base attack bonus +6 +Benefit: As a full-round action, you may make an attack with your shield against an opponent. If you hit, you force the target damaged by this attack to make a Fortitude saving throw (DC 10 + 1/2 your character level+your Str modifier) in addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round (until just before your next action). Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed. This also applies if you hit your opponent with your shield as part of a charge attack. + +If the opponent is in melee range, this feat will perform a shield bash. If they are further away than melee range, it will charge. A charge gains the benefit of the Shield Charge feat. +Use: Selected</entry> + <entry id="61025" lang="en" sex="m">Shieldmate</entry> + <entry id="61026" lang="en" sex="m">Type of Feat: General +Prerequisites: Base attack bonus +1 +Benefit: When you are using a shield with which you are proficient, friendly creatures adjacent to you get a +1 shield bonus to their Armor Class. If you are using a tower shield, those creatures get a +2 shield bonus. The creatures lose the bonus if they are no longer adjacent to you, if you're grappling, or if you're stunned, paralyzed, or otherwise unable to take actions. This shield bonus doesn't stack with other shield bonuses the allied creatures may have. +Use: Automatic</entry> + <entry id="61027" lang="en" sex="m">Improved Shieldmate</entry> + <entry id="61028" lang="en" sex="m">Type of Feat: General +Prerequisites: Base attack bonus +1 +Benefit: As Shieldmate, except that the bonus is +2, or +3 if you are using a tower shield. +Use: Automatic</entry> + <entry id="61029" lang="en" sex="m">Parrying Shield</entry> + <entry id="61030" lang="en" sex="m">Type of Feat: General +Prerequisites: Shield proficiency +Benefit: You gain your shield bonus (and the shield's enhancement bonus, if any) as an addition to your touch AC. +Use: Automatic</entry> + <entry id="61031" lang="en" sex="m">Shielded Casting</entry> + <entry id="61032" lang="en" sex="m">Type of Feat: General +Prerequisites: Concentration 5, Shield proficiency, Combat Casting or Combat Manifestation +Benefit: As long as you have a light, heavy, or tower shield ready, you do not provoke attacks of opportunity for casting spells or manifesting psionic powers in combat. This does not reduce the arcane spell failure of wielding a shield. +Use: Automatic</entry> + <entry id="61033" lang="en" sex="m">Damage Bonus: Magic 1d4 Damage + +Prerequisites: +Caster Level: 10 +Spell(s): Blast of Force + +Cost: +1 Enhancement</entry> + <entry id="61034" lang="en" sex="m">Shield Dwarf Warder</entry> + <entry id="61035" lang="en" sex="m">Type of Feat: General +Prerequisites: Dwarf race (original recipe only) +Benefit: You gain +1 caster level when casting a spell that creates or enhances a suit of armor or a shield. Additionally, any magic armor or shield you create costs 5% less gold pieces to make. The experience point cost is unaffected. +Use: Automatic</entry> + <entry id="61036" lang="en" sex="m">Phantom Steed</entry> + <entry id="61037" lang="en" sex="m">Phantom Steed + +Conjuration (Creation) +Level: Bard 3, Sorc/Wiz 3, Knight of the Weave 3 +Components: V, S +Range: Personal +Effect: One quasi-real, horselike creature +Duration: 1 hour/level +Saving Throw: None +Spell Resistance: No + +You summon a horse equal to a paladin's mount</entry> + <entry id="61038" lang="en" sex="m">Quickspur's Ally</entry> + <entry id="61039" lang="en" sex="m">Quickspur's Ally Wielder Requirements +Shield proficiency +Improved Shield Bash +Craft (any) 5 ranks +Ride 2 ranks +Any nonevil alignment +1,170 gold + +LEGACY RITUALS +Least: 2,500 gp. +Lesser: 12,500 gp. +Greater: 40,500 + +LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence). +Attack Penalty: -1 at 9th, -2 at 13th +Save Penalty: -1 at 8th, -2 at 16th, -3 at 18th +Hit Point Penalty: -4 at 6th, -6 at 9th, -8 at 12th, -10 at 15th, -12 at 18th, -14 at 19th, -16 at 20th + +LEGACY ITEM BONUSES +5th - +1 bashing shield (+1 weapon) +8th - +2 bashing shield (+1 weapon) +11th - +2 bashing shield (+2 weapon) +13th - +3 bashing shield (+2 weapon) +15th - +3 bashing shield (+3 weapon) +17th - +4 bashing shield (+4 weapon) +19th - +5 bashing shield (+5 weapon) + +LEGACY ITEM ABILITIES +Quickspur (Su): At 6th level and higher, you gain a +5 competence bonus on Ride checks. +Arrowblight (Sp): At 10th level and higher, once per day you can use entropic shield as the spell. Caster level 5th. +Resist Fire (Sp): Beginning at 11th level, once per day, you can use resist elements. Caster level 5th. +Phantom Steed (Sp): Starting at 16th level, once per day, you can use phantom steed. Caster level 10th. +Weaponbend (Sp): At 18th level and higher, three times per day, you can use blur. Caster level 15th. +Stoneguard (Sp): Beginning at 20th level, once per day, you can use stoneskin. Caster level 15th. +</entry> + <entry id="61040" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Least Legacy Ritual +Benefit: At 10th level and higher, once per day you can use entropic shield as the spell. Caster level 5th. +Use: Selected</entry> + <entry id="61041" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Beginning at 11th level, once per day, you can use resist elements. Caster level 5th. +Use: Selected</entry> + <entry id="61042" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Lesser Legacy Ritual +Benefit: Starting at 16th level, once per day, you can use phantom steed. Caster level 10th. +Use: Selected</entry> + <entry id="61043" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: At 18th level and higher, three times per day, you can use blur. Caster level 15th. +Use: Selected</entry> + <entry id="61044" lang="en" sex="m">Type of Feat: Legacy +Prerequisite: Greater Legacy Ritual +Benefit: Beginning at 20th level, once per day, you can use stoneskin. Caster level 15th. +Use: Selected</entry> + <entry id="61045" lang="en" sex="m">Astral Vambraces</entry> + <entry id="61046" lang="en" sex="m">Astral Vambraces +Descriptors: None +Classes: Incarnate, soulborn +Chakra: Arms or hands +Saving Throw: None + +You form vambraces from ectoplasm, and their shimmering silver color is highlighted with glints of azure blue. + +Your astral vambraces infuse you with the fortitude of an astral construct, granting you damage reduction 2/+1. + +Essentia: Every point of essentia you invest in your astral vambraces increases the damage reduction by 2. + +Chakra Bind (Arms) + +The ectoplasm fuses closely to your arms, encasing them in silver-blue ectoplasm. + +You benefit from one special ability of your choice in the Astral Construct Menu A. You can select a different ability each time you bind the astral vambraces to your arms. + +Your options are: +Buff: 5 temporary hit points +Celerity: Speed increased by 10 feet +Cleave: Cleave feat +Deflection: +1 Deflection AC +Improved Bull Rush: Improved Bull Rush feat +Mobility: Mobility feat +Power Attack: Power Attack feat +Resistance: Resistance 5/- to acid, cold, electricity, fire, or sonic (pick one). + +Chakra Bind (Hands) + +The vambraces extend down and cover your hands in ectoplasm. + +You gain two slam attacks, which act as primary natural weapons. The slam attacks deal 1d4 points of damage if you are Small, 1d6 points of damage if you are Medium, or 1d8 points of damage if you are Large, plus your Strength bonus. </entry> + <entry id="61047" lang="en" sex="m">Charming Veil</entry> + <entry id="61048" lang="en" sex="m">Charming Veil +Descriptor: None +Classes: Incarnate, soulborn +Chakra: Brow +Saving Throw: None + +You create a wispy veil that sparkles in the slightest breeze, but seems to vanish in stillness. When you manifest a charm or compulsion power, tendrils of incarnum writhe and sparkle, enhancing the effects. + +You can pull energy into your charm and compulsion powers, reinforcing the power with the power of incarnum. While worn, you gain a +1 insight bonus on the save DCs of your charm and compulsion powers. + +Essentia: For every point of essentia you invest into your charming veil, you increase the save DC by +1. + +Chakra Bind (Brow) + +A dim silver glow emanates from your eyes. A brief flash, visible only to you, scans across your field of vision and periodically outlines creatures and objects while continually heightening your awareness. + +When your charming veil is bound to your brow chakra, you gain a bonus on Sense Motive checks equal to the number of points of essentia invested in the veil. You also gain this bonus on saving throws to resist charm and compulsion effects targeting you.</entry> + <entry id="61049" lang="en" sex="m">Psion's Eyes</entry> + <entry id="61050" lang="en" sex="m">Psion's Eyes +Descriptor: None +Classes: Incarnate +Chakra: Brow +Saving Throw: None + +You shape incarnum into blue-green lensed spectacles. While perched on your nose, these spectacles give you peculiar visual acuity, heightening your sensitivity to psychic details while granting you insight into the meaning and significance of those details. + +With this soulmeld, you summon forth soul energy from generations of psions to grant you acuity and psychic aptitude. + +While you wear the psion's eyes, you gain a +4 insight bonus on Concentration, Psicraft, and Use Magical Device checks. + +Essentia: Every point of essentia you invest in your psion's eyes increases the insight bonus granted by +2. + +Chakra Bind (Brow) + +Instead of spectacles perched on your nose, your psion's eyes appear as a third eye embedded in your forehead, and its iris glows a rich azure blue. + +You can use the call to mind power at will for the duration of this soulmeld.</entry> + <entry id="61051" lang="en" sex="m">Psion's Eyes Brow Bind</entry> + <entry id="61052" lang="en" sex="m">Psion-Killer Mask</entry> + <entry id="61053" lang="en" sex="m">Psion-Killer Mask + +Descriptor: None +Classes: Totemist +Chakra: Brow (totem) +Saving Throw: None + +You craft incarnum into a red crystal mask that has sharp edges along its many facets. The crystal has an inner crimson glow that seems to intensify when near psionic energies. + +You can use a detect psionics effect as the power, with a range of 10 feet. You can use this ability as often as desired, but no more than once per round (as a standard action). + +Essentia: For every point of essentia you invest in your psion-killer mask, the range of the detect psionics effect increases by 10 feet. + +Chakra Bind (Brow) + +Your psion-killer mask binds to your forehead, and your eyes replace the red glow in the mask's sockets. Colors seem somehow more alive to your sight -- particularly the colors of psionic displays and items you know to be psionic. + +When using this soulmeld's detect psionics ability, you can instantly determine the number, strength, and location of each psionic aura present as if you had been concentrating for 3 rounds. + +Chakra Bind (Totem) + +Your face is covered in crystal facets that now grow down to your chest and shoulders. As the crystal covers your face, you can almost taste and smell the psionic energy in the air, and if you extend your crystal tongue, the air tastes sweet and strong -- almost like a liqueur. + +You can emit a crimson ray from the mouth of your psion-killer mask to make a ranged touch attack as a standard action. + +If you hit with the ray, you deal no damage but temporarily suppress the opponent's primary weapon, if any, for ten rounds.</entry> + <entry id="61054" lang="en" sex="m">Psion-Killer Mask Detect Magic</entry> + <entry id="61055" lang="en" sex="m">Psion-Killer Mask Totem Bind</entry> + <entry id="61056" lang="en" sex="m">Psychic Focus</entry> + <entry id="61057" lang="en" sex="m">Psychic Focus +Descriptors: None +Classes: Incarnate, soulborn +Chakra: Throat +Saving Throw: See text + +A necklace of turquoise crystals fits around your neck. The crystals shed a faint glow that increases in brightness when you manifest a damaging power. + +Drawing upon soul energy of those using psionics, meldshapers who manifest psionic powers can use the incarnum energy to intensify powers that cause harm to others. + +You shape incarnum into a periapt or other trinket, known as a psychic focus, which you then wear about your neck. When you manifest a psionic powers that deal damage, your power's damage is increased by 1 point. Powers that divide their damage among multiple targets, such as energy burst, deal the extra damage to each affected target. + +This soulmeld does not affect powers that do not deal damage. + +Essentia: Every point of essentia you invest in your psychic focus increases the damage by 1 point. + +Chakra Bind (Throat) + +Barely visible wisps of incarnum writhe from your psychic focus, and these tendrils of soul energy twist into psionic glyphs as you manifest psionic powers. When you manifest a damaging power, the power is accompanied by a blue-green burst of raw incarnum energy. + +The energy behind your offensive powers can temporarily overcome your opponents. Whenever you manifest a power that deals damage to a single living creature, that creature must succeed on a Fortitude save (using the soulmeld's save DC, not the power's) or be dazed for 1 round. If the power deals damage to more than one creature, or if the target creature takes no damage from the power (whether because of a successful saving throw, power resistance, or resistance to the damage dealt by the power), this has no effect.</entry> + <entry id="61058" lang="en" sex="m">Elder Spirit</entry> + <entry id="61059" lang="en" sex="m">Elder Spirit + +Descriptors: Draconic +Classes: Incarnate +Chakra: Crown, soul +Saving Throw: None + +A serpentine dragon of blue fire coils in the air above your head, twisting and undulating in response to your own movements. + +You gain a +4 insight bonus on Lore and Use Magic Device checks. + +Essentia: Every point of essentia you have invested in your elder spirit increases the insight bonus by 2. + +Chakra Bind (Crown) + +The dragon roils around your forehead, its facial expression matching your own. + +You are immune to sleep and paralysis effects. You gain a +4 insight bonus on Intimidate checks; each point of essentia invested in your elder spirit increases this bonus by 2. + +Chakra Bind (Soul) + +The dragon becomes a symbol on a heraldic device of blue fire that settles onto your chest. + +You gain blindsense. </entry> + <entry id="61060" lang="en" sex="m">Dragon Mantle</entry> + <entry id="61061" lang="en" sex="m">Dragon Mantle + +Descriptors: Draconic +Classes: Soulborn, totemist +Chakra: Heart, shoulders (totem) +Saving Throw: None + +Incarnum forms heavy plates of armor that resemble blue dragonhide. The plates hover above your back and shoulders, having an almost winglike appearance. + +You draw on the incarnum of the mightiest dragons to increase your resilience. You gain a +2 enhancement bonus on Fortitude saves. + +Essentia: You gain resistance to acid, electricity, fire, and cold equal to 3 � the number of points of essentia invested in this soulmeld. + +Chakra Bind (Heart) + +The blue dragonhide plate armor fuses with your torso, invigorating your entire body with draconic energy. + +You gain fast healing equal to the number of points of essentia invested in this soulmeld. This fast healing functions only when you are at or below half your full normal hit points. + +Chakra Bind (Shoulders) + +The blue dragonhide plate armor fits tightly to your shoulders and runs down your back and across your upper arms. + +You gain damage reduction X/+1, where X equals the number of points of essentia you have invested in your dragon mantle. + +Chakra Bind (Totem) + +Long, draconic wings sprout from the shoulders of your blue dragonhide plate armor. + +You gain +4 on Jump checks for every point of essentia invested in your dragon mantle.</entry> + <entry id="61062" lang="en" sex="m">Claws of the Wyrm</entry> + <entry id="61063" lang="en" sex="m">Claws of the Wyrm + +Descriptors: Draconic +Classes: Soulborn, totemist +Chakra: Arms, hands (totem) +Saving Throw: None + +A pair of dragonlike units, wreathed in blue fire, hover above your own arms and mimic your actions. The arms have long, sharp talons of cerulean light. + +This soulmeld draws on the most basic of draconic attack forms, granting you claws that deal damage of 1d6 points if you are Medium. 1d4 if you are Small, or 1d8 if you are Large. + +Essentia: For every point of essentia invested in your claws of the wyrm, you gain a +1 enhancement bonus on attack rolls and damage rolls made with the claws. + +Chakra Bind (Arms) + +The dragon arms settle onto your forearms, though the claws remain loose from your hands. The fire of the arms is reduced, but they glow with a dull inner light. + +The threat range of your claws of the wyrm doubles (to 19-20). + +Chakra Bind (Hands) + +The dragon claws bind to your hands, lengthening and growing serrated spines. + +The damage dealt by your claws of the wyrm improves by one step (from 1d6 to 1d8, if you are Medium). + +Chakra Bind (Totem) + +The dragon arms become more fleshlike and animated, growing up toward your buck and linking with your shoulder blades. Hard, bright scales spread over your shoulders, upper chest, and upper arms. + +You gain a +8 bonus to Climb checks.</entry> + <entry id="61064" lang="en" sex="m">Dragon Tail</entry> + <entry id="61065" lang="en" sex="m">Dragon Tail + +Descriptors: Draconic +Classes: Incarnate, totemist +Chakra: Feet, waist (totem) +Saving Throw: See text + +Incarnum forms a row of dragon vertebrae floating inches from your own spine. Ribs grow from the vertebrae, creating a cloak that conceals your back. The cloak continues to grow behind you, extending into a long dragon tail. + +You form a draconic tail that can strike foes, dealing 1d8 points of bludgeoning damage + your Strength modifier. You can make one attack per round with the tail as a standard action. + +Essentia: For every point of essentia invested in your dragon tail, the tail's attack gains a +1 enhancement bonus on attack rolls and damage rolls. + +Chakra Bind (Feet) + +The tail of this soulmeld grows broad and thick. + +The dragon foil provides you with a measure of stability. You gain a +2 competence bonus on Balance and Jump checks. For each point of essentia invested in your dragon tail, the bonus improves by 2. + +Chakra Bind (Waist) + +The vertebrae fuse to your back, the ribs blending into your own. The tail becomes lively and animate, constantly twitching from side to side. + +The dragon tail's damage dealt increases to 2d6 points + 1-1/2 � your Strength bonus. + +Chakra Bind (Totem) + +The tail takes on the appearance of flesh and bone and becomes more agile and animated + +As a standard action, you can make a tail sweep. All creatures adjacent to you automatically take damage as if they had been struck by your dragon tail (Reflex half). </entry> + <entry id="61066" lang="en" sex="m">Dragon Tail Slam</entry> + <entry id="61067" lang="en" sex="m">Dragon Tail Totem Bind</entry> + <entry id="61068" lang="en" sex="m">Dragonfire Mask</entry> + <entry id="61069" lang="en" sex="m">Dragonfire Mask + +Descriptors: Draconic, Fire +Classes: Totemist +Chakra: Brow, throat (totem) +Saving Throw: See text + +Incarnum forms a dragon head of dull blue fire that wreaths your head and floats above your shoulders. It stares straight ahead, its expression unchanging. The eyes and mouth of the dragon head are full of brighter, flickering fire that shoots out light. + +You gain low-light vision while this soulmeld is shaped. + +Essentia: For every point of essentia invested in your dragonfire mask, you gain a +2 competence bonus on Spot checks. + +Chakra Bind (Brow) + +Your own eyes flicker with the same flames that burn within your dragon head. + +You gain darkvision out to 60 feet (or your existing darkvision extends another 30 feet). + +Chakra Bind (Throat) + +A seething ring of fire encircles your neck, and wisps of smoke occasionally burst from the dragon head. + +You gain the ability to emit a fiery breath weapon as a standard action. The breath weapon is a 30-foot cone that deals 2d6 points of fire damage + an extra 1d6 points of fire damage for every point of essentia invested in your dragonfire mask. Targets are allowed a Reflex save for half damage. After using your breath weapon, you must wait 1d4 rounds before you can use it again. + +Chakra Bind (Totem) + +The dragon head becomes a solid blue mask, forming a hollow shape that completely encloses your head at a distance. Fire still trails from its eyes and open mouth. + +You can emanate an aura of frightful presence once per round as a swift action. All creatures within 10 feet with fewer Hit Dice than you become shaken for 1 round. A successful Will save negates the effect and renders the creature immune to the frightful presence of this soulmeld for 24 hours. For every point of essentia you have invested in your dragonfire mask, the radius of the frightful presence increases by 10 feet, and its duration increases by 1 round.</entry> + <entry id="61070" lang="en" sex="m">Dragonfire Mask Throat Bind</entry> + <entry id="61071" lang="en" sex="m">Dragonfire Mask Totem Bind</entry> + <entry id="61072" lang="en" sex="m">Varag</entry> + <entry id="61073" lang="en" sex="m">varag</entry> + <entry id="61074" lang="en" sex="m">Varags</entry> + <entry id="61075" lang="en" sex="m">Varags, also known as blood chasers, are goblinoids that are faster, stronger, and more primitive than their kin. Less intelligent than other goblinoids, varags have predatory cunning. They are vicious creatures, capable of taking opponents by surprise or by direct confrontation. Varags work as mercenary scouts and raiders for hobgoblin warbands. + +Varags' behavior is distinctly canine, the result of special breeding. They are the magical product of commingling hobgoblins and dire wolves. The resulting race has bred true ever since. Varags stand approximately 7 feet tall when fighting and weigh 320 pounds on average. Varags move and run on all fours, in which posture they are 3 to 4 feet high at the shoulder. Females are smaller than males, but no less fleet of foot. Varag body language mimics the behavior of wolves. + +Varag Racial Traits: ++4 Strength, +4 Dexterity, +2 Constitution, -4 Intelligence. +Humanoid (goblinoid): A varag is a humanoid that has the goblinoid subtype. +Medium size: Varags have no special bonuses or penalties due to their size. +Varag base land speed is 60 feet. +Darkvision out to 60 feet. +Racial Hit Dice: A varag begins with three levels of humanoid. +Racial Skills: Varags gain a +8 racial bonus on Move Silently checks. +Racial Feats: A varag gains Spring Attack as a bonus feat. +Weapon and Armor Proficiency: A varag is automatically proficient with simple weapons, martial weapons, light armor, and shields. ++3 natural armor. +Scent. +Favored Class: Scout. +Level Adjustment: +2. +</entry> + <entry id="61100" lang="en" sex="m">###PRC PnP Animal Companions###</entry> + <entry id="61101" lang="en" sex="m">Badger</entry> + <entry id="61102" lang="en" sex="m">The common badger is a small but fierce mammal. Its strong forelimbs are armed with long claws, used for both digging and self-defense. + +Skills: Listen +3, Spot +3 +Feats: Low-Light Vision, Track, Scent, Weapon Finesse</entry> + <entry id="61103" lang="en" sex="m">Dog</entry> + <entry id="61104" lang="en" sex="m">A loyal canine companion. + +Skills: Jump +7, Listen +5, Spot +5 +Feats: Alertness*, Low-light Vision, Scent, Track</entry> + <entry id="61105" lang="en" sex="m">Dog, Riding</entry> + <entry id="61106" lang="en" sex="m">A canine companion, as loyal as it is large. + +Skills: Jump +8, Listen +5, Spot +5 +Feats: Alertness*, Low-light Vision, Scent, Track</entry> + <entry id="61107" lang="en" sex="m">Eagle</entry> + <entry id="61108" lang="en" sex="m">These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots. + +Skills: Listen +4 Spot +16 +Feats: Alertness*, Weapon Finesse, Low-light Vision</entry> + <entry id="61109" lang="en" sex="m">Hawk</entry> + <entry id="61110" lang="en" sex="m">Hawks are majestic birds, often trained by adventurers to be loyal companions. Their superior eyesight and speed are their greatest assets. + +Skills: Listen +4, Spot +16 +Feats: Alertness*, Weapon Finesse, Low-light Vision</entry> + <entry id="61111" lang="en" sex="m">Horse, Heavy</entry> + <entry id="61112" lang="en" sex="m">Horses make useful beasts of burden, and the best of them also make good warhorses. + +Skills: Listen +4, Spot +4 +Feats: Endurance*, Scent, Low-light Vision</entry> + <entry id="61113" lang="en" sex="m">Horse, Light</entry> + <entry id="61114" lang="en" sex="m">Horses make useful beasts of burden, and the best of them also make good warhorses. + +Skills: Listen +4, Spot +4 +Feats: Endurance*, Scent, Low-light Vision</entry> + <entry id="61115" lang="en" sex="m">Owl</entry> + <entry id="61116" lang="en" sex="m">These silent, nocturnal birds are master hunters. + +Skills: Listen +14, Move Silently +17, Spot +8 +Feats: Alertness*, Weapon Finesse, Low-light Vision</entry> + <entry id="61117" lang="en" sex="m">Pony</entry> + <entry id="61118" lang="en" sex="m">Ponies are small horses, under 5 feet tall at the shoulder. Ponies are otherwise similar to light horses and cannot fight while carrying a rider. + +Skills: Listen +5, Spot +5 +Feats: Endurance*, Scent, Low-light Vision</entry> + <entry id="61119" lang="en" sex="m">Rat, Dire</entry> + <entry id="61120" lang="en" sex="m">This enormous rat looks bigger than most dogs. It has coarse, spiky fur, malevolent eyes & a long naked tail. + +Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 +Feats: Alertness*, Low-Light Vision, Scent, Weapon Finesse</entry> + <entry id="61121" lang="en" sex="m">Viper, Medium</entry> + <entry id="61122" lang="en" sex="m">Vipers are not particularly aggressive, but will often lash out with a venomous bite attack before attempting to retreat. + +Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7 +Feats: Scent, Weapon Finesse</entry> + <entry id="61123" lang="en" sex="m">Wolf</entry> + <entry id="61124" lang="en" sex="m">Wolves are pack hunters known for their persistence and cunning. + +Skills: Hide +2, Listen +3, Move Silently +3, Spot +3 +Feats: Low-light Vision, Knockdown, Scent, Track, Weapon Focus: Creature*</entry> + <entry id="61125" lang="en" sex="m">Medium Viper Venom</entry> + <entry id="61126" lang="en" sex="m">Medium Viper Venom: +Injury DC 11 +Initial Damage: 1d6 Con +Secondary Damage: 1d6 Con</entry> + <entry id="61420" lang="en" sex="m">Half-Dragon</entry> + <entry id="61421" lang="en" sex="m">Template: Half-Dragon</entry> + <entry id="61422" lang="en" sex="m">A half-dragon 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: +Dragon Variety Breath Weapon +Black 60-foot line of acid +Blue 60-foot line of lightning +Green 30-foot cone of corrosive (acid) gas +Red 30-foot cone of fire +White 30-foot cone of cold +Brass 60-foot line of fire +Bronze 60-foot line of lightning +Copper 60-foot line of acid +Gold 30-foot cone of fire +Silver 30-foot cone of cold +</entry> + <entry id="61423" lang="en" sex="m">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 + +"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's statistics and special abilities except as noted here. + +Size and Type +The creature's type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves. + +Hit Dice +Increase base creature's racial HD by one die size, to a maximum of d12. Do not increase class HD. + +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. + +Armor Class +Natural armor improves by +4. + +Attack +A half-dragon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-dragon retains this ability. A half-dragon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead. + +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. + +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's damage values, whichever are greater. + +Half-Dragon DamageSize Bite Damage Claw Damage +Fine 1 - +Diminutive 1d2 1 +Tiny 1d3 1d2 +Small 1d4 1d3 +Medium 1d6 1d4 +Large 1d8 1d6 +Huge 2d6 1d8 +Gargantuan 3d6 2d6 +Colossal 4d6 3d6 + +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's breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1 half-dragon's racial HD + half-dragon's Con modifier) reduces damage by half. + +Half-Dragon Special Attacks: +Dragon Variety Breath Weapon +Black 60-foot line of acid +Blue 60-foot line of lightning +Green 30-foot cone of corrosive (acid) gas +Red 30-foot cone of fire +White 30-foot cone of cold +Brass 60-foot line of fire +Bronze 60-foot line of lightning +Copper 60-foot line of acid +Gold 30-foot cone of fire +Silver 30-foot cone of cold + +Special Qualities +A half-dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A half-dragon has immunity to sleep and paralysis effects, and an additional immunity based on its dragon variety. + +Half-Dragon Immunities: +Dragon Variety Immunity +Black Acid +Blue Electricity +Green Acid +Red Fire +White Cold +Brass Fire +Bronze Electricity +Copper Acid +Gold Fire +Silver Cold + +Abilities +Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2. + +Skills +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 +Same as either the base creature or the dragon variety. + +Challenge Rating +Same as the base creature + 2 (minimum 3). + +Alignment +Same as the dragon variety. + +Level Adjustment +Same as base creature +3.</entry> + <entry id="61424" lang="en" sex="m">Black Half-Dragon</entry> + <entry id="61425" lang="en" sex="m">The blood of a Black Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Black Dragon ancestry. + +You receive total immunity to acid damage. + +You gain the ability to breath a 60 foot line of acid once per day.</entry> + <entry id="61426" lang="en" sex="m">Blue Half-Dragon</entry> + <entry id="61427" lang="en" sex="m">The blood of a Blue Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Blue Dragon ancestry. + +You receive total immunity to electrical damage. + +You gain the ability to breath a 60 foot line of electricity once per day.</entry> + <entry id="61428" lang="en" sex="m">Green Half-Dragon</entry> + <entry id="61429" lang="en" sex="m">The blood of a Green Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Green Dragon ancestry. + +You receive total immunity to acid damage. + +You gain the ability to breath a 30 foot cone of acidic gas once per day.</entry> + <entry id="61430" lang="en" sex="m">Red Half-Dragon</entry> + <entry id="61431" lang="en" sex="m">The blood of a Red Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Red Dragon ancestry. + +You receive total immunity to fire damage. + +You gain the ability to breath a 30 foot cone of fire once per day.</entry> + <entry id="61432" lang="en" sex="m">White Half-Dragon</entry> + <entry id="61433" lang="en" sex="m">The blood of a White Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your White Dragon ancestry. + +You receive total immunity to cold damage. + +You gain the ability to breath a 30 foot cone of cold once per day.</entry> + <entry id="61434" lang="en" sex="m">Amethyst Half-Dragon</entry> + <entry id="61435" lang="en" sex="m">The blood of an Amethyst Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Amethyst Dragon ancestry. + +You receive total immunity to poison. + +You gain the ability to breath a 60 foot line of force once per day.</entry> + <entry id="61436" lang="en" sex="m">Crystal Half-Dragon</entry> + <entry id="61437" lang="en" sex="m">The blood of a Crystal Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Crystal Dragon ancestry. + +You receive total immunity to cold damage. + +You gain the ability to breath a 30 foot cone of light once per day.</entry> + <entry id="61438" lang="en" sex="m">Emerald Half-Dragon</entry> + <entry id="61439" lang="en" sex="m">The blood of an Emerald Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Emerald Dragon ancestry. + +You receive total immunity to sonic damage. + +You gain the ability to breath a 30 foot cone of sonic once per day.</entry> + <entry id="61440" lang="en" sex="m">Sapphire Half-Dragon</entry> + <entry id="61441" lang="en" sex="m">The blood of a Sapphire Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Sapphire Dragon ancestry. + +You receive total immunity to electrical damage. + +You gain the ability to breath a 30 foot cone of sonic once per day.</entry> + <entry id="61442" lang="en" sex="m">Topaz Half-Dragon</entry> + <entry id="61443" lang="en" sex="m">The blood of a Topaz Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Topaz Dragon ancestry. + +You receive total immunity to cold damage. + +You gain the ability to breath a 30 foot cone of dehydration once per day.</entry> + <entry id="61444" lang="en" sex="m">Chiang Lung Half-Dragon</entry> + <entry id="61445" lang="en" sex="m">The blood of a Chiang Lung Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Chiang Lung Dragon ancestry. + +You receive the ability to breath water and total immunity to 'drown' spells and effects. + +You do not gain any special breath attack.</entry> + <entry id="61446" lang="en" sex="m">Li Lung Half-Dragon</entry> + <entry id="61447" lang="en" sex="m">The blood of a Li Lung Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Li Lung Dragon ancestry. + +You do not gain any immunities. + +You do not gain any special breath attack. Instead you gain the ability to "roar" three times per day, deafening everyone within 60 feet with no saving throw.</entry> + <entry id="61448" lang="en" sex="m">Lung Wang Half-Dragon</entry> + <entry id="61449" lang="en" sex="m">The blood of a Lung Wang Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Lung Wang Dragon ancestry. + +You receive the ability to breath water and total immunity to 'drown' spells and effects. You also receive total immunity to fire. + +You gain the ability to breath a 30 foot cone of fire once per day.</entry> + <entry id="61450" lang="en" sex="m">Pan Lung Half-Dragon</entry> + <entry id="61451" lang="en" sex="m">The blood of a Pan Lung Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Pan Lung Dragon ancestry. + +You receive the ability to breath water and total immunity to 'drown' spells and effects. + +You do not gain any special breath attack.</entry> + <entry id="61452" lang="en" sex="m">Shen Lung Half-Dragon</entry> + <entry id="61453" lang="en" sex="m">The blood of a Shen Lung Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Shen Lung Dragon ancestry. + +You receive the ability to breath water and total immunity to 'drown' spells and effects. You also receive total immunity to electrical energy, as well as total immunity to poisons. + +You do not gain any special breath attack.</entry> + <entry id="61454" lang="en" sex="m">T'ien Lung Half-Dragon</entry> + <entry id="61455" lang="en" sex="m">The blood of a T'ien Wang Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your T'ien Wang Dragon ancestry. + +You receive the ability to breath water and total immunity to 'drown' spells and effects. + +You gain the ability to breath a 30 foot cone of fire once per day.</entry> + <entry id="61456" lang="en" sex="m">Tun mi Lung Half-Dragon</entry> + <entry id="61457" lang="en" sex="m">The blood of a Tun mi Lung Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Tun mi Lung Dragon ancestry. + +You receive the ability to breath water and total immunity to 'drown' spells and effects. + +You do not gain any special breath attack.</entry> + <entry id="61458" lang="en" sex="m">Brass Half-Dragon</entry> + <entry id="61459" lang="en" sex="m">The blood of a Brass Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Brass Dragon ancestry. + +You receive total immunity to fire damage. + +You gain the ability to breath a 60 foot line of fire once per day.</entry> + <entry id="61460" lang="en" sex="m">Bronze Half-Dragon</entry> + <entry id="61461" lang="en" sex="m">The blood of a Bronze Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Bronze Dragon ancestry. + +You receive total immunity to electrical damage. + +You gain the ability to breath a 60 foot line of electricity once per day.</entry> + <entry id="61462" lang="en" sex="m">Copper Half-Dragon</entry> + <entry id="61463" lang="en" sex="m">The blood of a Copper Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Copper Dragon ancestry. + +You receive total immunity to acid damage. + +You gain the ability to breath a 60 foot line of acid once per day.</entry> + <entry id="61464" lang="en" sex="m">Gold Half-Dragon</entry> + <entry id="61465" lang="en" sex="m">The blood of a Gold Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Gold Dragon ancestry. + +You receive total immunity to fire damage. + +You gain the ability to breath a 30 foot cone of fire once per day.</entry> + <entry id="61466" lang="en" sex="m">Silver Half-Dragon</entry> + <entry id="61467" lang="en" sex="m">The blood of a Silver Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Silver Dragon ancestry. + +You receive total immunity to cold damage. + +You gain the ability to breath a 30 foot cone of cold once per day.</entry> + <entry id="61468" lang="en" sex="m">Battle Half-Dragon</entry> + <entry id="61469" lang="en" sex="m">The blood of a Battle Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Battle Dragon ancestry. + +You receive total immunity to sonic damage. + +You gain the ability to breath a 30 foot cone of sonic once per day.</entry> + <entry id="61470" lang="en" sex="m">Brown Half-Dragon</entry> + <entry id="61471" lang="en" sex="m">The blood of a Brown Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Brown Dragon ancestry. + +You receive total immunity to acid damage. + +You gain the ability to breath a 60 foot line of acid once per day.</entry> + <entry id="61472" lang="en" sex="m">Chaos Half-Dragon</entry> + <entry id="61473" lang="en" sex="m">The blood of a Chaos Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Chaos Dragon ancestry. + +You receive total immunity to 'confusion' effects. + +You gain the ability to breath a 60 foot line of completely random energy once per day.</entry> + <entry id="61474" lang="en" sex="m">Deep Half-Dragon</entry> + <entry id="61475" lang="en" sex="m">The blood of a Deep Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Deep Dragon ancestry. + +You receive total immunity to Charms. You also gain resistance 10/- to fire and cold damage. + +You gain the ability to breath a 30 foot cone of corrosive gas once per day.</entry> + <entry id="61476" lang="en" sex="m">Ethereal Half-Dragon</entry> + <entry id="61477" lang="en" sex="m">The blood of an Ethereal Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Ethereal Dragon ancestry. + +As an Ethereal Half-Dragon, you do not gain any Immunities or resistances. + +You gain the ability to breath a 30 foot cone of force once per day.</entry> + <entry id="61478" lang="en" sex="m">Fang Half-Dragon</entry> + <entry id="61479" lang="en" sex="m">The blood of a Fang Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Fang Dragon ancestry. + +As a Fang Half-Dragon, you do not gain any immunities. + +You do not gain a breath weapon as standard Half-Dragons do. Rather you gain the ability to perform a special bite attack that will deal 1d4 points of Constitution Drain to your target. You may use this special bite attack 3 times a day.</entry> + <entry id="61480" lang="en" sex="m">Howling Half-Dragon</entry> + <entry id="61481" lang="en" sex="m">The blood of a Howling Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Howling Dragon ancestry. + +You receive total immunity to sonic damage. + +You gain the ability to breath a 30 foot cone of sonic once per day.</entry> + <entry id="61482" lang="en" sex="m">Oceanus Half-Dragon</entry> + <entry id="61483" lang="en" sex="m">The blood of an Oceanus Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Oceanus Dragon ancestry. + +You receive total immunity to electrical damage. + +You gain the ability to breath a 60 foot line of electricity once per day.</entry> + <entry id="61484" lang="en" sex="m">Pyroclastic Half-Dragon</entry> + <entry id="61485" lang="en" sex="m">The blood of a Pyroclastic Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Pyroclastic Dragon ancestry. + +You receive a 50% immunity to both Fire and Sonic energy. + +You gain the ability to breath a 30 foot cone of half fire and half sonic damage once per day.</entry> + <entry id="61486" lang="en" sex="m">Radiant Half-Dragon</entry> + <entry id="61487" lang="en" sex="m">The blood of a Radiant Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Radiant Dragon ancestry. + +As a Radiant Half-Dragon, you do not gain any immunities. + +You gain the ability to breath a 60 foot line of force once per day.</entry> + <entry id="61488" lang="en" sex="m">Rust Half-Dragon</entry> + <entry id="61489" lang="en" sex="m">The blood of a Rust Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Rust Dragon ancestry. + +As a Rust Half-Dragon, you do not gain any immunities. + +You gain the ability to breath a 60 foot line of acid once per day.</entry> + <entry id="61490" lang="en" sex="m">Shadow Half-Dragon</entry> + <entry id="61491" lang="en" sex="m">The blood of a Shadow Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Shadow Dragon ancestry. + +You gain immunity to energy drain. + +You gain the ability to breath a 30 foot cone of shadows once per day. This cone will bestow 1 negative level.</entry> + <entry id="61492" lang="en" sex="m">Song Half-Dragon</entry> + <entry id="61493" lang="en" sex="m">The blood of a Song Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Song Dragon ancestry. + +You receive total immunity to electrical damage, as well as total immunity to poison. + +You gain the ability to breath a 30 foot cone of electricity once per day.</entry> + <entry id="61494" lang="en" sex="m">Styx Half-Dragon</entry> + <entry id="61495" lang="en" sex="m">The blood of a Styx Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Styx Dragon ancestry. + +You gain total immunity to Disease and Poison. + +You gain the ability to breath a 60 foot line of acid once per day.</entry> + <entry id="61496" lang="en" sex="m">Tarterian Half-Dragon</entry> + <entry id="61497" lang="en" sex="m">The blood of a Tarterian Dragon courses through your veins. In addition to standard Half-Dragon properties, you receive certain specific benefits befitting your Tarterian Dragon ancestry. + +As a Tarterian Half-Dragon, you do not gain any immunities. + +You gain the ability to breath a 60 foot line of force once per day.</entry> + <entry id="61498" lang="en" sex="m">Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. + +Treat this attack as a ranged touch attack, with a maximum range of 8M. A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 1.67M (5 feet) of the point where the flask hits takes 1 point of damage from the splash. + +Temples to good deities sell holy water at cost (making no profit).</entry> + <entry id="61499" lang="en" sex="m">Cursed Water</entry> + <entry id="61500" lang="en" sex="m">Cursed water damages good outsiders almost as if it were acid. A flask of cursed water can be thrown as a splash weapon. + +Treat this attack as a ranged touch attack, with a maximum range of 8M. A direct hit by a flask of holy water deals 2d4 points of damage to a good outsider. Each such creature within 1.67M (5 feet) of the point where the flask hits takes 1 point of damage from the splash. + +Temples to evil deities sell cursed water at cost (making no profit). +</entry> + <entry id="61501" lang="en" sex="m">####START_OF_INV_SPELLBOOK_RESERVE</entry> + <entry id="61502" lang="en" sex="m">Warlock All Seeing Eyes</entry> + <entry id="61503" lang="en" sex="m">Warlock Baleful Utterance</entry> + <entry id="61504" lang="en" sex="m">Warlock Beguiling Influence</entry> + <entry id="61505" lang="en" sex="m">Warlock Breath of the Night</entry> + <entry id="61506" lang="en" sex="m">Warlock Call of the Beast</entry> + <entry id="61507" lang="en" sex="m">Warlock Cocoon of Refuse</entry> + <entry id="61508" lang="en" sex="m">Warlock Darkness</entry> + <entry id="61509" lang="en" sex="m">Warlock Dark One's Own Luck</entry> + <entry id="61510" lang="en" sex="m">Warlock Dark One's Own Luck - Fortitude</entry> + <entry id="61511" lang="en" sex="m">Warlock Dark One's Own Luck - Reflex</entry> + <entry id="61512" lang="en" sex="m">Warlock Dark One's Own Luck - Will</entry> + <entry id="61513" lang="en" sex="m">Warlock Devil's Sight</entry> + <entry id="61514" lang="en" sex="m">Warlock Earthen Grasp</entry> + <entry id="61515" lang="en" sex="m">Warlock Eldritch Glaive</entry> + <entry id="61516" lang="en" sex="m">Warlock Eldritch Spear</entry> + <entry id="61517" lang="en" sex="m">Warlock Entropic Warding</entry> + <entry id="61518" lang="en" sex="m">Warlock Frightful Blast</entry> + <entry id="61519" lang="en" sex="m">Warlock Hammer Blast</entry> + <entry id="61520" lang="en" sex="m">Warlock Hideous Blow</entry> + <entry id="61521" lang="en" sex="m">Warlock Leaps and Bounds</entry> + <entry id="61522" lang="en" sex="m">Warlock Miasmic Cloud</entry> + <entry id="61523" lang="en" sex="m">Warlock Otherworldly Whispers</entry> + <entry id="61524" lang="en" sex="m">Warlock See the Unseen</entry> + <entry id="61525" lang="en" sex="m">Warlock Serpent's Tongue</entry> + <entry id="61526" lang="en" sex="m">Warlock Sickening Blast</entry> + <entry id="61527" lang="en" sex="m">Warlock Soulreaving Aura</entry> + <entry id="61528" lang="en" sex="m">Warlock Summon Swarm</entry> + <entry id="61529" lang="en" sex="m">Warlock Summon Swarm - Rat</entry> + <entry id="61530" lang="en" sex="m">Warlock Summon Swarm - Bat</entry> + <entry id="61531" lang="en" sex="m">Warlock Swimming the Styx</entry> + <entry id="61532" lang="en" sex="m">Warlock Baneful Blast - Aberration</entry> + <entry id="61533" lang="en" sex="m">Warlock Baneful Blast - Beast</entry> + <entry id="61534" lang="en" sex="m">Warlock Baneful Blast - Construct</entry> + <entry id="61535" lang="en" sex="m">Warlock Baneful Blast - Dragon</entry> + <entry id="61536" lang="en" sex="m">Warlock Baneful Blast - Dwarf</entry> + <entry id="61537" lang="en" sex="m">Warlock Baneful Blast - Elemental</entry> + <entry id="61538" lang="en" sex="m">Warlock Baneful Blast - Elf</entry> + <entry id="61539" lang="en" sex="m">Warlock Baneful Blast - Fey</entry> + <entry id="61540" lang="en" sex="m">Warlock Baneful Blast - Giant</entry> + <entry id="61541" lang="en" sex="m">Warlock Baneful Blast - Goblinoid</entry> + <entry id="61542" lang="en" sex="m">Warlock Baneful Blast - Gnome</entry> + <entry id="61543" lang="en" sex="m">Warlock Baneful Blast - Halfling</entry> + <entry id="61544" lang="en" sex="m">Warlock Baneful Blast - Human</entry> + <entry id="61545" lang="en" sex="m">Warlock Baneful Blast - Monstrous Humanoid</entry> + <entry id="61546" lang="en" sex="m">Warlock Baneful Blast - Orc</entry> + <entry id="61547" lang="en" sex="m">Warlock Baneful Blast - Outsider</entry> + <entry id="61548" lang="en" sex="m">Warlock Baneful Blast - Plant</entry> + <entry id="61549" lang="en" sex="m">Warlock Baneful Blast - Reptilian</entry> + <entry id="61550" lang="en" sex="m">Warlock Baneful Blast - Shapechanger</entry> + <entry id="61551" lang="en" sex="m">Warlock Baneful Blast - Undead</entry> + <entry id="61552" lang="en" sex="m">Warlock Baneful Blast - Vermin</entry> + <entry id="61553" lang="en" sex="m">Warlock Beshadowed Blast</entry> + <entry id="61554" lang="en" sex="m">Warlock Brimstone Blast</entry> + <entry id="61555" lang="en" sex="m">Warlock Charm</entry> + <entry id="61556" lang="en" sex="m">Warlock Cold Comfort</entry> + <entry id="61557" lang="en" sex="m">Warlock Curse of Despair</entry> + <entry id="61558" lang="en" sex="m">Warlock Dread Seizure</entry> + <entry id="61559" lang="en" sex="m">Warlock Eldritch Chain</entry> + <entry id="61560" lang="en" sex="m">Warlock Flee the Scene</entry> + <entry id="61561" lang="en" sex="m">Warlock Flee the Scene - Selection</entry> + <entry id="61562" lang="en" sex="m">Warlock Flee the Scene - Direction and Distance</entry> + <entry id="61563" lang="en" sex="m">Warlock Hellrime Blast</entry> + <entry id="61564" lang="en" sex="m">Warlock Hungry Darkness</entry> + <entry id="61565" lang="en" sex="m">Warlock Ignore the Pyre</entry> + <entry id="61566" lang="en" sex="m">Warlock Ignore the Pyre - Acid</entry> + <entry id="61567" lang="en" sex="m">Warlock Ignore the Pyre - Cold</entry> + <entry id="61568" lang="en" sex="m">Warlock Ignore the Pyre - Electric</entry> + <entry id="61569" lang="en" sex="m">Warlock Ignore the Pyre - Fire</entry> + <entry id="61570" lang="en" sex="m">Warlock Ignore the Pyre - Sonic</entry> + <entry id="61571" lang="en" sex="m">Warlock Mask of Flesh</entry> + <entry id="61572" lang="en" sex="m">Warlock Mask of Flesh - Friendly</entry> + <entry id="61573" lang="en" sex="m">Warlock Mask of Flesh - Hostile</entry> + <entry id="61574" lang="en" sex="m">Warlock Relentless Dispelling</entry> + <entry id="61575" lang="en" sex="m">Warlock Spider Shape</entry> + <entry id="61576" lang="en" sex="m">Warlock Stony Grasp</entry> + <entry id="61577" lang="en" sex="m">Warlock The Dead Walk</entry> + <entry id="61578" lang="en" sex="m">Warlock Voidsense</entry> + <entry id="61579" lang="en" sex="m">Warlock Voracious Dispelling</entry> + <entry id="61580" lang="en" sex="m">Warlock Walk Unseen</entry> + <entry id="61581" lang="en" sex="m">Warlock Wall of Gloom</entry> + <entry id="61582" lang="en" sex="m">Warlock Witchwood Step</entry> + <entry id="61583" lang="en" sex="m">Warlock Bewitching Blast</entry> + <entry id="61584" lang="en" sex="m">Warlock Caustic Mire</entry> + <entry id="61585" lang="en" sex="m">Warlock Chilling Tentacles</entry> + <entry id="61586" lang="en" sex="m">Warlock Devour Magic</entry> + <entry id="61587" lang="en" sex="m">Warlock Dragon Ward</entry> + <entry id="61588" lang="en" sex="m">Warlock Eldritch Cone</entry> + <entry id="61589" lang="en" sex="m">Warlock Eldritch Line</entry> + <entry id="61590" lang="en" sex="m">Warlock Enervating Shadow</entry> + <entry id="61591" lang="en" sex="m">Warlock Hellspawned Grace</entry> + <entry id="61592" lang="en" sex="m">Warlock Hindering Blast</entry> + <entry id="61593" lang="en" sex="m">Warlock Nightmares Made Real</entry> + <entry id="61594" lang="en" sex="m">Warlock Noxious Blast</entry> + <entry id="61595" lang="en" sex="m">Warlock Painful Slumber of Ages</entry> + <entry id="61596" lang="en" sex="m">Warlock Penetrating Blast</entry> + <entry id="61597" lang="en" sex="m">Warlock Tenacious Plague</entry> + <entry id="61598" lang="en" sex="m">Warlock Vitriolic Blast</entry> + <entry id="61599" lang="en" sex="m">Warlock Wall of Perilous Flame</entry> + <entry id="61600" lang="en" sex="m">Warlock Binding Blast</entry> + <entry id="61601" lang="en" sex="m">Warlock Caster's Lament</entry> + <entry id="61602" lang="en" sex="m">Warlock Dark Discorporation</entry> + <entry id="61603" lang="en" sex="m">Warlock Dark Foresight</entry> + <entry id="61604" lang="en" sex="m">Warlock Eldritch Doom</entry> + <entry id="61605" lang="en" sex="m">Warlock Path of Shadow</entry> + <entry id="61606" lang="en" sex="m">Warlock Path of Shadow - Self</entry> + <entry id="61607" lang="en" sex="m">Warlock Path of Shadow - Party</entry> + <entry id="61608" lang="en" sex="m">Warlock Retributive Invisibility</entry> + <entry id="61609" lang="en" sex="m">Warlock Steal Summoning</entry> + <entry id="61610" lang="en" sex="m">Warlock Utterdark Blast</entry> + <entry id="61611" lang="en" sex="m">Warlock Word of Changing</entry> + <entry id="61612" lang="en" sex="m">Dragon Shaman Beguiling Influence</entry> + <entry id="61613" lang="en" sex="m">Dragon Shaman Breath of the Night</entry> + <entry id="61614" lang="en" sex="m">Dragon Shaman Darkness</entry> + <entry id="61615" lang="en" sex="m">Dragon Shaman Deafening Roar</entry> + <entry id="61616" lang="en" sex="m">Dragon Shaman Draconic Knowledge</entry> + <entry id="61617" lang="en" sex="m">Dragon Shaman Endure Exposure</entry> + <entry id="61618" lang="en" sex="m">Dragon Shaman Magic Insight</entry> + <entry id="61619" lang="en" sex="m">Dragon Shaman Scalding Gust</entry> + <entry id="61620" lang="en" sex="m">Dragon Shaman See the Unseen</entry> + <entry id="61621" lang="en" sex="m">Dragonfire Adept Beguiling Influence</entry> + <entry id="61622" lang="en" sex="m">Dragonfire Adept Breath of the Night</entry> + <entry id="61623" lang="en" sex="m">Dragonfire Adept Darkness</entry> + <entry id="61624" lang="en" sex="m">Dragonfire Adept Deafening Roar</entry> + <entry id="61625" lang="en" sex="m">Dragonfire Adept Draconic Knowledge</entry> + <entry id="61626" lang="en" sex="m">Dragonfire Adept Endure Exposure</entry> + <entry id="61627" lang="en" sex="m">Dragonfire Adept Magic Insight</entry> + <entry id="61628" lang="en" sex="m">Dragonfire Adept Scalding Gust</entry> + <entry id="61629" lang="en" sex="m">Dragonfire Adept See the Unseen</entry> + <entry id="61630" lang="en" sex="m">Dragonfire Adept Charm</entry> + <entry id="61631" lang="en" sex="m">Dragonfire Adept Energy Resistance</entry> + <entry id="61632" lang="en" sex="m">Dragonfire Adept Energy Resistance: Acid</entry> + <entry id="61633" lang="en" sex="m">Dragonfire Adept Energy Resistance: Cold</entry> + <entry id="61634" lang="en" sex="m">Dragonfire Adept Energy Resistance: Electricity</entry> + <entry id="61635" lang="en" sex="m">Dragonfire Adept Energy Resistance: Fire</entry> + <entry id="61636" lang="en" sex="m">Dragonfire Adept Energy Resistance: Sonic</entry> + <entry id="61637" lang="en" sex="m">Dragonfire Adept Frightful Presence</entry> + <entry id="61638" lang="en" sex="m">Dragonfire Adept Humanoid Shape</entry> + <entry id="61639" lang="en" sex="m">Dragonfire Adept Humanoid Shape</entry> + <entry id="61640" lang="en" sex="m">Dragonfire Adept Humanoid Shape Options</entry> + <entry id="61641" lang="en" sex="m">Dragonfire Adept Return to True Form</entry> + <entry id="61642" lang="en" sex="m">Dragonfire Adept Humanoid Quickslot 1</entry> + <entry id="61643" lang="en" sex="m">Dragonfire Adept Humanoid Quickslot 2</entry> + <entry id="61644" lang="en" sex="m">Dragonfire Adept Voidsense</entry> + <entry id="61645" lang="en" sex="m">Dragonfire Adept Voracious Dispelling</entry> + <entry id="61646" lang="en" sex="m">Dragonfire Adept Walk Unseen</entry> + <entry id="61647" lang="en" sex="m">Dragonfire Adept Aura of Flame</entry> + <entry id="61648" lang="en" sex="m">Dragonfire Adept Chilling Fog</entry> + <entry id="61649" lang="en" sex="m">Dragonfire Adept Devour Magic</entry> + <entry id="61650" lang="en" sex="m">Dragonfire Adept Draconic Toughness</entry> + <entry id="61651" lang="en" sex="m">Dragonfire Adept Terrifying Roar</entry> + <entry id="61652" lang="en" sex="m">Dragonfire Adept Energy Immunity</entry> + <entry id="61653" lang="en" sex="m">Dragonfire Adept Energy Immunity: Acid</entry> + <entry id="61654" lang="en" sex="m">Dragonfire Adept Energy Immunity: Cold</entry> + <entry id="61655" lang="en" sex="m">Dragonfire Adept Energy Immunity: Electricity</entry> + <entry id="61656" lang="en" sex="m">Dragonfire Adept Energy Immunity: Fire</entry> + <entry id="61657" lang="en" sex="m">Dragonfire Adept Energy Immunity: Sonic</entry> + <entry id="61658" lang="en" sex="m">Dragonfire Adept Instill Vulnerability</entry> + <entry id="61659" lang="en" sex="m">Dragonfire Adept Instill Vulnerability: Acid</entry> + <entry id="61660" lang="en" sex="m">Dragonfire Adept Instill Vulnerability: Cold</entry> + <entry id="61661" lang="en" sex="m">Dragonfire Adept Instill Vulnerability: Electricity</entry> + <entry id="61662" lang="en" sex="m">Dragonfire Adept Instill Vulnerability: Fire</entry> + <entry id="61663" lang="en" sex="m">Dragonfire Adept Instill Vulnerability: Sonic</entry> + <entry id="62000" lang="en" sex="m">####END_OF_INV_SPELLBOOK_RESERVE</entry> + <entry id="62001" lang="en" sex="m">####START_OF_NEW_SPELLBOOK_RESERVE</entry> + <entry id="62002" lang="en" sex="m">Ocular Adept Remove Paralysis</entry> + <entry id="62003" lang="en" sex="m">Ocular Adept Silent Remove Paralysis</entry> + <entry id="62004" lang="en" sex="m">Ocular Adept Still Remove Paralysis</entry> + <entry id="62005" lang="en" sex="m">Ocular Adept Resist Elements</entry> + <entry id="62006" lang="en" sex="m">Ocular Adept Extended Resist Elements</entry> + <entry id="62007" lang="en" sex="m">Ocular Adept Silent Resist Elements</entry> + <entry id="62008" lang="en" sex="m">Ocular Adept Still Resist Elements</entry> + <entry id="62009" lang="en" sex="m">Ocular Adept Shield Other</entry> + <entry id="62010" lang="en" sex="m">Ocular Adept Extended Shield Other</entry> + <entry id="62011" lang="en" sex="m">Ocular Adept Silent Shield Other</entry> + <entry id="62012" lang="en" sex="m">Ocular Adept Still Shield Other</entry> + <entry id="62013" lang="en" sex="m">Ocular Adept Silence</entry> + <entry id="62014" lang="en" sex="m">Ocular Adept Extended Silence</entry> + <entry id="62015" lang="en" sex="m">Ocular Adept Silent Silence</entry> + <entry id="62016" lang="en" sex="m">Ocular Adept Still Silence</entry> + <entry id="62017" lang="en" sex="m">Ocular Adept Sound Burst</entry> + <entry id="62018" lang="en" sex="m">Ocular Adept Maximized Sound Burst</entry> + <entry id="62019" lang="en" sex="m">Ocular Adept Silent Sound Burst</entry> + <entry id="62020" lang="en" sex="m">Ocular Adept Still Sound Burst</entry> + <entry id="62021" lang="en" sex="m">Ocular Adept Spores of the Vrock</entry> + <entry id="62022" lang="en" sex="m">Ocular Adept Empowered Spores of the Vrock</entry> + <entry id="62023" lang="en" sex="m">Ocular Adept Maximized Spores of the Vrock</entry> + <entry id="62024" lang="en" sex="m">Ocular Adept Silent Spores of the Vrock</entry> + <entry id="62025" lang="en" sex="m">Ocular Adept Still Spores of the Vrock</entry> + <entry id="62026" lang="en" sex="m">Ocular Adept Stone Bones</entry> + <entry id="62027" lang="en" sex="m">Ocular Adept Extended Stone Bones</entry> + <entry id="62028" lang="en" sex="m">Ocular Adept Silent Stone Bones</entry> + <entry id="62029" lang="en" sex="m">Ocular Adept Still Stone Bones</entry> + <entry id="62030" lang="en" sex="m">Ocular Adept Summon Creature II</entry> + <entry id="62031" lang="en" sex="m">Ocular Adept Extended Summon Creature II</entry> + <entry id="62032" lang="en" sex="m">Ocular Adept Silent Summon Creature II</entry> + <entry id="62033" lang="en" sex="m">Ocular Adept Still Summon Creature II</entry> + <entry id="62034" lang="en" sex="m">Ocular Adept Summon Undead 2</entry> + <entry id="62035" lang="en" sex="m">Ocular Adept Extended Summon Undead 2</entry> + <entry id="62036" lang="en" sex="m">Ocular Adept Silent Summon Undead 2</entry> + <entry id="62037" lang="en" sex="m">Ocular Adept Still Summon Undead 2</entry> + <entry id="62038" lang="en" sex="m">Ocular Adept Ultravision</entry> + <entry id="62039" lang="en" sex="m">Ocular Adept Extended Ultravision</entry> + <entry id="62040" lang="en" sex="m">Ocular Adept Silent Ultravision</entry> + <entry id="62041" lang="en" sex="m">Ocular Adept Still Ultravision</entry> + <entry id="62042" lang="en" sex="m">Ocular Adept Undetectable Alignment</entry> + <entry id="62043" lang="en" sex="m">Ocular Adept Extended Undetectable Alignment</entry> + <entry id="62044" lang="en" sex="m">Ocular Adept Silent Undetectable Alignment</entry> + <entry id="62045" lang="en" sex="m">Ocular Adept Still Undetectable Alignment</entry> + <entry id="62046" lang="en" sex="m">Ocular Adept Wave of Grief</entry> + <entry id="62047" lang="en" sex="m">Ocular Adept Extended Wave of Grief</entry> + <entry id="62048" lang="en" sex="m">Ocular Adept Still Wave of Grief</entry> + <entry id="62049" lang="en" sex="m">Ocular Adept Animate Dead</entry> + <entry id="62050" lang="en" sex="m">Ocular Adept Extended Animate Dead</entry> + <entry id="62051" lang="en" sex="m">Ocular Adept Silent Animate Dead</entry> + <entry id="62052" lang="en" sex="m">Ocular Adept Still Animate Dead</entry> + <entry id="62053" lang="en" sex="m">Ocular Adept Bestow Curse</entry> + <entry id="62054" lang="en" sex="m">Ocular Adept Silent Bestow Curse</entry> + <entry id="62055" lang="en" sex="m">Ocular Adept Still Bestow Curse</entry> + <entry id="62056" lang="en" sex="m">Ocular Adept Blindness/Deafness</entry> + <entry id="62057" lang="en" sex="m">Ocular Adept Extended Blindness/Deafness</entry> + <entry id="62058" lang="en" sex="m">Ocular Adept Silent Blindness/Deafness</entry> + <entry id="62059" lang="en" sex="m">Ocular Adept Boneblade</entry> + <entry id="62060" lang="en" sex="m">Ocular Adept Boneblade: Greatsword</entry> + <entry id="62061" lang="en" sex="m">Ocular Adept Boneblade: Longsword</entry> + <entry id="62062" lang="en" sex="m">Ocular Adept Boneblade: Shortsword</entry> + <entry id="62063" lang="en" sex="m">Ocular Adept Extended Boneblade</entry> + <entry id="62064" lang="en" sex="m">Ocular Adept Extended Boneblade: Greatsword</entry> + <entry id="62065" lang="en" sex="m">Ocular Adept Extended Boneblade: Longsword</entry> + <entry id="62066" lang="en" sex="m">Ocular Adept Extended Boneblade: Shortsword</entry> + <entry id="62067" lang="en" sex="m">Ocular Adept Silent Boneblade</entry> + <entry id="62068" lang="en" sex="m">Ocular Adept Silent Boneblade: Greatsword</entry> + <entry id="62069" lang="en" sex="m">Ocular Adept Silent Boneblade: Longsword</entry> + <entry id="62070" lang="en" sex="m">Ocular Adept Silent Boneblade: Shortsword</entry> + <entry id="62071" lang="en" sex="m">Ocular Adept Still Boneblade</entry> + <entry id="62072" lang="en" sex="m">Ocular Adept Still Boneblade: Greatsword</entry> + <entry id="62073" lang="en" sex="m">Ocular Adept Still Boneblade: Longsword</entry> + <entry id="62074" lang="en" sex="m">Ocular Adept Still Boneblade: Shortsword</entry> + <entry id="62075" lang="en" sex="m">Ocular Adept Clarity</entry> + <entry id="62076" lang="en" sex="m">Ocular Adept Extended Clarity</entry> + <entry id="62077" lang="en" sex="m">Ocular Adept Still Clarity</entry> + <entry id="62078" lang="en" sex="m">Ocular Adept Close Wounds</entry> + <entry id="62079" lang="en" sex="m">Ocular Adept Empowered Close Wounds</entry> + <entry id="62080" lang="en" sex="m">Ocular Adept Silent Close Wounds</entry> + <entry id="62081" lang="en" sex="m">Ocular Adept Clutch of Orcus</entry> + <entry id="62082" lang="en" sex="m">Ocular Adept Silent Clutch of Orcus</entry> + <entry id="62083" lang="en" sex="m">Ocular Adept Still Clutch of Orcus</entry> + <entry id="62084" lang="en" sex="m">Ocular Adept Contagion</entry> + <entry id="62085" lang="en" sex="m">Ocular Adept Silent Contagion</entry> + <entry id="62086" lang="en" sex="m">Ocular Adept Still Contagion</entry> + <entry id="62087" lang="en" sex="m">Ocular Adept Continual Flame</entry> + <entry id="62088" lang="en" sex="m">Ocular Adept Silent Continual Flame</entry> + <entry id="62089" lang="en" sex="m">Ocular Adept Still Continual Flame</entry> + <entry id="62090" lang="en" sex="m">Ocular Adept Crown of Might</entry> + <entry id="62091" lang="en" sex="m">Ocular Adept Extended Crown of Might</entry> + <entry id="62092" lang="en" sex="m">Ocular Adept Silent Crown of Might</entry> + <entry id="62093" lang="en" sex="m">Ocular Adept Still Crown of Might</entry> + <entry id="62094" lang="en" sex="m">Ocular Adept Crown of Protection</entry> + <entry id="62095" lang="en" sex="m">Ocular Adept Extended Crown of Protection</entry> + <entry id="62096" lang="en" sex="m">Ocular Adept Silent Crown of Protection</entry> + <entry id="62097" lang="en" sex="m">Ocular Adept Still Crown of Protection</entry> + <entry id="62098" lang="en" sex="m">Ocular Adept Cure Serious Wounds</entry> + <entry id="62099" lang="en" sex="m">Ocular Adept Empowered Cure Serious Wounds</entry> + <entry id="62100" lang="en" sex="m">Ocular Adept Silent Cure Serious Wounds</entry> + <entry id="62101" lang="en" sex="m">Ocular Adept Still Cure Serious Wounds</entry> + <entry id="62102" lang="en" sex="m">Ocular Adept Curse of Petty Failing</entry> + <entry id="62103" lang="en" sex="m">Ocular Adept Extended Curse of Petty Failing</entry> + <entry id="62104" lang="en" sex="m">Ocular Adept Silent Curse of Petty Failing</entry> + <entry id="62105" lang="en" sex="m">Ocular Adept Still Curse of Petty Failing</entry> + <entry id="62106" lang="en" sex="m">Ocular Adept Darkfire</entry> + <entry id="62107" lang="en" sex="m">Ocular Adept Extended Darkfire</entry> + <entry id="62108" lang="en" sex="m">Ocular Adept Silent Darkfire</entry> + <entry id="62109" lang="en" sex="m">Ocular Adept Still Darkfire</entry> + <entry id="62110" lang="en" sex="m">Ocular Adept Daylight</entry> + <entry id="62111" lang="en" sex="m">Ocular Adept Extended Daylight</entry> + <entry id="62112" lang="en" sex="m">Ocular Adept Silent Daylight</entry> + <entry id="62113" lang="en" sex="m">Ocular Adept Still Daylight</entry> + <entry id="62114" lang="en" sex="m">Ocular Adept Deeper Darkness</entry> + <entry id="62115" lang="en" sex="m">Ocular Adept Extended Deeper Darkness</entry> + <entry id="62116" lang="en" sex="m">Ocular Adept Silent Deeper Darkness</entry> + <entry id="62117" lang="en" sex="m">Ocular Adept Devil's Eye</entry> + <entry id="62118" lang="en" sex="m">Ocular Adept Silent Devil's Eye</entry> + <entry id="62119" lang="en" sex="m">Ocular Adept Still Devil's Eye</entry> + <entry id="62120" lang="en" sex="m">Ocular Adept Dispel Magic</entry> + <entry id="62121" lang="en" sex="m">Ocular Adept Silent Dispel Magic</entry> + <entry id="62122" lang="en" sex="m">Ocular Adept Still Dispel Magic</entry> + <entry id="62123" lang="en" sex="m">Ocular Adept Energize Potion</entry> + <entry id="62124" lang="en" sex="m">Ocular Adept Energize Potion: Acid</entry> + <entry id="62125" lang="en" sex="m">Ocular Adept Energize Potion: Cold</entry> + <entry id="62126" lang="en" sex="m">Ocular Adept Energize Potion: Electricity</entry> + <entry id="62127" lang="en" sex="m">Ocular Adept Energize Potion: Fire</entry> + <entry id="62128" lang="en" sex="m">Ocular Adept Energize Potion: Sonic</entry> + <entry id="62129" lang="en" sex="m">Ocular Adept Silent Energize Potion</entry> + <entry id="62130" lang="en" sex="m">Ocular Adept Silent Energize Potion: Acid</entry> + <entry id="62131" lang="en" sex="m">Ocular Adept Silent Energize Potion: Cold</entry> + <entry id="62132" lang="en" sex="m">Ocular Adept Silent Energize Potion: Electricity</entry> + <entry id="62133" lang="en" sex="m">Ocular Adept Silent Energize Potion: Fire</entry> + <entry id="62134" lang="en" sex="m">Ocular Adept Silent Energize Potion: Sonic</entry> + <entry id="62135" lang="en" sex="m">Ocular Adept Still Energize Potion</entry> + <entry id="62136" lang="en" sex="m">Ocular Adept Still Energize Potion: Acid</entry> + <entry id="62137" lang="en" sex="m">Ocular Adept Still Energize Potion: Cold</entry> + <entry id="62138" lang="en" sex="m">Ocular Adept Still Energize Potion: Electricity</entry> + <entry id="62139" lang="en" sex="m">Ocular Adept Still Energize Potion: Fire</entry> + <entry id="62140" lang="en" sex="m">Ocular Adept Still Energize Potion: Sonic</entry> + <entry id="62141" lang="en" sex="m">Ocular Adept Energy Aegis</entry> + <entry id="62142" lang="en" sex="m">Ocular Adept Energy Aegis, Acid</entry> + <entry id="62143" lang="en" sex="m">Ocular Adept Energy Aegis, Cold</entry> + <entry id="62144" lang="en" sex="m">Ocular Adept Energy Aegis, Electricity</entry> + <entry id="62145" lang="en" sex="m">Ocular Adept Energy Aegis, Fire</entry> + <entry id="62146" lang="en" sex="m">Ocular Adept Energy Aegis, Sonic</entry> + <entry id="62147" lang="en" sex="m">Ocular Adept Extended Energy Aegis</entry> + <entry id="62148" lang="en" sex="m">Ocular Adept Extended Energy Aegis, Acid</entry> + <entry id="62149" lang="en" sex="m">Ocular Adept Extended Energy Aegis, Cold</entry> + <entry id="62150" lang="en" sex="m">Ocular Adept Extended Energy Aegis, Electricity</entry> + <entry id="62151" lang="en" sex="m">Ocular Adept Extended Energy Aegis, Fire</entry> + <entry id="62152" lang="en" sex="m">Ocular Adept Extended Energy Aegis, Sonic</entry> + <entry id="62153" lang="en" sex="m">Ocular Adept Silent Energy Aegis</entry> + <entry id="62154" lang="en" sex="m">Ocular Adept Silent Energy Aegis, Acid</entry> + <entry id="62155" lang="en" sex="m">Ocular Adept Silent Energy Aegis, Cold</entry> + <entry id="62156" lang="en" sex="m">Ocular Adept Silent Energy Aegis, Electricity</entry> + <entry id="62157" lang="en" sex="m">Ocular Adept Silent Energy Aegis, Fire</entry> + <entry id="62158" lang="en" sex="m">Ocular Adept Silent Energy Aegis, Sonic</entry> + <entry id="62159" lang="en" sex="m">Ocular Adept Still Energy Aegis</entry> + <entry id="62160" lang="en" sex="m">Ocular Adept Still Energy Aegis, Acid</entry> + <entry id="62161" lang="en" sex="m">Ocular Adept Still Energy Aegis, Cold</entry> + <entry id="62162" lang="en" sex="m">Ocular Adept Still Energy Aegis, Electricity</entry> + <entry id="62163" lang="en" sex="m">Ocular Adept Still Energy Aegis, Fire</entry> + <entry id="62164" lang="en" sex="m">Ocular Adept Still Energy Aegis, Sonic</entry> + <entry id="62165" lang="en" sex="m">Ocular Adept Flesh Ripper</entry> + <entry id="62166" lang="en" sex="m">Ocular Adept Empowered Flesh Ripper</entry> + <entry id="62167" lang="en" sex="m">Ocular Adept Silent Flesh Ripper</entry> + <entry id="62168" lang="en" sex="m">Ocular Adept Still Flesh Ripper</entry> + <entry id="62169" lang="en" sex="m">Ocular Adept Glyph of Warding</entry> + <entry id="62170" lang="en" sex="m">Ocular Adept Blast Glyph (Acid)</entry> + <entry id="62171" lang="en" sex="m">Ocular Adept Blast Glyph (Cold)</entry> + <entry id="62172" lang="en" sex="m">Ocular Adept Blast Glyph (Electricity)</entry> + <entry id="62173" lang="en" sex="m">Ocular Adept Blast Glyph (Fire)</entry> + <entry id="62174" lang="en" sex="m">Ocular Adept Blast Glyph (Sonic)</entry> + <entry id="62175" lang="en" sex="m">Ocular Adept Empowered Glyph of Warding</entry> + <entry id="62176" lang="en" sex="m">Ocular Adept Empowered Blast Glyph (Acid)</entry> + <entry id="62177" lang="en" sex="m">Ocular Adept Empowered Blast Glyph (Cold)</entry> + <entry id="62178" lang="en" sex="m">Ocular Adept Empowered Blast Glyph (Electricity)</entry> + <entry id="62179" lang="en" sex="m">Ocular Adept Empowered Blast Glyph (Fire)</entry> + <entry id="62180" lang="en" sex="m">Ocular Adept Empowered Blast Glyph (Sonic)</entry> + <entry id="62181" lang="en" sex="m">Ocular Adept Extended Glyph of Warding</entry> + <entry id="62182" lang="en" sex="m">Ocular Adept Extended Blast Glyph (Acid)</entry> + <entry id="62183" lang="en" sex="m">Ocular Adept Extended Blast Glyph (Cold)</entry> + <entry id="62184" lang="en" sex="m">Ocular Adept Extended Blast Glyph (Electricity)</entry> + <entry id="62185" lang="en" sex="m">Ocular Adept Extended Blast Glyph (Fire)</entry> + <entry id="62186" lang="en" sex="m">Ocular Adept Extended Blast Glyph (Sonic)</entry> + <entry id="62187" lang="en" sex="m">Ocular Adept Silent Glyph of Warding</entry> + <entry id="62188" lang="en" sex="m">Ocular Adept Silent Blast Glyph (Acid)</entry> + <entry id="62189" lang="en" sex="m">Ocular Adept Silent Blast Glyph (Cold)</entry> + <entry id="62190" lang="en" sex="m">Ocular Adept Silent Blast Glyph (Electricity)</entry> + <entry id="62191" lang="en" sex="m">Ocular Adept Silent Blast Glyph (Fire)</entry> + <entry id="62192" lang="en" sex="m">Ocular Adept Silent Blast Glyph (Sonic)</entry> + <entry id="62193" lang="en" sex="m">Ocular Adept Still Glyph of Warding</entry> + <entry id="62194" lang="en" sex="m">Ocular Adept Still Blast Glyph (Acid)</entry> + <entry id="62195" lang="en" sex="m">Ocular Adept Still Blast Glyph (Cold)</entry> + <entry id="62196" lang="en" sex="m">Ocular Adept Still Blast Glyph (Electricity)</entry> + <entry id="62197" lang="en" sex="m">Ocular Adept Still Blast Glyph (Fire)</entry> + <entry id="62198" lang="en" sex="m">Ocular Adept Still Blast Glyph (Sonic)</entry> + <entry id="62199" lang="en" sex="m">Ocular Adept Inflict Serious Wounds</entry> + <entry id="62200" lang="en" sex="m">Ocular Adept Empowered Inflict Serious Wounds</entry> + <entry id="62201" lang="en" sex="m">Ocular Adept Silent Inflict Serious Wounds</entry> + <entry id="62202" lang="en" sex="m">Ocular Adept Still Inflict Serious Wounds</entry> + <entry id="62203" lang="en" sex="m">Ocular Adept Invisibility Purge</entry> + <entry id="62204" lang="en" sex="m">Ocular Adept Extended Invisibility Purge</entry> + <entry id="62205" lang="en" sex="m">Ocular Adept Silent Invisibility Purge</entry> + <entry id="62206" lang="en" sex="m">Ocular Adept Still Invisibility Purge</entry> + <entry id="62207" lang="en" sex="m">Ocular Adept Legion's Conviction</entry> + <entry id="62208" lang="en" sex="m">Ocular Adept Extended Legion's Conviction</entry> + <entry id="62209" lang="en" sex="m">Ocular Adept Silent Legion's Conviction</entry> + <entry id="62210" lang="en" sex="m">Ocular Adept Still Legion's Conviction</entry> + <entry id="62211" lang="en" sex="m">Ocular Adept Locate Object</entry> + <entry id="62212" lang="en" sex="m">Ocular Adept Extended Locate Object</entry> + <entry id="62213" lang="en" sex="m">Ocular Adept Silent Locate Object</entry> + <entry id="62214" lang="en" sex="m">Ocular Adept Still Locate Object</entry> + <entry id="62215" lang="en" sex="m">Ocular Adept Magic Circle against Chaos</entry> + <entry id="62216" lang="en" sex="m">Ocular Adept Extended Magic Circle against Chaos</entry> + <entry id="62217" lang="en" sex="m">Ocular Adept Silent Magic Circle against Chaos</entry> + <entry id="62218" lang="en" sex="m">Ocular Adept Still Magic Circle against Chaos</entry> + <entry id="62219" lang="en" sex="m">Ocular Adept Magic Circle against Evil</entry> + <entry id="62220" lang="en" sex="m">Ocular Adept Extended Magic Circle against Evil</entry> + <entry id="62221" lang="en" sex="m">Ocular Adept Silent Magic Circle against Evil</entry> + <entry id="62222" lang="en" sex="m">Ocular Adept Still Magic Circle against Evil</entry> + <entry id="62223" lang="en" sex="m">Ocular Adept Magic Circle against Good</entry> + <entry id="62224" lang="en" sex="m">Ocular Adept Extended Magic Circle against Good</entry> + <entry id="62225" lang="en" sex="m">Ocular Adept Silent Magic Circle against Good</entry> + <entry id="62226" lang="en" sex="m">Ocular Adept Still Magic Circle against Good</entry> + <entry id="62227" lang="en" sex="m">Ocular Adept Magic Circle against Law</entry> + <entry id="62228" lang="en" sex="m">Ocular Adept Extended Magic Circle against Law</entry> + <entry id="62229" lang="en" sex="m">Ocular Adept Silent Magic Circle against Law</entry> + <entry id="62230" lang="en" sex="m">Ocular Adept Still Magic Circle against Law</entry> + <entry id="62231" lang="en" sex="m">Ocular Adept Magic Vestment</entry> + <entry id="62232" lang="en" sex="m">Ocular Adept Extended Magic Vestment</entry> + <entry id="62233" lang="en" sex="m">Ocular Adept Silent Magic Vestment</entry> + <entry id="62234" lang="en" sex="m">Ocular Adept Still Magic Vestment</entry> + <entry id="62235" lang="en" sex="m">Ocular Adept Masochism</entry> + <entry id="62236" lang="en" sex="m">Ocular Adept Extended Masochism</entry> + <entry id="62237" lang="en" sex="m">Ocular Adept Mass Aid</entry> + <entry id="62238" lang="en" sex="m">Ocular Adept Empowered Mass Aid</entry> + <entry id="62239" lang="en" sex="m">Ocular Adept Extended Mass Aid</entry> + <entry id="62240" lang="en" sex="m">Ocular Adept Silent Mass Aid</entry> + <entry id="62241" lang="en" sex="m">Ocular Adept Still Mass Aid</entry> + <entry id="62242" lang="en" sex="m">Ocular Adept Mass Lesser Vigor</entry> + <entry id="62243" lang="en" sex="m">Ocular Adept Extended Mass Lesser Vigor</entry> + <entry id="62244" lang="en" sex="m">Ocular Adept Silent Mass Lesser Vigor</entry> + <entry id="62245" lang="en" sex="m">Ocular Adept Still Mass Lesser Vigor</entry> + <entry id="62246" lang="en" sex="m">Ocular Adept Necrotic Bloat</entry> + <entry id="62247" lang="en" sex="m">Ocular Adept Empowered Necrotic Bloat</entry> + <entry id="62248" lang="en" sex="m">Ocular Adept Negative Energy Protection</entry> + <entry id="62249" lang="en" sex="m">Ocular Adept Extended Negative Energy Protection</entry> + <entry id="62250" lang="en" sex="m">Ocular Adept Silent Negative Energy Protection</entry> + <entry id="62251" lang="en" sex="m">Ocular Adept Still Negative Energy Protection</entry> + <entry id="62252" lang="en" sex="m">Ocular Adept Obscure Object</entry> + <entry id="62253" lang="en" sex="m">Ocular Adept Extended Obscure Object</entry> + <entry id="62254" lang="en" sex="m">Ocular Adept Silent Obscure Object</entry> + <entry id="62255" lang="en" sex="m">Ocular Adept Still Obscure Object</entry> + <entry id="62256" lang="en" sex="m">Ocular Adept Prayer</entry> + <entry id="62257" lang="en" sex="m">Ocular Adept Extended Prayer</entry> + <entry id="62258" lang="en" sex="m">Ocular Adept Silent Prayer</entry> + <entry id="62259" lang="en" sex="m">Ocular Adept Still Prayer</entry> + <entry id="62260" lang="en" sex="m">Ocular Adept Protection from Elements</entry> + <entry id="62261" lang="en" sex="m">Ocular Adept Extended Protection from Elements</entry> + <entry id="62262" lang="en" sex="m">Ocular Adept Silent Protection from Elements</entry> + <entry id="62263" lang="en" sex="m">Ocular Adept Still Protection from Elements</entry> + <entry id="62264" lang="en" sex="m">Ocular Adept Red Fester</entry> + <entry id="62265" lang="en" sex="m">Ocular Adept Silent Red Fester</entry> + <entry id="62266" lang="en" sex="m">Ocular Adept Still Red Fester</entry> + <entry id="62267" lang="en" sex="m">Ocular Adept Remove Blindness/Deafness</entry> + <entry id="62268" lang="en" sex="m">Ocular Adept Silent Remove Blindness/Deafness</entry> + <entry id="62269" lang="en" sex="m">Ocular Adept Still Remove Blindness/Deafness</entry> + <entry id="62270" lang="en" sex="m">Ocular Adept Remove Curse</entry> + <entry id="62271" lang="en" sex="m">Ocular Adept Silent Remove Curse</entry> + <entry id="62272" lang="en" sex="m">Ocular Adept Still Remove Curse</entry> + <entry id="62273" lang="en" sex="m">Ocular Adept Remove Disease</entry> + <entry id="62274" lang="en" sex="m">Ocular Adept Silent Remove Disease</entry> + <entry id="62275" lang="en" sex="m">Ocular Adept Still Remove Disease</entry> + <entry id="62276" lang="en" sex="m">Ocular Adept Ring of Blades</entry> + <entry id="62277" lang="en" sex="m">Ocular Adept Extended Ring of Blades</entry> + <entry id="62278" lang="en" sex="m">Ocular Adept Silent Ring of Blades</entry> + <entry id="62279" lang="en" sex="m">Ocular Adept Still Ring of Blades</entry> + <entry id="62280" lang="en" sex="m">Ocular Adept Rotting Curse of Urfestra</entry> + <entry id="62281" lang="en" sex="m">Ocular Adept Empowered Rotting Curse of Urfestra</entry> + <entry id="62282" lang="en" sex="m">Ocular Adept Silent Rotting Curse of Urfestra</entry> + <entry id="62283" lang="en" sex="m">Ocular Adept Still Rotting Curse of Urfestra</entry> + <entry id="62284" lang="en" sex="m">Ocular Adept Searing Light</entry> + <entry id="62285" lang="en" sex="m">Ocular Adept Empowered Searing Light</entry> + <entry id="62286" lang="en" sex="m">Ocular Adept Silent Searing Light</entry> + <entry id="62287" lang="en" sex="m">Ocular Adept Still Searing Light</entry> + <entry id="62288" lang="en" sex="m">Ocular Adept Shivering Touch</entry> + <entry id="62289" lang="en" sex="m">Ocular Adept Empowered Shivering Touch</entry> + <entry id="62290" lang="en" sex="m">Ocular Adept Extended Shivering Touch</entry> + <entry id="62291" lang="en" sex="m">Ocular Adept Silent Shivering Touch</entry> + <entry id="62292" lang="en" sex="m">Ocular Adept Still Shivering Touch</entry> + <entry id="62293" lang="en" sex="m">Ocular Adept Shriveling</entry> + <entry id="62294" lang="en" sex="m">Ocular Adept Empowered Shriveling</entry> + <entry id="62295" lang="en" sex="m">Ocular Adept Silent Shriveling</entry> + <entry id="62296" lang="en" sex="m">Ocular Adept Still Shriveling</entry> + <entry id="62297" lang="en" sex="m">Ocular Adept Slashing Darkness</entry> + <entry id="62298" lang="en" sex="m">Ocular Adept Empowered Slashing Darkness</entry> + <entry id="62299" lang="en" sex="m">Ocular Adept Silent Slashing Darkness</entry> + <entry id="62300" lang="en" sex="m">Ocular Adept Still Slashing Darkness</entry> + <entry id="62301" lang="en" sex="m">Ocular Adept Summon Creature III</entry> + <entry id="62302" lang="en" sex="m">Ocular Adept Extended Summon Creature III</entry> + <entry id="62303" lang="en" sex="m">Ocular Adept Silent Summon Creature III</entry> + <entry id="62304" lang="en" sex="m">Ocular Adept Still Summon Creature III</entry> + <entry id="62305" lang="en" sex="m">Ocular Adept Summon Undead 3</entry> + <entry id="62306" lang="en" sex="m">Ocular Adept Extended Summon Undead 3</entry> + <entry id="62307" lang="en" sex="m">Ocular Adept Silent Summon Undead 3</entry> + <entry id="62308" lang="en" sex="m">Ocular Adept Still Summon Undead 3</entry> + <entry id="62309" lang="en" sex="m">Ocular Adept Touch of Juiblex</entry> + <entry id="62310" lang="en" sex="m">Ocular Adept Silent Touch of Juiblex</entry> + <entry id="62311" lang="en" sex="m">Ocular Adept Still Touch of Juiblex</entry> + <entry id="62312" lang="en" sex="m">Ocular Adept Unliving Weapon</entry> + <entry id="62313" lang="en" sex="m">Ocular Adept Empowered Unliving Weapon</entry> + <entry id="62314" lang="en" sex="m">Ocular Adept Silent Unliving Weapon</entry> + <entry id="62315" lang="en" sex="m">Ocular Adept Still Unliving Weapon</entry> + <entry id="62316" lang="en" sex="m">Ocular Adept Vigor</entry> + <entry id="62317" lang="en" sex="m">Ocular Adept Extended Vigor</entry> + <entry id="62318" lang="en" sex="m">Ocular Adept Silent Vigor</entry> + <entry id="62319" lang="en" sex="m">Ocular Adept Still Vigor</entry> + <entry id="62320" lang="en" sex="m">Ocular Adept Water Breathing</entry> + <entry id="62321" lang="en" sex="m">Ocular Adept Extended Water Breathing</entry> + <entry id="62322" lang="en" sex="m">Ocular Adept Silent Water Breathing</entry> + <entry id="62323" lang="en" sex="m">Ocular Adept Still Water Breathing</entry> + <entry id="62324" lang="en" sex="m">Ocular Adept Wrack</entry> + <entry id="62325" lang="en" sex="m">Ocular Adept Extended Wrack</entry> + <entry id="62326" lang="en" sex="m">Ocular Adept Silent Wrack</entry> + <entry id="62327" lang="en" sex="m">Ocular Adept Still Wrack</entry> + <entry id="62328" lang="en" sex="m">Ocular Adept Absorb Strength</entry> + <entry id="62329" lang="en" sex="m">Ocular Adept Extended Absorb Strength</entry> + <entry id="62330" lang="en" sex="m">Ocular Adept Silent Absorb Strength</entry> + <entry id="62331" lang="en" sex="m">Ocular Adept Still Absorb Strength</entry> + <entry id="62332" lang="en" sex="m">Ocular Adept Abyssal Might</entry> + <entry id="62333" lang="en" sex="m">Ocular Adept Extended Abyssal Might</entry> + <entry id="62334" lang="en" sex="m">Ocular Adept Silent Abyssal Might</entry> + <entry id="62335" lang="en" sex="m">Ocular Adept Still Abyssal Might</entry> + <entry id="62336" lang="en" sex="m">Ocular Adept Blood of the Martyr</entry> + <entry id="62337" lang="en" sex="m">Ocular Adept Silent Blood of the Martyr</entry> + <entry id="62338" lang="en" sex="m">Ocular Adept Still Blood of the Martyr</entry> + <entry id="62339" lang="en" sex="m">Ocular Adept Claws of the Savage</entry> + <entry id="62340" lang="en" sex="m">Ocular Adept Extended Claws of the Savage</entry> + <entry id="62341" lang="en" sex="m">Ocular Adept Silent Claws of the Savage</entry> + <entry id="62342" lang="en" sex="m">Ocular Adept Still Claws of the Savage</entry> + <entry id="62343" lang="en" sex="m">Ocular Adept Cure Critical Wounds</entry> + <entry id="62344" lang="en" sex="m">Ocular Adept Silent Cure Critical Wounds</entry> + <entry id="62345" lang="en" sex="m">Ocular Adept Still Cure Critical Wounds</entry> + <entry id="62346" lang="en" sex="m">Ocular Adept Damning Darkness</entry> + <entry id="62347" lang="en" sex="m">Ocular Adept Extended Damning Darkness</entry> + <entry id="62348" lang="en" sex="m">Ocular Adept Silent Damning Darkness</entry> + <entry id="62349" lang="en" sex="m">Ocular Adept Death Ward</entry> + <entry id="62350" lang="en" sex="m">Ocular Adept Extended Death Ward</entry> + <entry id="62351" lang="en" sex="m">Ocular Adept Silent Death Ward</entry> + <entry id="62352" lang="en" sex="m">Ocular Adept Still Death Ward</entry> + <entry id="62353" lang="en" sex="m">Ocular Adept Dimensional Anchor</entry> + <entry id="62354" lang="en" sex="m">Ocular Adept Extended Dimensional Anchor</entry> + <entry id="62355" lang="en" sex="m">Ocular Adept Silent Dimensional Anchor</entry> + <entry id="62356" lang="en" sex="m">Ocular Adept Still Dimensional Anchor</entry> + <entry id="62357" lang="en" sex="m">Ocular Adept Dismissal</entry> + <entry id="62358" lang="en" sex="m">Ocular Adept Silent Dismissal</entry> + <entry id="62359" lang="en" sex="m">Ocular Adept Still Dismissal</entry> + <entry id="62360" lang="en" sex="m">Ocular Adept Divine Power</entry> + <entry id="62361" lang="en" sex="m">Ocular Adept Extended Divine Power</entry> + <entry id="62362" lang="en" sex="m">Ocular Adept Silent Divine Power</entry> + <entry id="62363" lang="en" sex="m">Ocular Adept Still Divine Power</entry> + <entry id="62364" lang="en" sex="m">Ocular Adept Freedom of Movement</entry> + <entry id="62365" lang="en" sex="m">Ocular Adept Extended Freedom of Movement</entry> + <entry id="62366" lang="en" sex="m">Ocular Adept Silent Freedom of Movement</entry> + <entry id="62367" lang="en" sex="m">Ocular Adept Still Freedom of Movement</entry> + <entry id="62368" lang="en" sex="m">Ocular Adept Greater Magic Weapon</entry> + <entry id="62369" lang="en" sex="m">Ocular Adept Extended Greater Magic Weapon</entry> + <entry id="62370" lang="en" sex="m">Ocular Adept Silent Greater Magic Weapon</entry> + <entry id="62371" lang="en" sex="m">Ocular Adept Still Greater Magic Weapon</entry> + <entry id="62372" lang="en" sex="m">Ocular Adept Greater Resistance</entry> + <entry id="62373" lang="en" sex="m">Ocular Adept Extended Greater Resistance</entry> + <entry id="62374" lang="en" sex="m">Ocular Adept Silent Greater Resistance</entry> + <entry id="62375" lang="en" sex="m">Ocular Adept Still Greater Resistance</entry> + <entry id="62376" lang="en" sex="m">Ocular Adept Hammer of the Gods</entry> + <entry id="62377" lang="en" sex="m">Ocular Adept Silent Hammer of the Gods</entry> + <entry id="62378" lang="en" sex="m">Ocular Adept Still Hammer of the Gods</entry> + <entry id="62379" lang="en" sex="m">Ocular Adept Inflict Critical Wounds</entry> + <entry id="62380" lang="en" sex="m">Ocular Adept Silent Inflict Critical Wounds</entry> + <entry id="62381" lang="en" sex="m">Ocular Adept Still Inflict Critical Wounds</entry> + <entry id="62382" lang="en" sex="m">Ocular Adept Legion's Shield of Faith</entry> + <entry id="62383" lang="en" sex="m">Ocular Adept Extended Legion's Shield of Faith</entry> + <entry id="62384" lang="en" sex="m">Ocular Adept Silent Legion's Shield of Faith</entry> + <entry id="62385" lang="en" sex="m">Ocular Adept Still Legion's Shield of Faith</entry> + <entry id="62386" lang="en" sex="m">Ocular Adept Lesser Planar Ally</entry> + <entry id="62387" lang="en" sex="m">Ocular Adept Extended Lesser Planar Ally</entry> + <entry id="62388" lang="en" sex="m">Ocular Adept Silent Lesser Planar Ally</entry> + <entry id="62389" lang="en" sex="m">Ocular Adept Still Lesser Planar Ally</entry> + <entry id="62390" lang="en" sex="m">Ocular Adept Lower Spell Resistance</entry> + <entry id="62391" lang="en" sex="m">Ocular Adept Extended Lower Spell Resistance</entry> + <entry id="62392" lang="en" sex="m">Ocular Adept Silent Lower Spell Resistance</entry> + <entry id="62393" lang="en" sex="m">Ocular Adept Still Lower Spell Resistance</entry> + <entry id="62394" lang="en" sex="m">Ocular Adept Mass Ultravision</entry> + <entry id="62395" lang="en" sex="m">Ocular Adept Extended Mass Ultravision</entry> + <entry id="62396" lang="en" sex="m">Ocular Adept Silent Mass Ultravision</entry> + <entry id="62397" lang="en" sex="m">Ocular Adept Still Mass Ultravision</entry> + <entry id="62398" lang="en" sex="m">Ocular Adept Necrotic Domination</entry> + <entry id="62399" lang="en" sex="m">Ocular Adept Extended Necrotic Domination</entry> + <entry id="62400" lang="en" sex="m">Ocular Adept Silent Necrotic Domination</entry> + <entry id="62401" lang="en" sex="m">Ocular Adept Still Necrotic Domination</entry> + <entry id="62402" lang="en" sex="m">Ocular Adept Neutralize Poison</entry> + <entry id="62403" lang="en" sex="m">Ocular Adept Silent Neutralize Poison</entry> + <entry id="62404" lang="en" sex="m">Ocular Adept Still Neutralize Poison</entry> + <entry id="62405" lang="en" sex="m">Ocular Adept Panacea</entry> + <entry id="62406" lang="en" sex="m">Ocular Adept Silent Panacea</entry> + <entry id="62407" lang="en" sex="m">Ocular Adept Still Panacea</entry> + <entry id="62408" lang="en" sex="m">Ocular Adept Poison</entry> + <entry id="62409" lang="en" sex="m">Ocular Adept Silent Poison</entry> + <entry id="62410" lang="en" sex="m">Ocular Adept Still Poison</entry> + <entry id="62411" lang="en" sex="m">Ocular Adept Recitation</entry> + <entry id="62412" lang="en" sex="m">Ocular Adept Extended Recitation</entry> + <entry id="62413" lang="en" sex="m">Ocular Adept Silent Recitation</entry> + <entry id="62414" lang="en" sex="m">Ocular Adept Still Recitation</entry> + <entry id="62415" lang="en" sex="m">Ocular Adept Repel Vermin</entry> + <entry id="62416" lang="en" sex="m">Ocular Adept Extended Repel Vermin</entry> + <entry id="62417" lang="en" sex="m">Ocular Adept Silent Repel Vermin</entry> + <entry id="62418" lang="en" sex="m">Ocular Adept Still Repel Vermin</entry> + <entry id="62419" lang="en" sex="m">Ocular Adept Restoration</entry> + <entry id="62420" lang="en" sex="m">Ocular Adept Silent Restoration</entry> + <entry id="62421" lang="en" sex="m">Ocular Adept Still Restoration</entry> + <entry id="62422" lang="en" sex="m">Ocular Adept Stop Heart</entry> + <entry id="62423" lang="en" sex="m">Ocular Adept Still Stop Heart</entry> + <entry id="62424" lang="en" sex="m">Ocular Adept Summon Creature IV</entry> + <entry id="62425" lang="en" sex="m">Ocular Adept Extended Summon Creature IV</entry> + <entry id="62426" lang="en" sex="m">Ocular Adept Silent Summon Creature IV</entry> + <entry id="62427" lang="en" sex="m">Ocular Adept Still Summon Creature IV</entry> + <entry id="62428" lang="en" sex="m">Ocular Adept Summon Undead 4</entry> + <entry id="62429" lang="en" sex="m">Ocular Adept Extended Summon Undead 4</entry> + <entry id="62430" lang="en" sex="m">Ocular Adept Silent Summon Undead 4</entry> + <entry id="62431" lang="en" sex="m">Ocular Adept Still Summon Undead 4</entry> + <entry id="62432" lang="en" sex="m">Ocular Adept Sword of Conscience</entry> + <entry id="62433" lang="en" sex="m">Ocular Adept Silent Sword of Conscience</entry> + <entry id="62434" lang="en" sex="m">Ocular Adept Battletide</entry> + <entry id="62435" lang="en" sex="m">Ocular Adept Break Enchantment</entry> + <entry id="62436" lang="en" sex="m">Ocular Adept Chaav's Laugh</entry> + <entry id="62437" lang="en" sex="m">Ocular Adept Circle of Doom</entry> + <entry id="62438" lang="en" sex="m">Ocular Adept Claws of the Bebilith</entry> + <entry id="62439" lang="en" sex="m">Ocular Adept Convert Wand</entry> + <entry id="62440" lang="en" sex="m">Ocular Adept Dancing Web</entry> + <entry id="62441" lang="en" sex="m">Ocular Adept Fire in the Blood</entry> + <entry id="62442" lang="en" sex="m">Ocular Adept Flame Strike</entry> + <entry id="62443" lang="en" sex="m">Ocular Adept Greater Vigor</entry> + <entry id="62444" lang="en" sex="m">Ocular Adept Greater Command</entry> + <entry id="62445" lang="en" sex="m">Ocular Adept Greater Command Approach</entry> + <entry id="62446" lang="en" sex="m">Ocular Adept Greater Command Drop</entry> + <entry id="62447" lang="en" sex="m">Ocular Adept Greater Command Fall</entry> + <entry id="62448" lang="en" sex="m">Ocular Adept Greater Command Flee</entry> + <entry id="62449" lang="en" sex="m">Ocular Adept Greater Command Halt</entry> + <entry id="62450" lang="en" sex="m">Ocular Adept Healing Circle</entry> + <entry id="62451" lang="en" sex="m">Ocular Adept Heartclutch</entry> + <entry id="62452" lang="en" sex="m">Ocular Adept Legion's Curse of Petty Failing</entry> + <entry id="62453" lang="en" sex="m">Ocular Adept Mass Contagion</entry> + <entry id="62454" lang="en" sex="m">Ocular Adept Mass Cure Light Wounds</entry> + <entry id="62455" lang="en" sex="m">Ocular Adept Mass Inflict Light Wounds</entry> + <entry id="62456" lang="en" sex="m">Ocular Adept Morality Undone</entry> + <entry id="62457" lang="en" sex="m">Ocular Adept Necrotic Burst</entry> + <entry id="62458" lang="en" sex="m">Ocular Adept Power Leech</entry> + <entry id="62459" lang="en" sex="m">Ocular Adept Raise Dead</entry> + <entry id="62460" lang="en" sex="m">Ocular Adept Resonating Resistance</entry> + <entry id="62461" lang="en" sex="m">Ocular Adept Revivify</entry> + <entry id="62462" lang="en" sex="m">Ocular Adept Righteous Might</entry> + <entry id="62463" lang="en" sex="m">Ocular Adept Scrying</entry> + <entry id="62464" lang="en" sex="m">Ocular Adept Slay Living</entry> + <entry id="62465" lang="en" sex="m">Ocular Adept Soul Scour</entry> + <entry id="62466" lang="en" sex="m">Ocular Adept Spell Resistance</entry> + <entry id="62467" lang="en" sex="m">Ocular Adept Summon Creature V</entry> + <entry id="62468" lang="en" sex="m">Ocular Adept Summon Undead 5</entry> + <entry id="62469" lang="en" sex="m">Ocular Adept Symbol of Pain</entry> + <entry id="62470" lang="en" sex="m">Ocular Adept Symbol of Sleep</entry> + <entry id="62471" lang="en" sex="m">Ocular Adept True Seeing</entry> + <entry id="62472" lang="en" sex="m">Hexblade Augment Familiar</entry> + <entry id="62473" lang="en" sex="m">Hexblade Light</entry> + <entry id="62474" lang="en" sex="m">Hexblade Cause Fear</entry> + <entry id="62475" lang="en" sex="m">Hexblade Charm Person</entry> + <entry id="62476" lang="en" sex="m">Hexblade Disguise Self</entry> + <entry id="62477" lang="en" sex="m">Hexblade Disguise Self - Learn Shape</entry> + <entry id="62478" lang="en" sex="m">Hexblade Disguise Self - Options</entry> + <entry id="62479" lang="en" sex="m">Hexblade Disguise Self - Quickslot 1</entry> + <entry id="62480" lang="en" sex="m">Hexblade Disguise Self - Quickslot 2</entry> + <entry id="62481" lang="en" sex="m">Hexblade Disguise Self - Quickslot 3</entry> + <entry id="62482" lang="en" sex="m">Hexblade Entropic Shield</entry> + <entry id="62483" lang="en" sex="m">Hexblade Expeditious Retreat</entry> + <entry id="62484" lang="en" sex="m">Hexblade Identify</entry> + <entry id="62485" lang="en" sex="m">Hexblade Magic Weapon</entry> + <entry id="62486" lang="en" sex="m">Hexblade Protection from Chaos</entry> + <entry id="62487" lang="en" sex="m">Hexblade Protection from Evil</entry> + <entry id="62488" lang="en" sex="m">Hexblade Protection from Good</entry> + <entry id="62489" lang="en" sex="m">Hexblade Protection from Law</entry> + <entry id="62490" lang="en" sex="m">Hexblade Read Magic</entry> + <entry id="62491" lang="en" sex="m">Hexblade Sleep</entry> + <entry id="62492" lang="en" sex="m">Hexblade Tasha's Hideous Laughter</entry> + <entry id="62493" lang="en" sex="m">Hexblade Undetectable Alignment</entry> + <entry id="62494" lang="en" sex="m">Hexblade Alter Self</entry> + <entry id="62495" lang="en" sex="m">Hexblade Alter Self - Learn Shape</entry> + <entry id="62496" lang="en" sex="m">Hexblade Alter Self - Options</entry> + <entry id="62497" lang="en" sex="m">Hexblade Alter Self - Quickslot 1</entry> + <entry id="62498" lang="en" sex="m">Hexblade Alter Self - Quickslot 2</entry> + <entry id="62499" lang="en" sex="m">Hexblade Alter Self - Quickslot 3</entry> + <entry id="62500" lang="en" sex="m">Hexblade Blindness/Deafness</entry> + <entry id="62501" lang="en" sex="m">Hexblade Blood Frenzy</entry> + <entry id="62502" lang="en" sex="m">Hexblade Bull's Strength</entry> + <entry id="62503" lang="en" sex="m">Hexblade Darkness</entry> + <entry id="62504" lang="en" sex="m">Hexblade Eagle's Splendor</entry> + <entry id="62505" lang="en" sex="m">Hexblade False Life</entry> + <entry id="62506" lang="en" sex="m">Hexblade Glitterdust</entry> + <entry id="62507" lang="en" sex="m">Hexblade Invisibility</entry> + <entry id="62508" lang="en" sex="m">Hexblade Mirror Image</entry> + <entry id="62509" lang="en" sex="m">Hexblade Protection from Arrows</entry> + <entry id="62510" lang="en" sex="m">Hexblade Pyrotechnics +</entry> + <entry id="62511" lang="en" sex="m">Hexblade Pyrotechnics: Fireworks +</entry> + <entry id="62512" lang="en" sex="m">Hexblade Pyrotechnics: Smoke +</entry> + <entry id="62513" lang="en" sex="m">Hexblade Resist Elements</entry> + <entry id="62514" lang="en" sex="m">Hexblade See Invisibility</entry> + <entry id="62515" lang="en" sex="m">Hexblade Touch of Idiocy</entry> + <entry id="62516" lang="en" sex="m">Hexblade Charm Monster</entry> + <entry id="62517" lang="en" sex="m">Hexblade Confusion</entry> + <entry id="62518" lang="en" sex="m">Hexblade Deep Slumber</entry> + <entry id="62519" lang="en" sex="m">Hexblade Dispel Magic</entry> + <entry id="62520" lang="en" sex="m">Hexblade Greater Magic Weapon</entry> + <entry id="62521" lang="en" sex="m">Hexblade Hound of Doom</entry> + <entry id="62522" lang="en" sex="m">Hexblade Invisibility Sphere</entry> + <entry id="62523" lang="en" sex="m">Hexblade Nondetection</entry> + <entry id="62524" lang="en" sex="m">Hexblade Poison</entry> + <entry id="62525" lang="en" sex="m">Hexblade Protection from Elements</entry> + <entry id="62526" lang="en" sex="m">Hexblade Repel Vermin</entry> + <entry id="62527" lang="en" sex="m">Hexblade Slow</entry> + <entry id="62528" lang="en" sex="m">Hexblade Stinking Cloud</entry> + <entry id="62529" lang="en" sex="m">Hexblade Vampiric Touch</entry> + <entry id="62530" lang="en" sex="m">Hexblade Baleful Polymorph</entry> + <entry id="62531" lang="en" sex="m">Hexblade Break Enchantment</entry> + <entry id="62532" lang="en" sex="m">Hexblade Cursed Blade</entry> + <entry id="62533" lang="en" sex="m">Hexblade Dimension Door</entry> + <entry id="62534" lang="en" sex="m">Hexblade Dimension Door - Self only</entry> + <entry id="62535" lang="en" sex="m">Hexblade Dimension Door - Party within 10ft</entry> + <entry id="62536" lang="en" sex="m">Hexblade Dimension Door - Direction and Distance - Self only</entry> + <entry id="62537" lang="en" sex="m">Hexblade Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="62538" lang="en" sex="m">Hexblade Dominate Person</entry> + <entry id="62539" lang="en" sex="m">Hexblade Enervation</entry> + <entry id="62540" lang="en" sex="m">Hexblade Improved Invisibility</entry> + <entry id="62541" lang="en" sex="m">Hexblade Phantasmal Killer</entry> + <entry id="62542" lang="en" sex="m">Hexblade Polymorph Self</entry> + <entry id="62543" lang="en" sex="m">Hexblade Polymorph, Giant Spider</entry> + <entry id="62544" lang="en" sex="m">Hexblade Polymorph, Troll</entry> + <entry id="62545" lang="en" sex="m">Hexblade Polymorph, Umber Hulk</entry> + <entry id="62546" lang="en" sex="m">Hexblade Polymorph, Fey</entry> + <entry id="62547" lang="en" sex="m">Hexblade Polymorph, Zombie</entry> + <entry id="62548" lang="en" sex="m">Hexblade Fear</entry> + <entry id="62549" lang="en" sex="m">Hexblade Scrying</entry> + <entry id="62550" lang="en" sex="m">Hexblade Solid Fog</entry> + <entry id="62551" lang="en" sex="m">Duskblade Acid Splash</entry> + <entry id="62552" lang="en" sex="m">Duskblade Disrupt Undead</entry> + <entry id="62553" lang="en" sex="m">Duskblade Ray of Frost</entry> + <entry id="62554" lang="en" sex="m">Duskblade Blade of Blood</entry> + <entry id="62555" lang="en" sex="m">Duskblade Blade of Blood 1d6</entry> + <entry id="62556" lang="en" sex="m">Duskblade Blade of Blood 3d6</entry> + <entry id="62557" lang="en" sex="m">Duskblade Kelgore's Fire Bolt</entry> + <entry id="62558" lang="en" sex="m">Duskblade Lesser Deflect</entry> + <entry id="62559" lang="en" sex="m">Duskblade Rouse</entry> + <entry id="62560" lang="en" sex="m">Duskblade Bigby's Tripping Hand</entry> + <entry id="62561" lang="en" sex="m">Duskblade Burning Hands</entry> + <entry id="62562" lang="en" sex="m">Duskblade Chill Touch</entry> + <entry id="62563" lang="en" sex="m">Duskblade Color Spray</entry> + <entry id="62564" lang="en" sex="m">Duskblade Expeditious Retreat</entry> + <entry id="62565" lang="en" sex="m">Duskblade Jump</entry> + <entry id="62566" lang="en" sex="m">Duskblade Magic Weapon</entry> + <entry id="62567" lang="en" sex="m">Duskblade Obscuring Mist</entry> + <entry id="62568" lang="en" sex="m">Duskblade Ray of Enfeeblement</entry> + <entry id="62569" lang="en" sex="m">Duskblade Cause Fear</entry> + <entry id="62570" lang="en" sex="m">Duskblade True Strike</entry> + <entry id="62571" lang="en" sex="m">Duskblade Resist Elements</entry> + <entry id="62572" lang="en" sex="m">Duskblade Shocking Grasp</entry> + <entry id="62573" lang="en" sex="m">Duskblade Animalistic Power</entry> + <entry id="62574" lang="en" sex="m">Duskblade Deflect</entry> + <entry id="62575" lang="en" sex="m">Duskblade Dimension Hop</entry> + <entry id="62576" lang="en" sex="m">Duskblade Seeking Ray</entry> + <entry id="62577" lang="en" sex="m">Duskblade Sure Strike</entry> + <entry id="62578" lang="en" sex="m">Duskblade Bigby's Striking Fist</entry> + <entry id="62579" lang="en" sex="m">Duskblade Bull's Strength</entry> + <entry id="62580" lang="en" sex="m">Duskblade Cat's Grace</entry> + <entry id="62581" lang="en" sex="m">Duskblade Endurance</entry> + <entry id="62582" lang="en" sex="m">Duskblade Ghoul Touch</entry> + <entry id="62583" lang="en" sex="m">Duskblade Invisibility</entry> + <entry id="62584" lang="en" sex="m">Duskblade Melf's Acid Arrow</entry> + <entry id="62585" lang="en" sex="m">Duskblade Touch of Idiocy</entry> + <entry id="62586" lang="en" sex="m">Duskblade See Invisibility</entry> + <entry id="62587" lang="en" sex="m">Duskblade Scorching Ray</entry> + <entry id="62588" lang="en" sex="m">Duskblade Crown of Might</entry> + <entry id="62589" lang="en" sex="m">Duskblade Crown of Protection</entry> + <entry id="62590" lang="en" sex="m">Duskblade Dispelling Touch</entry> + <entry id="62591" lang="en" sex="m">Duskblade Doom Scarabs</entry> + <entry id="62592" lang="en" sex="m">Duskblade Energy Aegis</entry> + <entry id="62593" lang="en" sex="m">Duskblade Energy Aegis, Acid</entry> + <entry id="62594" lang="en" sex="m">Duskblade Energy Aegis, Cold</entry> + <entry id="62595" lang="en" sex="m">Duskblade Energy Aegis, Electricity</entry> + <entry id="62596" lang="en" sex="m">Duskblade Energy Aegis, Fire</entry> + <entry id="62597" lang="en" sex="m">Duskblade Energy Aegis, Sonic</entry> + <entry id="62598" lang="en" sex="m">Duskblade Energy Surge</entry> + <entry id="62599" lang="en" sex="m">Duskblade Energy Surge, Acid</entry> + <entry id="62600" lang="en" sex="m">Duskblade Energy Surge, Cold</entry> + <entry id="62601" lang="en" sex="m">Duskblade Energy Surge, Electricity</entry> + <entry id="62602" lang="en" sex="m">Duskblade Energy Surge, Fire</entry> + <entry id="62603" lang="en" sex="m">Duskblade Energy Surge, Sonic</entry> + <entry id="62604" lang="en" sex="m">Duskblade Halt</entry> + <entry id="62605" lang="en" sex="m">Duskblade Regroup</entry> + <entry id="62606" lang="en" sex="m">Duskblade Greater Magic Weapon</entry> + <entry id="62607" lang="en" sex="m">Duskblade Keen Edge</entry> + <entry id="62608" lang="en" sex="m">Duskblade Protection from Elements</entry> + <entry id="62609" lang="en" sex="m">Duskblade Vampiric Touch</entry> + <entry id="62610" lang="en" sex="m">Duskblade Ray of Exhaustion</entry> + <entry id="62611" lang="en" sex="m">Duskblade Channeled Pyroburst</entry> + <entry id="62612" lang="en" sex="m">Duskblade Swift Channeled Pyroburst</entry> + <entry id="62613" lang="en" sex="m">Duskblade Standard Channeled Pyroburst</entry> + <entry id="62614" lang="en" sex="m">Duskblade Full round Channeled Pyroburst</entry> + <entry id="62615" lang="en" sex="m">Duskblade Two rounds Channeled Pyroburst</entry> + <entry id="62616" lang="en" sex="m">Duskblade Dimension Door</entry> + <entry id="62617" lang="en" sex="m">Duskblade Dimension Door - Self only</entry> + <entry id="62618" lang="en" sex="m">Duskblade Dimension Door - Party within 10ft</entry> + <entry id="62619" lang="en" sex="m">Duskblade Dimension Door - Direction and Distance - Self only</entry> + <entry id="62620" lang="en" sex="m">Duskblade Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="62621" lang="en" sex="m">Duskblade Elemental Shield</entry> + <entry id="62622" lang="en" sex="m">Duskblade Enervation</entry> + <entry id="62623" lang="en" sex="m">Duskblade Phantasmal Killer</entry> + <entry id="62624" lang="en" sex="m">Duskblade Shout</entry> + <entry id="62625" lang="en" sex="m">Duskblade Bigby's Interposing Hand</entry> + <entry id="62626" lang="en" sex="m">Duskblade Dispel Magic</entry> + <entry id="62627" lang="en" sex="m">Duskblade Slashing Dispel</entry> + <entry id="62628" lang="en" sex="m">Duskblade Sonic Shield</entry> + <entry id="62629" lang="en" sex="m">Duskblade Hold Monster</entry> + <entry id="62630" lang="en" sex="m">Duskblade Chain Lightning</entry> + <entry id="62631" lang="en" sex="m">Duskblade Disintegrate</entry> + <entry id="62632" lang="en" sex="m">Duskblade Bigby's Clenched Fist</entry> + <entry id="62633" lang="en" sex="m">Duskblade Polar Ray</entry> + <entry id="62634" lang="en" sex="m">Duskblade Waves of Fatigue</entry> + <entry id="62635" lang="en" sex="m">Healer Cure Minor Wounds</entry> + <entry id="62636" lang="en" sex="m">Healer Quickened Cure Minor Wounds</entry> + <entry id="62637" lang="en" sex="m">Healer Silent Cure Minor Wounds</entry> + <entry id="62638" lang="en" sex="m">Healer Still Cure Minor Wounds</entry> + <entry id="62639" lang="en" sex="m">Healer Light</entry> + <entry id="62640" lang="en" sex="m">Healer Extended Light</entry> + <entry id="62641" lang="en" sex="m">Healer Quickened Light</entry> + <entry id="62642" lang="en" sex="m">Healer Silent Light</entry> + <entry id="62643" lang="en" sex="m">Healer Read Magic</entry> + <entry id="62644" lang="en" sex="m">Healer Quickened Read Magic</entry> + <entry id="62645" lang="en" sex="m">Healer Silent Read Magic</entry> + <entry id="62646" lang="en" sex="m">Healer Still Read Magic</entry> + <entry id="62647" lang="en" sex="m">Healer Bless Water</entry> + <entry id="62648" lang="en" sex="m">Healer Quickened Bless Water</entry> + <entry id="62649" lang="en" sex="m">Healer Silent Bless Water</entry> + <entry id="62650" lang="en" sex="m">Healer Still Bless Water</entry> + <entry id="62651" lang="en" sex="m">Healer Cure Light Wounds</entry> + <entry id="62652" lang="en" sex="m">Healer Empowered Cure Light Wounds</entry> + <entry id="62653" lang="en" sex="m">Healer Maximized Cure Light Wounds</entry> + <entry id="62654" lang="en" sex="m">Healer Quickened Cure Light Wounds</entry> + <entry id="62655" lang="en" sex="m">Healer Silent Cure Light Wounds</entry> + <entry id="62656" lang="en" sex="m">Healer Still Cure Light Wounds</entry> + <entry id="62657" lang="en" sex="m">Healer Lesser Vigor</entry> + <entry id="62658" lang="en" sex="m">Healer Extended Lesser Vigor</entry> + <entry id="62659" lang="en" sex="m">Healer Quickened Lesser Vigor</entry> + <entry id="62660" lang="en" sex="m">Healer Silent Lesser Vigor</entry> + <entry id="62661" lang="en" sex="m">Healer Still Lesser Vigor</entry> + <entry id="62662" lang="en" sex="m">Healer Protection from Evil</entry> + <entry id="62663" lang="en" sex="m">Healer Extended Protection from Evil</entry> + <entry id="62664" lang="en" sex="m">Healer Quickened Protection from Evil</entry> + <entry id="62665" lang="en" sex="m">Healer Silent Protection from Evil</entry> + <entry id="62666" lang="en" sex="m">Healer Still Protection from Evil</entry> + <entry id="62667" lang="en" sex="m">Healer Remove Fear</entry> + <entry id="62668" lang="en" sex="m">Healer Extended Remove Fear</entry> + <entry id="62669" lang="en" sex="m">Healer Quickened Remove Fear</entry> + <entry id="62670" lang="en" sex="m">Healer Silent Remove Fear</entry> + <entry id="62671" lang="en" sex="m">Healer Still Remove Fear</entry> + <entry id="62672" lang="en" sex="m">Healer Remove Paralysis</entry> + <entry id="62673" lang="en" sex="m">Healer Quickened Remove Paralysis</entry> + <entry id="62674" lang="en" sex="m">Healer Silent Remove Paralysis</entry> + <entry id="62675" lang="en" sex="m">Healer Still Remove Paralysis</entry> + <entry id="62676" lang="en" sex="m">Healer Sanctuary</entry> + <entry id="62677" lang="en" sex="m">Healer Extended Sanctuary</entry> + <entry id="62678" lang="en" sex="m">Healer Quickened Sanctuary</entry> + <entry id="62679" lang="en" sex="m">Healer Silent Sanctuary</entry> + <entry id="62680" lang="en" sex="m">Healer Still Sanctuary</entry> + <entry id="62681" lang="en" sex="m">Healer Twilight Luck</entry> + <entry id="62682" lang="en" sex="m">Healer Extended Twilight Luck</entry> + <entry id="62683" lang="en" sex="m">Healer Silent Twilight Luck</entry> + <entry id="62684" lang="en" sex="m">Healer Divine Inspiration</entry> + <entry id="62685" lang="en" sex="m">Healer Extended Divine Inspiration</entry> + <entry id="62686" lang="en" sex="m">Healer Quickened Divine Inspiration</entry> + <entry id="62687" lang="en" sex="m">Healer Calm Emotions</entry> + <entry id="62688" lang="en" sex="m">Healer Extended Calm Emotions</entry> + <entry id="62689" lang="en" sex="m">Healer Quickened Calm Emotions</entry> + <entry id="62690" lang="en" sex="m">Healer Silent Calm Emotions</entry> + <entry id="62691" lang="en" sex="m">Healer Still Calm Emotions</entry> + <entry id="62692" lang="en" sex="m">Healer Cure Moderate Wounds</entry> + <entry id="62693" lang="en" sex="m">Healer Empowered Cure Moderate Wounds</entry> + <entry id="62694" lang="en" sex="m">Healer Maximized Cure Moderate Wounds</entry> + <entry id="62695" lang="en" sex="m">Healer Quickened Cure Moderate Wounds</entry> + <entry id="62696" lang="en" sex="m">Healer Silent Cure Moderate Wounds</entry> + <entry id="62697" lang="en" sex="m">Healer Still Cure Moderate Wounds</entry> + <entry id="62698" lang="en" sex="m">Healer Remove Blindness/Deafness</entry> + <entry id="62699" lang="en" sex="m">Healer Quickened Remove Blindness/Deafness</entry> + <entry id="62700" lang="en" sex="m">Healer Silent Remove Blindness/Deafness</entry> + <entry id="62701" lang="en" sex="m">Healer Still Remove Blindness/Deafness</entry> + <entry id="62702" lang="en" sex="m">Healer Remove Disease</entry> + <entry id="62703" lang="en" sex="m">Healer Quickened Remove Disease</entry> + <entry id="62704" lang="en" sex="m">Healer Silent Remove Disease</entry> + <entry id="62705" lang="en" sex="m">Healer Still Remove Disease</entry> + <entry id="62706" lang="en" sex="m">Healer Lesser Restoration</entry> + <entry id="62707" lang="en" sex="m">Healer Quickened Lesser Restoration</entry> + <entry id="62708" lang="en" sex="m">Healer Silent Lesser Restoration</entry> + <entry id="62709" lang="en" sex="m">Healer Still Lesser Restoration</entry> + <entry id="62710" lang="en" sex="m">Healer Luminous Armor</entry> + <entry id="62711" lang="en" sex="m">Healer Extended Luminous Armor</entry> + <entry id="62712" lang="en" sex="m">Healer Quickened Luminous Armor</entry> + <entry id="62713" lang="en" sex="m">Healer Ayailla's Radiant Burst</entry> + <entry id="62714" lang="en" sex="m">Healer Empowered Ayailla's Radiant Burst</entry> + <entry id="62715" lang="en" sex="m">Healer Maximized Ayailla's Radiant Burst</entry> + <entry id="62716" lang="en" sex="m">Healer Quickened Ayailla's Radiant Burst</entry> + <entry id="62717" lang="en" sex="m">Healer Silent Ayailla's Radiant Burst</entry> + <entry id="62718" lang="en" sex="m">Healer Still Ayailla's Radiant Burst</entry> + <entry id="62719" lang="en" sex="m">Healer Close Wounds</entry> + <entry id="62720" lang="en" sex="m">Healer Empowered Close Wounds</entry> + <entry id="62721" lang="en" sex="m">Healer Maximized Close Wounds</entry> + <entry id="62722" lang="en" sex="m">Healer Quickened Close Wounds</entry> + <entry id="62723" lang="en" sex="m">Healer Silent Close Wounds</entry> + <entry id="62724" lang="en" sex="m">Healer Cure Serious Wounds</entry> + <entry id="62725" lang="en" sex="m">Healer Empowered Cure Serious Wounds</entry> + <entry id="62726" lang="en" sex="m">Healer Maximized Cure Serious Wounds</entry> + <entry id="62727" lang="en" sex="m">Healer Quickened Cure Serious Wounds</entry> + <entry id="62728" lang="en" sex="m">Healer Silent Cure Serious Wounds</entry> + <entry id="62729" lang="en" sex="m">Healer Still Cure Serious Wounds</entry> + <entry id="62730" lang="en" sex="m">Healer Mass Lesser Vigor</entry> + <entry id="62731" lang="en" sex="m">Healer Extended Mass Lesser Vigor</entry> + <entry id="62732" lang="en" sex="m">Healer Quickened Mass Lesser Vigor</entry> + <entry id="62733" lang="en" sex="m">Healer Silent Mass Lesser Vigor</entry> + <entry id="62734" lang="en" sex="m">Healer Still Mass Lesser Vigor</entry> + <entry id="62735" lang="en" sex="m">Healer Neutralize Poison</entry> + <entry id="62736" lang="en" sex="m">Healer Quickened Neutralize Poison</entry> + <entry id="62737" lang="en" sex="m">Healer Silent Neutralize Poison</entry> + <entry id="62738" lang="en" sex="m">Healer Still Neutralize Poison</entry> + <entry id="62739" lang="en" sex="m">Healer Remove Curse</entry> + <entry id="62740" lang="en" sex="m">Healer Quickened Remove Curse</entry> + <entry id="62741" lang="en" sex="m">Healer Silent Remove Curse</entry> + <entry id="62742" lang="en" sex="m">Healer Still Remove Curse</entry> + <entry id="62743" lang="en" sex="m">Healer Restoration</entry> + <entry id="62744" lang="en" sex="m">Healer Quickened Restoration</entry> + <entry id="62745" lang="en" sex="m">Healer Silent Restoration</entry> + <entry id="62746" lang="en" sex="m">Healer Still Restoration</entry> + <entry id="62747" lang="en" sex="m">Healer Brilliant Emanation</entry> + <entry id="62748" lang="en" sex="m">Healer Extended Brilliant Emanation</entry> + <entry id="62749" lang="en" sex="m">Healer Quickened Brilliant Emanation</entry> + <entry id="62750" lang="en" sex="m">Healer Hammer of Righteousness</entry> + <entry id="62751" lang="en" sex="m">Healer Empowered Hammer of Righteousness</entry> + <entry id="62752" lang="en" sex="m">Healer Maximized Hammer of Righteousness</entry> + <entry id="62753" lang="en" sex="m">Healer Quickened Hammer of Righteousness</entry> + <entry id="62754" lang="en" sex="m">Healer Silent Hammer of Righteousness</entry> + <entry id="62755" lang="en" sex="m">Healer Still Hammer of Righteousness</entry> + <entry id="62756" lang="en" sex="m">Healer Vigor</entry> + <entry id="62757" lang="en" sex="m">Healer Extended Vigor</entry> + <entry id="62758" lang="en" sex="m">Healer Quickened Vigor</entry> + <entry id="62759" lang="en" sex="m">Healer Silent Vigor</entry> + <entry id="62760" lang="en" sex="m">Healer Still Vigor</entry> + <entry id="62761" lang="en" sex="m">Healer Cure Critical Wounds</entry> + <entry id="62762" lang="en" sex="m">Healer Empowered Cure Critical Wounds</entry> + <entry id="62763" lang="en" sex="m">Healer Maximized Cure Critical Wounds</entry> + <entry id="62764" lang="en" sex="m">Healer Quickened Cure Critical Wounds</entry> + <entry id="62765" lang="en" sex="m">Healer Silent Cure Critical Wounds</entry> + <entry id="62766" lang="en" sex="m">Healer Still Cure Critical Wounds</entry> + <entry id="62767" lang="en" sex="m">Healer Death Ward</entry> + <entry id="62768" lang="en" sex="m">Healer Extended Death Ward</entry> + <entry id="62769" lang="en" sex="m">Healer Quickened Death Ward</entry> + <entry id="62770" lang="en" sex="m">Healer Silent Death Ward</entry> + <entry id="62771" lang="en" sex="m">Healer Still Death Ward</entry> + <entry id="62772" lang="en" sex="m">Healer Freedom of Movement</entry> + <entry id="62773" lang="en" sex="m">Healer Extended Freedom of Movement</entry> + <entry id="62774" lang="en" sex="m">Healer Quickened Freedom of Movement</entry> + <entry id="62775" lang="en" sex="m">Healer Silent Freedom of Movement</entry> + <entry id="62776" lang="en" sex="m">Healer Still Freedom of Movement</entry> + <entry id="62777" lang="en" sex="m">Healer Mass Cure Light Wounds</entry> + <entry id="62778" lang="en" sex="m">Healer Empowered Mass Cure Light Wounds</entry> + <entry id="62779" lang="en" sex="m">Healer Maximized Mass Cure Light Wounds</entry> + <entry id="62780" lang="en" sex="m">Healer Quickened Mass Cure Light Wounds</entry> + <entry id="62781" lang="en" sex="m">Healer Silent Mass Cure Light Wounds</entry> + <entry id="62782" lang="en" sex="m">Healer Still Mass Cure Light Wounds</entry> + <entry id="62783" lang="en" sex="m">Healer Panacea</entry> + <entry id="62784" lang="en" sex="m">Healer Empowered Panacea</entry> + <entry id="62785" lang="en" sex="m">Healer Maximized Panacea</entry> + <entry id="62786" lang="en" sex="m">Healer Quickened Panacea</entry> + <entry id="62787" lang="en" sex="m">Healer Silent Panacea</entry> + <entry id="62788" lang="en" sex="m">Healer Still Panacea</entry> + <entry id="62789" lang="en" sex="m">Healer Greater Luminous Armor</entry> + <entry id="62790" lang="en" sex="m">Healer Extended Greater Luminous Armor</entry> + <entry id="62791" lang="en" sex="m">Healer Quickened Greater Luminous Armor</entry> + <entry id="62792" lang="en" sex="m">Healer Sunmantle</entry> + <entry id="62793" lang="en" sex="m">Healer Extended Sunmantle</entry> + <entry id="62794" lang="en" sex="m">Healer Quickened Sunmantle</entry> + <entry id="62795" lang="en" sex="m">Healer Still Sunmantle</entry> + <entry id="62796" lang="en" sex="m">Healer Diamond Spray</entry> + <entry id="62797" lang="en" sex="m">Healer Empowered Diamond Spray</entry> + <entry id="62798" lang="en" sex="m">Healer Extended Diamond Spray</entry> + <entry id="62799" lang="en" sex="m">Healer Maximized Diamond Spray</entry> + <entry id="62800" lang="en" sex="m">Healer Quickened Diamond Spray</entry> + <entry id="62801" lang="en" sex="m">Healer Silent Diamond Spray</entry> + <entry id="62802" lang="en" sex="m">Healer Still Diamond Spray</entry> + <entry id="62803" lang="en" sex="m">Healer Break Enchantment</entry> + <entry id="62804" lang="en" sex="m">Healer Quickened Break Enchantment</entry> + <entry id="62805" lang="en" sex="m">Healer Silent Break Enchantment</entry> + <entry id="62806" lang="en" sex="m">Healer Still Break Enchantment</entry> + <entry id="62807" lang="en" sex="m">Healer Greater Vigor</entry> + <entry id="62808" lang="en" sex="m">Healer Extended Greater Vigor</entry> + <entry id="62809" lang="en" sex="m">Healer Quickened Greater Vigor</entry> + <entry id="62810" lang="en" sex="m">Healer Silent Greater Vigor</entry> + <entry id="62811" lang="en" sex="m">Healer Still Greater Vigor</entry> + <entry id="62812" lang="en" sex="m">Healer Mass Cure Moderate Wounds</entry> + <entry id="62813" lang="en" sex="m">Healer Empowered Mass Cure Moderate Wounds</entry> + <entry id="62814" lang="en" sex="m">Healer Maximized Mass Cure Moderate Wounds</entry> + <entry id="62815" lang="en" sex="m">Healer Quickened Mass Cure Moderate Wounds</entry> + <entry id="62816" lang="en" sex="m">Healer Silent Mass Cure Moderate Wounds</entry> + <entry id="62817" lang="en" sex="m">Healer Still Mass Cure Moderate Wounds</entry> + <entry id="62818" lang="en" sex="m">Healer Raise Dead</entry> + <entry id="62819" lang="en" sex="m">Healer Quickened Raise Dead</entry> + <entry id="62820" lang="en" sex="m">Healer Silent Raise Dead</entry> + <entry id="62821" lang="en" sex="m">Healer Still Raise Dead</entry> + <entry id="62822" lang="en" sex="m">Healer Revivify</entry> + <entry id="62823" lang="en" sex="m">Healer Quickened Revivify</entry> + <entry id="62824" lang="en" sex="m">Healer Silent Revivify</entry> + <entry id="62825" lang="en" sex="m">Healer Still Revivify</entry> + <entry id="62826" lang="en" sex="m">Healer Stone to Flesh</entry> + <entry id="62827" lang="en" sex="m">Healer Extended Stone to Flesh</entry> + <entry id="62828" lang="en" sex="m">Healer Quickened Stone to Flesh</entry> + <entry id="62829" lang="en" sex="m">Healer Silent Stone to Flesh</entry> + <entry id="62830" lang="en" sex="m">Healer Still Stone to Flesh</entry> + <entry id="62831" lang="en" sex="m">Healer True Seeing</entry> + <entry id="62832" lang="en" sex="m">Healer Extended True Seeing</entry> + <entry id="62833" lang="en" sex="m">Healer Quickened True Seeing</entry> + <entry id="62834" lang="en" sex="m">Healer Silent True Seeing</entry> + <entry id="62835" lang="en" sex="m">Healer Still True Seeing</entry> + <entry id="62836" lang="en" sex="m">Healer Sicken Evil</entry> + <entry id="62837" lang="en" sex="m">Healer Extended Sicken Evil</entry> + <entry id="62838" lang="en" sex="m">Healer Quickened Sicken Evil</entry> + <entry id="62839" lang="en" sex="m">Healer Silent Sicken Evil</entry> + <entry id="62840" lang="en" sex="m">Healer Still Sicken Evil</entry> + <entry id="62841" lang="en" sex="m">Healer Greater Restoration</entry> + <entry id="62842" lang="en" sex="m">Healer Silent Greater Restoration</entry> + <entry id="62843" lang="en" sex="m">Healer Still Greater Restoration</entry> + <entry id="62844" lang="en" sex="m">Healer Heal</entry> + <entry id="62845" lang="en" sex="m">Healer Silent Heal</entry> + <entry id="62846" lang="en" sex="m">Healer Still Heal</entry> + <entry id="62847" lang="en" sex="m">Healer Mass Cure Serious Wounds</entry> + <entry id="62848" lang="en" sex="m">Healer Empowered Mass Cure Serious Wounds</entry> + <entry id="62849" lang="en" sex="m">Healer Maximized Mass Cure Serious Wounds</entry> + <entry id="62850" lang="en" sex="m">Healer Silent Mass Cure Serious Wounds</entry> + <entry id="62851" lang="en" sex="m">Healer Still Mass Cure Serious Wounds</entry> + <entry id="62852" lang="en" sex="m">Healer Regenerate</entry> + <entry id="62853" lang="en" sex="m">Healer Extended Regenerate</entry> + <entry id="62854" lang="en" sex="m">Healer Silent Regenerate</entry> + <entry id="62855" lang="en" sex="m">Healer Still Regenerate</entry> + <entry id="62856" lang="en" sex="m">Healer Exalted Raiment</entry> + <entry id="62857" lang="en" sex="m">Healer Extended Exalted Raiment</entry> + <entry id="62858" lang="en" sex="m">Healer Silent Exalted Raiment</entry> + <entry id="62859" lang="en" sex="m">Healer Storm of Shards</entry> + <entry id="62860" lang="en" sex="m">Healer Empowered Storm of Shards</entry> + <entry id="62861" lang="en" sex="m">Healer Maximized Storm of Shards</entry> + <entry id="62862" lang="en" sex="m">Healer Silent Storm of Shards</entry> + <entry id="62863" lang="en" sex="m">Healer Still Storm of Shards</entry> + <entry id="62864" lang="en" sex="m">Healer Vigorous Circle</entry> + <entry id="62865" lang="en" sex="m">Healer Extended Vigorous Circle</entry> + <entry id="62866" lang="en" sex="m">Healer Silent Vigorous Circle</entry> + <entry id="62867" lang="en" sex="m">Healer Still Vigorous Circle</entry> + <entry id="62868" lang="en" sex="m">Healer Mass Cure Critical Wounds</entry> + <entry id="62869" lang="en" sex="m">Healer Empowered Mass Cure Critical Wounds</entry> + <entry id="62870" lang="en" sex="m">Healer Silent Mass Cure Critical Wounds</entry> + <entry id="62871" lang="en" sex="m">Healer Still Mass Cure Critical Wounds</entry> + <entry id="62872" lang="en" sex="m">Healer Resurrection</entry> + <entry id="62873" lang="en" sex="m">Healer Silent Resurrection</entry> + <entry id="62874" lang="en" sex="m">Healer Still Resurrection</entry> + <entry id="62875" lang="en" sex="m">Healer Repulsion</entry> + <entry id="62876" lang="en" sex="m">Healer Extended Repulsion</entry> + <entry id="62877" lang="en" sex="m">Healer Silent Repulsion</entry> + <entry id="62878" lang="en" sex="m">Healer Still Repulsion</entry> + <entry id="62879" lang="en" sex="m">Healer Rain of Embers</entry> + <entry id="62880" lang="en" sex="m">Healer Empowered Rain of Embers</entry> + <entry id="62881" lang="en" sex="m">Healer Extended Rain of Embers</entry> + <entry id="62882" lang="en" sex="m">Healer Silent Rain of Embers</entry> + <entry id="62883" lang="en" sex="m">Healer Still Rain of Embers</entry> + <entry id="62884" lang="en" sex="m">Healer Phoenix Fire</entry> + <entry id="62885" lang="en" sex="m">Healer Empowered Phoenix Fire</entry> + <entry id="62886" lang="en" sex="m">Healer Silent Phoenix Fire</entry> + <entry id="62887" lang="en" sex="m">Healer Still Phoenix Fire</entry> + <entry id="62888" lang="en" sex="m">Healer Discern Location</entry> + <entry id="62889" lang="en" sex="m">Healer Extended Discern Location</entry> + <entry id="62890" lang="en" sex="m">Healer Silent Discern Location</entry> + <entry id="62891" lang="en" sex="m">Healer Still Discern Location</entry> + <entry id="62892" lang="en" sex="m">Healer Holy Aura</entry> + <entry id="62893" lang="en" sex="m">Healer Extended Holy Aura</entry> + <entry id="62894" lang="en" sex="m">Healer Silent Holy Aura</entry> + <entry id="62895" lang="en" sex="m">Healer Still Holy Aura</entry> + <entry id="62896" lang="en" sex="m">Healer Mass Heal</entry> + <entry id="62897" lang="en" sex="m">Healer Silent Mass Heal</entry> + <entry id="62898" lang="en" sex="m">Healer Still Mass Heal</entry> + <entry id="62899" lang="en" sex="m">Healer Dragon Cloud</entry> + <entry id="62900" lang="en" sex="m">Healer Silent Dragon Cloud</entry> + <entry id="62901" lang="en" sex="m">Healer Still Dragon Cloud</entry> + <entry id="62902" lang="en" sex="m">Healer Foresight</entry> + <entry id="62903" lang="en" sex="m">Healer Gate</entry> + <entry id="62904" lang="en" sex="m">Healer True Resurrection</entry> + <entry id="62905" lang="en" sex="m">Healer Exalted Fury</entry> + <entry id="62906" lang="en" sex="m">Celebrant of Sharess Cause Fear</entry> + <entry id="62907" lang="en" sex="m">Celebrant of Sharess Charm Person</entry> + <entry id="62908" lang="en" sex="m">Celebrant of Sharess Daze</entry> + <entry id="62909" lang="en" sex="m">Celebrant of Sharess Disguise Self</entry> + <entry id="62910" lang="en" sex="m">Celebrant of Sharess Disguise Self - Learn Shape</entry> + <entry id="62911" lang="en" sex="m">Celebrant of Sharess Disguise Self - Options</entry> + <entry id="62912" lang="en" sex="m">Celebrant of Sharess Disguise Self - Quickslot 1</entry> + <entry id="62913" lang="en" sex="m">Celebrant of Sharess Disguise Self - Quickslot 2</entry> + <entry id="62914" lang="en" sex="m">Celebrant of Sharess Disguise Self - Quickslot 3</entry> + <entry id="62915" lang="en" sex="m">Celebrant of Sharess Ray of Hope</entry> + <entry id="62916" lang="en" sex="m">Celebrant of Sharess Read Magic</entry> + <entry id="62917" lang="en" sex="m">Celebrant of Sharess Remove Fear</entry> + <entry id="62918" lang="en" sex="m">Celebrant of Sharess Sleep</entry> + <entry id="62919" lang="en" sex="m">Celebrant of Sharess Tasha's Hideous Laughter</entry> + <entry id="62920" lang="en" sex="m">Celebrant of Sharess Alter Self</entry> + <entry id="62921" lang="en" sex="m">Celebrant of Sharess Alter Self - Learn Shape</entry> + <entry id="62922" lang="en" sex="m">Celebrant of Sharess Alter Self - Options</entry> + <entry id="62923" lang="en" sex="m">Celebrant of Sharess Alter Self - Quickslot 1</entry> + <entry id="62924" lang="en" sex="m">Celebrant of Sharess Alter Self - Quickslot 2</entry> + <entry id="62925" lang="en" sex="m">Celebrant of Sharess Alter Self - Quickslot 3</entry> + <entry id="62926" lang="en" sex="m">Celebrant of Sharess Calm Emotions</entry> + <entry id="62927" lang="en" sex="m">Celebrant of Sharess Cat's Grace</entry> + <entry id="62928" lang="en" sex="m">Celebrant of Sharess Daze Monster</entry> + <entry id="62929" lang="en" sex="m">Celebrant of Sharess Eagle's Splendor</entry> + <entry id="62930" lang="en" sex="m">Celebrant of Sharess Elation</entry> + <entry id="62931" lang="en" sex="m">Celebrant of Sharess Enthrall</entry> + <entry id="62932" lang="en" sex="m">Celebrant of Sharess Heroism</entry> + <entry id="62933" lang="en" sex="m">Celebrant of Sharess Hold Person</entry> + <entry id="62934" lang="en" sex="m">Celebrant of Sharess Rage</entry> + <entry id="62935" lang="en" sex="m">Celebrant of Sharess Scare</entry> + <entry id="62936" lang="en" sex="m">Celebrant of Sharess Charm Monster</entry> + <entry id="62937" lang="en" sex="m">Celebrant of Sharess Confusion</entry> + <entry id="62938" lang="en" sex="m">Celebrant of Sharess Crushing Despair</entry> + <entry id="62939" lang="en" sex="m">Celebrant of Sharess Deep Slumber</entry> + <entry id="62940" lang="en" sex="m">Celebrant of Sharess Fear</entry> + <entry id="62941" lang="en" sex="m">Celebrant of Sharess Glibness</entry> + <entry id="62942" lang="en" sex="m">Celebrant of Sharess Slow</entry> + <entry id="62943" lang="en" sex="m">Celebrant of Sharess War Cry</entry> + <entry id="62944" lang="en" sex="m">Celebrant of Sharess Break Enchantment</entry> + <entry id="62945" lang="en" sex="m">Celebrant of Sharess Dominate Person</entry> + <entry id="62946" lang="en" sex="m">Celebrant of Sharess Hold Monster</entry> + <entry id="62947" lang="en" sex="m">Celebrant of Sharess Rainbow Pattern</entry> + <entry id="62948" lang="en" sex="m">Cultist of the Shattered Peaks Endure Elements</entry> + <entry id="62949" lang="en" sex="m">Cultist of the Shattered Peaks Extended Endure Elements</entry> + <entry id="62950" lang="en" sex="m">Cultist of the Shattered Peaks Silent Endure Elements</entry> + <entry id="62951" lang="en" sex="m">Cultist of the Shattered Peaks Still Endure Elements</entry> + <entry id="62952" lang="en" sex="m">Cultist of the Shattered Peaks Protection from Chaos</entry> + <entry id="62953" lang="en" sex="m">Cultist of the Shattered Peaks Extended Protection from Chaos</entry> + <entry id="62954" lang="en" sex="m">Cultist of the Shattered Peaks Silent Protection from Chaos</entry> + <entry id="62955" lang="en" sex="m">Cultist of the Shattered Peaks Still Protection from Chaos</entry> + <entry id="62956" lang="en" sex="m">Cultist of the Shattered Peaks Protection from Evil</entry> + <entry id="62957" lang="en" sex="m">Cultist of the Shattered Peaks Extended Protection from Evil</entry> + <entry id="62958" lang="en" sex="m">Cultist of the Shattered Peaks Silent Protection from Evil</entry> + <entry id="62959" lang="en" sex="m">Cultist of the Shattered Peaks Still Protection from Evil</entry> + <entry id="62960" lang="en" sex="m">Cultist of the Shattered Peaks Protection from Good</entry> + <entry id="62961" lang="en" sex="m">Cultist of the Shattered Peaks Extended Protection from Good</entry> + <entry id="62962" lang="en" sex="m">Cultist of the Shattered Peaks Silent Protection from Good</entry> + <entry id="62963" lang="en" sex="m">Cultist of the Shattered Peaks Still Protection from Good</entry> + <entry id="62964" lang="en" sex="m">Cultist of the Shattered Peaks Protection from Law</entry> + <entry id="62965" lang="en" sex="m">Cultist of the Shattered Peaks Extended Protection from Law</entry> + <entry id="62966" lang="en" sex="m">Cultist of the Shattered Peaks Silent Protection from Law</entry> + <entry id="62967" lang="en" sex="m">Cultist of the Shattered Peaks Still Protection from Law</entry> + <entry id="62968" lang="en" sex="m">Cultist of the Shattered Peaks Shield</entry> + <entry id="62969" lang="en" sex="m">Cultist of the Shattered Peaks Extended Shield</entry> + <entry id="62970" lang="en" sex="m">Cultist of the Shattered Peaks Silent Shield</entry> + <entry id="62971" lang="en" sex="m">Cultist of the Shattered Peaks Still Shield</entry> + <entry id="62972" lang="en" sex="m">Cultist of the Shattered Peaks Ironguts</entry> + <entry id="62973" lang="en" sex="m">Cultist of the Shattered Peaks Extended Ironguts</entry> + <entry id="62974" lang="en" sex="m">Cultist of the Shattered Peaks Silent Ironguts</entry> + <entry id="62975" lang="en" sex="m">Cultist of the Shattered Peaks Still Ironguts</entry> + <entry id="62976" lang="en" sex="m">Cultist of the Shattered Peaks Lesser Deflect</entry> + <entry id="62977" lang="en" sex="m">Cultist of the Shattered Peaks Extended Lesser Deflect</entry> + <entry id="62978" lang="en" sex="m">Cultist of the Shattered Peaks Silent Lesser Deflect</entry> + <entry id="62979" lang="en" sex="m">Cultist of the Shattered Peaks Twilight Luck</entry> + <entry id="62980" lang="en" sex="m">Cultist of the Shattered Peaks Extended Twilight Luck</entry> + <entry id="62981" lang="en" sex="m">Cultist of the Shattered Peaks Silent Twilight Luck</entry> + <entry id="62982" lang="en" sex="m">Cultist of the Shattered Peaks Charm Person</entry> + <entry id="62983" lang="en" sex="m">Cultist of the Shattered Peaks Extended Charm Person</entry> + <entry id="62984" lang="en" sex="m">Cultist of the Shattered Peaks Silent Charm Person</entry> + <entry id="62985" lang="en" sex="m">Cultist of the Shattered Peaks Still Charm Person</entry> + <entry id="62986" lang="en" sex="m">Cultist of the Shattered Peaks Sleep</entry> + <entry id="62987" lang="en" sex="m">Cultist of the Shattered Peaks Empowered Sleep</entry> + <entry id="62988" lang="en" sex="m">Cultist of the Shattered Peaks Extended Sleep</entry> + <entry id="62989" lang="en" sex="m">Cultist of the Shattered Peaks Silent Sleep</entry> + <entry id="62990" lang="en" sex="m">Cultist of the Shattered Peaks Still Sleep</entry> + <entry id="62991" lang="en" sex="m">Cultist of the Shattered Peaks Rouse</entry> + <entry id="62992" lang="en" sex="m">Cultist of the Shattered Peaks Silent Rouse</entry> + <entry id="62993" lang="en" sex="m">Cultist of the Shattered Peaks Still Rouse</entry> + <entry id="62994" lang="en" sex="m">Cultist of the Shattered Peaks Drug Resistance</entry> + <entry id="62995" lang="en" sex="m">Cultist of the Shattered Peaks Silent Drug Resistance</entry> + <entry id="62996" lang="en" sex="m">Cultist of the Shattered Peaks Nybor's Gentle Reminder</entry> + <entry id="62997" lang="en" sex="m">Cultist of the Shattered Peaks Extended Nybor's Gentle Reminder</entry> + <entry id="62998" lang="en" sex="m">Cultist of the Shattered Peaks Silent Nybor's Gentle Reminder</entry> + <entry id="62999" lang="en" sex="m">Cultist of the Shattered Peaks Still Nybor's Gentle Reminder</entry> + <entry id="63000" lang="en" sex="m">Cultist of the Shattered Peaks Lesser Dispel</entry> + <entry id="63001" lang="en" sex="m">Cultist of the Shattered Peaks Silent Lesser Dispel</entry> + <entry id="63002" lang="en" sex="m">Cultist of the Shattered Peaks Still Lesser Dispel</entry> + <entry id="63003" lang="en" sex="m">Cultist of the Shattered Peaks Resist Elements</entry> + <entry id="63004" lang="en" sex="m">Cultist of the Shattered Peaks Extended Resist Elements</entry> + <entry id="63005" lang="en" sex="m">Cultist of the Shattered Peaks Silent Resist Elements</entry> + <entry id="63006" lang="en" sex="m">Cultist of the Shattered Peaks Still Resist Elements</entry> + <entry id="63007" lang="en" sex="m">Cultist of the Shattered Peaks Deflect</entry> + <entry id="63008" lang="en" sex="m">Cultist of the Shattered Peaks Extended Deflect</entry> + <entry id="63009" lang="en" sex="m">Cultist of the Shattered Peaks Silent Deflect</entry> + <entry id="63010" lang="en" sex="m">Cultist of the Shattered Peaks Protection from Arrows</entry> + <entry id="63011" lang="en" sex="m">Cultist of the Shattered Peaks Extended Protection from Arrows</entry> + <entry id="63012" lang="en" sex="m">Cultist of the Shattered Peaks Silent Protection from Arrows</entry> + <entry id="63013" lang="en" sex="m">Cultist of the Shattered Peaks Still Protection from Arrows</entry> + <entry id="63014" lang="en" sex="m">Cultist of the Shattered Peaks Dispelling Touch</entry> + <entry id="63015" lang="en" sex="m">Cultist of the Shattered Peaks Silent Dispelling Touch</entry> + <entry id="63016" lang="en" sex="m">Cultist of the Shattered Peaks Still Dispelling Touch</entry> + <entry id="63017" lang="en" sex="m">Cultist of the Shattered Peaks Unheavened</entry> + <entry id="63018" lang="en" sex="m">Cultist of the Shattered Peaks Silent Unheavened</entry> + <entry id="63019" lang="en" sex="m">Cultist of the Shattered Peaks Still Unheavened</entry> + <entry id="63020" lang="en" sex="m">Cultist of the Shattered Peaks Luminous Armor</entry> + <entry id="63021" lang="en" sex="m">Cultist of the Shattered Peaks Extended Luminous Armor</entry> + <entry id="63022" lang="en" sex="m">Cultist of the Shattered Peaks Obscure Object</entry> + <entry id="63023" lang="en" sex="m">Cultist of the Shattered Peaks Extended Obscure Object</entry> + <entry id="63024" lang="en" sex="m">Cultist of the Shattered Peaks Silent Obscure Object</entry> + <entry id="63025" lang="en" sex="m">Cultist of the Shattered Peaks Still Obscure Object</entry> + <entry id="63026" lang="en" sex="m">Cultist of the Shattered Peaks Tasha's Hideous Laughter</entry> + <entry id="63027" lang="en" sex="m">Cultist of the Shattered Peaks Extended Tasha's Hideous Laughter</entry> + <entry id="63028" lang="en" sex="m">Cultist of the Shattered Peaks Silent Tasha's Hideous Laughter</entry> + <entry id="63029" lang="en" sex="m">Cultist of the Shattered Peaks Still Tasha's Hideous Laughter</entry> + <entry id="63030" lang="en" sex="m">Cultist of the Shattered Peaks Daze Monster</entry> + <entry id="63031" lang="en" sex="m">Cultist of the Shattered Peaks Extended Daze Monster</entry> + <entry id="63032" lang="en" sex="m">Cultist of the Shattered Peaks Silent Daze Monster</entry> + <entry id="63033" lang="en" sex="m">Cultist of the Shattered Peaks Still Daze Monster</entry> + <entry id="63034" lang="en" sex="m">Cultist of the Shattered Peaks Touch of Idiocy</entry> + <entry id="63035" lang="en" sex="m">Cultist of the Shattered Peaks Extended Touch of Idiocy</entry> + <entry id="63036" lang="en" sex="m">Cultist of the Shattered Peaks Silent Touch of Idiocy</entry> + <entry id="63037" lang="en" sex="m">Cultist of the Shattered Peaks Still Touch of Idiocy</entry> + <entry id="63038" lang="en" sex="m">Cultist of the Shattered Peaks Masochism</entry> + <entry id="63039" lang="en" sex="m">Cultist of the Shattered Peaks Extended Masochism</entry> + <entry id="63040" lang="en" sex="m">Cultist of the Shattered Peaks Addiction</entry> + <entry id="63041" lang="en" sex="m">Cultist of the Shattered Peaks Addiction: Terran Brandy</entry> + <entry id="63042" lang="en" sex="m">Cultist of the Shattered Peaks Addiction: Mushroom Powder</entry> + <entry id="63043" lang="en" sex="m">Cultist of the Shattered Peaks Addiction: Vodare</entry> + <entry id="63044" lang="en" sex="m">Cultist of the Shattered Peaks Addiction: Agony</entry> + <entry id="63045" lang="en" sex="m">Cultist of the Shattered Peaks Silent Addiction</entry> + <entry id="63046" lang="en" sex="m">Cultist of the Shattered Peaks Silent Addiction: Terran Brandy</entry> + <entry id="63047" lang="en" sex="m">Cultist of the Shattered Peaks Silent Addiction: Mushroom Powder</entry> + <entry id="63048" lang="en" sex="m">Cultist of the Shattered Peaks Silent Addiction: Vodare</entry> + <entry id="63049" lang="en" sex="m">Cultist of the Shattered Peaks Silent Addiction: Agony</entry> + <entry id="63050" lang="en" sex="m">Cultist of the Shattered Peaks Still Addiction</entry> + <entry id="63051" lang="en" sex="m">Cultist of the Shattered Peaks Still Addiction: Terran Brandy</entry> + <entry id="63052" lang="en" sex="m">Cultist of the Shattered Peaks Still Addiction: Mushroom Powder</entry> + <entry id="63053" lang="en" sex="m">Cultist of the Shattered Peaks Still Addiction: Vodare</entry> + <entry id="63054" lang="en" sex="m">Cultist of the Shattered Peaks Still Addiction: Agony</entry> + <entry id="63055" lang="en" sex="m">Cultist of the Shattered Peaks Clarity</entry> + <entry id="63056" lang="en" sex="m">Cultist of the Shattered Peaks Dispel Magic</entry> + <entry id="63057" lang="en" sex="m">Cultist of the Shattered Peaks Magic Circle against Chaos</entry> + <entry id="63058" lang="en" sex="m">Cultist of the Shattered Peaks Magic Circle against Evil</entry> + <entry id="63059" lang="en" sex="m">Cultist of the Shattered Peaks Magic Circle against Good</entry> + <entry id="63060" lang="en" sex="m">Cultist of the Shattered Peaks Magic Circle against Law</entry> + <entry id="63061" lang="en" sex="m">Cultist of the Shattered Peaks Protection from Elements</entry> + <entry id="63062" lang="en" sex="m">Cultist of the Shattered Peaks Energy Aegis</entry> + <entry id="63063" lang="en" sex="m">Cultist of the Shattered Peaks Energy Aegis, Acid</entry> + <entry id="63064" lang="en" sex="m">Cultist of the Shattered Peaks Energy Aegis, Cold</entry> + <entry id="63065" lang="en" sex="m">Cultist of the Shattered Peaks Energy Aegis, Electricity</entry> + <entry id="63066" lang="en" sex="m">Cultist of the Shattered Peaks Energy Aegis, Fire</entry> + <entry id="63067" lang="en" sex="m">Cultist of the Shattered Peaks Energy Aegis, Sonic</entry> + <entry id="63068" lang="en" sex="m">Cultist of the Shattered Peaks Nondetection</entry> + <entry id="63069" lang="en" sex="m">Cultist of the Shattered Peaks Hold Person</entry> + <entry id="63070" lang="en" sex="m">Cultist of the Shattered Peaks Rage</entry> + <entry id="63071" lang="en" sex="m">Cultist of the Shattered Peaks Deep Slumber</entry> + <entry id="63072" lang="en" sex="m">Cultist of the Shattered Peaks Evil Eye</entry> + <entry id="63073" lang="en" sex="m">Cultist of the Shattered Peaks Elation</entry> + <entry id="63074" lang="en" sex="m">Cultist of the Shattered Peaks Heroism</entry> + <entry id="63075" lang="en" sex="m">Beguiler Dancing Lights</entry> + <entry id="63076" lang="en" sex="m">Beguiler Daze</entry> + <entry id="63077" lang="en" sex="m">Beguiler Read Magic</entry> + <entry id="63078" lang="en" sex="m">Beguiler Charm Person</entry> + <entry id="63079" lang="en" sex="m">Beguiler Color Spray</entry> + <entry id="63080" lang="en" sex="m">Beguiler Disguise Self</entry> + <entry id="63081" lang="en" sex="m">Beguiler Disguise Self - Learn Shape</entry> + <entry id="63082" lang="en" sex="m">Beguiler Disguise Self - Options</entry> + <entry id="63083" lang="en" sex="m">Beguiler Disguise Self - Quickslot 1</entry> + <entry id="63084" lang="en" sex="m">Beguiler Disguise Self - Quickslot 2</entry> + <entry id="63085" lang="en" sex="m">Beguiler Disguise Self - Quickslot 3</entry> + <entry id="63086" lang="en" sex="m">Beguiler Drug Resistance</entry> + <entry id="63087" lang="en" sex="m">Beguiler Expeditious Retreat</entry> + <entry id="63088" lang="en" sex="m">Beguiler Mage Armor</entry> + <entry id="63089" lang="en" sex="m">Beguiler Nybor's Gentle Reminder</entry> + <entry id="63090" lang="en" sex="m">Beguiler Obscuring Mist</entry> + <entry id="63091" lang="en" sex="m">Beguiler Rouse</entry> + <entry id="63092" lang="en" sex="m">Beguiler Sleep</entry> + <entry id="63093" lang="en" sex="m">Beguiler Undetectable Alignment</entry> + <entry id="63094" lang="en" sex="m">Beguiler Addiction</entry> + <entry id="63095" lang="en" sex="m">Beguiler Addiction: Terran Brandy</entry> + <entry id="63096" lang="en" sex="m">Beguiler Addiction: Mushroom Powder</entry> + <entry id="63097" lang="en" sex="m">Beguiler Addiction: Vodare</entry> + <entry id="63098" lang="en" sex="m">Beguiler Addiction: Agony</entry> + <entry id="63099" lang="en" sex="m">Beguiler Blindness/Deafness</entry> + <entry id="63100" lang="en" sex="m">Beguiler Blur</entry> + <entry id="63101" lang="en" sex="m">Beguiler Continual Flame</entry> + <entry id="63102" lang="en" sex="m">Beguiler Daze Monster</entry> + <entry id="63103" lang="en" sex="m">Beguiler Fog Cloud</entry> + <entry id="63104" lang="en" sex="m">Beguiler Ghostly Visage</entry> + <entry id="63105" lang="en" sex="m">Beguiler Glitterdust</entry> + <entry id="63106" lang="en" sex="m">Beguiler Invisibility</entry> + <entry id="63107" lang="en" sex="m">Beguiler Knock</entry> + <entry id="63108" lang="en" sex="m">Beguiler Masochism</entry> + <entry id="63109" lang="en" sex="m">Beguiler Mirror Image</entry> + <entry id="63110" lang="en" sex="m">Beguiler See Invisibility</entry> + <entry id="63111" lang="en" sex="m">Beguiler Shadow Spray</entry> + <entry id="63112" lang="en" sex="m">Beguiler Silence</entry> + <entry id="63113" lang="en" sex="m">Beguiler Tasha's Hideous Laughter</entry> + <entry id="63114" lang="en" sex="m">Beguiler Touch of Idiocy</entry> + <entry id="63115" lang="en" sex="m">Beguiler Clairaudience/Clairvoyance</entry> + <entry id="63116" lang="en" sex="m">Beguiler Curse of the Putrid Husk</entry> + <entry id="63117" lang="en" sex="m">Beguiler Deep Slumber</entry> + <entry id="63118" lang="en" sex="m">Beguiler Dispel Magic</entry> + <entry id="63119" lang="en" sex="m">Beguiler Displacement</entry> + <entry id="63120" lang="en" sex="m">Beguiler Elation</entry> + <entry id="63121" lang="en" sex="m">Beguiler Evil Eye</entry> + <entry id="63122" lang="en" sex="m">Beguiler Glibness</entry> + <entry id="63123" lang="en" sex="m">Beguiler Halt</entry> + <entry id="63124" lang="en" sex="m">Beguiler Haste</entry> + <entry id="63125" lang="en" sex="m">Beguiler Heroism</entry> + <entry id="63126" lang="en" sex="m">Beguiler Hold Person</entry> + <entry id="63127" lang="en" sex="m">Beguiler Invisibility Sphere</entry> + <entry id="63128" lang="en" sex="m">Beguiler Nondetection</entry> + <entry id="63129" lang="en" sex="m">Beguiler Reality Blind</entry> + <entry id="63130" lang="en" sex="m">Beguiler Slow</entry> + <entry id="63131" lang="en" sex="m">Beguiler Charm Monster</entry> + <entry id="63132" lang="en" sex="m">Beguiler Confusion</entry> + <entry id="63133" lang="en" sex="m">Beguiler Crushing Despair</entry> + <entry id="63134" lang="en" sex="m">Beguiler Freedom of Movement</entry> + <entry id="63135" lang="en" sex="m">Beguiler Improved Invisibility</entry> + <entry id="63136" lang="en" sex="m">Beguiler Locate Creature</entry> + <entry id="63137" lang="en" sex="m">Beguiler Phantasmal Killer</entry> + <entry id="63138" lang="en" sex="m">Beguiler Rainbow Pattern</entry> + <entry id="63139" lang="en" sex="m">Beguiler Shadow Conjuration</entry> + <entry id="63140" lang="en" sex="m">Beguiler Shadow Conjuration, Summon Shadow</entry> + <entry id="63141" lang="en" sex="m">Beguiler Shadow Conjuration, Darkness</entry> + <entry id="63142" lang="en" sex="m">Beguiler Shadow Conjuration, Invisibility</entry> + <entry id="63143" lang="en" sex="m">Beguiler Shadow Conjuration, Mage Armor</entry> + <entry id="63144" lang="en" sex="m">Beguiler Shadow Conjuration, Magic Missile</entry> + <entry id="63145" lang="en" sex="m">Beguiler Solid Fog</entry> + <entry id="63146" lang="en" sex="m">Beguiler Break Enchantment</entry> + <entry id="63147" lang="en" sex="m">Beguiler Dominate Person</entry> + <entry id="63148" lang="en" sex="m">Beguiler Feeblemind</entry> + <entry id="63149" lang="en" sex="m">Beguiler Greater Shadow Conjuration</entry> + <entry id="63150" lang="en" sex="m">Beguiler Greater Shadow Conjuration, Summon Shadow</entry> + <entry id="63151" lang="en" sex="m">Beguiler Greater Shadow Conjuration, Acid Arrow</entry> + <entry id="63152" lang="en" sex="m">Beguiler Greater Shadow Conjuration, Ghostly Visage</entry> + <entry id="63153" lang="en" sex="m">Beguiler Greater Shadow Conjuration, Web</entry> + <entry id="63154" lang="en" sex="m">Beguiler Greater Shadow Conjuration, Minor Globe of Invulnerability</entry> + <entry id="63155" lang="en" sex="m">Beguiler Hold Monster</entry> + <entry id="63156" lang="en" sex="m">Beguiler Mind Fog</entry> + <entry id="63157" lang="en" sex="m">Beguiler Symbol of Sleep</entry> + <entry id="63158" lang="en" sex="m">Beguiler Ethereal Visage</entry> + <entry id="63159" lang="en" sex="m">Beguiler Greater Dispelling</entry> + <entry id="63160" lang="en" sex="m">Beguiler Greater Heroism</entry> + <entry id="63161" lang="en" sex="m">Beguiler Mass Haste</entry> + <entry id="63162" lang="en" sex="m">Beguiler Mislead</entry> + <entry id="63163" lang="en" sex="m">Beguiler Repulsion</entry> + <entry id="63164" lang="en" sex="m">Beguiler Shades</entry> + <entry id="63165" lang="en" sex="m">Beguiler Summon Shadow</entry> + <entry id="63166" lang="en" sex="m">Beguiler Shades, Cone of Cold</entry> + <entry id="63167" lang="en" sex="m">Beguiler Shades, Fireball</entry> + <entry id="63168" lang="en" sex="m">Beguiler Shades, Stoneskin</entry> + <entry id="63169" lang="en" sex="m">Beguiler Shades, Wall of Fire</entry> + <entry id="63170" lang="en" sex="m">Beguiler Symbol of Persuasion</entry> + <entry id="63171" lang="en" sex="m">Beguiler True Seeing</entry> + <entry id="63172" lang="en" sex="m">Beguiler Greater Sanctuary</entry> + <entry id="63173" lang="en" sex="m">Beguiler Insanity</entry> + <entry id="63174" lang="en" sex="m">Beguiler Mass Hold Person</entry> + <entry id="63175" lang="en" sex="m">Beguiler Nybor's Stern Reproof</entry> + <entry id="63176" lang="en" sex="m">Beguiler Power Word Blind</entry> + <entry id="63177" lang="en" sex="m">Beguiler Protection from Spells</entry> + <entry id="63178" lang="en" sex="m">Beguiler Shadow Shield</entry> + <entry id="63179" lang="en" sex="m">Beguiler Spell Turning</entry> + <entry id="63180" lang="en" sex="m">Beguiler Symbol of Stunning</entry> + <entry id="63181" lang="en" sex="m">Beguiler Discern Location</entry> + <entry id="63182" lang="en" sex="m">Beguiler Mass Blindness/Deafness</entry> + <entry id="63183" lang="en" sex="m">Beguiler Mass Charm</entry> + <entry id="63184" lang="en" sex="m">Beguiler Mind Blank</entry> + <entry id="63185" lang="en" sex="m">Beguiler Power Word, Stun</entry> + <entry id="63186" lang="en" sex="m">Beguiler Scintillating Pattern</entry> + <entry id="63187" lang="en" sex="m">Beguiler Symbol of Insanity</entry> + <entry id="63188" lang="en" sex="m">Beguiler Dominate Monster</entry> + <entry id="63189" lang="en" sex="m">Beguiler Foresight</entry> + <entry id="63190" lang="en" sex="m">Beguiler Mass Hold Monster</entry> + <entry id="63191" lang="en" sex="m">Beguiler Power Word, Kill</entry> + <entry id="63192" lang="en" sex="m">Beguiler Time Stop</entry> + <entry id="63193" lang="en" sex="m">Beguiler Weird</entry> + <entry id="63194" lang="en" sex="m">Knight of the Chalice Bless Water</entry> + <entry id="63195" lang="en" sex="m">Knight of the Chalice Silent Bless Water</entry> + <entry id="63196" lang="en" sex="m">Knight of the Chalice Still Bless Water</entry> + <entry id="63197" lang="en" sex="m">Knight of the Chalice Bless Weapon</entry> + <entry id="63198" lang="en" sex="m">Knight of the Chalice Extended Bless Weapon</entry> + <entry id="63199" lang="en" sex="m">Knight of the Chalice Silent Bless Weapon</entry> + <entry id="63200" lang="en" sex="m">Knight of the Chalice Still Bless Weapon</entry> + <entry id="63201" lang="en" sex="m">Knight of the Chalice Divine Favor</entry> + <entry id="63202" lang="en" sex="m">Knight of the Chalice Extended Divine Favor</entry> + <entry id="63203" lang="en" sex="m">Knight of the Chalice Silent Divine Favor</entry> + <entry id="63204" lang="en" sex="m">Knight of the Chalice Still Divine Favor</entry> + <entry id="63205" lang="en" sex="m">Knight of the Chalice Detect Chaos</entry> + <entry id="63206" lang="en" sex="m">Knight of the Chalice Extended Detect Chaos</entry> + <entry id="63207" lang="en" sex="m">Knight of the Chalice Silent Detect Chaos</entry> + <entry id="63208" lang="en" sex="m">Knight of the Chalice Still Detect Chaos</entry> + <entry id="63209" lang="en" sex="m">Knight of the Chalice Detect Evil</entry> + <entry id="63210" lang="en" sex="m">Knight of the Chalice Extended Detect Evil</entry> + <entry id="63211" lang="en" sex="m">Knight of the Chalice Silent Detect Evil</entry> + <entry id="63212" lang="en" sex="m">Knight of the Chalice Still Detect Evil</entry> + <entry id="63213" lang="en" sex="m">Knight of the Chalice Doom</entry> + <entry id="63214" lang="en" sex="m">Knight of the Chalice Extended Doom</entry> + <entry id="63215" lang="en" sex="m">Knight of the Chalice Silent Doom</entry> + <entry id="63216" lang="en" sex="m">Knight of the Chalice Still Doom</entry> + <entry id="63217" lang="en" sex="m">Knight of the Chalice Endure Elements</entry> + <entry id="63218" lang="en" sex="m">Knight of the Chalice Extended Endure Elements</entry> + <entry id="63219" lang="en" sex="m">Knight of the Chalice Silent Endure Elements</entry> + <entry id="63220" lang="en" sex="m">Knight of the Chalice Still Endure Elements</entry> + <entry id="63221" lang="en" sex="m">Knight of the Chalice Magic Weapon</entry> + <entry id="63222" lang="en" sex="m">Knight of the Chalice Extended Magic Weapon</entry> + <entry id="63223" lang="en" sex="m">Knight of the Chalice Silent Magic Weapon</entry> + <entry id="63224" lang="en" sex="m">Knight of the Chalice Still Magic Weapon</entry> + <entry id="63225" lang="en" sex="m">Knight of the Chalice Protection from Evil</entry> + <entry id="63226" lang="en" sex="m">Knight of the Chalice Extended Protection from Evil</entry> + <entry id="63227" lang="en" sex="m">Knight of the Chalice Silent Protection from Evil</entry> + <entry id="63228" lang="en" sex="m">Knight of the Chalice Still Protection from Evil</entry> + <entry id="63229" lang="en" sex="m">Knight of the Chalice Remove Fear</entry> + <entry id="63230" lang="en" sex="m">Knight of the Chalice Extended Remove Fear</entry> + <entry id="63231" lang="en" sex="m">Knight of the Chalice Silent Remove Fear</entry> + <entry id="63232" lang="en" sex="m">Knight of the Chalice Still Remove Fear</entry> + <entry id="63233" lang="en" sex="m">Knight of the Chalice Summon Creature I</entry> + <entry id="63234" lang="en" sex="m">Knight of the Chalice Extended Summon Creature I</entry> + <entry id="63235" lang="en" sex="m">Knight of the Chalice Silent Summon Creature I</entry> + <entry id="63236" lang="en" sex="m">Knight of the Chalice Still Summon Creature I</entry> + <entry id="63237" lang="en" sex="m">Knight of the Chalice Divine Inspiration</entry> + <entry id="63238" lang="en" sex="m">Knight of the Chalice Extended Divine Inspiration</entry> + <entry id="63239" lang="en" sex="m">Knight of the Chalice Twilight Luck</entry> + <entry id="63240" lang="en" sex="m">Knight of the Chalice Extended Twilight Luck</entry> + <entry id="63241" lang="en" sex="m">Knight of the Chalice Silent Twilight Luck</entry> + <entry id="63242" lang="en" sex="m">Knight of the Chalice Lantern Light</entry> + <entry id="63243" lang="en" sex="m">Knight of the Chalice Empowered Lantern Light</entry> + <entry id="63244" lang="en" sex="m">Knight of the Chalice Maximized Lantern Light</entry> + <entry id="63245" lang="en" sex="m">Knight of the Chalice Still Lantern Light</entry> + <entry id="63246" lang="en" sex="m">Knight of the Chalice Aid</entry> + <entry id="63247" lang="en" sex="m">Knight of the Chalice Empowered Aid</entry> + <entry id="63248" lang="en" sex="m">Knight of the Chalice Extended Aid</entry> + <entry id="63249" lang="en" sex="m">Knight of the Chalice Silent Aid</entry> + <entry id="63250" lang="en" sex="m">Knight of the Chalice Still Aid</entry> + <entry id="63251" lang="en" sex="m">Knight of the Chalice Bull's Strength</entry> + <entry id="63252" lang="en" sex="m">Knight of the Chalice Empowered Bull's Strength</entry> + <entry id="63253" lang="en" sex="m">Knight of the Chalice Extended Bull's Strength</entry> + <entry id="63254" lang="en" sex="m">Knight of the Chalice Silent Bull's Strength</entry> + <entry id="63255" lang="en" sex="m">Knight of the Chalice Still Bull's Strength</entry> + <entry id="63256" lang="en" sex="m">Knight of the Chalice Consecrate</entry> + <entry id="63257" lang="en" sex="m">Knight of the Chalice Extended Consecrate</entry> + <entry id="63258" lang="en" sex="m">Knight of the Chalice Silent Consecrate</entry> + <entry id="63259" lang="en" sex="m">Knight of the Chalice Still Consecrate</entry> + <entry id="63260" lang="en" sex="m">Knight of the Chalice Endurance</entry> + <entry id="63261" lang="en" sex="m">Knight of the Chalice Empowered Endurance</entry> + <entry id="63262" lang="en" sex="m">Knight of the Chalice Extended Endurance</entry> + <entry id="63263" lang="en" sex="m">Knight of the Chalice Silent Endurance</entry> + <entry id="63264" lang="en" sex="m">Knight of the Chalice Still Endurance</entry> + <entry id="63265" lang="en" sex="m">Knight of the Chalice Resist Elements</entry> + <entry id="63266" lang="en" sex="m">Knight of the Chalice Extended Resist Elements</entry> + <entry id="63267" lang="en" sex="m">Knight of the Chalice Silent Resist Elements</entry> + <entry id="63268" lang="en" sex="m">Knight of the Chalice Still Resist Elements</entry> + <entry id="63269" lang="en" sex="m">Knight of the Chalice Sound Burst</entry> + <entry id="63270" lang="en" sex="m">Knight of the Chalice Silent Sound Burst</entry> + <entry id="63271" lang="en" sex="m">Knight of the Chalice Still Sound Burst</entry> + <entry id="63272" lang="en" sex="m">Knight of the Chalice Summon Creature II</entry> + <entry id="63273" lang="en" sex="m">Knight of the Chalice Extended Summon Creature II</entry> + <entry id="63274" lang="en" sex="m">Knight of the Chalice Silent Summon Creature II</entry> + <entry id="63275" lang="en" sex="m">Knight of the Chalice Still Summon Creature II</entry> + <entry id="63276" lang="en" sex="m">Knight of the Chalice Undetectable Alignment</entry> + <entry id="63277" lang="en" sex="m">Knight of the Chalice Extended Undetectable Alignment</entry> + <entry id="63278" lang="en" sex="m">Knight of the Chalice Silent Undetectable Alignment</entry> + <entry id="63279" lang="en" sex="m">Knight of the Chalice Still Undetectable Alignment</entry> + <entry id="63280" lang="en" sex="m">Knight of the Chalice Ayailla's Radiant Burst</entry> + <entry id="63281" lang="en" sex="m">Knight of the Chalice Empowered Ayailla's Radiant Burst</entry> + <entry id="63282" lang="en" sex="m">Knight of the Chalice Silent Ayailla's Radiant Burst</entry> + <entry id="63283" lang="en" sex="m">Knight of the Chalice Still Ayailla's Radiant Burst</entry> + <entry id="63284" lang="en" sex="m">Knight of the Chalice Luminous Armor</entry> + <entry id="63285" lang="en" sex="m">Knight of the Chalice Extended Luminous Armor</entry> + <entry id="63286" lang="en" sex="m">Knight of the Chalice Dispel Magic</entry> + <entry id="63287" lang="en" sex="m">Knight of the Chalice Silent Dispel Magic</entry> + <entry id="63288" lang="en" sex="m">Knight of the Chalice Still Dispel Magic</entry> + <entry id="63289" lang="en" sex="m">Knight of the Chalice Summon Creature III</entry> + <entry id="63290" lang="en" sex="m">Knight of the Chalice Extended Summon Creature III</entry> + <entry id="63291" lang="en" sex="m">Knight of the Chalice Silent Summon Creature III</entry> + <entry id="63292" lang="en" sex="m">Knight of the Chalice Still Summon Creature III</entry> + <entry id="63293" lang="en" sex="m">Knight of the Chalice Invisibility Purge</entry> + <entry id="63294" lang="en" sex="m">Knight of the Chalice Extended Invisibility Purge</entry> + <entry id="63295" lang="en" sex="m">Knight of the Chalice Silent Invisibility Purge</entry> + <entry id="63296" lang="en" sex="m">Knight of the Chalice Still Invisibility Purge</entry> + <entry id="63297" lang="en" sex="m">Knight of the Chalice Magic Circle against Evil</entry> + <entry id="63298" lang="en" sex="m">Knight of the Chalice Extended Magic Circle against Evil</entry> + <entry id="63299" lang="en" sex="m">Knight of the Chalice Silent Magic Circle against Evil</entry> + <entry id="63300" lang="en" sex="m">Knight of the Chalice Still Magic Circle against Evil</entry> + <entry id="63301" lang="en" sex="m">Knight of the Chalice Magic Vestment</entry> + <entry id="63302" lang="en" sex="m">Knight of the Chalice Extended Magic Vestment</entry> + <entry id="63303" lang="en" sex="m">Knight of the Chalice Silent Magic Vestment</entry> + <entry id="63304" lang="en" sex="m">Knight of the Chalice Still Magic Vestment</entry> + <entry id="63305" lang="en" sex="m">Knight of the Chalice Prayer</entry> + <entry id="63306" lang="en" sex="m">Knight of the Chalice Extended Prayer</entry> + <entry id="63307" lang="en" sex="m">Knight of the Chalice Silent Prayer</entry> + <entry id="63308" lang="en" sex="m">Knight of the Chalice Still Prayer</entry> + <entry id="63309" lang="en" sex="m">Knight of the Chalice Protection from Elements</entry> + <entry id="63310" lang="en" sex="m">Knight of the Chalice Extended Protection from Elements</entry> + <entry id="63311" lang="en" sex="m">Knight of the Chalice Silent Protection from Elements</entry> + <entry id="63312" lang="en" sex="m">Knight of the Chalice Still Protection from Elements</entry> + <entry id="63313" lang="en" sex="m">Knight of the Chalice Searing Light</entry> + <entry id="63314" lang="en" sex="m">Knight of the Chalice Silent Searing Light</entry> + <entry id="63315" lang="en" sex="m">Knight of the Chalice Still Searing Light</entry> + <entry id="63316" lang="en" sex="m">Knight of the Chalice Shout</entry> + <entry id="63317" lang="en" sex="m">Knight of the Chalice Silent Shout</entry> + <entry id="63318" lang="en" sex="m">Knight of the Chalice Brilliant Emanation</entry> + <entry id="63319" lang="en" sex="m">Knight of the Chalice Extended Brilliant Emanation</entry> + <entry id="63320" lang="en" sex="m">Knight of the Chalice Hammer of Righteousness</entry> + <entry id="63321" lang="en" sex="m">Knight of the Chalice Silent Hammer of Righteousness</entry> + <entry id="63322" lang="en" sex="m">Knight of the Chalice Still Hammer of Righteousness</entry> + <entry id="63323" lang="en" sex="m">Knight of the Chalice Dimensional Anchor</entry> + <entry id="63324" lang="en" sex="m">Knight of the Chalice Dismissal</entry> + <entry id="63325" lang="en" sex="m">Knight of the Chalice Hammer of the Gods</entry> + <entry id="63326" lang="en" sex="m">Knight of the Chalice Greater Magic Weapon</entry> + <entry id="63327" lang="en" sex="m">Knight of the Chalice Lesser Planar Ally</entry> + <entry id="63328" lang="en" sex="m">Knight of the Chalice Diamond Spray</entry> + <entry id="63329" lang="en" sex="m">Knight of the Chalice Sunmantle</entry> + <entry id="63330" lang="en" sex="m">Knight of the Chalice Greater Luminous Armor</entry> + <entry id="63331" lang="en" sex="m">Vigilant Blur</entry> + <entry id="63332" lang="en" sex="m">Vigilant Extended Blur</entry> + <entry id="63333" lang="en" sex="m">Vigilant Silent Blur</entry> + <entry id="63334" lang="en" sex="m">Vigilant Expeditious Retreat</entry> + <entry id="63335" lang="en" sex="m">Vigilant Extended Expeditious Retreat</entry> + <entry id="63336" lang="en" sex="m">Vigilant Silent Expeditious Retreat</entry> + <entry id="63337" lang="en" sex="m">Vigilant Still Expeditious Retreat</entry> + <entry id="63338" lang="en" sex="m">Vigilant Lantern Light</entry> + <entry id="63339" lang="en" sex="m">Vigilant Empowered Lantern Light</entry> + <entry id="63340" lang="en" sex="m">Vigilant Maximized Lantern Light</entry> + <entry id="63341" lang="en" sex="m">Vigilant Still Lantern Light</entry> + <entry id="63342" lang="en" sex="m">Vigilant Resist Elements</entry> + <entry id="63343" lang="en" sex="m">Vigilant Extended Resist Elements</entry> + <entry id="63344" lang="en" sex="m">Vigilant Silent Resist Elements</entry> + <entry id="63345" lang="en" sex="m">Vigilant Still Resist Elements</entry> + <entry id="63346" lang="en" sex="m">Vigilant Twilight Luck</entry> + <entry id="63347" lang="en" sex="m">Vigilant Extended Twilight Luck</entry> + <entry id="63348" lang="en" sex="m">Vigilant Silent Twilight Luck</entry> + <entry id="63349" lang="en" sex="m">Vigilant Ayailla's Radiant Burst</entry> + <entry id="63350" lang="en" sex="m">Vigilant Empowered Ayailla's Radiant Burst</entry> + <entry id="63351" lang="en" sex="m">Vigilant Silent Ayailla's Radiant Burst</entry> + <entry id="63352" lang="en" sex="m">Vigilant Still Ayailla's Radiant Burst</entry> + <entry id="63353" lang="en" sex="m">Vigilant Detect Chaos</entry> + <entry id="63354" lang="en" sex="m">Vigilant Extended Detect Chaos</entry> + <entry id="63355" lang="en" sex="m">Vigilant Silent Detect Chaos</entry> + <entry id="63356" lang="en" sex="m">Vigilant Still Detect Chaos</entry> + <entry id="63357" lang="en" sex="m">Vigilant Detect Evil</entry> + <entry id="63358" lang="en" sex="m">Vigilant Extended Detect Evil</entry> + <entry id="63359" lang="en" sex="m">Vigilant Silent Detect Evil</entry> + <entry id="63360" lang="en" sex="m">Vigilant Still Detect Evil</entry> + <entry id="63361" lang="en" sex="m">Vigilant Detect Good</entry> + <entry id="63362" lang="en" sex="m">Vigilant Extended Detect Good</entry> + <entry id="63363" lang="en" sex="m">Vigilant Silent Detect Good</entry> + <entry id="63364" lang="en" sex="m">Vigilant Still Detect Good</entry> + <entry id="63365" lang="en" sex="m">Vigilant Detect Law</entry> + <entry id="63366" lang="en" sex="m">Vigilant Extended Detect Law</entry> + <entry id="63367" lang="en" sex="m">Vigilant Silent Detect Law</entry> + <entry id="63368" lang="en" sex="m">Vigilant Still Detect Law</entry> + <entry id="63369" lang="en" sex="m">Vigilant Luminous Armor</entry> + <entry id="63370" lang="en" sex="m">Vigilant Extended Luminous Armor</entry> + <entry id="63371" lang="en" sex="m">Vigilant Protection from Elements</entry> + <entry id="63372" lang="en" sex="m">Vigilant Extended Protection from Elements</entry> + <entry id="63373" lang="en" sex="m">Vigilant Silent Protection from Elements</entry> + <entry id="63374" lang="en" sex="m">Vigilant Still Protection from Elements</entry> + <entry id="63375" lang="en" sex="m">Vigilant Snare</entry> + <entry id="63376" lang="en" sex="m">Vigilant Silent Snare</entry> + <entry id="63377" lang="en" sex="m">Vigilant Still Snare</entry> + <entry id="63378" lang="en" sex="m">Vigilant Silence</entry> + <entry id="63379" lang="en" sex="m">Vigilant Extended Silence</entry> + <entry id="63380" lang="en" sex="m">Vigilant Silent Silence</entry> + <entry id="63381" lang="en" sex="m">Vigilant Still Silence</entry> + <entry id="63382" lang="en" sex="m">Vigilant Brilliant Emanation</entry> + <entry id="63383" lang="en" sex="m">Vigilant Extended Brilliant Emanation</entry> + <entry id="63384" lang="en" sex="m">Vigilant Endurance</entry> + <entry id="63385" lang="en" sex="m">Vigilant Extended Endurance</entry> + <entry id="63386" lang="en" sex="m">Vigilant Silent Endurance</entry> + <entry id="63387" lang="en" sex="m">Vigilant Still Endurance</entry> + <entry id="63388" lang="en" sex="m">Vigilant Hammer of Righteousness</entry> + <entry id="63389" lang="en" sex="m">Vigilant Silent Hammer of Righteousness</entry> + <entry id="63390" lang="en" sex="m">Vigilant Still Hammer of Righteousness</entry> + <entry id="63391" lang="en" sex="m">Vigilant Neutralize Poison</entry> + <entry id="63392" lang="en" sex="m">Vigilant Silent Neutralize Poison</entry> + <entry id="63393" lang="en" sex="m">Vigilant Still Neutralize Poison</entry> + <entry id="63394" lang="en" sex="m">Vigilant Remove Disease</entry> + <entry id="63395" lang="en" sex="m">Vigilant Silent Remove Disease</entry> + <entry id="63396" lang="en" sex="m">Vigilant Still Remove Disease</entry> + <entry id="63397" lang="en" sex="m">Vigilant Spike Growth</entry> + <entry id="63398" lang="en" sex="m">Vigilant Extended Spike Growth</entry> + <entry id="63399" lang="en" sex="m">Vigilant Silent Spike Growth</entry> + <entry id="63400" lang="en" sex="m">Vigilant Still Spike Growth</entry> + <entry id="63401" lang="en" sex="m">Vigilant Diamond Spray</entry> + <entry id="63402" lang="en" sex="m">Vigilant Freedom of Movement</entry> + <entry id="63403" lang="en" sex="m">Vigilant Greater Luminous Armor</entry> + <entry id="63404" lang="en" sex="m">Vigilant Repel Vermin</entry> + <entry id="63405" lang="en" sex="m">Vigilant Sunmantle</entry> + <entry id="63406" lang="en" sex="m">Vassal of Bahamut Shield of Faith</entry> + <entry id="63407" lang="en" sex="m">Vassal of Bahamut Extended Shield of Faith</entry> + <entry id="63408" lang="en" sex="m">Vassal of Bahamut Silent Shield of Faith</entry> + <entry id="63409" lang="en" sex="m">Vassal of Bahamut Still Shield of Faith</entry> + <entry id="63410" lang="en" sex="m">Vassal of Bahamut Protection from Evil</entry> + <entry id="63411" lang="en" sex="m">Vassal of Bahamut Extended Protection from Evil</entry> + <entry id="63412" lang="en" sex="m">Vassal of Bahamut Silent Protection from Evil</entry> + <entry id="63413" lang="en" sex="m">Vassal of Bahamut Still Protection from Evil</entry> + <entry id="63414" lang="en" sex="m">Vassal of Bahamut Endure Elements</entry> + <entry id="63415" lang="en" sex="m">Vassal of Bahamut Extended Endure Elements</entry> + <entry id="63416" lang="en" sex="m">Vassal of Bahamut Silent Endure Elements</entry> + <entry id="63417" lang="en" sex="m">Vassal of Bahamut Still Endure Elements</entry> + <entry id="63418" lang="en" sex="m">Vassal of Bahamut Divine Favor</entry> + <entry id="63419" lang="en" sex="m">Vassal of Bahamut Extended Divine Favor</entry> + <entry id="63420" lang="en" sex="m">Vassal of Bahamut Silent Divine Favor</entry> + <entry id="63421" lang="en" sex="m">Vassal of Bahamut Still Divine Favor</entry> + <entry id="63422" lang="en" sex="m">Vassal of Bahamut Bless Weapon</entry> + <entry id="63423" lang="en" sex="m">Vassal of Bahamut Extended Bless Weapon</entry> + <entry id="63424" lang="en" sex="m">Vassal of Bahamut Silent Bless Weapon</entry> + <entry id="63425" lang="en" sex="m">Vassal of Bahamut Still Bless Weapon</entry> + <entry id="63426" lang="en" sex="m">Vassal of Bahamut Bless</entry> + <entry id="63427" lang="en" sex="m">Vassal of Bahamut Extended Bless</entry> + <entry id="63428" lang="en" sex="m">Vassal of Bahamut Silent Bless</entry> + <entry id="63429" lang="en" sex="m">Vassal of Bahamut Still Bless</entry> + <entry id="63430" lang="en" sex="m">Vassal of Bahamut Twilight Luck</entry> + <entry id="63431" lang="en" sex="m">Vassal of Bahamut Extended Twilight Luck</entry> + <entry id="63432" lang="en" sex="m">Vassal of Bahamut Silent Twilight Luck</entry> + <entry id="63433" lang="en" sex="m">Vassal of Bahamut Lantern Light</entry> + <entry id="63434" lang="en" sex="m">Vassal of Bahamut Empowered Lantern Light</entry> + <entry id="63435" lang="en" sex="m">Vassal of Bahamut Maximized Lantern Light</entry> + <entry id="63436" lang="en" sex="m">Vassal of Bahamut Still Lantern Light</entry> + <entry id="63437" lang="en" sex="m">Vassal of Bahamut Protection from Elements</entry> + <entry id="63438" lang="en" sex="m">Vassal of Bahamut Extended Protection from Elements</entry> + <entry id="63439" lang="en" sex="m">Vassal of Bahamut Silent Protection from Elements</entry> + <entry id="63440" lang="en" sex="m">Vassal of Bahamut Still Protection from Elements</entry> + <entry id="63441" lang="en" sex="m">Vassal of Bahamut Bull's Strength</entry> + <entry id="63442" lang="en" sex="m">Vassal of Bahamut Empowered Bull's Strength</entry> + <entry id="63443" lang="en" sex="m">Vassal of Bahamut Extended Bull's Strength</entry> + <entry id="63444" lang="en" sex="m">Vassal of Bahamut Silent Bull's Strength</entry> + <entry id="63445" lang="en" sex="m">Vassal of Bahamut Still Bull's Strength</entry> + <entry id="63446" lang="en" sex="m">Vassal of Bahamut Alter Self</entry> + <entry id="63447" lang="en" sex="m">Vassal of Bahamut Alter Self - Learn Shape</entry> + <entry id="63448" lang="en" sex="m">Vassal of Bahamut Alter Self - Options</entry> + <entry id="63449" lang="en" sex="m">Vassal of Bahamut Alter Self - Quickslot 1</entry> + <entry id="63450" lang="en" sex="m">Vassal of Bahamut Alter Self - Quickslot 2</entry> + <entry id="63451" lang="en" sex="m">Vassal of Bahamut Alter Self - Quickslot 3</entry> + <entry id="63452" lang="en" sex="m">Vassal of Bahamut Extended Alter Self</entry> + <entry id="63453" lang="en" sex="m">Vassal of Bahamut Extended Alter Self - Learn Shape</entry> + <entry id="63454" lang="en" sex="m">Vassal of Bahamut Extended Alter Self - Options</entry> + <entry id="63455" lang="en" sex="m">Vassal of Bahamut Extended Alter Self - Quickslot 1</entry> + <entry id="63456" lang="en" sex="m">Vassal of Bahamut Extended Alter Self - Quickslot 2</entry> + <entry id="63457" lang="en" sex="m">Vassal of Bahamut Extended Alter Self - Quickslot 3</entry> + <entry id="63458" lang="en" sex="m">Vassal of Bahamut Silent Alter Self</entry> + <entry id="63459" lang="en" sex="m">Vassal of Bahamut Silent Alter Self - Learn Shape</entry> + <entry id="63460" lang="en" sex="m">Vassal of Bahamut Silent Alter Self - Options</entry> + <entry id="63461" lang="en" sex="m">Vassal of Bahamut Silent Alter Self - Quickslot 1</entry> + <entry id="63462" lang="en" sex="m">Vassal of Bahamut Silent Alter Self - Quickslot 2</entry> + <entry id="63463" lang="en" sex="m">Vassal of Bahamut Silent Alter Self - Quickslot 3</entry> + <entry id="63464" lang="en" sex="m">Vassal of Bahamut Still Alter Self</entry> + <entry id="63465" lang="en" sex="m">Vassal of Bahamut Still Alter Self - Learn Shape</entry> + <entry id="63466" lang="en" sex="m">Vassal of Bahamut Still Alter Self - Options</entry> + <entry id="63467" lang="en" sex="m">Vassal of Bahamut Still Alter Self - Quickslot 1</entry> + <entry id="63468" lang="en" sex="m">Vassal of Bahamut Still Alter Self - Quickslot 2</entry> + <entry id="63469" lang="en" sex="m">Vassal of Bahamut Still Alter Self - Quickslot 3</entry> + <entry id="63470" lang="en" sex="m">Vassal of Bahamut Endurance</entry> + <entry id="63471" lang="en" sex="m">Vassal of Bahamut Empowered Endurance</entry> + <entry id="63472" lang="en" sex="m">Vassal of Bahamut Extended Endurance</entry> + <entry id="63473" lang="en" sex="m">Vassal of Bahamut Silent Endurance</entry> + <entry id="63474" lang="en" sex="m">Vassal of Bahamut Still Endurance</entry> + <entry id="63475" lang="en" sex="m">Vassal of Bahamut Shield Other</entry> + <entry id="63476" lang="en" sex="m">Vassal of Bahamut Extended Shield Other</entry> + <entry id="63477" lang="en" sex="m">Vassal of Bahamut Silent Shield Other</entry> + <entry id="63478" lang="en" sex="m">Vassal of Bahamut Still Shield Other</entry> + <entry id="63479" lang="en" sex="m">Vassal of Bahamut Undetectable Alignment</entry> + <entry id="63480" lang="en" sex="m">Vassal of Bahamut Extended Undetectable Alignment</entry> + <entry id="63481" lang="en" sex="m">Vassal of Bahamut Silent Undetectable Alignment</entry> + <entry id="63482" lang="en" sex="m">Vassal of Bahamut Still Undetectable Alignment</entry> + <entry id="63483" lang="en" sex="m">Vassal of Bahamut Ayailla's Radiant Burst</entry> + <entry id="63484" lang="en" sex="m">Vassal of Bahamut Empowered Ayailla's Radiant Burst</entry> + <entry id="63485" lang="en" sex="m">Vassal of Bahamut Silent Ayailla's Radiant Burst</entry> + <entry id="63486" lang="en" sex="m">Vassal of Bahamut Still Ayailla's Radiant Burst</entry> + <entry id="63487" lang="en" sex="m">Vassal of Bahamut Luminous Armor</entry> + <entry id="63488" lang="en" sex="m">Vassal of Bahamut Extended Luminous Armor</entry> + <entry id="63489" lang="en" sex="m">Vassal of Bahamut Searing Light</entry> + <entry id="63490" lang="en" sex="m">Vassal of Bahamut Silent Searing Light</entry> + <entry id="63491" lang="en" sex="m">Vassal of Bahamut Still Searing Light</entry> + <entry id="63492" lang="en" sex="m">Vassal of Bahamut Resist Elements</entry> + <entry id="63493" lang="en" sex="m">Vassal of Bahamut Extended Resist Elements</entry> + <entry id="63494" lang="en" sex="m">Vassal of Bahamut Silent Resist Elements</entry> + <entry id="63495" lang="en" sex="m">Vassal of Bahamut Still Resist Elements</entry> + <entry id="63496" lang="en" sex="m">Vassal of Bahamut Magic Circle against Evil</entry> + <entry id="63497" lang="en" sex="m">Vassal of Bahamut Extended Magic Circle against Evil</entry> + <entry id="63498" lang="en" sex="m">Vassal of Bahamut Silent Magic Circle against Evil</entry> + <entry id="63499" lang="en" sex="m">Vassal of Bahamut Still Magic Circle against Evil</entry> + <entry id="63500" lang="en" sex="m">Vassal of Bahamut Brilliant Emanation</entry> + <entry id="63501" lang="en" sex="m">Vassal of Bahamut Extended Brilliant Emanation</entry> + <entry id="63502" lang="en" sex="m">Vassal of Bahamut Hammer of Righteousness</entry> + <entry id="63503" lang="en" sex="m">Vassal of Bahamut Silent Hammer of Righteousness</entry> + <entry id="63504" lang="en" sex="m">Vassal of Bahamut Still Hammer of Righteousness</entry> + <entry id="63505" lang="en" sex="m">Vassal of Bahamut Holy Sword</entry> + <entry id="63506" lang="en" sex="m">Vassal of Bahamut Divine Power</entry> + <entry id="63507" lang="en" sex="m">Vassal of Bahamut Diamond Spray</entry> + <entry id="63508" lang="en" sex="m">Vassal of Bahamut Sunmantle</entry> + <entry id="63509" lang="en" sex="m">Vassal of Bahamut Greater Luminous Armor</entry> + <entry id="63510" lang="en" sex="m">Sublime Chord Abyssal Might</entry> + <entry id="63511" lang="en" sex="m">Sublime Chord Acid Orb</entry> + <entry id="63512" lang="en" sex="m">Sublime Chord Arcane Eye</entry> + <entry id="63513" lang="en" sex="m">Sublime Chord Bestow Curse</entry> + <entry id="63514" lang="en" sex="m">Sublime Chord Blast of Flame</entry> + <entry id="63515" lang="en" sex="m">Sublime Chord Break Enchantment</entry> + <entry id="63516" lang="en" sex="m">Sublime Chord Channeled Pyroburst</entry> + <entry id="63517" lang="en" sex="m">Sublime Chord Swift Channeled Pyroburst</entry> + <entry id="63518" lang="en" sex="m">Sublime Chord Standard Channeled Pyroburst</entry> + <entry id="63519" lang="en" sex="m">Sublime Chord Full round Channeled Pyroburst</entry> + <entry id="63520" lang="en" sex="m">Sublime Chord Two rounds Channeled Pyroburst</entry> + <entry id="63521" lang="en" sex="m">Sublime Chord Charm Monster</entry> + <entry id="63522" lang="en" sex="m">Sublime Chord Cold Orb</entry> + <entry id="63523" lang="en" sex="m">Sublime Chord Confusion</entry> + <entry id="63524" lang="en" sex="m">Sublime Chord Contagion</entry> + <entry id="63525" lang="en" sex="m">Sublime Chord Crushing Despair</entry> + <entry id="63526" lang="en" sex="m">Sublime Chord Cure Critical Wounds</entry> + <entry id="63527" lang="en" sex="m">Sublime Chord Damning Darkness</entry> + <entry id="63528" lang="en" sex="m">Sublime Chord Dancing Web</entry> + <entry id="63529" lang="en" sex="m">Sublime Chord Detect Scrying</entry> + <entry id="63530" lang="en" sex="m">Sublime Chord Dimensional Anchor</entry> + <entry id="63531" lang="en" sex="m">Sublime Chord Dimension Door</entry> + <entry id="63532" lang="en" sex="m">Sublime Chord Dimension Door - Self only</entry> + <entry id="63533" lang="en" sex="m">Sublime Chord Dimension Door - Party within 10ft</entry> + <entry id="63534" lang="en" sex="m">Sublime Chord Dimension Door - Direction and Distance - Self only</entry> + <entry id="63535" lang="en" sex="m">Sublime Chord Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="63536" lang="en" sex="m">Sublime Chord Dismissal</entry> + <entry id="63537" lang="en" sex="m">Sublime Chord Dominate Person</entry> + <entry id="63538" lang="en" sex="m">Sublime Chord Doom Scarabs</entry> + <entry id="63539" lang="en" sex="m">Sublime Chord Electric Orb</entry> + <entry id="63540" lang="en" sex="m">Sublime Chord Elemental Shield</entry> + <entry id="63541" lang="en" sex="m">Sublime Chord Enervation</entry> + <entry id="63542" lang="en" sex="m">Sublime Chord Evard's Black Tentacles</entry> + <entry id="63543" lang="en" sex="m">Sublime Chord Fear</entry> + <entry id="63544" lang="en" sex="m">Sublime Chord Fire Orb</entry> + <entry id="63545" lang="en" sex="m">Sublime Chord Fire Trap</entry> + <entry id="63546" lang="en" sex="m">Sublime Chord Greater Resistance</entry> + <entry id="63547" lang="en" sex="m">Sublime Chord Grim Revenge</entry> + <entry id="63548" lang="en" sex="m">Sublime Chord Hold Monster</entry> + <entry id="63549" lang="en" sex="m">Sublime Chord Ilyykur's Mantle</entry> + <entry id="63550" lang="en" sex="m">Sublime Chord Improved Invisibility</entry> + <entry id="63551" lang="en" sex="m">Sublime Chord Isaac's Lesser Missile Storm</entry> + <entry id="63552" lang="en" sex="m">Sublime Chord Legend Lore</entry> + <entry id="63553" lang="en" sex="m">Sublime Chord Lesser Spell Breach</entry> + <entry id="63554" lang="en" sex="m">Sublime Chord Liquid Pain</entry> + <entry id="63555" lang="en" sex="m">Sublime Chord Locate Creature</entry> + <entry id="63556" lang="en" sex="m">Sublime Chord Lower Spell Resistance</entry> + <entry id="63557" lang="en" sex="m">Sublime Chord Mass Enlarge Person</entry> + <entry id="63558" lang="en" sex="m">Sublime Chord Mass Reduce Person</entry> + <entry id="63559" lang="en" sex="m">Sublime Chord Mass Ultravision</entry> + <entry id="63560" lang="en" sex="m">Sublime Chord Minor Globe of Invulnerability</entry> + <entry id="63561" lang="en" sex="m">Sublime Chord Necrotic Domination</entry> + <entry id="63562" lang="en" sex="m">Sublime Chord Neutralize Poison</entry> + <entry id="63563" lang="en" sex="m">Sublime Chord Orb of Force</entry> + <entry id="63564" lang="en" sex="m">Sublime Chord Otiluke's Resilient Sphere</entry> + <entry id="63565" lang="en" sex="m">Sublime Chord Phantasmal Killer</entry> + <entry id="63566" lang="en" sex="m">Sublime Chord Fire Shield (PnP)</entry> + <entry id="63567" lang="en" sex="m">Sublime Chord Fire Shield (PnP): Red</entry> + <entry id="63568" lang="en" sex="m">Sublime Chord Fire Shield (PnP): Blue</entry> + <entry id="63569" lang="en" sex="m">Sublime Chord Polymorph Self</entry> + <entry id="63570" lang="en" sex="m">Sublime Chord Polymorph, Giant Spider</entry> + <entry id="63571" lang="en" sex="m">Sublime Chord Polymorph, Troll</entry> + <entry id="63572" lang="en" sex="m">Sublime Chord Polymorph, Umber Hulk</entry> + <entry id="63573" lang="en" sex="m">Sublime Chord Polymorph, Fey</entry> + <entry id="63574" lang="en" sex="m">Sublime Chord Polymorph, Zombie</entry> + <entry id="63575" lang="en" sex="m">Sublime Chord Rainbow Pattern</entry> + <entry id="63576" lang="en" sex="m">Sublime Chord Remove Blindness/Deafness</entry> + <entry id="63577" lang="en" sex="m">Sublime Chord Remove Curse</entry> + <entry id="63578" lang="en" sex="m">Sublime Chord Repel Vermin</entry> + <entry id="63579" lang="en" sex="m">Sublime Chord Scrying</entry> + <entry id="63580" lang="en" sex="m">Sublime Chord Serpent Arrows</entry> + <entry id="63581" lang="en" sex="m">Sublime Chord Shadow Conjuration</entry> + <entry id="63582" lang="en" sex="m">Sublime Chord Shadow Conjuration, Summon Shadow</entry> + <entry id="63583" lang="en" sex="m">Sublime Chord Shadow Conjuration, Darkness</entry> + <entry id="63584" lang="en" sex="m">Sublime Chord Shadow Conjuration, Invisibility</entry> + <entry id="63585" lang="en" sex="m">Sublime Chord Shadow Conjuration, Mage Armor</entry> + <entry id="63586" lang="en" sex="m">Sublime Chord Shadow Conjuration, Magic Missile</entry> + <entry id="63587" lang="en" sex="m">Sublime Chord Shout</entry> + <entry id="63588" lang="en" sex="m">Sublime Chord Sinsabur's Baleful Bolt</entry> + <entry id="63589" lang="en" sex="m">Sublime Chord Slashing Dispel</entry> + <entry id="63590" lang="en" sex="m">Sublime Chord Solid Fog</entry> + <entry id="63591" lang="en" sex="m">Sublime Chord Sonic Orb</entry> + <entry id="63592" lang="en" sex="m">Sublime Chord Stoneskin</entry> + <entry id="63593" lang="en" sex="m">Sublime Chord Summon Creature IV</entry> + <entry id="63594" lang="en" sex="m">Sublime Chord Summon Undead 4</entry> + <entry id="63595" lang="en" sex="m">Sublime Chord Viscid Globe</entry> + <entry id="63596" lang="en" sex="m">Sublime Chord Wall of Fire</entry> + <entry id="63597" lang="en" sex="m">Sublime Chord War Cry</entry> + <entry id="63598" lang="en" sex="m">Sublime Chord Wrack</entry> + <entry id="63599" lang="en" sex="m">Sublime Chord Animate Dead</entry> + <entry id="63600" lang="en" sex="m">Sublime Chord Baleful Polymorph</entry> + <entry id="63601" lang="en" sex="m">Sublime Chord Ball Lightning</entry> + <entry id="63602" lang="en" sex="m">Sublime Chord Beltyn's Burning Blood</entry> + <entry id="63603" lang="en" sex="m">Sublime Chord Bigby's Interposing Hand</entry> + <entry id="63604" lang="en" sex="m">Sublime Chord Call Dretch Horde</entry> + <entry id="63605" lang="en" sex="m">Sublime Chord Call Lemure Horde</entry> + <entry id="63606" lang="en" sex="m">Sublime Chord Cloudkill</entry> + <entry id="63607" lang="en" sex="m">Sublime Chord Cone of Cold</entry> + <entry id="63608" lang="en" sex="m">Sublime Chord Draconic Might +</entry> + <entry id="63609" lang="en" sex="m">Sublime Chord Ethereal Visage</entry> + <entry id="63610" lang="en" sex="m">Sublime Chord Feeblemind</entry> + <entry id="63611" lang="en" sex="m">Sublime Chord Firebrand</entry> + <entry id="63612" lang="en" sex="m">Sublime Chord Greater Dispelling</entry> + <entry id="63613" lang="en" sex="m">Sublime Chord Greater Fireburst</entry> + <entry id="63614" lang="en" sex="m">Sublime Chord Greater Heroism</entry> + <entry id="63615" lang="en" sex="m">Sublime Chord Greater Shadow Conjuration</entry> + <entry id="63616" lang="en" sex="m">Sublime Chord Greater Shadow Conjuration, Summon Shadow</entry> + <entry id="63617" lang="en" sex="m">Sublime Chord Greater Shadow Conjuration, Acid Arrow</entry> + <entry id="63618" lang="en" sex="m">Sublime Chord Greater Shadow Conjuration, Ghostly Visage</entry> + <entry id="63619" lang="en" sex="m">Sublime Chord Greater Shadow Conjuration, Web</entry> + <entry id="63620" lang="en" sex="m">Sublime Chord Greater Shadow Conjuration, Minor Globe of Invulnerability</entry> + <entry id="63621" lang="en" sex="m">Sublime Chord Wall of Greater Dispel Magic</entry> + <entry id="63622" lang="en" sex="m">Sublime Chord Healing Circle</entry> + <entry id="63623" lang="en" sex="m">Sublime Chord Lesser Mind Blank</entry> + <entry id="63624" lang="en" sex="m">Sublime Chord Lesser Planar Binding</entry> + <entry id="63625" lang="en" sex="m">Sublime Chord Lesser Spell Mantle</entry> + <entry id="63626" lang="en" sex="m">Sublime Chord Snilloc's Major Missile</entry> + <entry id="63627" lang="en" sex="m">Sublime Chord Mass Cure Light Wounds</entry> + <entry id="63628" lang="en" sex="m">Sublime Chord Mass Fire Shield +</entry> + <entry id="63629" lang="en" sex="m">Sublime Chord Mass Fire Shield: Red</entry> + <entry id="63630" lang="en" sex="m">Sublime Chord Mass Fire Shield: Blue</entry> + <entry id="63631" lang="en" sex="m">Sublime Chord Mestil's Acid Sheath</entry> + <entry id="63632" lang="en" sex="m">Sublime Chord Mind Fog</entry> + <entry id="63633" lang="en" sex="m">Sublime Chord Mislead</entry> + <entry id="63634" lang="en" sex="m">Sublime Chord Morality Undone</entry> + <entry id="63635" lang="en" sex="m">Sublime Chord Necrotic Burst</entry> + <entry id="63636" lang="en" sex="m">Sublime Chord Night's Caress</entry> + <entry id="63637" lang="en" sex="m">Sublime Chord Prismatic Ray</entry> + <entry id="63638" lang="en" sex="m">Sublime Chord Resonating Resistance</entry> + <entry id="63639" lang="en" sex="m">Sublime Chord Song of Discord</entry> + <entry id="63640" lang="en" sex="m">Sublime Chord Sonic Shield</entry> + <entry id="63641" lang="en" sex="m">Sublime Chord Stop Heart</entry> + <entry id="63642" lang="en" sex="m">Sublime Chord Summon Creature V</entry> + <entry id="63643" lang="en" sex="m">Sublime Chord Summon Undead 5</entry> + <entry id="63644" lang="en" sex="m">Sublime Chord Symbol of Pain</entry> + <entry id="63645" lang="en" sex="m">Sublime Chord Symbol of Sleep</entry> + <entry id="63646" lang="en" sex="m">Sublime Chord Teleport</entry> + <entry id="63647" lang="en" sex="m">Sublime Chord Teleport - Self only</entry> + <entry id="63648" lang="en" sex="m">Sublime Chord Teleport - Party within 10ft</entry> + <entry id="63649" lang="en" sex="m">Sublime Chord Waves of Fatigue</entry> + <entry id="63650" lang="en" sex="m">Sublime Chord Acid Fog</entry> + <entry id="63651" lang="en" sex="m">Sublime Chord Acid Storm</entry> + <entry id="63652" lang="en" sex="m">Sublime Chord Animate Objects</entry> + <entry id="63653" lang="en" sex="m">Sublime Chord Antimagic Field</entry> + <entry id="63654" lang="en" sex="m">Sublime Chord Bigby's Forceful Hand</entry> + <entry id="63655" lang="en" sex="m">Sublime Chord Call Faithful Servants</entry> + <entry id="63656" lang="en" sex="m">Sublime Chord Chain Lightning</entry> + <entry id="63657" lang="en" sex="m">Sublime Chord Circle of Death</entry> + <entry id="63658" lang="en" sex="m">Sublime Chord Dirge</entry> + <entry id="63659" lang="en" sex="m">Sublime Chord Disintegrate</entry> + <entry id="63660" lang="en" sex="m">Sublime Chord Ectoplasmic Enhancement</entry> + <entry id="63661" lang="en" sex="m">Sublime Chord Energy Buffer</entry> + <entry id="63662" lang="en" sex="m">Sublime Chord Extract Water Elemental</entry> + <entry id="63663" lang="en" sex="m">Sublime Chord Eyebite</entry> + <entry id="63664" lang="en" sex="m">Sublime Chord Flesh to Stone</entry> + <entry id="63665" lang="en" sex="m">Sublime Chord Ghoul Gauntlet</entry> + <entry id="63666" lang="en" sex="m">Sublime Chord Globe of Invulnerability</entry> + <entry id="63667" lang="en" sex="m">Sublime Chord Greater Shout</entry> + <entry id="63668" lang="en" sex="m">Sublime Chord Greater Spell Breach</entry> + <entry id="63669" lang="en" sex="m">Sublime Chord Greater Stoneskin</entry> + <entry id="63670" lang="en" sex="m">Sublime Chord Greater Scrying</entry> + <entry id="63671" lang="en" sex="m">Sublime Chord Ice Storm</entry> + <entry id="63672" lang="en" sex="m">Sublime Chord Isaac's Greater Missile Storm</entry> + <entry id="63673" lang="en" sex="m">Sublime Chord Mass Bull's Strength</entry> + <entry id="63674" lang="en" sex="m">Sublime Chord Mass Cat's Grace</entry> + <entry id="63675" lang="en" sex="m">Sublime Chord Mass Contagion</entry> + <entry id="63676" lang="en" sex="m">Sublime Chord Mass Cure Moderate Wounds</entry> + <entry id="63677" lang="en" sex="m">Sublime Chord Mass Eagle's Splendor</entry> + <entry id="63678" lang="en" sex="m">Sublime Chord Mass Endurance</entry> + <entry id="63679" lang="en" sex="m">Sublime Chord Mass Fox's Cunning</entry> + <entry id="63680" lang="en" sex="m">Sublime Chord Mass Haste</entry> + <entry id="63681" lang="en" sex="m">Sublime Chord Mass Owl's Wisdom</entry> + <entry id="63682" lang="en" sex="m">Sublime Chord Necrotic Eruption</entry> + <entry id="63683" lang="en" sex="m">Sublime Chord Otiluke's Freezing Sphere</entry> + <entry id="63684" lang="en" sex="m">Sublime Chord Planar Binding</entry> + <entry id="63685" lang="en" sex="m">Sublime Chord Repulsion</entry> + <entry id="63686" lang="en" sex="m">Sublime Chord Shades</entry> + <entry id="63687" lang="en" sex="m">Sublime Chord Summon Shadow</entry> + <entry id="63688" lang="en" sex="m">Sublime Chord Shades, Cone of Cold</entry> + <entry id="63689" lang="en" sex="m">Sublime Chord Shades, Fireball</entry> + <entry id="63690" lang="en" sex="m">Sublime Chord Shades, Stoneskin</entry> + <entry id="63691" lang="en" sex="m">Sublime Chord Shades, Wall of Fire</entry> + <entry id="63692" lang="en" sex="m">Sublime Chord Starmantle</entry> + <entry id="63693" lang="en" sex="m">Sublime Chord Stone to Flesh</entry> + <entry id="63694" lang="en" sex="m">Sublime Chord Summon Creature VI</entry> + <entry id="63695" lang="en" sex="m">Sublime Chord Superior Resistance</entry> + <entry id="63696" lang="en" sex="m">Sublime Chord Symbol of Fear</entry> + <entry id="63697" lang="en" sex="m">Sublime Chord Symbol of Persuasion</entry> + <entry id="63698" lang="en" sex="m">Sublime Chord Tenser's Transformation</entry> + <entry id="63699" lang="en" sex="m">Sublime Chord True Seeing</entry> + <entry id="63700" lang="en" sex="m">Sublime Chord Undeath to Death</entry> + <entry id="63701" lang="en" sex="m">Sublime Chord Wave of Pain</entry> + <entry id="63702" lang="en" sex="m">Sublime Chord Amber Sarcophagus</entry> + <entry id="63703" lang="en" sex="m">Sublime Chord Arrow of Bone</entry> + <entry id="63704" lang="en" sex="m">Sublime Chord Avasculate</entry> + <entry id="63705" lang="en" sex="m">Sublime Chord Banishment</entry> + <entry id="63706" lang="en" sex="m">Sublime Chord Bigby's Grasping Hand</entry> + <entry id="63707" lang="en" sex="m">Sublime Chord Control Undead</entry> + <entry id="63708" lang="en" sex="m">Sublime Chord Control Weather</entry> + <entry id="63709" lang="en" sex="m">Sublime Chord Control Weather: Rain</entry> + <entry id="63710" lang="en" sex="m">Sublime Chord Control Weather: Snow</entry> + <entry id="63711" lang="en" sex="m">Sublime Chord Control Weather: Clear</entry> + <entry id="63712" lang="en" sex="m">Sublime Chord Delayed Blast Fireball</entry> + <entry id="63713" lang="en" sex="m">Sublime Chord Dragon Ally</entry> + <entry id="63714" lang="en" sex="m">Sublime Chord Energy Ebb</entry> + <entry id="63715" lang="en" sex="m">Sublime Chord Energy Immunity</entry> + <entry id="63716" lang="en" sex="m">Sublime Chord Acid Energy Immunity</entry> + <entry id="63717" lang="en" sex="m">Sublime Chord Cold Energy Immunity</entry> + <entry id="63718" lang="en" sex="m">Sublime Chord Electricity Energy Immunity</entry> + <entry id="63719" lang="en" sex="m">Sublime Chord Fire Energy Immunity</entry> + <entry id="63720" lang="en" sex="m">Sublime Chord Sonic Energy Immunity</entry> + <entry id="63721" lang="en" sex="m">Sublime Chord Eye of the Beholder</entry> + <entry id="63722" lang="en" sex="m">Sublime Chord Fiendish Clarity</entry> + <entry id="63723" lang="en" sex="m">Sublime Chord Finger of Death</entry> + <entry id="63724" lang="en" sex="m">Sublime Chord Great Thunderclap</entry> + <entry id="63725" lang="en" sex="m">Sublime Chord Greater Teleport</entry> + <entry id="63726" lang="en" sex="m">Sublime Chord Greater Teleport - Self only</entry> + <entry id="63727" lang="en" sex="m">Sublime Chord Greater Teleport - Party within 10ft</entry> + <entry id="63728" lang="en" sex="m">Sublime Chord Insanity</entry> + <entry id="63729" lang="en" sex="m">Sublime Chord Mass Hold Person</entry> + <entry id="63730" lang="en" sex="m">Sublime Chord Mordenkainen's Sword</entry> + <entry id="63731" lang="en" sex="m">Sublime Chord Mordenkainen's Magnificent Mansion</entry> + <entry id="63732" lang="en" sex="m">Sublime Chord Nybor's Stern Reproof</entry> + <entry id="63733" lang="en" sex="m">Sublime Chord Power Word Blind</entry> + <entry id="63734" lang="en" sex="m">Sublime Chord Power Word, Stun</entry> + <entry id="63735" lang="en" sex="m">Sublime Chord Prismatic Spray</entry> + <entry id="63736" lang="en" sex="m">Sublime Chord Protection from Spells</entry> + <entry id="63737" lang="en" sex="m">Sublime Chord Sequester</entry> + <entry id="63738" lang="en" sex="m">Sublime Chord Shadow Shield</entry> + <entry id="63739" lang="en" sex="m">Sublime Chord Spell Mantle</entry> + <entry id="63740" lang="en" sex="m">Sublime Chord Spell Turning</entry> + <entry id="63741" lang="en" sex="m">Sublime Chord Summon Creature VII</entry> + <entry id="63742" lang="en" sex="m">Sublime Chord Summon Huge Air Elemental</entry> + <entry id="63743" lang="en" sex="m">Sublime Chord Summon Huge Earth Elemental</entry> + <entry id="63744" lang="en" sex="m">Sublime Chord Summon Huge Fire Elemental</entry> + <entry id="63745" lang="en" sex="m">Sublime Chord Summon Huge Water Elemental</entry> + <entry id="63746" lang="en" sex="m">Sublime Chord Symbol of Stunning</entry> + <entry id="63747" lang="en" sex="m">Sublime Chord Symbol of Weakness</entry> + <entry id="63748" lang="en" sex="m">Sublime Chord Tomb of Light</entry> + <entry id="63749" lang="en" sex="m">Sublime Chord Waves of Exhaustion</entry> + <entry id="63750" lang="en" sex="m">Sublime Chord Avascular Mass</entry> + <entry id="63751" lang="en" sex="m">Sublime Chord Bigby's Clenched Fist</entry> + <entry id="63752" lang="en" sex="m">Sublime Chord Blackstaff</entry> + <entry id="63753" lang="en" sex="m">Sublime Chord Create Undead</entry> + <entry id="63754" lang="en" sex="m">Sublime Chord Dimensional Lock</entry> + <entry id="63755" lang="en" sex="m">Sublime Chord Discern Location</entry> + <entry id="63756" lang="en" sex="m">Sublime Chord Greater Sanctuary</entry> + <entry id="63757" lang="en" sex="m">Sublime Chord Flensing</entry> + <entry id="63758" lang="en" sex="m">Sublime Chord Greater Planar Binding</entry> + <entry id="63759" lang="en" sex="m">Sublime Chord Gutwrench</entry> + <entry id="63760" lang="en" sex="m">Sublime Chord Horrid Wilting</entry> + <entry id="63761" lang="en" sex="m">Sublime Chord Incendiary Cloud</entry> + <entry id="63762" lang="en" sex="m">Sublime Chord Iron Body</entry> + <entry id="63763" lang="en" sex="m">Sublime Chord Last Judgement</entry> + <entry id="63764" lang="en" sex="m">Sublime Chord Mantle of Egregious Might</entry> + <entry id="63765" lang="en" sex="m">Sublime Chord Mass Blindness/Deafness</entry> + <entry id="63766" lang="en" sex="m">Sublime Chord Mass Charm</entry> + <entry id="63767" lang="en" sex="m">Sublime Chord Maze</entry> + <entry id="63768" lang="en" sex="m">Sublime Chord Mind Blank</entry> + <entry id="63769" lang="en" sex="m">Sublime Chord Necrotic Empowerment</entry> + <entry id="63770" lang="en" sex="m">Sublime Chord Polar Ray</entry> + <entry id="63771" lang="en" sex="m">Sublime Chord Premonition</entry> + <entry id="63772" lang="en" sex="m">Sublime Chord Prismatic Wall</entry> + <entry id="63773" lang="en" sex="m">Sublime Chord Scintillating Pattern</entry> + <entry id="63774" lang="en" sex="m">Sublime Chord Summon Creature VIII</entry> + <entry id="63775" lang="en" sex="m">Sublime Chord Summon Greater Air Elemental</entry> + <entry id="63776" lang="en" sex="m">Sublime Chord Summon Greater Earth Elemental</entry> + <entry id="63777" lang="en" sex="m">Sublime Chord Summon Greater Fire Elemental</entry> + <entry id="63778" lang="en" sex="m">Sublime Chord Summon Greater Water Elemental</entry> + <entry id="63779" lang="en" sex="m">Sublime Chord Sunburst</entry> + <entry id="63780" lang="en" sex="m">Sublime Chord Symbol of Death</entry> + <entry id="63781" lang="en" sex="m">Sublime Chord Symbol of Insanity</entry> + <entry id="63782" lang="en" sex="m">Sublime Chord Bigby's Crushing Hand</entry> + <entry id="63783" lang="en" sex="m">Sublime Chord Black Blade of Disaster</entry> + <entry id="63784" lang="en" sex="m">Sublime Chord Blinding Glory</entry> + <entry id="63785" lang="en" sex="m">Sublime Chord Crushing Fist of Spite</entry> + <entry id="63786" lang="en" sex="m">Sublime Chord Dominate Monster</entry> + <entry id="63787" lang="en" sex="m">Sublime Chord Energy Drain</entry> + <entry id="63788" lang="en" sex="m">Sublime Chord Foresight</entry> + <entry id="63789" lang="en" sex="m">Sublime Chord Gate</entry> + <entry id="63790" lang="en" sex="m">Sublime Chord Greater Spell Mantle</entry> + <entry id="63791" lang="en" sex="m">Sublime Chord Mass Hold Monster</entry> + <entry id="63792" lang="en" sex="m">Sublime Chord Meteor Swarm</entry> + <entry id="63793" lang="en" sex="m">Sublime Chord Mordenkainen's Disjunction</entry> + <entry id="63794" lang="en" sex="m">Sublime Chord Necrotic Termination</entry> + <entry id="63795" lang="en" sex="m">Sublime Chord Plague of Undead</entry> + <entry id="63796" lang="en" sex="m">Sublime Chord Power Word, Kill</entry> + <entry id="63797" lang="en" sex="m">Sublime Chord Prismatic Sphere</entry> + <entry id="63798" lang="en" sex="m">Sublime Chord Shapechange</entry> + <entry id="63799" lang="en" sex="m">Sublime Chord Shapechange, Red Dragon</entry> + <entry id="63800" lang="en" sex="m">Sublime Chord Shapechange, Fire Giant</entry> + <entry id="63801" lang="en" sex="m">Sublime Chord Shapechange, Balor</entry> + <entry id="63802" lang="en" sex="m">Sublime Chord Shapechange, Death Slaad</entry> + <entry id="63803" lang="en" sex="m">Sublime Chord Shapechange, Iron Golem</entry> + <entry id="63804" lang="en" sex="m">Sublime Chord Sphere of Ultimate Destruction</entry> + <entry id="63805" lang="en" sex="m">Sublime Chord Summon Creature IX</entry> + <entry id="63806" lang="en" sex="m">Sublime Chord Summon Elder Air Elemental</entry> + <entry id="63807" lang="en" sex="m">Sublime Chord Summon Elder Earth Elemental</entry> + <entry id="63808" lang="en" sex="m">Sublime Chord Summon Elder Fire Elemental</entry> + <entry id="63809" lang="en" sex="m">Sublime Chord Summon Elder Water Elemental</entry> + <entry id="63810" lang="en" sex="m">Sublime Chord Teleportation Circle</entry> + <entry id="63811" lang="en" sex="m">Sublime Chord Teleportation Circle - Visible</entry> + <entry id="63812" lang="en" sex="m">Sublime Chord Teleportation Circle - Hidden</entry> + <entry id="63813" lang="en" sex="m">Sublime Chord Time Stop</entry> + <entry id="63814" lang="en" sex="m">Sublime Chord Utterdark</entry> + <entry id="63815" lang="en" sex="m">Sublime Chord Vile Death</entry> + <entry id="63816" lang="en" sex="m">Sublime Chord Wail of the Banshee</entry> + <entry id="63817" lang="en" sex="m">Sublime Chord Weird</entry> + <entry id="63818" lang="en" sex="m">Knight of the Weave Bless</entry> + <entry id="63819" lang="en" sex="m">Knight of the Weave Bless Weapon</entry> + <entry id="63820" lang="en" sex="m">Knight of the Weave Charm Person</entry> + <entry id="63821" lang="en" sex="m">Knight of the Weave Command</entry> + <entry id="63822" lang="en" sex="m">Knight of the Weave Command Approach</entry> + <entry id="63823" lang="en" sex="m">Knight of the Weave Command Drop</entry> + <entry id="63824" lang="en" sex="m">Knight of the Weave Command Fall</entry> + <entry id="63825" lang="en" sex="m">Knight of the Weave Command Flee</entry> + <entry id="63826" lang="en" sex="m">Knight of the Weave Command Halt</entry> + <entry id="63827" lang="en" sex="m">Knight of the Weave Cure Light Wounds</entry> + <entry id="63828" lang="en" sex="m">Knight of the Weave Divine Favor</entry> + <entry id="63829" lang="en" sex="m">Knight of the Weave Lesser Restoration</entry> + <entry id="63830" lang="en" sex="m">Knight of the Weave Mage Armor</entry> + <entry id="63831" lang="en" sex="m">Knight of the Weave Magic Missile</entry> + <entry id="63832" lang="en" sex="m">Knight of the Weave Magic Weapon</entry> + <entry id="63833" lang="en" sex="m">Knight of the Weave Read Magic</entry> + <entry id="63834" lang="en" sex="m">Knight of the Weave Shield</entry> + <entry id="63835" lang="en" sex="m">Knight of the Weave Bull's Strength</entry> + <entry id="63836" lang="en" sex="m">Knight of the Weave Cat's Grace</entry> + <entry id="63837" lang="en" sex="m">Knight of the Weave Endurance</entry> + <entry id="63838" lang="en" sex="m">Knight of the Weave Ultravision</entry> + <entry id="63839" lang="en" sex="m">Knight of the Weave Eagle's Splendor</entry> + <entry id="63840" lang="en" sex="m">Knight of the Weave Resist Elements</entry> + <entry id="63841" lang="en" sex="m">Knight of the Weave See Invisibility</entry> + <entry id="63842" lang="en" sex="m">Knight of the Weave Shield Other</entry> + <entry id="63843" lang="en" sex="m">Knight of the Weave Cure Moderate Wounds</entry> + <entry id="63844" lang="en" sex="m">Knight of the Weave Daylight</entry> + <entry id="63845" lang="en" sex="m">Knight of the Weave Dispel Magic</entry> + <entry id="63846" lang="en" sex="m">Knight of the Weave Greater Magic Weapon</entry> + <entry id="63847" lang="en" sex="m">Knight of the Weave Remove Curse</entry> + <entry id="63848" lang="en" sex="m">Knight of the Weave Break Enchantment</entry> + <entry id="63849" lang="en" sex="m">Knight of the Weave Cure Serious Wounds</entry> + <entry id="63850" lang="en" sex="m">Knight of the Weave Death Ward</entry> + <entry id="63851" lang="en" sex="m">Knight of the Weave Minor Globe of Invulnerability</entry> + <entry id="63852" lang="en" sex="m">Knight of the Weave Neutralize Poison</entry> + <entry id="63853" lang="en" sex="m">Knight of the Weave Restoration</entry> + <entry id="63854" lang="en" sex="m">Knight of the Weave Cure Critical Wounds</entry> + <entry id="63855" lang="en" sex="m">Knight of the Weave Dimension Door</entry> + <entry id="63856" lang="en" sex="m">Knight of the Weave Dimension Door - Self only</entry> + <entry id="63857" lang="en" sex="m">Knight of the Weave Dimension Door - Party within 10ft</entry> + <entry id="63858" lang="en" sex="m">Knight of the Weave Dimension Door - Direction and Distance - Self only</entry> + <entry id="63859" lang="en" sex="m">Knight of the Weave Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="63860" lang="en" sex="m">Knight of the Weave Spell Resistance</entry> + <entry id="63861" lang="en" sex="m">Knight of the Weave True Seeing</entry> + <entry id="63862" lang="en" sex="m">Knight of the Weave Banishment</entry> + <entry id="63863" lang="en" sex="m">Knight of the Weave Greater Dispelling</entry> + <entry id="63864" lang="en" sex="m">Knight of the Weave Teleport</entry> + <entry id="63865" lang="en" sex="m">Knight of the Weave Teleport - Self only</entry> + <entry id="63866" lang="en" sex="m">Knight of the Weave Teleport - Party within 10ft</entry> + <entry id="63867" lang="en" sex="m">Anti-Paladin Bane</entry> + <entry id="63868" lang="en" sex="m">Anti-Paladin Extended Bane</entry> + <entry id="63869" lang="en" sex="m">Anti-Paladin Silent Bane</entry> + <entry id="63870" lang="en" sex="m">Anti-Paladin Still Bane</entry> + <entry id="63871" lang="en" sex="m">Anti-Paladin Cause Fear</entry> + <entry id="63872" lang="en" sex="m">Anti-Paladin Extended Cause Fear</entry> + <entry id="63873" lang="en" sex="m">Anti-Paladin Still Cause Fear</entry> + <entry id="63874" lang="en" sex="m">Anti-Paladin Curse Water</entry> + <entry id="63875" lang="en" sex="m">Anti-Paladin Silent Curse Water</entry> + <entry id="63876" lang="en" sex="m">Anti-Paladin Still Curse Water</entry> + <entry id="63877" lang="en" sex="m">Anti-Paladin Doom</entry> + <entry id="63878" lang="en" sex="m">Anti-Paladin Extended Doom</entry> + <entry id="63879" lang="en" sex="m">Anti-Paladin Silent Doom</entry> + <entry id="63880" lang="en" sex="m">Anti-Paladin Still Doom</entry> + <entry id="63881" lang="en" sex="m">Anti-Paladin Inflict Light Wounds</entry> + <entry id="63882" lang="en" sex="m">Anti-Paladin Empowered Inflict Light Wounds</entry> + <entry id="63883" lang="en" sex="m">Anti-Paladin Maximized Inflict Light Wounds</entry> + <entry id="63884" lang="en" sex="m">Anti-Paladin Silent Inflict Light Wounds</entry> + <entry id="63885" lang="en" sex="m">Anti-Paladin Still Inflict Light Wounds</entry> + <entry id="63886" lang="en" sex="m">Anti-Paladin Magic Weapon</entry> + <entry id="63887" lang="en" sex="m">Anti-Paladin Extended Magic Weapon</entry> + <entry id="63888" lang="en" sex="m">Anti-Paladin Silent Magic Weapon</entry> + <entry id="63889" lang="en" sex="m">Anti-Paladin Still Magic Weapon</entry> + <entry id="63890" lang="en" sex="m">Anti-Paladin Protection from Good</entry> + <entry id="63891" lang="en" sex="m">Anti-Paladin Extended Protection from Good</entry> + <entry id="63892" lang="en" sex="m">Anti-Paladin Silent Protection from Good</entry> + <entry id="63893" lang="en" sex="m">Anti-Paladin Still Protection from Good</entry> + <entry id="63894" lang="en" sex="m">Anti-Paladin Protection from Law</entry> + <entry id="63895" lang="en" sex="m">Anti-Paladin Extended Protection from Law</entry> + <entry id="63896" lang="en" sex="m">Anti-Paladin Silent Protection from Law</entry> + <entry id="63897" lang="en" sex="m">Anti-Paladin Still Protection from Law</entry> + <entry id="63898" lang="en" sex="m">Anti-Paladin Ray of Enfeeblement</entry> + <entry id="63899" lang="en" sex="m">Anti-Paladin Empowered Ray of Enfeeblement</entry> + <entry id="63900" lang="en" sex="m">Anti-Paladin Extended Ray of Enfeeblement</entry> + <entry id="63901" lang="en" sex="m">Anti-Paladin Maximized Ray of Enfeeblement</entry> + <entry id="63902" lang="en" sex="m">Anti-Paladin Silent Ray of Enfeeblement</entry> + <entry id="63903" lang="en" sex="m">Anti-Paladin Still Ray of Enfeeblement</entry> + <entry id="63904" lang="en" sex="m">Anti-Paladin Read Magic</entry> + <entry id="63905" lang="en" sex="m">Anti-Paladin Silent Read Magic</entry> + <entry id="63906" lang="en" sex="m">Anti-Paladin Still Read Magic</entry> + <entry id="63907" lang="en" sex="m">Anti-Paladin Summon Creature I</entry> + <entry id="63908" lang="en" sex="m">Anti-Paladin Extended Summon Creature I</entry> + <entry id="63909" lang="en" sex="m">Anti-Paladin Silent Summon Creature I</entry> + <entry id="63910" lang="en" sex="m">Anti-Paladin Still Summon Creature I</entry> + <entry id="63911" lang="en" sex="m">Anti-Paladin Angry Ache</entry> + <entry id="63912" lang="en" sex="m">Anti-Paladin Extended Angry Ache</entry> + <entry id="63913" lang="en" sex="m">Anti-Paladin Silent Angry Ache</entry> + <entry id="63914" lang="en" sex="m">Anti-Paladin Still Angry Ache</entry> + <entry id="63915" lang="en" sex="m">Anti-Paladin Seething Eyebane</entry> + <entry id="63916" lang="en" sex="m">Anti-Paladin Silent Seething Eyebane</entry> + <entry id="63917" lang="en" sex="m">Anti-Paladin Still Seething Eyebane</entry> + <entry id="63918" lang="en" sex="m">Anti-Paladin Bull's Strength</entry> + <entry id="63919" lang="en" sex="m">Anti-Paladin Empowered Bull's Strength</entry> + <entry id="63920" lang="en" sex="m">Anti-Paladin Extended Bull's Strength</entry> + <entry id="63921" lang="en" sex="m">Anti-Paladin Silent Bull's Strength</entry> + <entry id="63922" lang="en" sex="m">Anti-Paladin Still Bull's Strength</entry> + <entry id="63923" lang="en" sex="m">Anti-Paladin Darkness</entry> + <entry id="63924" lang="en" sex="m">Anti-Paladin Extended Darkness</entry> + <entry id="63925" lang="en" sex="m">Anti-Paladin Silent Darkness</entry> + <entry id="63926" lang="en" sex="m">Anti-Paladin Summon Creature II</entry> + <entry id="63927" lang="en" sex="m">Anti-Paladin Extended Summon Creature II</entry> + <entry id="63928" lang="en" sex="m">Anti-Paladin Silent Summon Creature II</entry> + <entry id="63929" lang="en" sex="m">Anti-Paladin Still Summon Creature II</entry> + <entry id="63930" lang="en" sex="m">Anti-Paladin Undetectable Alignment</entry> + <entry id="63931" lang="en" sex="m">Anti-Paladin Extended Undetectable Alignment</entry> + <entry id="63932" lang="en" sex="m">Anti-Paladin Silent Undetectable Alignment</entry> + <entry id="63933" lang="en" sex="m">Anti-Paladin Still Undetectable Alignment</entry> + <entry id="63934" lang="en" sex="m">Anti-Paladin Lahm's Finger Darts</entry> + <entry id="63935" lang="en" sex="m">Anti-Paladin Silent Lahm's Finger Darts</entry> + <entry id="63936" lang="en" sex="m">Anti-Paladin Still Lahm's Finger Darts</entry> + <entry id="63937" lang="en" sex="m">Anti-Paladin Greater Magic Weapon</entry> + <entry id="63938" lang="en" sex="m">Anti-Paladin Extended Greater Magic Weapon</entry> + <entry id="63939" lang="en" sex="m">Anti-Paladin Silent Greater Magic Weapon</entry> + <entry id="63940" lang="en" sex="m">Anti-Paladin Still Greater Magic Weapon</entry> + <entry id="63941" lang="en" sex="m">Anti-Paladin Inflict Moderate Wounds</entry> + <entry id="63942" lang="en" sex="m">Anti-Paladin Silent Inflict Moderate Wounds</entry> + <entry id="63943" lang="en" sex="m">Anti-Paladin Still Inflict Moderate Wounds</entry> + <entry id="63944" lang="en" sex="m">Anti-Paladin Magic Circle against Good</entry> + <entry id="63945" lang="en" sex="m">Anti-Paladin Extended Magic Circle against Good</entry> + <entry id="63946" lang="en" sex="m">Anti-Paladin Silent Magic Circle against Good</entry> + <entry id="63947" lang="en" sex="m">Anti-Paladin Still Magic Circle against Good</entry> + <entry id="63948" lang="en" sex="m">Anti-Paladin Magic Circle against Law</entry> + <entry id="63949" lang="en" sex="m">Anti-Paladin Extended Magic Circle against Law</entry> + <entry id="63950" lang="en" sex="m">Anti-Paladin Silent Magic Circle against Law</entry> + <entry id="63951" lang="en" sex="m">Anti-Paladin Still Magic Circle against Law</entry> + <entry id="63952" lang="en" sex="m">Anti-Paladin Summon Creature III</entry> + <entry id="63953" lang="en" sex="m">Anti-Paladin Extended Summon Creature III</entry> + <entry id="63954" lang="en" sex="m">Anti-Paladin Silent Summon Creature III</entry> + <entry id="63955" lang="en" sex="m">Anti-Paladin Still Summon Creature III</entry> + <entry id="63956" lang="en" sex="m">Anti-Paladin Bestow Curse</entry> + <entry id="63957" lang="en" sex="m">Anti-Paladin Silent Bestow Curse</entry> + <entry id="63958" lang="en" sex="m">Anti-Paladin Still Bestow Curse</entry> + <entry id="63959" lang="en" sex="m">Anti-Paladin Blindness/Deafness</entry> + <entry id="63960" lang="en" sex="m">Anti-Paladin Extended Blindness/Deafness</entry> + <entry id="63961" lang="en" sex="m">Anti-Paladin Silent Blindness/Deafness</entry> + <entry id="63962" lang="en" sex="m">Anti-Paladin Deeper Darkness</entry> + <entry id="63963" lang="en" sex="m">Anti-Paladin Extended Deeper Darkness</entry> + <entry id="63964" lang="en" sex="m">Anti-Paladin Silent Deeper Darkness</entry> + <entry id="63965" lang="en" sex="m">Anti-Paladin Red Fester</entry> + <entry id="63966" lang="en" sex="m">Anti-Paladin Silent Red Fester</entry> + <entry id="63967" lang="en" sex="m">Anti-Paladin Still Red Fester</entry> + <entry id="63968" lang="en" sex="m">Anti-Paladin Rotting Curse of Urfestra</entry> + <entry id="63969" lang="en" sex="m">Anti-Paladin Silent Rotting Curse of Urfestra</entry> + <entry id="63970" lang="en" sex="m">Anti-Paladin Still Rotting Curse of Urfestra</entry> + <entry id="63971" lang="en" sex="m">Anti-Paladin Touch of Juiblex</entry> + <entry id="63972" lang="en" sex="m">Anti-Paladin Silent Touch of Juiblex</entry> + <entry id="63973" lang="en" sex="m">Anti-Paladin Still Touch of Juiblex</entry> + <entry id="63974" lang="en" sex="m">Anti-Paladin Masochism</entry> + <entry id="63975" lang="en" sex="m">Anti-Paladin Extended Masochism</entry> + <entry id="63976" lang="en" sex="m">Anti-Paladin Death Ward</entry> + <entry id="63977" lang="en" sex="m">Anti-Paladin Inflict Serious Wounds</entry> + <entry id="63978" lang="en" sex="m">Anti-Paladin Fear</entry> + <entry id="63979" lang="en" sex="m">Anti-Paladin Poison</entry> + <entry id="63980" lang="en" sex="m">Anti-Paladin Unholy Sword</entry> + <entry id="63981" lang="en" sex="m">Anti-Paladin Absorb Strength</entry> + <entry id="63982" lang="en" sex="m">Soldier of Light Cure Light Wounds</entry> + <entry id="63983" lang="en" sex="m">Soldier of Light Empowered Cure Light Wounds</entry> + <entry id="63984" lang="en" sex="m">Soldier of Light Maximized Cure Light Wounds</entry> + <entry id="63985" lang="en" sex="m">Soldier of Light Silent Cure Light Wounds</entry> + <entry id="63986" lang="en" sex="m">Soldier of Light Still Cure Light Wounds</entry> + <entry id="63987" lang="en" sex="m">Soldier of Light Bless Water</entry> + <entry id="63988" lang="en" sex="m">Soldier of Light Silent Bless Water</entry> + <entry id="63989" lang="en" sex="m">Soldier of Light Still Bless Water</entry> + <entry id="63990" lang="en" sex="m">Soldier of Light Bless Weapon</entry> + <entry id="63991" lang="en" sex="m">Soldier of Light Extended Bless Weapon</entry> + <entry id="63992" lang="en" sex="m">Soldier of Light Silent Bless Weapon</entry> + <entry id="63993" lang="en" sex="m">Soldier of Light Still Bless Weapon</entry> + <entry id="63994" lang="en" sex="m">Soldier of Light Bless</entry> + <entry id="63995" lang="en" sex="m">Soldier of Light Extended Bless</entry> + <entry id="63996" lang="en" sex="m">Soldier of Light Silent Bless</entry> + <entry id="63997" lang="en" sex="m">Soldier of Light Still Bless</entry> + <entry id="63998" lang="en" sex="m">Soldier of Light Detect Evil</entry> + <entry id="63999" lang="en" sex="m">Soldier of Light Extended Detect Evil</entry> + <entry id="64000" lang="en" sex="m">Soldier of Light Silent Detect Evil</entry> + <entry id="64001" lang="en" sex="m">Soldier of Light Still Detect Evil</entry> + <entry id="64002" lang="en" sex="m">Soldier of Light Hide From Undead</entry> + <entry id="64003" lang="en" sex="m">Soldier of Light Extended Hide From Undead</entry> + <entry id="64004" lang="en" sex="m">Soldier of Light Still Hide From Undead</entry> + <entry id="64005" lang="en" sex="m">Soldier of Light Magic Weapon</entry> + <entry id="64006" lang="en" sex="m">Soldier of Light Extended Magic Weapon</entry> + <entry id="64007" lang="en" sex="m">Soldier of Light Silent Magic Weapon</entry> + <entry id="64008" lang="en" sex="m">Soldier of Light Still Magic Weapon</entry> + <entry id="64009" lang="en" sex="m">Soldier of Light Shield of Faith</entry> + <entry id="64010" lang="en" sex="m">Soldier of Light Extended Shield of Faith</entry> + <entry id="64011" lang="en" sex="m">Soldier of Light Silent Shield of Faith</entry> + <entry id="64012" lang="en" sex="m">Soldier of Light Still Shield of Faith</entry> + <entry id="64013" lang="en" sex="m">Soldier of Light Protection from Evil</entry> + <entry id="64014" lang="en" sex="m">Soldier of Light Extended Protection from Evil</entry> + <entry id="64015" lang="en" sex="m">Soldier of Light Silent Protection from Evil</entry> + <entry id="64016" lang="en" sex="m">Soldier of Light Still Protection from Evil</entry> + <entry id="64017" lang="en" sex="m">Soldier of Light Light</entry> + <entry id="64018" lang="en" sex="m">Soldier of Light Extended Light</entry> + <entry id="64019" lang="en" sex="m">Soldier of Light Silent Light</entry> + <entry id="64020" lang="en" sex="m">Soldier of Light Twilight Luck</entry> + <entry id="64021" lang="en" sex="m">Soldier of Light Extended Twilight Luck</entry> + <entry id="64022" lang="en" sex="m">Soldier of Light Silent Twilight Luck</entry> + <entry id="64023" lang="en" sex="m">Soldier of Light Lantern Light</entry> + <entry id="64024" lang="en" sex="m">Soldier of Light Empowered Lantern Light</entry> + <entry id="64025" lang="en" sex="m">Soldier of Light Maximized Lantern Light</entry> + <entry id="64026" lang="en" sex="m">Soldier of Light Still Lantern Light</entry> + <entry id="64027" lang="en" sex="m">Soldier of Light Cure Moderate Wounds</entry> + <entry id="64028" lang="en" sex="m">Soldier of Light Empowered Cure Moderate Wounds</entry> + <entry id="64029" lang="en" sex="m">Soldier of Light Silent Cure Moderate Wounds</entry> + <entry id="64030" lang="en" sex="m">Soldier of Light Still Cure Moderate Wounds</entry> + <entry id="64031" lang="en" sex="m">Soldier of Light Aid</entry> + <entry id="64032" lang="en" sex="m">Soldier of Light Empowered Aid</entry> + <entry id="64033" lang="en" sex="m">Soldier of Light Extended Aid</entry> + <entry id="64034" lang="en" sex="m">Soldier of Light Silent Aid</entry> + <entry id="64035" lang="en" sex="m">Soldier of Light Still Aid</entry> + <entry id="64036" lang="en" sex="m">Soldier of Light Consecrate</entry> + <entry id="64037" lang="en" sex="m">Soldier of Light Extended Consecrate</entry> + <entry id="64038" lang="en" sex="m">Soldier of Light Silent Consecrate</entry> + <entry id="64039" lang="en" sex="m">Soldier of Light Still Consecrate</entry> + <entry id="64040" lang="en" sex="m">Soldier of Light Daylight</entry> + <entry id="64041" lang="en" sex="m">Soldier of Light Extended Daylight</entry> + <entry id="64042" lang="en" sex="m">Soldier of Light Silent Daylight</entry> + <entry id="64043" lang="en" sex="m">Soldier of Light Still Daylight</entry> + <entry id="64044" lang="en" sex="m">Soldier of Light Lesser Restoration</entry> + <entry id="64045" lang="en" sex="m">Soldier of Light Silent Lesser Restoration</entry> + <entry id="64046" lang="en" sex="m">Soldier of Light Still Lesser Restoration</entry> + <entry id="64047" lang="en" sex="m">Soldier of Light Shield Other</entry> + <entry id="64048" lang="en" sex="m">Soldier of Light Extended Shield Other</entry> + <entry id="64049" lang="en" sex="m">Soldier of Light Silent Shield Other</entry> + <entry id="64050" lang="en" sex="m">Soldier of Light Still Shield Other</entry> + <entry id="64051" lang="en" sex="m">Soldier of Light Ayailla's Radiant Burst</entry> + <entry id="64052" lang="en" sex="m">Soldier of Light Empowered Ayailla's Radiant Burst</entry> + <entry id="64053" lang="en" sex="m">Soldier of Light Silent Ayailla's Radiant Burst</entry> + <entry id="64054" lang="en" sex="m">Soldier of Light Still Ayailla's Radiant Burst</entry> + <entry id="64055" lang="en" sex="m">Soldier of Light Luminous Armor</entry> + <entry id="64056" lang="en" sex="m">Soldier of Light Extended Luminous Armor</entry> + <entry id="64057" lang="en" sex="m">Soldier of Light Cure Serious Wounds</entry> + <entry id="64058" lang="en" sex="m">Soldier of Light Silent Cure Serious Wounds</entry> + <entry id="64059" lang="en" sex="m">Soldier of Light Still Cure Serious Wounds</entry> + <entry id="64060" lang="en" sex="m">Soldier of Light Greater Magic Weapon</entry> + <entry id="64061" lang="en" sex="m">Soldier of Light Extended Greater Magic Weapon</entry> + <entry id="64062" lang="en" sex="m">Soldier of Light Silent Greater Magic Weapon</entry> + <entry id="64063" lang="en" sex="m">Soldier of Light Still Greater Magic Weapon</entry> + <entry id="64064" lang="en" sex="m">Soldier of Light Magic Circle against Evil</entry> + <entry id="64065" lang="en" sex="m">Soldier of Light Extended Magic Circle against Evil</entry> + <entry id="64066" lang="en" sex="m">Soldier of Light Silent Magic Circle against Evil</entry> + <entry id="64067" lang="en" sex="m">Soldier of Light Still Magic Circle against Evil</entry> + <entry id="64068" lang="en" sex="m">Soldier of Light Searing Light</entry> + <entry id="64069" lang="en" sex="m">Soldier of Light Silent Searing Light</entry> + <entry id="64070" lang="en" sex="m">Soldier of Light Still Searing Light</entry> + <entry id="64071" lang="en" sex="m">Soldier of Light Negative Energy Protection</entry> + <entry id="64072" lang="en" sex="m">Soldier of Light Extended Negative Energy Protection</entry> + <entry id="64073" lang="en" sex="m">Soldier of Light Silent Negative Energy Protection</entry> + <entry id="64074" lang="en" sex="m">Soldier of Light Still Negative Energy Protection</entry> + <entry id="64075" lang="en" sex="m">Soldier of Light Prayer</entry> + <entry id="64076" lang="en" sex="m">Soldier of Light Extended Prayer</entry> + <entry id="64077" lang="en" sex="m">Soldier of Light Silent Prayer</entry> + <entry id="64078" lang="en" sex="m">Soldier of Light Still Prayer</entry> + <entry id="64079" lang="en" sex="m">Soldier of Light Remove Disease</entry> + <entry id="64080" lang="en" sex="m">Soldier of Light Silent Remove Disease</entry> + <entry id="64081" lang="en" sex="m">Soldier of Light Still Remove Disease</entry> + <entry id="64082" lang="en" sex="m">Soldier of Light Brilliant Emanation</entry> + <entry id="64083" lang="en" sex="m">Soldier of Light Extended Brilliant Emanation</entry> + <entry id="64084" lang="en" sex="m">Soldier of Light Hammer of Righteousness</entry> + <entry id="64085" lang="en" sex="m">Soldier of Light Silent Hammer of Righteousness</entry> + <entry id="64086" lang="en" sex="m">Soldier of Light Still Hammer of Righteousness</entry> + <entry id="64087" lang="en" sex="m">Soldier of Light Cure Critical Wounds</entry> + <entry id="64088" lang="en" sex="m">Soldier of Light Death Ward</entry> + <entry id="64089" lang="en" sex="m">Soldier of Light Hammer of the Gods</entry> + <entry id="64090" lang="en" sex="m">Soldier of Light Holy Sword</entry> + <entry id="64091" lang="en" sex="m">Soldier of Light Lesser Planar Ally</entry> + <entry id="64092" lang="en" sex="m">Soldier of Light Restoration</entry> + <entry id="64093" lang="en" sex="m">Soldier of Light Diamond Spray</entry> + <entry id="64094" lang="en" sex="m">Soldier of Light Sunmantle</entry> + <entry id="64095" lang="en" sex="m">Soldier of Light Greater Luminous Armor</entry> + <entry id="64096" lang="en" sex="m">Telflammar Shadowlord Blindness/Deafness</entry> + <entry id="64097" lang="en" sex="m">Telflammar Shadowlord Extended Blindness/Deafness</entry> + <entry id="64098" lang="en" sex="m">Telflammar Shadowlord Silent Blindness/Deafness</entry> + <entry id="64099" lang="en" sex="m">Telflammar Shadowlord Ultravision</entry> + <entry id="64100" lang="en" sex="m">Telflammar Shadowlord Extended Ultravision</entry> + <entry id="64101" lang="en" sex="m">Telflammar Shadowlord Silent Ultravision</entry> + <entry id="64102" lang="en" sex="m">Telflammar Shadowlord Still Ultravision</entry> + <entry id="64103" lang="en" sex="m">Telflammar Shadowlord Chill Touch</entry> + <entry id="64104" lang="en" sex="m">Telflammar Shadowlord Empowered Chill Touch</entry> + <entry id="64105" lang="en" sex="m">Telflammar Shadowlord Extended Chill Touch</entry> + <entry id="64106" lang="en" sex="m">Telflammar Shadowlord Silent Chill Touch</entry> + <entry id="64107" lang="en" sex="m">Telflammar Shadowlord Still Chill Touch</entry> + <entry id="64108" lang="en" sex="m">Telflammar Shadowlord Darkness</entry> + <entry id="64109" lang="en" sex="m">Telflammar Shadowlord Extended Darkness</entry> + <entry id="64110" lang="en" sex="m">Telflammar Shadowlord Silent Darkness</entry> + <entry id="64111" lang="en" sex="m">Telflammar Shadowlord Shadow Spray</entry> + <entry id="64112" lang="en" sex="m">Telflammar Shadowlord Empowered Shadow Spray</entry> + <entry id="64113" lang="en" sex="m">Telflammar Shadowlord Extended Shadow Spray</entry> + <entry id="64114" lang="en" sex="m">Telflammar Shadowlord Silent Shadow Spray</entry> + <entry id="64115" lang="en" sex="m">Telflammar Shadowlord Still Shadow Spray</entry> + <entry id="64116" lang="en" sex="m">Telflammar Shadowlord Invisibility</entry> + <entry id="64117" lang="en" sex="m">Telflammar Shadowlord Extended Invisibility</entry> + <entry id="64118" lang="en" sex="m">Telflammar Shadowlord Silent Invisibility</entry> + <entry id="64119" lang="en" sex="m">Telflammar Shadowlord Still Invisibility</entry> + <entry id="64120" lang="en" sex="m">Telflammar Shadowlord Knock</entry> + <entry id="64121" lang="en" sex="m">Telflammar Shadowlord Still Knock</entry> + <entry id="64122" lang="en" sex="m">Telflammar Shadowlord Seething Eyebane</entry> + <entry id="64123" lang="en" sex="m">Telflammar Shadowlord Silent Seething Eyebane</entry> + <entry id="64124" lang="en" sex="m">Telflammar Shadowlord Still Seething Eyebane</entry> + <entry id="64125" lang="en" sex="m">Telflammar Shadowlord Blacklight</entry> + <entry id="64126" lang="en" sex="m">Telflammar Shadowlord Extended Blacklight</entry> + <entry id="64127" lang="en" sex="m">Telflammar Shadowlord Silent Blacklight</entry> + <entry id="64128" lang="en" sex="m">Telflammar Shadowlord Still Blacklight</entry> + <entry id="64129" lang="en" sex="m">Telflammar Shadowlord Displacement</entry> + <entry id="64130" lang="en" sex="m">Telflammar Shadowlord Extended Displacement</entry> + <entry id="64131" lang="en" sex="m">Telflammar Shadowlord Silent Displacement</entry> + <entry id="64132" lang="en" sex="m">Telflammar Shadowlord Haste</entry> + <entry id="64133" lang="en" sex="m">Telflammar Shadowlord Extended Haste</entry> + <entry id="64134" lang="en" sex="m">Telflammar Shadowlord Silent Haste</entry> + <entry id="64135" lang="en" sex="m">Telflammar Shadowlord Still Haste</entry> + <entry id="64136" lang="en" sex="m">Telflammar Shadowlord Improved Invisibility</entry> + <entry id="64137" lang="en" sex="m">Telflammar Shadowlord Extended Improved Invisibility</entry> + <entry id="64138" lang="en" sex="m">Telflammar Shadowlord Silent Improved Invisibility</entry> + <entry id="64139" lang="en" sex="m">Telflammar Shadowlord Still Improved Invisibility</entry> + <entry id="64140" lang="en" sex="m">Telflammar Shadowlord Vampiric Touch</entry> + <entry id="64141" lang="en" sex="m">Telflammar Shadowlord Silent Vampiric Touch</entry> + <entry id="64142" lang="en" sex="m">Telflammar Shadowlord Still Vampiric Touch</entry> + <entry id="64143" lang="en" sex="m">Telflammar Shadowlord Nondetection</entry> + <entry id="64144" lang="en" sex="m">Telflammar Shadowlord Extended Nondetection</entry> + <entry id="64145" lang="en" sex="m">Telflammar Shadowlord Silent Nondetection</entry> + <entry id="64146" lang="en" sex="m">Telflammar Shadowlord Still Nondetection</entry> + <entry id="64147" lang="en" sex="m">Telflammar Shadowlord Lahm's Finger Darts</entry> + <entry id="64148" lang="en" sex="m">Telflammar Shadowlord Silent Lahm's Finger Darts</entry> + <entry id="64149" lang="en" sex="m">Telflammar Shadowlord Still Lahm's Finger Darts</entry> + <entry id="64150" lang="en" sex="m">Telflammar Shadowlord Dimension Door</entry> + <entry id="64151" lang="en" sex="m">Telflammar Shadowlord Dimension Door - Self only</entry> + <entry id="64152" lang="en" sex="m">Telflammar Shadowlord Dimension Door - Party within 10ft</entry> + <entry id="64153" lang="en" sex="m">Telflammar Shadowlord Dimension Door - Direction and Distance - Self only</entry> + <entry id="64154" lang="en" sex="m">Telflammar Shadowlord Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="64155" lang="en" sex="m">Telflammar Shadowlord Confusion</entry> + <entry id="64156" lang="en" sex="m">Telflammar Shadowlord Dark Bolt</entry> + <entry id="64157" lang="en" sex="m">Telflammar Shadowlord Dark Bolt (all Bolt)</entry> + <entry id="64158" lang="en" sex="m">Telflammar Shadowlord Dark Bolt (1 Bolt/rnd)</entry> + <entry id="64159" lang="en" sex="m">Telflammar Shadowlord Invisibility Sphere</entry> + <entry id="64160" lang="en" sex="m">Telflammar Shadowlord Mislead</entry> + <entry id="64161" lang="en" sex="m">Telflammar Shadowlord Detect Scrying</entry> + <entry id="64162" lang="en" sex="m">Telflammar Shadowlord Red Fester</entry> + <entry id="64163" lang="en" sex="m">Telflammar Shadowlord Rotting Curse of Urfestra</entry> + <entry id="64164" lang="en" sex="m">Telflammar Shadowlord Touch of Juiblex</entry> + <entry id="64165" lang="en" sex="m">Telflammar Shadowlord Masochism</entry> + <entry id="64166" lang="en" sex="m">Justice of Weald and Woe Camouflage</entry> + <entry id="64167" lang="en" sex="m">Justice of Weald and Woe Endure Elements</entry> + <entry id="64168" lang="en" sex="m">Justice of Weald and Woe Faerie Fire</entry> + <entry id="64169" lang="en" sex="m">Justice of Weald and Woe Hide From Animals</entry> + <entry id="64170" lang="en" sex="m">Justice of Weald and Woe Jump</entry> + <entry id="64171" lang="en" sex="m">Justice of Weald and Woe Longstrider</entry> + <entry id="64172" lang="en" sex="m">Justice of Weald and Woe Obscuring Mist</entry> + <entry id="64173" lang="en" sex="m">Justice of Weald and Woe Barkskin</entry> + <entry id="64174" lang="en" sex="m">Justice of Weald and Woe Brilliant Energy Arrow</entry> + <entry id="64175" lang="en" sex="m">Justice of Weald and Woe Cat's Grace</entry> + <entry id="64176" lang="en" sex="m">Justice of Weald and Woe Fog Cloud</entry> + <entry id="64177" lang="en" sex="m">Justice of Weald and Woe Snare</entry> + <entry id="64178" lang="en" sex="m">Justice of Weald and Woe Spellslayer Arrow</entry> + <entry id="64179" lang="en" sex="m">Justice of Weald and Woe Treeshape</entry> + <entry id="64180" lang="en" sex="m">Justice of Weald and Woe Arrow Split</entry> + <entry id="64181" lang="en" sex="m">Justice of Weald and Woe Darkflame Arrow</entry> + <entry id="64182" lang="en" sex="m">Justice of Weald and Woe Ultravision</entry> + <entry id="64183" lang="en" sex="m">Justice of Weald and Woe Serpent Arrows</entry> + <entry id="64184" lang="en" sex="m">Justice of Weald and Woe Spike Growth</entry> + <entry id="64185" lang="en" sex="m">Justice of Weald and Woe Water Breathing</entry> + <entry id="64186" lang="en" sex="m">Justice of Weald and Woe Bloodfreeze Arrow</entry> + <entry id="64187" lang="en" sex="m">Justice of Weald and Woe Doublestrike Arrow</entry> + <entry id="64188" lang="en" sex="m">Justice of Weald and Woe Freedom of Movement</entry> + <entry id="64189" lang="en" sex="m">Justice of Weald and Woe Poison</entry> + <entry id="64190" lang="en" sex="m">Justice of Weald and Woe Scrying</entry> + <entry id="64191" lang="en" sex="m">Justice of Weald and Woe Shadow Arrow</entry> + <entry id="64192" lang="en" sex="m">Knight of the Middle Circle Bless</entry> + <entry id="64193" lang="en" sex="m">Knight of the Middle Circle Extended Bless</entry> + <entry id="64194" lang="en" sex="m">Knight of the Middle Circle Silent Bless</entry> + <entry id="64195" lang="en" sex="m">Knight of the Middle Circle Still Bless</entry> + <entry id="64196" lang="en" sex="m">Knight of the Middle Circle Bless Weapon</entry> + <entry id="64197" lang="en" sex="m">Knight of the Middle Circle Extended Bless Weapon</entry> + <entry id="64198" lang="en" sex="m">Knight of the Middle Circle Silent Bless Weapon</entry> + <entry id="64199" lang="en" sex="m">Knight of the Middle Circle Still Bless Weapon</entry> + <entry id="64200" lang="en" sex="m">Knight of the Middle Circle Cure Light Wounds</entry> + <entry id="64201" lang="en" sex="m">Knight of the Middle Circle Empowered Cure Light Wounds</entry> + <entry id="64202" lang="en" sex="m">Knight of the Middle Circle Silent Cure Light Wounds</entry> + <entry id="64203" lang="en" sex="m">Knight of the Middle Circle Still Cure Light Wounds</entry> + <entry id="64204" lang="en" sex="m">Knight of the Middle Circle Detect Undead</entry> + <entry id="64205" lang="en" sex="m">Knight of the Middle Circle Extended Detect Undead</entry> + <entry id="64206" lang="en" sex="m">Knight of the Middle Circle Silent Detect Undead</entry> + <entry id="64207" lang="en" sex="m">Knight of the Middle Circle Still Detect Undead</entry> + <entry id="64208" lang="en" sex="m">Knight of the Middle Circle Divine Favor</entry> + <entry id="64209" lang="en" sex="m">Knight of the Middle Circle Extended Divine Favor</entry> + <entry id="64210" lang="en" sex="m">Knight of the Middle Circle Silent Divine Favor</entry> + <entry id="64211" lang="en" sex="m">Knight of the Middle Circle Still Divine Favor</entry> + <entry id="64212" lang="en" sex="m">Knight of the Middle Circle Magic Weapon</entry> + <entry id="64213" lang="en" sex="m">Knight of the Middle Circle Extended Magic Weapon</entry> + <entry id="64214" lang="en" sex="m">Knight of the Middle Circle Silent Magic Weapon</entry> + <entry id="64215" lang="en" sex="m">Knight of the Middle Circle Still Magic Weapon</entry> + <entry id="64216" lang="en" sex="m">Knight of the Middle Circle Protection from Evil</entry> + <entry id="64217" lang="en" sex="m">Knight of the Middle Circle Extended Protection from Evil</entry> + <entry id="64218" lang="en" sex="m">Knight of the Middle Circle Silent Protection from Evil</entry> + <entry id="64219" lang="en" sex="m">Knight of the Middle Circle Still Protection from Evil</entry> + <entry id="64220" lang="en" sex="m">Knight of the Middle Circle Read Magic</entry> + <entry id="64221" lang="en" sex="m">Knight of the Middle Circle Silent Read Magic</entry> + <entry id="64222" lang="en" sex="m">Knight of the Middle Circle Still Read Magic</entry> + <entry id="64223" lang="en" sex="m">Knight of the Middle Circle Divine Inspiration</entry> + <entry id="64224" lang="en" sex="m">Knight of the Middle Circle Extended Divine Inspiration</entry> + <entry id="64225" lang="en" sex="m">Knight of the Middle Circle Twilight Luck</entry> + <entry id="64226" lang="en" sex="m">Knight of the Middle Circle Extended Twilight Luck</entry> + <entry id="64227" lang="en" sex="m">Knight of the Middle Circle Silent Twilight Luck</entry> + <entry id="64228" lang="en" sex="m">Knight of the Middle Circle Lantern Light</entry> + <entry id="64229" lang="en" sex="m">Knight of the Middle Circle Empowered Lantern Light</entry> + <entry id="64230" lang="en" sex="m">Knight of the Middle Circle Still Lantern Light</entry> + <entry id="64231" lang="en" sex="m">Knight of the Middle Circle Aid</entry> + <entry id="64232" lang="en" sex="m">Knight of the Middle Circle Extended Aid</entry> + <entry id="64233" lang="en" sex="m">Knight of the Middle Circle Silent Aid</entry> + <entry id="64234" lang="en" sex="m">Knight of the Middle Circle Still Aid</entry> + <entry id="64235" lang="en" sex="m">Knight of the Middle Circle Divine Protection</entry> + <entry id="64236" lang="en" sex="m">Knight of the Middle Circle Extended Divine Protection</entry> + <entry id="64237" lang="en" sex="m">Knight of the Middle Circle Silent Divine Protection</entry> + <entry id="64238" lang="en" sex="m">Knight of the Middle Circle Still Divine Protection</entry> + <entry id="64239" lang="en" sex="m">Knight of the Middle Circle Conviction</entry> + <entry id="64240" lang="en" sex="m">Knight of the Middle Circle Extended Conviction</entry> + <entry id="64241" lang="en" sex="m">Knight of the Middle Circle Silent Conviction</entry> + <entry id="64242" lang="en" sex="m">Knight of the Middle Circle Still Conviction</entry> + <entry id="64243" lang="en" sex="m">Knight of the Middle Circle Shield Other</entry> + <entry id="64244" lang="en" sex="m">Knight of the Middle Circle Extended Shield Other</entry> + <entry id="64245" lang="en" sex="m">Knight of the Middle Circle Silent Shield Other</entry> + <entry id="64246" lang="en" sex="m">Knight of the Middle Circle Still Shield Other</entry> + <entry id="64247" lang="en" sex="m">Knight of the Middle Circle Undetectable Alignment</entry> + <entry id="64248" lang="en" sex="m">Knight of the Middle Circle Extended Undetectable Alignment</entry> + <entry id="64249" lang="en" sex="m">Knight of the Middle Circle Silent Undetectable Alignment</entry> + <entry id="64250" lang="en" sex="m">Knight of the Middle Circle Still Undetectable Alignment</entry> + <entry id="64251" lang="en" sex="m">Knight of the Middle Circle Ayailla's Radiant Burst</entry> + <entry id="64252" lang="en" sex="m">Knight of the Middle Circle Silent Ayailla's Radiant Burst</entry> + <entry id="64253" lang="en" sex="m">Knight of the Middle Circle Still Ayailla's Radiant Burst</entry> + <entry id="64254" lang="en" sex="m">Knight of the Middle Circle Luminous Armor</entry> + <entry id="64255" lang="en" sex="m">Knight of the Middle Circle Extended Luminous Armor</entry> + <entry id="64256" lang="en" sex="m">Knight of the Middle Circle Cure Moderate Wounds</entry> + <entry id="64257" lang="en" sex="m">Knight of the Middle Circle Dispel Magic</entry> + <entry id="64258" lang="en" sex="m">Knight of the Middle Circle Greater Magic Weapon</entry> + <entry id="64259" lang="en" sex="m">Knight of the Middle Circle Prayer</entry> + <entry id="64260" lang="en" sex="m">Knight of the Middle Circle Brilliant Emanation</entry> + <entry id="64261" lang="en" sex="m">Knight of the Middle Circle Hammer of Righteousness</entry> + <entry id="64262" lang="en" sex="m">Dread Necromancer Angry Ache</entry> + <entry id="64263" lang="en" sex="m">Dread Necromancer Bane</entry> + <entry id="64264" lang="en" sex="m">Dread Necromancer Bestow Wound</entry> + <entry id="64265" lang="en" sex="m">Dread Necromancer Blade of Blood</entry> + <entry id="64266" lang="en" sex="m">Dread Necromancer Blade of Blood 1d6</entry> + <entry id="64267" lang="en" sex="m">Dread Necromancer Blade of Blood 3d6</entry> + <entry id="64268" lang="en" sex="m">Dread Necromancer Cause Fear</entry> + <entry id="64269" lang="en" sex="m">Dread Necromancer Chill Touch</entry> + <entry id="64270" lang="en" sex="m">Dread Necromancer Detect Undead</entry> + <entry id="64271" lang="en" sex="m">Dread Necromancer Doom</entry> + <entry id="64272" lang="en" sex="m">Dread Necromancer Hide From Undead</entry> + <entry id="64273" lang="en" sex="m">Dread Necromancer Inflict Light Wounds</entry> + <entry id="64274" lang="en" sex="m">Dread Necromancer Necrotic Awareness</entry> + <entry id="64275" lang="en" sex="m">Dread Necromancer Negative Energy Ray</entry> + <entry id="64276" lang="en" sex="m">Dread Necromancer Ray of Enfeeblement</entry> + <entry id="64277" lang="en" sex="m">Dread Necromancer Summon Undead I</entry> + <entry id="64278" lang="en" sex="m">Dread Necromancer Undetectable Alignment</entry> + <entry id="64279" lang="en" sex="m">Dread Necromancer Blindness/Deafness</entry> + <entry id="64280" lang="en" sex="m">Dread Necromancer Boneblast</entry> + <entry id="64281" lang="en" sex="m">Dread Necromancer Command Undead</entry> + <entry id="64282" lang="en" sex="m">Dread Necromancer Curse of Impending Blades</entry> + <entry id="64283" lang="en" sex="m">Dread Necromancer Darkness</entry> + <entry id="64284" lang="en" sex="m">Dread Necromancer Death Armor</entry> + <entry id="64285" lang="en" sex="m">Dread Necromancer Death Knell</entry> + <entry id="64286" lang="en" sex="m">Dread Necromancer False Life</entry> + <entry id="64287" lang="en" sex="m">Dread Necromancer Ghoul Touch</entry> + <entry id="64288" lang="en" sex="m">Dread Necromancer Inflict Moderate Wounds</entry> + <entry id="64289" lang="en" sex="m">Dread Necromancer Life Bolt</entry> + <entry id="64290" lang="en" sex="m">Dread Necromancer 1 Bolt</entry> + <entry id="64291" lang="en" sex="m">Dread Necromancer 2 Bolts</entry> + <entry id="64292" lang="en" sex="m">Dread Necromancer 3 Bolts</entry> + <entry id="64293" lang="en" sex="m">Dread Necromancer 4 Bolts</entry> + <entry id="64294" lang="en" sex="m">Dread Necromancer 5 Bolts</entry> + <entry id="64295" lang="en" sex="m">Dread Necromancer Living Undeath</entry> + <entry id="64296" lang="en" sex="m">Dread Necromancer Necrotic Cyst</entry> + <entry id="64297" lang="en" sex="m">Dread Necromancer Scare</entry> + <entry id="64298" lang="en" sex="m">Dread Necromancer Shriveling</entry> + <entry id="64299" lang="en" sex="m">Dread Necromancer Summon Undead 2</entry> + <entry id="64300" lang="en" sex="m">Dread Necromancer Animate Dead</entry> + <entry id="64301" lang="en" sex="m">Dread Necromancer Boneblade</entry> + <entry id="64302" lang="en" sex="m">Dread Necromancer Boneblade: Greatsword</entry> + <entry id="64303" lang="en" sex="m">Dread Necromancer Boneblade: Longsword</entry> + <entry id="64304" lang="en" sex="m">Dread Necromancer Boneblade: Shortsword</entry> + <entry id="64305" lang="en" sex="m">Dread Necromancer Clutch of Orcus</entry> + <entry id="64306" lang="en" sex="m">Dread Necromancer Crushing Despair</entry> + <entry id="64307" lang="en" sex="m">Dread Necromancer Curse of Petty Failing</entry> + <entry id="64308" lang="en" sex="m">Dread Necromancer Greater Disrupt Undead</entry> + <entry id="64309" lang="en" sex="m">Dread Necromancer Halt Undead</entry> + <entry id="64310" lang="en" sex="m">Dread Necromancer Inflict Serious Wounds</entry> + <entry id="64311" lang="en" sex="m">Dread Necromancer Legion's Curse of Impending Blades</entry> + <entry id="64312" lang="en" sex="m">Dread Necromancer Magic Circle against Chaos</entry> + <entry id="64313" lang="en" sex="m">Dread Necromancer Magic Circle against Evil</entry> + <entry id="64314" lang="en" sex="m">Dread Necromancer Magic Circle against Good</entry> + <entry id="64315" lang="en" sex="m">Dread Necromancer Magic Circle against Law</entry> + <entry id="64316" lang="en" sex="m">Dread Necromancer Necrotic Bloat</entry> + <entry id="64317" lang="en" sex="m">Dread Necromancer Negative Energy Burst</entry> + <entry id="64318" lang="en" sex="m">Dread Necromancer Ray of Exhaustion</entry> + <entry id="64319" lang="en" sex="m">Dread Necromancer Slashing Darkness</entry> + <entry id="64320" lang="en" sex="m">Dread Necromancer Summon Undead 3</entry> + <entry id="64321" lang="en" sex="m">Dread Necromancer Unliving Weapon</entry> + <entry id="64322" lang="en" sex="m">Dread Necromancer Vampiric Touch</entry> + <entry id="64323" lang="en" sex="m">Dread Necromancer Wrack</entry> + <entry id="64324" lang="en" sex="m">Dread Necromancer Bestow Curse</entry> + <entry id="64325" lang="en" sex="m">Dread Necromancer Blood of the Martyr</entry> + <entry id="64326" lang="en" sex="m">Dread Necromancer Contagion</entry> + <entry id="64327" lang="en" sex="m">Dread Necromancer Death Ward</entry> + <entry id="64328" lang="en" sex="m">Dread Necromancer Dispel Magic</entry> + <entry id="64329" lang="en" sex="m">Dread Necromancer Doom Scarabs</entry> + <entry id="64330" lang="en" sex="m">Dread Necromancer Enervation</entry> + <entry id="64331" lang="en" sex="m">Dread Necromancer Evard's Black Tentacles</entry> + <entry id="64332" lang="en" sex="m">Dread Necromancer Fear</entry> + <entry id="64333" lang="en" sex="m">Dread Necromancer Grim Revenge</entry> + <entry id="64334" lang="en" sex="m">Dread Necromancer Inflict Critical Wounds</entry> + <entry id="64335" lang="en" sex="m">Dread Necromancer Liquid Pain</entry> + <entry id="64336" lang="en" sex="m">Dread Necromancer Necrotic Domination</entry> + <entry id="64337" lang="en" sex="m">Dread Necromancer Phantasmal Killer</entry> + <entry id="64338" lang="en" sex="m">Dread Necromancer Poison</entry> + <entry id="64339" lang="en" sex="m">Dread Necromancer Sinsabur's Baleful Bolt</entry> + <entry id="64340" lang="en" sex="m">Dread Necromancer Stop Heart</entry> + <entry id="64341" lang="en" sex="m">Dread Necromancer Summon Undead 4</entry> + <entry id="64342" lang="en" sex="m">Dread Necromancer Beltyn's Burning Blood</entry> + <entry id="64343" lang="en" sex="m">Dread Necromancer Circle of Doom</entry> + <entry id="64344" lang="en" sex="m">Dread Necromancer Cloudkill</entry> + <entry id="64345" lang="en" sex="m">Dread Necromancer Fire in the Blood</entry> + <entry id="64346" lang="en" sex="m">Dread Necromancer Greater Dispelling</entry> + <entry id="64347" lang="en" sex="m">Dread Necromancer Legion's Curse of Petty Failing</entry> + <entry id="64348" lang="en" sex="m">Dread Necromancer Lesser Planar Binding</entry> + <entry id="64349" lang="en" sex="m">Dread Necromancer Mass Contagion</entry> + <entry id="64350" lang="en" sex="m">Dread Necromancer Mass Inflict Light Wounds</entry> + <entry id="64351" lang="en" sex="m">Dread Necromancer Necrotic Burst</entry> + <entry id="64352" lang="en" sex="m">Dread Necromancer Night's Caress</entry> + <entry id="64353" lang="en" sex="m">Dread Necromancer Slay Living</entry> + <entry id="64354" lang="en" sex="m">Dread Necromancer Soul Scour</entry> + <entry id="64355" lang="en" sex="m">Dread Necromancer Summon Undead 5</entry> + <entry id="64356" lang="en" sex="m">Dread Necromancer Symbol of Pain</entry> + <entry id="64357" lang="en" sex="m">Dread Necromancer Undeath to Death</entry> + <entry id="64358" lang="en" sex="m">Dread Necromancer Waves of Fatigue</entry> + <entry id="64359" lang="en" sex="m">Dread Necromancer Acid Fog</entry> + <entry id="64360" lang="en" sex="m">Dread Necromancer Circle of Death</entry> + <entry id="64361" lang="en" sex="m">Dread Necromancer Create Undead</entry> + <entry id="64362" lang="en" sex="m">Dread Necromancer Ectoplasmic Enhancement</entry> + <entry id="64363" lang="en" sex="m">Dread Necromancer Eyebite</entry> + <entry id="64364" lang="en" sex="m">Dread Necromancer Ghoul Gauntlet</entry> + <entry id="64365" lang="en" sex="m">Dread Necromancer Harm</entry> + <entry id="64366" lang="en" sex="m">Dread Necromancer Mass Inflict Moderate Wounds</entry> + <entry id="64367" lang="en" sex="m">Dread Necromancer Necrotic Eruption</entry> + <entry id="64368" lang="en" sex="m">Dread Necromancer Planar Binding</entry> + <entry id="64369" lang="en" sex="m">Dread Necromancer Symbol of Fear</entry> + <entry id="64370" lang="en" sex="m">Dread Necromancer Waves of Exhaustion</entry> + <entry id="64371" lang="en" sex="m">Dread Necromancer Arrow of Bone</entry> + <entry id="64372" lang="en" sex="m">Dread Necromancer Avasculate</entry> + <entry id="64373" lang="en" sex="m">Dread Necromancer Control Undead</entry> + <entry id="64374" lang="en" sex="m">Dread Necromancer Destruction</entry> + <entry id="64375" lang="en" sex="m">Dread Necromancer Energy Ebb</entry> + <entry id="64376" lang="en" sex="m">Dread Necromancer Finger of Death</entry> + <entry id="64377" lang="en" sex="m">Dread Necromancer Greater Harm</entry> + <entry id="64378" lang="en" sex="m">Dread Necromancer Mass Inflict Serious Wounds</entry> + <entry id="64379" lang="en" sex="m">Dread Necromancer Song of Discord</entry> + <entry id="64380" lang="en" sex="m">Dread Necromancer Symbol of Weakness</entry> + <entry id="64381" lang="en" sex="m">Dread Necromancer Vile Death</entry> + <entry id="64382" lang="en" sex="m">Dread Necromancer Avascular Mass</entry> + <entry id="64383" lang="en" sex="m">Dread Necromancer Create Greater Undead</entry> + <entry id="64384" lang="en" sex="m">Dread Necromancer Gutwrench</entry> + <entry id="64385" lang="en" sex="m">Dread Necromancer Horrid Wilting</entry> + <entry id="64386" lang="en" sex="m">Dread Necromancer Last Judgement</entry> + <entry id="64387" lang="en" sex="m">Dread Necromancer Mass Inflict Critical Wounds</entry> + <entry id="64388" lang="en" sex="m">Dread Necromancer Necrotic Empowerment</entry> + <entry id="64389" lang="en" sex="m">Dread Necromancer Pestilence</entry> + <entry id="64390" lang="en" sex="m">Dread Necromancer Symbol of Death</entry> + <entry id="64391" lang="en" sex="m">Dread Necromancer Energy Drain</entry> + <entry id="64392" lang="en" sex="m">Dread Necromancer Mass Harm</entry> + <entry id="64393" lang="en" sex="m">Dread Necromancer Necrotic Termination</entry> + <entry id="64394" lang="en" sex="m">Dread Necromancer Plague of Undead</entry> + <entry id="64395" lang="en" sex="m">Dread Necromancer Wail of the Banshee</entry> + <entry id="64396" lang="en" sex="m">Mystic Cure Minor Wounds</entry> + <entry id="64397" lang="en" sex="m">Mystic Inflict Minor Wounds</entry> + <entry id="64398" lang="en" sex="m">Mystic Light</entry> + <entry id="64399" lang="en" sex="m">Mystic Read Magic</entry> + <entry id="64400" lang="en" sex="m">Mystic Resistance</entry> + <entry id="64401" lang="en" sex="m">Mystic Virtue</entry> + <entry id="64402" lang="en" sex="m">Mystic Angry Ache</entry> + <entry id="64403" lang="en" sex="m">Mystic Bane</entry> + <entry id="64404" lang="en" sex="m">Mystic Blade of Blood</entry> + <entry id="64405" lang="en" sex="m">Mystic Blade of Blood 1d6</entry> + <entry id="64406" lang="en" sex="m">Mystic Blade of Blood 3d6</entry> + <entry id="64407" lang="en" sex="m">Mystic Bless</entry> + <entry id="64408" lang="en" sex="m">Mystic Bless Water</entry> + <entry id="64409" lang="en" sex="m">Mystic Cause Fear</entry> + <entry id="64410" lang="en" sex="m">Mystic Command</entry> + <entry id="64411" lang="en" sex="m">Mystic Command Approach</entry> + <entry id="64412" lang="en" sex="m">Mystic Command Drop</entry> + <entry id="64413" lang="en" sex="m">Mystic Command Fall</entry> + <entry id="64414" lang="en" sex="m">Mystic Command Flee</entry> + <entry id="64415" lang="en" sex="m">Mystic Command Halt</entry> + <entry id="64416" lang="en" sex="m">Mystic Conviction</entry> + <entry id="64417" lang="en" sex="m">Mystic Crafter's Blessing</entry> + <entry id="64418" lang="en" sex="m">Mystic Crafter's Curse</entry> + <entry id="64419" lang="en" sex="m">Mystic Cure Light Wounds</entry> + <entry id="64420" lang="en" sex="m">Mystic Curse Water</entry> + <entry id="64421" lang="en" sex="m">Mystic Detect Chaos</entry> + <entry id="64422" lang="en" sex="m">Mystic Detect Evil</entry> + <entry id="64423" lang="en" sex="m">Mystic Detect Good</entry> + <entry id="64424" lang="en" sex="m">Mystic Detect Law</entry> + <entry id="64425" lang="en" sex="m">Mystic Detect Undead</entry> + <entry id="64426" lang="en" sex="m">Mystic Divine Favor</entry> + <entry id="64427" lang="en" sex="m">Mystic Doom</entry> + <entry id="64428" lang="en" sex="m">Mystic Drug Resistance</entry> + <entry id="64429" lang="en" sex="m">Mystic Endure Elements</entry> + <entry id="64430" lang="en" sex="m">Mystic Entropic Shield</entry> + <entry id="64431" lang="en" sex="m">Mystic Extract Drug</entry> + <entry id="64432" lang="en" sex="m">Mystic Baccaran</entry> + <entry id="64433" lang="en" sex="m">Mystic Vodare</entry> + <entry id="64434" lang="en" sex="m">Mystic Sannish</entry> + <entry id="64435" lang="en" sex="m">Mystic Mushroom Powder</entry> + <entry id="64436" lang="en" sex="m">Mystic Eyes of the Avoral</entry> + <entry id="64437" lang="en" sex="m">Mystic Heartache</entry> + <entry id="64438" lang="en" sex="m">Mystic Hide From Undead</entry> + <entry id="64439" lang="en" sex="m">Mystic Inflict Light Wounds</entry> + <entry id="64440" lang="en" sex="m">Mystic Lantern Light</entry> + <entry id="64441" lang="en" sex="m">Mystic Lesser Shivering Touch</entry> + <entry id="64442" lang="en" sex="m">Mystic Lesser Vigor</entry> + <entry id="64443" lang="en" sex="m">Mystic Magic Stone</entry> + <entry id="64444" lang="en" sex="m">Mystic Magic Weapon</entry> + <entry id="64445" lang="en" sex="m">Mystic Necrotic Awareness</entry> + <entry id="64446" lang="en" sex="m">Mystic Obscuring Mist</entry> + <entry id="64447" lang="en" sex="m">Mystic Protection from Chaos</entry> + <entry id="64448" lang="en" sex="m">Mystic Protection from Evil</entry> + <entry id="64449" lang="en" sex="m">Mystic Protection from Good</entry> + <entry id="64450" lang="en" sex="m">Mystic Protection from Law</entry> + <entry id="64451" lang="en" sex="m">Mystic Ray of Hope</entry> + <entry id="64452" lang="en" sex="m">Mystic Remove Fear</entry> + <entry id="64453" lang="en" sex="m">Mystic Sanctuary</entry> + <entry id="64454" lang="en" sex="m">Mystic Shield of Faith</entry> + <entry id="64455" lang="en" sex="m">Mystic Sorrow</entry> + <entry id="64456" lang="en" sex="m">Mystic Summon Creature I</entry> + <entry id="64457" lang="en" sex="m">Mystic Summon Undead I</entry> + <entry id="64458" lang="en" sex="m">Mystic Tongue of Baalzebul</entry> + <entry id="64459" lang="en" sex="m">Mystic Vision of Heaven</entry> + <entry id="64460" lang="en" sex="m">Mystic Addiction</entry> + <entry id="64461" lang="en" sex="m">Mystic Addiction: Terran Brandy</entry> + <entry id="64462" lang="en" sex="m">Mystic Addiction: Mushroom Powder</entry> + <entry id="64463" lang="en" sex="m">Mystic Addiction: Vodare</entry> + <entry id="64464" lang="en" sex="m">Mystic Addiction: Agony</entry> + <entry id="64465" lang="en" sex="m">Mystic Aid</entry> + <entry id="64466" lang="en" sex="m">Mystic Animalistic Power</entry> + <entry id="64467" lang="en" sex="m">Mystic Boneblast</entry> + <entry id="64468" lang="en" sex="m">Mystic Bull's Strength</entry> + <entry id="64469" lang="en" sex="m">Mystic Calm Emotions</entry> + <entry id="64470" lang="en" sex="m">Mystic Consecrate</entry> + <entry id="64471" lang="en" sex="m">Mystic Cure Moderate Wounds</entry> + <entry id="64472" lang="en" sex="m">Mystic Darkness</entry> + <entry id="64473" lang="en" sex="m">Mystic Death Knell</entry> + <entry id="64474" lang="en" sex="m">Mystic Divine Protection</entry> + <entry id="64475" lang="en" sex="m">Mystic Eagle's Splendor</entry> + <entry id="64476" lang="en" sex="m">Mystic Elation</entry> + <entry id="64477" lang="en" sex="m">Mystic Endurance</entry> + <entry id="64478" lang="en" sex="m">Mystic Find Traps</entry> + <entry id="64479" lang="en" sex="m">Mystic Fox's Cunning</entry> + <entry id="64480" lang="en" sex="m">Mystic Hold Person</entry> + <entry id="64481" lang="en" sex="m">Mystic Inflict Moderate Wounds</entry> + <entry id="64482" lang="en" sex="m">Mystic Lesser Dispel</entry> + <entry id="64483" lang="en" sex="m">Mystic Lesser Restoration</entry> + <entry id="64484" lang="en" sex="m">Mystic Living Undeath</entry> + <entry id="64485" lang="en" sex="m">Mystic Necrotic Cyst</entry> + <entry id="64486" lang="en" sex="m">Mystic Negative Energy Ray</entry> + <entry id="64487" lang="en" sex="m">Mystic Owl's Wisdom</entry> + <entry id="64488" lang="en" sex="m">Mystic Remove Paralysis</entry> + <entry id="64489" lang="en" sex="m">Mystic Resist Elements</entry> + <entry id="64490" lang="en" sex="m">Mystic Shield Other</entry> + <entry id="64491" lang="en" sex="m">Mystic Silence</entry> + <entry id="64492" lang="en" sex="m">Mystic Sound Burst</entry> + <entry id="64493" lang="en" sex="m">Mystic Spores of the Vrock</entry> + <entry id="64494" lang="en" sex="m">Mystic Stone Bones</entry> + <entry id="64495" lang="en" sex="m">Mystic Summon Creature II</entry> + <entry id="64496" lang="en" sex="m">Mystic Summon Undead 2</entry> + <entry id="64497" lang="en" sex="m">Mystic Ultravision</entry> + <entry id="64498" lang="en" sex="m">Mystic Undetectable Alignment</entry> + <entry id="64499" lang="en" sex="m">Mystic Wave of Grief</entry> + <entry id="64500" lang="en" sex="m">Mystic Animate Dead</entry> + <entry id="64501" lang="en" sex="m">Mystic Bestow Curse</entry> + <entry id="64502" lang="en" sex="m">Mystic Blindness/Deafness</entry> + <entry id="64503" lang="en" sex="m">Mystic Boneblade</entry> + <entry id="64504" lang="en" sex="m">Mystic Boneblade: Greatsword</entry> + <entry id="64505" lang="en" sex="m">Mystic Boneblade: Longsword</entry> + <entry id="64506" lang="en" sex="m">Mystic Boneblade: Shortsword</entry> + <entry id="64507" lang="en" sex="m">Mystic Clarity</entry> + <entry id="64508" lang="en" sex="m">Mystic Close Wounds</entry> + <entry id="64509" lang="en" sex="m">Mystic Clutch of Orcus</entry> + <entry id="64510" lang="en" sex="m">Mystic Contagion</entry> + <entry id="64511" lang="en" sex="m">Mystic Continual Flame</entry> + <entry id="64512" lang="en" sex="m">Mystic Crown of Might</entry> + <entry id="64513" lang="en" sex="m">Mystic Crown of Protection</entry> + <entry id="64514" lang="en" sex="m">Mystic Cure Serious Wounds</entry> + <entry id="64515" lang="en" sex="m">Mystic Curse of Petty Failing</entry> + <entry id="64516" lang="en" sex="m">Mystic Darkfire</entry> + <entry id="64517" lang="en" sex="m">Mystic Daylight</entry> + <entry id="64518" lang="en" sex="m">Mystic Deeper Darkness</entry> + <entry id="64519" lang="en" sex="m">Mystic Devil's Eye</entry> + <entry id="64520" lang="en" sex="m">Mystic Dispel Magic</entry> + <entry id="64521" lang="en" sex="m">Mystic Energize Potion</entry> + <entry id="64522" lang="en" sex="m">Mystic Energize Potion: Acid</entry> + <entry id="64523" lang="en" sex="m">Mystic Energize Potion: Cold</entry> + <entry id="64524" lang="en" sex="m">Mystic Energize Potion: Electricity</entry> + <entry id="64525" lang="en" sex="m">Mystic Energize Potion: Fire</entry> + <entry id="64526" lang="en" sex="m">Mystic Energize Potion: Sonic</entry> + <entry id="64527" lang="en" sex="m">Mystic Energy Aegis</entry> + <entry id="64528" lang="en" sex="m">Mystic Energy Aegis, Acid</entry> + <entry id="64529" lang="en" sex="m">Mystic Energy Aegis, Cold</entry> + <entry id="64530" lang="en" sex="m">Mystic Energy Aegis, Electricity</entry> + <entry id="64531" lang="en" sex="m">Mystic Energy Aegis, Fire</entry> + <entry id="64532" lang="en" sex="m">Mystic Energy Aegis, Sonic</entry> + <entry id="64533" lang="en" sex="m">Mystic Flesh Ripper</entry> + <entry id="64534" lang="en" sex="m">Mystic Glyph of Warding</entry> + <entry id="64535" lang="en" sex="m">Mystic Blast Glyph (Acid)</entry> + <entry id="64536" lang="en" sex="m">Mystic Blast Glyph (Cold)</entry> + <entry id="64537" lang="en" sex="m">Mystic Blast Glyph (Electricity)</entry> + <entry id="64538" lang="en" sex="m">Mystic Blast Glyph (Fire)</entry> + <entry id="64539" lang="en" sex="m">Mystic Blast Glyph (Sonic)</entry> + <entry id="64540" lang="en" sex="m">Mystic Inflict Serious Wounds</entry> + <entry id="64541" lang="en" sex="m">Mystic Invisibility Purge</entry> + <entry id="64542" lang="en" sex="m">Mystic Legion's Conviction</entry> + <entry id="64543" lang="en" sex="m">Mystic Locate Object</entry> + <entry id="64544" lang="en" sex="m">Mystic Magic Circle against Chaos</entry> + <entry id="64545" lang="en" sex="m">Mystic Magic Circle against Evil</entry> + <entry id="64546" lang="en" sex="m">Mystic Magic Circle against Good</entry> + <entry id="64547" lang="en" sex="m">Mystic Magic Circle against Law</entry> + <entry id="64548" lang="en" sex="m">Mystic Magic Vestment</entry> + <entry id="64549" lang="en" sex="m">Mystic Masochism</entry> + <entry id="64550" lang="en" sex="m">Mystic Mass Aid</entry> + <entry id="64551" lang="en" sex="m">Mystic Mass Lesser Vigor</entry> + <entry id="64552" lang="en" sex="m">Mystic Necrotic Bloat</entry> + <entry id="64553" lang="en" sex="m">Mystic Negative Energy Protection</entry> + <entry id="64554" lang="en" sex="m">Mystic Obscure Object</entry> + <entry id="64555" lang="en" sex="m">Mystic Prayer</entry> + <entry id="64556" lang="en" sex="m">Mystic Protection from Elements</entry> + <entry id="64557" lang="en" sex="m">Mystic Remove Blindness/Deafness</entry> + <entry id="64558" lang="en" sex="m">Mystic Remove Curse</entry> + <entry id="64559" lang="en" sex="m">Mystic Remove Disease</entry> + <entry id="64560" lang="en" sex="m">Mystic Ring of Blades</entry> + <entry id="64561" lang="en" sex="m">Mystic Searing Light</entry> + <entry id="64562" lang="en" sex="m">Mystic Shivering Touch</entry> + <entry id="64563" lang="en" sex="m">Mystic Shriveling</entry> + <entry id="64564" lang="en" sex="m">Mystic Slashing Darkness</entry> + <entry id="64565" lang="en" sex="m">Mystic Summon Creature III</entry> + <entry id="64566" lang="en" sex="m">Mystic Summon Undead 3</entry> + <entry id="64567" lang="en" sex="m">Mystic Unliving Weapon</entry> + <entry id="64568" lang="en" sex="m">Mystic Vigor</entry> + <entry id="64569" lang="en" sex="m">Mystic Water Breathing</entry> + <entry id="64570" lang="en" sex="m">Mystic Wrack</entry> + <entry id="64571" lang="en" sex="m">Mystic Abyssal Might</entry> + <entry id="64572" lang="en" sex="m">Mystic Blood of the Martyr</entry> + <entry id="64573" lang="en" sex="m">Mystic Claws of the Savage</entry> + <entry id="64574" lang="en" sex="m">Mystic Cure Critical Wounds</entry> + <entry id="64575" lang="en" sex="m">Mystic Damning Darkness</entry> + <entry id="64576" lang="en" sex="m">Mystic Death Ward</entry> + <entry id="64577" lang="en" sex="m">Mystic Dimensional Anchor</entry> + <entry id="64578" lang="en" sex="m">Mystic Dismissal</entry> + <entry id="64579" lang="en" sex="m">Mystic Divine Power</entry> + <entry id="64580" lang="en" sex="m">Mystic Freedom of Movement</entry> + <entry id="64581" lang="en" sex="m">Mystic Greater Magic Weapon</entry> + <entry id="64582" lang="en" sex="m">Mystic Greater Resistance</entry> + <entry id="64583" lang="en" sex="m">Mystic Hammer of the Gods</entry> + <entry id="64584" lang="en" sex="m">Mystic Inflict Critical Wounds</entry> + <entry id="64585" lang="en" sex="m">Mystic Legion's Shield of Faith</entry> + <entry id="64586" lang="en" sex="m">Mystic Lesser Planar Ally</entry> + <entry id="64587" lang="en" sex="m">Mystic Lower Spell Resistance</entry> + <entry id="64588" lang="en" sex="m">Mystic Mass Ultravision</entry> + <entry id="64589" lang="en" sex="m">Mystic Necrotic Domination</entry> + <entry id="64590" lang="en" sex="m">Mystic Neutralize Poison</entry> + <entry id="64591" lang="en" sex="m">Mystic Panacea</entry> + <entry id="64592" lang="en" sex="m">Mystic Poison</entry> + <entry id="64593" lang="en" sex="m">Mystic Recitation</entry> + <entry id="64594" lang="en" sex="m">Mystic Repel Vermin</entry> + <entry id="64595" lang="en" sex="m">Mystic Restoration</entry> + <entry id="64596" lang="en" sex="m">Mystic Stop Heart</entry> + <entry id="64597" lang="en" sex="m">Mystic Summon Creature IV</entry> + <entry id="64598" lang="en" sex="m">Mystic Summon Undead 4</entry> + <entry id="64599" lang="en" sex="m">Mystic Sword of Conscience</entry> + <entry id="64600" lang="en" sex="m">Mystic Battletide</entry> + <entry id="64601" lang="en" sex="m">Mystic Break Enchantment</entry> + <entry id="64602" lang="en" sex="m">Mystic Chaav's Laugh</entry> + <entry id="64603" lang="en" sex="m">Mystic Circle of Doom</entry> + <entry id="64604" lang="en" sex="m">Mystic Convert Wand</entry> + <entry id="64605" lang="en" sex="m">Mystic Dancing Web</entry> + <entry id="64606" lang="en" sex="m">Mystic Fire in the Blood</entry> + <entry id="64607" lang="en" sex="m">Mystic Flame Strike</entry> + <entry id="64608" lang="en" sex="m">Mystic Greater Vigor</entry> + <entry id="64609" lang="en" sex="m">Mystic Greater Command</entry> + <entry id="64610" lang="en" sex="m">Mystic Greater Command Approach</entry> + <entry id="64611" lang="en" sex="m">Mystic Greater Command Drop</entry> + <entry id="64612" lang="en" sex="m">Mystic Greater Command Fall</entry> + <entry id="64613" lang="en" sex="m">Mystic Greater Command Flee</entry> + <entry id="64614" lang="en" sex="m">Mystic Greater Command Halt</entry> + <entry id="64615" lang="en" sex="m">Mystic Healing Circle</entry> + <entry id="64616" lang="en" sex="m">Mystic Heartclutch</entry> + <entry id="64617" lang="en" sex="m">Mystic Legion's Curse of Petty Failing</entry> + <entry id="64618" lang="en" sex="m">Mystic Mass Contagion</entry> + <entry id="64619" lang="en" sex="m">Mystic Mass Cure Light Wounds</entry> + <entry id="64620" lang="en" sex="m">Mystic Mass Inflict Light Wounds</entry> + <entry id="64621" lang="en" sex="m">Mystic Morality Undone</entry> + <entry id="64622" lang="en" sex="m">Mystic Necrotic Burst</entry> + <entry id="64623" lang="en" sex="m">Mystic Raise Dead</entry> + <entry id="64624" lang="en" sex="m">Mystic Resonating Resistance</entry> + <entry id="64625" lang="en" sex="m">Mystic Revivify</entry> + <entry id="64626" lang="en" sex="m">Mystic Righteous Might</entry> + <entry id="64627" lang="en" sex="m">Mystic Scrying</entry> + <entry id="64628" lang="en" sex="m">Mystic Slay Living</entry> + <entry id="64629" lang="en" sex="m">Mystic Soul Scour</entry> + <entry id="64630" lang="en" sex="m">Mystic Spell Resistance</entry> + <entry id="64631" lang="en" sex="m">Mystic Summon Creature V</entry> + <entry id="64632" lang="en" sex="m">Mystic Summon Undead 5</entry> + <entry id="64633" lang="en" sex="m">Mystic Symbol of Pain</entry> + <entry id="64634" lang="en" sex="m">Mystic Symbol of Sleep</entry> + <entry id="64635" lang="en" sex="m">Mystic True Seeing</entry> + <entry id="64636" lang="en" sex="m">Mystic Animate Objects</entry> + <entry id="64637" lang="en" sex="m">Mystic Banishment</entry> + <entry id="64638" lang="en" sex="m">Mystic Blade Barrier</entry> + <entry id="64639" lang="en" sex="m">Mystic Call Faithful Servants</entry> + <entry id="64640" lang="en" sex="m">Mystic Celestial Blood</entry> + <entry id="64641" lang="en" sex="m">Mystic Cloud of the Achaierai</entry> + <entry id="64642" lang="en" sex="m">Mystic Control Undead</entry> + <entry id="64643" lang="en" sex="m">Mystic Create Undead</entry> + <entry id="64644" lang="en" sex="m">Mystic Energy Immunity</entry> + <entry id="64645" lang="en" sex="m">Mystic Acid Energy Immunity</entry> + <entry id="64646" lang="en" sex="m">Mystic Cold Energy Immunity</entry> + <entry id="64647" lang="en" sex="m">Mystic Electricity Energy Immunity</entry> + <entry id="64648" lang="en" sex="m">Mystic Fire Energy Immunity</entry> + <entry id="64649" lang="en" sex="m">Mystic Sonic Energy Immunity</entry> + <entry id="64650" lang="en" sex="m">Mystic Greater Sanctuary</entry> + <entry id="64651" lang="en" sex="m">Mystic Greater Dispelling</entry> + <entry id="64652" lang="en" sex="m">Mystic Greater Glyph of Warding</entry> + <entry id="64653" lang="en" sex="m">Mystic Greater Blast Glyph (Acid)</entry> + <entry id="64654" lang="en" sex="m">Mystic Greater Blast Glyph (Cold)</entry> + <entry id="64655" lang="en" sex="m">Mystic Greater Blast Glyph (Electricity)</entry> + <entry id="64656" lang="en" sex="m">Mystic Greater Blast Glyph (Fire)</entry> + <entry id="64657" lang="en" sex="m">Mystic Greater Blast Glyph (Sonic)</entry> + <entry id="64658" lang="en" sex="m">Mystic Harm</entry> + <entry id="64659" lang="en" sex="m">Mystic Heal</entry> + <entry id="64660" lang="en" sex="m">Mystic Mass Bull's Strength</entry> + <entry id="64661" lang="en" sex="m">Mystic Mass Cure Moderate Wounds</entry> + <entry id="64662" lang="en" sex="m">Mystic Mass Eagle's Splendor</entry> + <entry id="64663" lang="en" sex="m">Mystic Mass Endurance</entry> + <entry id="64664" lang="en" sex="m">Mystic Mass Fox's Cunning</entry> + <entry id="64665" lang="en" sex="m">Mystic Mass Inflict Moderate Wounds</entry> + <entry id="64666" lang="en" sex="m">Mystic Mass Owl's Wisdom</entry> + <entry id="64667" lang="en" sex="m">Mystic Necrotic Eruption</entry> + <entry id="64668" lang="en" sex="m">Mystic Planar Ally</entry> + <entry id="64669" lang="en" sex="m">Mystic Sarcophagus of Stone</entry> + <entry id="64670" lang="en" sex="m">Mystic Summon Creature VI</entry> + <entry id="64671" lang="en" sex="m">Mystic Superior Resistance</entry> + <entry id="64672" lang="en" sex="m">Mystic Symbol of Fear</entry> + <entry id="64673" lang="en" sex="m">Mystic Symbol of Persuasion</entry> + <entry id="64674" lang="en" sex="m">Mystic Thousand Needles</entry> + <entry id="64675" lang="en" sex="m">Mystic Undeath to Death</entry> + <entry id="64676" lang="en" sex="m">Mystic Vigorous Circle</entry> + <entry id="64677" lang="en" sex="m">Mystic Word of Recall</entry> + <entry id="64678" lang="en" sex="m">Mystic Word of Recall - Self only</entry> + <entry id="64679" lang="en" sex="m">Mystic Word of Recall - Party within 10ft</entry> + <entry id="64680" lang="en" sex="m">Mystic Blasphemy</entry> + <entry id="64681" lang="en" sex="m">Mystic Control Weather</entry> + <entry id="64682" lang="en" sex="m">Mystic Control Weather: Rain</entry> + <entry id="64683" lang="en" sex="m">Mystic Control Weather: Snow</entry> + <entry id="64684" lang="en" sex="m">Mystic Control Weather: Clear</entry> + <entry id="64685" lang="en" sex="m">Mystic Destruction</entry> + <entry id="64686" lang="en" sex="m">Mystic Dictum</entry> + <entry id="64687" lang="en" sex="m">Mystic Energy Ebb</entry> + <entry id="64688" lang="en" sex="m">Mystic Fiendish Clarity</entry> + <entry id="64689" lang="en" sex="m">Mystic Greater Harm</entry> + <entry id="64690" lang="en" sex="m">Mystic Greater Restoration</entry> + <entry id="64691" lang="en" sex="m">Mystic Greater Scrying</entry> + <entry id="64692" lang="en" sex="m">Mystic Holy Word</entry> + <entry id="64693" lang="en" sex="m">Mystic Mass Cure Serious Wounds</entry> + <entry id="64694" lang="en" sex="m">Mystic Mass Inflict Serious Wounds</entry> + <entry id="64695" lang="en" sex="m">Mystic Mass Spell Resistance</entry> + <entry id="64696" lang="en" sex="m">Mystic Regenerate</entry> + <entry id="64697" lang="en" sex="m">Mystic Repulsion</entry> + <entry id="64698" lang="en" sex="m">Mystic Resurrection</entry> + <entry id="64699" lang="en" sex="m">Mystic Righteous Smite</entry> + <entry id="64700" lang="en" sex="m">Mystic Summon Creature VII</entry> + <entry id="64701" lang="en" sex="m">Mystic Summon Huge Air Elemental</entry> + <entry id="64702" lang="en" sex="m">Mystic Summon Huge Earth Elemental</entry> + <entry id="64703" lang="en" sex="m">Mystic Summon Huge Fire Elemental</entry> + <entry id="64704" lang="en" sex="m">Mystic Summon Huge Water Elemental</entry> + <entry id="64705" lang="en" sex="m">Mystic Symbol of Stunning</entry> + <entry id="64706" lang="en" sex="m">Mystic Symbol of Weakness</entry> + <entry id="64707" lang="en" sex="m">Mystic Tomb of Light</entry> + <entry id="64708" lang="en" sex="m">Mystic Word of Chaos</entry> + <entry id="64709" lang="en" sex="m">Mystic Wretched Blight</entry> + <entry id="64710" lang="en" sex="m">Mystic Antimagic Field</entry> + <entry id="64711" lang="en" sex="m">Mystic Aura versus Alignment</entry> + <entry id="64712" lang="en" sex="m">Mystic Unholy Aura</entry> + <entry id="64713" lang="en" sex="m">Mystic Holy Aura</entry> + <entry id="64714" lang="en" sex="m">Mystic Bodak Birth</entry> + <entry id="64715" lang="en" sex="m">Mystic Create Greater Undead</entry> + <entry id="64716" lang="en" sex="m">Mystic Dimensional Lock</entry> + <entry id="64717" lang="en" sex="m">Mystic Discern Location</entry> + <entry id="64718" lang="en" sex="m">Mystic Earthquake</entry> + <entry id="64719" lang="en" sex="m">Mystic Fire Storm</entry> + <entry id="64720" lang="en" sex="m">Mystic Greater Planar Ally</entry> + <entry id="64721" lang="en" sex="m">Mystic Wall of Greater Dispel Magic</entry> + <entry id="64722" lang="en" sex="m">Mystic Holy Aura</entry> + <entry id="64723" lang="en" sex="m">Mystic Last Judgement</entry> + <entry id="64724" lang="en" sex="m">Mystic Mass Cure Critical Wounds</entry> + <entry id="64725" lang="en" sex="m">Mystic Mass Heal</entry> + <entry id="64726" lang="en" sex="m">Mystic Mass Inflict Critical Wounds</entry> + <entry id="64727" lang="en" sex="m">Mystic Necrotic Empowerment</entry> + <entry id="64728" lang="en" sex="m">Mystic Pestilence</entry> + <entry id="64729" lang="en" sex="m">Mystic Summon Creature VIII</entry> + <entry id="64730" lang="en" sex="m">Mystic Summon Greater Air Elemental</entry> + <entry id="64731" lang="en" sex="m">Mystic Summon Greater Earth Elemental</entry> + <entry id="64732" lang="en" sex="m">Mystic Summon Greater Fire Elemental</entry> + <entry id="64733" lang="en" sex="m">Mystic Summon Greater Water Elemental</entry> + <entry id="64734" lang="en" sex="m">Mystic Sunbeam</entry> + <entry id="64735" lang="en" sex="m">Mystic Symbol of Death</entry> + <entry id="64736" lang="en" sex="m">Mystic Symbol of Insanity</entry> + <entry id="64737" lang="en" sex="m">Mystic Despoil</entry> + <entry id="64738" lang="en" sex="m">Mystic Elder Glyph of Warding</entry> + <entry id="64739" lang="en" sex="m">Mystic Elder Blast Glyph (Acid)</entry> + <entry id="64740" lang="en" sex="m">Mystic Elder Blast Glyph (Cold)</entry> + <entry id="64741" lang="en" sex="m">Mystic Elder Blast Glyph (Electricity)</entry> + <entry id="64742" lang="en" sex="m">Mystic Elder Blast Glyph (Fire)</entry> + <entry id="64743" lang="en" sex="m">Mystic Elder Blast Glyph (Sonic)</entry> + <entry id="64744" lang="en" sex="m">Mystic Energy Drain</entry> + <entry id="64745" lang="en" sex="m">Mystic Gate</entry> + <entry id="64746" lang="en" sex="m">Mystic Implosion</entry> + <entry id="64747" lang="en" sex="m">Mystic Mass Harm</entry> + <entry id="64748" lang="en" sex="m">Mystic Necrotic Termination</entry> + <entry id="64749" lang="en" sex="m">Mystic Plague of Undead</entry> + <entry id="64750" lang="en" sex="m">Mystic Storm of Vengeance</entry> + <entry id="64751" lang="en" sex="m">Mystic Summon Creature IX</entry> + <entry id="64752" lang="en" sex="m">Mystic Summon Elder Air Elemental</entry> + <entry id="64753" lang="en" sex="m">Mystic Summon Elder Earth Elemental</entry> + <entry id="64754" lang="en" sex="m">Mystic Summon Elder Fire Elemental</entry> + <entry id="64755" lang="en" sex="m">Mystic Summon Elder Water Elemental</entry> + <entry id="64756" lang="en" sex="m">Mystic True Resurrection</entry> + <entry id="64757" lang="en" sex="m">Mystic Undeath's Eternal Foe</entry> + <entry id="64758" lang="en" sex="m">Mystic Vile Death</entry> + <entry id="64759" lang="en" sex="m">Archivist Cure Minor Wounds</entry> + <entry id="64760" lang="en" sex="m">Archivist Quickened Cure Minor Wounds</entry> + <entry id="64761" lang="en" sex="m">Archivist Silent Cure Minor Wounds</entry> + <entry id="64762" lang="en" sex="m">Archivist Still Cure Minor Wounds</entry> + <entry id="64763" lang="en" sex="m">Archivist Flare</entry> + <entry id="64764" lang="en" sex="m">Archivist Extended Flare</entry> + <entry id="64765" lang="en" sex="m">Archivist Quickened Flare</entry> + <entry id="64766" lang="en" sex="m">Archivist Silent Flare</entry> + <entry id="64767" lang="en" sex="m">Archivist Inflict Minor Wounds</entry> + <entry id="64768" lang="en" sex="m">Archivist Quickened Inflict Minor Wounds</entry> + <entry id="64769" lang="en" sex="m">Archivist Silent Inflict Minor Wounds</entry> + <entry id="64770" lang="en" sex="m">Archivist Still Inflict Minor Wounds</entry> + <entry id="64771" lang="en" sex="m">Archivist Light</entry> + <entry id="64772" lang="en" sex="m">Archivist Extended Light</entry> + <entry id="64773" lang="en" sex="m">Archivist Quickened Light</entry> + <entry id="64774" lang="en" sex="m">Archivist Silent Light</entry> + <entry id="64775" lang="en" sex="m">Archivist Read Magic</entry> + <entry id="64776" lang="en" sex="m">Archivist Quickened Read Magic</entry> + <entry id="64777" lang="en" sex="m">Archivist Silent Read Magic</entry> + <entry id="64778" lang="en" sex="m">Archivist Still Read Magic</entry> + <entry id="64779" lang="en" sex="m">Archivist Resistance</entry> + <entry id="64780" lang="en" sex="m">Archivist Extended Resistance</entry> + <entry id="64781" lang="en" sex="m">Archivist Quickened Resistance</entry> + <entry id="64782" lang="en" sex="m">Archivist Silent Resistance</entry> + <entry id="64783" lang="en" sex="m">Archivist Still Resistance</entry> + <entry id="64784" lang="en" sex="m">Archivist Virtue</entry> + <entry id="64785" lang="en" sex="m">Archivist Extended Virtue</entry> + <entry id="64786" lang="en" sex="m">Archivist Quickened Virtue</entry> + <entry id="64787" lang="en" sex="m">Archivist Silent Virtue</entry> + <entry id="64788" lang="en" sex="m">Archivist Still Virtue</entry> + <entry id="64789" lang="en" sex="m">Archivist Angry Ache</entry> + <entry id="64790" lang="en" sex="m">Archivist Extended Angry Ache</entry> + <entry id="64791" lang="en" sex="m">Archivist Quickened Angry Ache</entry> + <entry id="64792" lang="en" sex="m">Archivist Silent Angry Ache</entry> + <entry id="64793" lang="en" sex="m">Archivist Still Angry Ache</entry> + <entry id="64794" lang="en" sex="m">Archivist Bane</entry> + <entry id="64795" lang="en" sex="m">Archivist Extended Bane</entry> + <entry id="64796" lang="en" sex="m">Archivist Quickened Bane</entry> + <entry id="64797" lang="en" sex="m">Archivist Silent Bane</entry> + <entry id="64798" lang="en" sex="m">Archivist Still Bane</entry> + <entry id="64799" lang="en" sex="m">Archivist Blade of Blood</entry> + <entry id="64800" lang="en" sex="m">Archivist Blade of Blood 1d6</entry> + <entry id="64801" lang="en" sex="m">Archivist Blade of Blood 3d6</entry> + <entry id="64802" lang="en" sex="m">Archivist Empowered Blade of Blood</entry> + <entry id="64803" lang="en" sex="m">Archivist Empowered Blade of Blood 1d6</entry> + <entry id="64804" lang="en" sex="m">Archivist Empowered Blade of Blood 3d6</entry> + <entry id="64805" lang="en" sex="m">Archivist Extended Blade of Blood</entry> + <entry id="64806" lang="en" sex="m">Archivist Extended Blade of Blood 1d6</entry> + <entry id="64807" lang="en" sex="m">Archivist Extended Blade of Blood 3d6</entry> + <entry id="64808" lang="en" sex="m">Archivist Maximized Blade of Blood</entry> + <entry id="64809" lang="en" sex="m">Archivist Maximized Blade of Blood 1d6</entry> + <entry id="64810" lang="en" sex="m">Archivist Maximized Blade of Blood 3d6</entry> + <entry id="64811" lang="en" sex="m">Archivist Quickened Blade of Blood</entry> + <entry id="64812" lang="en" sex="m">Archivist Quickened Blade of Blood 1d6</entry> + <entry id="64813" lang="en" sex="m">Archivist Quickened Blade of Blood 3d6</entry> + <entry id="64814" lang="en" sex="m">Archivist Silent Blade of Blood</entry> + <entry id="64815" lang="en" sex="m">Archivist Silent Blade of Blood 1d6</entry> + <entry id="64816" lang="en" sex="m">Archivist Silent Blade of Blood 3d6</entry> + <entry id="64817" lang="en" sex="m">Archivist Still Blade of Blood</entry> + <entry id="64818" lang="en" sex="m">Archivist Still Blade of Blood 1d6</entry> + <entry id="64819" lang="en" sex="m">Archivist Still Blade of Blood 3d6</entry> + <entry id="64820" lang="en" sex="m">Archivist Bless</entry> + <entry id="64821" lang="en" sex="m">Archivist Extended Bless</entry> + <entry id="64822" lang="en" sex="m">Archivist Quickened Bless</entry> + <entry id="64823" lang="en" sex="m">Archivist Silent Bless</entry> + <entry id="64824" lang="en" sex="m">Archivist Still Bless</entry> + <entry id="64825" lang="en" sex="m">Archivist Bless Water</entry> + <entry id="64826" lang="en" sex="m">Archivist Quickened Bless Water</entry> + <entry id="64827" lang="en" sex="m">Archivist Silent Bless Water</entry> + <entry id="64828" lang="en" sex="m">Archivist Still Bless Water</entry> + <entry id="64829" lang="en" sex="m">Archivist Bless Weapon</entry> + <entry id="64830" lang="en" sex="m">Archivist Extended Bless Weapon</entry> + <entry id="64831" lang="en" sex="m">Archivist Quickened Bless Weapon</entry> + <entry id="64832" lang="en" sex="m">Archivist Silent Bless Weapon</entry> + <entry id="64833" lang="en" sex="m">Archivist Still Bless Weapon</entry> + <entry id="64834" lang="en" sex="m">Archivist Camouflage</entry> + <entry id="64835" lang="en" sex="m">Archivist Extended Camouflage</entry> + <entry id="64836" lang="en" sex="m">Archivist Quickened Camouflage</entry> + <entry id="64837" lang="en" sex="m">Archivist Silent Camouflage</entry> + <entry id="64838" lang="en" sex="m">Archivist Still Camouflage</entry> + <entry id="64839" lang="en" sex="m">Archivist Cause Fear</entry> + <entry id="64840" lang="en" sex="m">Archivist Extended Cause Fear</entry> + <entry id="64841" lang="en" sex="m">Archivist Quickened Cause Fear</entry> + <entry id="64842" lang="en" sex="m">Archivist Still Cause Fear</entry> + <entry id="64843" lang="en" sex="m">Archivist Charm Person</entry> + <entry id="64844" lang="en" sex="m">Archivist Extended Charm Person</entry> + <entry id="64845" lang="en" sex="m">Archivist Quickened Charm Person</entry> + <entry id="64846" lang="en" sex="m">Archivist Silent Charm Person</entry> + <entry id="64847" lang="en" sex="m">Archivist Still Charm Person</entry> + <entry id="64848" lang="en" sex="m">Archivist Color Spray</entry> + <entry id="64849" lang="en" sex="m">Archivist Empowered Color Spray</entry> + <entry id="64850" lang="en" sex="m">Archivist Maximized Color Spray</entry> + <entry id="64851" lang="en" sex="m">Archivist Quickened Color Spray</entry> + <entry id="64852" lang="en" sex="m">Archivist Silent Color Spray</entry> + <entry id="64853" lang="en" sex="m">Archivist Still Color Spray</entry> + <entry id="64854" lang="en" sex="m">Archivist Command</entry> + <entry id="64855" lang="en" sex="m">Archivist Command Approach</entry> + <entry id="64856" lang="en" sex="m">Archivist Command Drop</entry> + <entry id="64857" lang="en" sex="m">Archivist Command Fall</entry> + <entry id="64858" lang="en" sex="m">Archivist Command Flee</entry> + <entry id="64859" lang="en" sex="m">Archivist Command Halt</entry> + <entry id="64860" lang="en" sex="m">Archivist Extended Command</entry> + <entry id="64861" lang="en" sex="m">Archivist Extended Command Approach</entry> + <entry id="64862" lang="en" sex="m">Archivist Extended Command Drop</entry> + <entry id="64863" lang="en" sex="m">Archivist Extended Command Fall</entry> + <entry id="64864" lang="en" sex="m">Archivist Extended Command Flee</entry> + <entry id="64865" lang="en" sex="m">Archivist Extended Command Halt</entry> + <entry id="64866" lang="en" sex="m">Archivist Quickened Command</entry> + <entry id="64867" lang="en" sex="m">Archivist Quickened Command Approach</entry> + <entry id="64868" lang="en" sex="m">Archivist Quickened Command Drop</entry> + <entry id="64869" lang="en" sex="m">Archivist Quickened Command Fall</entry> + <entry id="64870" lang="en" sex="m">Archivist Quickened Command Flee</entry> + <entry id="64871" lang="en" sex="m">Archivist Quickened Command Halt</entry> + <entry id="64872" lang="en" sex="m">Archivist Silent Command</entry> + <entry id="64873" lang="en" sex="m">Archivist Silent Command Approach</entry> + <entry id="64874" lang="en" sex="m">Archivist Silent Command Drop</entry> + <entry id="64875" lang="en" sex="m">Archivist Silent Command Fall</entry> + <entry id="64876" lang="en" sex="m">Archivist Silent Command Flee</entry> + <entry id="64877" lang="en" sex="m">Archivist Silent Command Halt</entry> + <entry id="64878" lang="en" sex="m">Archivist Still Command</entry> + <entry id="64879" lang="en" sex="m">Archivist Still Command Approach</entry> + <entry id="64880" lang="en" sex="m">Archivist Still Command Drop</entry> + <entry id="64881" lang="en" sex="m">Archivist Still Command Fall</entry> + <entry id="64882" lang="en" sex="m">Archivist Still Command Flee</entry> + <entry id="64883" lang="en" sex="m">Archivist Still Command Halt</entry> + <entry id="64884" lang="en" sex="m">Archivist Conviction</entry> + <entry id="64885" lang="en" sex="m">Archivist Extended Conviction</entry> + <entry id="64886" lang="en" sex="m">Archivist Quickened Conviction</entry> + <entry id="64887" lang="en" sex="m">Archivist Silent Conviction</entry> + <entry id="64888" lang="en" sex="m">Archivist Still Conviction</entry> + <entry id="64889" lang="en" sex="m">Archivist Crafter's Blessing</entry> + <entry id="64890" lang="en" sex="m">Archivist Extended Crafter's Blessing</entry> + <entry id="64891" lang="en" sex="m">Archivist Quickened Crafter's Blessing</entry> + <entry id="64892" lang="en" sex="m">Archivist Silent Crafter's Blessing</entry> + <entry id="64893" lang="en" sex="m">Archivist Still Crafter's Blessing</entry> + <entry id="64894" lang="en" sex="m">Archivist Crafter's Curse</entry> + <entry id="64895" lang="en" sex="m">Archivist Extended Crafter's Curse</entry> + <entry id="64896" lang="en" sex="m">Archivist Quickened Crafter's Curse</entry> + <entry id="64897" lang="en" sex="m">Archivist Silent Crafter's Curse</entry> + <entry id="64898" lang="en" sex="m">Archivist Still Crafter's Curse</entry> + <entry id="64899" lang="en" sex="m">Archivist Cure Light Wounds</entry> + <entry id="64900" lang="en" sex="m">Archivist Empowered Cure Light Wounds</entry> + <entry id="64901" lang="en" sex="m">Archivist Maximized Cure Light Wounds</entry> + <entry id="64902" lang="en" sex="m">Archivist Quickened Cure Light Wounds</entry> + <entry id="64903" lang="en" sex="m">Archivist Silent Cure Light Wounds</entry> + <entry id="64904" lang="en" sex="m">Archivist Still Cure Light Wounds</entry> + <entry id="64905" lang="en" sex="m">Archivist Curse Water</entry> + <entry id="64906" lang="en" sex="m">Archivist Quickened Curse Water</entry> + <entry id="64907" lang="en" sex="m">Archivist Silent Curse Water</entry> + <entry id="64908" lang="en" sex="m">Archivist Still Curse Water</entry> + <entry id="64909" lang="en" sex="m">Archivist Deafening Clang</entry> + <entry id="64910" lang="en" sex="m">Archivist Extended Deafening Clang</entry> + <entry id="64911" lang="en" sex="m">Archivist Quickened Deafening Clang</entry> + <entry id="64912" lang="en" sex="m">Archivist Silent Deafening Clang</entry> + <entry id="64913" lang="en" sex="m">Archivist Still Deafening Clang</entry> + <entry id="64914" lang="en" sex="m">Archivist Demonflesh</entry> + <entry id="64915" lang="en" sex="m">Archivist Extended Demonflesh</entry> + <entry id="64916" lang="en" sex="m">Archivist Quickened Demonflesh</entry> + <entry id="64917" lang="en" sex="m">Archivist Silent Demonflesh</entry> + <entry id="64918" lang="en" sex="m">Archivist Still Demonflesh</entry> + <entry id="64919" lang="en" sex="m">Archivist Detect Chaos</entry> + <entry id="64920" lang="en" sex="m">Archivist Extended Detect Chaos</entry> + <entry id="64921" lang="en" sex="m">Archivist Quickened Detect Chaos</entry> + <entry id="64922" lang="en" sex="m">Archivist Silent Detect Chaos</entry> + <entry id="64923" lang="en" sex="m">Archivist Still Detect Chaos</entry> + <entry id="64924" lang="en" sex="m">Archivist Detect Evil</entry> + <entry id="64925" lang="en" sex="m">Archivist Extended Detect Evil</entry> + <entry id="64926" lang="en" sex="m">Archivist Quickened Detect Evil</entry> + <entry id="64927" lang="en" sex="m">Archivist Silent Detect Evil</entry> + <entry id="64928" lang="en" sex="m">Archivist Still Detect Evil</entry> + <entry id="64929" lang="en" sex="m">Archivist Detect Good</entry> + <entry id="64930" lang="en" sex="m">Archivist Extended Detect Good</entry> + <entry id="64931" lang="en" sex="m">Archivist Quickened Detect Good</entry> + <entry id="64932" lang="en" sex="m">Archivist Silent Detect Good</entry> + <entry id="64933" lang="en" sex="m">Archivist Still Detect Good</entry> + <entry id="64934" lang="en" sex="m">Archivist Detect Law</entry> + <entry id="64935" lang="en" sex="m">Archivist Extended Detect Law</entry> + <entry id="64936" lang="en" sex="m">Archivist Quickened Detect Law</entry> + <entry id="64937" lang="en" sex="m">Archivist Silent Detect Law</entry> + <entry id="64938" lang="en" sex="m">Archivist Still Detect Law</entry> + <entry id="64939" lang="en" sex="m">Archivist Detect Undead</entry> + <entry id="64940" lang="en" sex="m">Archivist Extended Detect Undead</entry> + <entry id="64941" lang="en" sex="m">Archivist Quickened Detect Undead</entry> + <entry id="64942" lang="en" sex="m">Archivist Silent Detect Undead</entry> + <entry id="64943" lang="en" sex="m">Archivist Still Detect Undead</entry> + <entry id="64944" lang="en" sex="m">Archivist Detect Favored Enemy</entry> + <entry id="64945" lang="en" sex="m">Archivist Quickened Detect Favored Enemy</entry> + <entry id="64946" lang="en" sex="m">Archivist Silent Detect Favored Enemy</entry> + <entry id="64947" lang="en" sex="m">Archivist Still Detect Favored Enemy</entry> + <entry id="64948" lang="en" sex="m">Archivist Divine Favor</entry> + <entry id="64949" lang="en" sex="m">Archivist Extended Divine Favor</entry> + <entry id="64950" lang="en" sex="m">Archivist Quickened Divine Favor</entry> + <entry id="64951" lang="en" sex="m">Archivist Silent Divine Favor</entry> + <entry id="64952" lang="en" sex="m">Archivist Still Divine Favor</entry> + <entry id="64953" lang="en" sex="m">Archivist Divine Inspiration</entry> + <entry id="64954" lang="en" sex="m">Archivist Extended Divine Inspiration</entry> + <entry id="64955" lang="en" sex="m">Archivist Quickened Divine Inspiration</entry> + <entry id="64956" lang="en" sex="m">Archivist Divine Sacrifice</entry> + <entry id="64957" lang="en" sex="m">Archivist Divine Sacrifice: 1d6</entry> + <entry id="64958" lang="en" sex="m">Archivist Divine Sacrifice: 2d6</entry> + <entry id="64959" lang="en" sex="m">Archivist Divine Sacrifice: 3d6</entry> + <entry id="64960" lang="en" sex="m">Archivist Divine Sacrifice: 4d6</entry> + <entry id="64961" lang="en" sex="m">Archivist Divine Sacrifice: 5d6</entry> + <entry id="64962" lang="en" sex="m">Archivist Doom</entry> + <entry id="64963" lang="en" sex="m">Archivist Extended Doom</entry> + <entry id="64964" lang="en" sex="m">Archivist Quickened Doom</entry> + <entry id="64965" lang="en" sex="m">Archivist Silent Doom</entry> + <entry id="64966" lang="en" sex="m">Archivist Still Doom</entry> + <entry id="64967" lang="en" sex="m">Archivist Drug Resistance</entry> + <entry id="64968" lang="en" sex="m">Archivist Quickened Drug Resistance</entry> + <entry id="64969" lang="en" sex="m">Archivist Silent Drug Resistance</entry> + <entry id="64970" lang="en" sex="m">Archivist Endure Elements</entry> + <entry id="64971" lang="en" sex="m">Archivist Extended Endure Elements</entry> + <entry id="64972" lang="en" sex="m">Archivist Quickened Endure Elements</entry> + <entry id="64973" lang="en" sex="m">Archivist Silent Endure Elements</entry> + <entry id="64974" lang="en" sex="m">Archivist Still Endure Elements</entry> + <entry id="64975" lang="en" sex="m">Archivist Entangle</entry> + <entry id="64976" lang="en" sex="m">Archivist Extended Entangle</entry> + <entry id="64977" lang="en" sex="m">Archivist Quickened Entangle</entry> + <entry id="64978" lang="en" sex="m">Archivist Silent Entangle</entry> + <entry id="64979" lang="en" sex="m">Archivist Still Entangle</entry> + <entry id="64980" lang="en" sex="m">Archivist Entropic Shield</entry> + <entry id="64981" lang="en" sex="m">Archivist Extended Entropic Shield</entry> + <entry id="64982" lang="en" sex="m">Archivist Quickened Entropic Shield</entry> + <entry id="64983" lang="en" sex="m">Archivist Silent Entropic Shield</entry> + <entry id="64984" lang="en" sex="m">Archivist Still Entropic Shield</entry> + <entry id="64985" lang="en" sex="m">Archivist Expeditious Retreat</entry> + <entry id="64986" lang="en" sex="m">Archivist Extended Expeditious Retreat</entry> + <entry id="64987" lang="en" sex="m">Archivist Quickened Expeditious Retreat</entry> + <entry id="64988" lang="en" sex="m">Archivist Silent Expeditious Retreat</entry> + <entry id="64989" lang="en" sex="m">Archivist Still Expeditious Retreat</entry> + <entry id="64990" lang="en" sex="m">Archivist Extract Drug</entry> + <entry id="64991" lang="en" sex="m">Archivist Baccaran</entry> + <entry id="64992" lang="en" sex="m">Archivist Vodare</entry> + <entry id="64993" lang="en" sex="m">Archivist Sannish</entry> + <entry id="64994" lang="en" sex="m">Archivist Mushroom Powder</entry> + <entry id="64995" lang="en" sex="m">Archivist Quickened Extract Drug</entry> + <entry id="64996" lang="en" sex="m">Archivist Quickened Baccaran</entry> + <entry id="64997" lang="en" sex="m">Archivist Quickened Vodare</entry> + <entry id="64998" lang="en" sex="m">Archivist Quickened Sannish</entry> + <entry id="64999" lang="en" sex="m">Archivist Quickened Mushroom Powder</entry> + <entry id="65000" lang="en" sex="m">Archivist Silent Extract Drug</entry> + <entry id="65001" lang="en" sex="m">Archivist Silent Baccaran</entry> + <entry id="65002" lang="en" sex="m">Archivist Silent Vodare</entry> + <entry id="65003" lang="en" sex="m">Archivist Silent Sannish</entry> + <entry id="65004" lang="en" sex="m">Archivist Silent Mushroom Powder</entry> + <entry id="65005" lang="en" sex="m">Archivist Still Extract Drug</entry> + <entry id="65006" lang="en" sex="m">Archivist Still Baccaran</entry> + <entry id="65007" lang="en" sex="m">Archivist Still Vodare</entry> + <entry id="65008" lang="en" sex="m">Archivist Still Sannish</entry> + <entry id="65009" lang="en" sex="m">Archivist Still Mushroom Powder</entry> + <entry id="65010" lang="en" sex="m">Archivist Eyes of the Avoral</entry> + <entry id="65011" lang="en" sex="m">Archivist Extended Eyes of the Avoral</entry> + <entry id="65012" lang="en" sex="m">Archivist Quickened Eyes of the Avoral</entry> + <entry id="65013" lang="en" sex="m">Archivist Still Eyes of the Avoral</entry> + <entry id="65014" lang="en" sex="m">Archivist Faerie Fire</entry> + <entry id="65015" lang="en" sex="m">Archivist Extended Faerie Fire</entry> + <entry id="65016" lang="en" sex="m">Archivist Quickened Faerie Fire</entry> + <entry id="65017" lang="en" sex="m">Archivist Silent Faerie Fire</entry> + <entry id="65018" lang="en" sex="m">Archivist Still Faerie Fire</entry> + <entry id="65019" lang="en" sex="m">Archivist Grease</entry> + <entry id="65020" lang="en" sex="m">Archivist Extended Grease</entry> + <entry id="65021" lang="en" sex="m">Archivist Quickened Grease</entry> + <entry id="65022" lang="en" sex="m">Archivist Silent Grease</entry> + <entry id="65023" lang="en" sex="m">Archivist Still Grease</entry> + <entry id="65024" lang="en" sex="m">Archivist Heartache</entry> + <entry id="65025" lang="en" sex="m">Archivist Extended Heartache</entry> + <entry id="65026" lang="en" sex="m">Archivist Quickened Heartache</entry> + <entry id="65027" lang="en" sex="m">Archivist Silent Heartache</entry> + <entry id="65028" lang="en" sex="m">Archivist Still Heartache</entry> + <entry id="65029" lang="en" sex="m">Archivist Hide From Animals</entry> + <entry id="65030" lang="en" sex="m">Archivist Extended Hide From Animals</entry> + <entry id="65031" lang="en" sex="m">Archivist Quickened Hide From Animals</entry> + <entry id="65032" lang="en" sex="m">Archivist Still Hide From Animals</entry> + <entry id="65033" lang="en" sex="m">Archivist Hide From Undead</entry> + <entry id="65034" lang="en" sex="m">Archivist Extended Hide From Undead</entry> + <entry id="65035" lang="en" sex="m">Archivist Quickened Hide From Undead</entry> + <entry id="65036" lang="en" sex="m">Archivist Still Hide From Undead</entry> + <entry id="65037" lang="en" sex="m">Archivist Identify</entry> + <entry id="65038" lang="en" sex="m">Archivist Extended Identify</entry> + <entry id="65039" lang="en" sex="m">Archivist Quickened Identify</entry> + <entry id="65040" lang="en" sex="m">Archivist Silent Identify</entry> + <entry id="65041" lang="en" sex="m">Archivist Still Identify</entry> + <entry id="65042" lang="en" sex="m">Archivist Inflict Light Wounds</entry> + <entry id="65043" lang="en" sex="m">Archivist Empowered Inflict Light Wounds</entry> + <entry id="65044" lang="en" sex="m">Archivist Maximized Inflict Light Wounds</entry> + <entry id="65045" lang="en" sex="m">Archivist Quickened Inflict Light Wounds</entry> + <entry id="65046" lang="en" sex="m">Archivist Silent Inflict Light Wounds</entry> + <entry id="65047" lang="en" sex="m">Archivist Still Inflict Light Wounds</entry> + <entry id="65048" lang="en" sex="m">Archivist Jump</entry> + <entry id="65049" lang="en" sex="m">Archivist Extended Jump</entry> + <entry id="65050" lang="en" sex="m">Archivist Quickened Jump</entry> + <entry id="65051" lang="en" sex="m">Archivist Silent Jump</entry> + <entry id="65052" lang="en" sex="m">Archivist Still Jump</entry> + <entry id="65053" lang="en" sex="m">Archivist Lantern Light</entry> + <entry id="65054" lang="en" sex="m">Archivist Empowered Lantern Light</entry> + <entry id="65055" lang="en" sex="m">Archivist Maximized Lantern Light</entry> + <entry id="65056" lang="en" sex="m">Archivist Quickened Lantern Light</entry> + <entry id="65057" lang="en" sex="m">Archivist Still Lantern Light</entry> + <entry id="65058" lang="en" sex="m">Archivist Lesser Shivering Touch</entry> + <entry id="65059" lang="en" sex="m">Archivist Empowered Lesser Shivering Touch</entry> + <entry id="65060" lang="en" sex="m">Archivist Extended Lesser Shivering Touch</entry> + <entry id="65061" lang="en" sex="m">Archivist Maximized Lesser Shivering Touch</entry> + <entry id="65062" lang="en" sex="m">Archivist Quickened Lesser Shivering Touch</entry> + <entry id="65063" lang="en" sex="m">Archivist Silent Lesser Shivering Touch</entry> + <entry id="65064" lang="en" sex="m">Archivist Still Lesser Shivering Touch</entry> + <entry id="65065" lang="en" sex="m">Archivist Lesser Vigor</entry> + <entry id="65066" lang="en" sex="m">Archivist Extended Lesser Vigor</entry> + <entry id="65067" lang="en" sex="m">Archivist Quickened Lesser Vigor</entry> + <entry id="65068" lang="en" sex="m">Archivist Silent Lesser Vigor</entry> + <entry id="65069" lang="en" sex="m">Archivist Still Lesser Vigor</entry> + <entry id="65070" lang="en" sex="m">Archivist Lionheart</entry> + <entry id="65071" lang="en" sex="m">Archivist Extended Lionheart</entry> + <entry id="65072" lang="en" sex="m">Archivist Quickened Lionheart</entry> + <entry id="65073" lang="en" sex="m">Archivist Silent Lionheart</entry> + <entry id="65074" lang="en" sex="m">Archivist Still Lionheart</entry> + <entry id="65075" lang="en" sex="m">Archivist Longstrider</entry> + <entry id="65076" lang="en" sex="m">Archivist Extended Longstrider</entry> + <entry id="65077" lang="en" sex="m">Archivist Quickened Longstrider</entry> + <entry id="65078" lang="en" sex="m">Archivist Silent Longstrider</entry> + <entry id="65079" lang="en" sex="m">Archivist Still Longstrider</entry> + <entry id="65080" lang="en" sex="m">Archivist Mage Armor</entry> + <entry id="65081" lang="en" sex="m">Archivist Extended Mage Armor</entry> + <entry id="65082" lang="en" sex="m">Archivist Quickened Mage Armor</entry> + <entry id="65083" lang="en" sex="m">Archivist Silent Mage Armor</entry> + <entry id="65084" lang="en" sex="m">Archivist Still Mage Armor</entry> + <entry id="65085" lang="en" sex="m">Archivist Magic Fang</entry> + <entry id="65086" lang="en" sex="m">Archivist Extended Magic Fang</entry> + <entry id="65087" lang="en" sex="m">Archivist Quickened Magic Fang</entry> + <entry id="65088" lang="en" sex="m">Archivist Silent Magic Fang</entry> + <entry id="65089" lang="en" sex="m">Archivist Still Magic Fang</entry> + <entry id="65090" lang="en" sex="m">Archivist Magic Stone</entry> + <entry id="65091" lang="en" sex="m">Archivist Extended Magic Stone</entry> + <entry id="65092" lang="en" sex="m">Archivist Quickened Magic Stone</entry> + <entry id="65093" lang="en" sex="m">Archivist Silent Magic Stone</entry> + <entry id="65094" lang="en" sex="m">Archivist Still Magic Stone</entry> + <entry id="65095" lang="en" sex="m">Archivist Magic Weapon</entry> + <entry id="65096" lang="en" sex="m">Archivist Extended Magic Weapon</entry> + <entry id="65097" lang="en" sex="m">Archivist Quickened Magic Weapon</entry> + <entry id="65098" lang="en" sex="m">Archivist Silent Magic Weapon</entry> + <entry id="65099" lang="en" sex="m">Archivist Still Magic Weapon</entry> + <entry id="65100" lang="en" sex="m">Archivist Necrotic Awareness</entry> + <entry id="65101" lang="en" sex="m">Archivist Quickened Necrotic Awareness</entry> + <entry id="65102" lang="en" sex="m">Archivist Silent Necrotic Awareness</entry> + <entry id="65103" lang="en" sex="m">Archivist Still Necrotic Awareness</entry> + <entry id="65104" lang="en" sex="m">Archivist Obscuring Mist</entry> + <entry id="65105" lang="en" sex="m">Archivist Extended Obscuring Mist</entry> + <entry id="65106" lang="en" sex="m">Archivist Quickened Obscuring Mist</entry> + <entry id="65107" lang="en" sex="m">Archivist Silent Obscuring Mist</entry> + <entry id="65108" lang="en" sex="m">Archivist Still Obscuring Mist</entry> + <entry id="65109" lang="en" sex="m">Archivist Protection from Chaos</entry> + <entry id="65110" lang="en" sex="m">Archivist Extended Protection from Chaos</entry> + <entry id="65111" lang="en" sex="m">Archivist Quickened Protection from Chaos</entry> + <entry id="65112" lang="en" sex="m">Archivist Silent Protection from Chaos</entry> + <entry id="65113" lang="en" sex="m">Archivist Still Protection from Chaos</entry> + <entry id="65114" lang="en" sex="m">Archivist Protection from Evil</entry> + <entry id="65115" lang="en" sex="m">Archivist Extended Protection from Evil</entry> + <entry id="65116" lang="en" sex="m">Archivist Quickened Protection from Evil</entry> + <entry id="65117" lang="en" sex="m">Archivist Silent Protection from Evil</entry> + <entry id="65118" lang="en" sex="m">Archivist Still Protection from Evil</entry> + <entry id="65119" lang="en" sex="m">Archivist Protection from Good</entry> + <entry id="65120" lang="en" sex="m">Archivist Extended Protection from Good</entry> + <entry id="65121" lang="en" sex="m">Archivist Quickened Protection from Good</entry> + <entry id="65122" lang="en" sex="m">Archivist Silent Protection from Good</entry> + <entry id="65123" lang="en" sex="m">Archivist Still Protection from Good</entry> + <entry id="65124" lang="en" sex="m">Archivist Protection from Law</entry> + <entry id="65125" lang="en" sex="m">Archivist Extended Protection from Law</entry> + <entry id="65126" lang="en" sex="m">Archivist Quickened Protection from Law</entry> + <entry id="65127" lang="en" sex="m">Archivist Silent Protection from Law</entry> + <entry id="65128" lang="en" sex="m">Archivist Still Protection from Law</entry> + <entry id="65129" lang="en" sex="m">Archivist Ray of Hope</entry> + <entry id="65130" lang="en" sex="m">Archivist Extended Ray of Hope</entry> + <entry id="65131" lang="en" sex="m">Archivist Quickened Ray of Hope</entry> + <entry id="65132" lang="en" sex="m">Archivist Silent Ray of Hope</entry> + <entry id="65133" lang="en" sex="m">Archivist Still Ray of Hope</entry> + <entry id="65134" lang="en" sex="m">Archivist Ray of Enfeeblement</entry> + <entry id="65135" lang="en" sex="m">Archivist Empowered Ray of Enfeeblement</entry> + <entry id="65136" lang="en" sex="m">Archivist Extended Ray of Enfeeblement</entry> + <entry id="65137" lang="en" sex="m">Archivist Maximized Ray of Enfeeblement</entry> + <entry id="65138" lang="en" sex="m">Archivist Quickened Ray of Enfeeblement</entry> + <entry id="65139" lang="en" sex="m">Archivist Silent Ray of Enfeeblement</entry> + <entry id="65140" lang="en" sex="m">Archivist Still Ray of Enfeeblement</entry> + <entry id="65141" lang="en" sex="m">Archivist Remove Fear</entry> + <entry id="65142" lang="en" sex="m">Archivist Extended Remove Fear</entry> + <entry id="65143" lang="en" sex="m">Archivist Quickened Remove Fear</entry> + <entry id="65144" lang="en" sex="m">Archivist Silent Remove Fear</entry> + <entry id="65145" lang="en" sex="m">Archivist Still Remove Fear</entry> + <entry id="65146" lang="en" sex="m">Archivist Sanctuary</entry> + <entry id="65147" lang="en" sex="m">Archivist Extended Sanctuary</entry> + <entry id="65148" lang="en" sex="m">Archivist Quickened Sanctuary</entry> + <entry id="65149" lang="en" sex="m">Archivist Silent Sanctuary</entry> + <entry id="65150" lang="en" sex="m">Archivist Still Sanctuary</entry> + <entry id="65151" lang="en" sex="m">Archivist Seething Eyebane</entry> + <entry id="65152" lang="en" sex="m">Archivist Quickened Seething Eyebane</entry> + <entry id="65153" lang="en" sex="m">Archivist Silent Seething Eyebane</entry> + <entry id="65154" lang="en" sex="m">Archivist Still Seething Eyebane</entry> + <entry id="65155" lang="en" sex="m">Archivist Shield</entry> + <entry id="65156" lang="en" sex="m">Archivist Extended Shield</entry> + <entry id="65157" lang="en" sex="m">Archivist Quickened Shield</entry> + <entry id="65158" lang="en" sex="m">Archivist Silent Shield</entry> + <entry id="65159" lang="en" sex="m">Archivist Still Shield</entry> + <entry id="65160" lang="en" sex="m">Archivist Shield of Faith</entry> + <entry id="65161" lang="en" sex="m">Archivist Extended Shield of Faith</entry> + <entry id="65162" lang="en" sex="m">Archivist Quickened Shield of Faith</entry> + <entry id="65163" lang="en" sex="m">Archivist Silent Shield of Faith</entry> + <entry id="65164" lang="en" sex="m">Archivist Still Shield of Faith</entry> + <entry id="65165" lang="en" sex="m">Archivist Shillelagh</entry> + <entry id="65166" lang="en" sex="m">Archivist Extended Shillelagh</entry> + <entry id="65167" lang="en" sex="m">Archivist Quickened Shillelagh</entry> + <entry id="65168" lang="en" sex="m">Archivist Silent Shillelagh</entry> + <entry id="65169" lang="en" sex="m">Archivist Still Shillelagh</entry> + <entry id="65170" lang="en" sex="m">Archivist Sleep</entry> + <entry id="65171" lang="en" sex="m">Archivist Empowered Sleep</entry> + <entry id="65172" lang="en" sex="m">Archivist Extended Sleep</entry> + <entry id="65173" lang="en" sex="m">Archivist Maximized Sleep</entry> + <entry id="65174" lang="en" sex="m">Archivist Quickened Sleep</entry> + <entry id="65175" lang="en" sex="m">Archivist Silent Sleep</entry> + <entry id="65176" lang="en" sex="m">Archivist Still Sleep</entry> + <entry id="65177" lang="en" sex="m">Archivist Snilloc's Snowball</entry> + <entry id="65178" lang="en" sex="m">Archivist Empowered Snilloc's Snowball</entry> + <entry id="65179" lang="en" sex="m">Archivist Maximized Snilloc's Snowball</entry> + <entry id="65180" lang="en" sex="m">Archivist Quickened Snilloc's Snowball</entry> + <entry id="65181" lang="en" sex="m">Archivist Silent Snilloc's Snowball</entry> + <entry id="65182" lang="en" sex="m">Archivist Still Snilloc's Snowball</entry> + <entry id="65183" lang="en" sex="m">Archivist Sorrow</entry> + <entry id="65184" lang="en" sex="m">Archivist Quickened Sorrow</entry> + <entry id="65185" lang="en" sex="m">Archivist Silent Sorrow</entry> + <entry id="65186" lang="en" sex="m">Archivist Still Sorrow</entry> + <entry id="65187" lang="en" sex="m">Archivist Summon Creature I</entry> + <entry id="65188" lang="en" sex="m">Archivist Extended Summon Creature I</entry> + <entry id="65189" lang="en" sex="m">Archivist Quickened Summon Creature I</entry> + <entry id="65190" lang="en" sex="m">Archivist Silent Summon Creature I</entry> + <entry id="65191" lang="en" sex="m">Archivist Still Summon Creature I</entry> + <entry id="65192" lang="en" sex="m">Archivist Summon Undead I</entry> + <entry id="65193" lang="en" sex="m">Archivist Extended Summon Undead I</entry> + <entry id="65194" lang="en" sex="m">Archivist Quickened Summon Undead I</entry> + <entry id="65195" lang="en" sex="m">Archivist Silent Summon Undead I</entry> + <entry id="65196" lang="en" sex="m">Archivist Still Summon Undead I</entry> + <entry id="65197" lang="en" sex="m">Archivist Tongue of Baalzebul</entry> + <entry id="65198" lang="en" sex="m">Archivist Extended Tongue of Baalzebul</entry> + <entry id="65199" lang="en" sex="m">Archivist Quickened Tongue of Baalzebul</entry> + <entry id="65200" lang="en" sex="m">Archivist Silent Tongue of Baalzebul</entry> + <entry id="65201" lang="en" sex="m">Archivist Still Tongue of Baalzebul</entry> + <entry id="65202" lang="en" sex="m">Archivist Towering Oak</entry> + <entry id="65203" lang="en" sex="m">Archivist Extended Towering Oak</entry> + <entry id="65204" lang="en" sex="m">Archivist Quickened Towering Oak</entry> + <entry id="65205" lang="en" sex="m">Archivist Silent Towering Oak</entry> + <entry id="65206" lang="en" sex="m">Archivist Still Towering Oak</entry> + <entry id="65207" lang="en" sex="m">Archivist True Strike</entry> + <entry id="65208" lang="en" sex="m">Archivist Quickened True Strike</entry> + <entry id="65209" lang="en" sex="m">Archivist Silent True Strike</entry> + <entry id="65210" lang="en" sex="m">Archivist Twilight Luck</entry> + <entry id="65211" lang="en" sex="m">Archivist Extended Twilight Luck</entry> + <entry id="65212" lang="en" sex="m">Archivist Silent Twilight Luck</entry> + <entry id="65213" lang="en" sex="m">Archivist Vision of Heaven</entry> + <entry id="65214" lang="en" sex="m">Archivist Extended Vision of Heaven</entry> + <entry id="65215" lang="en" sex="m">Archivist Quickened Vision of Heaven</entry> + <entry id="65216" lang="en" sex="m">Archivist Silent Vision of Heaven</entry> + <entry id="65217" lang="en" sex="m">Archivist Addiction</entry> + <entry id="65218" lang="en" sex="m">Archivist Addiction: Terran Brandy</entry> + <entry id="65219" lang="en" sex="m">Archivist Addiction: Mushroom Powder</entry> + <entry id="65220" lang="en" sex="m">Archivist Addiction: Vodare</entry> + <entry id="65221" lang="en" sex="m">Archivist Addiction: Agony</entry> + <entry id="65222" lang="en" sex="m">Archivist Quickened Addiction</entry> + <entry id="65223" lang="en" sex="m">Archivist Quickened Addiction: Terran Brandy</entry> + <entry id="65224" lang="en" sex="m">Archivist Quickened Addiction: Mushroom Powder</entry> + <entry id="65225" lang="en" sex="m">Archivist Quickened Addiction: Vodare</entry> + <entry id="65226" lang="en" sex="m">Archivist Quickened Addiction: Agony</entry> + <entry id="65227" lang="en" sex="m">Archivist Silent Addiction</entry> + <entry id="65228" lang="en" sex="m">Archivist Silent Addiction: Terran Brandy</entry> + <entry id="65229" lang="en" sex="m">Archivist Silent Addiction: Mushroom Powder</entry> + <entry id="65230" lang="en" sex="m">Archivist Silent Addiction: Vodare</entry> + <entry id="65231" lang="en" sex="m">Archivist Silent Addiction: Agony</entry> + <entry id="65232" lang="en" sex="m">Archivist Still Addiction</entry> + <entry id="65233" lang="en" sex="m">Archivist Still Addiction: Terran Brandy</entry> + <entry id="65234" lang="en" sex="m">Archivist Still Addiction: Mushroom Powder</entry> + <entry id="65235" lang="en" sex="m">Archivist Still Addiction: Vodare</entry> + <entry id="65236" lang="en" sex="m">Archivist Still Addiction: Agony</entry> + <entry id="65237" lang="en" sex="m">Archivist Aid</entry> + <entry id="65238" lang="en" sex="m">Archivist Empowered Aid</entry> + <entry id="65239" lang="en" sex="m">Archivist Extended Aid</entry> + <entry id="65240" lang="en" sex="m">Archivist Maximized Aid</entry> + <entry id="65241" lang="en" sex="m">Archivist Quickened Aid</entry> + <entry id="65242" lang="en" sex="m">Archivist Silent Aid</entry> + <entry id="65243" lang="en" sex="m">Archivist Still Aid</entry> + <entry id="65244" lang="en" sex="m">Archivist Alter Self</entry> + <entry id="65245" lang="en" sex="m">Archivist Alter Self - Learn Shape</entry> + <entry id="65246" lang="en" sex="m">Archivist Alter Self - Options</entry> + <entry id="65247" lang="en" sex="m">Archivist Alter Self - Quickslot 1</entry> + <entry id="65248" lang="en" sex="m">Archivist Alter Self - Quickslot 2</entry> + <entry id="65249" lang="en" sex="m">Archivist Alter Self - Quickslot 3</entry> + <entry id="65250" lang="en" sex="m">Archivist Extended Alter Self</entry> + <entry id="65251" lang="en" sex="m">Archivist Extended Alter Self - Learn Shape</entry> + <entry id="65252" lang="en" sex="m">Archivist Extended Alter Self - Options</entry> + <entry id="65253" lang="en" sex="m">Archivist Extended Alter Self - Quickslot 1</entry> + <entry id="65254" lang="en" sex="m">Archivist Extended Alter Self - Quickslot 2</entry> + <entry id="65255" lang="en" sex="m">Archivist Extended Alter Self - Quickslot 3</entry> + <entry id="65256" lang="en" sex="m">Archivist Quickened Alter Self</entry> + <entry id="65257" lang="en" sex="m">Archivist Quickened Alter Self - Learn Shape</entry> + <entry id="65258" lang="en" sex="m">Archivist Quickened Alter Self - Options</entry> + <entry id="65259" lang="en" sex="m">Archivist Quickened Alter Self - Quickslot 1</entry> + <entry id="65260" lang="en" sex="m">Archivist Quickened Alter Self - Quickslot 2</entry> + <entry id="65261" lang="en" sex="m">Archivist Quickened Alter Self - Quickslot 3</entry> + <entry id="65262" lang="en" sex="m">Archivist Silent Alter Self</entry> + <entry id="65263" lang="en" sex="m">Archivist Silent Alter Self - Learn Shape</entry> + <entry id="65264" lang="en" sex="m">Archivist Silent Alter Self - Options</entry> + <entry id="65265" lang="en" sex="m">Archivist Silent Alter Self - Quickslot 1</entry> + <entry id="65266" lang="en" sex="m">Archivist Silent Alter Self - Quickslot 2</entry> + <entry id="65267" lang="en" sex="m">Archivist Silent Alter Self - Quickslot 3</entry> + <entry id="65268" lang="en" sex="m">Archivist Still Alter Self</entry> + <entry id="65269" lang="en" sex="m">Archivist Still Alter Self - Learn Shape</entry> + <entry id="65270" lang="en" sex="m">Archivist Still Alter Self - Options</entry> + <entry id="65271" lang="en" sex="m">Archivist Still Alter Self - Quickslot 1</entry> + <entry id="65272" lang="en" sex="m">Archivist Still Alter Self - Quickslot 2</entry> + <entry id="65273" lang="en" sex="m">Archivist Still Alter Self - Quickslot 3</entry> + <entry id="65274" lang="en" sex="m">Archivist Animalistic Power</entry> + <entry id="65275" lang="en" sex="m">Archivist Extended Animalistic Power</entry> + <entry id="65276" lang="en" sex="m">Archivist Aura of Glory</entry> + <entry id="65277" lang="en" sex="m">Archivist Extended Aura of Glory</entry> + <entry id="65278" lang="en" sex="m">Archivist Quickened Aura of Glory</entry> + <entry id="65279" lang="en" sex="m">Archivist Silent Aura of Glory</entry> + <entry id="65280" lang="en" sex="m">Archivist Still Aura of Glory</entry> + <entry id="65281" lang="en" sex="m">Archivist Ayailla's Radiant Burst</entry> + <entry id="65282" lang="en" sex="m">Archivist Empowered Ayailla's Radiant Burst</entry> + <entry id="65283" lang="en" sex="m">Archivist Maximized Ayailla's Radiant Burst</entry> + <entry id="65284" lang="en" sex="m">Archivist Quickened Ayailla's Radiant Burst</entry> + <entry id="65285" lang="en" sex="m">Archivist Silent Ayailla's Radiant Burst</entry> + <entry id="65286" lang="en" sex="m">Archivist Still Ayailla's Radiant Burst</entry> + <entry id="65287" lang="en" sex="m">Archivist Barkskin</entry> + <entry id="65288" lang="en" sex="m">Archivist Extended Barkskin</entry> + <entry id="65289" lang="en" sex="m">Archivist Quickened Barkskin</entry> + <entry id="65290" lang="en" sex="m">Archivist Silent Barkskin</entry> + <entry id="65291" lang="en" sex="m">Archivist Still Barkskin</entry> + <entry id="65292" lang="en" sex="m">Archivist Benign Transposition</entry> + <entry id="65293" lang="en" sex="m">Archivist Quickened Benign Transposition</entry> + <entry id="65294" lang="en" sex="m">Archivist Silent Benign Transposition</entry> + <entry id="65295" lang="en" sex="m">Archivist Blades of Fire</entry> + <entry id="65296" lang="en" sex="m">Archivist Extended Blades of Fire</entry> + <entry id="65297" lang="en" sex="m">Archivist Quickened Blades of Fire</entry> + <entry id="65298" lang="en" sex="m">Archivist Silent Blades of Fire</entry> + <entry id="65299" lang="en" sex="m">Archivist Blood Frenzy</entry> + <entry id="65300" lang="en" sex="m">Archivist Extended Blood Frenzy</entry> + <entry id="65301" lang="en" sex="m">Archivist Quickened Blood Frenzy</entry> + <entry id="65302" lang="en" sex="m">Archivist Silent Blood Frenzy</entry> + <entry id="65303" lang="en" sex="m">Archivist Still Blood Frenzy</entry> + <entry id="65304" lang="en" sex="m">Archivist Blur</entry> + <entry id="65305" lang="en" sex="m">Archivist Extended Blur</entry> + <entry id="65306" lang="en" sex="m">Archivist Quickened Blur</entry> + <entry id="65307" lang="en" sex="m">Archivist Silent Blur</entry> + <entry id="65308" lang="en" sex="m">Archivist Boneblast</entry> + <entry id="65309" lang="en" sex="m">Archivist Quickened Boneblast</entry> + <entry id="65310" lang="en" sex="m">Archivist Silent Boneblast</entry> + <entry id="65311" lang="en" sex="m">Archivist Still Boneblast</entry> + <entry id="65312" lang="en" sex="m">Archivist Brilliant Energy Arrow</entry> + <entry id="65313" lang="en" sex="m">Archivist Quickened Brilliant Energy Arrow</entry> + <entry id="65314" lang="en" sex="m">Archivist Silent Brilliant Energy Arrow</entry> + <entry id="65315" lang="en" sex="m">Archivist Bull's Strength</entry> + <entry id="65316" lang="en" sex="m">Archivist Empowered Bull's Strength</entry> + <entry id="65317" lang="en" sex="m">Archivist Extended Bull's Strength</entry> + <entry id="65318" lang="en" sex="m">Archivist Maximized Bull's Strength</entry> + <entry id="65319" lang="en" sex="m">Archivist Quickened Bull's Strength</entry> + <entry id="65320" lang="en" sex="m">Archivist Silent Bull's Strength</entry> + <entry id="65321" lang="en" sex="m">Archivist Still Bull's Strength</entry> + <entry id="65322" lang="en" sex="m">Archivist Burning Bolt</entry> + <entry id="65323" lang="en" sex="m">Archivist Empowered Burning Bolt</entry> + <entry id="65324" lang="en" sex="m">Archivist Maximized Burning Bolt</entry> + <entry id="65325" lang="en" sex="m">Archivist Quickened Burning Bolt</entry> + <entry id="65326" lang="en" sex="m">Archivist Silent Burning Bolt</entry> + <entry id="65327" lang="en" sex="m">Archivist Still Burning Bolt</entry> + <entry id="65328" lang="en" sex="m">Archivist Calm Emotions</entry> + <entry id="65329" lang="en" sex="m">Archivist Extended Calm Emotions</entry> + <entry id="65330" lang="en" sex="m">Archivist Quickened Calm Emotions</entry> + <entry id="65331" lang="en" sex="m">Archivist Silent Calm Emotions</entry> + <entry id="65332" lang="en" sex="m">Archivist Still Calm Emotions</entry> + <entry id="65333" lang="en" sex="m">Archivist Cat's Grace</entry> + <entry id="65334" lang="en" sex="m">Archivist Empowered Cat's Grace</entry> + <entry id="65335" lang="en" sex="m">Archivist Extended Cat's Grace</entry> + <entry id="65336" lang="en" sex="m">Archivist Maximized Cat's Grace</entry> + <entry id="65337" lang="en" sex="m">Archivist Quickened Cat's Grace</entry> + <entry id="65338" lang="en" sex="m">Archivist Silent Cat's Grace</entry> + <entry id="65339" lang="en" sex="m">Archivist Still Cat's Grace</entry> + <entry id="65340" lang="en" sex="m">Archivist Charm Person or Animal</entry> + <entry id="65341" lang="en" sex="m">Archivist Extended Charm Person or Animal</entry> + <entry id="65342" lang="en" sex="m">Archivist Quickened Charm Person or Animal</entry> + <entry id="65343" lang="en" sex="m">Archivist Silent Charm Person or Animal</entry> + <entry id="65344" lang="en" sex="m">Archivist Still Charm Person or Animal</entry> + <entry id="65345" lang="en" sex="m">Archivist Clarity of Mind</entry> + <entry id="65346" lang="en" sex="m">Archivist Extended Clarity of Mind</entry> + <entry id="65347" lang="en" sex="m">Archivist Quickened Clarity of Mind</entry> + <entry id="65348" lang="en" sex="m">Archivist Silent Clarity of Mind</entry> + <entry id="65349" lang="en" sex="m">Archivist Still Clarity of Mind</entry> + <entry id="65350" lang="en" sex="m">Archivist Consecrate</entry> + <entry id="65351" lang="en" sex="m">Archivist Extended Consecrate</entry> + <entry id="65352" lang="en" sex="m">Archivist Quickened Consecrate</entry> + <entry id="65353" lang="en" sex="m">Archivist Silent Consecrate</entry> + <entry id="65354" lang="en" sex="m">Archivist Still Consecrate</entry> + <entry id="65355" lang="en" sex="m">Archivist Cure Moderate Wounds</entry> + <entry id="65356" lang="en" sex="m">Archivist Empowered Cure Moderate Wounds</entry> + <entry id="65357" lang="en" sex="m">Archivist Maximized Cure Moderate Wounds</entry> + <entry id="65358" lang="en" sex="m">Archivist Quickened Cure Moderate Wounds</entry> + <entry id="65359" lang="en" sex="m">Archivist Silent Cure Moderate Wounds</entry> + <entry id="65360" lang="en" sex="m">Archivist Still Cure Moderate Wounds</entry> + <entry id="65361" lang="en" sex="m">Archivist Curse of Impending Blades</entry> + <entry id="65362" lang="en" sex="m">Archivist Extended Curse of Impending Blades</entry> + <entry id="65363" lang="en" sex="m">Archivist Quickened Curse of Impending Blades</entry> + <entry id="65364" lang="en" sex="m">Archivist Silent Curse of Impending Blades</entry> + <entry id="65365" lang="en" sex="m">Archivist Still Curse of Impending Blades</entry> + <entry id="65366" lang="en" sex="m">Archivist Darkness</entry> + <entry id="65367" lang="en" sex="m">Archivist Extended Darkness</entry> + <entry id="65368" lang="en" sex="m">Archivist Quickened Darkness</entry> + <entry id="65369" lang="en" sex="m">Archivist Silent Darkness</entry> + <entry id="65370" lang="en" sex="m">Archivist Death Armor</entry> + <entry id="65371" lang="en" sex="m">Archivist Extended Death Armor</entry> + <entry id="65372" lang="en" sex="m">Archivist Quickened Death Armor</entry> + <entry id="65373" lang="en" sex="m">Archivist Silent Death Armor</entry> + <entry id="65374" lang="en" sex="m">Archivist Still Death Armor</entry> + <entry id="65375" lang="en" sex="m">Archivist Death Knell</entry> + <entry id="65376" lang="en" sex="m">Archivist Empowered Death Knell</entry> + <entry id="65377" lang="en" sex="m">Archivist Extended Death Knell</entry> + <entry id="65378" lang="en" sex="m">Archivist Maximized Death Knell</entry> + <entry id="65379" lang="en" sex="m">Archivist Quickened Death Knell</entry> + <entry id="65380" lang="en" sex="m">Archivist Silent Death Knell</entry> + <entry id="65381" lang="en" sex="m">Archivist Still Death Knell</entry> + <entry id="65382" lang="en" sex="m">Archivist Demoncall</entry> + <entry id="65383" lang="en" sex="m">Archivist Quickened Demoncall</entry> + <entry id="65384" lang="en" sex="m">Archivist Silent Demoncall</entry> + <entry id="65385" lang="en" sex="m">Archivist Still Demoncall</entry> + <entry id="65386" lang="en" sex="m">Archivist Divine Protection</entry> + <entry id="65387" lang="en" sex="m">Archivist Extended Divine Protection</entry> + <entry id="65388" lang="en" sex="m">Archivist Quickened Divine Protection</entry> + <entry id="65389" lang="en" sex="m">Archivist Silent Divine Protection</entry> + <entry id="65390" lang="en" sex="m">Archivist Still Divine Protection</entry> + <entry id="65391" lang="en" sex="m">Archivist Eagle's Splendor</entry> + <entry id="65392" lang="en" sex="m">Archivist Empowered Eagle's Splendor</entry> + <entry id="65393" lang="en" sex="m">Archivist Extended Eagle's Splendor</entry> + <entry id="65394" lang="en" sex="m">Archivist Maximized Eagle's Splendor</entry> + <entry id="65395" lang="en" sex="m">Archivist Quickened Eagle's Splendor</entry> + <entry id="65396" lang="en" sex="m">Archivist Silent Eagle's Splendor</entry> + <entry id="65397" lang="en" sex="m">Archivist Still Eagle's Splendor</entry> + <entry id="65398" lang="en" sex="m">Archivist Elation</entry> + <entry id="65399" lang="en" sex="m">Archivist Extended Elation</entry> + <entry id="65400" lang="en" sex="m">Archivist Quickened Elation</entry> + <entry id="65401" lang="en" sex="m">Archivist Silent Elation</entry> + <entry id="65402" lang="en" sex="m">Archivist Still Elation</entry> + <entry id="65403" lang="en" sex="m">Archivist Endurance</entry> + <entry id="65404" lang="en" sex="m">Archivist Empowered Endurance</entry> + <entry id="65405" lang="en" sex="m">Archivist Extended Endurance</entry> + <entry id="65406" lang="en" sex="m">Archivist Maximized Endurance</entry> + <entry id="65407" lang="en" sex="m">Archivist Quickened Endurance</entry> + <entry id="65408" lang="en" sex="m">Archivist Silent Endurance</entry> + <entry id="65409" lang="en" sex="m">Archivist Still Endurance</entry> + <entry id="65410" lang="en" sex="m">Archivist Find Traps</entry> + <entry id="65411" lang="en" sex="m">Archivist Extended Find Traps</entry> + <entry id="65412" lang="en" sex="m">Archivist Quickened Find Traps</entry> + <entry id="65413" lang="en" sex="m">Archivist Silent Find Traps</entry> + <entry id="65414" lang="en" sex="m">Archivist Still Find Traps</entry> + <entry id="65415" lang="en" sex="m">Archivist Fire Trap</entry> + <entry id="65416" lang="en" sex="m">Archivist Empowered Fire Trap</entry> + <entry id="65417" lang="en" sex="m">Archivist Maximized Fire Trap</entry> + <entry id="65418" lang="en" sex="m">Archivist Quickened Fire Trap</entry> + <entry id="65419" lang="en" sex="m">Archivist Silent Fire Trap</entry> + <entry id="65420" lang="en" sex="m">Archivist Still Fire Trap</entry> + <entry id="65421" lang="en" sex="m">Archivist Flame Lash</entry> + <entry id="65422" lang="en" sex="m">Archivist Empowered Flame Lash</entry> + <entry id="65423" lang="en" sex="m">Archivist Maximized Flame Lash</entry> + <entry id="65424" lang="en" sex="m">Archivist Quickened Flame Lash</entry> + <entry id="65425" lang="en" sex="m">Archivist Silent Flame Lash</entry> + <entry id="65426" lang="en" sex="m">Archivist Still Flame Lash</entry> + <entry id="65427" lang="en" sex="m">Archivist Fog Cloud</entry> + <entry id="65428" lang="en" sex="m">Archivist Extended Fog Cloud</entry> + <entry id="65429" lang="en" sex="m">Archivist Quickened Fog Cloud</entry> + <entry id="65430" lang="en" sex="m">Archivist Silent Fog Cloud</entry> + <entry id="65431" lang="en" sex="m">Archivist Fox's Cunning</entry> + <entry id="65432" lang="en" sex="m">Archivist Empowered Fox's Cunning</entry> + <entry id="65433" lang="en" sex="m">Archivist Extended Fox's Cunning</entry> + <entry id="65434" lang="en" sex="m">Archivist Maximized Fox's Cunning</entry> + <entry id="65435" lang="en" sex="m">Archivist Quickened Fox's Cunning</entry> + <entry id="65436" lang="en" sex="m">Archivist Silent Fox's Cunning</entry> + <entry id="65437" lang="en" sex="m">Archivist Still Fox's Cunning</entry> + <entry id="65438" lang="en" sex="m">Archivist Ghoul Touch</entry> + <entry id="65439" lang="en" sex="m">Archivist Extended Ghoul Touch</entry> + <entry id="65440" lang="en" sex="m">Archivist Quickened Ghoul Touch</entry> + <entry id="65441" lang="en" sex="m">Archivist Silent Ghoul Touch</entry> + <entry id="65442" lang="en" sex="m">Archivist Still Ghoul Touch</entry> + <entry id="65443" lang="en" sex="m">Archivist Hold Animal</entry> + <entry id="65444" lang="en" sex="m">Archivist Extended Hold Animal</entry> + <entry id="65445" lang="en" sex="m">Archivist Quickened Hold Animal</entry> + <entry id="65446" lang="en" sex="m">Archivist Silent Hold Animal</entry> + <entry id="65447" lang="en" sex="m">Archivist Still Hold Animal</entry> + <entry id="65448" lang="en" sex="m">Archivist Hold Person</entry> + <entry id="65449" lang="en" sex="m">Archivist Extended Hold Person</entry> + <entry id="65450" lang="en" sex="m">Archivist Quickened Hold Person</entry> + <entry id="65451" lang="en" sex="m">Archivist Silent Hold Person</entry> + <entry id="65452" lang="en" sex="m">Archivist Still Hold Person</entry> + <entry id="65453" lang="en" sex="m">Archivist Inflict Moderate Wounds</entry> + <entry id="65454" lang="en" sex="m">Archivist Empowered Inflict Moderate Wounds</entry> + <entry id="65455" lang="en" sex="m">Archivist Maximized Inflict Moderate Wounds</entry> + <entry id="65456" lang="en" sex="m">Archivist Quickened Inflict Moderate Wounds</entry> + <entry id="65457" lang="en" sex="m">Archivist Silent Inflict Moderate Wounds</entry> + <entry id="65458" lang="en" sex="m">Archivist Still Inflict Moderate Wounds</entry> + <entry id="65459" lang="en" sex="m">Archivist Knock</entry> + <entry id="65460" lang="en" sex="m">Archivist Quickened Knock</entry> + <entry id="65461" lang="en" sex="m">Archivist Still Knock</entry> + <entry id="65462" lang="en" sex="m">Archivist Lahm's Finger Darts</entry> + <entry id="65463" lang="en" sex="m">Archivist Quickened Lahm's Finger Darts</entry> + <entry id="65464" lang="en" sex="m">Archivist Silent Lahm's Finger Darts</entry> + <entry id="65465" lang="en" sex="m">Archivist Still Lahm's Finger Darts</entry> + <entry id="65466" lang="en" sex="m">Archivist Lesser Dispel</entry> + <entry id="65467" lang="en" sex="m">Archivist Silent Lesser Dispel</entry> + <entry id="65468" lang="en" sex="m">Archivist Still Lesser Dispel</entry> + <entry id="65469" lang="en" sex="m">Archivist Lesser Restoration</entry> + <entry id="65470" lang="en" sex="m">Archivist Quickened Lesser Restoration</entry> + <entry id="65471" lang="en" sex="m">Archivist Silent Lesser Restoration</entry> + <entry id="65472" lang="en" sex="m">Archivist Still Lesser Restoration</entry> + <entry id="65473" lang="en" sex="m">Archivist Living Undeath</entry> + <entry id="65474" lang="en" sex="m">Archivist Extended Living Undeath</entry> + <entry id="65475" lang="en" sex="m">Archivist Quickened Living Undeath</entry> + <entry id="65476" lang="en" sex="m">Archivist Silent Living Undeath</entry> + <entry id="65477" lang="en" sex="m">Archivist Still Living Undeath</entry> + <entry id="65478" lang="en" sex="m">Archivist Luminous Armor</entry> + <entry id="65479" lang="en" sex="m">Archivist Extended Luminous Armor</entry> + <entry id="65480" lang="en" sex="m">Archivist Quickened Luminous Armor</entry> + <entry id="65481" lang="en" sex="m">Archivist Magic Missile</entry> + <entry id="65482" lang="en" sex="m">Archivist Empowered Magic Missile</entry> + <entry id="65483" lang="en" sex="m">Archivist Maximized Magic Missile</entry> + <entry id="65484" lang="en" sex="m">Archivist Quickened Magic Missile</entry> + <entry id="65485" lang="en" sex="m">Archivist Silent Magic Missile</entry> + <entry id="65486" lang="en" sex="m">Archivist Still Magic Missile</entry> + <entry id="65487" lang="en" sex="m">Archivist Melf's Acid Arrow</entry> + <entry id="65488" lang="en" sex="m">Archivist Empowered Melf's Acid Arrow</entry> + <entry id="65489" lang="en" sex="m">Archivist Maximized Melf's Acid Arrow</entry> + <entry id="65490" lang="en" sex="m">Archivist Quickened Melf's Acid Arrow</entry> + <entry id="65491" lang="en" sex="m">Archivist Silent Melf's Acid Arrow</entry> + <entry id="65492" lang="en" sex="m">Archivist Still Melf's Acid Arrow</entry> + <entry id="65493" lang="en" sex="m">Archivist Necrotic Cyst</entry> + <entry id="65494" lang="en" sex="m">Archivist Quickened Necrotic Cyst</entry> + <entry id="65495" lang="en" sex="m">Archivist Silent Necrotic Cyst</entry> + <entry id="65496" lang="en" sex="m">Archivist Still Necrotic Cyst</entry> + <entry id="65497" lang="en" sex="m">Archivist Negative Energy Ray</entry> + <entry id="65498" lang="en" sex="m">Archivist Empowered Negative Energy Ray</entry> + <entry id="65499" lang="en" sex="m">Archivist Maximized Negative Energy Ray</entry> + <entry id="65500" lang="en" sex="m">Archivist Quickened Negative Energy Ray</entry> + <entry id="65501" lang="en" sex="m">Archivist Silent Negative Energy Ray</entry> + <entry id="65502" lang="en" sex="m">Archivist Still Negative Energy Ray</entry> + <entry id="65503" lang="en" sex="m">Archivist One with the Land</entry> + <entry id="65504" lang="en" sex="m">Archivist Extended One with the Land</entry> + <entry id="65505" lang="en" sex="m">Archivist Quickened One with the Land</entry> + <entry id="65506" lang="en" sex="m">Archivist Silent One with the Land</entry> + <entry id="65507" lang="en" sex="m">Archivist Still One with the Land</entry> + <entry id="65508" lang="en" sex="m">Archivist Owl's Wisdom</entry> + <entry id="65509" lang="en" sex="m">Archivist Empowered Owl's Wisdom</entry> + <entry id="65510" lang="en" sex="m">Archivist Extended Owl's Wisdom</entry> + <entry id="65511" lang="en" sex="m">Archivist Maximized Owl's Wisdom</entry> + <entry id="65512" lang="en" sex="m">Archivist Quickened Owl's Wisdom</entry> + <entry id="65513" lang="en" sex="m">Archivist Silent Owl's Wisdom</entry> + <entry id="65514" lang="en" sex="m">Archivist Still Owl's Wisdom</entry> + <entry id="65515" lang="en" sex="m">Archivist Remove Paralysis</entry> + <entry id="65516" lang="en" sex="m">Archivist Quickened Remove Paralysis</entry> + <entry id="65517" lang="en" sex="m">Archivist Silent Remove Paralysis</entry> + <entry id="65518" lang="en" sex="m">Archivist Still Remove Paralysis</entry> + <entry id="65519" lang="en" sex="m">Archivist Resist Elements</entry> + <entry id="65520" lang="en" sex="m">Archivist Extended Resist Elements</entry> + <entry id="65521" lang="en" sex="m">Archivist Quickened Resist Elements</entry> + <entry id="65522" lang="en" sex="m">Archivist Silent Resist Elements</entry> + <entry id="65523" lang="en" sex="m">Archivist Still Resist Elements</entry> + <entry id="65524" lang="en" sex="m">Archivist Shield Other</entry> + <entry id="65525" lang="en" sex="m">Archivist Extended Shield Other</entry> + <entry id="65526" lang="en" sex="m">Archivist Quickened Shield Other</entry> + <entry id="65527" lang="en" sex="m">Archivist Silent Shield Other</entry> + <entry id="65528" lang="en" sex="m">Archivist Still Shield Other</entry> + <entry id="65529" lang="en" sex="m">Archivist Silence</entry> + <entry id="65530" lang="en" sex="m">Archivist Extended Silence</entry> + <entry id="65531" lang="en" sex="m">Archivist Quickened Silence</entry> + <entry id="65532" lang="en" sex="m">Archivist Silent Silence</entry> + <entry id="65533" lang="en" sex="m">Archivist Still Silence</entry> + <entry id="65534" lang="en" sex="m">Archivist Snilloc's Snowball Swarm</entry> + <entry id="65535" lang="en" sex="m">Archivist Empowered Snilloc's Snowball Swarm</entry> + <entry id="65536" lang="en" sex="m">Archivist Maximized Snilloc's Snowball Swarm</entry> + <entry id="65537" lang="en" sex="m">Archivist Quickened Snilloc's Snowball Swarm</entry> + <entry id="65538" lang="en" sex="m">Archivist Silent Snilloc's Snowball Swarm</entry> + <entry id="65539" lang="en" sex="m">Archivist Still Snilloc's Snowball Swarm</entry> + <entry id="65540" lang="en" sex="m">Archivist Sound Burst</entry> + <entry id="65541" lang="en" sex="m">Archivist Maximized Sound Burst</entry> + <entry id="65542" lang="en" sex="m">Archivist Quickened Sound Burst</entry> + <entry id="65543" lang="en" sex="m">Archivist Silent Sound Burst</entry> + <entry id="65544" lang="en" sex="m">Archivist Still Sound Burst</entry> + <entry id="65545" lang="en" sex="m">Archivist Spellslayer Arrow</entry> + <entry id="65546" lang="en" sex="m">Archivist Silent Spellslayer Arrow</entry> + <entry id="65547" lang="en" sex="m">Archivist Still Spellslayer Arrow</entry> + <entry id="65548" lang="en" sex="m">Archivist Spores of the Vrock</entry> + <entry id="65549" lang="en" sex="m">Archivist Empowered Spores of the Vrock</entry> + <entry id="65550" lang="en" sex="m">Archivist Maximized Spores of the Vrock</entry> + <entry id="65551" lang="en" sex="m">Archivist Quickened Spores of the Vrock</entry> + <entry id="65552" lang="en" sex="m">Archivist Silent Spores of the Vrock</entry> + <entry id="65553" lang="en" sex="m">Archivist Still Spores of the Vrock</entry> + <entry id="65554" lang="en" sex="m">Archivist Stone Bones</entry> + <entry id="65555" lang="en" sex="m">Archivist Extended Stone Bones</entry> + <entry id="65556" lang="en" sex="m">Archivist Quickened Stone Bones</entry> + <entry id="65557" lang="en" sex="m">Archivist Silent Stone Bones</entry> + <entry id="65558" lang="en" sex="m">Archivist Still Stone Bones</entry> + <entry id="65559" lang="en" sex="m">Archivist Summon Creature II</entry> + <entry id="65560" lang="en" sex="m">Archivist Extended Summon Creature II</entry> + <entry id="65561" lang="en" sex="m">Archivist Quickened Summon Creature II</entry> + <entry id="65562" lang="en" sex="m">Archivist Silent Summon Creature II</entry> + <entry id="65563" lang="en" sex="m">Archivist Still Summon Creature II</entry> + <entry id="65564" lang="en" sex="m">Archivist Summon Undead 2</entry> + <entry id="65565" lang="en" sex="m">Archivist Extended Summon Undead 2</entry> + <entry id="65566" lang="en" sex="m">Archivist Quickened Summon Undead 2</entry> + <entry id="65567" lang="en" sex="m">Archivist Silent Summon Undead 2</entry> + <entry id="65568" lang="en" sex="m">Archivist Still Summon Undead 2</entry> + <entry id="65569" lang="en" sex="m">Archivist Treeshape</entry> + <entry id="65570" lang="en" sex="m">Archivist Extended Treeshape</entry> + <entry id="65571" lang="en" sex="m">Archivist Quickened Treeshape</entry> + <entry id="65572" lang="en" sex="m">Archivist Silent Treeshape</entry> + <entry id="65573" lang="en" sex="m">Archivist Still Treeshape</entry> + <entry id="65574" lang="en" sex="m">Archivist Ultravision</entry> + <entry id="65575" lang="en" sex="m">Archivist Extended Ultravision</entry> + <entry id="65576" lang="en" sex="m">Archivist Silent Ultravision</entry> + <entry id="65577" lang="en" sex="m">Archivist Still Ultravision</entry> + <entry id="65578" lang="en" sex="m">Archivist Undetectable Alignment</entry> + <entry id="65579" lang="en" sex="m">Archivist Extended Undetectable Alignment</entry> + <entry id="65580" lang="en" sex="m">Archivist Quickened Undetectable Alignment</entry> + <entry id="65581" lang="en" sex="m">Archivist Silent Undetectable Alignment</entry> + <entry id="65582" lang="en" sex="m">Archivist Still Undetectable Alignment</entry> + <entry id="65583" lang="en" sex="m">Archivist Wave of Grief</entry> + <entry id="65584" lang="en" sex="m">Archivist Extended Wave of Grief</entry> + <entry id="65585" lang="en" sex="m">Archivist Quickened Wave of Grief</entry> + <entry id="65586" lang="en" sex="m">Archivist Still Wave of Grief</entry> + <entry id="65587" lang="en" sex="m">Archivist Web</entry> + <entry id="65588" lang="en" sex="m">Archivist Extended Web</entry> + <entry id="65589" lang="en" sex="m">Archivist Quickened Web</entry> + <entry id="65590" lang="en" sex="m">Archivist Silent Web</entry> + <entry id="65591" lang="en" sex="m">Archivist Still Web</entry> + <entry id="65592" lang="en" sex="m">Archivist Wolfskin</entry> + <entry id="65593" lang="en" sex="m">Archivist Extended Wolfskin</entry> + <entry id="65594" lang="en" sex="m">Archivist Quickened Wolfskin</entry> + <entry id="65595" lang="en" sex="m">Archivist Silent Wolfskin</entry> + <entry id="65596" lang="en" sex="m">Archivist Still Wolfskin</entry> + <entry id="65597" lang="en" sex="m">Archivist Animate Dead</entry> + <entry id="65598" lang="en" sex="m">Archivist Extended Animate Dead</entry> + <entry id="65599" lang="en" sex="m">Archivist Quickened Animate Dead</entry> + <entry id="65600" lang="en" sex="m">Archivist Silent Animate Dead</entry> + <entry id="65601" lang="en" sex="m">Archivist Still Animate Dead</entry> + <entry id="65602" lang="en" sex="m">Archivist Arrow Split</entry> + <entry id="65603" lang="en" sex="m">Archivist Silent Arrow Split</entry> + <entry id="65604" lang="en" sex="m">Archivist Arrowstorm</entry> + <entry id="65605" lang="en" sex="m">Archivist Silent Arrowstorm</entry> + <entry id="65606" lang="en" sex="m">Archivist Bestow Curse</entry> + <entry id="65607" lang="en" sex="m">Archivist Quickened Bestow Curse</entry> + <entry id="65608" lang="en" sex="m">Archivist Silent Bestow Curse</entry> + <entry id="65609" lang="en" sex="m">Archivist Still Bestow Curse</entry> + <entry id="65610" lang="en" sex="m">Archivist Blacklight</entry> + <entry id="65611" lang="en" sex="m">Archivist Extended Blacklight</entry> + <entry id="65612" lang="en" sex="m">Archivist Quickened Blacklight</entry> + <entry id="65613" lang="en" sex="m">Archivist Silent Blacklight</entry> + <entry id="65614" lang="en" sex="m">Archivist Still Blacklight</entry> + <entry id="65615" lang="en" sex="m">Archivist Blade Thirst</entry> + <entry id="65616" lang="en" sex="m">Archivist Extended Blade Thirst</entry> + <entry id="65617" lang="en" sex="m">Archivist Quickened Blade Thirst</entry> + <entry id="65618" lang="en" sex="m">Archivist Silent Blade Thirst</entry> + <entry id="65619" lang="en" sex="m">Archivist Still Blade Thirst</entry> + <entry id="65620" lang="en" sex="m">Archivist Blessing of Bahamut</entry> + <entry id="65621" lang="en" sex="m">Archivist Extended Blessing of Bahamut</entry> + <entry id="65622" lang="en" sex="m">Archivist Quickened Blessing of Bahamut</entry> + <entry id="65623" lang="en" sex="m">Archivist Silent Blessing of Bahamut</entry> + <entry id="65624" lang="en" sex="m">Archivist Still Blessing of Bahamut</entry> + <entry id="65625" lang="en" sex="m">Archivist Blindness/Deafness</entry> + <entry id="65626" lang="en" sex="m">Archivist Extended Blindness/Deafness</entry> + <entry id="65627" lang="en" sex="m">Archivist Quickened Blindness/Deafness</entry> + <entry id="65628" lang="en" sex="m">Archivist Silent Blindness/Deafness</entry> + <entry id="65629" lang="en" sex="m">Archivist Boneblade</entry> + <entry id="65630" lang="en" sex="m">Archivist Boneblade: Greatsword</entry> + <entry id="65631" lang="en" sex="m">Archivist Boneblade: Longsword</entry> + <entry id="65632" lang="en" sex="m">Archivist Boneblade: Shortsword</entry> + <entry id="65633" lang="en" sex="m">Archivist Extended Boneblade</entry> + <entry id="65634" lang="en" sex="m">Archivist Extended Boneblade: Greatsword</entry> + <entry id="65635" lang="en" sex="m">Archivist Extended Boneblade: Longsword</entry> + <entry id="65636" lang="en" sex="m">Archivist Extended Boneblade: Shortsword</entry> + <entry id="65637" lang="en" sex="m">Archivist Quickened Boneblade</entry> + <entry id="65638" lang="en" sex="m">Archivist Quickened Boneblade: Greatsword</entry> + <entry id="65639" lang="en" sex="m">Archivist Quickened Boneblade: Longsword</entry> + <entry id="65640" lang="en" sex="m">Archivist Quickened Boneblade: Shortsword</entry> + <entry id="65641" lang="en" sex="m">Archivist Silent Boneblade</entry> + <entry id="65642" lang="en" sex="m">Archivist Silent Boneblade: Greatsword</entry> + <entry id="65643" lang="en" sex="m">Archivist Silent Boneblade: Longsword</entry> + <entry id="65644" lang="en" sex="m">Archivist Silent Boneblade: Shortsword</entry> + <entry id="65645" lang="en" sex="m">Archivist Still Boneblade</entry> + <entry id="65646" lang="en" sex="m">Archivist Still Boneblade: Greatsword</entry> + <entry id="65647" lang="en" sex="m">Archivist Still Boneblade: Longsword</entry> + <entry id="65648" lang="en" sex="m">Archivist Still Boneblade: Shortsword</entry> + <entry id="65649" lang="en" sex="m">Archivist Brilliant Emanation</entry> + <entry id="65650" lang="en" sex="m">Archivist Extended Brilliant Emanation</entry> + <entry id="65651" lang="en" sex="m">Archivist Quickened Brilliant Emanation</entry> + <entry id="65652" lang="en" sex="m">Archivist Call Lightning</entry> + <entry id="65653" lang="en" sex="m">Archivist Empowered Call Lightning</entry> + <entry id="65654" lang="en" sex="m">Archivist Maximized Call Lightning</entry> + <entry id="65655" lang="en" sex="m">Archivist Quickened Call Lightning</entry> + <entry id="65656" lang="en" sex="m">Archivist Silent Call Lightning</entry> + <entry id="65657" lang="en" sex="m">Archivist Still Call Lightning</entry> + <entry id="65658" lang="en" sex="m">Archivist Charm Monster</entry> + <entry id="65659" lang="en" sex="m">Archivist Extended Charm Monster</entry> + <entry id="65660" lang="en" sex="m">Archivist Quickened Charm Monster</entry> + <entry id="65661" lang="en" sex="m">Archivist Silent Charm Monster</entry> + <entry id="65662" lang="en" sex="m">Archivist Still Charm Monster</entry> + <entry id="65663" lang="en" sex="m">Archivist Clairaudience/Clairvoyance</entry> + <entry id="65664" lang="en" sex="m">Archivist Extended Clairaudience/Clairvoyance</entry> + <entry id="65665" lang="en" sex="m">Archivist Quickened Clairaudience/Clairvoyance</entry> + <entry id="65666" lang="en" sex="m">Archivist Silent Clairaudience/Clairvoyance</entry> + <entry id="65667" lang="en" sex="m">Archivist Still Clairaudience/Clairvoyance</entry> + <entry id="65668" lang="en" sex="m">Archivist Clarity</entry> + <entry id="65669" lang="en" sex="m">Archivist Extended Clarity</entry> + <entry id="65670" lang="en" sex="m">Archivist Quickened Clarity</entry> + <entry id="65671" lang="en" sex="m">Archivist Still Clarity</entry> + <entry id="65672" lang="en" sex="m">Archivist Close Wounds</entry> + <entry id="65673" lang="en" sex="m">Archivist Empowered Close Wounds</entry> + <entry id="65674" lang="en" sex="m">Archivist Maximized Close Wounds</entry> + <entry id="65675" lang="en" sex="m">Archivist Quickened Close Wounds</entry> + <entry id="65676" lang="en" sex="m">Archivist Silent Close Wounds</entry> + <entry id="65677" lang="en" sex="m">Archivist Clutch of Orcus</entry> + <entry id="65678" lang="en" sex="m">Archivist Quickened Clutch of Orcus</entry> + <entry id="65679" lang="en" sex="m">Archivist Silent Clutch of Orcus</entry> + <entry id="65680" lang="en" sex="m">Archivist Still Clutch of Orcus</entry> + <entry id="65681" lang="en" sex="m">Archivist Contagion</entry> + <entry id="65682" lang="en" sex="m">Archivist Quickened Contagion</entry> + <entry id="65683" lang="en" sex="m">Archivist Silent Contagion</entry> + <entry id="65684" lang="en" sex="m">Archivist Still Contagion</entry> + <entry id="65685" lang="en" sex="m">Archivist Continual Flame</entry> + <entry id="65686" lang="en" sex="m">Archivist Quickened Continual Flame</entry> + <entry id="65687" lang="en" sex="m">Archivist Silent Continual Flame</entry> + <entry id="65688" lang="en" sex="m">Archivist Still Continual Flame</entry> + <entry id="65689" lang="en" sex="m">Archivist Crown of Might</entry> + <entry id="65690" lang="en" sex="m">Archivist Extended Crown of Might</entry> + <entry id="65691" lang="en" sex="m">Archivist Quickened Crown of Might</entry> + <entry id="65692" lang="en" sex="m">Archivist Silent Crown of Might</entry> + <entry id="65693" lang="en" sex="m">Archivist Still Crown of Might</entry> + <entry id="65694" lang="en" sex="m">Archivist Crown of Protection</entry> + <entry id="65695" lang="en" sex="m">Archivist Extended Crown of Protection</entry> + <entry id="65696" lang="en" sex="m">Archivist Quickened Crown of Protection</entry> + <entry id="65697" lang="en" sex="m">Archivist Silent Crown of Protection</entry> + <entry id="65698" lang="en" sex="m">Archivist Still Crown of Protection</entry> + <entry id="65699" lang="en" sex="m">Archivist Cure Serious Wounds</entry> + <entry id="65700" lang="en" sex="m">Archivist Empowered Cure Serious Wounds</entry> + <entry id="65701" lang="en" sex="m">Archivist Maximized Cure Serious Wounds</entry> + <entry id="65702" lang="en" sex="m">Archivist Quickened Cure Serious Wounds</entry> + <entry id="65703" lang="en" sex="m">Archivist Silent Cure Serious Wounds</entry> + <entry id="65704" lang="en" sex="m">Archivist Still Cure Serious Wounds</entry> + <entry id="65705" lang="en" sex="m">Archivist Curse of Petty Failing</entry> + <entry id="65706" lang="en" sex="m">Archivist Extended Curse of Petty Failing</entry> + <entry id="65707" lang="en" sex="m">Archivist Quickened Curse of Petty Failing</entry> + <entry id="65708" lang="en" sex="m">Archivist Silent Curse of Petty Failing</entry> + <entry id="65709" lang="en" sex="m">Archivist Still Curse of Petty Failing</entry> + <entry id="65710" lang="en" sex="m">Archivist Darkfire</entry> + <entry id="65711" lang="en" sex="m">Archivist Extended Darkfire</entry> + <entry id="65712" lang="en" sex="m">Archivist Quickened Darkfire</entry> + <entry id="65713" lang="en" sex="m">Archivist Silent Darkfire</entry> + <entry id="65714" lang="en" sex="m">Archivist Still Darkfire</entry> + <entry id="65715" lang="en" sex="m">Archivist Darkflame Arrow</entry> + <entry id="65716" lang="en" sex="m">Archivist Silent Darkflame Arrow</entry> + <entry id="65717" lang="en" sex="m">Archivist Daylight</entry> + <entry id="65718" lang="en" sex="m">Archivist Extended Daylight</entry> + <entry id="65719" lang="en" sex="m">Archivist Quickened Daylight</entry> + <entry id="65720" lang="en" sex="m">Archivist Silent Daylight</entry> + <entry id="65721" lang="en" sex="m">Archivist Still Daylight</entry> + <entry id="65722" lang="en" sex="m">Archivist Deeper Darkness</entry> + <entry id="65723" lang="en" sex="m">Archivist Extended Deeper Darkness</entry> + <entry id="65724" lang="en" sex="m">Archivist Quickened Deeper Darkness</entry> + <entry id="65725" lang="en" sex="m">Archivist Silent Deeper Darkness</entry> + <entry id="65726" lang="en" sex="m">Archivist Devil's Eye</entry> + <entry id="65727" lang="en" sex="m">Archivist Quickened Devil's Eye</entry> + <entry id="65728" lang="en" sex="m">Archivist Silent Devil's Eye</entry> + <entry id="65729" lang="en" sex="m">Archivist Still Devil's Eye</entry> + <entry id="65730" lang="en" sex="m">Archivist Dispel Magic</entry> + <entry id="65731" lang="en" sex="m">Archivist Quickened Dispel Magic</entry> + <entry id="65732" lang="en" sex="m">Archivist Silent Dispel Magic</entry> + <entry id="65733" lang="en" sex="m">Archivist Still Dispel Magic</entry> + <entry id="65734" lang="en" sex="m">Archivist Dominate Animal</entry> + <entry id="65735" lang="en" sex="m">Archivist Extended Dominate Animal</entry> + <entry id="65736" lang="en" sex="m">Archivist Quickened Dominate Animal</entry> + <entry id="65737" lang="en" sex="m">Archivist Silent Dominate Animal</entry> + <entry id="65738" lang="en" sex="m">Archivist Still Dominate Animal</entry> + <entry id="65739" lang="en" sex="m">Archivist Energize Potion</entry> + <entry id="65740" lang="en" sex="m">Archivist Energize Potion: Acid</entry> + <entry id="65741" lang="en" sex="m">Archivist Energize Potion: Cold</entry> + <entry id="65742" lang="en" sex="m">Archivist Energize Potion: Electricity</entry> + <entry id="65743" lang="en" sex="m">Archivist Energize Potion: Fire</entry> + <entry id="65744" lang="en" sex="m">Archivist Energize Potion: Sonic</entry> + <entry id="65745" lang="en" sex="m">Archivist Quickened Energize Potion</entry> + <entry id="65746" lang="en" sex="m">Archivist Quickened Energize Potion: Acid</entry> + <entry id="65747" lang="en" sex="m">Archivist Quickened Energize Potion: Cold</entry> + <entry id="65748" lang="en" sex="m">Archivist Quickened Energize Potion: Electricity</entry> + <entry id="65749" lang="en" sex="m">Archivist Quickened Energize Potion: Fire</entry> + <entry id="65750" lang="en" sex="m">Archivist Quickened Energize Potion: Sonic</entry> + <entry id="65751" lang="en" sex="m">Archivist Silent Energize Potion</entry> + <entry id="65752" lang="en" sex="m">Archivist Silent Energize Potion: Acid</entry> + <entry id="65753" lang="en" sex="m">Archivist Silent Energize Potion: Cold</entry> + <entry id="65754" lang="en" sex="m">Archivist Silent Energize Potion: Electricity</entry> + <entry id="65755" lang="en" sex="m">Archivist Silent Energize Potion: Fire</entry> + <entry id="65756" lang="en" sex="m">Archivist Silent Energize Potion: Sonic</entry> + <entry id="65757" lang="en" sex="m">Archivist Still Energize Potion</entry> + <entry id="65758" lang="en" sex="m">Archivist Still Energize Potion: Acid</entry> + <entry id="65759" lang="en" sex="m">Archivist Still Energize Potion: Cold</entry> + <entry id="65760" lang="en" sex="m">Archivist Still Energize Potion: Electricity</entry> + <entry id="65761" lang="en" sex="m">Archivist Still Energize Potion: Fire</entry> + <entry id="65762" lang="en" sex="m">Archivist Still Energize Potion: Sonic</entry> + <entry id="65763" lang="en" sex="m">Archivist Energy Aegis</entry> + <entry id="65764" lang="en" sex="m">Archivist Energy Aegis, Acid</entry> + <entry id="65765" lang="en" sex="m">Archivist Energy Aegis, Cold</entry> + <entry id="65766" lang="en" sex="m">Archivist Energy Aegis, Electricity</entry> + <entry id="65767" lang="en" sex="m">Archivist Energy Aegis, Fire</entry> + <entry id="65768" lang="en" sex="m">Archivist Energy Aegis, Sonic</entry> + <entry id="65769" lang="en" sex="m">Archivist Extended Energy Aegis</entry> + <entry id="65770" lang="en" sex="m">Archivist Extended Energy Aegis, Acid</entry> + <entry id="65771" lang="en" sex="m">Archivist Extended Energy Aegis, Cold</entry> + <entry id="65772" lang="en" sex="m">Archivist Extended Energy Aegis, Electricity</entry> + <entry id="65773" lang="en" sex="m">Archivist Extended Energy Aegis, Fire</entry> + <entry id="65774" lang="en" sex="m">Archivist Extended Energy Aegis, Sonic</entry> + <entry id="65775" lang="en" sex="m">Archivist Quickened Energy Aegis</entry> + <entry id="65776" lang="en" sex="m">Archivist Quickened Energy Aegis, Acid</entry> + <entry id="65777" lang="en" sex="m">Archivist Quickened Energy Aegis, Cold</entry> + <entry id="65778" lang="en" sex="m">Archivist Quickened Energy Aegis, Electricity</entry> + <entry id="65779" lang="en" sex="m">Archivist Quickened Energy Aegis, Fire</entry> + <entry id="65780" lang="en" sex="m">Archivist Quickened Energy Aegis, Sonic</entry> + <entry id="65781" lang="en" sex="m">Archivist Silent Energy Aegis</entry> + <entry id="65782" lang="en" sex="m">Archivist Silent Energy Aegis, Acid</entry> + <entry id="65783" lang="en" sex="m">Archivist Silent Energy Aegis, Cold</entry> + <entry id="65784" lang="en" sex="m">Archivist Silent Energy Aegis, Electricity</entry> + <entry id="65785" lang="en" sex="m">Archivist Silent Energy Aegis, Fire</entry> + <entry id="65786" lang="en" sex="m">Archivist Silent Energy Aegis, Sonic</entry> + <entry id="65787" lang="en" sex="m">Archivist Still Energy Aegis</entry> + <entry id="65788" lang="en" sex="m">Archivist Still Energy Aegis, Acid</entry> + <entry id="65789" lang="en" sex="m">Archivist Still Energy Aegis, Cold</entry> + <entry id="65790" lang="en" sex="m">Archivist Still Energy Aegis, Electricity</entry> + <entry id="65791" lang="en" sex="m">Archivist Still Energy Aegis, Fire</entry> + <entry id="65792" lang="en" sex="m">Archivist Still Energy Aegis, Sonic</entry> + <entry id="65793" lang="en" sex="m">Archivist Flesh Ripper</entry> + <entry id="65794" lang="en" sex="m">Archivist Empowered Flesh Ripper</entry> + <entry id="65795" lang="en" sex="m">Archivist Maximized Flesh Ripper</entry> + <entry id="65796" lang="en" sex="m">Archivist Quickened Flesh Ripper</entry> + <entry id="65797" lang="en" sex="m">Archivist Silent Flesh Ripper</entry> + <entry id="65798" lang="en" sex="m">Archivist Still Flesh Ripper</entry> + <entry id="65799" lang="en" sex="m">Archivist Forceblast</entry> + <entry id="65800" lang="en" sex="m">Archivist Empowered Forceblast</entry> + <entry id="65801" lang="en" sex="m">Archivist Maximized Forceblast</entry> + <entry id="65802" lang="en" sex="m">Archivist Quickened Forceblast</entry> + <entry id="65803" lang="en" sex="m">Archivist Silent Forceblast</entry> + <entry id="65804" lang="en" sex="m">Archivist Still Forceblast</entry> + <entry id="65805" lang="en" sex="m">Archivist Glyph of Warding</entry> + <entry id="65806" lang="en" sex="m">Archivist Blast Glyph (Acid)</entry> + <entry id="65807" lang="en" sex="m">Archivist Blast Glyph (Cold)</entry> + <entry id="65808" lang="en" sex="m">Archivist Blast Glyph (Electricity)</entry> + <entry id="65809" lang="en" sex="m">Archivist Blast Glyph (Fire)</entry> + <entry id="65810" lang="en" sex="m">Archivist Blast Glyph (Sonic)</entry> + <entry id="65811" lang="en" sex="m">Archivist Empowered Glyph of Warding</entry> + <entry id="65812" lang="en" sex="m">Archivist Empowered Blast Glyph (Acid)</entry> + <entry id="65813" lang="en" sex="m">Archivist Empowered Blast Glyph (Cold)</entry> + <entry id="65814" lang="en" sex="m">Archivist Empowered Blast Glyph (Electricity)</entry> + <entry id="65815" lang="en" sex="m">Archivist Empowered Blast Glyph (Fire)</entry> + <entry id="65816" lang="en" sex="m">Archivist Empowered Blast Glyph (Sonic)</entry> + <entry id="65817" lang="en" sex="m">Archivist Extended Glyph of Warding</entry> + <entry id="65818" lang="en" sex="m">Archivist Extended Blast Glyph (Acid)</entry> + <entry id="65819" lang="en" sex="m">Archivist Extended Blast Glyph (Cold)</entry> + <entry id="65820" lang="en" sex="m">Archivist Extended Blast Glyph (Electricity)</entry> + <entry id="65821" lang="en" sex="m">Archivist Extended Blast Glyph (Fire)</entry> + <entry id="65822" lang="en" sex="m">Archivist Extended Blast Glyph (Sonic)</entry> + <entry id="65823" lang="en" sex="m">Archivist Maximized Glyph of Warding</entry> + <entry id="65824" lang="en" sex="m">Archivist Maximized Blast Glyph (Acid)</entry> + <entry id="65825" lang="en" sex="m">Archivist Maximized Blast Glyph (Cold)</entry> + <entry id="65826" lang="en" sex="m">Archivist Maximized Blast Glyph (Electricity)</entry> + <entry id="65827" lang="en" sex="m">Archivist Maximized Blast Glyph (Fire)</entry> + <entry id="65828" lang="en" sex="m">Archivist Maximized Blast Glyph (Sonic)</entry> + <entry id="65829" lang="en" sex="m">Archivist Quickened Glyph of Warding</entry> + <entry id="65830" lang="en" sex="m">Archivist Quickened Blast Glyph (Acid)</entry> + <entry id="65831" lang="en" sex="m">Archivist Quickened Blast Glyph (Cold)</entry> + <entry id="65832" lang="en" sex="m">Archivist Quickened Blast Glyph (Electricity)</entry> + <entry id="65833" lang="en" sex="m">Archivist Quickened Blast Glyph (Fire)</entry> + <entry id="65834" lang="en" sex="m">Archivist Quickened Blast Glyph (Sonic)</entry> + <entry id="65835" lang="en" sex="m">Archivist Silent Glyph of Warding</entry> + <entry id="65836" lang="en" sex="m">Archivist Silent Blast Glyph (Acid)</entry> + <entry id="65837" lang="en" sex="m">Archivist Silent Blast Glyph (Cold)</entry> + <entry id="65838" lang="en" sex="m">Archivist Silent Blast Glyph (Electricity)</entry> + <entry id="65839" lang="en" sex="m">Archivist Silent Blast Glyph (Fire)</entry> + <entry id="65840" lang="en" sex="m">Archivist Silent Blast Glyph (Sonic)</entry> + <entry id="65841" lang="en" sex="m">Archivist Still Glyph of Warding</entry> + <entry id="65842" lang="en" sex="m">Archivist Still Blast Glyph (Acid)</entry> + <entry id="65843" lang="en" sex="m">Archivist Still Blast Glyph (Cold)</entry> + <entry id="65844" lang="en" sex="m">Archivist Still Blast Glyph (Electricity)</entry> + <entry id="65845" lang="en" sex="m">Archivist Still Blast Glyph (Fire)</entry> + <entry id="65846" lang="en" sex="m">Archivist Still Blast Glyph (Sonic)</entry> + <entry id="65847" lang="en" sex="m">Archivist Greater Magic Fang</entry> + <entry id="65848" lang="en" sex="m">Archivist Extended Greater Magic Fang</entry> + <entry id="65849" lang="en" sex="m">Archivist Quickened Greater Magic Fang</entry> + <entry id="65850" lang="en" sex="m">Archivist Silent Greater Magic Fang</entry> + <entry id="65851" lang="en" sex="m">Archivist Still Greater Magic Fang</entry> + <entry id="65852" lang="en" sex="m">Archivist Greenfire</entry> + <entry id="65853" lang="en" sex="m">Archivist Empowered Greenfire</entry> + <entry id="65854" lang="en" sex="m">Archivist Extended Greenfire</entry> + <entry id="65855" lang="en" sex="m">Archivist Maximized Greenfire</entry> + <entry id="65856" lang="en" sex="m">Archivist Quickened Greenfire</entry> + <entry id="65857" lang="en" sex="m">Archivist Silent Greenfire</entry> + <entry id="65858" lang="en" sex="m">Archivist Still Greenfire</entry> + <entry id="65859" lang="en" sex="m">Archivist Hammer of Righteousness</entry> + <entry id="65860" lang="en" sex="m">Archivist Empowered Hammer of Righteousness</entry> + <entry id="65861" lang="en" sex="m">Archivist Maximized Hammer of Righteousness</entry> + <entry id="65862" lang="en" sex="m">Archivist Quickened Hammer of Righteousness</entry> + <entry id="65863" lang="en" sex="m">Archivist Silent Hammer of Righteousness</entry> + <entry id="65864" lang="en" sex="m">Archivist Still Hammer of Righteousness</entry> + <entry id="65865" lang="en" sex="m">Archivist Healing Sting</entry> + <entry id="65866" lang="en" sex="m">Archivist Empowered Healing Sting</entry> + <entry id="65867" lang="en" sex="m">Archivist Maximized Healing Sting</entry> + <entry id="65868" lang="en" sex="m">Archivist Quickened Healing Sting</entry> + <entry id="65869" lang="en" sex="m">Archivist Silent Healing Sting</entry> + <entry id="65870" lang="en" sex="m">Archivist Still Healing Sting</entry> + <entry id="65871" lang="en" sex="m">Archivist Heroism</entry> + <entry id="65872" lang="en" sex="m">Archivist Extended Heroism</entry> + <entry id="65873" lang="en" sex="m">Archivist Quickened Heroism</entry> + <entry id="65874" lang="en" sex="m">Archivist Silent Heroism</entry> + <entry id="65875" lang="en" sex="m">Archivist Still Heroism</entry> + <entry id="65876" lang="en" sex="m">Archivist Infestation of Maggots</entry> + <entry id="65877" lang="en" sex="m">Archivist Empowered Infestation of Maggots</entry> + <entry id="65878" lang="en" sex="m">Archivist Extended Infestation of Maggots</entry> + <entry id="65879" lang="en" sex="m">Archivist Maximized Infestation of Maggots</entry> + <entry id="65880" lang="en" sex="m">Archivist Quickened Infestation of Maggots</entry> + <entry id="65881" lang="en" sex="m">Archivist Silent Infestation of Maggots</entry> + <entry id="65882" lang="en" sex="m">Archivist Still Infestation of Maggots</entry> + <entry id="65883" lang="en" sex="m">Archivist Inflict Serious Wounds</entry> + <entry id="65884" lang="en" sex="m">Archivist Empowered Inflict Serious Wounds</entry> + <entry id="65885" lang="en" sex="m">Archivist Maximized Inflict Serious Wounds</entry> + <entry id="65886" lang="en" sex="m">Archivist Quickened Inflict Serious Wounds</entry> + <entry id="65887" lang="en" sex="m">Archivist Silent Inflict Serious Wounds</entry> + <entry id="65888" lang="en" sex="m">Archivist Still Inflict Serious Wounds</entry> + <entry id="65889" lang="en" sex="m">Archivist Invisibility</entry> + <entry id="65890" lang="en" sex="m">Archivist Extended Invisibility</entry> + <entry id="65891" lang="en" sex="m">Archivist Quickened Invisibility</entry> + <entry id="65892" lang="en" sex="m">Archivist Silent Invisibility</entry> + <entry id="65893" lang="en" sex="m">Archivist Still Invisibility</entry> + <entry id="65894" lang="en" sex="m">Archivist Invisibility Purge</entry> + <entry id="65895" lang="en" sex="m">Archivist Extended Invisibility Purge</entry> + <entry id="65896" lang="en" sex="m">Archivist Quickened Invisibility Purge</entry> + <entry id="65897" lang="en" sex="m">Archivist Silent Invisibility Purge</entry> + <entry id="65898" lang="en" sex="m">Archivist Still Invisibility Purge</entry> + <entry id="65899" lang="en" sex="m">Archivist Invisibility Sphere</entry> + <entry id="65900" lang="en" sex="m">Archivist Extended Invisibility Sphere</entry> + <entry id="65901" lang="en" sex="m">Archivist Quickened Invisibility Sphere</entry> + <entry id="65902" lang="en" sex="m">Archivist Silent Invisibility Sphere</entry> + <entry id="65903" lang="en" sex="m">Archivist Still Invisibility Sphere</entry> + <entry id="65904" lang="en" sex="m">Archivist Keen Edge</entry> + <entry id="65905" lang="en" sex="m">Archivist Extended Keen Edge</entry> + <entry id="65906" lang="en" sex="m">Archivist Quickened Keen Edge</entry> + <entry id="65907" lang="en" sex="m">Archivist Silent Keen Edge</entry> + <entry id="65908" lang="en" sex="m">Archivist Still Keen Edge</entry> + <entry id="65909" lang="en" sex="m">Archivist Legion's Conviction</entry> + <entry id="65910" lang="en" sex="m">Archivist Extended Legion's Conviction</entry> + <entry id="65911" lang="en" sex="m">Archivist Quickened Legion's Conviction</entry> + <entry id="65912" lang="en" sex="m">Archivist Silent Legion's Conviction</entry> + <entry id="65913" lang="en" sex="m">Archivist Still Legion's Conviction</entry> + <entry id="65914" lang="en" sex="m">Archivist Legion's Curse of Impending Blades</entry> + <entry id="65915" lang="en" sex="m">Archivist Extended Legion's Curse of Impending Blades</entry> + <entry id="65916" lang="en" sex="m">Archivist Quickened Legion's Curse of Impending Blades</entry> + <entry id="65917" lang="en" sex="m">Archivist Silent Legion's Curse of Impending Blades</entry> + <entry id="65918" lang="en" sex="m">Archivist Still Legion's Curse of Impending Blades</entry> + <entry id="65919" lang="en" sex="m">Archivist Lightning Bolt</entry> + <entry id="65920" lang="en" sex="m">Archivist Empowered Lightning Bolt</entry> + <entry id="65921" lang="en" sex="m">Archivist Maximized Lightning Bolt</entry> + <entry id="65922" lang="en" sex="m">Archivist Quickened Lightning Bolt</entry> + <entry id="65923" lang="en" sex="m">Archivist Silent Lightning Bolt</entry> + <entry id="65924" lang="en" sex="m">Archivist Still Lightning Bolt</entry> + <entry id="65925" lang="en" sex="m">Archivist Locate Object</entry> + <entry id="65926" lang="en" sex="m">Archivist Extended Locate Object</entry> + <entry id="65927" lang="en" sex="m">Archivist Quickened Locate Object</entry> + <entry id="65928" lang="en" sex="m">Archivist Silent Locate Object</entry> + <entry id="65929" lang="en" sex="m">Archivist Still Locate Object</entry> + <entry id="65930" lang="en" sex="m">Archivist Magic Circle against Chaos</entry> + <entry id="65931" lang="en" sex="m">Archivist Extended Magic Circle against Chaos</entry> + <entry id="65932" lang="en" sex="m">Archivist Quickened Magic Circle against Chaos</entry> + <entry id="65933" lang="en" sex="m">Archivist Silent Magic Circle against Chaos</entry> + <entry id="65934" lang="en" sex="m">Archivist Still Magic Circle against Chaos</entry> + <entry id="65935" lang="en" sex="m">Archivist Magic Circle against Evil</entry> + <entry id="65936" lang="en" sex="m">Archivist Extended Magic Circle against Evil</entry> + <entry id="65937" lang="en" sex="m">Archivist Quickened Magic Circle against Evil</entry> + <entry id="65938" lang="en" sex="m">Archivist Silent Magic Circle against Evil</entry> + <entry id="65939" lang="en" sex="m">Archivist Still Magic Circle against Evil</entry> + <entry id="65940" lang="en" sex="m">Archivist Magic Circle against Good</entry> + <entry id="65941" lang="en" sex="m">Archivist Extended Magic Circle against Good</entry> + <entry id="65942" lang="en" sex="m">Archivist Quickened Magic Circle against Good</entry> + <entry id="65943" lang="en" sex="m">Archivist Silent Magic Circle against Good</entry> + <entry id="65944" lang="en" sex="m">Archivist Still Magic Circle against Good</entry> + <entry id="65945" lang="en" sex="m">Archivist Magic Circle against Law</entry> + <entry id="65946" lang="en" sex="m">Archivist Extended Magic Circle against Law</entry> + <entry id="65947" lang="en" sex="m">Archivist Quickened Magic Circle against Law</entry> + <entry id="65948" lang="en" sex="m">Archivist Silent Magic Circle against Law</entry> + <entry id="65949" lang="en" sex="m">Archivist Still Magic Circle against Law</entry> + <entry id="65950" lang="en" sex="m">Archivist Magic Vestment</entry> + <entry id="65951" lang="en" sex="m">Archivist Extended Magic Vestment</entry> + <entry id="65952" lang="en" sex="m">Archivist Quickened Magic Vestment</entry> + <entry id="65953" lang="en" sex="m">Archivist Silent Magic Vestment</entry> + <entry id="65954" lang="en" sex="m">Archivist Still Magic Vestment</entry> + <entry id="65955" lang="en" sex="m">Archivist Masochism</entry> + <entry id="65956" lang="en" sex="m">Archivist Extended Masochism</entry> + <entry id="65957" lang="en" sex="m">Archivist Mass Aid</entry> + <entry id="65958" lang="en" sex="m">Archivist Empowered Mass Aid</entry> + <entry id="65959" lang="en" sex="m">Archivist Extended Mass Aid</entry> + <entry id="65960" lang="en" sex="m">Archivist Maximized Mass Aid</entry> + <entry id="65961" lang="en" sex="m">Archivist Quickened Mass Aid</entry> + <entry id="65962" lang="en" sex="m">Archivist Silent Mass Aid</entry> + <entry id="65963" lang="en" sex="m">Archivist Still Mass Aid</entry> + <entry id="65964" lang="en" sex="m">Archivist Mass Lesser Vigor</entry> + <entry id="65965" lang="en" sex="m">Archivist Extended Mass Lesser Vigor</entry> + <entry id="65966" lang="en" sex="m">Archivist Quickened Mass Lesser Vigor</entry> + <entry id="65967" lang="en" sex="m">Archivist Silent Mass Lesser Vigor</entry> + <entry id="65968" lang="en" sex="m">Archivist Still Mass Lesser Vigor</entry> + <entry id="65969" lang="en" sex="m">Archivist Mirror Image</entry> + <entry id="65970" lang="en" sex="m">Archivist Extended Mirror Image</entry> + <entry id="65971" lang="en" sex="m">Archivist Quickened Mirror Image</entry> + <entry id="65972" lang="en" sex="m">Archivist Silent Mirror Image</entry> + <entry id="65973" lang="en" sex="m">Archivist Still Mirror Image</entry> + <entry id="65974" lang="en" sex="m">Archivist Necrotic Bloat</entry> + <entry id="65975" lang="en" sex="m">Archivist Empowered Necrotic Bloat</entry> + <entry id="65976" lang="en" sex="m">Archivist Maximized Necrotic Bloat</entry> + <entry id="65977" lang="en" sex="m">Archivist Negative Energy Burst</entry> + <entry id="65978" lang="en" sex="m">Archivist Empowered Negative Energy Burst</entry> + <entry id="65979" lang="en" sex="m">Archivist Maximized Negative Energy Burst</entry> + <entry id="65980" lang="en" sex="m">Archivist Quickened Negative Energy Burst</entry> + <entry id="65981" lang="en" sex="m">Archivist Silent Negative Energy Burst</entry> + <entry id="65982" lang="en" sex="m">Archivist Still Negative Energy Burst</entry> + <entry id="65983" lang="en" sex="m">Archivist Negative Energy Protection</entry> + <entry id="65984" lang="en" sex="m">Archivist Extended Negative Energy Protection</entry> + <entry id="65985" lang="en" sex="m">Archivist Quickened Negative Energy Protection</entry> + <entry id="65986" lang="en" sex="m">Archivist Silent Negative Energy Protection</entry> + <entry id="65987" lang="en" sex="m">Archivist Still Negative Energy Protection</entry> + <entry id="65988" lang="en" sex="m">Archivist Obscure Object</entry> + <entry id="65989" lang="en" sex="m">Archivist Extended Obscure Object</entry> + <entry id="65990" lang="en" sex="m">Archivist Quickened Obscure Object</entry> + <entry id="65991" lang="en" sex="m">Archivist Silent Obscure Object</entry> + <entry id="65992" lang="en" sex="m">Archivist Still Obscure Object</entry> + <entry id="65993" lang="en" sex="m">Archivist Prayer</entry> + <entry id="65994" lang="en" sex="m">Archivist Extended Prayer</entry> + <entry id="65995" lang="en" sex="m">Archivist Quickened Prayer</entry> + <entry id="65996" lang="en" sex="m">Archivist Silent Prayer</entry> + <entry id="65997" lang="en" sex="m">Archivist Still Prayer</entry> + <entry id="65998" lang="en" sex="m">Archivist Protection from Elements</entry> + <entry id="65999" lang="en" sex="m">Archivist Extended Protection from Elements</entry> + <entry id="66000" lang="en" sex="m">Archivist Quickened Protection from Elements</entry> + <entry id="66001" lang="en" sex="m">Archivist Silent Protection from Elements</entry> + <entry id="66002" lang="en" sex="m">Archivist Still Protection from Elements</entry> + <entry id="66003" lang="en" sex="m">Archivist Quillfire</entry> + <entry id="66004" lang="en" sex="m">Archivist Empowered Quillfire</entry> + <entry id="66005" lang="en" sex="m">Archivist Maximized Quillfire</entry> + <entry id="66006" lang="en" sex="m">Archivist Quickened Quillfire</entry> + <entry id="66007" lang="en" sex="m">Archivist Silent Quillfire</entry> + <entry id="66008" lang="en" sex="m">Archivist Still Quillfire</entry> + <entry id="66009" lang="en" sex="m">Archivist Red Fester</entry> + <entry id="66010" lang="en" sex="m">Archivist Quickened Red Fester</entry> + <entry id="66011" lang="en" sex="m">Archivist Silent Red Fester</entry> + <entry id="66012" lang="en" sex="m">Archivist Still Red Fester</entry> + <entry id="66013" lang="en" sex="m">Archivist Remove Blindness/Deafness</entry> + <entry id="66014" lang="en" sex="m">Archivist Quickened Remove Blindness/Deafness</entry> + <entry id="66015" lang="en" sex="m">Archivist Silent Remove Blindness/Deafness</entry> + <entry id="66016" lang="en" sex="m">Archivist Still Remove Blindness/Deafness</entry> + <entry id="66017" lang="en" sex="m">Archivist Remove Curse</entry> + <entry id="66018" lang="en" sex="m">Archivist Quickened Remove Curse</entry> + <entry id="66019" lang="en" sex="m">Archivist Silent Remove Curse</entry> + <entry id="66020" lang="en" sex="m">Archivist Still Remove Curse</entry> + <entry id="66021" lang="en" sex="m">Archivist Remove Disease</entry> + <entry id="66022" lang="en" sex="m">Archivist Quickened Remove Disease</entry> + <entry id="66023" lang="en" sex="m">Archivist Silent Remove Disease</entry> + <entry id="66024" lang="en" sex="m">Archivist Still Remove Disease</entry> + <entry id="66025" lang="en" sex="m">Archivist Ring of Blades</entry> + <entry id="66026" lang="en" sex="m">Archivist Extended Ring of Blades</entry> + <entry id="66027" lang="en" sex="m">Archivist Quickened Ring of Blades</entry> + <entry id="66028" lang="en" sex="m">Archivist Silent Ring of Blades</entry> + <entry id="66029" lang="en" sex="m">Archivist Still Ring of Blades</entry> + <entry id="66030" lang="en" sex="m">Archivist Rotting Curse of Urfestra</entry> + <entry id="66031" lang="en" sex="m">Archivist Empowered Rotting Curse of Urfestra</entry> + <entry id="66032" lang="en" sex="m">Archivist Maximized Rotting Curse of Urfestra</entry> + <entry id="66033" lang="en" sex="m">Archivist Quickened Rotting Curse of Urfestra</entry> + <entry id="66034" lang="en" sex="m">Archivist Silent Rotting Curse of Urfestra</entry> + <entry id="66035" lang="en" sex="m">Archivist Still Rotting Curse of Urfestra</entry> + <entry id="66036" lang="en" sex="m">Archivist Searing Light</entry> + <entry id="66037" lang="en" sex="m">Archivist Empowered Searing Light</entry> + <entry id="66038" lang="en" sex="m">Archivist Maximized Searing Light</entry> + <entry id="66039" lang="en" sex="m">Archivist Quickened Searing Light</entry> + <entry id="66040" lang="en" sex="m">Archivist Silent Searing Light</entry> + <entry id="66041" lang="en" sex="m">Archivist Still Searing Light</entry> + <entry id="66042" lang="en" sex="m">Archivist Serpent Arrows</entry> + <entry id="66043" lang="en" sex="m">Archivist Quickened Serpent Arrows</entry> + <entry id="66044" lang="en" sex="m">Archivist Silent Serpent Arrows</entry> + <entry id="66045" lang="en" sex="m">Archivist Still Serpent Arrows</entry> + <entry id="66046" lang="en" sex="m">Archivist Serpent's Sigh</entry> + <entry id="66047" lang="en" sex="m">Archivist Bolt of Acid</entry> + <entry id="66048" lang="en" sex="m">Archivist Bolt of Electricity</entry> + <entry id="66049" lang="en" sex="m">Archivist Cone of Acid</entry> + <entry id="66050" lang="en" sex="m">Archivist Cone of Cold</entry> + <entry id="66051" lang="en" sex="m">Archivist Cone of Fire</entry> + <entry id="66052" lang="en" sex="m">Archivist Empowered Serpent's Sigh</entry> + <entry id="66053" lang="en" sex="m">Archivist Empowered Bolt of Acid</entry> + <entry id="66054" lang="en" sex="m">Archivist Empowered Bolt of Electricity</entry> + <entry id="66055" lang="en" sex="m">Archivist Empowered Cone of Acid</entry> + <entry id="66056" lang="en" sex="m">Archivist Empowered Cone of Cold</entry> + <entry id="66057" lang="en" sex="m">Archivist Empowered Cone of Fire</entry> + <entry id="66058" lang="en" sex="m">Archivist Maximized Serpent's Sigh</entry> + <entry id="66059" lang="en" sex="m">Archivist Maximized Bolt of Acid</entry> + <entry id="66060" lang="en" sex="m">Archivist Maximized Bolt of Electricity</entry> + <entry id="66061" lang="en" sex="m">Archivist Maximized Cone of Acid</entry> + <entry id="66062" lang="en" sex="m">Archivist Maximized Cone of Cold</entry> + <entry id="66063" lang="en" sex="m">Archivist Maximized Cone of Fire</entry> + <entry id="66064" lang="en" sex="m">Archivist Quickened Serpent's Sigh</entry> + <entry id="66065" lang="en" sex="m">Archivist Quickened Bolt of Acid</entry> + <entry id="66066" lang="en" sex="m">Archivist Quickened Bolt of Electricity</entry> + <entry id="66067" lang="en" sex="m">Archivist Quickened Cone of Acid</entry> + <entry id="66068" lang="en" sex="m">Archivist Quickened Cone of Cold</entry> + <entry id="66069" lang="en" sex="m">Archivist Quickened Cone of Fire</entry> + <entry id="66070" lang="en" sex="m">Archivist Silent Serpent's Sigh</entry> + <entry id="66071" lang="en" sex="m">Archivist Silent Bolt of Acid</entry> + <entry id="66072" lang="en" sex="m">Archivist Silent Bolt of Electricity</entry> + <entry id="66073" lang="en" sex="m">Archivist Silent Cone of Acid</entry> + <entry id="66074" lang="en" sex="m">Archivist Silent Cone of Cold</entry> + <entry id="66075" lang="en" sex="m">Archivist Silent Cone of Fire</entry> + <entry id="66076" lang="en" sex="m">Archivist Still Serpent's Sigh</entry> + <entry id="66077" lang="en" sex="m">Archivist Still Bolt of Acid</entry> + <entry id="66078" lang="en" sex="m">Archivist Still Bolt of Electricity</entry> + <entry id="66079" lang="en" sex="m">Archivist Still Cone of Acid</entry> + <entry id="66080" lang="en" sex="m">Archivist Still Cone of Cold</entry> + <entry id="66081" lang="en" sex="m">Archivist Still Cone of Fire</entry> + <entry id="66082" lang="en" sex="m">Archivist Shivering Touch</entry> + <entry id="66083" lang="en" sex="m">Archivist Empowered Shivering Touch</entry> + <entry id="66084" lang="en" sex="m">Archivist Extended Shivering Touch</entry> + <entry id="66085" lang="en" sex="m">Archivist Maximized Shivering Touch</entry> + <entry id="66086" lang="en" sex="m">Archivist Quickened Shivering Touch</entry> + <entry id="66087" lang="en" sex="m">Archivist Silent Shivering Touch</entry> + <entry id="66088" lang="en" sex="m">Archivist Still Shivering Touch</entry> + <entry id="66089" lang="en" sex="m">Archivist Shout</entry> + <entry id="66090" lang="en" sex="m">Archivist Empowered Shout</entry> + <entry id="66091" lang="en" sex="m">Archivist Maximized Shout</entry> + <entry id="66092" lang="en" sex="m">Archivist Quickened Shout</entry> + <entry id="66093" lang="en" sex="m">Archivist Silent Shout</entry> + <entry id="66094" lang="en" sex="m">Archivist Shriveling</entry> + <entry id="66095" lang="en" sex="m">Archivist Empowered Shriveling</entry> + <entry id="66096" lang="en" sex="m">Archivist Maximized Shriveling</entry> + <entry id="66097" lang="en" sex="m">Archivist Quickened Shriveling</entry> + <entry id="66098" lang="en" sex="m">Archivist Silent Shriveling</entry> + <entry id="66099" lang="en" sex="m">Archivist Still Shriveling</entry> + <entry id="66100" lang="en" sex="m">Archivist Slashing Darkness</entry> + <entry id="66101" lang="en" sex="m">Archivist Empowered Slashing Darkness</entry> + <entry id="66102" lang="en" sex="m">Archivist Maximized Slashing Darkness</entry> + <entry id="66103" lang="en" sex="m">Archivist Quickened Slashing Darkness</entry> + <entry id="66104" lang="en" sex="m">Archivist Silent Slashing Darkness</entry> + <entry id="66105" lang="en" sex="m">Archivist Still Slashing Darkness</entry> + <entry id="66106" lang="en" sex="m">Archivist Sleet Storm</entry> + <entry id="66107" lang="en" sex="m">Archivist Extended Sleet Storm</entry> + <entry id="66108" lang="en" sex="m">Archivist Quickened Sleet Storm</entry> + <entry id="66109" lang="en" sex="m">Archivist Silent Sleet Storm</entry> + <entry id="66110" lang="en" sex="m">Archivist Still Sleet Storm</entry> + <entry id="66111" lang="en" sex="m">Archivist Snare</entry> + <entry id="66112" lang="en" sex="m">Archivist Quickened Snare</entry> + <entry id="66113" lang="en" sex="m">Archivist Silent Snare</entry> + <entry id="66114" lang="en" sex="m">Archivist Still Snare</entry> + <entry id="66115" lang="en" sex="m">Archivist Spiderskin</entry> + <entry id="66116" lang="en" sex="m">Archivist Extended Spiderskin</entry> + <entry id="66117" lang="en" sex="m">Archivist Quickened Spiderskin</entry> + <entry id="66118" lang="en" sex="m">Archivist Silent Spiderskin</entry> + <entry id="66119" lang="en" sex="m">Archivist Still Spiderskin</entry> + <entry id="66120" lang="en" sex="m">Archivist Spike Growth</entry> + <entry id="66121" lang="en" sex="m">Archivist Extended Spike Growth</entry> + <entry id="66122" lang="en" sex="m">Archivist Quickened Spike Growth</entry> + <entry id="66123" lang="en" sex="m">Archivist Silent Spike Growth</entry> + <entry id="66124" lang="en" sex="m">Archivist Still Spike Growth</entry> + <entry id="66125" lang="en" sex="m">Archivist Summon Creature III</entry> + <entry id="66126" lang="en" sex="m">Archivist Extended Summon Creature III</entry> + <entry id="66127" lang="en" sex="m">Archivist Quickened Summon Creature III</entry> + <entry id="66128" lang="en" sex="m">Archivist Silent Summon Creature III</entry> + <entry id="66129" lang="en" sex="m">Archivist Still Summon Creature III</entry> + <entry id="66130" lang="en" sex="m">Archivist Summon Undead 3</entry> + <entry id="66131" lang="en" sex="m">Archivist Extended Summon Undead 3</entry> + <entry id="66132" lang="en" sex="m">Archivist Quickened Summon Undead 3</entry> + <entry id="66133" lang="en" sex="m">Archivist Silent Summon Undead 3</entry> + <entry id="66134" lang="en" sex="m">Archivist Still Summon Undead 3</entry> + <entry id="66135" lang="en" sex="m">Archivist Touch of Juiblex</entry> + <entry id="66136" lang="en" sex="m">Archivist Quickened Touch of Juiblex</entry> + <entry id="66137" lang="en" sex="m">Archivist Silent Touch of Juiblex</entry> + <entry id="66138" lang="en" sex="m">Archivist Still Touch of Juiblex</entry> + <entry id="66139" lang="en" sex="m">Archivist Unliving Weapon</entry> + <entry id="66140" lang="en" sex="m">Archivist Empowered Unliving Weapon</entry> + <entry id="66141" lang="en" sex="m">Archivist Maximized Unliving Weapon</entry> + <entry id="66142" lang="en" sex="m">Archivist Quickened Unliving Weapon</entry> + <entry id="66143" lang="en" sex="m">Archivist Silent Unliving Weapon</entry> + <entry id="66144" lang="en" sex="m">Archivist Still Unliving Weapon</entry> + <entry id="66145" lang="en" sex="m">Archivist Vigor</entry> + <entry id="66146" lang="en" sex="m">Archivist Extended Vigor</entry> + <entry id="66147" lang="en" sex="m">Archivist Quickened Vigor</entry> + <entry id="66148" lang="en" sex="m">Archivist Silent Vigor</entry> + <entry id="66149" lang="en" sex="m">Archivist Still Vigor</entry> + <entry id="66150" lang="en" sex="m">Archivist Water Breathing</entry> + <entry id="66151" lang="en" sex="m">Archivist Extended Water Breathing</entry> + <entry id="66152" lang="en" sex="m">Archivist Quickened Water Breathing</entry> + <entry id="66153" lang="en" sex="m">Archivist Silent Water Breathing</entry> + <entry id="66154" lang="en" sex="m">Archivist Still Water Breathing</entry> + <entry id="66155" lang="en" sex="m">Archivist Wrack</entry> + <entry id="66156" lang="en" sex="m">Archivist Extended Wrack</entry> + <entry id="66157" lang="en" sex="m">Archivist Quickened Wrack</entry> + <entry id="66158" lang="en" sex="m">Archivist Silent Wrack</entry> + <entry id="66159" lang="en" sex="m">Archivist Still Wrack</entry> + <entry id="66160" lang="en" sex="m">Archivist Absorb Strength</entry> + <entry id="66161" lang="en" sex="m">Archivist Extended Absorb Strength</entry> + <entry id="66162" lang="en" sex="m">Archivist Quickened Absorb Strength</entry> + <entry id="66163" lang="en" sex="m">Archivist Silent Absorb Strength</entry> + <entry id="66164" lang="en" sex="m">Archivist Still Absorb Strength</entry> + <entry id="66165" lang="en" sex="m">Archivist Abyssal Might</entry> + <entry id="66166" lang="en" sex="m">Archivist Empowered Abyssal Might</entry> + <entry id="66167" lang="en" sex="m">Archivist Extended Abyssal Might</entry> + <entry id="66168" lang="en" sex="m">Archivist Quickened Abyssal Might</entry> + <entry id="66169" lang="en" sex="m">Archivist Silent Abyssal Might</entry> + <entry id="66170" lang="en" sex="m">Archivist Still Abyssal Might</entry> + <entry id="66171" lang="en" sex="m">Archivist Bloodfreeze Arrow</entry> + <entry id="66172" lang="en" sex="m">Archivist Silent Bloodfreeze Arrow</entry> + <entry id="66173" lang="en" sex="m">Archivist Blood of the Martyr</entry> + <entry id="66174" lang="en" sex="m">Archivist Quickened Blood of the Martyr</entry> + <entry id="66175" lang="en" sex="m">Archivist Silent Blood of the Martyr</entry> + <entry id="66176" lang="en" sex="m">Archivist Still Blood of the Martyr</entry> + <entry id="66177" lang="en" sex="m">Archivist Claws of the Savage</entry> + <entry id="66178" lang="en" sex="m">Archivist Empowered Claws of the Savage</entry> + <entry id="66179" lang="en" sex="m">Archivist Extended Claws of the Savage</entry> + <entry id="66180" lang="en" sex="m">Archivist Quickened Claws of the Savage</entry> + <entry id="66181" lang="en" sex="m">Archivist Silent Claws of the Savage</entry> + <entry id="66182" lang="en" sex="m">Archivist Still Claws of the Savage</entry> + <entry id="66183" lang="en" sex="m">Archivist Cure Critical Wounds</entry> + <entry id="66184" lang="en" sex="m">Archivist Empowered Cure Critical Wounds</entry> + <entry id="66185" lang="en" sex="m">Archivist Maximized Cure Critical Wounds</entry> + <entry id="66186" lang="en" sex="m">Archivist Quickened Cure Critical Wounds</entry> + <entry id="66187" lang="en" sex="m">Archivist Silent Cure Critical Wounds</entry> + <entry id="66188" lang="en" sex="m">Archivist Still Cure Critical Wounds</entry> + <entry id="66189" lang="en" sex="m">Archivist Damning Darkness</entry> + <entry id="66190" lang="en" sex="m">Archivist Extended Damning Darkness</entry> + <entry id="66191" lang="en" sex="m">Archivist Quickened Damning Darkness</entry> + <entry id="66192" lang="en" sex="m">Archivist Silent Damning Darkness</entry> + <entry id="66193" lang="en" sex="m">Archivist Armor of Darkness</entry> + <entry id="66194" lang="en" sex="m">Archivist Extended Armor of Darkness</entry> + <entry id="66195" lang="en" sex="m">Archivist Quickened Armor of Darkness</entry> + <entry id="66196" lang="en" sex="m">Archivist Silent Armor of Darkness</entry> + <entry id="66197" lang="en" sex="m">Archivist Still Armor of Darkness</entry> + <entry id="66198" lang="en" sex="m">Archivist Death Ward</entry> + <entry id="66199" lang="en" sex="m">Archivist Extended Death Ward</entry> + <entry id="66200" lang="en" sex="m">Archivist Quickened Death Ward</entry> + <entry id="66201" lang="en" sex="m">Archivist Silent Death Ward</entry> + <entry id="66202" lang="en" sex="m">Archivist Still Death Ward</entry> + <entry id="66203" lang="en" sex="m">Archivist Diamond Spray</entry> + <entry id="66204" lang="en" sex="m">Archivist Empowered Diamond Spray</entry> + <entry id="66205" lang="en" sex="m">Archivist Extended Diamond Spray</entry> + <entry id="66206" lang="en" sex="m">Archivist Maximized Diamond Spray</entry> + <entry id="66207" lang="en" sex="m">Archivist Quickened Diamond Spray</entry> + <entry id="66208" lang="en" sex="m">Archivist Silent Diamond Spray</entry> + <entry id="66209" lang="en" sex="m">Archivist Still Diamond Spray</entry> + <entry id="66210" lang="en" sex="m">Archivist Dimensional Anchor</entry> + <entry id="66211" lang="en" sex="m">Archivist Extended Dimensional Anchor</entry> + <entry id="66212" lang="en" sex="m">Archivist Quickened Dimensional Anchor</entry> + <entry id="66213" lang="en" sex="m">Archivist Silent Dimensional Anchor</entry> + <entry id="66214" lang="en" sex="m">Archivist Still Dimensional Anchor</entry> + <entry id="66215" lang="en" sex="m">Archivist Dimension Door</entry> + <entry id="66216" lang="en" sex="m">Archivist Dimension Door - Self only</entry> + <entry id="66217" lang="en" sex="m">Archivist Dimension Door - Party within 10ft</entry> + <entry id="66218" lang="en" sex="m">Archivist Dimension Door - Direction and Distance - Self only</entry> + <entry id="66219" lang="en" sex="m">Archivist Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="66220" lang="en" sex="m">Archivist Quickened Dimension Door</entry> + <entry id="66221" lang="en" sex="m">Archivist Quickened Dimension Door - Self only</entry> + <entry id="66222" lang="en" sex="m">Archivist Quickened Dimension Door - Party within 10ft</entry> + <entry id="66223" lang="en" sex="m">Archivist Quickened Dimension Door - Direction and Distance - Self only</entry> + <entry id="66224" lang="en" sex="m">Archivist Quickened Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="66225" lang="en" sex="m">Archivist Silent Dimension Door</entry> + <entry id="66226" lang="en" sex="m">Archivist Silent Dimension Door - Self only</entry> + <entry id="66227" lang="en" sex="m">Archivist Silent Dimension Door - Party within 10ft</entry> + <entry id="66228" lang="en" sex="m">Archivist Silent Dimension Door - Direction and Distance - Self only</entry> + <entry id="66229" lang="en" sex="m">Archivist Silent Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="66230" lang="en" sex="m">Archivist Dismissal</entry> + <entry id="66231" lang="en" sex="m">Archivist Quickened Dismissal</entry> + <entry id="66232" lang="en" sex="m">Archivist Silent Dismissal</entry> + <entry id="66233" lang="en" sex="m">Archivist Still Dismissal</entry> + <entry id="66234" lang="en" sex="m">Archivist Divine Power</entry> + <entry id="66235" lang="en" sex="m">Archivist Extended Divine Power</entry> + <entry id="66236" lang="en" sex="m">Archivist Quickened Divine Power</entry> + <entry id="66237" lang="en" sex="m">Archivist Silent Divine Power</entry> + <entry id="66238" lang="en" sex="m">Archivist Still Divine Power</entry> + <entry id="66239" lang="en" sex="m">Archivist Dominate Person</entry> + <entry id="66240" lang="en" sex="m">Archivist Extended Dominate Person</entry> + <entry id="66241" lang="en" sex="m">Archivist Quickened Dominate Person</entry> + <entry id="66242" lang="en" sex="m">Archivist Silent Dominate Person</entry> + <entry id="66243" lang="en" sex="m">Archivist Still Dominate Person</entry> + <entry id="66244" lang="en" sex="m">Archivist Doublestrike Arrow</entry> + <entry id="66245" lang="en" sex="m">Archivist Quickened Doublestrike Arrow</entry> + <entry id="66246" lang="en" sex="m">Archivist Silent Doublestrike Arrow</entry> + <entry id="66247" lang="en" sex="m">Archivist Still Doublestrike Arrow</entry> + <entry id="66248" lang="en" sex="m">Archivist Draconic Might +</entry> + <entry id="66249" lang="en" sex="m">Archivist Extended Draconic Might +</entry> + <entry id="66250" lang="en" sex="m">Archivist Quickened Draconic Might +</entry> + <entry id="66251" lang="en" sex="m">Archivist Silent Draconic Might +</entry> + <entry id="66252" lang="en" sex="m">Archivist Still Draconic Might +</entry> + <entry id="66253" lang="en" sex="m">Archivist Elemental Shield</entry> + <entry id="66254" lang="en" sex="m">Archivist Extended Elemental Shield</entry> + <entry id="66255" lang="en" sex="m">Archivist Quickened Elemental Shield</entry> + <entry id="66256" lang="en" sex="m">Archivist Silent Elemental Shield</entry> + <entry id="66257" lang="en" sex="m">Archivist Still Elemental Shield</entry> + <entry id="66258" lang="en" sex="m">Archivist Enervation</entry> + <entry id="66259" lang="en" sex="m">Archivist Empowered Enervation</entry> + <entry id="66260" lang="en" sex="m">Archivist Maximized Enervation</entry> + <entry id="66261" lang="en" sex="m">Archivist Quickened Enervation</entry> + <entry id="66262" lang="en" sex="m">Archivist Silent Enervation</entry> + <entry id="66263" lang="en" sex="m">Archivist Still Enervation</entry> + <entry id="66264" lang="en" sex="m">Archivist Fear</entry> + <entry id="66265" lang="en" sex="m">Archivist Extended Fear</entry> + <entry id="66266" lang="en" sex="m">Archivist Quickened Fear</entry> + <entry id="66267" lang="en" sex="m">Archivist Silent Fear</entry> + <entry id="66268" lang="en" sex="m">Archivist Still Fear</entry> + <entry id="66269" lang="en" sex="m">Archivist Fireball</entry> + <entry id="66270" lang="en" sex="m">Archivist Empowered Fireball</entry> + <entry id="66271" lang="en" sex="m">Archivist Maximized Fireball</entry> + <entry id="66272" lang="en" sex="m">Archivist Quickened Fireball</entry> + <entry id="66273" lang="en" sex="m">Archivist Silent Fireball</entry> + <entry id="66274" lang="en" sex="m">Archivist Still Fireball</entry> + <entry id="66275" lang="en" sex="m">Archivist Freedom of Movement</entry> + <entry id="66276" lang="en" sex="m">Archivist Extended Freedom of Movement</entry> + <entry id="66277" lang="en" sex="m">Archivist Quickened Freedom of Movement</entry> + <entry id="66278" lang="en" sex="m">Archivist Silent Freedom of Movement</entry> + <entry id="66279" lang="en" sex="m">Archivist Still Freedom of Movement</entry> + <entry id="66280" lang="en" sex="m">Archivist Greater Luminous Armor</entry> + <entry id="66281" lang="en" sex="m">Archivist Extended Greater Luminous Armor</entry> + <entry id="66282" lang="en" sex="m">Archivist Quickened Greater Luminous Armor</entry> + <entry id="66283" lang="en" sex="m">Archivist Greater Magic Weapon</entry> + <entry id="66284" lang="en" sex="m">Archivist Extended Greater Magic Weapon</entry> + <entry id="66285" lang="en" sex="m">Archivist Quickened Greater Magic Weapon</entry> + <entry id="66286" lang="en" sex="m">Archivist Silent Greater Magic Weapon</entry> + <entry id="66287" lang="en" sex="m">Archivist Still Greater Magic Weapon</entry> + <entry id="66288" lang="en" sex="m">Archivist Greater Resistance</entry> + <entry id="66289" lang="en" sex="m">Archivist Extended Greater Resistance</entry> + <entry id="66290" lang="en" sex="m">Archivist Quickened Greater Resistance</entry> + <entry id="66291" lang="en" sex="m">Archivist Silent Greater Resistance</entry> + <entry id="66292" lang="en" sex="m">Archivist Still Greater Resistance</entry> + <entry id="66293" lang="en" sex="m">Archivist Gust of Wind</entry> + <entry id="66294" lang="en" sex="m">Archivist Quickened Gust of Wind</entry> + <entry id="66295" lang="en" sex="m">Archivist Silent Gust of Wind</entry> + <entry id="66296" lang="en" sex="m">Archivist Still Gust of Wind</entry> + <entry id="66297" lang="en" sex="m">Archivist Hammer of the Gods</entry> + <entry id="66298" lang="en" sex="m">Archivist Empowered Hammer of the Gods</entry> + <entry id="66299" lang="en" sex="m">Archivist Maximized Hammer of the Gods</entry> + <entry id="66300" lang="en" sex="m">Archivist Quickened Hammer of the Gods</entry> + <entry id="66301" lang="en" sex="m">Archivist Silent Hammer of the Gods</entry> + <entry id="66302" lang="en" sex="m">Archivist Still Hammer of the Gods</entry> + <entry id="66303" lang="en" sex="m">Archivist Haste</entry> + <entry id="66304" lang="en" sex="m">Archivist Extended Haste</entry> + <entry id="66305" lang="en" sex="m">Archivist Quickened Haste</entry> + <entry id="66306" lang="en" sex="m">Archivist Silent Haste</entry> + <entry id="66307" lang="en" sex="m">Archivist Still Haste</entry> + <entry id="66308" lang="en" sex="m">Archivist Hold Monster</entry> + <entry id="66309" lang="en" sex="m">Archivist Extended Hold Monster</entry> + <entry id="66310" lang="en" sex="m">Archivist Quickened Hold Monster</entry> + <entry id="66311" lang="en" sex="m">Archivist Silent Hold Monster</entry> + <entry id="66312" lang="en" sex="m">Archivist Still Hold Monster</entry> + <entry id="66313" lang="en" sex="m">Archivist Holy Sword</entry> + <entry id="66314" lang="en" sex="m">Archivist Extended Holy Sword</entry> + <entry id="66315" lang="en" sex="m">Archivist Quickened Holy Sword</entry> + <entry id="66316" lang="en" sex="m">Archivist Silent Holy Sword</entry> + <entry id="66317" lang="en" sex="m">Archivist Still Holy Sword</entry> + <entry id="66318" lang="en" sex="m">Archivist Improved Invisibility</entry> + <entry id="66319" lang="en" sex="m">Archivist Extended Improved Invisibility</entry> + <entry id="66320" lang="en" sex="m">Archivist Quickened Improved Invisibility</entry> + <entry id="66321" lang="en" sex="m">Archivist Silent Improved Invisibility</entry> + <entry id="66322" lang="en" sex="m">Archivist Still Improved Invisibility</entry> + <entry id="66323" lang="en" sex="m">Archivist Improved Mage Armor</entry> + <entry id="66324" lang="en" sex="m">Archivist Extended Improved Mage Armor</entry> + <entry id="66325" lang="en" sex="m">Archivist Quickened Improved Mage Armor</entry> + <entry id="66326" lang="en" sex="m">Archivist Silent Improved Mage Armor</entry> + <entry id="66327" lang="en" sex="m">Archivist Still Improved Mage Armor</entry> + <entry id="66328" lang="en" sex="m">Archivist Inflict Critical Wounds</entry> + <entry id="66329" lang="en" sex="m">Archivist Empowered Inflict Critical Wounds</entry> + <entry id="66330" lang="en" sex="m">Archivist Maximized Inflict Critical Wounds</entry> + <entry id="66331" lang="en" sex="m">Archivist Quickened Inflict Critical Wounds</entry> + <entry id="66332" lang="en" sex="m">Archivist Silent Inflict Critical Wounds</entry> + <entry id="66333" lang="en" sex="m">Archivist Still Inflict Critical Wounds</entry> + <entry id="66334" lang="en" sex="m">Archivist Legion's Shield of Faith</entry> + <entry id="66335" lang="en" sex="m">Archivist Extended Legion's Shield of Faith</entry> + <entry id="66336" lang="en" sex="m">Archivist Quickened Legion's Shield of Faith</entry> + <entry id="66337" lang="en" sex="m">Archivist Silent Legion's Shield of Faith</entry> + <entry id="66338" lang="en" sex="m">Archivist Still Legion's Shield of Faith</entry> + <entry id="66339" lang="en" sex="m">Archivist Lesser Planar Ally</entry> + <entry id="66340" lang="en" sex="m">Archivist Extended Lesser Planar Ally</entry> + <entry id="66341" lang="en" sex="m">Archivist Quickened Lesser Planar Ally</entry> + <entry id="66342" lang="en" sex="m">Archivist Silent Lesser Planar Ally</entry> + <entry id="66343" lang="en" sex="m">Archivist Still Lesser Planar Ally</entry> + <entry id="66344" lang="en" sex="m">Archivist Lesser Planar Binding</entry> + <entry id="66345" lang="en" sex="m">Archivist Extended Lesser Planar Binding</entry> + <entry id="66346" lang="en" sex="m">Archivist Quickened Lesser Planar Binding</entry> + <entry id="66347" lang="en" sex="m">Archivist Silent Lesser Planar Binding</entry> + <entry id="66348" lang="en" sex="m">Archivist Still Lesser Planar Binding</entry> + <entry id="66349" lang="en" sex="m">Archivist Lesser Spell Breach</entry> + <entry id="66350" lang="en" sex="m">Archivist Quickened Lesser Spell Breach</entry> + <entry id="66351" lang="en" sex="m">Archivist Silent Lesser Spell Breach</entry> + <entry id="66352" lang="en" sex="m">Archivist Still Lesser Spell Breach</entry> + <entry id="66353" lang="en" sex="m">Archivist Lower Spell Resistance</entry> + <entry id="66354" lang="en" sex="m">Archivist Extended Lower Spell Resistance</entry> + <entry id="66355" lang="en" sex="m">Archivist Silent Lower Spell Resistance</entry> + <entry id="66356" lang="en" sex="m">Archivist Still Lower Spell Resistance</entry> + <entry id="66357" lang="en" sex="m">Archivist Mass Camouflage</entry> + <entry id="66358" lang="en" sex="m">Archivist Extended Mass Camouflage</entry> + <entry id="66359" lang="en" sex="m">Archivist Quickened Mass Camouflage</entry> + <entry id="66360" lang="en" sex="m">Archivist Silent Mass Camouflage</entry> + <entry id="66361" lang="en" sex="m">Archivist Still Mass Camouflage</entry> + <entry id="66362" lang="en" sex="m">Archivist Mass Ultravision</entry> + <entry id="66363" lang="en" sex="m">Archivist Extended Mass Ultravision</entry> + <entry id="66364" lang="en" sex="m">Archivist Silent Mass Ultravision</entry> + <entry id="66365" lang="en" sex="m">Archivist Still Mass Ultravision</entry> + <entry id="66366" lang="en" sex="m">Archivist Necrotic Domination</entry> + <entry id="66367" lang="en" sex="m">Archivist Extended Necrotic Domination</entry> + <entry id="66368" lang="en" sex="m">Archivist Quickened Necrotic Domination</entry> + <entry id="66369" lang="en" sex="m">Archivist Silent Necrotic Domination</entry> + <entry id="66370" lang="en" sex="m">Archivist Still Necrotic Domination</entry> + <entry id="66371" lang="en" sex="m">Archivist Neutralize Poison</entry> + <entry id="66372" lang="en" sex="m">Archivist Quickened Neutralize Poison</entry> + <entry id="66373" lang="en" sex="m">Archivist Silent Neutralize Poison</entry> + <entry id="66374" lang="en" sex="m">Archivist Still Neutralize Poison</entry> + <entry id="66375" lang="en" sex="m">Archivist Nondetection</entry> + <entry id="66376" lang="en" sex="m">Archivist Extended Nondetection</entry> + <entry id="66377" lang="en" sex="m">Archivist Quickened Nondetection</entry> + <entry id="66378" lang="en" sex="m">Archivist Silent Nondetection</entry> + <entry id="66379" lang="en" sex="m">Archivist Still Nondetection</entry> + <entry id="66380" lang="en" sex="m">Archivist Panacea</entry> + <entry id="66381" lang="en" sex="m">Archivist Empowered Panacea</entry> + <entry id="66382" lang="en" sex="m">Archivist Maximized Panacea</entry> + <entry id="66383" lang="en" sex="m">Archivist Quickened Panacea</entry> + <entry id="66384" lang="en" sex="m">Archivist Silent Panacea</entry> + <entry id="66385" lang="en" sex="m">Archivist Still Panacea</entry> + <entry id="66386" lang="en" sex="m">Archivist Phantasmal Killer</entry> + <entry id="66387" lang="en" sex="m">Archivist Empowered Phantasmal Killer</entry> + <entry id="66388" lang="en" sex="m">Archivist Maximized Phantasmal Killer</entry> + <entry id="66389" lang="en" sex="m">Archivist Quickened Phantasmal Killer</entry> + <entry id="66390" lang="en" sex="m">Archivist Silent Phantasmal Killer</entry> + <entry id="66391" lang="en" sex="m">Archivist Still Phantasmal Killer</entry> + <entry id="66392" lang="en" sex="m">Archivist Poison</entry> + <entry id="66393" lang="en" sex="m">Archivist Empowered Poison</entry> + <entry id="66394" lang="en" sex="m">Archivist Maximized Poison</entry> + <entry id="66395" lang="en" sex="m">Archivist Quickened Poison</entry> + <entry id="66396" lang="en" sex="m">Archivist Silent Poison</entry> + <entry id="66397" lang="en" sex="m">Archivist Still Poison</entry> + <entry id="66398" lang="en" sex="m">Archivist Polymorph Self</entry> + <entry id="66399" lang="en" sex="m">Archivist Polymorph, Giant Spider</entry> + <entry id="66400" lang="en" sex="m">Archivist Polymorph, Troll</entry> + <entry id="66401" lang="en" sex="m">Archivist Polymorph, Umber Hulk</entry> + <entry id="66402" lang="en" sex="m">Archivist Polymorph, Fey</entry> + <entry id="66403" lang="en" sex="m">Archivist Polymorph, Zombie</entry> + <entry id="66404" lang="en" sex="m">Archivist Extended Polymorph Self</entry> + <entry id="66405" lang="en" sex="m">Archivist Extended Polymorph, Giant Spider</entry> + <entry id="66406" lang="en" sex="m">Archivist Extended Polymorph, Troll</entry> + <entry id="66407" lang="en" sex="m">Archivist Extended Polymorph, Umber Hulk</entry> + <entry id="66408" lang="en" sex="m">Archivist Extended Polymorph, Fey</entry> + <entry id="66409" lang="en" sex="m">Archivist Extended Polymorph, Zombie</entry> + <entry id="66410" lang="en" sex="m">Archivist Quickened Polymorph Self</entry> + <entry id="66411" lang="en" sex="m">Archivist Quickened Polymorph, Giant Spider</entry> + <entry id="66412" lang="en" sex="m">Archivist Quickened Polymorph, Troll</entry> + <entry id="66413" lang="en" sex="m">Archivist Quickened Polymorph, Umber Hulk</entry> + <entry id="66414" lang="en" sex="m">Archivist Quickened Polymorph, Fey</entry> + <entry id="66415" lang="en" sex="m">Archivist Quickened Polymorph, Zombie</entry> + <entry id="66416" lang="en" sex="m">Archivist Silent Polymorph Self</entry> + <entry id="66417" lang="en" sex="m">Archivist Silent Polymorph, Giant Spider</entry> + <entry id="66418" lang="en" sex="m">Archivist Silent Polymorph, Troll</entry> + <entry id="66419" lang="en" sex="m">Archivist Silent Polymorph, Umber Hulk</entry> + <entry id="66420" lang="en" sex="m">Archivist Silent Polymorph, Fey</entry> + <entry id="66421" lang="en" sex="m">Archivist Silent Polymorph, Zombie</entry> + <entry id="66422" lang="en" sex="m">Archivist Recitation</entry> + <entry id="66423" lang="en" sex="m">Archivist Extended Recitation</entry> + <entry id="66424" lang="en" sex="m">Archivist Quickened Recitation</entry> + <entry id="66425" lang="en" sex="m">Archivist Silent Recitation</entry> + <entry id="66426" lang="en" sex="m">Archivist Still Recitation</entry> + <entry id="66427" lang="en" sex="m">Archivist Repel Vermin</entry> + <entry id="66428" lang="en" sex="m">Archivist Extended Repel Vermin</entry> + <entry id="66429" lang="en" sex="m">Archivist Quickened Repel Vermin</entry> + <entry id="66430" lang="en" sex="m">Archivist Silent Repel Vermin</entry> + <entry id="66431" lang="en" sex="m">Archivist Still Repel Vermin</entry> + <entry id="66432" lang="en" sex="m">Archivist Restoration</entry> + <entry id="66433" lang="en" sex="m">Archivist Quickened Restoration</entry> + <entry id="66434" lang="en" sex="m">Archivist Silent Restoration</entry> + <entry id="66435" lang="en" sex="m">Archivist Still Restoration</entry> + <entry id="66436" lang="en" sex="m">Archivist Shadow Arrow</entry> + <entry id="66437" lang="en" sex="m">Archivist Silent Shadow Arrow</entry> + <entry id="66438" lang="en" sex="m">Archivist Stoneskin</entry> + <entry id="66439" lang="en" sex="m">Archivist Extended Stoneskin</entry> + <entry id="66440" lang="en" sex="m">Archivist Quickened Stoneskin</entry> + <entry id="66441" lang="en" sex="m">Archivist Silent Stoneskin</entry> + <entry id="66442" lang="en" sex="m">Archivist Still Stoneskin</entry> + <entry id="66443" lang="en" sex="m">Archivist Stop Heart</entry> + <entry id="66444" lang="en" sex="m">Archivist Quickened Stop Heart</entry> + <entry id="66445" lang="en" sex="m">Archivist Still Stop Heart</entry> + <entry id="66446" lang="en" sex="m">Archivist Summon Creature IV</entry> + <entry id="66447" lang="en" sex="m">Archivist Extended Summon Creature IV</entry> + <entry id="66448" lang="en" sex="m">Archivist Quickened Summon Creature IV</entry> + <entry id="66449" lang="en" sex="m">Archivist Silent Summon Creature IV</entry> + <entry id="66450" lang="en" sex="m">Archivist Still Summon Creature IV</entry> + <entry id="66451" lang="en" sex="m">Archivist Summon Undead 4</entry> + <entry id="66452" lang="en" sex="m">Archivist Extended Summon Undead 4</entry> + <entry id="66453" lang="en" sex="m">Archivist Quickened Summon Undead 4</entry> + <entry id="66454" lang="en" sex="m">Archivist Silent Summon Undead 4</entry> + <entry id="66455" lang="en" sex="m">Archivist Still Summon Undead 4</entry> + <entry id="66456" lang="en" sex="m">Archivist Sunmantle</entry> + <entry id="66457" lang="en" sex="m">Archivist Extended Sunmantle</entry> + <entry id="66458" lang="en" sex="m">Archivist Quickened Sunmantle</entry> + <entry id="66459" lang="en" sex="m">Archivist Still Sunmantle</entry> + <entry id="66460" lang="en" sex="m">Archivist Sword of Conscience</entry> + <entry id="66461" lang="en" sex="m">Archivist Quickened Sword of Conscience</entry> + <entry id="66462" lang="en" sex="m">Archivist Silent Sword of Conscience</entry> + <entry id="66463" lang="en" sex="m">Archivist Unholy Sword</entry> + <entry id="66464" lang="en" sex="m">Archivist Extended Unholy Sword</entry> + <entry id="66465" lang="en" sex="m">Archivist Quickened Unholy Sword</entry> + <entry id="66466" lang="en" sex="m">Archivist Silent Unholy Sword</entry> + <entry id="66467" lang="en" sex="m">Archivist Still Unholy Sword</entry> + <entry id="66468" lang="en" sex="m">Archivist Awaken</entry> + <entry id="66469" lang="en" sex="m">Archivist Empowered Awaken</entry> + <entry id="66470" lang="en" sex="m">Archivist Maximized Awaken</entry> + <entry id="66471" lang="en" sex="m">Archivist Quickened Awaken</entry> + <entry id="66472" lang="en" sex="m">Archivist Silent Awaken</entry> + <entry id="66473" lang="en" sex="m">Archivist Still Awaken</entry> + <entry id="66474" lang="en" sex="m">Archivist Baleful Polymorph</entry> + <entry id="66475" lang="en" sex="m">Archivist Quickened Baleful Polymorph</entry> + <entry id="66476" lang="en" sex="m">Archivist Silent Baleful Polymorph</entry> + <entry id="66477" lang="en" sex="m">Archivist Still Baleful Polymorph</entry> + <entry id="66478" lang="en" sex="m">Archivist Battletide</entry> + <entry id="66479" lang="en" sex="m">Archivist Extended Battletide</entry> + <entry id="66480" lang="en" sex="m">Archivist Quickened Battletide</entry> + <entry id="66481" lang="en" sex="m">Archivist Silent Battletide</entry> + <entry id="66482" lang="en" sex="m">Archivist Still Battletide</entry> + <entry id="66483" lang="en" sex="m">Archivist Break Enchantment</entry> + <entry id="66484" lang="en" sex="m">Archivist Quickened Break Enchantment</entry> + <entry id="66485" lang="en" sex="m">Archivist Silent Break Enchantment</entry> + <entry id="66486" lang="en" sex="m">Archivist Still Break Enchantment</entry> + <entry id="66487" lang="en" sex="m">Archivist Chaav's Laugh</entry> + <entry id="66488" lang="en" sex="m">Archivist Extended Chaav's Laugh</entry> + <entry id="66489" lang="en" sex="m">Archivist Quickened Chaav's Laugh</entry> + <entry id="66490" lang="en" sex="m">Archivist Silent Chaav's Laugh</entry> + <entry id="66491" lang="en" sex="m">Archivist Circle of Doom</entry> + <entry id="66492" lang="en" sex="m">Archivist Empowered Circle of Doom</entry> + <entry id="66493" lang="en" sex="m">Archivist Maximized Circle of Doom</entry> + <entry id="66494" lang="en" sex="m">Archivist Quickened Circle of Doom</entry> + <entry id="66495" lang="en" sex="m">Archivist Silent Circle of Doom</entry> + <entry id="66496" lang="en" sex="m">Archivist Still Circle of Doom</entry> + <entry id="66497" lang="en" sex="m">Archivist Claws of the Bebilith</entry> + <entry id="66498" lang="en" sex="m">Archivist Extended Claws of the Bebilith</entry> + <entry id="66499" lang="en" sex="m">Archivist Quickened Claws of the Bebilith</entry> + <entry id="66500" lang="en" sex="m">Archivist Silent Claws of the Bebilith</entry> + <entry id="66501" lang="en" sex="m">Archivist Still Claws of the Bebilith</entry> + <entry id="66502" lang="en" sex="m">Archivist Cone of Cold</entry> + <entry id="66503" lang="en" sex="m">Archivist Empowered Cone of Cold</entry> + <entry id="66504" lang="en" sex="m">Archivist Maximized Cone of Cold</entry> + <entry id="66505" lang="en" sex="m">Archivist Quickened Cone of Cold</entry> + <entry id="66506" lang="en" sex="m">Archivist Silent Cone of Cold</entry> + <entry id="66507" lang="en" sex="m">Archivist Still Cone of Cold</entry> + <entry id="66508" lang="en" sex="m">Archivist Convert Wand</entry> + <entry id="66509" lang="en" sex="m">Archivist Extended Convert Wand</entry> + <entry id="66510" lang="en" sex="m">Archivist Quickened Convert Wand</entry> + <entry id="66511" lang="en" sex="m">Archivist Silent Convert Wand</entry> + <entry id="66512" lang="en" sex="m">Archivist Still Convert Wand</entry> + <entry id="66513" lang="en" sex="m">Archivist Dancing Web</entry> + <entry id="66514" lang="en" sex="m">Archivist Empowered Dancing Web</entry> + <entry id="66515" lang="en" sex="m">Archivist Extended Dancing Web</entry> + <entry id="66516" lang="en" sex="m">Archivist Maximized Dancing Web</entry> + <entry id="66517" lang="en" sex="m">Archivist Quickened Dancing Web</entry> + <entry id="66518" lang="en" sex="m">Archivist Silent Dancing Web</entry> + <entry id="66519" lang="en" sex="m">Archivist Still Dancing Web</entry> + <entry id="66520" lang="en" sex="m">Archivist Dark Bolt</entry> + <entry id="66521" lang="en" sex="m">Archivist Dark Bolt (all Bolt)</entry> + <entry id="66522" lang="en" sex="m">Archivist Dark Bolt (1 Bolt/rnd)</entry> + <entry id="66523" lang="en" sex="m">Archivist Empowered Dark Bolt</entry> + <entry id="66524" lang="en" sex="m">Archivist Empowered Dark Bolt (all Bolt)</entry> + <entry id="66525" lang="en" sex="m">Archivist Empowered Dark Bolt (1 Bolt/rnd)</entry> + <entry id="66526" lang="en" sex="m">Archivist Maximized Dark Bolt</entry> + <entry id="66527" lang="en" sex="m">Archivist Maximized Dark Bolt (all Bolt)</entry> + <entry id="66528" lang="en" sex="m">Archivist Maximized Dark Bolt (1 Bolt/rnd)</entry> + <entry id="66529" lang="en" sex="m">Archivist Quickened Dark Bolt</entry> + <entry id="66530" lang="en" sex="m">Archivist Quickened Dark Bolt (all Bolt)</entry> + <entry id="66531" lang="en" sex="m">Archivist Quickened Dark Bolt (1 Bolt/rnd)</entry> + <entry id="66532" lang="en" sex="m">Archivist Silent Dark Bolt</entry> + <entry id="66533" lang="en" sex="m">Archivist Silent Dark Bolt (all Bolt)</entry> + <entry id="66534" lang="en" sex="m">Archivist Silent Dark Bolt (1 Bolt/rnd)</entry> + <entry id="66535" lang="en" sex="m">Archivist Still Dark Bolt</entry> + <entry id="66536" lang="en" sex="m">Archivist Still Dark Bolt (all Bolt)</entry> + <entry id="66537" lang="en" sex="m">Archivist Still Dark Bolt (1 Bolt/rnd)</entry> + <entry id="66538" lang="en" sex="m">Archivist Elemental Strike</entry> + <entry id="66539" lang="en" sex="m">Archivist Elemental Strike (Acid)</entry> + <entry id="66540" lang="en" sex="m">Archivist Elemental Strike (Cold)</entry> + <entry id="66541" lang="en" sex="m">Archivist Elemental Strike (Electricity)</entry> + <entry id="66542" lang="en" sex="m">Archivist Elemental Strike (Fire)</entry> + <entry id="66543" lang="en" sex="m">Archivist Elemental Strike (Sonic)</entry> + <entry id="66544" lang="en" sex="m">Archivist Empowered Elemental Strike</entry> + <entry id="66545" lang="en" sex="m">Archivist Empowered Elemental Strike (Acid)</entry> + <entry id="66546" lang="en" sex="m">Archivist Empowered Elemental Strike (Cold)</entry> + <entry id="66547" lang="en" sex="m">Archivist Empowered Elemental Strike (Electricity)</entry> + <entry id="66548" lang="en" sex="m">Archivist Empowered Elemental Strike (Fire)</entry> + <entry id="66549" lang="en" sex="m">Archivist Empowered Elemental Strike (Sonic)</entry> + <entry id="66550" lang="en" sex="m">Archivist Maximized Elemental Strike</entry> + <entry id="66551" lang="en" sex="m">Archivist Maximized Elemental Strike (Acid)</entry> + <entry id="66552" lang="en" sex="m">Archivist Maximized Elemental Strike (Cold)</entry> + <entry id="66553" lang="en" sex="m">Archivist Maximized Elemental Strike (Electricity)</entry> + <entry id="66554" lang="en" sex="m">Archivist Maximized Elemental Strike (Fire)</entry> + <entry id="66555" lang="en" sex="m">Archivist Maximized Elemental Strike (Sonic)</entry> + <entry id="66556" lang="en" sex="m">Archivist Quickened Elemental Strike</entry> + <entry id="66557" lang="en" sex="m">Archivist Quickened Elemental Strike (Acid)</entry> + <entry id="66558" lang="en" sex="m">Archivist Quickened Elemental Strike (Cold)</entry> + <entry id="66559" lang="en" sex="m">Archivist Quickened Elemental Strike (Electricity)</entry> + <entry id="66560" lang="en" sex="m">Archivist Quickened Elemental Strike (Fire)</entry> + <entry id="66561" lang="en" sex="m">Archivist Quickened Elemental Strike (Sonic)</entry> + <entry id="66562" lang="en" sex="m">Archivist Silent Elemental Strike</entry> + <entry id="66563" lang="en" sex="m">Archivist Silent Elemental Strike (Acid)</entry> + <entry id="66564" lang="en" sex="m">Archivist Silent Elemental Strike (Cold)</entry> + <entry id="66565" lang="en" sex="m">Archivist Silent Elemental Strike (Electricity)</entry> + <entry id="66566" lang="en" sex="m">Archivist Silent Elemental Strike (Fire)</entry> + <entry id="66567" lang="en" sex="m">Archivist Silent Elemental Strike (Sonic)</entry> + <entry id="66568" lang="en" sex="m">Archivist Still Elemental Strike</entry> + <entry id="66569" lang="en" sex="m">Archivist Still Elemental Strike (Acid)</entry> + <entry id="66570" lang="en" sex="m">Archivist Still Elemental Strike (Cold)</entry> + <entry id="66571" lang="en" sex="m">Archivist Still Elemental Strike (Electricity)</entry> + <entry id="66572" lang="en" sex="m">Archivist Still Elemental Strike (Fire)</entry> + <entry id="66573" lang="en" sex="m">Archivist Still Elemental Strike (Sonic)</entry> + <entry id="66574" lang="en" sex="m">Archivist Evard's Black Tentacles</entry> + <entry id="66575" lang="en" sex="m">Archivist Empowered Evard's Black Tentacles</entry> + <entry id="66576" lang="en" sex="m">Archivist Extended Evard's Black Tentacles</entry> + <entry id="66577" lang="en" sex="m">Archivist Maximized Evard's Black Tentacles</entry> + <entry id="66578" lang="en" sex="m">Archivist Quickened Evard's Black Tentacles</entry> + <entry id="66579" lang="en" sex="m">Archivist Silent Evard's Black Tentacles</entry> + <entry id="66580" lang="en" sex="m">Archivist Still Evard's Black Tentacles</entry> + <entry id="66581" lang="en" sex="m">Archivist Fire in the Blood</entry> + <entry id="66582" lang="en" sex="m">Archivist Extended Fire in the Blood</entry> + <entry id="66583" lang="en" sex="m">Archivist Quickened Fire in the Blood</entry> + <entry id="66584" lang="en" sex="m">Archivist Silent Fire in the Blood</entry> + <entry id="66585" lang="en" sex="m">Archivist Still Fire in the Blood</entry> + <entry id="66586" lang="en" sex="m">Archivist Flame Strike</entry> + <entry id="66587" lang="en" sex="m">Archivist Empowered Flame Strike</entry> + <entry id="66588" lang="en" sex="m">Archivist Maximized Flame Strike</entry> + <entry id="66589" lang="en" sex="m">Archivist Quickened Flame Strike</entry> + <entry id="66590" lang="en" sex="m">Archivist Silent Flame Strike</entry> + <entry id="66591" lang="en" sex="m">Archivist Still Flame Strike</entry> + <entry id="66592" lang="en" sex="m">Archivist Greater Heroism</entry> + <entry id="66593" lang="en" sex="m">Archivist Extended Greater Heroism</entry> + <entry id="66594" lang="en" sex="m">Archivist Silent Greater Heroism</entry> + <entry id="66595" lang="en" sex="m">Archivist Still Greater Heroism</entry> + <entry id="66596" lang="en" sex="m">Archivist Greater Vigor</entry> + <entry id="66597" lang="en" sex="m">Archivist Extended Greater Vigor</entry> + <entry id="66598" lang="en" sex="m">Archivist Quickened Greater Vigor</entry> + <entry id="66599" lang="en" sex="m">Archivist Silent Greater Vigor</entry> + <entry id="66600" lang="en" sex="m">Archivist Still Greater Vigor</entry> + <entry id="66601" lang="en" sex="m">Archivist Greater Command</entry> + <entry id="66602" lang="en" sex="m">Archivist Greater Command Approach</entry> + <entry id="66603" lang="en" sex="m">Archivist Greater Command Drop</entry> + <entry id="66604" lang="en" sex="m">Archivist Greater Command Fall</entry> + <entry id="66605" lang="en" sex="m">Archivist Greater Command Flee</entry> + <entry id="66606" lang="en" sex="m">Archivist Greater Command Halt</entry> + <entry id="66607" lang="en" sex="m">Archivist Extended Greater Command</entry> + <entry id="66608" lang="en" sex="m">Archivist Extended Greater Command Approach</entry> + <entry id="66609" lang="en" sex="m">Archivist Extended Greater Command Drop</entry> + <entry id="66610" lang="en" sex="m">Archivist Extended Greater Command Fall</entry> + <entry id="66611" lang="en" sex="m">Archivist Extended Greater Command Flee</entry> + <entry id="66612" lang="en" sex="m">Archivist Extended Greater Command Halt</entry> + <entry id="66613" lang="en" sex="m">Archivist Quickened Greater Command</entry> + <entry id="66614" lang="en" sex="m">Archivist Quickened Greater Command Approach</entry> + <entry id="66615" lang="en" sex="m">Archivist Quickened Greater Command Drop</entry> + <entry id="66616" lang="en" sex="m">Archivist Quickened Greater Command Fall</entry> + <entry id="66617" lang="en" sex="m">Archivist Quickened Greater Command Flee</entry> + <entry id="66618" lang="en" sex="m">Archivist Quickened Greater Command Halt</entry> + <entry id="66619" lang="en" sex="m">Archivist Silent Greater Command</entry> + <entry id="66620" lang="en" sex="m">Archivist Silent Greater Command Approach</entry> + <entry id="66621" lang="en" sex="m">Archivist Silent Greater Command Drop</entry> + <entry id="66622" lang="en" sex="m">Archivist Silent Greater Command Fall</entry> + <entry id="66623" lang="en" sex="m">Archivist Silent Greater Command Flee</entry> + <entry id="66624" lang="en" sex="m">Archivist Silent Greater Command Halt</entry> + <entry id="66625" lang="en" sex="m">Archivist Still Greater Command</entry> + <entry id="66626" lang="en" sex="m">Archivist Still Greater Command Approach</entry> + <entry id="66627" lang="en" sex="m">Archivist Still Greater Command Drop</entry> + <entry id="66628" lang="en" sex="m">Archivist Still Greater Command Fall</entry> + <entry id="66629" lang="en" sex="m">Archivist Still Greater Command Flee</entry> + <entry id="66630" lang="en" sex="m">Archivist Still Greater Command Halt</entry> + <entry id="66631" lang="en" sex="m">Archivist Heal Animal Companion</entry> + <entry id="66632" lang="en" sex="m">Archivist Quickened Heal Animal Companion</entry> + <entry id="66633" lang="en" sex="m">Archivist Silent Heal Animal Companion</entry> + <entry id="66634" lang="en" sex="m">Archivist Still Heal Animal Companion</entry> + <entry id="66635" lang="en" sex="m">Archivist Healing Circle</entry> + <entry id="66636" lang="en" sex="m">Archivist Empowered Healing Circle</entry> + <entry id="66637" lang="en" sex="m">Archivist Maximized Healing Circle</entry> + <entry id="66638" lang="en" sex="m">Archivist Quickened Healing Circle</entry> + <entry id="66639" lang="en" sex="m">Archivist Silent Healing Circle</entry> + <entry id="66640" lang="en" sex="m">Archivist Still Healing Circle</entry> + <entry id="66641" lang="en" sex="m">Archivist Heartclutch</entry> + <entry id="66642" lang="en" sex="m">Archivist Quickened Heartclutch</entry> + <entry id="66643" lang="en" sex="m">Archivist Silent Heartclutch</entry> + <entry id="66644" lang="en" sex="m">Archivist Still Heartclutch</entry> + <entry id="66645" lang="en" sex="m">Archivist Ice Storm</entry> + <entry id="66646" lang="en" sex="m">Archivist Empowered Ice Storm</entry> + <entry id="66647" lang="en" sex="m">Archivist Maximized Ice Storm</entry> + <entry id="66648" lang="en" sex="m">Archivist Quickened Ice Storm</entry> + <entry id="66649" lang="en" sex="m">Archivist Silent Ice Storm</entry> + <entry id="66650" lang="en" sex="m">Archivist Still Ice Storm</entry> + <entry id="66651" lang="en" sex="m">Archivist Inferno</entry> + <entry id="66652" lang="en" sex="m">Archivist Empowered Inferno</entry> + <entry id="66653" lang="en" sex="m">Archivist Extended Inferno</entry> + <entry id="66654" lang="en" sex="m">Archivist Maximized Inferno</entry> + <entry id="66655" lang="en" sex="m">Archivist Quickened Inferno</entry> + <entry id="66656" lang="en" sex="m">Archivist Silent Inferno</entry> + <entry id="66657" lang="en" sex="m">Archivist Still Inferno</entry> + <entry id="66658" lang="en" sex="m">Archivist Legion's Curse of Petty Failing</entry> + <entry id="66659" lang="en" sex="m">Archivist Extended Legion's Curse of Petty Failing</entry> + <entry id="66660" lang="en" sex="m">Archivist Quickened Legion's Curse of Petty Failing</entry> + <entry id="66661" lang="en" sex="m">Archivist Silent Legion's Curse of Petty Failing</entry> + <entry id="66662" lang="en" sex="m">Archivist Still Legion's Curse of Petty Failing</entry> + <entry id="66663" lang="en" sex="m">Archivist Mass Cat's Grace</entry> + <entry id="66664" lang="en" sex="m">Archivist Empowered Mass Cat's Grace</entry> + <entry id="66665" lang="en" sex="m">Archivist Extended Mass Cat's Grace</entry> + <entry id="66666" lang="en" sex="m">Archivist Maximized Mass Cat's Grace</entry> + <entry id="66667" lang="en" sex="m">Archivist Quickened Mass Cat's Grace</entry> + <entry id="66668" lang="en" sex="m">Archivist Silent Mass Cat's Grace</entry> + <entry id="66669" lang="en" sex="m">Archivist Still Mass Cat's Grace</entry> + <entry id="66670" lang="en" sex="m">Archivist Mass Contagion</entry> + <entry id="66671" lang="en" sex="m">Archivist Quickened Mass Contagion</entry> + <entry id="66672" lang="en" sex="m">Archivist Silent Mass Contagion</entry> + <entry id="66673" lang="en" sex="m">Archivist Still Mass Contagion</entry> + <entry id="66674" lang="en" sex="m">Archivist Mass Cure Light Wounds</entry> + <entry id="66675" lang="en" sex="m">Archivist Empowered Mass Cure Light Wounds</entry> + <entry id="66676" lang="en" sex="m">Archivist Maximized Mass Cure Light Wounds</entry> + <entry id="66677" lang="en" sex="m">Archivist Quickened Mass Cure Light Wounds</entry> + <entry id="66678" lang="en" sex="m">Archivist Silent Mass Cure Light Wounds</entry> + <entry id="66679" lang="en" sex="m">Archivist Still Mass Cure Light Wounds</entry> + <entry id="66680" lang="en" sex="m">Archivist Mass Inflict Light Wounds</entry> + <entry id="66681" lang="en" sex="m">Archivist Empowered Mass Inflict Light Wounds</entry> + <entry id="66682" lang="en" sex="m">Archivist Maximized Mass Inflict Light Wounds</entry> + <entry id="66683" lang="en" sex="m">Archivist Quickened Mass Inflict Light Wounds</entry> + <entry id="66684" lang="en" sex="m">Archivist Silent Mass Inflict Light Wounds</entry> + <entry id="66685" lang="en" sex="m">Archivist Still Mass Inflict Light Wounds</entry> + <entry id="66686" lang="en" sex="m">Archivist Morality Undone</entry> + <entry id="66687" lang="en" sex="m">Archivist Quickened Morality Undone</entry> + <entry id="66688" lang="en" sex="m">Archivist Silent Morality Undone</entry> + <entry id="66689" lang="en" sex="m">Archivist Still Morality Undone</entry> + <entry id="66690" lang="en" sex="m">Archivist Necrotic Burst</entry> + <entry id="66691" lang="en" sex="m">Archivist Empowered Necrotic Burst</entry> + <entry id="66692" lang="en" sex="m">Archivist Maximized Necrotic Burst</entry> + <entry id="66693" lang="en" sex="m">Archivist Quickened Necrotic Burst</entry> + <entry id="66694" lang="en" sex="m">Archivist Silent Necrotic Burst</entry> + <entry id="66695" lang="en" sex="m">Archivist Still Necrotic Burst</entry> + <entry id="66696" lang="en" sex="m">Archivist Owl's Insight</entry> + <entry id="66697" lang="en" sex="m">Archivist Extended Owl's Insight</entry> + <entry id="66698" lang="en" sex="m">Archivist Quickened Owl's Insight</entry> + <entry id="66699" lang="en" sex="m">Archivist Silent Owl's Insight</entry> + <entry id="66700" lang="en" sex="m">Archivist Still Owl's Insight</entry> + <entry id="66701" lang="en" sex="m">Archivist Power Leech</entry> + <entry id="66702" lang="en" sex="m">Archivist Extended Power Leech</entry> + <entry id="66703" lang="en" sex="m">Archivist Quickened Power Leech</entry> + <entry id="66704" lang="en" sex="m">Archivist Silent Power Leech</entry> + <entry id="66705" lang="en" sex="m">Archivist Still Power Leech</entry> + <entry id="66706" lang="en" sex="m">Archivist Raise Dead</entry> + <entry id="66707" lang="en" sex="m">Archivist Quickened Raise Dead</entry> + <entry id="66708" lang="en" sex="m">Archivist Silent Raise Dead</entry> + <entry id="66709" lang="en" sex="m">Archivist Still Raise Dead</entry> + <entry id="66710" lang="en" sex="m">Archivist Resonating Resistance</entry> + <entry id="66711" lang="en" sex="m">Archivist Extended Resonating Resistance</entry> + <entry id="66712" lang="en" sex="m">Archivist Quickened Resonating Resistance</entry> + <entry id="66713" lang="en" sex="m">Archivist Silent Resonating Resistance</entry> + <entry id="66714" lang="en" sex="m">Archivist Revivify</entry> + <entry id="66715" lang="en" sex="m">Archivist Quickened Revivify</entry> + <entry id="66716" lang="en" sex="m">Archivist Silent Revivify</entry> + <entry id="66717" lang="en" sex="m">Archivist Still Revivify</entry> + <entry id="66718" lang="en" sex="m">Archivist Righteous Might</entry> + <entry id="66719" lang="en" sex="m">Archivist Extended Righteous Might</entry> + <entry id="66720" lang="en" sex="m">Archivist Quickened Righteous Might</entry> + <entry id="66721" lang="en" sex="m">Archivist Silent Righteous Might</entry> + <entry id="66722" lang="en" sex="m">Archivist Still Righteous Might</entry> + <entry id="66723" lang="en" sex="m">Archivist Scrying</entry> + <entry id="66724" lang="en" sex="m">Archivist Extended Scrying</entry> + <entry id="66725" lang="en" sex="m">Archivist Quickened Scrying</entry> + <entry id="66726" lang="en" sex="m">Archivist Silent Scrying</entry> + <entry id="66727" lang="en" sex="m">Archivist Still Scrying</entry> + <entry id="66728" lang="en" sex="m">Archivist Sicken Evil</entry> + <entry id="66729" lang="en" sex="m">Archivist Extended Sicken Evil</entry> + <entry id="66730" lang="en" sex="m">Archivist Quickened Sicken Evil</entry> + <entry id="66731" lang="en" sex="m">Archivist Silent Sicken Evil</entry> + <entry id="66732" lang="en" sex="m">Archivist Still Sicken Evil</entry> + <entry id="66733" lang="en" sex="m">Archivist Slay Living</entry> + <entry id="66734" lang="en" sex="m">Archivist Empowered Slay Living</entry> + <entry id="66735" lang="en" sex="m">Archivist Maximized Slay Living</entry> + <entry id="66736" lang="en" sex="m">Archivist Quickened Slay Living</entry> + <entry id="66737" lang="en" sex="m">Archivist Silent Slay Living</entry> + <entry id="66738" lang="en" sex="m">Archivist Still Slay Living</entry> + <entry id="66739" lang="en" sex="m">Archivist Soul Scour</entry> + <entry id="66740" lang="en" sex="m">Archivist Empowered Soul Scour</entry> + <entry id="66741" lang="en" sex="m">Archivist Maximized Soul Scour</entry> + <entry id="66742" lang="en" sex="m">Archivist Quickened Soul Scour</entry> + <entry id="66743" lang="en" sex="m">Archivist Silent Soul Scour</entry> + <entry id="66744" lang="en" sex="m">Archivist Still Soul Scour</entry> + <entry id="66745" lang="en" sex="m">Archivist Spell Mantle</entry> + <entry id="66746" lang="en" sex="m">Archivist Empowered Spell Mantle</entry> + <entry id="66747" lang="en" sex="m">Archivist Extended Spell Mantle</entry> + <entry id="66748" lang="en" sex="m">Archivist Maximized Spell Mantle</entry> + <entry id="66749" lang="en" sex="m">Archivist Quickened Spell Mantle</entry> + <entry id="66750" lang="en" sex="m">Archivist Silent Spell Mantle</entry> + <entry id="66751" lang="en" sex="m">Archivist Still Spell Mantle</entry> + <entry id="66752" lang="en" sex="m">Archivist Spell Resistance</entry> + <entry id="66753" lang="en" sex="m">Archivist Extended Spell Resistance</entry> + <entry id="66754" lang="en" sex="m">Archivist Quickened Spell Resistance</entry> + <entry id="66755" lang="en" sex="m">Archivist Silent Spell Resistance</entry> + <entry id="66756" lang="en" sex="m">Archivist Still Spell Resistance</entry> + <entry id="66757" lang="en" sex="m">Archivist Stone to Flesh</entry> + <entry id="66758" lang="en" sex="m">Archivist Extended Stone to Flesh</entry> + <entry id="66759" lang="en" sex="m">Archivist Quickened Stone to Flesh</entry> + <entry id="66760" lang="en" sex="m">Archivist Silent Stone to Flesh</entry> + <entry id="66761" lang="en" sex="m">Archivist Still Stone to Flesh</entry> + <entry id="66762" lang="en" sex="m">Archivist Summon Creature V</entry> + <entry id="66763" lang="en" sex="m">Archivist Extended Summon Creature V</entry> + <entry id="66764" lang="en" sex="m">Archivist Quickened Summon Creature V</entry> + <entry id="66765" lang="en" sex="m">Archivist Silent Summon Creature V</entry> + <entry id="66766" lang="en" sex="m">Archivist Still Summon Creature V</entry> + <entry id="66767" lang="en" sex="m">Archivist Summon Undead 5</entry> + <entry id="66768" lang="en" sex="m">Archivist Extended Summon Undead 5</entry> + <entry id="66769" lang="en" sex="m">Archivist Quickened Summon Undead 5</entry> + <entry id="66770" lang="en" sex="m">Archivist Silent Summon Undead 5</entry> + <entry id="66771" lang="en" sex="m">Archivist Still Summon Undead 5</entry> + <entry id="66772" lang="en" sex="m">Archivist Symbol of Pain</entry> + <entry id="66773" lang="en" sex="m">Archivist Empowered Symbol of Pain</entry> + <entry id="66774" lang="en" sex="m">Archivist Extended Symbol of Pain</entry> + <entry id="66775" lang="en" sex="m">Archivist Maximized Symbol of Pain</entry> + <entry id="66776" lang="en" sex="m">Archivist Quickened Symbol of Pain</entry> + <entry id="66777" lang="en" sex="m">Archivist Silent Symbol of Pain</entry> + <entry id="66778" lang="en" sex="m">Archivist Still Symbol of Pain</entry> + <entry id="66779" lang="en" sex="m">Archivist Symbol of Sleep</entry> + <entry id="66780" lang="en" sex="m">Archivist Empowered Symbol of Sleep</entry> + <entry id="66781" lang="en" sex="m">Archivist Extended Symbol of Sleep</entry> + <entry id="66782" lang="en" sex="m">Archivist Maximized Symbol of Sleep</entry> + <entry id="66783" lang="en" sex="m">Archivist Quickened Symbol of Sleep</entry> + <entry id="66784" lang="en" sex="m">Archivist Silent Symbol of Sleep</entry> + <entry id="66785" lang="en" sex="m">Archivist Still Symbol of Sleep</entry> + <entry id="66786" lang="en" sex="m">Archivist Teleport</entry> + <entry id="66787" lang="en" sex="m">Archivist Teleport - Self only</entry> + <entry id="66788" lang="en" sex="m">Archivist Teleport - Party within 10ft</entry> + <entry id="66789" lang="en" sex="m">Archivist Quickened Teleport</entry> + <entry id="66790" lang="en" sex="m">Archivist Quickened Teleport - Self only</entry> + <entry id="66791" lang="en" sex="m">Archivist Quickened Teleport - Party within 10ft</entry> + <entry id="66792" lang="en" sex="m">Archivist Silent Teleport</entry> + <entry id="66793" lang="en" sex="m">Archivist Silent Teleport - Self only</entry> + <entry id="66794" lang="en" sex="m">Archivist Silent Teleport - Party within 10ft</entry> + <entry id="66795" lang="en" sex="m">Archivist True Seeing</entry> + <entry id="66796" lang="en" sex="m">Archivist Extended True Seeing</entry> + <entry id="66797" lang="en" sex="m">Archivist Quickened True Seeing</entry> + <entry id="66798" lang="en" sex="m">Archivist Silent True Seeing</entry> + <entry id="66799" lang="en" sex="m">Archivist Still True Seeing</entry> + <entry id="66800" lang="en" sex="m">Archivist Vine Mine</entry> + <entry id="66801" lang="en" sex="m">Archivist Vine Mine, Entangle</entry> + <entry id="66802" lang="en" sex="m">Archivist Vine Mine, Hamper Movement</entry> + <entry id="66803" lang="en" sex="m">Archivist Vine Mine, Camouflage</entry> + <entry id="66804" lang="en" sex="m">Archivist Extended Vine Mine</entry> + <entry id="66805" lang="en" sex="m">Archivist Extended Vine Mine, Entangle</entry> + <entry id="66806" lang="en" sex="m">Archivist Extended Vine Mine, Hamper Movement</entry> + <entry id="66807" lang="en" sex="m">Archivist Extended Vine Mine, Camouflage</entry> + <entry id="66808" lang="en" sex="m">Archivist Quickened Vine Mine</entry> + <entry id="66809" lang="en" sex="m">Archivist Quickened Vine Mine, Entangle</entry> + <entry id="66810" lang="en" sex="m">Archivist Quickened Vine Mine, Hamper Movement</entry> + <entry id="66811" lang="en" sex="m">Archivist Quickened Vine Mine, Camouflage</entry> + <entry id="66812" lang="en" sex="m">Archivist Silent Vine Mine</entry> + <entry id="66813" lang="en" sex="m">Archivist Silent Vine Mine, Entangle</entry> + <entry id="66814" lang="en" sex="m">Archivist Silent Vine Mine, Hamper Movement</entry> + <entry id="66815" lang="en" sex="m">Archivist Silent Vine Mine, Camouflage</entry> + <entry id="66816" lang="en" sex="m">Archivist Still Vine Mine</entry> + <entry id="66817" lang="en" sex="m">Archivist Still Vine Mine, Entangle</entry> + <entry id="66818" lang="en" sex="m">Archivist Still Vine Mine, Hamper Movement</entry> + <entry id="66819" lang="en" sex="m">Archivist Still Vine Mine, Camouflage</entry> + <entry id="66820" lang="en" sex="m">Archivist Viscid Globe</entry> + <entry id="66821" lang="en" sex="m">Archivist Extended Viscid Globe</entry> + <entry id="66822" lang="en" sex="m">Archivist Quickened Viscid Globe</entry> + <entry id="66823" lang="en" sex="m">Archivist Silent Viscid Globe</entry> + <entry id="66824" lang="en" sex="m">Archivist Still Viscid Globe</entry> + <entry id="66825" lang="en" sex="m">Archivist Wall of Fire</entry> + <entry id="66826" lang="en" sex="m">Archivist Empowered Wall of Fire</entry> + <entry id="66827" lang="en" sex="m">Archivist Extended Wall of Fire</entry> + <entry id="66828" lang="en" sex="m">Archivist Maximized Wall of Fire</entry> + <entry id="66829" lang="en" sex="m">Archivist Quickened Wall of Fire</entry> + <entry id="66830" lang="en" sex="m">Archivist Silent Wall of Fire</entry> + <entry id="66831" lang="en" sex="m">Archivist Still Wall of Fire</entry> + <entry id="66832" lang="en" sex="m">Archivist Acid Storm</entry> + <entry id="66833" lang="en" sex="m">Archivist Empowered Acid Storm</entry> + <entry id="66834" lang="en" sex="m">Archivist Maximized Acid Storm</entry> + <entry id="66835" lang="en" sex="m">Archivist Silent Acid Storm</entry> + <entry id="66836" lang="en" sex="m">Archivist Still Acid Storm</entry> + <entry id="66837" lang="en" sex="m">Archivist Animate Objects</entry> + <entry id="66838" lang="en" sex="m">Archivist Extended Animate Objects</entry> + <entry id="66839" lang="en" sex="m">Archivist Banishment</entry> + <entry id="66840" lang="en" sex="m">Archivist Silent Banishment</entry> + <entry id="66841" lang="en" sex="m">Archivist Still Banishment</entry> + <entry id="66842" lang="en" sex="m">Archivist Blade Barrier</entry> + <entry id="66843" lang="en" sex="m">Archivist Empowered Blade Barrier</entry> + <entry id="66844" lang="en" sex="m">Archivist Extended Blade Barrier</entry> + <entry id="66845" lang="en" sex="m">Archivist Maximized Blade Barrier</entry> + <entry id="66846" lang="en" sex="m">Archivist Silent Blade Barrier</entry> + <entry id="66847" lang="en" sex="m">Archivist Still Blade Barrier</entry> + <entry id="66848" lang="en" sex="m">Archivist Call Faithful Servants</entry> + <entry id="66849" lang="en" sex="m">Archivist Empowered Call Faithful Servants</entry> + <entry id="66850" lang="en" sex="m">Archivist Maximized Call Faithful Servants</entry> + <entry id="66851" lang="en" sex="m">Archivist Silent Call Faithful Servants</entry> + <entry id="66852" lang="en" sex="m">Archivist Still Call Faithful Servants</entry> + <entry id="66853" lang="en" sex="m">Archivist Celestial Blood</entry> + <entry id="66854" lang="en" sex="m">Archivist Silent Celestial Blood</entry> + <entry id="66855" lang="en" sex="m">Archivist Still Celestial Blood</entry> + <entry id="66856" lang="en" sex="m">Archivist Chain Lightning</entry> + <entry id="66857" lang="en" sex="m">Archivist Empowered Chain Lightning</entry> + <entry id="66858" lang="en" sex="m">Archivist Maximized Chain Lightning</entry> + <entry id="66859" lang="en" sex="m">Archivist Silent Chain Lightning</entry> + <entry id="66860" lang="en" sex="m">Archivist Still Chain Lightning</entry> + <entry id="66861" lang="en" sex="m">Archivist Cloud of the Achaierai</entry> + <entry id="66862" lang="en" sex="m">Archivist Extended Cloud of the Achaierai</entry> + <entry id="66863" lang="en" sex="m">Archivist Silent Cloud of the Achaierai</entry> + <entry id="66864" lang="en" sex="m">Archivist Still Cloud of the Achaierai</entry> + <entry id="66865" lang="en" sex="m">Archivist Control Undead</entry> + <entry id="66866" lang="en" sex="m">Archivist Extended Control Undead</entry> + <entry id="66867" lang="en" sex="m">Archivist Silent Control Undead</entry> + <entry id="66868" lang="en" sex="m">Archivist Still Control Undead</entry> + <entry id="66869" lang="en" sex="m">Archivist Create Undead</entry> + <entry id="66870" lang="en" sex="m">Archivist Extended Create Undead</entry> + <entry id="66871" lang="en" sex="m">Archivist Silent Create Undead</entry> + <entry id="66872" lang="en" sex="m">Archivist Still Create Undead</entry> + <entry id="66873" lang="en" sex="m">Archivist Crumble</entry> + <entry id="66874" lang="en" sex="m">Archivist Empowered Crumble</entry> + <entry id="66875" lang="en" sex="m">Archivist Maximized Crumble</entry> + <entry id="66876" lang="en" sex="m">Archivist Silent Crumble</entry> + <entry id="66877" lang="en" sex="m">Archivist Still Crumble</entry> + <entry id="66878" lang="en" sex="m">Archivist Drown</entry> + <entry id="66879" lang="en" sex="m">Archivist Silent Drown</entry> + <entry id="66880" lang="en" sex="m">Archivist Still Drown</entry> + <entry id="66881" lang="en" sex="m">Archivist Energy Buffer</entry> + <entry id="66882" lang="en" sex="m">Archivist Extended Energy Buffer</entry> + <entry id="66883" lang="en" sex="m">Archivist Silent Energy Buffer</entry> + <entry id="66884" lang="en" sex="m">Archivist Still Energy Buffer</entry> + <entry id="66885" lang="en" sex="m">Archivist Energy Immunity</entry> + <entry id="66886" lang="en" sex="m">Archivist Acid Energy Immunity</entry> + <entry id="66887" lang="en" sex="m">Archivist Cold Energy Immunity</entry> + <entry id="66888" lang="en" sex="m">Archivist Electricity Energy Immunity</entry> + <entry id="66889" lang="en" sex="m">Archivist Fire Energy Immunity</entry> + <entry id="66890" lang="en" sex="m">Archivist Sonic Energy Immunity</entry> + <entry id="66891" lang="en" sex="m">Archivist Extended Energy Immunity</entry> + <entry id="66892" lang="en" sex="m">Archivist Extended Acid Energy Immunity</entry> + <entry id="66893" lang="en" sex="m">Archivist Extended Cold Energy Immunity</entry> + <entry id="66894" lang="en" sex="m">Archivist Extended Electricity Energy Immunity</entry> + <entry id="66895" lang="en" sex="m">Archivist Extended Fire Energy Immunity</entry> + <entry id="66896" lang="en" sex="m">Archivist Extended Sonic Energy Immunity</entry> + <entry id="66897" lang="en" sex="m">Archivist Silent Energy Immunity</entry> + <entry id="66898" lang="en" sex="m">Archivist Silent Acid Energy Immunity</entry> + <entry id="66899" lang="en" sex="m">Archivist Silent Cold Energy Immunity</entry> + <entry id="66900" lang="en" sex="m">Archivist Silent Electricity Energy Immunity</entry> + <entry id="66901" lang="en" sex="m">Archivist Silent Fire Energy Immunity</entry> + <entry id="66902" lang="en" sex="m">Archivist Silent Sonic Energy Immunity</entry> + <entry id="66903" lang="en" sex="m">Archivist Still Energy Immunity</entry> + <entry id="66904" lang="en" sex="m">Archivist Still Acid Energy Immunity</entry> + <entry id="66905" lang="en" sex="m">Archivist Still Cold Energy Immunity</entry> + <entry id="66906" lang="en" sex="m">Archivist Still Electricity Energy Immunity</entry> + <entry id="66907" lang="en" sex="m">Archivist Still Fire Energy Immunity</entry> + <entry id="66908" lang="en" sex="m">Archivist Still Sonic Energy Immunity</entry> + <entry id="66909" lang="en" sex="m">Archivist Exalted Raiment</entry> + <entry id="66910" lang="en" sex="m">Archivist Extended Exalted Raiment</entry> + <entry id="66911" lang="en" sex="m">Archivist Silent Exalted Raiment</entry> + <entry id="66912" lang="en" sex="m">Archivist Extract Water Elemental</entry> + <entry id="66913" lang="en" sex="m">Archivist Empowered Extract Water Elemental</entry> + <entry id="66914" lang="en" sex="m">Archivist Maximized Extract Water Elemental</entry> + <entry id="66915" lang="en" sex="m">Archivist Silent Extract Water Elemental</entry> + <entry id="66916" lang="en" sex="m">Archivist Still Extract Water Elemental</entry> + <entry id="66917" lang="en" sex="m">Archivist Greater Dispelling</entry> + <entry id="66918" lang="en" sex="m">Archivist Silent Greater Dispelling</entry> + <entry id="66919" lang="en" sex="m">Archivist Still Greater Dispelling</entry> + <entry id="66920" lang="en" sex="m">Archivist Greater Glyph of Warding</entry> + <entry id="66921" lang="en" sex="m">Archivist Greater Blast Glyph (Acid)</entry> + <entry id="66922" lang="en" sex="m">Archivist Greater Blast Glyph (Cold)</entry> + <entry id="66923" lang="en" sex="m">Archivist Greater Blast Glyph (Electricity)</entry> + <entry id="66924" lang="en" sex="m">Archivist Greater Blast Glyph (Fire)</entry> + <entry id="66925" lang="en" sex="m">Archivist Greater Blast Glyph (Sonic)</entry> + <entry id="66926" lang="en" sex="m">Archivist Empowered Greater Glyph of Warding</entry> + <entry id="66927" lang="en" sex="m">Archivist Empowered Greater Blast Glyph (Acid)</entry> + <entry id="66928" lang="en" sex="m">Archivist Empowered Greater Blast Glyph (Cold)</entry> + <entry id="66929" lang="en" sex="m">Archivist Empowered Greater Blast Glyph (Electricity)</entry> + <entry id="66930" lang="en" sex="m">Archivist Empowered Greater Blast Glyph (Fire)</entry> + <entry id="66931" lang="en" sex="m">Archivist Empowered Greater Blast Glyph (Sonic)</entry> + <entry id="66932" lang="en" sex="m">Archivist Extended Greater Glyph of Warding</entry> + <entry id="66933" lang="en" sex="m">Archivist Extended Greater Blast Glyph (Acid)</entry> + <entry id="66934" lang="en" sex="m">Archivist Extended Greater Blast Glyph (Cold)</entry> + <entry id="66935" lang="en" sex="m">Archivist Extended Greater Blast Glyph (Electricity)</entry> + <entry id="66936" lang="en" sex="m">Archivist Extended Greater Blast Glyph (Fire)</entry> + <entry id="66937" lang="en" sex="m">Archivist Extended Greater Blast Glyph (Sonic)</entry> + <entry id="66938" lang="en" sex="m">Archivist Maximized Greater Glyph of Warding</entry> + <entry id="66939" lang="en" sex="m">Archivist Maximized Greater Blast Glyph (Acid)</entry> + <entry id="66940" lang="en" sex="m">Archivist Maximized Greater Blast Glyph (Cold)</entry> + <entry id="66941" lang="en" sex="m">Archivist Maximized Greater Blast Glyph (Electricity)</entry> + <entry id="66942" lang="en" sex="m">Archivist Maximized Greater Blast Glyph (Fire)</entry> + <entry id="66943" lang="en" sex="m">Archivist Maximized Greater Blast Glyph (Sonic)</entry> + <entry id="66944" lang="en" sex="m">Archivist Silent Greater Glyph of Warding</entry> + <entry id="66945" lang="en" sex="m">Archivist Silent Greater Blast Glyph (Acid)</entry> + <entry id="66946" lang="en" sex="m">Archivist Silent Greater Blast Glyph (Cold)</entry> + <entry id="66947" lang="en" sex="m">Archivist Silent Greater Blast Glyph (Electricity)</entry> + <entry id="66948" lang="en" sex="m">Archivist Silent Greater Blast Glyph (Fire)</entry> + <entry id="66949" lang="en" sex="m">Archivist Silent Greater Blast Glyph (Sonic)</entry> + <entry id="66950" lang="en" sex="m">Archivist Still Greater Glyph of Warding</entry> + <entry id="66951" lang="en" sex="m">Archivist Still Greater Blast Glyph (Acid)</entry> + <entry id="66952" lang="en" sex="m">Archivist Still Greater Blast Glyph (Cold)</entry> + <entry id="66953" lang="en" sex="m">Archivist Still Greater Blast Glyph (Electricity)</entry> + <entry id="66954" lang="en" sex="m">Archivist Still Greater Blast Glyph (Fire)</entry> + <entry id="66955" lang="en" sex="m">Archivist Still Greater Blast Glyph (Sonic)</entry> + <entry id="66956" lang="en" sex="m">Archivist Greater Sanctuary</entry> + <entry id="66957" lang="en" sex="m">Archivist Extended Greater Sanctuary</entry> + <entry id="66958" lang="en" sex="m">Archivist Silent Greater Sanctuary</entry> + <entry id="66959" lang="en" sex="m">Archivist Still Greater Sanctuary</entry> + <entry id="66960" lang="en" sex="m">Archivist Greater Stoneskin</entry> + <entry id="66961" lang="en" sex="m">Archivist Extended Greater Stoneskin</entry> + <entry id="66962" lang="en" sex="m">Archivist Silent Greater Stoneskin</entry> + <entry id="66963" lang="en" sex="m">Archivist Still Greater Stoneskin</entry> + <entry id="66964" lang="en" sex="m">Archivist Harm</entry> + <entry id="66965" lang="en" sex="m">Archivist Silent Harm</entry> + <entry id="66966" lang="en" sex="m">Archivist Still Harm</entry> + <entry id="66967" lang="en" sex="m">Archivist Heal</entry> + <entry id="66968" lang="en" sex="m">Archivist Silent Heal</entry> + <entry id="66969" lang="en" sex="m">Archivist Still Heal</entry> + <entry id="66970" lang="en" sex="m">Archivist Legend Lore</entry> + <entry id="66971" lang="en" sex="m">Archivist Extended Legend Lore</entry> + <entry id="66972" lang="en" sex="m">Archivist Silent Legend Lore</entry> + <entry id="66973" lang="en" sex="m">Archivist Still Legend Lore</entry> + <entry id="66974" lang="en" sex="m">Archivist Mass Bull's Strength</entry> + <entry id="66975" lang="en" sex="m">Archivist Empowered Mass Bull's Strength</entry> + <entry id="66976" lang="en" sex="m">Archivist Extended Mass Bull's Strength</entry> + <entry id="66977" lang="en" sex="m">Archivist Maximized Mass Bull's Strength</entry> + <entry id="66978" lang="en" sex="m">Archivist Silent Mass Bull's Strength</entry> + <entry id="66979" lang="en" sex="m">Archivist Still Mass Bull's Strength</entry> + <entry id="66980" lang="en" sex="m">Archivist Mass Cure Moderate Wounds</entry> + <entry id="66981" lang="en" sex="m">Archivist Empowered Mass Cure Moderate Wounds</entry> + <entry id="66982" lang="en" sex="m">Archivist Maximized Mass Cure Moderate Wounds</entry> + <entry id="66983" lang="en" sex="m">Archivist Silent Mass Cure Moderate Wounds</entry> + <entry id="66984" lang="en" sex="m">Archivist Still Mass Cure Moderate Wounds</entry> + <entry id="66985" lang="en" sex="m">Archivist Mass Eagle's Splendor</entry> + <entry id="66986" lang="en" sex="m">Archivist Empowered Mass Eagle's Splendor</entry> + <entry id="66987" lang="en" sex="m">Archivist Extended Mass Eagle's Splendor</entry> + <entry id="66988" lang="en" sex="m">Archivist Maximized Mass Eagle's Splendor</entry> + <entry id="66989" lang="en" sex="m">Archivist Silent Mass Eagle's Splendor</entry> + <entry id="66990" lang="en" sex="m">Archivist Still Mass Eagle's Splendor</entry> + <entry id="66991" lang="en" sex="m">Archivist Mass Endurance</entry> + <entry id="66992" lang="en" sex="m">Archivist Empowered Mass Endurance</entry> + <entry id="66993" lang="en" sex="m">Archivist Extended Mass Endurance</entry> + <entry id="66994" lang="en" sex="m">Archivist Maximized Mass Endurance</entry> + <entry id="66995" lang="en" sex="m">Archivist Silent Mass Endurance</entry> + <entry id="66996" lang="en" sex="m">Archivist Still Mass Endurance</entry> + <entry id="66997" lang="en" sex="m">Archivist Mass Fox's Cunning</entry> + <entry id="66998" lang="en" sex="m">Archivist Empowered Mass Fox's Cunning</entry> + <entry id="66999" lang="en" sex="m">Archivist Extended Mass Fox's Cunning</entry> + <entry id="67000" lang="en" sex="m">Archivist Maximized Mass Fox's Cunning</entry> + <entry id="67001" lang="en" sex="m">Archivist Silent Mass Fox's Cunning</entry> + <entry id="67002" lang="en" sex="m">Archivist Still Mass Fox's Cunning</entry> + <entry id="67003" lang="en" sex="m">Archivist Mass Inflict Moderate Wounds</entry> + <entry id="67004" lang="en" sex="m">Archivist Empowered Mass Inflict Moderate Wounds</entry> + <entry id="67005" lang="en" sex="m">Archivist Maximized Mass Inflict Moderate Wounds</entry> + <entry id="67006" lang="en" sex="m">Archivist Silent Mass Inflict Moderate Wounds</entry> + <entry id="67007" lang="en" sex="m">Archivist Still Mass Inflict Moderate Wounds</entry> + <entry id="67008" lang="en" sex="m">Archivist Mass Owl's Wisdom</entry> + <entry id="67009" lang="en" sex="m">Archivist Empowered Mass Owl's Wisdom</entry> + <entry id="67010" lang="en" sex="m">Archivist Extended Mass Owl's Wisdom</entry> + <entry id="67011" lang="en" sex="m">Archivist Maximized Mass Owl's Wisdom</entry> + <entry id="67012" lang="en" sex="m">Archivist Silent Mass Owl's Wisdom</entry> + <entry id="67013" lang="en" sex="m">Archivist Still Mass Owl's Wisdom</entry> + <entry id="67014" lang="en" sex="m">Archivist Necrotic Eruption</entry> + <entry id="67015" lang="en" sex="m">Archivist Empowered Necrotic Eruption</entry> + <entry id="67016" lang="en" sex="m">Archivist Maximized Necrotic Eruption</entry> + <entry id="67017" lang="en" sex="m">Archivist Silent Necrotic Eruption</entry> + <entry id="67018" lang="en" sex="m">Archivist Still Necrotic Eruption</entry> + <entry id="67019" lang="en" sex="m">Archivist Planar Ally</entry> + <entry id="67020" lang="en" sex="m">Archivist Extended Planar Ally</entry> + <entry id="67021" lang="en" sex="m">Archivist Silent Planar Ally</entry> + <entry id="67022" lang="en" sex="m">Archivist Still Planar Ally</entry> + <entry id="67023" lang="en" sex="m">Archivist Planar Binding</entry> + <entry id="67024" lang="en" sex="m">Archivist Extended Planar Binding</entry> + <entry id="67025" lang="en" sex="m">Archivist Silent Planar Binding</entry> + <entry id="67026" lang="en" sex="m">Archivist Still Planar Binding</entry> + <entry id="67027" lang="en" sex="m">Archivist Pox</entry> + <entry id="67028" lang="en" sex="m">Archivist Empowered Pox</entry> + <entry id="67029" lang="en" sex="m">Archivist Maximized Pox</entry> + <entry id="67030" lang="en" sex="m">Archivist Silent Pox</entry> + <entry id="67031" lang="en" sex="m">Archivist Still Pox</entry> + <entry id="67032" lang="en" sex="m">Archivist Sarcophagus of Stone</entry> + <entry id="67033" lang="en" sex="m">Archivist Silent Sarcophagus of Stone</entry> + <entry id="67034" lang="en" sex="m">Archivist Still Sarcophagus of Stone</entry> + <entry id="67035" lang="en" sex="m">Archivist Stonehold</entry> + <entry id="67036" lang="en" sex="m">Archivist Empowered Stonehold</entry> + <entry id="67037" lang="en" sex="m">Archivist Extended Stonehold</entry> + <entry id="67038" lang="en" sex="m">Archivist Maximized Stonehold</entry> + <entry id="67039" lang="en" sex="m">Archivist Silent Stonehold</entry> + <entry id="67040" lang="en" sex="m">Archivist Still Stonehold</entry> + <entry id="67041" lang="en" sex="m">Archivist Storm of Shards</entry> + <entry id="67042" lang="en" sex="m">Archivist Empowered Storm of Shards</entry> + <entry id="67043" lang="en" sex="m">Archivist Maximized Storm of Shards</entry> + <entry id="67044" lang="en" sex="m">Archivist Silent Storm of Shards</entry> + <entry id="67045" lang="en" sex="m">Archivist Still Storm of Shards</entry> + <entry id="67046" lang="en" sex="m">Archivist Summon Creature VI</entry> + <entry id="67047" lang="en" sex="m">Archivist Extended Summon Creature VI</entry> + <entry id="67048" lang="en" sex="m">Archivist Silent Summon Creature VI</entry> + <entry id="67049" lang="en" sex="m">Archivist Still Summon Creature VI</entry> + <entry id="67050" lang="en" sex="m">Archivist Superior Resistance</entry> + <entry id="67051" lang="en" sex="m">Archivist Extended Superior Resistance</entry> + <entry id="67052" lang="en" sex="m">Archivist Silent Superior Resistance</entry> + <entry id="67053" lang="en" sex="m">Archivist Still Superior Resistance</entry> + <entry id="67054" lang="en" sex="m">Archivist Symbol of Fear</entry> + <entry id="67055" lang="en" sex="m">Archivist Empowered Symbol of Fear</entry> + <entry id="67056" lang="en" sex="m">Archivist Extended Symbol of Fear</entry> + <entry id="67057" lang="en" sex="m">Archivist Maximized Symbol of Fear</entry> + <entry id="67058" lang="en" sex="m">Archivist Silent Symbol of Fear</entry> + <entry id="67059" lang="en" sex="m">Archivist Still Symbol of Fear</entry> + <entry id="67060" lang="en" sex="m">Archivist Symbol of Persuasion</entry> + <entry id="67061" lang="en" sex="m">Archivist Empowered Symbol of Persuasion</entry> + <entry id="67062" lang="en" sex="m">Archivist Extended Symbol of Persuasion</entry> + <entry id="67063" lang="en" sex="m">Archivist Maximized Symbol of Persuasion</entry> + <entry id="67064" lang="en" sex="m">Archivist Silent Symbol of Persuasion</entry> + <entry id="67065" lang="en" sex="m">Archivist Still Symbol of Persuasion</entry> + <entry id="67066" lang="en" sex="m">Archivist Thousand Needles</entry> + <entry id="67067" lang="en" sex="m">Archivist Empowered Thousand Needles</entry> + <entry id="67068" lang="en" sex="m">Archivist Extended Thousand Needles</entry> + <entry id="67069" lang="en" sex="m">Archivist Maximized Thousand Needles</entry> + <entry id="67070" lang="en" sex="m">Archivist Silent Thousand Needles</entry> + <entry id="67071" lang="en" sex="m">Archivist Still Thousand Needles</entry> + <entry id="67072" lang="en" sex="m">Archivist Transport via Plants</entry> + <entry id="67073" lang="en" sex="m">Archivist Transport via Plants - Self only</entry> + <entry id="67074" lang="en" sex="m">Archivist Transport via Plants - Party within 10ft</entry> + <entry id="67075" lang="en" sex="m">Archivist Silent Transport via Plants</entry> + <entry id="67076" lang="en" sex="m">Archivist Silent Transport via Plants - Self only</entry> + <entry id="67077" lang="en" sex="m">Archivist Silent Transport via Plants - Party within 10ft</entry> + <entry id="67078" lang="en" sex="m">Archivist Undeath to Death</entry> + <entry id="67079" lang="en" sex="m">Archivist Empowered Undeath to Death</entry> + <entry id="67080" lang="en" sex="m">Archivist Maximized Undeath to Death</entry> + <entry id="67081" lang="en" sex="m">Archivist Silent Undeath to Death</entry> + <entry id="67082" lang="en" sex="m">Archivist Still Undeath to Death</entry> + <entry id="67083" lang="en" sex="m">Archivist Vigorous Circle</entry> + <entry id="67084" lang="en" sex="m">Archivist Extended Vigorous Circle</entry> + <entry id="67085" lang="en" sex="m">Archivist Silent Vigorous Circle</entry> + <entry id="67086" lang="en" sex="m">Archivist Still Vigorous Circle</entry> + <entry id="67087" lang="en" sex="m">Archivist Word of Recall</entry> + <entry id="67088" lang="en" sex="m">Archivist Word of Recall - Self only</entry> + <entry id="67089" lang="en" sex="m">Archivist Word of Recall - Party within 10ft</entry> + <entry id="67090" lang="en" sex="m">Archivist Silent Word of Recall</entry> + <entry id="67091" lang="en" sex="m">Archivist Silent Word of Recall - Self only</entry> + <entry id="67092" lang="en" sex="m">Archivist Silent Word of Recall - Party within 10ft</entry> + <entry id="67093" lang="en" sex="m">Archivist Aura of Vitality</entry> + <entry id="67094" lang="en" sex="m">Archivist Extended Aura of Vitality</entry> + <entry id="67095" lang="en" sex="m">Archivist Silent Aura of Vitality</entry> + <entry id="67096" lang="en" sex="m">Archivist Still Aura of Vitality</entry> + <entry id="67097" lang="en" sex="m">Archivist Bigby's Grasping Hand</entry> + <entry id="67098" lang="en" sex="m">Archivist Extended Bigby's Grasping Hand</entry> + <entry id="67099" lang="en" sex="m">Archivist Silent Bigby's Grasping Hand</entry> + <entry id="67100" lang="en" sex="m">Archivist Still Bigby's Grasping Hand</entry> + <entry id="67101" lang="en" sex="m">Archivist Blasphemy</entry> + <entry id="67102" lang="en" sex="m">Archivist Silent Blasphemy</entry> + <entry id="67103" lang="en" sex="m">Archivist Still Blasphemy</entry> + <entry id="67104" lang="en" sex="m">Archivist Control Weather</entry> + <entry id="67105" lang="en" sex="m">Archivist Control Weather: Rain</entry> + <entry id="67106" lang="en" sex="m">Archivist Control Weather: Snow</entry> + <entry id="67107" lang="en" sex="m">Archivist Control Weather: Clear</entry> + <entry id="67108" lang="en" sex="m">Archivist Extended Control Weather</entry> + <entry id="67109" lang="en" sex="m">Archivist Extended Control Weather: Rain</entry> + <entry id="67110" lang="en" sex="m">Archivist Extended Control Weather: Snow</entry> + <entry id="67111" lang="en" sex="m">Archivist Extended Control Weather: Clear</entry> + <entry id="67112" lang="en" sex="m">Archivist Silent Control Weather</entry> + <entry id="67113" lang="en" sex="m">Archivist Silent Control Weather: Rain</entry> + <entry id="67114" lang="en" sex="m">Archivist Silent Control Weather: Snow</entry> + <entry id="67115" lang="en" sex="m">Archivist Silent Control Weather: Clear</entry> + <entry id="67116" lang="en" sex="m">Archivist Still Control Weather</entry> + <entry id="67117" lang="en" sex="m">Archivist Still Control Weather: Rain</entry> + <entry id="67118" lang="en" sex="m">Archivist Still Control Weather: Snow</entry> + <entry id="67119" lang="en" sex="m">Archivist Still Control Weather: Clear</entry> + <entry id="67120" lang="en" sex="m">Archivist Creeping Doom</entry> + <entry id="67121" lang="en" sex="m">Archivist Extended Creeping Doom</entry> + <entry id="67122" lang="en" sex="m">Archivist Silent Creeping Doom</entry> + <entry id="67123" lang="en" sex="m">Archivist Still Creeping Doom</entry> + <entry id="67124" lang="en" sex="m">Archivist Death by Thorns</entry> + <entry id="67125" lang="en" sex="m">Archivist Silent Death by Thorns</entry> + <entry id="67126" lang="en" sex="m">Archivist Still Death by Thorns</entry> + <entry id="67127" lang="en" sex="m">Archivist Destruction</entry> + <entry id="67128" lang="en" sex="m">Archivist Silent Destruction</entry> + <entry id="67129" lang="en" sex="m">Archivist Still Destruction</entry> + <entry id="67130" lang="en" sex="m">Archivist Dictum</entry> + <entry id="67131" lang="en" sex="m">Archivist Silent Dictum</entry> + <entry id="67132" lang="en" sex="m">Archivist Still Dictum</entry> + <entry id="67133" lang="en" sex="m">Archivist Disintegrate</entry> + <entry id="67134" lang="en" sex="m">Archivist Empowered Disintegrate</entry> + <entry id="67135" lang="en" sex="m">Archivist Silent Disintegrate</entry> + <entry id="67136" lang="en" sex="m">Archivist Still Disintegrate</entry> + <entry id="67137" lang="en" sex="m">Archivist Dragon Ally</entry> + <entry id="67138" lang="en" sex="m">Archivist Extended Dragon Ally</entry> + <entry id="67139" lang="en" sex="m">Archivist Silent Dragon Ally</entry> + <entry id="67140" lang="en" sex="m">Archivist Energy Ebb</entry> + <entry id="67141" lang="en" sex="m">Archivist Extended Energy Ebb</entry> + <entry id="67142" lang="en" sex="m">Archivist Silent Energy Ebb</entry> + <entry id="67143" lang="en" sex="m">Archivist Still Energy Ebb</entry> + <entry id="67144" lang="en" sex="m">Archivist Fiendish Clarity</entry> + <entry id="67145" lang="en" sex="m">Archivist Silent Fiendish Clarity</entry> + <entry id="67146" lang="en" sex="m">Archivist Still Fiendish Clarity</entry> + <entry id="67147" lang="en" sex="m">Archivist Great Thunderclap</entry> + <entry id="67148" lang="en" sex="m">Archivist Silent Great Thunderclap</entry> + <entry id="67149" lang="en" sex="m">Archivist Still Great Thunderclap</entry> + <entry id="67150" lang="en" sex="m">Archivist Greater Harm</entry> + <entry id="67151" lang="en" sex="m">Archivist Silent Greater Harm</entry> + <entry id="67152" lang="en" sex="m">Archivist Still Greater Harm</entry> + <entry id="67153" lang="en" sex="m">Archivist Greater Restoration</entry> + <entry id="67154" lang="en" sex="m">Archivist Silent Greater Restoration</entry> + <entry id="67155" lang="en" sex="m">Archivist Still Greater Restoration</entry> + <entry id="67156" lang="en" sex="m">Archivist Greater Scrying</entry> + <entry id="67157" lang="en" sex="m">Archivist Extended Greater Scrying</entry> + <entry id="67158" lang="en" sex="m">Archivist Silent Greater Scrying</entry> + <entry id="67159" lang="en" sex="m">Archivist Still Greater Scrying</entry> + <entry id="67160" lang="en" sex="m">Archivist Greater Teleport</entry> + <entry id="67161" lang="en" sex="m">Archivist Greater Teleport - Self only</entry> + <entry id="67162" lang="en" sex="m">Archivist Greater Teleport - Party within 10ft</entry> + <entry id="67163" lang="en" sex="m">Archivist Silent Greater Teleport</entry> + <entry id="67164" lang="en" sex="m">Archivist Silent Greater Teleport - Self only</entry> + <entry id="67165" lang="en" sex="m">Archivist Silent Greater Teleport - Party within 10ft</entry> + <entry id="67166" lang="en" sex="m">Archivist Holy Word</entry> + <entry id="67167" lang="en" sex="m">Archivist Silent Holy Word</entry> + <entry id="67168" lang="en" sex="m">Archivist Still Holy Word</entry> + <entry id="67169" lang="en" sex="m">Archivist Mass Charm</entry> + <entry id="67170" lang="en" sex="m">Archivist Extended Mass Charm</entry> + <entry id="67171" lang="en" sex="m">Archivist Silent Mass Charm</entry> + <entry id="67172" lang="en" sex="m">Archivist Mass Cure Serious Wounds</entry> + <entry id="67173" lang="en" sex="m">Archivist Empowered Mass Cure Serious Wounds</entry> + <entry id="67174" lang="en" sex="m">Archivist Silent Mass Cure Serious Wounds</entry> + <entry id="67175" lang="en" sex="m">Archivist Still Mass Cure Serious Wounds</entry> + <entry id="67176" lang="en" sex="m">Archivist Mass Haste</entry> + <entry id="67177" lang="en" sex="m">Archivist Extended Mass Haste</entry> + <entry id="67178" lang="en" sex="m">Archivist Silent Mass Haste</entry> + <entry id="67179" lang="en" sex="m">Archivist Still Mass Haste</entry> + <entry id="67180" lang="en" sex="m">Archivist Mass Hold Person</entry> + <entry id="67181" lang="en" sex="m">Archivist Extended Mass Hold Person</entry> + <entry id="67182" lang="en" sex="m">Archivist Silent Mass Hold Person</entry> + <entry id="67183" lang="en" sex="m">Archivist Still Mass Hold Person</entry> + <entry id="67184" lang="en" sex="m">Archivist Mass Inflict Serious Wounds</entry> + <entry id="67185" lang="en" sex="m">Archivist Empowered Mass Inflict Serious Wounds</entry> + <entry id="67186" lang="en" sex="m">Archivist Silent Mass Inflict Serious Wounds</entry> + <entry id="67187" lang="en" sex="m">Archivist Still Mass Inflict Serious Wounds</entry> + <entry id="67188" lang="en" sex="m">Archivist Mass Spell Resistance</entry> + <entry id="67189" lang="en" sex="m">Archivist Extended Mass Spell Resistance</entry> + <entry id="67190" lang="en" sex="m">Archivist Silent Mass Spell Resistance</entry> + <entry id="67191" lang="en" sex="m">Archivist Still Mass Spell Resistance</entry> + <entry id="67192" lang="en" sex="m">Archivist Phoenix Fire</entry> + <entry id="67193" lang="en" sex="m">Archivist Empowered Phoenix Fire</entry> + <entry id="67194" lang="en" sex="m">Archivist Silent Phoenix Fire</entry> + <entry id="67195" lang="en" sex="m">Archivist Still Phoenix Fire</entry> + <entry id="67196" lang="en" sex="m">Archivist Prismatic Spray</entry> + <entry id="67197" lang="en" sex="m">Archivist Silent Prismatic Spray</entry> + <entry id="67198" lang="en" sex="m">Archivist Still Prismatic Spray</entry> + <entry id="67199" lang="en" sex="m">Archivist Protection from Spells</entry> + <entry id="67200" lang="en" sex="m">Archivist Extended Protection from Spells</entry> + <entry id="67201" lang="en" sex="m">Archivist Silent Protection from Spells</entry> + <entry id="67202" lang="en" sex="m">Archivist Still Protection from Spells</entry> + <entry id="67203" lang="en" sex="m">Archivist Rain of Embers</entry> + <entry id="67204" lang="en" sex="m">Archivist Empowered Rain of Embers</entry> + <entry id="67205" lang="en" sex="m">Archivist Extended Rain of Embers</entry> + <entry id="67206" lang="en" sex="m">Archivist Silent Rain of Embers</entry> + <entry id="67207" lang="en" sex="m">Archivist Still Rain of Embers</entry> + <entry id="67208" lang="en" sex="m">Archivist Rain of Roses</entry> + <entry id="67209" lang="en" sex="m">Archivist Extended Rain of Roses</entry> + <entry id="67210" lang="en" sex="m">Archivist Silent Rain of Roses</entry> + <entry id="67211" lang="en" sex="m">Archivist Still Rain of Roses</entry> + <entry id="67212" lang="en" sex="m">Archivist Rapture of Rupture</entry> + <entry id="67213" lang="en" sex="m">Archivist Empowered Rapture of Rupture</entry> + <entry id="67214" lang="en" sex="m">Archivist Regenerate</entry> + <entry id="67215" lang="en" sex="m">Archivist Extended Regenerate</entry> + <entry id="67216" lang="en" sex="m">Archivist Silent Regenerate</entry> + <entry id="67217" lang="en" sex="m">Archivist Still Regenerate</entry> + <entry id="67218" lang="en" sex="m">Archivist Repulsion</entry> + <entry id="67219" lang="en" sex="m">Archivist Extended Repulsion</entry> + <entry id="67220" lang="en" sex="m">Archivist Silent Repulsion</entry> + <entry id="67221" lang="en" sex="m">Archivist Still Repulsion</entry> + <entry id="67222" lang="en" sex="m">Archivist Resurrection</entry> + <entry id="67223" lang="en" sex="m">Archivist Silent Resurrection</entry> + <entry id="67224" lang="en" sex="m">Archivist Still Resurrection</entry> + <entry id="67225" lang="en" sex="m">Archivist Righteous Smite</entry> + <entry id="67226" lang="en" sex="m">Archivist Empowered Righteous Smite</entry> + <entry id="67227" lang="en" sex="m">Archivist Silent Righteous Smite</entry> + <entry id="67228" lang="en" sex="m">Archivist Still Righteous Smite</entry> + <entry id="67229" lang="en" sex="m">Archivist Spell Turning</entry> + <entry id="67230" lang="en" sex="m">Archivist Empowered Spell Turning</entry> + <entry id="67231" lang="en" sex="m">Archivist Extended Spell Turning</entry> + <entry id="67232" lang="en" sex="m">Archivist Silent Spell Turning</entry> + <entry id="67233" lang="en" sex="m">Archivist Still Spell Turning</entry> + <entry id="67234" lang="en" sex="m">Archivist Summon Creature VII</entry> + <entry id="67235" lang="en" sex="m">Archivist Summon Huge Air Elemental</entry> + <entry id="67236" lang="en" sex="m">Archivist Summon Huge Earth Elemental</entry> + <entry id="67237" lang="en" sex="m">Archivist Summon Huge Fire Elemental</entry> + <entry id="67238" lang="en" sex="m">Archivist Summon Huge Water Elemental</entry> + <entry id="67239" lang="en" sex="m">Archivist Extended Summon Creature VII</entry> + <entry id="67240" lang="en" sex="m">Archivist Extended Summon Huge Air Elemental</entry> + <entry id="67241" lang="en" sex="m">Archivist Extended Summon Huge Earth Elemental</entry> + <entry id="67242" lang="en" sex="m">Archivist Extended Summon Huge Fire Elemental</entry> + <entry id="67243" lang="en" sex="m">Archivist Extended Summon Huge Water Elemental</entry> + <entry id="67244" lang="en" sex="m">Archivist Silent Summon Creature VII</entry> + <entry id="67245" lang="en" sex="m">Archivist Silent Summon Huge Air Elemental</entry> + <entry id="67246" lang="en" sex="m">Archivist Silent Summon Huge Earth Elemental</entry> + <entry id="67247" lang="en" sex="m">Archivist Silent Summon Huge Fire Elemental</entry> + <entry id="67248" lang="en" sex="m">Archivist Silent Summon Huge Water Elemental</entry> + <entry id="67249" lang="en" sex="m">Archivist Still Summon Creature VII</entry> + <entry id="67250" lang="en" sex="m">Archivist Still Summon Huge Air Elemental</entry> + <entry id="67251" lang="en" sex="m">Archivist Still Summon Huge Earth Elemental</entry> + <entry id="67252" lang="en" sex="m">Archivist Still Summon Huge Fire Elemental</entry> + <entry id="67253" lang="en" sex="m">Archivist Still Summon Huge Water Elemental</entry> + <entry id="67254" lang="en" sex="m">Archivist Symbol of Stunning</entry> + <entry id="67255" lang="en" sex="m">Archivist Empowered Symbol of Stunning</entry> + <entry id="67256" lang="en" sex="m">Archivist Extended Symbol of Stunning</entry> + <entry id="67257" lang="en" sex="m">Archivist Silent Symbol of Stunning</entry> + <entry id="67258" lang="en" sex="m">Archivist Still Symbol of Stunning</entry> + <entry id="67259" lang="en" sex="m">Archivist Symbol of Weakness</entry> + <entry id="67260" lang="en" sex="m">Archivist Empowered Symbol of Weakness</entry> + <entry id="67261" lang="en" sex="m">Archivist Extended Symbol of Weakness</entry> + <entry id="67262" lang="en" sex="m">Archivist Silent Symbol of Weakness</entry> + <entry id="67263" lang="en" sex="m">Archivist Still Symbol of Weakness</entry> + <entry id="67264" lang="en" sex="m">Archivist Tomb of Light</entry> + <entry id="67265" lang="en" sex="m">Archivist Silent Tomb of Light</entry> + <entry id="67266" lang="en" sex="m">Archivist Still Tomb of Light</entry> + <entry id="67267" lang="en" sex="m">Archivist Word of Balance</entry> + <entry id="67268" lang="en" sex="m">Archivist Empowered Word of Balance</entry> + <entry id="67269" lang="en" sex="m">Archivist Silent Word of Balance</entry> + <entry id="67270" lang="en" sex="m">Archivist Word of Chaos</entry> + <entry id="67271" lang="en" sex="m">Archivist Silent Word of Chaos</entry> + <entry id="67272" lang="en" sex="m">Archivist Still Word of Chaos</entry> + <entry id="67273" lang="en" sex="m">Archivist Wretched Blight</entry> + <entry id="67274" lang="en" sex="m">Archivist Empowered Wretched Blight</entry> + <entry id="67275" lang="en" sex="m">Archivist Silent Wretched Blight</entry> + <entry id="67276" lang="en" sex="m">Archivist Still Wretched Blight</entry> + <entry id="67277" lang="en" sex="m">Archivist Antimagic Field</entry> + <entry id="67278" lang="en" sex="m">Archivist Extended Antimagic Field</entry> + <entry id="67279" lang="en" sex="m">Archivist Silent Antimagic Field</entry> + <entry id="67280" lang="en" sex="m">Archivist Still Antimagic Field</entry> + <entry id="67281" lang="en" sex="m">Archivist Aura versus Alignment</entry> + <entry id="67282" lang="en" sex="m">Archivist Unholy Aura</entry> + <entry id="67283" lang="en" sex="m">Archivist Holy Aura</entry> + <entry id="67284" lang="en" sex="m">Archivist Extended Aura versus Alignment</entry> + <entry id="67285" lang="en" sex="m">Archivist Extended Unholy Aura</entry> + <entry id="67286" lang="en" sex="m">Archivist Extended Holy Aura</entry> + <entry id="67287" lang="en" sex="m">Archivist Silent Aura versus Alignment</entry> + <entry id="67288" lang="en" sex="m">Archivist Silent Unholy Aura</entry> + <entry id="67289" lang="en" sex="m">Archivist Silent Holy Aura</entry> + <entry id="67290" lang="en" sex="m">Archivist Still Aura versus Alignment</entry> + <entry id="67291" lang="en" sex="m">Archivist Still Unholy Aura</entry> + <entry id="67292" lang="en" sex="m">Archivist Still Holy Aura</entry> + <entry id="67293" lang="en" sex="m">Archivist Blackstaff</entry> + <entry id="67294" lang="en" sex="m">Archivist Extended Blackstaff</entry> + <entry id="67295" lang="en" sex="m">Archivist Silent Blackstaff</entry> + <entry id="67296" lang="en" sex="m">Archivist Still Blackstaff</entry> + <entry id="67297" lang="en" sex="m">Archivist Bodak Birth</entry> + <entry id="67298" lang="en" sex="m">Archivist Silent Bodak Birth</entry> + <entry id="67299" lang="en" sex="m">Archivist Still Bodak Birth</entry> + <entry id="67300" lang="en" sex="m">Archivist Bombardment</entry> + <entry id="67301" lang="en" sex="m">Archivist Silent Bombardment</entry> + <entry id="67302" lang="en" sex="m">Archivist Still Bombardment</entry> + <entry id="67303" lang="en" sex="m">Archivist Create Greater Undead</entry> + <entry id="67304" lang="en" sex="m">Archivist Extended Create Greater Undead</entry> + <entry id="67305" lang="en" sex="m">Archivist Silent Create Greater Undead</entry> + <entry id="67306" lang="en" sex="m">Archivist Still Create Greater Undead</entry> + <entry id="67307" lang="en" sex="m">Archivist Delayed Blast Fireball</entry> + <entry id="67308" lang="en" sex="m">Archivist Extended Delayed Blast Fireball</entry> + <entry id="67309" lang="en" sex="m">Archivist Silent Delayed Blast Fireball</entry> + <entry id="67310" lang="en" sex="m">Archivist Still Delayed Blast Fireball</entry> + <entry id="67311" lang="en" sex="m">Archivist Dimensional Lock</entry> + <entry id="67312" lang="en" sex="m">Archivist Extended Dimensional Lock</entry> + <entry id="67313" lang="en" sex="m">Archivist Silent Dimensional Lock</entry> + <entry id="67314" lang="en" sex="m">Archivist Still Dimensional Lock</entry> + <entry id="67315" lang="en" sex="m">Archivist Discern Location</entry> + <entry id="67316" lang="en" sex="m">Archivist Extended Discern Location</entry> + <entry id="67317" lang="en" sex="m">Archivist Silent Discern Location</entry> + <entry id="67318" lang="en" sex="m">Archivist Still Discern Location</entry> + <entry id="67319" lang="en" sex="m">Archivist Dominate Monster</entry> + <entry id="67320" lang="en" sex="m">Archivist Extended Dominate Monster</entry> + <entry id="67321" lang="en" sex="m">Archivist Silent Dominate Monster</entry> + <entry id="67322" lang="en" sex="m">Archivist Still Dominate Monster</entry> + <entry id="67323" lang="en" sex="m">Archivist Dragon Cloud</entry> + <entry id="67324" lang="en" sex="m">Archivist Silent Dragon Cloud</entry> + <entry id="67325" lang="en" sex="m">Archivist Still Dragon Cloud</entry> + <entry id="67326" lang="en" sex="m">Archivist Earthquake</entry> + <entry id="67327" lang="en" sex="m">Archivist Extended Earthquake</entry> + <entry id="67328" lang="en" sex="m">Archivist Silent Earthquake</entry> + <entry id="67329" lang="en" sex="m">Archivist Still Earthquake</entry> + <entry id="67330" lang="en" sex="m">Archivist Evil Weather</entry> + <entry id="67331" lang="en" sex="m">Archivist Rain of Blood</entry> + <entry id="67332" lang="en" sex="m">Archivist Violet Rain</entry> + <entry id="67333" lang="en" sex="m">Archivist Green Fog</entry> + <entry id="67334" lang="en" sex="m">Archivist Rain of Frogs or Fish</entry> + <entry id="67335" lang="en" sex="m">Archivist Silent Evil Weather</entry> + <entry id="67336" lang="en" sex="m">Archivist Silent Rain of Blood</entry> + <entry id="67337" lang="en" sex="m">Archivist Silent Violet Rain</entry> + <entry id="67338" lang="en" sex="m">Archivist Silent Green Fog</entry> + <entry id="67339" lang="en" sex="m">Archivist Silent Rain of Frogs or Fish</entry> + <entry id="67340" lang="en" sex="m">Archivist Still Evil Weather</entry> + <entry id="67341" lang="en" sex="m">Archivist Still Rain of Blood</entry> + <entry id="67342" lang="en" sex="m">Archivist Still Violet Rain</entry> + <entry id="67343" lang="en" sex="m">Archivist Still Green Fog</entry> + <entry id="67344" lang="en" sex="m">Archivist Still Rain of Frogs or Fish</entry> + <entry id="67345" lang="en" sex="m">Archivist Finger of Death</entry> + <entry id="67346" lang="en" sex="m">Archivist Silent Finger of Death</entry> + <entry id="67347" lang="en" sex="m">Archivist Still Finger of Death</entry> + <entry id="67348" lang="en" sex="m">Archivist Fire Storm</entry> + <entry id="67349" lang="en" sex="m">Archivist Silent Fire Storm</entry> + <entry id="67350" lang="en" sex="m">Archivist Still Fire Storm</entry> + <entry id="67351" lang="en" sex="m">Archivist Greater Planar Ally</entry> + <entry id="67352" lang="en" sex="m">Archivist Extended Greater Planar Ally</entry> + <entry id="67353" lang="en" sex="m">Archivist Silent Greater Planar Ally</entry> + <entry id="67354" lang="en" sex="m">Archivist Still Greater Planar Ally</entry> + <entry id="67355" lang="en" sex="m">Archivist Wall of Greater Dispel Magic</entry> + <entry id="67356" lang="en" sex="m">Archivist Extended Wall of Greater Dispel Magic</entry> + <entry id="67357" lang="en" sex="m">Archivist Silent Wall of Greater Dispel Magic</entry> + <entry id="67358" lang="en" sex="m">Archivist Still Wall of Greater Dispel Magic</entry> + <entry id="67359" lang="en" sex="m">Archivist Holy Aura</entry> + <entry id="67360" lang="en" sex="m">Archivist Extended Holy Aura</entry> + <entry id="67361" lang="en" sex="m">Archivist Silent Holy Aura</entry> + <entry id="67362" lang="en" sex="m">Archivist Still Holy Aura</entry> + <entry id="67363" lang="en" sex="m">Archivist Horrid Wilting</entry> + <entry id="67364" lang="en" sex="m">Archivist Silent Horrid Wilting</entry> + <entry id="67365" lang="en" sex="m">Archivist Still Horrid Wilting</entry> + <entry id="67366" lang="en" sex="m">Archivist Last Judgement</entry> + <entry id="67367" lang="en" sex="m">Archivist Silent Last Judgement</entry> + <entry id="67368" lang="en" sex="m">Archivist Mass Cure Critical Wounds</entry> + <entry id="67369" lang="en" sex="m">Archivist Silent Mass Cure Critical Wounds</entry> + <entry id="67370" lang="en" sex="m">Archivist Still Mass Cure Critical Wounds</entry> + <entry id="67371" lang="en" sex="m">Archivist Mass Heal</entry> + <entry id="67372" lang="en" sex="m">Archivist Silent Mass Heal</entry> + <entry id="67373" lang="en" sex="m">Archivist Still Mass Heal</entry> + <entry id="67374" lang="en" sex="m">Archivist Mass Inflict Critical Wounds</entry> + <entry id="67375" lang="en" sex="m">Archivist Silent Mass Inflict Critical Wounds</entry> + <entry id="67376" lang="en" sex="m">Archivist Still Mass Inflict Critical Wounds</entry> + <entry id="67377" lang="en" sex="m">Archivist Nature's Balance</entry> + <entry id="67378" lang="en" sex="m">Archivist Silent Nature's Balance</entry> + <entry id="67379" lang="en" sex="m">Archivist Still Nature's Balance</entry> + <entry id="67380" lang="en" sex="m">Archivist Necrotic Empowerment</entry> + <entry id="67381" lang="en" sex="m">Archivist Extended Necrotic Empowerment</entry> + <entry id="67382" lang="en" sex="m">Archivist Silent Necrotic Empowerment</entry> + <entry id="67383" lang="en" sex="m">Archivist Still Necrotic Empowerment</entry> + <entry id="67384" lang="en" sex="m">Archivist Pestilence</entry> + <entry id="67385" lang="en" sex="m">Archivist Silent Pestilence</entry> + <entry id="67386" lang="en" sex="m">Archivist Still Pestilence</entry> + <entry id="67387" lang="en" sex="m">Archivist Power Word, Stun</entry> + <entry id="67388" lang="en" sex="m">Archivist Silent Power Word, Stun</entry> + <entry id="67389" lang="en" sex="m">Archivist Premonition</entry> + <entry id="67390" lang="en" sex="m">Archivist Extended Premonition</entry> + <entry id="67391" lang="en" sex="m">Archivist Silent Premonition</entry> + <entry id="67392" lang="en" sex="m">Archivist Still Premonition</entry> + <entry id="67393" lang="en" sex="m">Archivist Shadow Shield</entry> + <entry id="67394" lang="en" sex="m">Archivist Extended Shadow Shield</entry> + <entry id="67395" lang="en" sex="m">Archivist Silent Shadow Shield</entry> + <entry id="67396" lang="en" sex="m">Archivist Still Shadow Shield</entry> + <entry id="67397" lang="en" sex="m">Archivist Summon Creature VIII</entry> + <entry id="67398" lang="en" sex="m">Archivist Summon Greater Air Elemental</entry> + <entry id="67399" lang="en" sex="m">Archivist Summon Greater Earth Elemental</entry> + <entry id="67400" lang="en" sex="m">Archivist Summon Greater Fire Elemental</entry> + <entry id="67401" lang="en" sex="m">Archivist Summon Greater Water Elemental</entry> + <entry id="67402" lang="en" sex="m">Archivist Extended Summon Creature VIII</entry> + <entry id="67403" lang="en" sex="m">Archivist Extended Summon Greater Air Elemental</entry> + <entry id="67404" lang="en" sex="m">Archivist Extended Summon Greater Earth Elemental</entry> + <entry id="67405" lang="en" sex="m">Archivist Extended Summon Greater Fire Elemental</entry> + <entry id="67406" lang="en" sex="m">Archivist Extended Summon Greater Water Elemental</entry> + <entry id="67407" lang="en" sex="m">Archivist Silent Summon Creature VIII</entry> + <entry id="67408" lang="en" sex="m">Archivist Silent Summon Greater Air Elemental</entry> + <entry id="67409" lang="en" sex="m">Archivist Silent Summon Greater Earth Elemental</entry> + <entry id="67410" lang="en" sex="m">Archivist Silent Summon Greater Fire Elemental</entry> + <entry id="67411" lang="en" sex="m">Archivist Silent Summon Greater Water Elemental</entry> + <entry id="67412" lang="en" sex="m">Archivist Still Summon Creature VIII</entry> + <entry id="67413" lang="en" sex="m">Archivist Still Summon Greater Air Elemental</entry> + <entry id="67414" lang="en" sex="m">Archivist Still Summon Greater Earth Elemental</entry> + <entry id="67415" lang="en" sex="m">Archivist Still Summon Greater Fire Elemental</entry> + <entry id="67416" lang="en" sex="m">Archivist Still Summon Greater Water Elemental</entry> + <entry id="67417" lang="en" sex="m">Archivist Sunbeam</entry> + <entry id="67418" lang="en" sex="m">Archivist Silent Sunbeam</entry> + <entry id="67419" lang="en" sex="m">Archivist Still Sunbeam</entry> + <entry id="67420" lang="en" sex="m">Archivist Sunburst</entry> + <entry id="67421" lang="en" sex="m">Archivist Silent Sunburst</entry> + <entry id="67422" lang="en" sex="m">Archivist Still Sunburst</entry> + <entry id="67423" lang="en" sex="m">Archivist Symbol of Death</entry> + <entry id="67424" lang="en" sex="m">Archivist Extended Symbol of Death</entry> + <entry id="67425" lang="en" sex="m">Archivist Silent Symbol of Death</entry> + <entry id="67426" lang="en" sex="m">Archivist Still Symbol of Death</entry> + <entry id="67427" lang="en" sex="m">Archivist Symbol of Insanity</entry> + <entry id="67428" lang="en" sex="m">Archivist Extended Symbol of Insanity</entry> + <entry id="67429" lang="en" sex="m">Archivist Silent Symbol of Insanity</entry> + <entry id="67430" lang="en" sex="m">Archivist Still Symbol of Insanity</entry> + <entry id="67431" lang="en" sex="m">Archivist Apocalypse from the Sky</entry> + <entry id="67432" lang="en" sex="m">Archivist Apocalypse from the Sky: Fire</entry> + <entry id="67433" lang="en" sex="m">Archivist Apocalypse from the Sky: Acid</entry> + <entry id="67434" lang="en" sex="m">Archivist Apocalypse from the Sky: Sonic</entry> + <entry id="67435" lang="en" sex="m">Archivist Despoil</entry> + <entry id="67436" lang="en" sex="m">Archivist Elder Glyph of Warding</entry> + <entry id="67437" lang="en" sex="m">Archivist Elder Blast Glyph (Acid)</entry> + <entry id="67438" lang="en" sex="m">Archivist Elder Blast Glyph (Cold)</entry> + <entry id="67439" lang="en" sex="m">Archivist Elder Blast Glyph (Electricity)</entry> + <entry id="67440" lang="en" sex="m">Archivist Elder Blast Glyph (Fire)</entry> + <entry id="67441" lang="en" sex="m">Archivist Elder Blast Glyph (Sonic)</entry> + <entry id="67442" lang="en" sex="m">Archivist Elemental Swarm</entry> + <entry id="67443" lang="en" sex="m">Archivist Energy Drain</entry> + <entry id="67444" lang="en" sex="m">Archivist Exalted Fury</entry> + <entry id="67445" lang="en" sex="m">Archivist Foresight</entry> + <entry id="67446" lang="en" sex="m">Archivist Gate</entry> + <entry id="67447" lang="en" sex="m">Archivist Greater Planar Binding</entry> + <entry id="67448" lang="en" sex="m">Archivist Greater Spell Mantle</entry> + <entry id="67449" lang="en" sex="m">Archivist Implosion</entry> + <entry id="67450" lang="en" sex="m">Archivist Mantle of Egregious Might</entry> + <entry id="67451" lang="en" sex="m">Archivist Mass Drown</entry> + <entry id="67452" lang="en" sex="m">Archivist Mass Harm</entry> + <entry id="67453" lang="en" sex="m">Archivist Mass Hold Monster</entry> + <entry id="67454" lang="en" sex="m">Archivist Nature's Avatar</entry> + <entry id="67455" lang="en" sex="m">Archivist Necrotic Termination</entry> + <entry id="67456" lang="en" sex="m">Archivist Plague of Undead</entry> + <entry id="67457" lang="en" sex="m">Archivist Power Word, Kill</entry> + <entry id="67458" lang="en" sex="m">Archivist Power Word Blind</entry> + <entry id="67459" lang="en" sex="m">Archivist Rain of Black Tulips</entry> + <entry id="67460" lang="en" sex="m">Archivist Shapechange</entry> + <entry id="67461" lang="en" sex="m">Archivist Shapechange, Red Dragon</entry> + <entry id="67462" lang="en" sex="m">Archivist Shapechange, Fire Giant</entry> + <entry id="67463" lang="en" sex="m">Archivist Shapechange, Balor</entry> + <entry id="67464" lang="en" sex="m">Archivist Shapechange, Death Slaad</entry> + <entry id="67465" lang="en" sex="m">Archivist Shapechange, Iron Golem</entry> + <entry id="67466" lang="en" sex="m">Archivist Sphere of Ultimate Destruction</entry> + <entry id="67467" lang="en" sex="m">Archivist Storm of Vengeance</entry> + <entry id="67468" lang="en" sex="m">Archivist Summon Creature IX</entry> + <entry id="67469" lang="en" sex="m">Archivist Summon Elder Air Elemental</entry> + <entry id="67470" lang="en" sex="m">Archivist Summon Elder Earth Elemental</entry> + <entry id="67471" lang="en" sex="m">Archivist Summon Elder Fire Elemental</entry> + <entry id="67472" lang="en" sex="m">Archivist Summon Elder Water Elemental</entry> + <entry id="67473" lang="en" sex="m">Archivist True Resurrection</entry> + <entry id="67474" lang="en" sex="m">Archivist Undeath's Eternal Foe</entry> + <entry id="67475" lang="en" sex="m">Archivist Unyielding Roots</entry> + <entry id="67476" lang="en" sex="m">Archivist Vile Death</entry> + <entry id="67477" lang="en" sex="m">Archivist Wail of the Banshee</entry> + <entry id="67478" lang="en" sex="m">Archivist Weird</entry> + <entry id="67479" lang="en" sex="m">Templar Cure Minor Wounds</entry> + <entry id="67480" lang="en" sex="m">Templar Inflict Minor Wounds</entry> + <entry id="67481" lang="en" sex="m">Templar Light</entry> + <entry id="67482" lang="en" sex="m">Templar Read Magic</entry> + <entry id="67483" lang="en" sex="m">Templar Resistance</entry> + <entry id="67484" lang="en" sex="m">Templar Virtue</entry> + <entry id="67485" lang="en" sex="m">Templar Command</entry> + <entry id="67486" lang="en" sex="m">Templar Command Approach</entry> + <entry id="67487" lang="en" sex="m">Templar Command Drop</entry> + <entry id="67488" lang="en" sex="m">Templar Command Fall</entry> + <entry id="67489" lang="en" sex="m">Templar Command Flee</entry> + <entry id="67490" lang="en" sex="m">Templar Command Halt</entry> + <entry id="67491" lang="en" sex="m">Templar Cure Light Wounds</entry> + <entry id="67492" lang="en" sex="m">Templar Detect Undead</entry> + <entry id="67493" lang="en" sex="m">Templar Divine Favor</entry> + <entry id="67494" lang="en" sex="m">Templar Doom</entry> + <entry id="67495" lang="en" sex="m">Templar Endure Elements</entry> + <entry id="67496" lang="en" sex="m">Templar Hide From Undead</entry> + <entry id="67497" lang="en" sex="m">Templar Inflict Light Wounds</entry> + <entry id="67498" lang="en" sex="m">Templar Remove Fear</entry> + <entry id="67499" lang="en" sex="m">Templar Protection from Evil</entry> + <entry id="67500" lang="en" sex="m">Templar Protection from Good</entry> + <entry id="67501" lang="en" sex="m">Templar Shield of Faith</entry> + <entry id="67502" lang="en" sex="m">Templar Endurance</entry> + <entry id="67503" lang="en" sex="m">Templar Cure Moderate Wounds</entry> + <entry id="67504" lang="en" sex="m">Templar Hold Person</entry> + <entry id="67505" lang="en" sex="m">Templar Inflict Moderate Wounds</entry> + <entry id="67506" lang="en" sex="m">Templar Remove Paralysis</entry> + <entry id="67507" lang="en" sex="m">Templar Resist Elements</entry> + <entry id="67508" lang="en" sex="m">Templar Lesser Restoration</entry> + <entry id="67509" lang="en" sex="m">Templar Silence</entry> + <entry id="67510" lang="en" sex="m">Templar Undetectable Alignment</entry> + <entry id="67511" lang="en" sex="m">Templar Cure Serious Wounds</entry> + <entry id="67512" lang="en" sex="m">Templar Dispel Magic</entry> + <entry id="67513" lang="en" sex="m">Templar Glyph of Warding</entry> + <entry id="67514" lang="en" sex="m">Templar Blast Glyph (Acid)</entry> + <entry id="67515" lang="en" sex="m">Templar Blast Glyph (Cold)</entry> + <entry id="67516" lang="en" sex="m">Templar Blast Glyph (Electricity)</entry> + <entry id="67517" lang="en" sex="m">Templar Blast Glyph (Fire)</entry> + <entry id="67518" lang="en" sex="m">Templar Blast Glyph (Sonic)</entry> + <entry id="67519" lang="en" sex="m">Templar Inflict Serious Wounds</entry> + <entry id="67520" lang="en" sex="m">Templar Lightning Bolt</entry> + <entry id="67521" lang="en" sex="m">Templar Locate Object</entry> + <entry id="67522" lang="en" sex="m">Templar Magic Circle against Evil</entry> + <entry id="67523" lang="en" sex="m">Templar Magic Circle against Good</entry> + <entry id="67524" lang="en" sex="m">Templar Magic Vestment</entry> + <entry id="67525" lang="en" sex="m">Templar Protection from Elements</entry> + <entry id="67526" lang="en" sex="m">Templar Remove Disease</entry> + <entry id="67527" lang="en" sex="m">Templar Greater Command</entry> + <entry id="67528" lang="en" sex="m">Templar Greater Command Approach</entry> + <entry id="67529" lang="en" sex="m">Templar Greater Command Drop</entry> + <entry id="67530" lang="en" sex="m">Templar Greater Command Fall</entry> + <entry id="67531" lang="en" sex="m">Templar Greater Command Flee</entry> + <entry id="67532" lang="en" sex="m">Templar Greater Command Halt</entry> + <entry id="67533" lang="en" sex="m">Templar Cure Critical Wounds</entry> + <entry id="67534" lang="en" sex="m">Templar Dimensional Anchor</entry> + <entry id="67535" lang="en" sex="m">Templar Freedom of Movement</entry> + <entry id="67536" lang="en" sex="m">Templar Inflict Critical Wounds</entry> + <entry id="67537" lang="en" sex="m">Templar Greater Magic Weapon</entry> + <entry id="67538" lang="en" sex="m">Templar Neutralize Poison</entry> + <entry id="67539" lang="en" sex="m">Templar Break Enchantment</entry> + <entry id="67540" lang="en" sex="m">Templar Elemental Strike</entry> + <entry id="67541" lang="en" sex="m">Templar Elemental Strike (Acid)</entry> + <entry id="67542" lang="en" sex="m">Templar Elemental Strike (Cold)</entry> + <entry id="67543" lang="en" sex="m">Templar Elemental Strike (Electricity)</entry> + <entry id="67544" lang="en" sex="m">Templar Elemental Strike (Fire)</entry> + <entry id="67545" lang="en" sex="m">Templar Elemental Strike (Sonic)</entry> + <entry id="67546" lang="en" sex="m">Templar Scrying</entry> + <entry id="67547" lang="en" sex="m">Templar Symbol of Pain</entry> + <entry id="67548" lang="en" sex="m">Templar Symbol of Sleep</entry> + <entry id="67549" lang="en" sex="m">Templar True Seeing</entry> + <entry id="67550" lang="en" sex="m">Templar Create Undead</entry> + <entry id="67551" lang="en" sex="m">Templar Greater Dispelling</entry> + <entry id="67552" lang="en" sex="m">Templar Greater Glyph of Warding</entry> + <entry id="67553" lang="en" sex="m">Templar Greater Blast Glyph (Acid)</entry> + <entry id="67554" lang="en" sex="m">Templar Greater Blast Glyph (Cold)</entry> + <entry id="67555" lang="en" sex="m">Templar Greater Blast Glyph (Electricity)</entry> + <entry id="67556" lang="en" sex="m">Templar Greater Blast Glyph (Fire)</entry> + <entry id="67557" lang="en" sex="m">Templar Greater Blast Glyph (Sonic)</entry> + <entry id="67558" lang="en" sex="m">Templar Raise Dead</entry> + <entry id="67559" lang="en" sex="m">Templar Symbol of Fear</entry> + <entry id="67560" lang="en" sex="m">Templar Symbol of Persuasion</entry> + <entry id="67561" lang="en" sex="m">Templar Word of Recall</entry> + <entry id="67562" lang="en" sex="m">Templar Word of Recall - Self only</entry> + <entry id="67563" lang="en" sex="m">Templar Word of Recall - Party within 10ft</entry> + <entry id="67564" lang="en" sex="m">Templar Greater Scrying</entry> + <entry id="67565" lang="en" sex="m">Templar Symbol of Stunning</entry> + <entry id="67566" lang="en" sex="m">Templar Symbol of Weakness</entry> + <entry id="67567" lang="en" sex="m">Templar Create Greater Undead</entry> + <entry id="67568" lang="en" sex="m">Templar Discern Location</entry> + <entry id="67569" lang="en" sex="m">Templar Finger of Death</entry> + <entry id="67570" lang="en" sex="m">Templar Regenerate</entry> + <entry id="67571" lang="en" sex="m">Templar Symbol of Death</entry> + <entry id="67572" lang="en" sex="m">Templar Energy Drain</entry> + <entry id="67573" lang="en" sex="m">Templar Power Word Blind</entry> + <entry id="67574" lang="en" sex="m">Witch Cure Minor Wounds</entry> + <entry id="67575" lang="en" sex="m">Witch Dancing Lights</entry> + <entry id="67576" lang="en" sex="m">Witch Daze</entry> + <entry id="67577" lang="en" sex="m">Witch Flare</entry> + <entry id="67578" lang="en" sex="m">Witch Light</entry> + <entry id="67579" lang="en" sex="m">Witch Mage Hand</entry> + <entry id="67580" lang="en" sex="m">Witch Read Magic</entry> + <entry id="67581" lang="en" sex="m">Witch Resistance</entry> + <entry id="67582" lang="en" sex="m">Witch Sobriety</entry> + <entry id="67583" lang="en" sex="m">Witch Virtue</entry> + <entry id="67584" lang="en" sex="m">Witch Cause Fear</entry> + <entry id="67585" lang="en" sex="m">Witch Charm Person</entry> + <entry id="67586" lang="en" sex="m">Witch Command</entry> + <entry id="67587" lang="en" sex="m">Witch Command Approach</entry> + <entry id="67588" lang="en" sex="m">Witch Command Drop</entry> + <entry id="67589" lang="en" sex="m">Witch Command Fall</entry> + <entry id="67590" lang="en" sex="m">Witch Command Flee</entry> + <entry id="67591" lang="en" sex="m">Witch Command Halt</entry> + <entry id="67592" lang="en" sex="m">Witch Crafter's Blessing</entry> + <entry id="67593" lang="en" sex="m">Witch Crafter's Curse</entry> + <entry id="67594" lang="en" sex="m">Witch Cure Light Wounds</entry> + <entry id="67595" lang="en" sex="m">Witch Disguise Self</entry> + <entry id="67596" lang="en" sex="m">Witch Disguise Self - Learn Shape</entry> + <entry id="67597" lang="en" sex="m">Witch Disguise Self - Options</entry> + <entry id="67598" lang="en" sex="m">Witch Disguise Self - Quickslot 1</entry> + <entry id="67599" lang="en" sex="m">Witch Disguise Self - Quickslot 2</entry> + <entry id="67600" lang="en" sex="m">Witch Disguise Self - Quickslot 3</entry> + <entry id="67601" lang="en" sex="m">Witch Doom</entry> + <entry id="67602" lang="en" sex="m">Witch Endure Elements</entry> + <entry id="67603" lang="en" sex="m">Witch Grease</entry> + <entry id="67604" lang="en" sex="m">Witch Expeditious Retreat</entry> + <entry id="67605" lang="en" sex="m">Witch Faerie Fire</entry> + <entry id="67606" lang="en" sex="m">Witch Tasha's Hideous Laughter</entry> + <entry id="67607" lang="en" sex="m">Witch Identify</entry> + <entry id="67608" lang="en" sex="m">Witch Jump</entry> + <entry id="67609" lang="en" sex="m">Witch Obscure Object</entry> + <entry id="67610" lang="en" sex="m">Witch Obscuring Mist</entry> + <entry id="67611" lang="en" sex="m">Witch Protection from Chaos</entry> + <entry id="67612" lang="en" sex="m">Witch Protection from Evil</entry> + <entry id="67613" lang="en" sex="m">Witch Protection from Good</entry> + <entry id="67614" lang="en" sex="m">Witch Protection from Law</entry> + <entry id="67615" lang="en" sex="m">Witch Remove Fear</entry> + <entry id="67616" lang="en" sex="m">Witch Sleep</entry> + <entry id="67617" lang="en" sex="m">Witch Summon Creature I</entry> + <entry id="67618" lang="en" sex="m">Witch Undetectable Alignment</entry> + <entry id="67619" lang="en" sex="m">Witch Alter Self</entry> + <entry id="67620" lang="en" sex="m">Witch Alter Self - Learn Shape</entry> + <entry id="67621" lang="en" sex="m">Witch Alter Self - Options</entry> + <entry id="67622" lang="en" sex="m">Witch Alter Self - Quickslot 1</entry> + <entry id="67623" lang="en" sex="m">Witch Alter Self - Quickslot 2</entry> + <entry id="67624" lang="en" sex="m">Witch Alter Self - Quickslot 3</entry> + <entry id="67625" lang="en" sex="m">Witch Endurance</entry> + <entry id="67626" lang="en" sex="m">Witch Bull's Strength</entry> + <entry id="67627" lang="en" sex="m">Witch Blindness/Deafness</entry> + <entry id="67628" lang="en" sex="m">Witch Blur</entry> + <entry id="67629" lang="en" sex="m">Witch Calm Emotions</entry> + <entry id="67630" lang="en" sex="m">Witch Cat's Grace</entry> + <entry id="67631" lang="en" sex="m">Witch Continual Flame</entry> + <entry id="67632" lang="en" sex="m">Witch Cure Moderate Wounds</entry> + <entry id="67633" lang="en" sex="m">Witch Darkness</entry> + <entry id="67634" lang="en" sex="m">Witch Daze Monster</entry> + <entry id="67635" lang="en" sex="m">Witch Eagle's Splendor</entry> + <entry id="67636" lang="en" sex="m">Witch Fog Cloud</entry> + <entry id="67637" lang="en" sex="m">Witch Fox's Cunning</entry> + <entry id="67638" lang="en" sex="m">Witch Heroism</entry> + <entry id="67639" lang="en" sex="m">Witch Hold Person</entry> + <entry id="67640" lang="en" sex="m">Witch Invisibility</entry> + <entry id="67641" lang="en" sex="m">Witch Lesser Dispel</entry> + <entry id="67642" lang="en" sex="m">Witch Locate Object</entry> + <entry id="67643" lang="en" sex="m">Witch Mirror Image</entry> + <entry id="67644" lang="en" sex="m">Witch Owl's Wisdom</entry> + <entry id="67645" lang="en" sex="m">Witch Protection from Arrows</entry> + <entry id="67646" lang="en" sex="m">Witch Pyrotechnics +</entry> + <entry id="67647" lang="en" sex="m">Witch Pyrotechnics: Fireworks +</entry> + <entry id="67648" lang="en" sex="m">Witch Pyrotechnics: Smoke +</entry> + <entry id="67649" lang="en" sex="m">Witch Resist Elements</entry> + <entry id="67650" lang="en" sex="m">Witch Scare</entry> + <entry id="67651" lang="en" sex="m">Witch Silence</entry> + <entry id="67652" lang="en" sex="m">Witch Summon Creature II</entry> + <entry id="67653" lang="en" sex="m">Witch Touch of Idiocy</entry> + <entry id="67654" lang="en" sex="m">Witch Ultravision</entry> + <entry id="67655" lang="en" sex="m">Witch Bestow Curse</entry> + <entry id="67656" lang="en" sex="m">Witch Charm Monster</entry> + <entry id="67657" lang="en" sex="m">Witch Clairaudience/Clairvoyance</entry> + <entry id="67658" lang="en" sex="m">Witch Confusion</entry> + <entry id="67659" lang="en" sex="m">Witch Crushing Despair</entry> + <entry id="67660" lang="en" sex="m">Witch Cure Serious Wounds</entry> + <entry id="67661" lang="en" sex="m">Witch Daylight</entry> + <entry id="67662" lang="en" sex="m">Witch Deep Slumber</entry> + <entry id="67663" lang="en" sex="m">Witch Dispel Magic</entry> + <entry id="67664" lang="en" sex="m">Witch Displacement</entry> + <entry id="67665" lang="en" sex="m">Witch Fear</entry> + <entry id="67666" lang="en" sex="m">Witch Glibness</entry> + <entry id="67667" lang="en" sex="m">Witch Haste</entry> + <entry id="67668" lang="en" sex="m">Witch Invisibility Sphere</entry> + <entry id="67669" lang="en" sex="m">Witch Magic Circle against Chaos</entry> + <entry id="67670" lang="en" sex="m">Witch Magic Circle against Evil</entry> + <entry id="67671" lang="en" sex="m">Witch Magic Circle against Good</entry> + <entry id="67672" lang="en" sex="m">Witch Magic Circle against Law</entry> + <entry id="67673" lang="en" sex="m">Witch Protection from Elements</entry> + <entry id="67674" lang="en" sex="m">Witch Ray of Exhaustion</entry> + <entry id="67675" lang="en" sex="m">Witch Remove Blindness/Deafness</entry> + <entry id="67676" lang="en" sex="m">Witch Remove Curse</entry> + <entry id="67677" lang="en" sex="m">Witch Remove Disease</entry> + <entry id="67678" lang="en" sex="m">Witch Scrying</entry> + <entry id="67679" lang="en" sex="m">Witch See Invisibility</entry> + <entry id="67680" lang="en" sex="m">Witch Slow</entry> + <entry id="67681" lang="en" sex="m">Witch Spiderskin</entry> + <entry id="67682" lang="en" sex="m">Witch Summon Creature III</entry> + <entry id="67683" lang="en" sex="m">Witch Water Breathing</entry> + <entry id="67684" lang="en" sex="m">Witch Animate Dead</entry> + <entry id="67685" lang="en" sex="m">Witch Arcane Eye</entry> + <entry id="67686" lang="en" sex="m">Witch Break Enchantment</entry> + <entry id="67687" lang="en" sex="m">Witch Contagion</entry> + <entry id="67688" lang="en" sex="m">Witch Cure Critical Wounds</entry> + <entry id="67689" lang="en" sex="m">Witch Detect Scrying</entry> + <entry id="67690" lang="en" sex="m">Witch Dimension Door</entry> + <entry id="67691" lang="en" sex="m">Witch Dimension Door - Self only</entry> + <entry id="67692" lang="en" sex="m">Witch Dimension Door - Party within 10ft</entry> + <entry id="67693" lang="en" sex="m">Witch Dimension Door - Direction and Distance - Self only</entry> + <entry id="67694" lang="en" sex="m">Witch Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="67695" lang="en" sex="m">Witch Dominate Person</entry> + <entry id="67696" lang="en" sex="m">Witch Freedom of Movement</entry> + <entry id="67697" lang="en" sex="m">Witch Hold Monster</entry> + <entry id="67698" lang="en" sex="m">Witch Improved Invisibility</entry> + <entry id="67699" lang="en" sex="m">Witch Greater Resistance</entry> + <entry id="67700" lang="en" sex="m">Witch Locate Creature</entry> + <entry id="67701" lang="en" sex="m">Witch Mass Ultravision</entry> + <entry id="67702" lang="en" sex="m">Witch Neutralize Poison</entry> + <entry id="67703" lang="en" sex="m">Witch Polymorph Self</entry> + <entry id="67704" lang="en" sex="m">Witch Polymorph, Giant Spider</entry> + <entry id="67705" lang="en" sex="m">Witch Polymorph, Troll</entry> + <entry id="67706" lang="en" sex="m">Witch Polymorph, Umber Hulk</entry> + <entry id="67707" lang="en" sex="m">Witch Polymorph, Fey</entry> + <entry id="67708" lang="en" sex="m">Witch Polymorph, Zombie</entry> + <entry id="67709" lang="en" sex="m">Witch Rainbow Pattern</entry> + <entry id="67710" lang="en" sex="m">Witch Repel Vermin</entry> + <entry id="67711" lang="en" sex="m">Witch Shadow Conjuration</entry> + <entry id="67712" lang="en" sex="m">Witch Shadow Conjuration, Summon Shadow</entry> + <entry id="67713" lang="en" sex="m">Witch Shadow Conjuration, Darkness</entry> + <entry id="67714" lang="en" sex="m">Witch Shadow Conjuration, Invisibility</entry> + <entry id="67715" lang="en" sex="m">Witch Shadow Conjuration, Mage Armor</entry> + <entry id="67716" lang="en" sex="m">Witch Shadow Conjuration, Magic Missile</entry> + <entry id="67717" lang="en" sex="m">Witch Stoneskin</entry> + <entry id="67718" lang="en" sex="m">Witch Summon Creature IV</entry> + <entry id="67719" lang="en" sex="m">Witch Baleful Polymorph</entry> + <entry id="67720" lang="en" sex="m">Witch Greater Command</entry> + <entry id="67721" lang="en" sex="m">Witch Greater Command Approach</entry> + <entry id="67722" lang="en" sex="m">Witch Greater Command Drop</entry> + <entry id="67723" lang="en" sex="m">Witch Greater Command Fall</entry> + <entry id="67724" lang="en" sex="m">Witch Greater Command Flee</entry> + <entry id="67725" lang="en" sex="m">Witch Greater Command Halt</entry> + <entry id="67726" lang="en" sex="m">Witch Mass Cure Light Wounds</entry> + <entry id="67727" lang="en" sex="m">Witch Greater Dispelling</entry> + <entry id="67728" lang="en" sex="m">Witch Energy Buffer</entry> + <entry id="67729" lang="en" sex="m">Witch Eternal Charm Person</entry> + <entry id="67730" lang="en" sex="m">Witch Feeblemind</entry> + <entry id="67731" lang="en" sex="m">Witch Greater Heroism</entry> + <entry id="67732" lang="en" sex="m">Witch Lesser Planar Binding</entry> + <entry id="67733" lang="en" sex="m">Witch Mind Fog</entry> + <entry id="67734" lang="en" sex="m">Witch Mislead</entry> + <entry id="67735" lang="en" sex="m">Witch Panacea</entry> + <entry id="67736" lang="en" sex="m">Witch Greater Scrying</entry> + <entry id="67737" lang="en" sex="m">Witch Summon Creature V</entry> + <entry id="67738" lang="en" sex="m">Witch Waves of Fatigue</entry> + <entry id="67739" lang="en" sex="m">Witch Animate Objects</entry> + <entry id="67740" lang="en" sex="m">Witch Mass Endurance</entry> + <entry id="67741" lang="en" sex="m">Witch Mass Bull's Strength</entry> + <entry id="67742" lang="en" sex="m">Witch Mass Cat's Grace</entry> + <entry id="67743" lang="en" sex="m">Witch Mass Charm</entry> + <entry id="67744" lang="en" sex="m">Witch Control Weather</entry> + <entry id="67745" lang="en" sex="m">Witch Control Weather: Rain</entry> + <entry id="67746" lang="en" sex="m">Witch Control Weather: Snow</entry> + <entry id="67747" lang="en" sex="m">Witch Control Weather: Clear</entry> + <entry id="67748" lang="en" sex="m">Witch Mass Cure Moderate Wounds</entry> + <entry id="67749" lang="en" sex="m">Witch Mass Contagion</entry> + <entry id="67750" lang="en" sex="m">Witch Mass Eagle's Splendor</entry> + <entry id="67751" lang="en" sex="m">Witch Energy Immunity</entry> + <entry id="67752" lang="en" sex="m">Witch Acid Energy Immunity</entry> + <entry id="67753" lang="en" sex="m">Witch Cold Energy Immunity</entry> + <entry id="67754" lang="en" sex="m">Witch Electricity Energy Immunity</entry> + <entry id="67755" lang="en" sex="m">Witch Fire Energy Immunity</entry> + <entry id="67756" lang="en" sex="m">Witch Sonic Energy Immunity</entry> + <entry id="67757" lang="en" sex="m">Witch Eyebite</entry> + <entry id="67758" lang="en" sex="m">Witch Flesh to Stone</entry> + <entry id="67759" lang="en" sex="m">Witch Mass Fox's Cunning</entry> + <entry id="67760" lang="en" sex="m">Witch Greater Stoneskin</entry> + <entry id="67761" lang="en" sex="m">Witch Legend Lore</entry> + <entry id="67762" lang="en" sex="m">Witch Mass Owl's Wisdom</entry> + <entry id="67763" lang="en" sex="m">Witch Planar Binding</entry> + <entry id="67764" lang="en" sex="m">Witch Summon Creature VI</entry> + <entry id="67765" lang="en" sex="m">Witch True Seeing</entry> + <entry id="67766" lang="en" sex="m">Witch Repulsion</entry> + <entry id="67767" lang="en" sex="m">Witch Superior Resistance</entry> + <entry id="67768" lang="en" sex="m">Witch Tenser's Transformation</entry> + <entry id="67769" lang="en" sex="m">Witch Creeping Doom</entry> + <entry id="67770" lang="en" sex="m">Witch Eternal Charm Monster</entry> + <entry id="67771" lang="en" sex="m">Witch Finger of Death</entry> + <entry id="67772" lang="en" sex="m">Witch Insanity</entry> + <entry id="67773" lang="en" sex="m">Witch Sequester</entry> + <entry id="67774" lang="en" sex="m">Witch Summon Creature VII</entry> + <entry id="67775" lang="en" sex="m">Witch Summon Huge Air Elemental</entry> + <entry id="67776" lang="en" sex="m">Witch Summon Huge Earth Elemental</entry> + <entry id="67777" lang="en" sex="m">Witch Summon Huge Fire Elemental</entry> + <entry id="67778" lang="en" sex="m">Witch Summon Huge Water Elemental</entry> + <entry id="67779" lang="en" sex="m">Witch Transport via Plants</entry> + <entry id="67780" lang="en" sex="m">Witch Transport via Plants - Self only</entry> + <entry id="67781" lang="en" sex="m">Witch Transport via Plants - Party within 10ft</entry> + <entry id="67782" lang="en" sex="m">Witch Discern Location</entry> + <entry id="67783" lang="en" sex="m">Witch Horrid Wilting</entry> + <entry id="67784" lang="en" sex="m">Witch Protection from Spells</entry> + <entry id="67785" lang="en" sex="m">Witch Greater Planar Binding</entry> + <entry id="67786" lang="en" sex="m">Witch Wall of Greater Dispel Magic</entry> + <entry id="67787" lang="en" sex="m">Witch Shadow Shield</entry> + <entry id="67788" lang="en" sex="m">Witch Summon Creature VIII</entry> + <entry id="67789" lang="en" sex="m">Witch Summon Greater Air Elemental</entry> + <entry id="67790" lang="en" sex="m">Witch Summon Greater Earth Elemental</entry> + <entry id="67791" lang="en" sex="m">Witch Summon Greater Fire Elemental</entry> + <entry id="67792" lang="en" sex="m">Witch Summon Greater Water Elemental</entry> + <entry id="67793" lang="en" sex="m">Witch Earthquake</entry> + <entry id="67794" lang="en" sex="m">Witch Foresight</entry> + <entry id="67795" lang="en" sex="m">Witch Gate</entry> + <entry id="67796" lang="en" sex="m">Witch Mystic Barrier</entry> + <entry id="67797" lang="en" sex="m">Witch Shapechange</entry> + <entry id="67798" lang="en" sex="m">Witch Shapechange, Red Dragon</entry> + <entry id="67799" lang="en" sex="m">Witch Shapechange, Fire Giant</entry> + <entry id="67800" lang="en" sex="m">Witch Shapechange, Balor</entry> + <entry id="67801" lang="en" sex="m">Witch Shapechange, Death Slaad</entry> + <entry id="67802" lang="en" sex="m">Witch Shapechange, Iron Golem</entry> + <entry id="67803" lang="en" sex="m">Witch Summon Creature IX</entry> + <entry id="67804" lang="en" sex="m">Witch Summon Elder Air Elemental</entry> + <entry id="67805" lang="en" sex="m">Witch Summon Elder Earth Elemental</entry> + <entry id="67806" lang="en" sex="m">Witch Summon Elder Fire Elemental</entry> + <entry id="67807" lang="en" sex="m">Witch Summon Elder Water Elemental</entry> + <entry id="67808" lang="en" sex="m">Witch Wail of the Banshee</entry> + <entry id="67809" lang="en" sex="m">Witch Weird</entry> + <entry id="67810" lang="en" sex="m">Shaman Cure Minor Wounds</entry> + <entry id="67811" lang="en" sex="m">Shaman Quickened Cure Minor Wounds</entry> + <entry id="67812" lang="en" sex="m">Shaman Silent Cure Minor Wounds</entry> + <entry id="67813" lang="en" sex="m">Shaman Still Cure Minor Wounds</entry> + <entry id="67814" lang="en" sex="m">Shaman Inflict Minor Wounds</entry> + <entry id="67815" lang="en" sex="m">Shaman Quickened Inflict Minor Wounds</entry> + <entry id="67816" lang="en" sex="m">Shaman Silent Inflict Minor Wounds</entry> + <entry id="67817" lang="en" sex="m">Shaman Still Inflict Minor Wounds</entry> + <entry id="67818" lang="en" sex="m">Shaman Light</entry> + <entry id="67819" lang="en" sex="m">Shaman Extended Light</entry> + <entry id="67820" lang="en" sex="m">Shaman Quickened Light</entry> + <entry id="67821" lang="en" sex="m">Shaman Silent Light</entry> + <entry id="67822" lang="en" sex="m">Shaman Read Magic</entry> + <entry id="67823" lang="en" sex="m">Shaman Quickened Read Magic</entry> + <entry id="67824" lang="en" sex="m">Shaman Silent Read Magic</entry> + <entry id="67825" lang="en" sex="m">Shaman Still Read Magic</entry> + <entry id="67826" lang="en" sex="m">Shaman Resistance</entry> + <entry id="67827" lang="en" sex="m">Shaman Extended Resistance</entry> + <entry id="67828" lang="en" sex="m">Shaman Quickened Resistance</entry> + <entry id="67829" lang="en" sex="m">Shaman Silent Resistance</entry> + <entry id="67830" lang="en" sex="m">Shaman Still Resistance</entry> + <entry id="67831" lang="en" sex="m">Shaman Virtue</entry> + <entry id="67832" lang="en" sex="m">Shaman Extended Virtue</entry> + <entry id="67833" lang="en" sex="m">Shaman Quickened Virtue</entry> + <entry id="67834" lang="en" sex="m">Shaman Silent Virtue</entry> + <entry id="67835" lang="en" sex="m">Shaman Still Virtue</entry> + <entry id="67836" lang="en" sex="m">Shaman Bane</entry> + <entry id="67837" lang="en" sex="m">Shaman Extended Bane</entry> + <entry id="67838" lang="en" sex="m">Shaman Quickened Bane</entry> + <entry id="67839" lang="en" sex="m">Shaman Silent Bane</entry> + <entry id="67840" lang="en" sex="m">Shaman Still Bane</entry> + <entry id="67841" lang="en" sex="m">Shaman Bless</entry> + <entry id="67842" lang="en" sex="m">Shaman Extended Bless</entry> + <entry id="67843" lang="en" sex="m">Shaman Quickened Bless</entry> + <entry id="67844" lang="en" sex="m">Shaman Silent Bless</entry> + <entry id="67845" lang="en" sex="m">Shaman Still Bless</entry> + <entry id="67846" lang="en" sex="m">Shaman Bless Water</entry> + <entry id="67847" lang="en" sex="m">Shaman Quickened Bless Water</entry> + <entry id="67848" lang="en" sex="m">Shaman Silent Bless Water</entry> + <entry id="67849" lang="en" sex="m">Shaman Still Bless Water</entry> + <entry id="67850" lang="en" sex="m">Shaman Cure Light Wounds</entry> + <entry id="67851" lang="en" sex="m">Shaman Empowered Cure Light Wounds</entry> + <entry id="67852" lang="en" sex="m">Shaman Maximized Cure Light Wounds</entry> + <entry id="67853" lang="en" sex="m">Shaman Quickened Cure Light Wounds</entry> + <entry id="67854" lang="en" sex="m">Shaman Silent Cure Light Wounds</entry> + <entry id="67855" lang="en" sex="m">Shaman Still Cure Light Wounds</entry> + <entry id="67856" lang="en" sex="m">Shaman Curse Water</entry> + <entry id="67857" lang="en" sex="m">Shaman Quickened Curse Water</entry> + <entry id="67858" lang="en" sex="m">Shaman Silent Curse Water</entry> + <entry id="67859" lang="en" sex="m">Shaman Still Curse Water</entry> + <entry id="67860" lang="en" sex="m">Shaman Detect Chaos</entry> + <entry id="67861" lang="en" sex="m">Shaman Extended Detect Chaos</entry> + <entry id="67862" lang="en" sex="m">Shaman Quickened Detect Chaos</entry> + <entry id="67863" lang="en" sex="m">Shaman Silent Detect Chaos</entry> + <entry id="67864" lang="en" sex="m">Shaman Still Detect Chaos</entry> + <entry id="67865" lang="en" sex="m">Shaman Detect Evil</entry> + <entry id="67866" lang="en" sex="m">Shaman Extended Detect Evil</entry> + <entry id="67867" lang="en" sex="m">Shaman Quickened Detect Evil</entry> + <entry id="67868" lang="en" sex="m">Shaman Silent Detect Evil</entry> + <entry id="67869" lang="en" sex="m">Shaman Still Detect Evil</entry> + <entry id="67870" lang="en" sex="m">Shaman Detect Good</entry> + <entry id="67871" lang="en" sex="m">Shaman Extended Detect Good</entry> + <entry id="67872" lang="en" sex="m">Shaman Quickened Detect Good</entry> + <entry id="67873" lang="en" sex="m">Shaman Silent Detect Good</entry> + <entry id="67874" lang="en" sex="m">Shaman Still Detect Good</entry> + <entry id="67875" lang="en" sex="m">Shaman Detect Law</entry> + <entry id="67876" lang="en" sex="m">Shaman Extended Detect Law</entry> + <entry id="67877" lang="en" sex="m">Shaman Quickened Detect Law</entry> + <entry id="67878" lang="en" sex="m">Shaman Silent Detect Law</entry> + <entry id="67879" lang="en" sex="m">Shaman Still Detect Law</entry> + <entry id="67880" lang="en" sex="m">Shaman Detect Undead</entry> + <entry id="67881" lang="en" sex="m">Shaman Extended Detect Undead</entry> + <entry id="67882" lang="en" sex="m">Shaman Quickened Detect Undead</entry> + <entry id="67883" lang="en" sex="m">Shaman Silent Detect Undead</entry> + <entry id="67884" lang="en" sex="m">Shaman Still Detect Undead</entry> + <entry id="67885" lang="en" sex="m">Shaman Divine Inspiration</entry> + <entry id="67886" lang="en" sex="m">Shaman Extended Divine Inspiration</entry> + <entry id="67887" lang="en" sex="m">Shaman Quickened Divine Inspiration</entry> + <entry id="67888" lang="en" sex="m">Shaman Doom</entry> + <entry id="67889" lang="en" sex="m">Shaman Extended Doom</entry> + <entry id="67890" lang="en" sex="m">Shaman Quickened Doom</entry> + <entry id="67891" lang="en" sex="m">Shaman Silent Doom</entry> + <entry id="67892" lang="en" sex="m">Shaman Still Doom</entry> + <entry id="67893" lang="en" sex="m">Shaman Endure Elements</entry> + <entry id="67894" lang="en" sex="m">Shaman Extended Endure Elements</entry> + <entry id="67895" lang="en" sex="m">Shaman Quickened Endure Elements</entry> + <entry id="67896" lang="en" sex="m">Shaman Silent Endure Elements</entry> + <entry id="67897" lang="en" sex="m">Shaman Still Endure Elements</entry> + <entry id="67898" lang="en" sex="m">Shaman Entropic Shield</entry> + <entry id="67899" lang="en" sex="m">Shaman Extended Entropic Shield</entry> + <entry id="67900" lang="en" sex="m">Shaman Quickened Entropic Shield</entry> + <entry id="67901" lang="en" sex="m">Shaman Silent Entropic Shield</entry> + <entry id="67902" lang="en" sex="m">Shaman Still Entropic Shield</entry> + <entry id="67903" lang="en" sex="m">Shaman Hide From Undead</entry> + <entry id="67904" lang="en" sex="m">Shaman Extended Hide From Undead</entry> + <entry id="67905" lang="en" sex="m">Shaman Quickened Hide From Undead</entry> + <entry id="67906" lang="en" sex="m">Shaman Still Hide From Undead</entry> + <entry id="67907" lang="en" sex="m">Shaman Inflict Light Wounds</entry> + <entry id="67908" lang="en" sex="m">Shaman Empowered Inflict Light Wounds</entry> + <entry id="67909" lang="en" sex="m">Shaman Maximized Inflict Light Wounds</entry> + <entry id="67910" lang="en" sex="m">Shaman Quickened Inflict Light Wounds</entry> + <entry id="67911" lang="en" sex="m">Shaman Silent Inflict Light Wounds</entry> + <entry id="67912" lang="en" sex="m">Shaman Still Inflict Light Wounds</entry> + <entry id="67913" lang="en" sex="m">Shaman Obscuring Mist</entry> + <entry id="67914" lang="en" sex="m">Shaman Extended Obscuring Mist</entry> + <entry id="67915" lang="en" sex="m">Shaman Quickened Obscuring Mist</entry> + <entry id="67916" lang="en" sex="m">Shaman Silent Obscuring Mist</entry> + <entry id="67917" lang="en" sex="m">Shaman Still Obscuring Mist</entry> + <entry id="67918" lang="en" sex="m">Shaman Protection from Chaos</entry> + <entry id="67919" lang="en" sex="m">Shaman Extended Protection from Chaos</entry> + <entry id="67920" lang="en" sex="m">Shaman Quickened Protection from Chaos</entry> + <entry id="67921" lang="en" sex="m">Shaman Silent Protection from Chaos</entry> + <entry id="67922" lang="en" sex="m">Shaman Still Protection from Chaos</entry> + <entry id="67923" lang="en" sex="m">Shaman Protection from Evil</entry> + <entry id="67924" lang="en" sex="m">Shaman Extended Protection from Evil</entry> + <entry id="67925" lang="en" sex="m">Shaman Quickened Protection from Evil</entry> + <entry id="67926" lang="en" sex="m">Shaman Silent Protection from Evil</entry> + <entry id="67927" lang="en" sex="m">Shaman Still Protection from Evil</entry> + <entry id="67928" lang="en" sex="m">Shaman Protection from Good</entry> + <entry id="67929" lang="en" sex="m">Shaman Extended Protection from Good</entry> + <entry id="67930" lang="en" sex="m">Shaman Quickened Protection from Good</entry> + <entry id="67931" lang="en" sex="m">Shaman Silent Protection from Good</entry> + <entry id="67932" lang="en" sex="m">Shaman Still Protection from Good</entry> + <entry id="67933" lang="en" sex="m">Shaman Protection from Law</entry> + <entry id="67934" lang="en" sex="m">Shaman Extended Protection from Law</entry> + <entry id="67935" lang="en" sex="m">Shaman Quickened Protection from Law</entry> + <entry id="67936" lang="en" sex="m">Shaman Silent Protection from Law</entry> + <entry id="67937" lang="en" sex="m">Shaman Still Protection from Law</entry> + <entry id="67938" lang="en" sex="m">Shaman Seething Eyebane</entry> + <entry id="67939" lang="en" sex="m">Shaman Quickened Seething Eyebane</entry> + <entry id="67940" lang="en" sex="m">Shaman Silent Seething Eyebane</entry> + <entry id="67941" lang="en" sex="m">Shaman Still Seething Eyebane</entry> + <entry id="67942" lang="en" sex="m">Shaman Shield of Faith</entry> + <entry id="67943" lang="en" sex="m">Shaman Extended Shield of Faith</entry> + <entry id="67944" lang="en" sex="m">Shaman Quickened Shield of Faith</entry> + <entry id="67945" lang="en" sex="m">Shaman Silent Shield of Faith</entry> + <entry id="67946" lang="en" sex="m">Shaman Still Shield of Faith</entry> + <entry id="67947" lang="en" sex="m">Shaman Summon Creature I</entry> + <entry id="67948" lang="en" sex="m">Shaman Extended Summon Creature I</entry> + <entry id="67949" lang="en" sex="m">Shaman Quickened Summon Creature I</entry> + <entry id="67950" lang="en" sex="m">Shaman Silent Summon Creature I</entry> + <entry id="67951" lang="en" sex="m">Shaman Still Summon Creature I</entry> + <entry id="67952" lang="en" sex="m">Shaman Twilight Luck</entry> + <entry id="67953" lang="en" sex="m">Shaman Extended Twilight Luck</entry> + <entry id="67954" lang="en" sex="m">Shaman Silent Twilight Luck</entry> + <entry id="67955" lang="en" sex="m">Shaman Aid</entry> + <entry id="67956" lang="en" sex="m">Shaman Empowered Aid</entry> + <entry id="67957" lang="en" sex="m">Shaman Extended Aid</entry> + <entry id="67958" lang="en" sex="m">Shaman Maximized Aid</entry> + <entry id="67959" lang="en" sex="m">Shaman Quickened Aid</entry> + <entry id="67960" lang="en" sex="m">Shaman Silent Aid</entry> + <entry id="67961" lang="en" sex="m">Shaman Still Aid</entry> + <entry id="67962" lang="en" sex="m">Shaman Ayailla's Radiant Burst</entry> + <entry id="67963" lang="en" sex="m">Shaman Empowered Ayailla's Radiant Burst</entry> + <entry id="67964" lang="en" sex="m">Shaman Maximized Ayailla's Radiant Burst</entry> + <entry id="67965" lang="en" sex="m">Shaman Quickened Ayailla's Radiant Burst</entry> + <entry id="67966" lang="en" sex="m">Shaman Silent Ayailla's Radiant Burst</entry> + <entry id="67967" lang="en" sex="m">Shaman Still Ayailla's Radiant Burst</entry> + <entry id="67968" lang="en" sex="m">Shaman Bull's Strength</entry> + <entry id="67969" lang="en" sex="m">Shaman Empowered Bull's Strength</entry> + <entry id="67970" lang="en" sex="m">Shaman Extended Bull's Strength</entry> + <entry id="67971" lang="en" sex="m">Shaman Maximized Bull's Strength</entry> + <entry id="67972" lang="en" sex="m">Shaman Quickened Bull's Strength</entry> + <entry id="67973" lang="en" sex="m">Shaman Silent Bull's Strength</entry> + <entry id="67974" lang="en" sex="m">Shaman Still Bull's Strength</entry> + <entry id="67975" lang="en" sex="m">Shaman Calm Emotions</entry> + <entry id="67976" lang="en" sex="m">Shaman Extended Calm Emotions</entry> + <entry id="67977" lang="en" sex="m">Shaman Quickened Calm Emotions</entry> + <entry id="67978" lang="en" sex="m">Shaman Silent Calm Emotions</entry> + <entry id="67979" lang="en" sex="m">Shaman Still Calm Emotions</entry> + <entry id="67980" lang="en" sex="m">Shaman Cure Moderate Wounds</entry> + <entry id="67981" lang="en" sex="m">Shaman Empowered Cure Moderate Wounds</entry> + <entry id="67982" lang="en" sex="m">Shaman Maximized Cure Moderate Wounds</entry> + <entry id="67983" lang="en" sex="m">Shaman Quickened Cure Moderate Wounds</entry> + <entry id="67984" lang="en" sex="m">Shaman Silent Cure Moderate Wounds</entry> + <entry id="67985" lang="en" sex="m">Shaman Still Cure Moderate Wounds</entry> + <entry id="67986" lang="en" sex="m">Shaman Ghoul Touch</entry> + <entry id="67987" lang="en" sex="m">Shaman Extended Ghoul Touch</entry> + <entry id="67988" lang="en" sex="m">Shaman Quickened Ghoul Touch</entry> + <entry id="67989" lang="en" sex="m">Shaman Silent Ghoul Touch</entry> + <entry id="67990" lang="en" sex="m">Shaman Still Ghoul Touch</entry> + <entry id="67991" lang="en" sex="m">Shaman Hold Person</entry> + <entry id="67992" lang="en" sex="m">Shaman Extended Hold Person</entry> + <entry id="67993" lang="en" sex="m">Shaman Quickened Hold Person</entry> + <entry id="67994" lang="en" sex="m">Shaman Silent Hold Person</entry> + <entry id="67995" lang="en" sex="m">Shaman Still Hold Person</entry> + <entry id="67996" lang="en" sex="m">Shaman Inflict Moderate Wounds</entry> + <entry id="67997" lang="en" sex="m">Shaman Empowered Inflict Moderate Wounds</entry> + <entry id="67998" lang="en" sex="m">Shaman Maximized Inflict Moderate Wounds</entry> + <entry id="67999" lang="en" sex="m">Shaman Quickened Inflict Moderate Wounds</entry> + <entry id="68000" lang="en" sex="m">Shaman Silent Inflict Moderate Wounds</entry> + <entry id="68001" lang="en" sex="m">Shaman Still Inflict Moderate Wounds</entry> + <entry id="68002" lang="en" sex="m">Shaman Lahm's Finger Darts</entry> + <entry id="68003" lang="en" sex="m">Shaman Quickened Lahm's Finger Darts</entry> + <entry id="68004" lang="en" sex="m">Shaman Silent Lahm's Finger Darts</entry> + <entry id="68005" lang="en" sex="m">Shaman Still Lahm's Finger Darts</entry> + <entry id="68006" lang="en" sex="m">Shaman Lesser Restoration</entry> + <entry id="68007" lang="en" sex="m">Shaman Quickened Lesser Restoration</entry> + <entry id="68008" lang="en" sex="m">Shaman Silent Lesser Restoration</entry> + <entry id="68009" lang="en" sex="m">Shaman Still Lesser Restoration</entry> + <entry id="68010" lang="en" sex="m">Shaman Luminous Armor</entry> + <entry id="68011" lang="en" sex="m">Shaman Extended Luminous Armor</entry> + <entry id="68012" lang="en" sex="m">Shaman Quickened Luminous Armor</entry> + <entry id="68013" lang="en" sex="m">Shaman Remove Paralysis</entry> + <entry id="68014" lang="en" sex="m">Shaman Quickened Remove Paralysis</entry> + <entry id="68015" lang="en" sex="m">Shaman Silent Remove Paralysis</entry> + <entry id="68016" lang="en" sex="m">Shaman Still Remove Paralysis</entry> + <entry id="68017" lang="en" sex="m">Shaman Summon Creature II</entry> + <entry id="68018" lang="en" sex="m">Shaman Extended Summon Creature II</entry> + <entry id="68019" lang="en" sex="m">Shaman Quickened Summon Creature II</entry> + <entry id="68020" lang="en" sex="m">Shaman Silent Summon Creature II</entry> + <entry id="68021" lang="en" sex="m">Shaman Still Summon Creature II</entry> + <entry id="68022" lang="en" sex="m">Shaman Bestow Curse</entry> + <entry id="68023" lang="en" sex="m">Shaman Quickened Bestow Curse</entry> + <entry id="68024" lang="en" sex="m">Shaman Silent Bestow Curse</entry> + <entry id="68025" lang="en" sex="m">Shaman Still Bestow Curse</entry> + <entry id="68026" lang="en" sex="m">Shaman Blindness/Deafness</entry> + <entry id="68027" lang="en" sex="m">Shaman Extended Blindness/Deafness</entry> + <entry id="68028" lang="en" sex="m">Shaman Quickened Blindness/Deafness</entry> + <entry id="68029" lang="en" sex="m">Shaman Silent Blindness/Deafness</entry> + <entry id="68030" lang="en" sex="m">Shaman Brilliant Emanation</entry> + <entry id="68031" lang="en" sex="m">Shaman Extended Brilliant Emanation</entry> + <entry id="68032" lang="en" sex="m">Shaman Quickened Brilliant Emanation</entry> + <entry id="68033" lang="en" sex="m">Shaman Contagion</entry> + <entry id="68034" lang="en" sex="m">Shaman Quickened Contagion</entry> + <entry id="68035" lang="en" sex="m">Shaman Silent Contagion</entry> + <entry id="68036" lang="en" sex="m">Shaman Still Contagion</entry> + <entry id="68037" lang="en" sex="m">Shaman Cure Serious Wounds</entry> + <entry id="68038" lang="en" sex="m">Shaman Empowered Cure Serious Wounds</entry> + <entry id="68039" lang="en" sex="m">Shaman Maximized Cure Serious Wounds</entry> + <entry id="68040" lang="en" sex="m">Shaman Quickened Cure Serious Wounds</entry> + <entry id="68041" lang="en" sex="m">Shaman Silent Cure Serious Wounds</entry> + <entry id="68042" lang="en" sex="m">Shaman Still Cure Serious Wounds</entry> + <entry id="68043" lang="en" sex="m">Shaman Dispel Magic</entry> + <entry id="68044" lang="en" sex="m">Shaman Quickened Dispel Magic</entry> + <entry id="68045" lang="en" sex="m">Shaman Silent Dispel Magic</entry> + <entry id="68046" lang="en" sex="m">Shaman Still Dispel Magic</entry> + <entry id="68047" lang="en" sex="m">Shaman Hammer of Righteousness</entry> + <entry id="68048" lang="en" sex="m">Shaman Empowered Hammer of Righteousness</entry> + <entry id="68049" lang="en" sex="m">Shaman Maximized Hammer of Righteousness</entry> + <entry id="68050" lang="en" sex="m">Shaman Quickened Hammer of Righteousness</entry> + <entry id="68051" lang="en" sex="m">Shaman Silent Hammer of Righteousness</entry> + <entry id="68052" lang="en" sex="m">Shaman Still Hammer of Righteousness</entry> + <entry id="68053" lang="en" sex="m">Shaman Inflict Serious Wounds</entry> + <entry id="68054" lang="en" sex="m">Shaman Empowered Inflict Serious Wounds</entry> + <entry id="68055" lang="en" sex="m">Shaman Maximized Inflict Serious Wounds</entry> + <entry id="68056" lang="en" sex="m">Shaman Quickened Inflict Serious Wounds</entry> + <entry id="68057" lang="en" sex="m">Shaman Silent Inflict Serious Wounds</entry> + <entry id="68058" lang="en" sex="m">Shaman Still Inflict Serious Wounds</entry> + <entry id="68059" lang="en" sex="m">Shaman Locate Object</entry> + <entry id="68060" lang="en" sex="m">Shaman Extended Locate Object</entry> + <entry id="68061" lang="en" sex="m">Shaman Quickened Locate Object</entry> + <entry id="68062" lang="en" sex="m">Shaman Silent Locate Object</entry> + <entry id="68063" lang="en" sex="m">Shaman Still Locate Object</entry> + <entry id="68064" lang="en" sex="m">Shaman Magic Circle against Chaos</entry> + <entry id="68065" lang="en" sex="m">Shaman Extended Magic Circle against Chaos</entry> + <entry id="68066" lang="en" sex="m">Shaman Quickened Magic Circle against Chaos</entry> + <entry id="68067" lang="en" sex="m">Shaman Silent Magic Circle against Chaos</entry> + <entry id="68068" lang="en" sex="m">Shaman Still Magic Circle against Chaos</entry> + <entry id="68069" lang="en" sex="m">Shaman Magic Circle against Evil</entry> + <entry id="68070" lang="en" sex="m">Shaman Extended Magic Circle against Evil</entry> + <entry id="68071" lang="en" sex="m">Shaman Quickened Magic Circle against Evil</entry> + <entry id="68072" lang="en" sex="m">Shaman Silent Magic Circle against Evil</entry> + <entry id="68073" lang="en" sex="m">Shaman Still Magic Circle against Evil</entry> + <entry id="68074" lang="en" sex="m">Shaman Magic Circle against Good</entry> + <entry id="68075" lang="en" sex="m">Shaman Extended Magic Circle against Good</entry> + <entry id="68076" lang="en" sex="m">Shaman Quickened Magic Circle against Good</entry> + <entry id="68077" lang="en" sex="m">Shaman Silent Magic Circle against Good</entry> + <entry id="68078" lang="en" sex="m">Shaman Still Magic Circle against Good</entry> + <entry id="68079" lang="en" sex="m">Shaman Magic Circle against Law</entry> + <entry id="68080" lang="en" sex="m">Shaman Extended Magic Circle against Law</entry> + <entry id="68081" lang="en" sex="m">Shaman Quickened Magic Circle against Law</entry> + <entry id="68082" lang="en" sex="m">Shaman Silent Magic Circle against Law</entry> + <entry id="68083" lang="en" sex="m">Shaman Still Magic Circle against Law</entry> + <entry id="68084" lang="en" sex="m">Shaman Magic Vestment</entry> + <entry id="68085" lang="en" sex="m">Shaman Extended Magic Vestment</entry> + <entry id="68086" lang="en" sex="m">Shaman Quickened Magic Vestment</entry> + <entry id="68087" lang="en" sex="m">Shaman Silent Magic Vestment</entry> + <entry id="68088" lang="en" sex="m">Shaman Still Magic Vestment</entry> + <entry id="68089" lang="en" sex="m">Shaman Prayer</entry> + <entry id="68090" lang="en" sex="m">Shaman Extended Prayer</entry> + <entry id="68091" lang="en" sex="m">Shaman Quickened Prayer</entry> + <entry id="68092" lang="en" sex="m">Shaman Silent Prayer</entry> + <entry id="68093" lang="en" sex="m">Shaman Still Prayer</entry> + <entry id="68094" lang="en" sex="m">Shaman Protection from Elements</entry> + <entry id="68095" lang="en" sex="m">Shaman Extended Protection from Elements</entry> + <entry id="68096" lang="en" sex="m">Shaman Quickened Protection from Elements</entry> + <entry id="68097" lang="en" sex="m">Shaman Silent Protection from Elements</entry> + <entry id="68098" lang="en" sex="m">Shaman Still Protection from Elements</entry> + <entry id="68099" lang="en" sex="m">Shaman Red Fester</entry> + <entry id="68100" lang="en" sex="m">Shaman Quickened Red Fester</entry> + <entry id="68101" lang="en" sex="m">Shaman Silent Red Fester</entry> + <entry id="68102" lang="en" sex="m">Shaman Still Red Fester</entry> + <entry id="68103" lang="en" sex="m">Shaman Remove Blindness/Deafness</entry> + <entry id="68104" lang="en" sex="m">Shaman Quickened Remove Blindness/Deafness</entry> + <entry id="68105" lang="en" sex="m">Shaman Silent Remove Blindness/Deafness</entry> + <entry id="68106" lang="en" sex="m">Shaman Still Remove Blindness/Deafness</entry> + <entry id="68107" lang="en" sex="m">Shaman Remove Curse</entry> + <entry id="68108" lang="en" sex="m">Shaman Quickened Remove Curse</entry> + <entry id="68109" lang="en" sex="m">Shaman Silent Remove Curse</entry> + <entry id="68110" lang="en" sex="m">Shaman Still Remove Curse</entry> + <entry id="68111" lang="en" sex="m">Shaman Remove Disease</entry> + <entry id="68112" lang="en" sex="m">Shaman Quickened Remove Disease</entry> + <entry id="68113" lang="en" sex="m">Shaman Silent Remove Disease</entry> + <entry id="68114" lang="en" sex="m">Shaman Still Remove Disease</entry> + <entry id="68115" lang="en" sex="m">Shaman Rotting Curse of Urfestra</entry> + <entry id="68116" lang="en" sex="m">Shaman Empowered Rotting Curse of Urfestra</entry> + <entry id="68117" lang="en" sex="m">Shaman Maximized Rotting Curse of Urfestra</entry> + <entry id="68118" lang="en" sex="m">Shaman Quickened Rotting Curse of Urfestra</entry> + <entry id="68119" lang="en" sex="m">Shaman Silent Rotting Curse of Urfestra</entry> + <entry id="68120" lang="en" sex="m">Shaman Still Rotting Curse of Urfestra</entry> + <entry id="68121" lang="en" sex="m">Shaman Summon Creature III</entry> + <entry id="68122" lang="en" sex="m">Shaman Extended Summon Creature III</entry> + <entry id="68123" lang="en" sex="m">Shaman Quickened Summon Creature III</entry> + <entry id="68124" lang="en" sex="m">Shaman Silent Summon Creature III</entry> + <entry id="68125" lang="en" sex="m">Shaman Still Summon Creature III</entry> + <entry id="68126" lang="en" sex="m">Shaman Touch of Juiblex</entry> + <entry id="68127" lang="en" sex="m">Shaman Quickened Touch of Juiblex</entry> + <entry id="68128" lang="en" sex="m">Shaman Silent Touch of Juiblex</entry> + <entry id="68129" lang="en" sex="m">Shaman Still Touch of Juiblex</entry> + <entry id="68130" lang="en" sex="m">Shaman Absorb Strength</entry> + <entry id="68131" lang="en" sex="m">Shaman Extended Absorb Strength</entry> + <entry id="68132" lang="en" sex="m">Shaman Quickened Absorb Strength</entry> + <entry id="68133" lang="en" sex="m">Shaman Silent Absorb Strength</entry> + <entry id="68134" lang="en" sex="m">Shaman Still Absorb Strength</entry> + <entry id="68135" lang="en" sex="m">Shaman Cure Critical Wounds</entry> + <entry id="68136" lang="en" sex="m">Shaman Empowered Cure Critical Wounds</entry> + <entry id="68137" lang="en" sex="m">Shaman Maximized Cure Critical Wounds</entry> + <entry id="68138" lang="en" sex="m">Shaman Quickened Cure Critical Wounds</entry> + <entry id="68139" lang="en" sex="m">Shaman Silent Cure Critical Wounds</entry> + <entry id="68140" lang="en" sex="m">Shaman Still Cure Critical Wounds</entry> + <entry id="68141" lang="en" sex="m">Shaman Hammer of the Gods</entry> + <entry id="68142" lang="en" sex="m">Shaman Empowered Hammer of the Gods</entry> + <entry id="68143" lang="en" sex="m">Shaman Maximized Hammer of the Gods</entry> + <entry id="68144" lang="en" sex="m">Shaman Quickened Hammer of the Gods</entry> + <entry id="68145" lang="en" sex="m">Shaman Silent Hammer of the Gods</entry> + <entry id="68146" lang="en" sex="m">Shaman Still Hammer of the Gods</entry> + <entry id="68147" lang="en" sex="m">Shaman Diamond Spray</entry> + <entry id="68148" lang="en" sex="m">Shaman Empowered Diamond Spray</entry> + <entry id="68149" lang="en" sex="m">Shaman Extended Diamond Spray</entry> + <entry id="68150" lang="en" sex="m">Shaman Maximized Diamond Spray</entry> + <entry id="68151" lang="en" sex="m">Shaman Quickened Diamond Spray</entry> + <entry id="68152" lang="en" sex="m">Shaman Silent Diamond Spray</entry> + <entry id="68153" lang="en" sex="m">Shaman Still Diamond Spray</entry> + <entry id="68154" lang="en" sex="m">Shaman Dismissal</entry> + <entry id="68155" lang="en" sex="m">Shaman Quickened Dismissal</entry> + <entry id="68156" lang="en" sex="m">Shaman Silent Dismissal</entry> + <entry id="68157" lang="en" sex="m">Shaman Still Dismissal</entry> + <entry id="68158" lang="en" sex="m">Shaman Greater Luminous Armor</entry> + <entry id="68159" lang="en" sex="m">Shaman Extended Greater Luminous Armor</entry> + <entry id="68160" lang="en" sex="m">Shaman Quickened Greater Luminous Armor</entry> + <entry id="68161" lang="en" sex="m">Shaman Inflict Critical Wounds</entry> + <entry id="68162" lang="en" sex="m">Shaman Empowered Inflict Critical Wounds</entry> + <entry id="68163" lang="en" sex="m">Shaman Maximized Inflict Critical Wounds</entry> + <entry id="68164" lang="en" sex="m">Shaman Quickened Inflict Critical Wounds</entry> + <entry id="68165" lang="en" sex="m">Shaman Silent Inflict Critical Wounds</entry> + <entry id="68166" lang="en" sex="m">Shaman Still Inflict Critical Wounds</entry> + <entry id="68167" lang="en" sex="m">Shaman Lesser Planar Ally</entry> + <entry id="68168" lang="en" sex="m">Shaman Extended Lesser Planar Ally</entry> + <entry id="68169" lang="en" sex="m">Shaman Quickened Lesser Planar Ally</entry> + <entry id="68170" lang="en" sex="m">Shaman Silent Lesser Planar Ally</entry> + <entry id="68171" lang="en" sex="m">Shaman Still Lesser Planar Ally</entry> + <entry id="68172" lang="en" sex="m">Shaman Neutralize Poison</entry> + <entry id="68173" lang="en" sex="m">Shaman Quickened Neutralize Poison</entry> + <entry id="68174" lang="en" sex="m">Shaman Silent Neutralize Poison</entry> + <entry id="68175" lang="en" sex="m">Shaman Still Neutralize Poison</entry> + <entry id="68176" lang="en" sex="m">Shaman Polymorph Self</entry> + <entry id="68177" lang="en" sex="m">Shaman Polymorph, Giant Spider</entry> + <entry id="68178" lang="en" sex="m">Shaman Polymorph, Troll</entry> + <entry id="68179" lang="en" sex="m">Shaman Polymorph, Umber Hulk</entry> + <entry id="68180" lang="en" sex="m">Shaman Polymorph, Fey</entry> + <entry id="68181" lang="en" sex="m">Shaman Polymorph, Zombie</entry> + <entry id="68182" lang="en" sex="m">Shaman Extended Polymorph Self</entry> + <entry id="68183" lang="en" sex="m">Shaman Extended Polymorph, Giant Spider</entry> + <entry id="68184" lang="en" sex="m">Shaman Extended Polymorph, Troll</entry> + <entry id="68185" lang="en" sex="m">Shaman Extended Polymorph, Umber Hulk</entry> + <entry id="68186" lang="en" sex="m">Shaman Extended Polymorph, Fey</entry> + <entry id="68187" lang="en" sex="m">Shaman Extended Polymorph, Zombie</entry> + <entry id="68188" lang="en" sex="m">Shaman Quickened Polymorph Self</entry> + <entry id="68189" lang="en" sex="m">Shaman Quickened Polymorph, Giant Spider</entry> + <entry id="68190" lang="en" sex="m">Shaman Quickened Polymorph, Troll</entry> + <entry id="68191" lang="en" sex="m">Shaman Quickened Polymorph, Umber Hulk</entry> + <entry id="68192" lang="en" sex="m">Shaman Quickened Polymorph, Fey</entry> + <entry id="68193" lang="en" sex="m">Shaman Quickened Polymorph, Zombie</entry> + <entry id="68194" lang="en" sex="m">Shaman Silent Polymorph Self</entry> + <entry id="68195" lang="en" sex="m">Shaman Silent Polymorph, Giant Spider</entry> + <entry id="68196" lang="en" sex="m">Shaman Silent Polymorph, Troll</entry> + <entry id="68197" lang="en" sex="m">Shaman Silent Polymorph, Umber Hulk</entry> + <entry id="68198" lang="en" sex="m">Shaman Silent Polymorph, Fey</entry> + <entry id="68199" lang="en" sex="m">Shaman Silent Polymorph, Zombie</entry> + <entry id="68200" lang="en" sex="m">Shaman Restoration</entry> + <entry id="68201" lang="en" sex="m">Shaman Quickened Restoration</entry> + <entry id="68202" lang="en" sex="m">Shaman Silent Restoration</entry> + <entry id="68203" lang="en" sex="m">Shaman Still Restoration</entry> + <entry id="68204" lang="en" sex="m">Shaman Summon Creature IV</entry> + <entry id="68205" lang="en" sex="m">Shaman Extended Summon Creature IV</entry> + <entry id="68206" lang="en" sex="m">Shaman Quickened Summon Creature IV</entry> + <entry id="68207" lang="en" sex="m">Shaman Silent Summon Creature IV</entry> + <entry id="68208" lang="en" sex="m">Shaman Still Summon Creature IV</entry> + <entry id="68209" lang="en" sex="m">Shaman Sunmantle</entry> + <entry id="68210" lang="en" sex="m">Shaman Extended Sunmantle</entry> + <entry id="68211" lang="en" sex="m">Shaman Quickened Sunmantle</entry> + <entry id="68212" lang="en" sex="m">Shaman Still Sunmantle</entry> + <entry id="68213" lang="en" sex="m">Shaman Break Enchantment</entry> + <entry id="68214" lang="en" sex="m">Shaman Quickened Break Enchantment</entry> + <entry id="68215" lang="en" sex="m">Shaman Silent Break Enchantment</entry> + <entry id="68216" lang="en" sex="m">Shaman Still Break Enchantment</entry> + <entry id="68217" lang="en" sex="m">Shaman Circle of Doom</entry> + <entry id="68218" lang="en" sex="m">Shaman Empowered Circle of Doom</entry> + <entry id="68219" lang="en" sex="m">Shaman Maximized Circle of Doom</entry> + <entry id="68220" lang="en" sex="m">Shaman Quickened Circle of Doom</entry> + <entry id="68221" lang="en" sex="m">Shaman Silent Circle of Doom</entry> + <entry id="68222" lang="en" sex="m">Shaman Still Circle of Doom</entry> + <entry id="68223" lang="en" sex="m">Shaman Claws of the Bebilith</entry> + <entry id="68224" lang="en" sex="m">Shaman Extended Claws of the Bebilith</entry> + <entry id="68225" lang="en" sex="m">Shaman Quickened Claws of the Bebilith</entry> + <entry id="68226" lang="en" sex="m">Shaman Silent Claws of the Bebilith</entry> + <entry id="68227" lang="en" sex="m">Shaman Still Claws of the Bebilith</entry> + <entry id="68228" lang="en" sex="m">Shaman Greater Sanctuary</entry> + <entry id="68229" lang="en" sex="m">Shaman Extended Greater Sanctuary</entry> + <entry id="68230" lang="en" sex="m">Shaman Quickened Greater Sanctuary</entry> + <entry id="68231" lang="en" sex="m">Shaman Silent Greater Sanctuary</entry> + <entry id="68232" lang="en" sex="m">Shaman Still Greater Sanctuary</entry> + <entry id="68233" lang="en" sex="m">Shaman Healing Circle</entry> + <entry id="68234" lang="en" sex="m">Shaman Empowered Healing Circle</entry> + <entry id="68235" lang="en" sex="m">Shaman Maximized Healing Circle</entry> + <entry id="68236" lang="en" sex="m">Shaman Quickened Healing Circle</entry> + <entry id="68237" lang="en" sex="m">Shaman Silent Healing Circle</entry> + <entry id="68238" lang="en" sex="m">Shaman Still Healing Circle</entry> + <entry id="68239" lang="en" sex="m">Shaman Power Leech</entry> + <entry id="68240" lang="en" sex="m">Shaman Extended Power Leech</entry> + <entry id="68241" lang="en" sex="m">Shaman Quickened Power Leech</entry> + <entry id="68242" lang="en" sex="m">Shaman Silent Power Leech</entry> + <entry id="68243" lang="en" sex="m">Shaman Still Power Leech</entry> + <entry id="68244" lang="en" sex="m">Shaman Raise Dead</entry> + <entry id="68245" lang="en" sex="m">Shaman Quickened Raise Dead</entry> + <entry id="68246" lang="en" sex="m">Shaman Silent Raise Dead</entry> + <entry id="68247" lang="en" sex="m">Shaman Still Raise Dead</entry> + <entry id="68248" lang="en" sex="m">Shaman Scrying</entry> + <entry id="68249" lang="en" sex="m">Shaman Extended Scrying</entry> + <entry id="68250" lang="en" sex="m">Shaman Quickened Scrying</entry> + <entry id="68251" lang="en" sex="m">Shaman Silent Scrying</entry> + <entry id="68252" lang="en" sex="m">Shaman Still Scrying</entry> + <entry id="68253" lang="en" sex="m">Shaman Sicken Evil</entry> + <entry id="68254" lang="en" sex="m">Shaman Extended Sicken Evil</entry> + <entry id="68255" lang="en" sex="m">Shaman Quickened Sicken Evil</entry> + <entry id="68256" lang="en" sex="m">Shaman Silent Sicken Evil</entry> + <entry id="68257" lang="en" sex="m">Shaman Still Sicken Evil</entry> + <entry id="68258" lang="en" sex="m">Shaman Slay Living</entry> + <entry id="68259" lang="en" sex="m">Shaman Empowered Slay Living</entry> + <entry id="68260" lang="en" sex="m">Shaman Maximized Slay Living</entry> + <entry id="68261" lang="en" sex="m">Shaman Quickened Slay Living</entry> + <entry id="68262" lang="en" sex="m">Shaman Silent Slay Living</entry> + <entry id="68263" lang="en" sex="m">Shaman Still Slay Living</entry> + <entry id="68264" lang="en" sex="m">Shaman Summon Creature V</entry> + <entry id="68265" lang="en" sex="m">Shaman Extended Summon Creature V</entry> + <entry id="68266" lang="en" sex="m">Shaman Quickened Summon Creature V</entry> + <entry id="68267" lang="en" sex="m">Shaman Silent Summon Creature V</entry> + <entry id="68268" lang="en" sex="m">Shaman Still Summon Creature V</entry> + <entry id="68269" lang="en" sex="m">Shaman True Seeing</entry> + <entry id="68270" lang="en" sex="m">Shaman Extended True Seeing</entry> + <entry id="68271" lang="en" sex="m">Shaman Quickened True Seeing</entry> + <entry id="68272" lang="en" sex="m">Shaman Silent True Seeing</entry> + <entry id="68273" lang="en" sex="m">Shaman Still True Seeing</entry> + <entry id="68274" lang="en" sex="m">Shaman Animate Objects</entry> + <entry id="68275" lang="en" sex="m">Shaman Extended Animate Objects</entry> + <entry id="68276" lang="en" sex="m">Shaman Planar Ally</entry> + <entry id="68277" lang="en" sex="m">Shaman Extended Planar Ally</entry> + <entry id="68278" lang="en" sex="m">Shaman Silent Planar Ally</entry> + <entry id="68279" lang="en" sex="m">Shaman Still Planar Ally</entry> + <entry id="68280" lang="en" sex="m">Shaman Exalted Raiment</entry> + <entry id="68281" lang="en" sex="m">Shaman Extended Exalted Raiment</entry> + <entry id="68282" lang="en" sex="m">Shaman Silent Exalted Raiment</entry> + <entry id="68283" lang="en" sex="m">Shaman Greater Dispelling</entry> + <entry id="68284" lang="en" sex="m">Shaman Silent Greater Dispelling</entry> + <entry id="68285" lang="en" sex="m">Shaman Still Greater Dispelling</entry> + <entry id="68286" lang="en" sex="m">Shaman Harm</entry> + <entry id="68287" lang="en" sex="m">Shaman Silent Harm</entry> + <entry id="68288" lang="en" sex="m">Shaman Still Harm</entry> + <entry id="68289" lang="en" sex="m">Shaman Heal</entry> + <entry id="68290" lang="en" sex="m">Shaman Silent Heal</entry> + <entry id="68291" lang="en" sex="m">Shaman Still Heal</entry> + <entry id="68292" lang="en" sex="m">Shaman Planar Ally</entry> + <entry id="68293" lang="en" sex="m">Shaman Extended Planar Ally</entry> + <entry id="68294" lang="en" sex="m">Shaman Silent Planar Ally</entry> + <entry id="68295" lang="en" sex="m">Shaman Still Planar Ally</entry> + <entry id="68296" lang="en" sex="m">Shaman Stoneskin</entry> + <entry id="68297" lang="en" sex="m">Shaman Extended Stoneskin</entry> + <entry id="68298" lang="en" sex="m">Shaman Silent Stoneskin</entry> + <entry id="68299" lang="en" sex="m">Shaman Still Stoneskin</entry> + <entry id="68300" lang="en" sex="m">Shaman Storm of Shards</entry> + <entry id="68301" lang="en" sex="m">Shaman Empowered Storm of Shards</entry> + <entry id="68302" lang="en" sex="m">Shaman Maximized Storm of Shards</entry> + <entry id="68303" lang="en" sex="m">Shaman Silent Storm of Shards</entry> + <entry id="68304" lang="en" sex="m">Shaman Still Storm of Shards</entry> + <entry id="68305" lang="en" sex="m">Shaman Summon Creature VI</entry> + <entry id="68306" lang="en" sex="m">Shaman Extended Summon Creature VI</entry> + <entry id="68307" lang="en" sex="m">Shaman Silent Summon Creature VI</entry> + <entry id="68308" lang="en" sex="m">Shaman Still Summon Creature VI</entry> + <entry id="68309" lang="en" sex="m">Shaman Blasphemy</entry> + <entry id="68310" lang="en" sex="m">Shaman Silent Blasphemy</entry> + <entry id="68311" lang="en" sex="m">Shaman Still Blasphemy</entry> + <entry id="68312" lang="en" sex="m">Shaman Control Weather</entry> + <entry id="68313" lang="en" sex="m">Shaman Control Weather: Rain</entry> + <entry id="68314" lang="en" sex="m">Shaman Control Weather: Snow</entry> + <entry id="68315" lang="en" sex="m">Shaman Control Weather: Clear</entry> + <entry id="68316" lang="en" sex="m">Shaman Extended Control Weather</entry> + <entry id="68317" lang="en" sex="m">Shaman Extended Control Weather: Rain</entry> + <entry id="68318" lang="en" sex="m">Shaman Extended Control Weather: Snow</entry> + <entry id="68319" lang="en" sex="m">Shaman Extended Control Weather: Clear</entry> + <entry id="68320" lang="en" sex="m">Shaman Silent Control Weather</entry> + <entry id="68321" lang="en" sex="m">Shaman Silent Control Weather: Rain</entry> + <entry id="68322" lang="en" sex="m">Shaman Silent Control Weather: Snow</entry> + <entry id="68323" lang="en" sex="m">Shaman Silent Control Weather: Clear</entry> + <entry id="68324" lang="en" sex="m">Shaman Still Control Weather</entry> + <entry id="68325" lang="en" sex="m">Shaman Still Control Weather: Rain</entry> + <entry id="68326" lang="en" sex="m">Shaman Still Control Weather: Snow</entry> + <entry id="68327" lang="en" sex="m">Shaman Still Control Weather: Clear</entry> + <entry id="68328" lang="en" sex="m">Shaman Death by Thorns</entry> + <entry id="68329" lang="en" sex="m">Shaman Silent Death by Thorns</entry> + <entry id="68330" lang="en" sex="m">Shaman Still Death by Thorns</entry> + <entry id="68331" lang="en" sex="m">Shaman Dictum</entry> + <entry id="68332" lang="en" sex="m">Shaman Silent Dictum</entry> + <entry id="68333" lang="en" sex="m">Shaman Still Dictum</entry> + <entry id="68334" lang="en" sex="m">Shaman Greater Restoration</entry> + <entry id="68335" lang="en" sex="m">Shaman Silent Greater Restoration</entry> + <entry id="68336" lang="en" sex="m">Shaman Still Greater Restoration</entry> + <entry id="68337" lang="en" sex="m">Shaman Greater Scrying</entry> + <entry id="68338" lang="en" sex="m">Shaman Extended Greater Scrying</entry> + <entry id="68339" lang="en" sex="m">Shaman Silent Greater Scrying</entry> + <entry id="68340" lang="en" sex="m">Shaman Still Greater Scrying</entry> + <entry id="68341" lang="en" sex="m">Shaman Holy Word</entry> + <entry id="68342" lang="en" sex="m">Shaman Silent Holy Word</entry> + <entry id="68343" lang="en" sex="m">Shaman Still Holy Word</entry> + <entry id="68344" lang="en" sex="m">Shaman Phoenix Fire</entry> + <entry id="68345" lang="en" sex="m">Shaman Empowered Phoenix Fire</entry> + <entry id="68346" lang="en" sex="m">Shaman Silent Phoenix Fire</entry> + <entry id="68347" lang="en" sex="m">Shaman Still Phoenix Fire</entry> + <entry id="68348" lang="en" sex="m">Shaman Rain of Embers</entry> + <entry id="68349" lang="en" sex="m">Shaman Empowered Rain of Embers</entry> + <entry id="68350" lang="en" sex="m">Shaman Extended Rain of Embers</entry> + <entry id="68351" lang="en" sex="m">Shaman Silent Rain of Embers</entry> + <entry id="68352" lang="en" sex="m">Shaman Still Rain of Embers</entry> + <entry id="68353" lang="en" sex="m">Shaman Rapture of Rupture</entry> + <entry id="68354" lang="en" sex="m">Shaman Empowered Rapture of Rupture</entry> + <entry id="68355" lang="en" sex="m">Shaman Regenerate</entry> + <entry id="68356" lang="en" sex="m">Shaman Extended Regenerate</entry> + <entry id="68357" lang="en" sex="m">Shaman Silent Regenerate</entry> + <entry id="68358" lang="en" sex="m">Shaman Still Regenerate</entry> + <entry id="68359" lang="en" sex="m">Shaman Repulsion</entry> + <entry id="68360" lang="en" sex="m">Shaman Extended Repulsion</entry> + <entry id="68361" lang="en" sex="m">Shaman Silent Repulsion</entry> + <entry id="68362" lang="en" sex="m">Shaman Still Repulsion</entry> + <entry id="68363" lang="en" sex="m">Shaman Resurrection</entry> + <entry id="68364" lang="en" sex="m">Shaman Silent Resurrection</entry> + <entry id="68365" lang="en" sex="m">Shaman Still Resurrection</entry> + <entry id="68366" lang="en" sex="m">Shaman Summon Creature VII</entry> + <entry id="68367" lang="en" sex="m">Shaman Summon Huge Air Elemental</entry> + <entry id="68368" lang="en" sex="m">Shaman Summon Huge Earth Elemental</entry> + <entry id="68369" lang="en" sex="m">Shaman Summon Huge Fire Elemental</entry> + <entry id="68370" lang="en" sex="m">Shaman Summon Huge Water Elemental</entry> + <entry id="68371" lang="en" sex="m">Shaman Extended Summon Creature VII</entry> + <entry id="68372" lang="en" sex="m">Shaman Extended Summon Huge Air Elemental</entry> + <entry id="68373" lang="en" sex="m">Shaman Extended Summon Huge Earth Elemental</entry> + <entry id="68374" lang="en" sex="m">Shaman Extended Summon Huge Fire Elemental</entry> + <entry id="68375" lang="en" sex="m">Shaman Extended Summon Huge Water Elemental</entry> + <entry id="68376" lang="en" sex="m">Shaman Silent Summon Creature VII</entry> + <entry id="68377" lang="en" sex="m">Shaman Silent Summon Huge Air Elemental</entry> + <entry id="68378" lang="en" sex="m">Shaman Silent Summon Huge Earth Elemental</entry> + <entry id="68379" lang="en" sex="m">Shaman Silent Summon Huge Fire Elemental</entry> + <entry id="68380" lang="en" sex="m">Shaman Silent Summon Huge Water Elemental</entry> + <entry id="68381" lang="en" sex="m">Shaman Still Summon Creature VII</entry> + <entry id="68382" lang="en" sex="m">Shaman Still Summon Huge Air Elemental</entry> + <entry id="68383" lang="en" sex="m">Shaman Still Summon Huge Earth Elemental</entry> + <entry id="68384" lang="en" sex="m">Shaman Still Summon Huge Fire Elemental</entry> + <entry id="68385" lang="en" sex="m">Shaman Still Summon Huge Water Elemental</entry> + <entry id="68386" lang="en" sex="m">Shaman Sunbeam</entry> + <entry id="68387" lang="en" sex="m">Shaman Silent Sunbeam</entry> + <entry id="68388" lang="en" sex="m">Shaman Still Sunbeam</entry> + <entry id="68389" lang="en" sex="m">Shaman Word of Chaos</entry> + <entry id="68390" lang="en" sex="m">Shaman Silent Word of Chaos</entry> + <entry id="68391" lang="en" sex="m">Shaman Still Word of Chaos</entry> + <entry id="68392" lang="en" sex="m">Shaman Antimagic Field</entry> + <entry id="68393" lang="en" sex="m">Shaman Extended Antimagic Field</entry> + <entry id="68394" lang="en" sex="m">Shaman Silent Antimagic Field</entry> + <entry id="68395" lang="en" sex="m">Shaman Still Antimagic Field</entry> + <entry id="68396" lang="en" sex="m">Shaman Aura versus Alignment</entry> + <entry id="68397" lang="en" sex="m">Shaman Unholy Aura</entry> + <entry id="68398" lang="en" sex="m">Shaman Holy Aura</entry> + <entry id="68399" lang="en" sex="m">Shaman Extended Aura versus Alignment</entry> + <entry id="68400" lang="en" sex="m">Shaman Extended Unholy Aura</entry> + <entry id="68401" lang="en" sex="m">Shaman Extended Holy Aura</entry> + <entry id="68402" lang="en" sex="m">Shaman Silent Aura versus Alignment</entry> + <entry id="68403" lang="en" sex="m">Shaman Silent Unholy Aura</entry> + <entry id="68404" lang="en" sex="m">Shaman Silent Holy Aura</entry> + <entry id="68405" lang="en" sex="m">Shaman Still Aura versus Alignment</entry> + <entry id="68406" lang="en" sex="m">Shaman Still Unholy Aura</entry> + <entry id="68407" lang="en" sex="m">Shaman Still Holy Aura</entry> + <entry id="68408" lang="en" sex="m">Shaman Discern Location</entry> + <entry id="68409" lang="en" sex="m">Shaman Extended Discern Location</entry> + <entry id="68410" lang="en" sex="m">Shaman Silent Discern Location</entry> + <entry id="68411" lang="en" sex="m">Shaman Still Discern Location</entry> + <entry id="68412" lang="en" sex="m">Shaman Dragon Cloud</entry> + <entry id="68413" lang="en" sex="m">Shaman Silent Dragon Cloud</entry> + <entry id="68414" lang="en" sex="m">Shaman Still Dragon Cloud</entry> + <entry id="68415" lang="en" sex="m">Shaman Earthquake</entry> + <entry id="68416" lang="en" sex="m">Shaman Extended Earthquake</entry> + <entry id="68417" lang="en" sex="m">Shaman Silent Earthquake</entry> + <entry id="68418" lang="en" sex="m">Shaman Still Earthquake</entry> + <entry id="68419" lang="en" sex="m">Shaman Evil Weather</entry> + <entry id="68420" lang="en" sex="m">Shaman Rain of Blood</entry> + <entry id="68421" lang="en" sex="m">Shaman Violet Rain</entry> + <entry id="68422" lang="en" sex="m">Shaman Green Fog</entry> + <entry id="68423" lang="en" sex="m">Shaman Rain of Frogs or Fish</entry> + <entry id="68424" lang="en" sex="m">Shaman Silent Evil Weather</entry> + <entry id="68425" lang="en" sex="m">Shaman Silent Rain of Blood</entry> + <entry id="68426" lang="en" sex="m">Shaman Silent Violet Rain</entry> + <entry id="68427" lang="en" sex="m">Shaman Silent Green Fog</entry> + <entry id="68428" lang="en" sex="m">Shaman Silent Rain of Frogs or Fish</entry> + <entry id="68429" lang="en" sex="m">Shaman Still Evil Weather</entry> + <entry id="68430" lang="en" sex="m">Shaman Still Rain of Blood</entry> + <entry id="68431" lang="en" sex="m">Shaman Still Violet Rain</entry> + <entry id="68432" lang="en" sex="m">Shaman Still Green Fog</entry> + <entry id="68433" lang="en" sex="m">Shaman Still Rain of Frogs or Fish</entry> + <entry id="68434" lang="en" sex="m">Shaman Greater Planar Ally</entry> + <entry id="68435" lang="en" sex="m">Shaman Extended Greater Planar Ally</entry> + <entry id="68436" lang="en" sex="m">Shaman Silent Greater Planar Ally</entry> + <entry id="68437" lang="en" sex="m">Shaman Still Greater Planar Ally</entry> + <entry id="68438" lang="en" sex="m">Shaman Holy Aura</entry> + <entry id="68439" lang="en" sex="m">Shaman Extended Holy Aura</entry> + <entry id="68440" lang="en" sex="m">Shaman Silent Holy Aura</entry> + <entry id="68441" lang="en" sex="m">Shaman Still Holy Aura</entry> + <entry id="68442" lang="en" sex="m">Shaman Mass Heal</entry> + <entry id="68443" lang="en" sex="m">Shaman Silent Mass Heal</entry> + <entry id="68444" lang="en" sex="m">Shaman Still Mass Heal</entry> + <entry id="68445" lang="en" sex="m">Shaman Summon Creature VIII</entry> + <entry id="68446" lang="en" sex="m">Shaman Summon Greater Air Elemental</entry> + <entry id="68447" lang="en" sex="m">Shaman Summon Greater Earth Elemental</entry> + <entry id="68448" lang="en" sex="m">Shaman Summon Greater Fire Elemental</entry> + <entry id="68449" lang="en" sex="m">Shaman Summon Greater Water Elemental</entry> + <entry id="68450" lang="en" sex="m">Shaman Extended Summon Creature VIII</entry> + <entry id="68451" lang="en" sex="m">Shaman Extended Summon Greater Air Elemental</entry> + <entry id="68452" lang="en" sex="m">Shaman Extended Summon Greater Earth Elemental</entry> + <entry id="68453" lang="en" sex="m">Shaman Extended Summon Greater Fire Elemental</entry> + <entry id="68454" lang="en" sex="m">Shaman Extended Summon Greater Water Elemental</entry> + <entry id="68455" lang="en" sex="m">Shaman Silent Summon Creature VIII</entry> + <entry id="68456" lang="en" sex="m">Shaman Silent Summon Greater Air Elemental</entry> + <entry id="68457" lang="en" sex="m">Shaman Silent Summon Greater Earth Elemental</entry> + <entry id="68458" lang="en" sex="m">Shaman Silent Summon Greater Fire Elemental</entry> + <entry id="68459" lang="en" sex="m">Shaman Silent Summon Greater Water Elemental</entry> + <entry id="68460" lang="en" sex="m">Shaman Still Summon Creature VIII</entry> + <entry id="68461" lang="en" sex="m">Shaman Still Summon Greater Air Elemental</entry> + <entry id="68462" lang="en" sex="m">Shaman Still Summon Greater Earth Elemental</entry> + <entry id="68463" lang="en" sex="m">Shaman Still Summon Greater Fire Elemental</entry> + <entry id="68464" lang="en" sex="m">Shaman Still Summon Greater Water Elemental</entry> + <entry id="68465" lang="en" sex="m">Shaman Apocalypse from the Sky</entry> + <entry id="68466" lang="en" sex="m">Shaman Apocalypse from the Sky: Fire</entry> + <entry id="68467" lang="en" sex="m">Shaman Apocalypse from the Sky: Acid</entry> + <entry id="68468" lang="en" sex="m">Shaman Apocalypse from the Sky: Sonic</entry> + <entry id="68469" lang="en" sex="m">Shaman Exalted Fury</entry> + <entry id="68470" lang="en" sex="m">Shaman Gate</entry> + <entry id="68471" lang="en" sex="m">Shaman Summon Creature IX</entry> + <entry id="68472" lang="en" sex="m">Shaman Summon Elder Air Elemental</entry> + <entry id="68473" lang="en" sex="m">Shaman Summon Elder Earth Elemental</entry> + <entry id="68474" lang="en" sex="m">Shaman Summon Elder Fire Elemental</entry> + <entry id="68475" lang="en" sex="m">Shaman Summon Elder Water Elemental</entry> + <entry id="68476" lang="en" sex="m">Shaman True Resurrection</entry> + <entry id="68477" lang="en" sex="m">Slayer of Domiel Bless Weapon</entry> + <entry id="68478" lang="en" sex="m">Slayer of Domiel Extended Bless Weapon</entry> + <entry id="68479" lang="en" sex="m">Slayer of Domiel Silent Bless Weapon</entry> + <entry id="68480" lang="en" sex="m">Slayer of Domiel Still Bless Weapon</entry> + <entry id="68481" lang="en" sex="m">Slayer of Domiel Alter Self</entry> + <entry id="68482" lang="en" sex="m">Slayer of Domiel Alter Self - Learn Shape</entry> + <entry id="68483" lang="en" sex="m">Slayer of Domiel Alter Self - Options</entry> + <entry id="68484" lang="en" sex="m">Slayer of Domiel Alter Self - Quickslot 1</entry> + <entry id="68485" lang="en" sex="m">Slayer of Domiel Alter Self - Quickslot 2</entry> + <entry id="68486" lang="en" sex="m">Slayer of Domiel Alter Self - Quickslot 3</entry> + <entry id="68487" lang="en" sex="m">Slayer of Domiel Extended Alter Self</entry> + <entry id="68488" lang="en" sex="m">Slayer of Domiel Extended Alter Self - Learn Shape</entry> + <entry id="68489" lang="en" sex="m">Slayer of Domiel Extended Alter Self - Options</entry> + <entry id="68490" lang="en" sex="m">Slayer of Domiel Extended Alter Self - Quickslot 1</entry> + <entry id="68491" lang="en" sex="m">Slayer of Domiel Extended Alter Self - Quickslot 2</entry> + <entry id="68492" lang="en" sex="m">Slayer of Domiel Extended Alter Self - Quickslot 3</entry> + <entry id="68493" lang="en" sex="m">Slayer of Domiel Silent Alter Self</entry> + <entry id="68494" lang="en" sex="m">Slayer of Domiel Silent Alter Self - Learn Shape</entry> + <entry id="68495" lang="en" sex="m">Slayer of Domiel Silent Alter Self - Options</entry> + <entry id="68496" lang="en" sex="m">Slayer of Domiel Silent Alter Self - Quickslot 1</entry> + <entry id="68497" lang="en" sex="m">Slayer of Domiel Silent Alter Self - Quickslot 2</entry> + <entry id="68498" lang="en" sex="m">Slayer of Domiel Silent Alter Self - Quickslot 3</entry> + <entry id="68499" lang="en" sex="m">Slayer of Domiel Still Alter Self</entry> + <entry id="68500" lang="en" sex="m">Slayer of Domiel Still Alter Self - Learn Shape</entry> + <entry id="68501" lang="en" sex="m">Slayer of Domiel Still Alter Self - Options</entry> + <entry id="68502" lang="en" sex="m">Slayer of Domiel Still Alter Self - Quickslot 1</entry> + <entry id="68503" lang="en" sex="m">Slayer of Domiel Still Alter Self - Quickslot 2</entry> + <entry id="68504" lang="en" sex="m">Slayer of Domiel Still Alter Self - Quickslot 3</entry> + <entry id="68505" lang="en" sex="m">Slayer of Domiel Divine Favor</entry> + <entry id="68506" lang="en" sex="m">Slayer of Domiel Extended Divine Favor</entry> + <entry id="68507" lang="en" sex="m">Slayer of Domiel Silent Divine Favor</entry> + <entry id="68508" lang="en" sex="m">Slayer of Domiel Still Divine Favor</entry> + <entry id="68509" lang="en" sex="m">Slayer of Domiel Obscuring Mist</entry> + <entry id="68510" lang="en" sex="m">Slayer of Domiel Extended Obscuring Mist</entry> + <entry id="68511" lang="en" sex="m">Slayer of Domiel Silent Obscuring Mist</entry> + <entry id="68512" lang="en" sex="m">Slayer of Domiel Still Obscuring Mist</entry> + <entry id="68513" lang="en" sex="m">Slayer of Domiel Vision of Heaven</entry> + <entry id="68514" lang="en" sex="m">Slayer of Domiel Extended Vision of Heaven</entry> + <entry id="68515" lang="en" sex="m">Slayer of Domiel Silent Vision of Heaven</entry> + <entry id="68516" lang="en" sex="m">Slayer of Domiel Divine Inspiration</entry> + <entry id="68517" lang="en" sex="m">Slayer of Domiel Extended Divine Inspiration</entry> + <entry id="68518" lang="en" sex="m">Slayer of Domiel Twilight Luck</entry> + <entry id="68519" lang="en" sex="m">Slayer of Domiel Extended Twilight Luck</entry> + <entry id="68520" lang="en" sex="m">Slayer of Domiel Silent Twilight Luck</entry> + <entry id="68521" lang="en" sex="m">Slayer of Domiel Lantern Light</entry> + <entry id="68522" lang="en" sex="m">Slayer of Domiel Empowered Lantern Light</entry> + <entry id="68523" lang="en" sex="m">Slayer of Domiel Maximized Lantern Light</entry> + <entry id="68524" lang="en" sex="m">Slayer of Domiel Still Lantern Light</entry> + <entry id="68525" lang="en" sex="m">Slayer of Domiel Alter Self</entry> + <entry id="68526" lang="en" sex="m">Slayer of Domiel Alter Self - Learn Shape</entry> + <entry id="68527" lang="en" sex="m">Slayer of Domiel Alter Self - Options</entry> + <entry id="68528" lang="en" sex="m">Slayer of Domiel Alter Self - Quickslot 1</entry> + <entry id="68529" lang="en" sex="m">Slayer of Domiel Alter Self - Quickslot 2</entry> + <entry id="68530" lang="en" sex="m">Slayer of Domiel Alter Self - Quickslot 3</entry> + <entry id="68531" lang="en" sex="m">Slayer of Domiel Extended Alter Self</entry> + <entry id="68532" lang="en" sex="m">Slayer of Domiel Extended Alter Self - Learn Shape</entry> + <entry id="68533" lang="en" sex="m">Slayer of Domiel Extended Alter Self - Options</entry> + <entry id="68534" lang="en" sex="m">Slayer of Domiel Extended Alter Self - Quickslot 1</entry> + <entry id="68535" lang="en" sex="m">Slayer of Domiel Extended Alter Self - Quickslot 2</entry> + <entry id="68536" lang="en" sex="m">Slayer of Domiel Extended Alter Self - Quickslot 3</entry> + <entry id="68537" lang="en" sex="m">Slayer of Domiel Silent Alter Self</entry> + <entry id="68538" lang="en" sex="m">Slayer of Domiel Silent Alter Self - Learn Shape</entry> + <entry id="68539" lang="en" sex="m">Slayer of Domiel Silent Alter Self - Options</entry> + <entry id="68540" lang="en" sex="m">Slayer of Domiel Silent Alter Self - Quickslot 1</entry> + <entry id="68541" lang="en" sex="m">Slayer of Domiel Silent Alter Self - Quickslot 2</entry> + <entry id="68542" lang="en" sex="m">Slayer of Domiel Silent Alter Self - Quickslot 3</entry> + <entry id="68543" lang="en" sex="m">Slayer of Domiel Still Alter Self</entry> + <entry id="68544" lang="en" sex="m">Slayer of Domiel Still Alter Self - Learn Shape</entry> + <entry id="68545" lang="en" sex="m">Slayer of Domiel Still Alter Self - Options</entry> + <entry id="68546" lang="en" sex="m">Slayer of Domiel Still Alter Self - Quickslot 1</entry> + <entry id="68547" lang="en" sex="m">Slayer of Domiel Still Alter Self - Quickslot 2</entry> + <entry id="68548" lang="en" sex="m">Slayer of Domiel Still Alter Self - Quickslot 3</entry> + <entry id="68549" lang="en" sex="m">Slayer of Domiel Darkness</entry> + <entry id="68550" lang="en" sex="m">Slayer of Domiel Extended Darkness</entry> + <entry id="68551" lang="en" sex="m">Slayer of Domiel Silent Darkness</entry> + <entry id="68552" lang="en" sex="m">Slayer of Domiel Ayailla's Radiant Burst</entry> + <entry id="68553" lang="en" sex="m">Slayer of Domiel Empowered Ayailla's Radiant Burst</entry> + <entry id="68554" lang="en" sex="m">Slayer of Domiel Silent Ayailla's Radiant Burst</entry> + <entry id="68555" lang="en" sex="m">Slayer of Domiel Still Ayailla's Radiant Burst</entry> + <entry id="68556" lang="en" sex="m">Slayer of Domiel Luminous Armor</entry> + <entry id="68557" lang="en" sex="m">Slayer of Domiel Extended Luminous Armor</entry> + <entry id="68558" lang="en" sex="m">Slayer of Domiel Deeper Darkness</entry> + <entry id="68559" lang="en" sex="m">Slayer of Domiel Extended Deeper Darkness</entry> + <entry id="68560" lang="en" sex="m">Slayer of Domiel Silent Deeper Darkness</entry> + <entry id="68561" lang="en" sex="m">Slayer of Domiel Invisibility</entry> + <entry id="68562" lang="en" sex="m">Slayer of Domiel Extended Invisibility</entry> + <entry id="68563" lang="en" sex="m">Slayer of Domiel Silent Invisibility</entry> + <entry id="68564" lang="en" sex="m">Slayer of Domiel Still Invisibility</entry> + <entry id="68565" lang="en" sex="m">Slayer of Domiel Nondetection</entry> + <entry id="68566" lang="en" sex="m">Slayer of Domiel Extended Nondetection</entry> + <entry id="68567" lang="en" sex="m">Slayer of Domiel Silent Nondetection</entry> + <entry id="68568" lang="en" sex="m">Slayer of Domiel Still Nondetection</entry> + <entry id="68569" lang="en" sex="m">Slayer of Domiel Brilliant Emanation</entry> + <entry id="68570" lang="en" sex="m">Slayer of Domiel Extended Brilliant Emanation</entry> + <entry id="68571" lang="en" sex="m">Slayer of Domiel Hammer of Righteousness</entry> + <entry id="68572" lang="en" sex="m">Slayer of Domiel Silent Hammer of Righteousness</entry> + <entry id="68573" lang="en" sex="m">Slayer of Domiel Still Hammer of Righteousness</entry> + <entry id="68574" lang="en" sex="m">Slayer of Domiel Death Ward</entry> + <entry id="68575" lang="en" sex="m">Slayer of Domiel Dimension Door</entry> + <entry id="68576" lang="en" sex="m">Slayer of Domiel Dimension Door - Self only</entry> + <entry id="68577" lang="en" sex="m">Slayer of Domiel Dimension Door - Party within 10ft</entry> + <entry id="68578" lang="en" sex="m">Slayer of Domiel Dimension Door - Direction and Distance - Self only</entry> + <entry id="68579" lang="en" sex="m">Slayer of Domiel Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="68580" lang="en" sex="m">Slayer of Domiel Freedom of Movement</entry> + <entry id="68581" lang="en" sex="m">Slayer of Domiel Holy Sword</entry> + <entry id="68582" lang="en" sex="m">Slayer of Domiel Improved Invisibility</entry> + <entry id="68583" lang="en" sex="m">Slayer of Domiel Sword of Conscience</entry> + <entry id="68584" lang="en" sex="m">Slayer of Domiel Diamond Spray</entry> + <entry id="68585" lang="en" sex="m">Slayer of Domiel Sunmantle</entry> + <entry id="68586" lang="en" sex="m">Slayer of Domiel Greater Luminous Armor</entry> + <entry id="68587" lang="en" sex="m">Suel Archanamach Aberrate</entry> + <entry id="68588" lang="en" sex="m">Suel Archanamach Bestow Wound</entry> + <entry id="68589" lang="en" sex="m">Suel Archanamach Burning Hands</entry> + <entry id="68590" lang="en" sex="m">Suel Archanamach Color Spray</entry> + <entry id="68591" lang="en" sex="m">Suel Archanamach Detect Undead</entry> + <entry id="68592" lang="en" sex="m">Suel Archanamach Disguise Self</entry> + <entry id="68593" lang="en" sex="m">Suel Archanamach Disguise Self - Learn Shape</entry> + <entry id="68594" lang="en" sex="m">Suel Archanamach Disguise Self - Options</entry> + <entry id="68595" lang="en" sex="m">Suel Archanamach Disguise Self - Quickslot 1</entry> + <entry id="68596" lang="en" sex="m">Suel Archanamach Disguise Self - Quickslot 2</entry> + <entry id="68597" lang="en" sex="m">Suel Archanamach Disguise Self - Quickslot 3</entry> + <entry id="68598" lang="en" sex="m">Suel Archanamach Endure Elements</entry> + <entry id="68599" lang="en" sex="m">Suel Archanamach Enlarge Person</entry> + <entry id="68600" lang="en" sex="m">Suel Archanamach Expeditious Retreat</entry> + <entry id="68601" lang="en" sex="m">Suel Archanamach Eyes of the Avoral</entry> + <entry id="68602" lang="en" sex="m">Suel Archanamach Fist of Stone</entry> + <entry id="68603" lang="en" sex="m">Suel Archanamach Identify</entry> + <entry id="68604" lang="en" sex="m">Suel Archanamach Ironguts</entry> + <entry id="68605" lang="en" sex="m">Suel Archanamach Lesser Deflect</entry> + <entry id="68606" lang="en" sex="m">Suel Archanamach Magic Weapon</entry> + <entry id="68607" lang="en" sex="m">Suel Archanamach Protection from Chaos</entry> + <entry id="68608" lang="en" sex="m">Suel Archanamach Protection from Evil</entry> + <entry id="68609" lang="en" sex="m">Suel Archanamach Protection from Good</entry> + <entry id="68610" lang="en" sex="m">Suel Archanamach Protection from Law</entry> + <entry id="68611" lang="en" sex="m">Suel Archanamach Reduce Person</entry> + <entry id="68612" lang="en" sex="m">Suel Archanamach Shield</entry> + <entry id="68613" lang="en" sex="m">Suel Archanamach Jump</entry> + <entry id="68614" lang="en" sex="m">Suel Archanamach True Casting</entry> + <entry id="68615" lang="en" sex="m">Suel Archanamach True Strike</entry> + <entry id="68616" lang="en" sex="m">Suel Archanamach Alter Self</entry> + <entry id="68617" lang="en" sex="m">Suel Archanamach Alter Self - Learn Shape</entry> + <entry id="68618" lang="en" sex="m">Suel Archanamach Alter Self - Options</entry> + <entry id="68619" lang="en" sex="m">Suel Archanamach Alter Self - Quickslot 1</entry> + <entry id="68620" lang="en" sex="m">Suel Archanamach Alter Self - Quickslot 2</entry> + <entry id="68621" lang="en" sex="m">Suel Archanamach Alter Self - Quickslot 3</entry> + <entry id="68622" lang="en" sex="m">Suel Archanamach Animalistic Power</entry> + <entry id="68623" lang="en" sex="m">Suel Archanamach Augment Familiar</entry> + <entry id="68624" lang="en" sex="m">Suel Archanamach Balagarn's Iron Horn</entry> + <entry id="68625" lang="en" sex="m">Suel Archanamach Blur</entry> + <entry id="68626" lang="en" sex="m">Suel Archanamach Bull's Strength</entry> + <entry id="68627" lang="en" sex="m">Suel Archanamach Cat's Grace</entry> + <entry id="68628" lang="en" sex="m">Suel Archanamach Continual Flame</entry> + <entry id="68629" lang="en" sex="m">Suel Archanamach Deflect</entry> + <entry id="68630" lang="en" sex="m">Suel Archanamach Dispelling Touch</entry> + <entry id="68631" lang="en" sex="m">Suel Archanamach Eagle's Splendor</entry> + <entry id="68632" lang="en" sex="m">Suel Archanamach Endurance</entry> + <entry id="68633" lang="en" sex="m">Suel Archanamach Energize Potion</entry> + <entry id="68634" lang="en" sex="m">Suel Archanamach Energize Potion: Acid</entry> + <entry id="68635" lang="en" sex="m">Suel Archanamach Energize Potion: Cold</entry> + <entry id="68636" lang="en" sex="m">Suel Archanamach Energize Potion: Electricity</entry> + <entry id="68637" lang="en" sex="m">Suel Archanamach Energize Potion: Fire</entry> + <entry id="68638" lang="en" sex="m">Suel Archanamach Energize Potion: Sonic</entry> + <entry id="68639" lang="en" sex="m">Suel Archanamach Fox's Cunning</entry> + <entry id="68640" lang="en" sex="m">Suel Archanamach Ghostly Visage</entry> + <entry id="68641" lang="en" sex="m">Suel Archanamach Invisibility</entry> + <entry id="68642" lang="en" sex="m">Suel Archanamach Knock</entry> + <entry id="68643" lang="en" sex="m">Suel Archanamach Lesser Dispel</entry> + <entry id="68644" lang="en" sex="m">Suel Archanamach Locate Object</entry> + <entry id="68645" lang="en" sex="m">Suel Archanamach Mirror Image</entry> + <entry id="68646" lang="en" sex="m">Suel Archanamach Obscure Object</entry> + <entry id="68647" lang="en" sex="m">Suel Archanamach Owl's Wisdom</entry> + <entry id="68648" lang="en" sex="m">Suel Archanamach Protection from Arrows</entry> + <entry id="68649" lang="en" sex="m">Suel Archanamach Pyrotechnics +</entry> + <entry id="68650" lang="en" sex="m">Suel Archanamach Pyrotechnics: Fireworks +</entry> + <entry id="68651" lang="en" sex="m">Suel Archanamach Pyrotechnics: Smoke +</entry> + <entry id="68652" lang="en" sex="m">Suel Archanamach Resist Elements</entry> + <entry id="68653" lang="en" sex="m">Suel Archanamach See Invisibility</entry> + <entry id="68654" lang="en" sex="m">Suel Archanamach Shadow Spray</entry> + <entry id="68655" lang="en" sex="m">Suel Archanamach Stone Bones</entry> + <entry id="68656" lang="en" sex="m">Suel Archanamach Sure Strike</entry> + <entry id="68657" lang="en" sex="m">Suel Archanamach Ultravision</entry> + <entry id="68658" lang="en" sex="m">Suel Archanamach Unheavened</entry> + <entry id="68659" lang="en" sex="m">Suel Archanamach Whirling Blade</entry> + <entry id="68660" lang="en" sex="m">Suel Archanamach Clairaudience/Clairvoyance</entry> + <entry id="68661" lang="en" sex="m">Suel Archanamach Clarity</entry> + <entry id="68662" lang="en" sex="m">Suel Archanamach Crown of Might</entry> + <entry id="68663" lang="en" sex="m">Suel Archanamach Crown of Protection</entry> + <entry id="68664" lang="en" sex="m">Suel Archanamach Curse of the Putrid Husk</entry> + <entry id="68665" lang="en" sex="m">Suel Archanamach Devil's Eye</entry> + <entry id="68666" lang="en" sex="m">Suel Archanamach Dispel Magic</entry> + <entry id="68667" lang="en" sex="m">Suel Archanamach Displacement</entry> + <entry id="68668" lang="en" sex="m">Suel Archanamach Energy Aegis</entry> + <entry id="68669" lang="en" sex="m">Suel Archanamach Energy Aegis, Acid</entry> + <entry id="68670" lang="en" sex="m">Suel Archanamach Energy Aegis, Cold</entry> + <entry id="68671" lang="en" sex="m">Suel Archanamach Energy Aegis, Electricity</entry> + <entry id="68672" lang="en" sex="m">Suel Archanamach Energy Aegis, Fire</entry> + <entry id="68673" lang="en" sex="m">Suel Archanamach Energy Aegis, Sonic</entry> + <entry id="68674" lang="en" sex="m">Suel Archanamach Energy Surge</entry> + <entry id="68675" lang="en" sex="m">Suel Archanamach Energy Surge, Acid</entry> + <entry id="68676" lang="en" sex="m">Suel Archanamach Energy Surge, Cold</entry> + <entry id="68677" lang="en" sex="m">Suel Archanamach Energy Surge, Electricity</entry> + <entry id="68678" lang="en" sex="m">Suel Archanamach Energy Surge, Fire</entry> + <entry id="68679" lang="en" sex="m">Suel Archanamach Energy Surge, Sonic</entry> + <entry id="68680" lang="en" sex="m">Suel Archanamach Find Traps</entry> + <entry id="68681" lang="en" sex="m">Suel Archanamach Greater Magic Weapon</entry> + <entry id="68682" lang="en" sex="m">Suel Archanamach Halt</entry> + <entry id="68683" lang="en" sex="m">Suel Archanamach Haste</entry> + <entry id="68684" lang="en" sex="m">Suel Archanamach Invisibility Sphere</entry> + <entry id="68685" lang="en" sex="m">Suel Archanamach Keen Edge</entry> + <entry id="68686" lang="en" sex="m">Suel Archanamach Magic Circle against Chaos</entry> + <entry id="68687" lang="en" sex="m">Suel Archanamach Magic Circle against Evil</entry> + <entry id="68688" lang="en" sex="m">Suel Archanamach Magic Circle against Good</entry> + <entry id="68689" lang="en" sex="m">Suel Archanamach Magic Circle against Law</entry> + <entry id="68690" lang="en" sex="m">Suel Archanamach Nondetection</entry> + <entry id="68691" lang="en" sex="m">Suel Archanamach Protection from Elements</entry> + <entry id="68692" lang="en" sex="m">Suel Archanamach Reality Blind</entry> + <entry id="68693" lang="en" sex="m">Suel Archanamach Slow</entry> + <entry id="68694" lang="en" sex="m">Suel Archanamach Spiderskin</entry> + <entry id="68695" lang="en" sex="m">Suel Archanamach Water Breathing</entry> + <entry id="68696" lang="en" sex="m">Suel Archanamach Weapon of Impact</entry> + <entry id="68697" lang="en" sex="m">Suel Archanamach Arcane Eye</entry> + <entry id="68698" lang="en" sex="m">Suel Archanamach Bestow Curse</entry> + <entry id="68699" lang="en" sex="m">Suel Archanamach Detect Scrying</entry> + <entry id="68700" lang="en" sex="m">Suel Archanamach Dimensional Anchor</entry> + <entry id="68701" lang="en" sex="m">Suel Archanamach Fire Trap</entry> + <entry id="68702" lang="en" sex="m">Suel Archanamach Greater Resistance</entry> + <entry id="68703" lang="en" sex="m">Suel Archanamach Ilyykur's Mantle</entry> + <entry id="68704" lang="en" sex="m">Suel Archanamach Improved Invisibility</entry> + <entry id="68705" lang="en" sex="m">Suel Archanamach Lesser Spell Breach</entry> + <entry id="68706" lang="en" sex="m">Suel Archanamach Locate Creature</entry> + <entry id="68707" lang="en" sex="m">Suel Archanamach Lower Spell Resistance</entry> + <entry id="68708" lang="en" sex="m">Suel Archanamach Mass Enlarge Person</entry> + <entry id="68709" lang="en" sex="m">Suel Archanamach Mass Reduce Person</entry> + <entry id="68710" lang="en" sex="m">Suel Archanamach Mass Ultravision</entry> + <entry id="68711" lang="en" sex="m">Suel Archanamach Minor Globe of Invulnerability</entry> + <entry id="68712" lang="en" sex="m">Suel Archanamach Phantasmal Killer</entry> + <entry id="68713" lang="en" sex="m">Suel Archanamach Polymorph Self</entry> + <entry id="68714" lang="en" sex="m">Suel Archanamach Polymorph, Giant Spider</entry> + <entry id="68715" lang="en" sex="m">Suel Archanamach Polymorph, Troll</entry> + <entry id="68716" lang="en" sex="m">Suel Archanamach Polymorph, Umber Hulk</entry> + <entry id="68717" lang="en" sex="m">Suel Archanamach Polymorph, Fey</entry> + <entry id="68718" lang="en" sex="m">Suel Archanamach Polymorph, Zombie</entry> + <entry id="68719" lang="en" sex="m">Suel Archanamach Rainbow Pattern</entry> + <entry id="68720" lang="en" sex="m">Suel Archanamach Remove Blindness/Deafness</entry> + <entry id="68721" lang="en" sex="m">Suel Archanamach Remove Curse</entry> + <entry id="68722" lang="en" sex="m">Suel Archanamach Scrying</entry> + <entry id="68723" lang="en" sex="m">Suel Archanamach Serpent Arrows</entry> + <entry id="68724" lang="en" sex="m">Suel Archanamach Shadow Conjuration</entry> + <entry id="68725" lang="en" sex="m">Suel Archanamach Shadow Conjuration, Summon Shadow</entry> + <entry id="68726" lang="en" sex="m">Suel Archanamach Shadow Conjuration, Darkness</entry> + <entry id="68727" lang="en" sex="m">Suel Archanamach Shadow Conjuration, Invisibility</entry> + <entry id="68728" lang="en" sex="m">Suel Archanamach Shadow Conjuration, Mage Armor</entry> + <entry id="68729" lang="en" sex="m">Suel Archanamach Shadow Conjuration, Magic Missile</entry> + <entry id="68730" lang="en" sex="m">Suel Archanamach Slashing Dispel</entry> + <entry id="68731" lang="en" sex="m">Suel Archanamach Stoneskin</entry> + <entry id="68732" lang="en" sex="m">Suel Archanamach Baleful Polymorph</entry> + <entry id="68733" lang="en" sex="m">Suel Archanamach Break Enchantment</entry> + <entry id="68734" lang="en" sex="m">Suel Archanamach Dismissal</entry> + <entry id="68735" lang="en" sex="m">Suel Archanamach Draconic Might +</entry> + <entry id="68736" lang="en" sex="m">Suel Archanamach Energy Buffer</entry> + <entry id="68737" lang="en" sex="m">Suel Archanamach Feeblemind</entry> + <entry id="68738" lang="en" sex="m">Suel Archanamach Greater Shadow Conjuration</entry> + <entry id="68739" lang="en" sex="m">Suel Archanamach Greater Shadow Conjuration, Summon Shadow</entry> + <entry id="68740" lang="en" sex="m">Suel Archanamach Greater Shadow Conjuration, Acid Arrow</entry> + <entry id="68741" lang="en" sex="m">Suel Archanamach Greater Shadow Conjuration, Ghostly Visage</entry> + <entry id="68742" lang="en" sex="m">Suel Archanamach Greater Shadow Conjuration, Web</entry> + <entry id="68743" lang="en" sex="m">Suel Archanamach Greater Shadow Conjuration, Minor Globe of Invulnerability</entry> + <entry id="68744" lang="en" sex="m">Suel Archanamach Lesser Mind Blank</entry> + <entry id="68745" lang="en" sex="m">Suel Archanamach Lesser Spell Mantle</entry> + <entry id="68746" lang="en" sex="m">Suel Archanamach Resonating Resistance</entry> + <entry id="68747" lang="en" sex="m">Favoured Soul Cure Minor Wounds</entry> + <entry id="68748" lang="en" sex="m">Favoured Soul Inflict Minor Wounds</entry> + <entry id="68749" lang="en" sex="m">Favoured Soul Light</entry> + <entry id="68750" lang="en" sex="m">Favoured Soul Read Magic</entry> + <entry id="68751" lang="en" sex="m">Favoured Soul Resistance</entry> + <entry id="68752" lang="en" sex="m">Favoured Soul Virtue</entry> + <entry id="68753" lang="en" sex="m">Favoured Soul Angry Ache</entry> + <entry id="68754" lang="en" sex="m">Favoured Soul Bane</entry> + <entry id="68755" lang="en" sex="m">Favoured Soul Blade of Blood</entry> + <entry id="68756" lang="en" sex="m">Favoured Soul Blade of Blood 1d6</entry> + <entry id="68757" lang="en" sex="m">Favoured Soul Blade of Blood 3d6</entry> + <entry id="68758" lang="en" sex="m">Favoured Soul Bless</entry> + <entry id="68759" lang="en" sex="m">Favoured Soul Bless Water</entry> + <entry id="68760" lang="en" sex="m">Favoured Soul Cause Fear</entry> + <entry id="68761" lang="en" sex="m">Favoured Soul Command</entry> + <entry id="68762" lang="en" sex="m">Favoured Soul Command Approach</entry> + <entry id="68763" lang="en" sex="m">Favoured Soul Command Drop</entry> + <entry id="68764" lang="en" sex="m">Favoured Soul Command Fall</entry> + <entry id="68765" lang="en" sex="m">Favoured Soul Command Flee</entry> + <entry id="68766" lang="en" sex="m">Favoured Soul Command Halt</entry> + <entry id="68767" lang="en" sex="m">Favoured Soul Conviction</entry> + <entry id="68768" lang="en" sex="m">Favoured Soul Crafter's Blessing</entry> + <entry id="68769" lang="en" sex="m">Favoured Soul Crafter's Curse</entry> + <entry id="68770" lang="en" sex="m">Favoured Soul Cure Light Wounds</entry> + <entry id="68771" lang="en" sex="m">Favoured Soul Curse Water</entry> + <entry id="68772" lang="en" sex="m">Favoured Soul Detect Chaos</entry> + <entry id="68773" lang="en" sex="m">Favoured Soul Detect Evil</entry> + <entry id="68774" lang="en" sex="m">Favoured Soul Detect Good</entry> + <entry id="68775" lang="en" sex="m">Favoured Soul Detect Law</entry> + <entry id="68776" lang="en" sex="m">Favoured Soul Detect Undead</entry> + <entry id="68777" lang="en" sex="m">Favoured Soul Divine Favor</entry> + <entry id="68778" lang="en" sex="m">Favoured Soul Doom</entry> + <entry id="68779" lang="en" sex="m">Favoured Soul Drug Resistance</entry> + <entry id="68780" lang="en" sex="m">Favoured Soul Endure Elements</entry> + <entry id="68781" lang="en" sex="m">Favoured Soul Entropic Shield</entry> + <entry id="68782" lang="en" sex="m">Favoured Soul Extract Drug</entry> + <entry id="68783" lang="en" sex="m">Favoured Soul Baccaran</entry> + <entry id="68784" lang="en" sex="m">Favoured Soul Vodare</entry> + <entry id="68785" lang="en" sex="m">Favoured Soul Sannish</entry> + <entry id="68786" lang="en" sex="m">Favoured Soul Mushroom Powder</entry> + <entry id="68787" lang="en" sex="m">Favoured Soul Eyes of the Avoral</entry> + <entry id="68788" lang="en" sex="m">Favoured Soul Heartache</entry> + <entry id="68789" lang="en" sex="m">Favoured Soul Hide From Undead</entry> + <entry id="68790" lang="en" sex="m">Favoured Soul Inflict Light Wounds</entry> + <entry id="68791" lang="en" sex="m">Favoured Soul Lantern Light</entry> + <entry id="68792" lang="en" sex="m">Favoured Soul Lesser Shivering Touch</entry> + <entry id="68793" lang="en" sex="m">Favoured Soul Lesser Vigor</entry> + <entry id="68794" lang="en" sex="m">Favoured Soul Magic Stone</entry> + <entry id="68795" lang="en" sex="m">Favoured Soul Magic Weapon</entry> + <entry id="68796" lang="en" sex="m">Favoured Soul Necrotic Awareness</entry> + <entry id="68797" lang="en" sex="m">Favoured Soul Obscuring Mist</entry> + <entry id="68798" lang="en" sex="m">Favoured Soul Protection from Chaos</entry> + <entry id="68799" lang="en" sex="m">Favoured Soul Protection from Evil</entry> + <entry id="68800" lang="en" sex="m">Favoured Soul Protection from Good</entry> + <entry id="68801" lang="en" sex="m">Favoured Soul Protection from Law</entry> + <entry id="68802" lang="en" sex="m">Favoured Soul Ray of Hope</entry> + <entry id="68803" lang="en" sex="m">Favoured Soul Remove Fear</entry> + <entry id="68804" lang="en" sex="m">Favoured Soul Sanctuary</entry> + <entry id="68805" lang="en" sex="m">Favoured Soul Shield of Faith</entry> + <entry id="68806" lang="en" sex="m">Favoured Soul Sorrow</entry> + <entry id="68807" lang="en" sex="m">Favoured Soul Summon Creature I</entry> + <entry id="68808" lang="en" sex="m">Favoured Soul Summon Undead I</entry> + <entry id="68809" lang="en" sex="m">Favoured Soul Tongue of Baalzebul</entry> + <entry id="68810" lang="en" sex="m">Favoured Soul Vision of Heaven</entry> + <entry id="68811" lang="en" sex="m">Favoured Soul Addiction</entry> + <entry id="68812" lang="en" sex="m">Favoured Soul Addiction: Terran Brandy</entry> + <entry id="68813" lang="en" sex="m">Favoured Soul Addiction: Mushroom Powder</entry> + <entry id="68814" lang="en" sex="m">Favoured Soul Addiction: Vodare</entry> + <entry id="68815" lang="en" sex="m">Favoured Soul Addiction: Agony</entry> + <entry id="68816" lang="en" sex="m">Favoured Soul Aid</entry> + <entry id="68817" lang="en" sex="m">Favoured Soul Animalistic Power</entry> + <entry id="68818" lang="en" sex="m">Favoured Soul Boneblast</entry> + <entry id="68819" lang="en" sex="m">Favoured Soul Bull's Strength</entry> + <entry id="68820" lang="en" sex="m">Favoured Soul Calm Emotions</entry> + <entry id="68821" lang="en" sex="m">Favoured Soul Consecrate</entry> + <entry id="68822" lang="en" sex="m">Favoured Soul Cure Moderate Wounds</entry> + <entry id="68823" lang="en" sex="m">Favoured Soul Darkness</entry> + <entry id="68824" lang="en" sex="m">Favoured Soul Death Knell</entry> + <entry id="68825" lang="en" sex="m">Favoured Soul Divine Protection</entry> + <entry id="68826" lang="en" sex="m">Favoured Soul Eagle's Splendor</entry> + <entry id="68827" lang="en" sex="m">Favoured Soul Elation</entry> + <entry id="68828" lang="en" sex="m">Favoured Soul Endurance</entry> + <entry id="68829" lang="en" sex="m">Favoured Soul Find Traps</entry> + <entry id="68830" lang="en" sex="m">Favoured Soul Fox's Cunning</entry> + <entry id="68831" lang="en" sex="m">Favoured Soul Hold Person</entry> + <entry id="68832" lang="en" sex="m">Favoured Soul Inflict Moderate Wounds</entry> + <entry id="68833" lang="en" sex="m">Favoured Soul Lesser Dispel</entry> + <entry id="68834" lang="en" sex="m">Favoured Soul Lesser Restoration</entry> + <entry id="68835" lang="en" sex="m">Favoured Soul Living Undeath</entry> + <entry id="68836" lang="en" sex="m">Favoured Soul Necrotic Cyst</entry> + <entry id="68837" lang="en" sex="m">Favoured Soul Negative Energy Ray</entry> + <entry id="68838" lang="en" sex="m">Favoured Soul Owl's Wisdom</entry> + <entry id="68839" lang="en" sex="m">Favoured Soul Remove Paralysis</entry> + <entry id="68840" lang="en" sex="m">Favoured Soul Resist Elements</entry> + <entry id="68841" lang="en" sex="m">Favoured Soul Shield Other</entry> + <entry id="68842" lang="en" sex="m">Favoured Soul Silence</entry> + <entry id="68843" lang="en" sex="m">Favoured Soul Sound Burst</entry> + <entry id="68844" lang="en" sex="m">Favoured Soul Spores of the Vrock</entry> + <entry id="68845" lang="en" sex="m">Favoured Soul Stone Bones</entry> + <entry id="68846" lang="en" sex="m">Favoured Soul Summon Creature II</entry> + <entry id="68847" lang="en" sex="m">Favoured Soul Summon Undead 2</entry> + <entry id="68848" lang="en" sex="m">Favoured Soul Ultravision</entry> + <entry id="68849" lang="en" sex="m">Favoured Soul Undetectable Alignment</entry> + <entry id="68850" lang="en" sex="m">Favoured Soul Wave of Grief</entry> + <entry id="68851" lang="en" sex="m">Favoured Soul Animate Dead</entry> + <entry id="68852" lang="en" sex="m">Favoured Soul Bestow Curse</entry> + <entry id="68853" lang="en" sex="m">Favoured Soul Blindness/Deafness</entry> + <entry id="68854" lang="en" sex="m">Favoured Soul Boneblade</entry> + <entry id="68855" lang="en" sex="m">Favoured Soul Boneblade: Greatsword</entry> + <entry id="68856" lang="en" sex="m">Favoured Soul Boneblade: Longsword</entry> + <entry id="68857" lang="en" sex="m">Favoured Soul Boneblade: Shortsword</entry> + <entry id="68858" lang="en" sex="m">Favoured Soul Clarity</entry> + <entry id="68859" lang="en" sex="m">Favoured Soul Close Wounds</entry> + <entry id="68860" lang="en" sex="m">Favoured Soul Clutch of Orcus</entry> + <entry id="68861" lang="en" sex="m">Favoured Soul Contagion</entry> + <entry id="68862" lang="en" sex="m">Favoured Soul Continual Flame</entry> + <entry id="68863" lang="en" sex="m">Favoured Soul Crown of Might</entry> + <entry id="68864" lang="en" sex="m">Favoured Soul Crown of Protection</entry> + <entry id="68865" lang="en" sex="m">Favoured Soul Cure Serious Wounds</entry> + <entry id="68866" lang="en" sex="m">Favoured Soul Curse of Petty Failing</entry> + <entry id="68867" lang="en" sex="m">Favoured Soul Darkfire</entry> + <entry id="68868" lang="en" sex="m">Favoured Soul Daylight</entry> + <entry id="68869" lang="en" sex="m">Favoured Soul Deeper Darkness</entry> + <entry id="68870" lang="en" sex="m">Favoured Soul Devil's Eye</entry> + <entry id="68871" lang="en" sex="m">Favoured Soul Dispel Magic</entry> + <entry id="68872" lang="en" sex="m">Favoured Soul Energize Potion</entry> + <entry id="68873" lang="en" sex="m">Favoured Soul Energize Potion: Acid</entry> + <entry id="68874" lang="en" sex="m">Favoured Soul Energize Potion: Cold</entry> + <entry id="68875" lang="en" sex="m">Favoured Soul Energize Potion: Electricity</entry> + <entry id="68876" lang="en" sex="m">Favoured Soul Energize Potion: Fire</entry> + <entry id="68877" lang="en" sex="m">Favoured Soul Energize Potion: Sonic</entry> + <entry id="68878" lang="en" sex="m">Favoured Soul Energy Aegis</entry> + <entry id="68879" lang="en" sex="m">Favoured Soul Energy Aegis, Acid</entry> + <entry id="68880" lang="en" sex="m">Favoured Soul Energy Aegis, Cold</entry> + <entry id="68881" lang="en" sex="m">Favoured Soul Energy Aegis, Electricity</entry> + <entry id="68882" lang="en" sex="m">Favoured Soul Energy Aegis, Fire</entry> + <entry id="68883" lang="en" sex="m">Favoured Soul Energy Aegis, Sonic</entry> + <entry id="68884" lang="en" sex="m">Favoured Soul Flesh Ripper</entry> + <entry id="68885" lang="en" sex="m">Favoured Soul Glyph of Warding</entry> + <entry id="68886" lang="en" sex="m">Favoured Soul Blast Glyph (Acid)</entry> + <entry id="68887" lang="en" sex="m">Favoured Soul Blast Glyph (Cold)</entry> + <entry id="68888" lang="en" sex="m">Favoured Soul Blast Glyph (Electricity)</entry> + <entry id="68889" lang="en" sex="m">Favoured Soul Blast Glyph (Fire)</entry> + <entry id="68890" lang="en" sex="m">Favoured Soul Blast Glyph (Sonic)</entry> + <entry id="68891" lang="en" sex="m">Favoured Soul Inflict Serious Wounds</entry> + <entry id="68892" lang="en" sex="m">Favoured Soul Invisibility Purge</entry> + <entry id="68893" lang="en" sex="m">Favoured Soul Legion's Conviction</entry> + <entry id="68894" lang="en" sex="m">Favoured Soul Locate Object</entry> + <entry id="68895" lang="en" sex="m">Favoured Soul Magic Circle against Chaos</entry> + <entry id="68896" lang="en" sex="m">Favoured Soul Magic Circle against Evil</entry> + <entry id="68897" lang="en" sex="m">Favoured Soul Magic Circle against Good</entry> + <entry id="68898" lang="en" sex="m">Favoured Soul Magic Circle against Law</entry> + <entry id="68899" lang="en" sex="m">Favoured Soul Magic Vestment</entry> + <entry id="68900" lang="en" sex="m">Favoured Soul Masochism</entry> + <entry id="68901" lang="en" sex="m">Favoured Soul Mass Aid</entry> + <entry id="68902" lang="en" sex="m">Favoured Soul Mass Lesser Vigor</entry> + <entry id="68903" lang="en" sex="m">Favoured Soul Necrotic Bloat</entry> + <entry id="68904" lang="en" sex="m">Favoured Soul Negative Energy Protection</entry> + <entry id="68905" lang="en" sex="m">Favoured Soul Obscure Object</entry> + <entry id="68906" lang="en" sex="m">Favoured Soul Prayer</entry> + <entry id="68907" lang="en" sex="m">Favoured Soul Protection from Elements</entry> + <entry id="68908" lang="en" sex="m">Favoured Soul Remove Blindness/Deafness</entry> + <entry id="68909" lang="en" sex="m">Favoured Soul Remove Curse</entry> + <entry id="68910" lang="en" sex="m">Favoured Soul Remove Disease</entry> + <entry id="68911" lang="en" sex="m">Favoured Soul Ring of Blades</entry> + <entry id="68912" lang="en" sex="m">Favoured Soul Searing Light</entry> + <entry id="68913" lang="en" sex="m">Favoured Soul Shivering Touch</entry> + <entry id="68914" lang="en" sex="m">Favoured Soul Shriveling</entry> + <entry id="68915" lang="en" sex="m">Favoured Soul Slashing Darkness</entry> + <entry id="68916" lang="en" sex="m">Favoured Soul Summon Creature III</entry> + <entry id="68917" lang="en" sex="m">Favoured Soul Summon Undead 3</entry> + <entry id="68918" lang="en" sex="m">Favoured Soul Unliving Weapon</entry> + <entry id="68919" lang="en" sex="m">Favoured Soul Vigor</entry> + <entry id="68920" lang="en" sex="m">Favoured Soul Water Breathing</entry> + <entry id="68921" lang="en" sex="m">Favoured Soul Wrack</entry> + <entry id="68922" lang="en" sex="m">Favoured Soul Abyssal Might</entry> + <entry id="68923" lang="en" sex="m">Favoured Soul Blood of the Martyr</entry> + <entry id="68924" lang="en" sex="m">Favoured Soul Claws of the Savage</entry> + <entry id="68925" lang="en" sex="m">Favoured Soul Cure Critical Wounds</entry> + <entry id="68926" lang="en" sex="m">Favoured Soul Damning Darkness</entry> + <entry id="68927" lang="en" sex="m">Favoured Soul Death Ward</entry> + <entry id="68928" lang="en" sex="m">Favoured Soul Dimensional Anchor</entry> + <entry id="68929" lang="en" sex="m">Favoured Soul Dismissal</entry> + <entry id="68930" lang="en" sex="m">Favoured Soul Divine Power</entry> + <entry id="68931" lang="en" sex="m">Favoured Soul Freedom of Movement</entry> + <entry id="68932" lang="en" sex="m">Favoured Soul Greater Magic Weapon</entry> + <entry id="68933" lang="en" sex="m">Favoured Soul Greater Resistance</entry> + <entry id="68934" lang="en" sex="m">Favoured Soul Hammer of the Gods</entry> + <entry id="68935" lang="en" sex="m">Favoured Soul Inflict Critical Wounds</entry> + <entry id="68936" lang="en" sex="m">Favoured Soul Legion's Shield of Faith</entry> + <entry id="68937" lang="en" sex="m">Favoured Soul Lesser Planar Ally</entry> + <entry id="68938" lang="en" sex="m">Favoured Soul Lower Spell Resistance</entry> + <entry id="68939" lang="en" sex="m">Favoured Soul Mass Ultravision</entry> + <entry id="68940" lang="en" sex="m">Favoured Soul Necrotic Domination</entry> + <entry id="68941" lang="en" sex="m">Favoured Soul Neutralize Poison</entry> + <entry id="68942" lang="en" sex="m">Favoured Soul Panacea</entry> + <entry id="68943" lang="en" sex="m">Favoured Soul Poison</entry> + <entry id="68944" lang="en" sex="m">Favoured Soul Recitation</entry> + <entry id="68945" lang="en" sex="m">Favoured Soul Repel Vermin</entry> + <entry id="68946" lang="en" sex="m">Favoured Soul Restoration</entry> + <entry id="68947" lang="en" sex="m">Favoured Soul Stop Heart</entry> + <entry id="68948" lang="en" sex="m">Favoured Soul Summon Creature IV</entry> + <entry id="68949" lang="en" sex="m">Favoured Soul Summon Undead 4</entry> + <entry id="68950" lang="en" sex="m">Favoured Soul Sword of Conscience</entry> + <entry id="68951" lang="en" sex="m">Favoured Soul Battletide</entry> + <entry id="68952" lang="en" sex="m">Favoured Soul Break Enchantment</entry> + <entry id="68953" lang="en" sex="m">Favoured Soul Chaav's Laugh</entry> + <entry id="68954" lang="en" sex="m">Favoured Soul Circle of Doom</entry> + <entry id="68955" lang="en" sex="m">Favoured Soul Convert Wand</entry> + <entry id="68956" lang="en" sex="m">Favoured Soul Dancing Web</entry> + <entry id="68957" lang="en" sex="m">Favoured Soul Fire in the Blood</entry> + <entry id="68958" lang="en" sex="m">Favoured Soul Flame Strike</entry> + <entry id="68959" lang="en" sex="m">Favoured Soul Greater Vigor</entry> + <entry id="68960" lang="en" sex="m">Favoured Soul Greater Command</entry> + <entry id="68961" lang="en" sex="m">Favoured Soul Greater Command Approach</entry> + <entry id="68962" lang="en" sex="m">Favoured Soul Greater Command Drop</entry> + <entry id="68963" lang="en" sex="m">Favoured Soul Greater Command Fall</entry> + <entry id="68964" lang="en" sex="m">Favoured Soul Greater Command Flee</entry> + <entry id="68965" lang="en" sex="m">Favoured Soul Greater Command Halt</entry> + <entry id="68966" lang="en" sex="m">Favoured Soul Healing Circle</entry> + <entry id="68967" lang="en" sex="m">Favoured Soul Heartclutch</entry> + <entry id="68968" lang="en" sex="m">Favoured Soul Legion's Curse of Petty Failing</entry> + <entry id="68969" lang="en" sex="m">Favoured Soul Mass Contagion</entry> + <entry id="68970" lang="en" sex="m">Favoured Soul Mass Cure Light Wounds</entry> + <entry id="68971" lang="en" sex="m">Favoured Soul Mass Inflict Light Wounds</entry> + <entry id="68972" lang="en" sex="m">Favoured Soul Morality Undone</entry> + <entry id="68973" lang="en" sex="m">Favoured Soul Necrotic Burst</entry> + <entry id="68974" lang="en" sex="m">Favoured Soul Raise Dead</entry> + <entry id="68975" lang="en" sex="m">Favoured Soul Resonating Resistance</entry> + <entry id="68976" lang="en" sex="m">Favoured Soul Revivify</entry> + <entry id="68977" lang="en" sex="m">Favoured Soul Righteous Might</entry> + <entry id="68978" lang="en" sex="m">Favoured Soul Scrying</entry> + <entry id="68979" lang="en" sex="m">Favoured Soul Slay Living</entry> + <entry id="68980" lang="en" sex="m">Favoured Soul Soul Scour</entry> + <entry id="68981" lang="en" sex="m">Favoured Soul Spell Resistance</entry> + <entry id="68982" lang="en" sex="m">Favoured Soul Summon Creature V</entry> + <entry id="68983" lang="en" sex="m">Favoured Soul Summon Undead 5</entry> + <entry id="68984" lang="en" sex="m">Favoured Soul Symbol of Pain</entry> + <entry id="68985" lang="en" sex="m">Favoured Soul Symbol of Sleep</entry> + <entry id="68986" lang="en" sex="m">Favoured Soul True Seeing</entry> + <entry id="68987" lang="en" sex="m">Favoured Soul Animate Objects</entry> + <entry id="68988" lang="en" sex="m">Favoured Soul Banishment</entry> + <entry id="68989" lang="en" sex="m">Favoured Soul Blade Barrier</entry> + <entry id="68990" lang="en" sex="m">Favoured Soul Call Faithful Servants</entry> + <entry id="68991" lang="en" sex="m">Favoured Soul Celestial Blood</entry> + <entry id="68992" lang="en" sex="m">Favoured Soul Cloud of the Achaierai</entry> + <entry id="68993" lang="en" sex="m">Favoured Soul Control Undead</entry> + <entry id="68994" lang="en" sex="m">Favoured Soul Create Undead</entry> + <entry id="68995" lang="en" sex="m">Favoured Soul Energy Immunity</entry> + <entry id="68996" lang="en" sex="m">Favoured Soul Acid Energy Immunity</entry> + <entry id="68997" lang="en" sex="m">Favoured Soul Cold Energy Immunity</entry> + <entry id="68998" lang="en" sex="m">Favoured Soul Electricity Energy Immunity</entry> + <entry id="68999" lang="en" sex="m">Favoured Soul Fire Energy Immunity</entry> + <entry id="69000" lang="en" sex="m">Favoured Soul Sonic Energy Immunity</entry> + <entry id="69001" lang="en" sex="m">Favoured Soul Greater Sanctuary</entry> + <entry id="69002" lang="en" sex="m">Favoured Soul Greater Dispelling</entry> + <entry id="69003" lang="en" sex="m">Favoured Soul Greater Glyph of Warding</entry> + <entry id="69004" lang="en" sex="m">Favoured Soul Greater Blast Glyph (Acid)</entry> + <entry id="69005" lang="en" sex="m">Favoured Soul Greater Blast Glyph (Cold)</entry> + <entry id="69006" lang="en" sex="m">Favoured Soul Greater Blast Glyph (Electricity)</entry> + <entry id="69007" lang="en" sex="m">Favoured Soul Greater Blast Glyph (Fire)</entry> + <entry id="69008" lang="en" sex="m">Favoured Soul Greater Blast Glyph (Sonic)</entry> + <entry id="69009" lang="en" sex="m">Favoured Soul Harm</entry> + <entry id="69010" lang="en" sex="m">Favoured Soul Heal</entry> + <entry id="69011" lang="en" sex="m">Favoured Soul Mass Bull's Strength</entry> + <entry id="69012" lang="en" sex="m">Favoured Soul Mass Cure Moderate Wounds</entry> + <entry id="69013" lang="en" sex="m">Favoured Soul Mass Eagle's Splendor</entry> + <entry id="69014" lang="en" sex="m">Favoured Soul Mass Endurance</entry> + <entry id="69015" lang="en" sex="m">Favoured Soul Mass Fox's Cunning</entry> + <entry id="69016" lang="en" sex="m">Favoured Soul Mass Inflict Moderate Wounds</entry> + <entry id="69017" lang="en" sex="m">Favoured Soul Mass Owl's Wisdom</entry> + <entry id="69018" lang="en" sex="m">Favoured Soul Necrotic Eruption</entry> + <entry id="69019" lang="en" sex="m">Favoured Soul Planar Ally</entry> + <entry id="69020" lang="en" sex="m">Favoured Soul Sarcophagus of Stone</entry> + <entry id="69021" lang="en" sex="m">Favoured Soul Summon Creature VI</entry> + <entry id="69022" lang="en" sex="m">Favoured Soul Superior Resistance</entry> + <entry id="69023" lang="en" sex="m">Favoured Soul Symbol of Fear</entry> + <entry id="69024" lang="en" sex="m">Favoured Soul Symbol of Persuasion</entry> + <entry id="69025" lang="en" sex="m">Favoured Soul Thousand Needles</entry> + <entry id="69026" lang="en" sex="m">Favoured Soul Undeath to Death</entry> + <entry id="69027" lang="en" sex="m">Favoured Soul Vigorous Circle</entry> + <entry id="69028" lang="en" sex="m">Favoured Soul Word of Recall</entry> + <entry id="69029" lang="en" sex="m">Favoured Soul Word of Recall - Self only</entry> + <entry id="69030" lang="en" sex="m">Favoured Soul Word of Recall - Party within 10ft</entry> + <entry id="69031" lang="en" sex="m">Favoured Soul Blasphemy</entry> + <entry id="69032" lang="en" sex="m">Favoured Soul Control Weather</entry> + <entry id="69033" lang="en" sex="m">Favoured Soul Control Weather: Rain</entry> + <entry id="69034" lang="en" sex="m">Favoured Soul Control Weather: Snow</entry> + <entry id="69035" lang="en" sex="m">Favoured Soul Control Weather: Clear</entry> + <entry id="69036" lang="en" sex="m">Favoured Soul Destruction</entry> + <entry id="69037" lang="en" sex="m">Favoured Soul Dictum</entry> + <entry id="69038" lang="en" sex="m">Favoured Soul Energy Ebb</entry> + <entry id="69039" lang="en" sex="m">Favoured Soul Fiendish Clarity</entry> + <entry id="69040" lang="en" sex="m">Favoured Soul Greater Harm</entry> + <entry id="69041" lang="en" sex="m">Favoured Soul Greater Restoration</entry> + <entry id="69042" lang="en" sex="m">Favoured Soul Greater Scrying</entry> + <entry id="69043" lang="en" sex="m">Favoured Soul Holy Word</entry> + <entry id="69044" lang="en" sex="m">Favoured Soul Mass Cure Serious Wounds</entry> + <entry id="69045" lang="en" sex="m">Favoured Soul Mass Inflict Serious Wounds</entry> + <entry id="69046" lang="en" sex="m">Favoured Soul Mass Spell Resistance</entry> + <entry id="69047" lang="en" sex="m">Favoured Soul Regenerate</entry> + <entry id="69048" lang="en" sex="m">Favoured Soul Repulsion</entry> + <entry id="69049" lang="en" sex="m">Favoured Soul Resurrection</entry> + <entry id="69050" lang="en" sex="m">Favoured Soul Righteous Smite</entry> + <entry id="69051" lang="en" sex="m">Favoured Soul Summon Creature VII</entry> + <entry id="69052" lang="en" sex="m">Favoured Soul Summon Huge Air Elemental</entry> + <entry id="69053" lang="en" sex="m">Favoured Soul Summon Huge Earth Elemental</entry> + <entry id="69054" lang="en" sex="m">Favoured Soul Summon Huge Fire Elemental</entry> + <entry id="69055" lang="en" sex="m">Favoured Soul Summon Huge Water Elemental</entry> + <entry id="69056" lang="en" sex="m">Favoured Soul Symbol of Stunning</entry> + <entry id="69057" lang="en" sex="m">Favoured Soul Symbol of Weakness</entry> + <entry id="69058" lang="en" sex="m">Favoured Soul Tomb of Light</entry> + <entry id="69059" lang="en" sex="m">Favoured Soul Word of Chaos</entry> + <entry id="69060" lang="en" sex="m">Favoured Soul Wretched Blight</entry> + <entry id="69061" lang="en" sex="m">Favoured Soul Antimagic Field</entry> + <entry id="69062" lang="en" sex="m">Favoured Soul Aura versus Alignment</entry> + <entry id="69063" lang="en" sex="m">Favoured Soul Unholy Aura</entry> + <entry id="69064" lang="en" sex="m">Favoured Soul Holy Aura</entry> + <entry id="69065" lang="en" sex="m">Favoured Soul Bodak Birth</entry> + <entry id="69066" lang="en" sex="m">Favoured Soul Create Greater Undead</entry> + <entry id="69067" lang="en" sex="m">Favoured Soul Dimensional Lock</entry> + <entry id="69068" lang="en" sex="m">Favoured Soul Discern Location</entry> + <entry id="69069" lang="en" sex="m">Favoured Soul Earthquake</entry> + <entry id="69070" lang="en" sex="m">Favoured Soul Fire Storm</entry> + <entry id="69071" lang="en" sex="m">Favoured Soul Greater Planar Ally</entry> + <entry id="69072" lang="en" sex="m">Favoured Soul Wall of Greater Dispel Magic</entry> + <entry id="69073" lang="en" sex="m">Favoured Soul Holy Aura</entry> + <entry id="69074" lang="en" sex="m">Favoured Soul Last Judgement</entry> + <entry id="69075" lang="en" sex="m">Favoured Soul Mass Cure Critical Wounds</entry> + <entry id="69076" lang="en" sex="m">Favoured Soul Mass Heal</entry> + <entry id="69077" lang="en" sex="m">Favoured Soul Mass Inflict Critical Wounds</entry> + <entry id="69078" lang="en" sex="m">Favoured Soul Necrotic Empowerment</entry> + <entry id="69079" lang="en" sex="m">Favoured Soul Pestilence</entry> + <entry id="69080" lang="en" sex="m">Favoured Soul Summon Creature VIII</entry> + <entry id="69081" lang="en" sex="m">Favoured Soul Summon Greater Air Elemental</entry> + <entry id="69082" lang="en" sex="m">Favoured Soul Summon Greater Earth Elemental</entry> + <entry id="69083" lang="en" sex="m">Favoured Soul Summon Greater Fire Elemental</entry> + <entry id="69084" lang="en" sex="m">Favoured Soul Summon Greater Water Elemental</entry> + <entry id="69085" lang="en" sex="m">Favoured Soul Sunbeam</entry> + <entry id="69086" lang="en" sex="m">Favoured Soul Symbol of Death</entry> + <entry id="69087" lang="en" sex="m">Favoured Soul Symbol of Insanity</entry> + <entry id="69088" lang="en" sex="m">Favoured Soul Despoil</entry> + <entry id="69089" lang="en" sex="m">Favoured Soul Elder Glyph of Warding</entry> + <entry id="69090" lang="en" sex="m">Favoured Soul Elder Blast Glyph (Acid)</entry> + <entry id="69091" lang="en" sex="m">Favoured Soul Elder Blast Glyph (Cold)</entry> + <entry id="69092" lang="en" sex="m">Favoured Soul Elder Blast Glyph (Electricity)</entry> + <entry id="69093" lang="en" sex="m">Favoured Soul Elder Blast Glyph (Fire)</entry> + <entry id="69094" lang="en" sex="m">Favoured Soul Elder Blast Glyph (Sonic)</entry> + <entry id="69095" lang="en" sex="m">Favoured Soul Energy Drain</entry> + <entry id="69096" lang="en" sex="m">Favoured Soul Gate</entry> + <entry id="69097" lang="en" sex="m">Favoured Soul Implosion</entry> + <entry id="69098" lang="en" sex="m">Favoured Soul Mass Harm</entry> + <entry id="69099" lang="en" sex="m">Favoured Soul Necrotic Termination</entry> + <entry id="69100" lang="en" sex="m">Favoured Soul Plague of Undead</entry> + <entry id="69101" lang="en" sex="m">Favoured Soul Storm of Vengeance</entry> + <entry id="69102" lang="en" sex="m">Favoured Soul Summon Creature IX</entry> + <entry id="69103" lang="en" sex="m">Favoured Soul Summon Elder Air Elemental</entry> + <entry id="69104" lang="en" sex="m">Favoured Soul Summon Elder Earth Elemental</entry> + <entry id="69105" lang="en" sex="m">Favoured Soul Summon Elder Fire Elemental</entry> + <entry id="69106" lang="en" sex="m">Favoured Soul Summon Elder Water Elemental</entry> + <entry id="69107" lang="en" sex="m">Favoured Soul True Resurrection</entry> + <entry id="69108" lang="en" sex="m">Favoured Soul Undeath's Eternal Foe</entry> + <entry id="69109" lang="en" sex="m">Favoured Soul Vile Death</entry> + <entry id="69110" lang="en" sex="m">Sohei Bane</entry> + <entry id="69111" lang="en" sex="m">Sohei Extended Bane</entry> + <entry id="69112" lang="en" sex="m">Sohei Silent Bane</entry> + <entry id="69113" lang="en" sex="m">Sohei Still Bane</entry> + <entry id="69114" lang="en" sex="m">Sohei Bless</entry> + <entry id="69115" lang="en" sex="m">Sohei Extended Bless</entry> + <entry id="69116" lang="en" sex="m">Sohei Silent Bless</entry> + <entry id="69117" lang="en" sex="m">Sohei Still Bless</entry> + <entry id="69118" lang="en" sex="m">Sohei Bless Weapon</entry> + <entry id="69119" lang="en" sex="m">Sohei Extended Bless Weapon</entry> + <entry id="69120" lang="en" sex="m">Sohei Silent Bless Weapon</entry> + <entry id="69121" lang="en" sex="m">Sohei Still Bless Weapon</entry> + <entry id="69122" lang="en" sex="m">Sohei Detect Chaos</entry> + <entry id="69123" lang="en" sex="m">Sohei Extended Detect Chaos</entry> + <entry id="69124" lang="en" sex="m">Sohei Silent Detect Chaos</entry> + <entry id="69125" lang="en" sex="m">Sohei Still Detect Chaos</entry> + <entry id="69126" lang="en" sex="m">Sohei Detect Law</entry> + <entry id="69127" lang="en" sex="m">Sohei Extended Detect Law</entry> + <entry id="69128" lang="en" sex="m">Sohei Silent Detect Law</entry> + <entry id="69129" lang="en" sex="m">Sohei Still Detect Law</entry> + <entry id="69130" lang="en" sex="m">Sohei Divine Favor</entry> + <entry id="69131" lang="en" sex="m">Sohei Extended Divine Favor</entry> + <entry id="69132" lang="en" sex="m">Sohei Silent Divine Favor</entry> + <entry id="69133" lang="en" sex="m">Sohei Still Divine Favor</entry> + <entry id="69134" lang="en" sex="m">Sohei Divine Inspiration</entry> + <entry id="69135" lang="en" sex="m">Sohei Extended Divine Inspiration</entry> + <entry id="69136" lang="en" sex="m">Sohei Doom</entry> + <entry id="69137" lang="en" sex="m">Sohei Extended Doom</entry> + <entry id="69138" lang="en" sex="m">Sohei Silent Doom</entry> + <entry id="69139" lang="en" sex="m">Sohei Still Doom</entry> + <entry id="69140" lang="en" sex="m">Sohei Endure Elements</entry> + <entry id="69141" lang="en" sex="m">Sohei Extended Endure Elements</entry> + <entry id="69142" lang="en" sex="m">Sohei Silent Endure Elements</entry> + <entry id="69143" lang="en" sex="m">Sohei Still Endure Elements</entry> + <entry id="69144" lang="en" sex="m">Sohei Magic Weapon</entry> + <entry id="69145" lang="en" sex="m">Sohei Extended Magic Weapon</entry> + <entry id="69146" lang="en" sex="m">Sohei Silent Magic Weapon</entry> + <entry id="69147" lang="en" sex="m">Sohei Still Magic Weapon</entry> + <entry id="69148" lang="en" sex="m">Sohei Protection from Chaos</entry> + <entry id="69149" lang="en" sex="m">Sohei Extended Protection from Chaos</entry> + <entry id="69150" lang="en" sex="m">Sohei Silent Protection from Chaos</entry> + <entry id="69151" lang="en" sex="m">Sohei Still Protection from Chaos</entry> + <entry id="69152" lang="en" sex="m">Sohei Resistance</entry> + <entry id="69153" lang="en" sex="m">Sohei Extended Resistance</entry> + <entry id="69154" lang="en" sex="m">Sohei Silent Resistance</entry> + <entry id="69155" lang="en" sex="m">Sohei Still Resistance</entry> + <entry id="69156" lang="en" sex="m">Sohei Seething Eyebane</entry> + <entry id="69157" lang="en" sex="m">Sohei Silent Seething Eyebane</entry> + <entry id="69158" lang="en" sex="m">Sohei Still Seething Eyebane</entry> + <entry id="69159" lang="en" sex="m">Sohei Shield of Faith</entry> + <entry id="69160" lang="en" sex="m">Sohei Extended Shield of Faith</entry> + <entry id="69161" lang="en" sex="m">Sohei Silent Shield of Faith</entry> + <entry id="69162" lang="en" sex="m">Sohei Still Shield of Faith</entry> + <entry id="69163" lang="en" sex="m">Sohei Twilight Luck</entry> + <entry id="69164" lang="en" sex="m">Sohei Extended Twilight Luck</entry> + <entry id="69165" lang="en" sex="m">Sohei Silent Twilight Luck</entry> + <entry id="69166" lang="en" sex="m">Sohei Virtue</entry> + <entry id="69167" lang="en" sex="m">Sohei Extended Virtue</entry> + <entry id="69168" lang="en" sex="m">Sohei Silent Virtue</entry> + <entry id="69169" lang="en" sex="m">Sohei Still Virtue</entry> + <entry id="69170" lang="en" sex="m">Sohei Ayailla's Radiant Burst</entry> + <entry id="69171" lang="en" sex="m">Sohei Empowered Ayailla's Radiant Burst</entry> + <entry id="69172" lang="en" sex="m">Sohei Silent Ayailla's Radiant Burst</entry> + <entry id="69173" lang="en" sex="m">Sohei Still Ayailla's Radiant Burst</entry> + <entry id="69174" lang="en" sex="m">Sohei Bull's Strength</entry> + <entry id="69175" lang="en" sex="m">Sohei Empowered Bull's Strength</entry> + <entry id="69176" lang="en" sex="m">Sohei Extended Bull's Strength</entry> + <entry id="69177" lang="en" sex="m">Sohei Silent Bull's Strength</entry> + <entry id="69178" lang="en" sex="m">Sohei Still Bull's Strength</entry> + <entry id="69179" lang="en" sex="m">Sohei Lahm's Finger Darts</entry> + <entry id="69180" lang="en" sex="m">Sohei Silent Lahm's Finger Darts</entry> + <entry id="69181" lang="en" sex="m">Sohei Still Lahm's Finger Darts</entry> + <entry id="69182" lang="en" sex="m">Sohei Lesser Restoration</entry> + <entry id="69183" lang="en" sex="m">Sohei Silent Lesser Restoration</entry> + <entry id="69184" lang="en" sex="m">Sohei Still Lesser Restoration</entry> + <entry id="69185" lang="en" sex="m">Sohei Luminous Armor</entry> + <entry id="69186" lang="en" sex="m">Sohei Extended Luminous Armor</entry> + <entry id="69187" lang="en" sex="m">Sohei Remove Paralysis</entry> + <entry id="69188" lang="en" sex="m">Sohei Silent Remove Paralysis</entry> + <entry id="69189" lang="en" sex="m">Sohei Still Remove Paralysis</entry> + <entry id="69190" lang="en" sex="m">Sohei Resist Elements</entry> + <entry id="69191" lang="en" sex="m">Sohei Extended Resist Elements</entry> + <entry id="69192" lang="en" sex="m">Sohei Silent Resist Elements</entry> + <entry id="69193" lang="en" sex="m">Sohei Still Resist Elements</entry> + <entry id="69194" lang="en" sex="m">Sohei Shield Other</entry> + <entry id="69195" lang="en" sex="m">Sohei Extended Shield Other</entry> + <entry id="69196" lang="en" sex="m">Sohei Silent Shield Other</entry> + <entry id="69197" lang="en" sex="m">Sohei Still Shield Other</entry> + <entry id="69198" lang="en" sex="m">Sohei Brilliant Emanation</entry> + <entry id="69199" lang="en" sex="m">Sohei Extended Brilliant Emanation</entry> + <entry id="69200" lang="en" sex="m">Sohei Dispel Magic</entry> + <entry id="69201" lang="en" sex="m">Sohei Silent Dispel Magic</entry> + <entry id="69202" lang="en" sex="m">Sohei Still Dispel Magic</entry> + <entry id="69203" lang="en" sex="m">Sohei Greater Magic Weapon</entry> + <entry id="69204" lang="en" sex="m">Sohei Extended Greater Magic Weapon</entry> + <entry id="69205" lang="en" sex="m">Sohei Silent Greater Magic Weapon</entry> + <entry id="69206" lang="en" sex="m">Sohei Still Greater Magic Weapon</entry> + <entry id="69207" lang="en" sex="m">Sohei Hammer of Righteousness</entry> + <entry id="69208" lang="en" sex="m">Sohei Silent Hammer of Righteousness</entry> + <entry id="69209" lang="en" sex="m">Sohei Still Hammer of Righteousness</entry> + <entry id="69210" lang="en" sex="m">Sohei Magic Circle against Chaos</entry> + <entry id="69211" lang="en" sex="m">Sohei Extended Magic Circle against Chaos</entry> + <entry id="69212" lang="en" sex="m">Sohei Silent Magic Circle against Chaos</entry> + <entry id="69213" lang="en" sex="m">Sohei Still Magic Circle against Chaos</entry> + <entry id="69214" lang="en" sex="m">Sohei Prayer</entry> + <entry id="69215" lang="en" sex="m">Sohei Extended Prayer</entry> + <entry id="69216" lang="en" sex="m">Sohei Silent Prayer</entry> + <entry id="69217" lang="en" sex="m">Sohei Still Prayer</entry> + <entry id="69218" lang="en" sex="m">Sohei Protection from Elements</entry> + <entry id="69219" lang="en" sex="m">Sohei Extended Protection from Elements</entry> + <entry id="69220" lang="en" sex="m">Sohei Silent Protection from Elements</entry> + <entry id="69221" lang="en" sex="m">Sohei Still Protection from Elements</entry> + <entry id="69222" lang="en" sex="m">Sohei Red Fester</entry> + <entry id="69223" lang="en" sex="m">Sohei Silent Red Fester</entry> + <entry id="69224" lang="en" sex="m">Sohei Still Red Fester</entry> + <entry id="69225" lang="en" sex="m">Sohei Rotting Curse of Urfestra</entry> + <entry id="69226" lang="en" sex="m">Sohei Silent Rotting Curse of Urfestra</entry> + <entry id="69227" lang="en" sex="m">Sohei Still Rotting Curse of Urfestra</entry> + <entry id="69228" lang="en" sex="m">Sohei Touch of Juiblex</entry> + <entry id="69229" lang="en" sex="m">Sohei Silent Touch of Juiblex</entry> + <entry id="69230" lang="en" sex="m">Sohei Still Touch of Juiblex</entry> + <entry id="69231" lang="en" sex="m">Sohei Absorb Strength</entry> + <entry id="69232" lang="en" sex="m">Sohei Death Ward</entry> + <entry id="69233" lang="en" sex="m">Sohei Diamond Spray</entry> + <entry id="69234" lang="en" sex="m">Sohei Divine Power</entry> + <entry id="69235" lang="en" sex="m">Sohei Freedom of Movement</entry> + <entry id="69236" lang="en" sex="m">Sohei Greater Luminous Armor</entry> + <entry id="69237" lang="en" sex="m">Sohei Hammer of the Gods</entry> + <entry id="69238" lang="en" sex="m">Sohei Neutralize Poison</entry> + <entry id="69239" lang="en" sex="m">Sohei Restoration</entry> + <entry id="69240" lang="en" sex="m">Sohei Sunmantle</entry> + <entry id="69241" lang="en" sex="m">Warmage Acid Splash</entry> + <entry id="69242" lang="en" sex="m">Warmage Dancing Lights</entry> + <entry id="69243" lang="en" sex="m">Warmage Disrupt Undead</entry> + <entry id="69244" lang="en" sex="m">Warmage Electric Jolt</entry> + <entry id="69245" lang="en" sex="m">Warmage Flare</entry> + <entry id="69246" lang="en" sex="m">Warmage Light</entry> + <entry id="69247" lang="en" sex="m">Warmage Ray of Frost</entry> + <entry id="69248" lang="en" sex="m">Warmage Bigby's Tripping Hand</entry> + <entry id="69249" lang="en" sex="m">Warmage Burning Bolt</entry> + <entry id="69250" lang="en" sex="m">Warmage Burning Hands</entry> + <entry id="69251" lang="en" sex="m">Warmage Chill Touch</entry> + <entry id="69252" lang="en" sex="m">Warmage Fist of Stone</entry> + <entry id="69253" lang="en" sex="m">Warmage Hail of Stone</entry> + <entry id="69254" lang="en" sex="m">Warmage Horizikaul's Boom</entry> + <entry id="69255" lang="en" sex="m">Warmage Ice Dagger</entry> + <entry id="69256" lang="en" sex="m">Warmage Kelgore's Fire Bolt</entry> + <entry id="69257" lang="en" sex="m">Warmage Lantern Light</entry> + <entry id="69258" lang="en" sex="m">Warmage Lesser Acid Orb</entry> + <entry id="69259" lang="en" sex="m">Warmage Lesser Cold Orb</entry> + <entry id="69260" lang="en" sex="m">Warmage Lesser Electric Orb</entry> + <entry id="69261" lang="en" sex="m">Warmage Lesser Fire Orb</entry> + <entry id="69262" lang="en" sex="m">Warmage Lesser Shivering Touch</entry> + <entry id="69263" lang="en" sex="m">Warmage Lesser Sonic Orb</entry> + <entry id="69264" lang="en" sex="m">Warmage Magic Missile</entry> + <entry id="69265" lang="en" sex="m">Warmage Shelgarn's Persistent Blade</entry> + <entry id="69266" lang="en" sex="m">Warmage Shocking Grasp</entry> + <entry id="69267" lang="en" sex="m">Warmage Snilloc's Snowball</entry> + <entry id="69268" lang="en" sex="m">Warmage Tenser's Floating Disk</entry> + <entry id="69269" lang="en" sex="m">Warmage True Strike</entry> + <entry id="69270" lang="en" sex="m">Warmage Agannazzar's Scorcher</entry> + <entry id="69271" lang="en" sex="m">Warmage Bigby's Striking Fist</entry> + <entry id="69272" lang="en" sex="m">Warmage Blades of Fire</entry> + <entry id="69273" lang="en" sex="m">Warmage Cloud of Bewilderment</entry> + <entry id="69274" lang="en" sex="m">Warmage Combust</entry> + <entry id="69275" lang="en" sex="m">Warmage Continual Flame</entry> + <entry id="69276" lang="en" sex="m">Warmage Darkness</entry> + <entry id="69277" lang="en" sex="m">Warmage Fireburst</entry> + <entry id="69278" lang="en" sex="m">Warmage Fire Trap</entry> + <entry id="69279" lang="en" sex="m">Warmage Flame Weapon</entry> + <entry id="69280" lang="en" sex="m">Warmage Gedlee's Electric Loop</entry> + <entry id="69281" lang="en" sex="m">Warmage Ice Knife</entry> + <entry id="69282" lang="en" sex="m">Warmage Melf's Acid Arrow</entry> + <entry id="69283" lang="en" sex="m">Warmage Pyrotechnics +</entry> + <entry id="69284" lang="en" sex="m">Warmage Pyrotechnics: Fireworks +</entry> + <entry id="69285" lang="en" sex="m">Warmage Pyrotechnics: Smoke +</entry> + <entry id="69286" lang="en" sex="m">Warmage Scorching Ray</entry> + <entry id="69287" lang="en" sex="m">Warmage Seeking Ray</entry> + <entry id="69288" lang="en" sex="m">Warmage Snilloc's Snowball Swarm</entry> + <entry id="69289" lang="en" sex="m">Warmage Whirling Blade</entry> + <entry id="69290" lang="en" sex="m">Warmage Daylight</entry> + <entry id="69291" lang="en" sex="m">Warmage Dread Word</entry> + <entry id="69292" lang="en" sex="m">Warmage Elemental Shield</entry> + <entry id="69293" lang="en" sex="m">Warmage Fireball</entry> + <entry id="69294" lang="en" sex="m">Warmage Flame Arrow</entry> + <entry id="69295" lang="en" sex="m">Warmage Flashburst</entry> + <entry id="69296" lang="en" sex="m">Warmage Forceblast</entry> + <entry id="69297" lang="en" sex="m">Warmage Gust of Wind</entry> + <entry id="69298" lang="en" sex="m">Warmage Ice Burst</entry> + <entry id="69299" lang="en" sex="m">Warmage Ice Storm</entry> + <entry id="69300" lang="en" sex="m">Warmage Lightning Bolt</entry> + <entry id="69301" lang="en" sex="m">Warmage Fire Shield (PnP)</entry> + <entry id="69302" lang="en" sex="m">Warmage Fire Shield (PnP): Red</entry> + <entry id="69303" lang="en" sex="m">Warmage Fire Shield (PnP): Blue</entry> + <entry id="69304" lang="en" sex="m">Warmage Poison</entry> + <entry id="69305" lang="en" sex="m">Warmage Rainbow Blast</entry> + <entry id="69306" lang="en" sex="m">Warmage Ring of Blades</entry> + <entry id="69307" lang="en" sex="m">Warmage Scintillating Sphere</entry> + <entry id="69308" lang="en" sex="m">Warmage Serpent's Sigh</entry> + <entry id="69309" lang="en" sex="m">Warmage Bolt of Acid</entry> + <entry id="69310" lang="en" sex="m">Warmage Bolt of Electricity</entry> + <entry id="69311" lang="en" sex="m">Warmage Cone of Acid</entry> + <entry id="69312" lang="en" sex="m">Warmage Cone of Cold</entry> + <entry id="69313" lang="en" sex="m">Warmage Cone of Fire</entry> + <entry id="69314" lang="en" sex="m">Warmage Shivering Touch</entry> + <entry id="69315" lang="en" sex="m">Warmage Sleet Storm</entry> + <entry id="69316" lang="en" sex="m">Warmage Stinking Cloud</entry> + <entry id="69317" lang="en" sex="m">Warmage Acid Orb</entry> + <entry id="69318" lang="en" sex="m">Warmage Blast of Flame</entry> + <entry id="69319" lang="en" sex="m">Warmage Channeled Pyroburst</entry> + <entry id="69320" lang="en" sex="m">Warmage Swift Channeled Pyroburst</entry> + <entry id="69321" lang="en" sex="m">Warmage Standard Channeled Pyroburst</entry> + <entry id="69322" lang="en" sex="m">Warmage Full round Channeled Pyroburst</entry> + <entry id="69323" lang="en" sex="m">Warmage Two rounds Channeled Pyroburst</entry> + <entry id="69324" lang="en" sex="m">Warmage Cold Orb</entry> + <entry id="69325" lang="en" sex="m">Warmage Contagion</entry> + <entry id="69326" lang="en" sex="m">Warmage Damning Darkness</entry> + <entry id="69327" lang="en" sex="m">Warmage Dancing Web</entry> + <entry id="69328" lang="en" sex="m">Warmage Electric Orb</entry> + <entry id="69329" lang="en" sex="m">Warmage Evard's Black Tentacles</entry> + <entry id="69330" lang="en" sex="m">Warmage Fire Orb</entry> + <entry id="69331" lang="en" sex="m">Warmage Isaac's Lesser Missile Storm</entry> + <entry id="69332" lang="en" sex="m">Warmage Orb of Force</entry> + <entry id="69333" lang="en" sex="m">Warmage Otiluke's Resilient Sphere</entry> + <entry id="69334" lang="en" sex="m">Warmage Phantasmal Killer</entry> + <entry id="69335" lang="en" sex="m">Warmage Shout</entry> + <entry id="69336" lang="en" sex="m">Warmage Sonic Orb</entry> + <entry id="69337" lang="en" sex="m">Warmage Wall of Fire</entry> + <entry id="69338" lang="en" sex="m">Warmage Ball Lightning</entry> + <entry id="69339" lang="en" sex="m">Warmage Bigby's Interposing Hand</entry> + <entry id="69340" lang="en" sex="m">Warmage Cloudkill</entry> + <entry id="69341" lang="en" sex="m">Warmage Cone of Cold</entry> + <entry id="69342" lang="en" sex="m">Warmage Firebrand</entry> + <entry id="69343" lang="en" sex="m">Warmage Flame Strike</entry> + <entry id="69344" lang="en" sex="m">Warmage Greater Fireburst</entry> + <entry id="69345" lang="en" sex="m">Warmage Snilloc's Major Missile</entry> + <entry id="69346" lang="en" sex="m">Warmage Mass Fire Shield +</entry> + <entry id="69347" lang="en" sex="m">Warmage Mass Fire Shield: Red</entry> + <entry id="69348" lang="en" sex="m">Warmage Mass Fire Shield: Blue</entry> + <entry id="69349" lang="en" sex="m">Warmage Prismatic Ray</entry> + <entry id="69350" lang="en" sex="m">Warmage Sonic Shield</entry> + <entry id="69351" lang="en" sex="m">Warmage Acid Fog</entry> + <entry id="69352" lang="en" sex="m">Warmage Acid Storm</entry> + <entry id="69353" lang="en" sex="m">Warmage Bigby's Forceful Hand</entry> + <entry id="69354" lang="en" sex="m">Warmage Blade Barrier</entry> + <entry id="69355" lang="en" sex="m">Warmage Chain Lightning</entry> + <entry id="69356" lang="en" sex="m">Warmage Circle of Death</entry> + <entry id="69357" lang="en" sex="m">Warmage Disintegrate</entry> + <entry id="69358" lang="en" sex="m">Warmage Isaac's Greater Missile Storm</entry> + <entry id="69359" lang="en" sex="m">Warmage Otiluke's Freezing Sphere</entry> + <entry id="69360" lang="en" sex="m">Warmage Tenser's Transformation</entry> + <entry id="69361" lang="en" sex="m">Warmage Amber Sarcophagus</entry> + <entry id="69362" lang="en" sex="m">Warmage Bigby's Grasping Hand</entry> + <entry id="69363" lang="en" sex="m">Warmage Delayed Blast Fireball</entry> + <entry id="69364" lang="en" sex="m">Warmage Earthquake</entry> + <entry id="69365" lang="en" sex="m">Warmage Finger of Death</entry> + <entry id="69366" lang="en" sex="m">Warmage Fire Storm</entry> + <entry id="69367" lang="en" sex="m">Warmage Great Thunderclap</entry> + <entry id="69368" lang="en" sex="m">Warmage Prismatic Spray</entry> + <entry id="69369" lang="en" sex="m">Warmage Sunbeam</entry> + <entry id="69370" lang="en" sex="m">Warmage Waves of Exhaustion</entry> + <entry id="69371" lang="en" sex="m">Warmage Bigby's Clenched Fist</entry> + <entry id="69372" lang="en" sex="m">Warmage Flensing</entry> + <entry id="69373" lang="en" sex="m">Warmage Greater Shout</entry> + <entry id="69374" lang="en" sex="m">Warmage Horrid Wilting</entry> + <entry id="69375" lang="en" sex="m">Warmage Incendiary Cloud</entry> + <entry id="69376" lang="en" sex="m">Warmage Polar Ray</entry> + <entry id="69377" lang="en" sex="m">Warmage Prismatic Wall</entry> + <entry id="69378" lang="en" sex="m">Warmage Scintillating Pattern</entry> + <entry id="69379" lang="en" sex="m">Warmage Sunburst</entry> + <entry id="69380" lang="en" sex="m">Warmage Bigby's Crushing Hand</entry> + <entry id="69381" lang="en" sex="m">Warmage Crushing Fist of Spite</entry> + <entry id="69382" lang="en" sex="m">Warmage Elemental Swarm</entry> + <entry id="69383" lang="en" sex="m">Warmage Implosion</entry> + <entry id="69384" lang="en" sex="m">Warmage Meteor Swarm</entry> + <entry id="69385" lang="en" sex="m">Warmage Prismatic Sphere</entry> + <entry id="69386" lang="en" sex="m">Warmage Wail of the Banshee</entry> + <entry id="69387" lang="en" sex="m">Warmage Weird</entry> + <entry id="69388" lang="en" sex="m">Nentyar Hunter Barkskin</entry> + <entry id="69389" lang="en" sex="m">Nentyar Hunter Extended Barkskin</entry> + <entry id="69390" lang="en" sex="m">Nentyar Hunter Quickened Barkskin</entry> + <entry id="69391" lang="en" sex="m">Nentyar Hunter Silent Barkskin</entry> + <entry id="69392" lang="en" sex="m">Nentyar Hunter Still Barkskin</entry> + <entry id="69393" lang="en" sex="m">Nentyar Hunter Cure Light Wounds</entry> + <entry id="69394" lang="en" sex="m">Nentyar Hunter Empowered Cure Light Wounds</entry> + <entry id="69395" lang="en" sex="m">Nentyar Hunter Maximized Cure Light Wounds</entry> + <entry id="69396" lang="en" sex="m">Nentyar Hunter Quickened Cure Light Wounds</entry> + <entry id="69397" lang="en" sex="m">Nentyar Hunter Silent Cure Light Wounds</entry> + <entry id="69398" lang="en" sex="m">Nentyar Hunter Still Cure Light Wounds</entry> + <entry id="69399" lang="en" sex="m">Nentyar Hunter Entangle</entry> + <entry id="69400" lang="en" sex="m">Nentyar Hunter Extended Entangle</entry> + <entry id="69401" lang="en" sex="m">Nentyar Hunter Quickened Entangle</entry> + <entry id="69402" lang="en" sex="m">Nentyar Hunter Silent Entangle</entry> + <entry id="69403" lang="en" sex="m">Nentyar Hunter Still Entangle</entry> + <entry id="69404" lang="en" sex="m">Nentyar Hunter Jump</entry> + <entry id="69405" lang="en" sex="m">Nentyar Hunter Extended Jump</entry> + <entry id="69406" lang="en" sex="m">Nentyar Hunter Quickened Jump</entry> + <entry id="69407" lang="en" sex="m">Nentyar Hunter Silent Jump</entry> + <entry id="69408" lang="en" sex="m">Nentyar Hunter Still Jump</entry> + <entry id="69409" lang="en" sex="m">Nentyar Hunter Light</entry> + <entry id="69410" lang="en" sex="m">Nentyar Hunter Extended Light</entry> + <entry id="69411" lang="en" sex="m">Nentyar Hunter Quickened Light</entry> + <entry id="69412" lang="en" sex="m">Nentyar Hunter Silent Light</entry> + <entry id="69413" lang="en" sex="m">Nentyar Hunter Magic Missile</entry> + <entry id="69414" lang="en" sex="m">Nentyar Hunter Empowered Magic Missile</entry> + <entry id="69415" lang="en" sex="m">Nentyar Hunter Maximized Magic Missile</entry> + <entry id="69416" lang="en" sex="m">Nentyar Hunter Quickened Magic Missile</entry> + <entry id="69417" lang="en" sex="m">Nentyar Hunter Silent Magic Missile</entry> + <entry id="69418" lang="en" sex="m">Nentyar Hunter Still Magic Missile</entry> + <entry id="69419" lang="en" sex="m">Nentyar Hunter Snare</entry> + <entry id="69420" lang="en" sex="m">Nentyar Hunter Quickened Snare</entry> + <entry id="69421" lang="en" sex="m">Nentyar Hunter Silent Snare</entry> + <entry id="69422" lang="en" sex="m">Nentyar Hunter Still Snare</entry> + <entry id="69423" lang="en" sex="m">Nentyar Hunter True Strike</entry> + <entry id="69424" lang="en" sex="m">Nentyar Hunter Quickened True Strike</entry> + <entry id="69425" lang="en" sex="m">Nentyar Hunter Silent True Strike</entry> + <entry id="69426" lang="en" sex="m">Nentyar Hunter Agannazzar's Scorcher</entry> + <entry id="69427" lang="en" sex="m">Nentyar Hunter Empowered Agannazzar's Scorcher</entry> + <entry id="69428" lang="en" sex="m">Nentyar Hunter Maximized Agannazzar's Scorcher</entry> + <entry id="69429" lang="en" sex="m">Nentyar Hunter Silent Agannazzar's Scorcher</entry> + <entry id="69430" lang="en" sex="m">Nentyar Hunter Still Agannazzar's Scorcher</entry> + <entry id="69431" lang="en" sex="m">Nentyar Hunter Blur</entry> + <entry id="69432" lang="en" sex="m">Nentyar Hunter Extended Blur</entry> + <entry id="69433" lang="en" sex="m">Nentyar Hunter Silent Blur</entry> + <entry id="69434" lang="en" sex="m">Nentyar Hunter Cure Moderate Wounds</entry> + <entry id="69435" lang="en" sex="m">Nentyar Hunter Empowered Cure Moderate Wounds</entry> + <entry id="69436" lang="en" sex="m">Nentyar Hunter Maximized Cure Moderate Wounds</entry> + <entry id="69437" lang="en" sex="m">Nentyar Hunter Silent Cure Moderate Wounds</entry> + <entry id="69438" lang="en" sex="m">Nentyar Hunter Still Cure Moderate Wounds</entry> + <entry id="69439" lang="en" sex="m">Nentyar Hunter Gust of Wind</entry> + <entry id="69440" lang="en" sex="m">Nentyar Hunter Silent Gust of Wind</entry> + <entry id="69441" lang="en" sex="m">Nentyar Hunter Still Gust of Wind</entry> + <entry id="69442" lang="en" sex="m">Nentyar Hunter Neutralize Poison</entry> + <entry id="69443" lang="en" sex="m">Nentyar Hunter Silent Neutralize Poison</entry> + <entry id="69444" lang="en" sex="m">Nentyar Hunter Still Neutralize Poison</entry> + <entry id="69445" lang="en" sex="m">Nentyar Hunter Remove Disease</entry> + <entry id="69446" lang="en" sex="m">Nentyar Hunter Silent Remove Disease</entry> + <entry id="69447" lang="en" sex="m">Nentyar Hunter Still Remove Disease</entry> + <entry id="69448" lang="en" sex="m">Nentyar Hunter Resist Elements</entry> + <entry id="69449" lang="en" sex="m">Nentyar Hunter Extended Resist Elements</entry> + <entry id="69450" lang="en" sex="m">Nentyar Hunter Silent Resist Elements</entry> + <entry id="69451" lang="en" sex="m">Nentyar Hunter Still Resist Elements</entry> + <entry id="69452" lang="en" sex="m">Nentyar Hunter Treeshape</entry> + <entry id="69453" lang="en" sex="m">Nentyar Hunter Extended Treeshape</entry> + <entry id="69454" lang="en" sex="m">Nentyar Hunter Silent Treeshape</entry> + <entry id="69455" lang="en" sex="m">Nentyar Hunter Still Treeshape</entry> + <entry id="69456" lang="en" sex="m">Nentyar Hunter Cure Serious Wounds</entry> + <entry id="69457" lang="en" sex="m">Nentyar Hunter Empowered Cure Serious Wounds</entry> + <entry id="69458" lang="en" sex="m">Nentyar Hunter Silent Cure Serious Wounds</entry> + <entry id="69459" lang="en" sex="m">Nentyar Hunter Still Cure Serious Wounds</entry> + <entry id="69460" lang="en" sex="m">Nentyar Hunter Freedom of Movement</entry> + <entry id="69461" lang="en" sex="m">Nentyar Hunter Extended Freedom of Movement</entry> + <entry id="69462" lang="en" sex="m">Nentyar Hunter Silent Freedom of Movement</entry> + <entry id="69463" lang="en" sex="m">Nentyar Hunter Still Freedom of Movement</entry> + <entry id="69464" lang="en" sex="m">Nentyar Hunter Greenfire</entry> + <entry id="69465" lang="en" sex="m">Nentyar Hunter Empowered Greenfire</entry> + <entry id="69466" lang="en" sex="m">Nentyar Hunter Extended Greenfire</entry> + <entry id="69467" lang="en" sex="m">Nentyar Hunter Silent Greenfire</entry> + <entry id="69468" lang="en" sex="m">Nentyar Hunter Still Greenfire</entry> + <entry id="69469" lang="en" sex="m">Nentyar Hunter Invisibility</entry> + <entry id="69470" lang="en" sex="m">Nentyar Hunter Extended Invisibility</entry> + <entry id="69471" lang="en" sex="m">Nentyar Hunter Silent Invisibility</entry> + <entry id="69472" lang="en" sex="m">Nentyar Hunter Still Invisibility</entry> + <entry id="69473" lang="en" sex="m">Nentyar Hunter Keen Edge</entry> + <entry id="69474" lang="en" sex="m">Nentyar Hunter Extended Keen Edge</entry> + <entry id="69475" lang="en" sex="m">Nentyar Hunter Silent Keen Edge</entry> + <entry id="69476" lang="en" sex="m">Nentyar Hunter Still Keen Edge</entry> + <entry id="69477" lang="en" sex="m">Nentyar Hunter See Invisibility</entry> + <entry id="69478" lang="en" sex="m">Nentyar Hunter Extended See Invisibility</entry> + <entry id="69479" lang="en" sex="m">Nentyar Hunter Silent See Invisibility</entry> + <entry id="69480" lang="en" sex="m">Nentyar Hunter Still See Invisibility</entry> + <entry id="69481" lang="en" sex="m">Nentyar Hunter Break Enchantment</entry> + <entry id="69482" lang="en" sex="m">Nentyar Hunter Silent Break Enchantment</entry> + <entry id="69483" lang="en" sex="m">Nentyar Hunter Still Break Enchantment</entry> + <entry id="69484" lang="en" sex="m">Nentyar Hunter Orb of Force</entry> + <entry id="69485" lang="en" sex="m">Nentyar Hunter Silent Orb of Force</entry> + <entry id="69486" lang="en" sex="m">Nentyar Hunter Still Orb of Force</entry> + <entry id="69487" lang="en" sex="m">Nentyar Hunter Greater Magic Weapon</entry> + <entry id="69488" lang="en" sex="m">Nentyar Hunter Extended Greater Magic Weapon</entry> + <entry id="69489" lang="en" sex="m">Nentyar Hunter Silent Greater Magic Weapon</entry> + <entry id="69490" lang="en" sex="m">Nentyar Hunter Still Greater Magic Weapon</entry> + <entry id="69491" lang="en" sex="m">Nentyar Hunter Flame Strike</entry> + <entry id="69492" lang="en" sex="m">Nentyar Hunter Healing Circle</entry> + <entry id="69493" lang="en" sex="m">Nentyar Hunter Righteous Might</entry> + <entry id="69494" lang="en" sex="m">Blighter Flare</entry> + <entry id="69495" lang="en" sex="m">Blighter Extended Flare</entry> + <entry id="69496" lang="en" sex="m">Blighter Quickened Flare</entry> + <entry id="69497" lang="en" sex="m">Blighter Silent Flare</entry> + <entry id="69498" lang="en" sex="m">Blighter Inflict Minor Wounds</entry> + <entry id="69499" lang="en" sex="m">Blighter Quickened Inflict Minor Wounds</entry> + <entry id="69500" lang="en" sex="m">Blighter Silent Inflict Minor Wounds</entry> + <entry id="69501" lang="en" sex="m">Blighter Still Inflict Minor Wounds</entry> + <entry id="69502" lang="en" sex="m">Blighter Read Magic</entry> + <entry id="69503" lang="en" sex="m">Blighter Quickened Read Magic</entry> + <entry id="69504" lang="en" sex="m">Blighter Silent Read Magic</entry> + <entry id="69505" lang="en" sex="m">Blighter Still Read Magic</entry> + <entry id="69506" lang="en" sex="m">Blighter Bane</entry> + <entry id="69507" lang="en" sex="m">Blighter Extended Bane</entry> + <entry id="69508" lang="en" sex="m">Blighter Quickened Bane</entry> + <entry id="69509" lang="en" sex="m">Blighter Silent Bane</entry> + <entry id="69510" lang="en" sex="m">Blighter Still Bane</entry> + <entry id="69511" lang="en" sex="m">Blighter Burning Hands</entry> + <entry id="69512" lang="en" sex="m">Blighter Empowered Burning Hands</entry> + <entry id="69513" lang="en" sex="m">Blighter Maximized Burning Hands</entry> + <entry id="69514" lang="en" sex="m">Blighter Quickened Burning Hands</entry> + <entry id="69515" lang="en" sex="m">Blighter Silent Burning Hands</entry> + <entry id="69516" lang="en" sex="m">Blighter Still Burning Hands</entry> + <entry id="69517" lang="en" sex="m">Blighter Detect Undead</entry> + <entry id="69518" lang="en" sex="m">Blighter Extended Detect Undead</entry> + <entry id="69519" lang="en" sex="m">Blighter Quickened Detect Undead</entry> + <entry id="69520" lang="en" sex="m">Blighter Silent Detect Undead</entry> + <entry id="69521" lang="en" sex="m">Blighter Still Detect Undead</entry> + <entry id="69522" lang="en" sex="m">Blighter Doom</entry> + <entry id="69523" lang="en" sex="m">Blighter Extended Doom</entry> + <entry id="69524" lang="en" sex="m">Blighter Quickened Doom</entry> + <entry id="69525" lang="en" sex="m">Blighter Silent Doom</entry> + <entry id="69526" lang="en" sex="m">Blighter Still Doom</entry> + <entry id="69527" lang="en" sex="m">Blighter Endure Elements</entry> + <entry id="69528" lang="en" sex="m">Blighter Extended Endure Elements</entry> + <entry id="69529" lang="en" sex="m">Blighter Quickened Endure Elements</entry> + <entry id="69530" lang="en" sex="m">Blighter Silent Endure Elements</entry> + <entry id="69531" lang="en" sex="m">Blighter Still Endure Elements</entry> + <entry id="69532" lang="en" sex="m">Blighter Ray of Enfeeblement</entry> + <entry id="69533" lang="en" sex="m">Blighter Empowered Ray of Enfeeblement</entry> + <entry id="69534" lang="en" sex="m">Blighter Extended Ray of Enfeeblement</entry> + <entry id="69535" lang="en" sex="m">Blighter Maximized Ray of Enfeeblement</entry> + <entry id="69536" lang="en" sex="m">Blighter Quickened Ray of Enfeeblement</entry> + <entry id="69537" lang="en" sex="m">Blighter Silent Ray of Enfeeblement</entry> + <entry id="69538" lang="en" sex="m">Blighter Still Ray of Enfeeblement</entry> + <entry id="69539" lang="en" sex="m">Blighter Inflict Light Wounds</entry> + <entry id="69540" lang="en" sex="m">Blighter Empowered Inflict Light Wounds</entry> + <entry id="69541" lang="en" sex="m">Blighter Maximized Inflict Light Wounds</entry> + <entry id="69542" lang="en" sex="m">Blighter Quickened Inflict Light Wounds</entry> + <entry id="69543" lang="en" sex="m">Blighter Silent Inflict Light Wounds</entry> + <entry id="69544" lang="en" sex="m">Blighter Still Inflict Light Wounds</entry> + <entry id="69545" lang="en" sex="m">Blighter Chill Touch</entry> + <entry id="69546" lang="en" sex="m">Blighter Empowered Chill Touch</entry> + <entry id="69547" lang="en" sex="m">Blighter Extended Chill Touch</entry> + <entry id="69548" lang="en" sex="m">Blighter Maximized Chill Touch</entry> + <entry id="69549" lang="en" sex="m">Blighter Quickened Chill Touch</entry> + <entry id="69550" lang="en" sex="m">Blighter Silent Chill Touch</entry> + <entry id="69551" lang="en" sex="m">Blighter Still Chill Touch</entry> + <entry id="69552" lang="en" sex="m">Blighter Darkness</entry> + <entry id="69553" lang="en" sex="m">Blighter Extended Darkness</entry> + <entry id="69554" lang="en" sex="m">Blighter Quickened Darkness</entry> + <entry id="69555" lang="en" sex="m">Blighter Silent Darkness</entry> + <entry id="69556" lang="en" sex="m">Blighter Death Knell</entry> + <entry id="69557" lang="en" sex="m">Blighter Empowered Death Knell</entry> + <entry id="69558" lang="en" sex="m">Blighter Extended Death Knell</entry> + <entry id="69559" lang="en" sex="m">Blighter Maximized Death Knell</entry> + <entry id="69560" lang="en" sex="m">Blighter Quickened Death Knell</entry> + <entry id="69561" lang="en" sex="m">Blighter Silent Death Knell</entry> + <entry id="69562" lang="en" sex="m">Blighter Still Death Knell</entry> + <entry id="69563" lang="en" sex="m">Blighter Fire Trap</entry> + <entry id="69564" lang="en" sex="m">Blighter Empowered Fire Trap</entry> + <entry id="69565" lang="en" sex="m">Blighter Maximized Fire Trap</entry> + <entry id="69566" lang="en" sex="m">Blighter Quickened Fire Trap</entry> + <entry id="69567" lang="en" sex="m">Blighter Silent Fire Trap</entry> + <entry id="69568" lang="en" sex="m">Blighter Still Fire Trap</entry> + <entry id="69569" lang="en" sex="m">Blighter Inflict Moderate Wounds</entry> + <entry id="69570" lang="en" sex="m">Blighter Empowered Inflict Moderate Wounds</entry> + <entry id="69571" lang="en" sex="m">Blighter Maximized Inflict Moderate Wounds</entry> + <entry id="69572" lang="en" sex="m">Blighter Quickened Inflict Moderate Wounds</entry> + <entry id="69573" lang="en" sex="m">Blighter Silent Inflict Moderate Wounds</entry> + <entry id="69574" lang="en" sex="m">Blighter Still Inflict Moderate Wounds</entry> + <entry id="69575" lang="en" sex="m">Blighter Resist Elements</entry> + <entry id="69576" lang="en" sex="m">Blighter Extended Resist Elements</entry> + <entry id="69577" lang="en" sex="m">Blighter Quickened Resist Elements</entry> + <entry id="69578" lang="en" sex="m">Blighter Silent Resist Elements</entry> + <entry id="69579" lang="en" sex="m">Blighter Still Resist Elements</entry> + <entry id="69580" lang="en" sex="m">Blighter Contagion</entry> + <entry id="69581" lang="en" sex="m">Blighter Quickened Contagion</entry> + <entry id="69582" lang="en" sex="m">Blighter Silent Contagion</entry> + <entry id="69583" lang="en" sex="m">Blighter Still Contagion</entry> + <entry id="69584" lang="en" sex="m">Blighter Deeper Darkness</entry> + <entry id="69585" lang="en" sex="m">Blighter Extended Deeper Darkness</entry> + <entry id="69586" lang="en" sex="m">Blighter Quickened Deeper Darkness</entry> + <entry id="69587" lang="en" sex="m">Blighter Silent Deeper Darkness</entry> + <entry id="69588" lang="en" sex="m">Blighter Dispel Magic</entry> + <entry id="69589" lang="en" sex="m">Blighter Quickened Dispel Magic</entry> + <entry id="69590" lang="en" sex="m">Blighter Silent Dispel Magic</entry> + <entry id="69591" lang="en" sex="m">Blighter Still Dispel Magic</entry> + <entry id="69592" lang="en" sex="m">Blighter Inflict Serious Wounds</entry> + <entry id="69593" lang="en" sex="m">Blighter Empowered Inflict Serious Wounds</entry> + <entry id="69594" lang="en" sex="m">Blighter Maximized Inflict Serious Wounds</entry> + <entry id="69595" lang="en" sex="m">Blighter Quickened Inflict Serious Wounds</entry> + <entry id="69596" lang="en" sex="m">Blighter Silent Inflict Serious Wounds</entry> + <entry id="69597" lang="en" sex="m">Blighter Still Inflict Serious Wounds</entry> + <entry id="69598" lang="en" sex="m">Blighter Poison</entry> + <entry id="69599" lang="en" sex="m">Blighter Empowered Poison</entry> + <entry id="69600" lang="en" sex="m">Blighter Maximized Poison</entry> + <entry id="69601" lang="en" sex="m">Blighter Quickened Poison</entry> + <entry id="69602" lang="en" sex="m">Blighter Silent Poison</entry> + <entry id="69603" lang="en" sex="m">Blighter Still Poison</entry> + <entry id="69604" lang="en" sex="m">Blighter Protection from Elements</entry> + <entry id="69605" lang="en" sex="m">Blighter Extended Protection from Elements</entry> + <entry id="69606" lang="en" sex="m">Blighter Quickened Protection from Elements</entry> + <entry id="69607" lang="en" sex="m">Blighter Silent Protection from Elements</entry> + <entry id="69608" lang="en" sex="m">Blighter Still Protection from Elements</entry> + <entry id="69609" lang="en" sex="m">Blighter Stinking Cloud</entry> + <entry id="69610" lang="en" sex="m">Blighter Extended Stinking Cloud</entry> + <entry id="69611" lang="en" sex="m">Blighter Quickened Stinking Cloud</entry> + <entry id="69612" lang="en" sex="m">Blighter Silent Stinking Cloud</entry> + <entry id="69613" lang="en" sex="m">Blighter Still Stinking Cloud</entry> + <entry id="69614" lang="en" sex="m">Blighter Vampiric Touch</entry> + <entry id="69615" lang="en" sex="m">Blighter Empowered Vampiric Touch</entry> + <entry id="69616" lang="en" sex="m">Blighter Maximized Vampiric Touch</entry> + <entry id="69617" lang="en" sex="m">Blighter Quickened Vampiric Touch</entry> + <entry id="69618" lang="en" sex="m">Blighter Silent Vampiric Touch</entry> + <entry id="69619" lang="en" sex="m">Blighter Still Vampiric Touch</entry> + <entry id="69620" lang="en" sex="m">Blighter Animate Dead</entry> + <entry id="69621" lang="en" sex="m">Blighter Extended Animate Dead</entry> + <entry id="69622" lang="en" sex="m">Blighter Quickened Animate Dead</entry> + <entry id="69623" lang="en" sex="m">Blighter Silent Animate Dead</entry> + <entry id="69624" lang="en" sex="m">Blighter Still Animate Dead</entry> + <entry id="69625" lang="en" sex="m">Blighter Contagious Touch</entry> + <entry id="69626" lang="en" sex="m">Blighter Quickened Contagious Touch</entry> + <entry id="69627" lang="en" sex="m">Blighter Silent Contagious Touch</entry> + <entry id="69628" lang="en" sex="m">Blighter Still Contagious Touch</entry> + <entry id="69629" lang="en" sex="m">Blighter Death Ward</entry> + <entry id="69630" lang="en" sex="m">Blighter Extended Death Ward</entry> + <entry id="69631" lang="en" sex="m">Blighter Quickened Death Ward</entry> + <entry id="69632" lang="en" sex="m">Blighter Silent Death Ward</entry> + <entry id="69633" lang="en" sex="m">Blighter Still Death Ward</entry> + <entry id="69634" lang="en" sex="m">Blighter Flame Strike</entry> + <entry id="69635" lang="en" sex="m">Blighter Empowered Flame Strike</entry> + <entry id="69636" lang="en" sex="m">Blighter Maximized Flame Strike</entry> + <entry id="69637" lang="en" sex="m">Blighter Quickened Flame Strike</entry> + <entry id="69638" lang="en" sex="m">Blighter Silent Flame Strike</entry> + <entry id="69639" lang="en" sex="m">Blighter Still Flame Strike</entry> + <entry id="69640" lang="en" sex="m">Blighter Inflict Critical Wounds</entry> + <entry id="69641" lang="en" sex="m">Blighter Empowered Inflict Critical Wounds</entry> + <entry id="69642" lang="en" sex="m">Blighter Maximized Inflict Critical Wounds</entry> + <entry id="69643" lang="en" sex="m">Blighter Quickened Inflict Critical Wounds</entry> + <entry id="69644" lang="en" sex="m">Blighter Silent Inflict Critical Wounds</entry> + <entry id="69645" lang="en" sex="m">Blighter Still Inflict Critical Wounds</entry> + <entry id="69646" lang="en" sex="m">Blighter Repel Vermin</entry> + <entry id="69647" lang="en" sex="m">Blighter Extended Repel Vermin</entry> + <entry id="69648" lang="en" sex="m">Blighter Quickened Repel Vermin</entry> + <entry id="69649" lang="en" sex="m">Blighter Silent Repel Vermin</entry> + <entry id="69650" lang="en" sex="m">Blighter Still Repel Vermin</entry> + <entry id="69651" lang="en" sex="m">Blighter Wall of Fire</entry> + <entry id="69652" lang="en" sex="m">Blighter Empowered Wall of Fire</entry> + <entry id="69653" lang="en" sex="m">Blighter Extended Wall of Fire</entry> + <entry id="69654" lang="en" sex="m">Blighter Maximized Wall of Fire</entry> + <entry id="69655" lang="en" sex="m">Blighter Quickened Wall of Fire</entry> + <entry id="69656" lang="en" sex="m">Blighter Silent Wall of Fire</entry> + <entry id="69657" lang="en" sex="m">Blighter Still Wall of Fire</entry> + <entry id="69658" lang="en" sex="m">Blighter Create Undead</entry> + <entry id="69659" lang="en" sex="m">Blighter Extended Create Undead</entry> + <entry id="69660" lang="en" sex="m">Blighter Quickened Create Undead</entry> + <entry id="69661" lang="en" sex="m">Blighter Silent Create Undead</entry> + <entry id="69662" lang="en" sex="m">Blighter Still Create Undead</entry> + <entry id="69663" lang="en" sex="m">Blighter Waves of Fatigue</entry> + <entry id="69664" lang="en" sex="m">Blighter Quickened Waves of Fatigue</entry> + <entry id="69665" lang="en" sex="m">Blighter Silent Waves of Fatigue</entry> + <entry id="69666" lang="en" sex="m">Blighter Still Waves of Fatigue</entry> + <entry id="69667" lang="en" sex="m">Blighter Acid Fog</entry> + <entry id="69668" lang="en" sex="m">Blighter Empowered Acid Fog</entry> + <entry id="69669" lang="en" sex="m">Blighter Extended Acid Fog</entry> + <entry id="69670" lang="en" sex="m">Blighter Maximized Acid Fog</entry> + <entry id="69671" lang="en" sex="m">Blighter Silent Acid Fog</entry> + <entry id="69672" lang="en" sex="m">Blighter Still Acid Fog</entry> + <entry id="69673" lang="en" sex="m">Blighter Circle of Death</entry> + <entry id="69674" lang="en" sex="m">Blighter Empowered Circle of Death</entry> + <entry id="69675" lang="en" sex="m">Blighter Maximized Circle of Death</entry> + <entry id="69676" lang="en" sex="m">Blighter Silent Circle of Death</entry> + <entry id="69677" lang="en" sex="m">Blighter Still Circle of Death</entry> + <entry id="69678" lang="en" sex="m">Blighter Finger of Death</entry> + <entry id="69679" lang="en" sex="m">Blighter Empowered Finger of Death</entry> + <entry id="69680" lang="en" sex="m">Blighter Maximized Finger of Death</entry> + <entry id="69681" lang="en" sex="m">Blighter Silent Finger of Death</entry> + <entry id="69682" lang="en" sex="m">Blighter Still Finger of Death</entry> + <entry id="69683" lang="en" sex="m">Blighter Greater Dispelling</entry> + <entry id="69684" lang="en" sex="m">Blighter Silent Greater Dispelling</entry> + <entry id="69685" lang="en" sex="m">Blighter Still Greater Dispelling</entry> + <entry id="69686" lang="en" sex="m">Blighter Harm</entry> + <entry id="69687" lang="en" sex="m">Blighter Silent Harm</entry> + <entry id="69688" lang="en" sex="m">Blighter Still Harm</entry> + <entry id="69689" lang="en" sex="m">Blighter Control Undead</entry> + <entry id="69690" lang="en" sex="m">Blighter Extended Control Undead</entry> + <entry id="69691" lang="en" sex="m">Blighter Silent Control Undead</entry> + <entry id="69692" lang="en" sex="m">Blighter Still Control Undead</entry> + <entry id="69693" lang="en" sex="m">Blighter Control Weather</entry> + <entry id="69694" lang="en" sex="m">Blighter Control Weather: Rain</entry> + <entry id="69695" lang="en" sex="m">Blighter Control Weather: Snow</entry> + <entry id="69696" lang="en" sex="m">Blighter Control Weather: Clear</entry> + <entry id="69697" lang="en" sex="m">Blighter Extended Control Weather</entry> + <entry id="69698" lang="en" sex="m">Blighter Extended Control Weather: Rain</entry> + <entry id="69699" lang="en" sex="m">Blighter Extended Control Weather: Snow</entry> + <entry id="69700" lang="en" sex="m">Blighter Extended Control Weather: Clear</entry> + <entry id="69701" lang="en" sex="m">Blighter Silent Control Weather</entry> + <entry id="69702" lang="en" sex="m">Blighter Silent Control Weather: Rain</entry> + <entry id="69703" lang="en" sex="m">Blighter Silent Control Weather: Snow</entry> + <entry id="69704" lang="en" sex="m">Blighter Silent Control Weather: Clear</entry> + <entry id="69705" lang="en" sex="m">Blighter Still Control Weather</entry> + <entry id="69706" lang="en" sex="m">Blighter Still Control Weather: Rain</entry> + <entry id="69707" lang="en" sex="m">Blighter Still Control Weather: Snow</entry> + <entry id="69708" lang="en" sex="m">Blighter Still Control Weather: Clear</entry> + <entry id="69709" lang="en" sex="m">Blighter Earthquake</entry> + <entry id="69710" lang="en" sex="m">Blighter Extended Earthquake</entry> + <entry id="69711" lang="en" sex="m">Blighter Silent Earthquake</entry> + <entry id="69712" lang="en" sex="m">Blighter Still Earthquake</entry> + <entry id="69713" lang="en" sex="m">Blighter Fire Storm</entry> + <entry id="69714" lang="en" sex="m">Blighter Empowered Fire Storm</entry> + <entry id="69715" lang="en" sex="m">Blighter Silent Fire Storm</entry> + <entry id="69716" lang="en" sex="m">Blighter Still Fire Storm</entry> + <entry id="69717" lang="en" sex="m">Blighter Repulsion</entry> + <entry id="69718" lang="en" sex="m">Blighter Extended Repulsion</entry> + <entry id="69719" lang="en" sex="m">Blighter Silent Repulsion</entry> + <entry id="69720" lang="en" sex="m">Blighter Still Repulsion</entry> + <entry id="69721" lang="en" sex="m">Blighter Horrid Wilting</entry> + <entry id="69722" lang="en" sex="m">Blighter Silent Horrid Wilting</entry> + <entry id="69723" lang="en" sex="m">Blighter Still Horrid Wilting</entry> + <entry id="69724" lang="en" sex="m">Blighter Mind Blank</entry> + <entry id="69725" lang="en" sex="m">Blighter Extended Mind Blank</entry> + <entry id="69726" lang="en" sex="m">Blighter Silent Mind Blank</entry> + <entry id="69727" lang="en" sex="m">Blighter Still Mind Blank</entry> + <entry id="69728" lang="en" sex="m">Blighter Waves of Exhaustion</entry> + <entry id="69729" lang="en" sex="m">Blighter Silent Waves of Exhaustion</entry> + <entry id="69730" lang="en" sex="m">Blighter Still Waves of Exhaustion</entry> + <entry id="69731" lang="en" sex="m">Blighter Foresight</entry> + <entry id="69732" lang="en" sex="m">Blighter Implosion</entry> + <entry id="69733" lang="en" sex="m">Blighter Incendiary Cloud</entry> + <entry id="69734" lang="en" sex="m">Blighter Storm of Vengeance</entry> + <entry id="70000" lang="en" sex="m">####END_OF_NEW_SPELLBOOK_RESERVE</entry> + <entry id="70001" lang="en" sex="m">START OF TEMPLATE SYSTEM RESERVE</entry> + <entry id="70002" lang="en" sex="m">Type of Feat: Template +Prerequisite: Celestial Template, Half-Celestial Template. +Specifics: This feat allows the character to make a special attack against evil creatures. Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. +Use: Selected. Smite Evil only affects evil creatures.</entry> + <entry id="70003" lang="en" sex="m">Template: Celestial</entry> + <entry id="70004" lang="en" sex="m">Celestial creatures dwell on the upper planes, the realms of good, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts. + +Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a non-celestial creature. + +"Celestial" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment (referred to hereafter as the base creature). + +Size and Type +Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Celestial creatures encountered on the Material Plane have the extraplanar subtype. + +Special Attacks +A celestial creature retains all the special attacks of the base creature and also gains the following attack. +Smite Evil (Su) +Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. + +Special Qualities +A celestial creature retains all the special qualities of the base creature and also gains the following qualities: +Darkvision. +Damage reduction. 4-11 HD, 5/+1. 12+ HD 10/+1. +Resistance to acid, cold, and electricity 1-7 HD 5. 8+ HD 10 +Spell resistance equal to HD + 5 (maximum 25). + +Abilities +Same as the base creature, but Intelligence is at least 3. + +Level Adjustment +Same as the base creature +2. </entry> + <entry id="70005" lang="en" sex="m">Type of Feat: Template +Prerequisite: Fiendish Template, Half-Fiend Template. +Specifics: This feat allows the character to make a special attack against good creatures. Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an good foe. +Use: Selected. Smite Good only affects good creatures.</entry> + <entry id="70006" lang="en" sex="m">Template: Fiendish</entry> + <entry id="70007" lang="en" sex="m">Fiendish creatures dwell on the lower planes, the realms of evil, although they resemble beings found on the Material Plane. They are more fearsome in appearance than their earthly counterparts. + +"Fiendish" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nongood alignment (referred to hereafter as the base creature). + +A fiendish creature uses all the base creature's statistics and abilities except as noted here. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if its type changes. + +Size and Type +Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Fiendish creatures encountered on the Material Plane have the extraplanar subtype. + +Special Attacks +A fiendish creature retains all the special attacks of the base creature and also gains the following special attack. +Smite Good (Su) +Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. + +Special Qualities +A fiendish creature retains all the special qualities of the base creature and also gains the following. +Darkvision +Damage reduction. 4-11 HD, 5/+1. 12+ HD 10/+1. +Resistance to cold and fire. 1-7 HD 5, 8+ HD 10 +Spell resistance equal to the HD + 5 (maximum 25). + +Abilities +Same as the base creature, but Intelligence is at least 3. + +Level Adjustment +Same as the base creature +2. </entry> + <entry id="70008" lang="en" sex="m">Template: Half-Celestial</entry> + <entry id="70009" lang="en" sex="m">No matter the form, half-celestials are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature. + +"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). + +A half-celestial uses all the base creature's statistics and special abilities except as noted here. + +Size and Type +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. + +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. + +Armor Class +Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). + +Special Attacks +A half-celestial retains all the special attacks of the base creature and also gains the following special +abilities. +Daylight (Su) +Half-celestials can use a daylight effect (as the spell) at will. +Smite Evil (Su) +Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. + +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. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. + +1+ HD, Protection from evil 3/day, bless +3+ HD, Aid, detect evil +5+ HD, Cure serious wounds, neutralize poison +7+ HD, Holy smite, remove disease +9+ HD, Dispel evil +11+ HD, Holy word +13+ HD, Holy aura 3/day, hallow +15+ HD, Mass charm monster +17+ HD, Summon monster IX +19+ HD, Resurrection + +Special Qualities +A half-celestial has all the special qualities of the base creature, plus the following special qualities. +Darkvision +Immunity to disease. +Resistance to acid 10, cold 10, and electricity 10. +Damage reduction: 5/+1 (if HD 11 or less) or 10/+1 (if HD 12 or more). +Spell resistance equal to creature's HD + 10 (maximum 35). ++4 racial bonus on Fortitude saves against poison. + +Abilities +Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4. + +Level Adjustment +Same as base creature +4.</entry> + <entry id="70010" lang="en" sex="m">Template: Baelnorn</entry> + <entry id="70011" lang="en" sex="m">Baelnorns are elves who have sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes. + +REQUIREMENTS: + +Race: Elf. +Skills: Concentration 5, Spellcraft 14. +Class : 11 levels in Sorcerer, Wizard, or Cleric +Alignment: Any Good +Must not have any levels in Lich. + +ABILITIES: +Baelnorn Properties: +8 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot. + Baelnorn Touch: Touch attack causes 1d8 + 5 damage and permanent paralyzation. + Baelnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4. + Turn Undead: Can turn undead 3 times per day as a cleric of the same level. + Turning Immunity: Cannot be turned by Good or Neutral characters. + Animate Dead : 5 times per day the Baelnorn animate dead as per the spell of the same name. + Projection: Three times per day the Baelnorn may create a projection of itself. + Wisdom +2 + Intelligence +2. + Charisma +2 + Undeath + + Note: The Baelnorn is fully undead, and therefore is immune to sneak attacks, critical hits, level drain, poison, and disease. An undead creature has no Constitution score. However, this is not possible in Neverwinter Nights. The player will gain +12 to constitution in order to simulate the increase of the Baelnorn's HD to d12.</entry> + <entry id="70012" lang="en" sex="m">Feat Type: Template Feat +Prerequisite: Baelnorn Template + +Description: By touching an enemy, a Baelnorn may cause negative energy damage and possibly paralyze the target. The effects are as follows: +1d8 + 5 negative energy damage, paralyzation permanent. + +The character can make a Will save for half damage, and a Fortitude save against mind spells to avoid paralyzation (DC 10 + 1/2 Character's HD + CHA mod).</entry> + <entry id="70013" lang="en" sex="m">Feat Type: Template Feat +Prerequisite: Baelnorn Template + +Description: Three times per day, the baelnorn can create a wraith-like projection of itself. The baelnorn can see, hear, speak, and even cast spells through the projection. The baelnorn takes 1/2 of the damage dealt to the projection, and it has none of the special abilities of the baelnorn. It is also capable of pushing or picking up small objects, but it cannot carry physical items.</entry> + <entry id="70014" lang="en" sex="m">Feat Type: Template Feat +Prerequisite: Undead +Description: This undead creature has a bonus to its hit dice for the purpose of resisting Turn Undead attempts.</entry> + <entry id="70015" lang="en" sex="m">Feat Type: Template Feat +Prerequisite: Undead +Description: You have a better than normal chance to resist turning. When resolving +a turn, rebuke, or command attempt, you add +4 to your character level.</entry> + <entry id="70016" lang="en" sex="m">Feat Type: Template Feat +Prerequisite: Baelnorn Template +Description: This allows the baelnorn to end the projection effect at will.</entry> + <entry id="70017" lang="en" sex="m">Feat Type: Template Feat +Prerequisite: Baelnorn Template +Description: Once a day, a Baelnorn can animate dead.</entry> + <entry id="70018" lang="en" sex="m">Feat Type: Template Feat +Prerequisite: Baelnorn Template + +Description: The baelnorn is immune to turning attempts by good or neutral clerics. If rebuked or commanded by an evil cleric, the baelnorn is instead turned or destroyed.</entry> + <entry id="70019" lang="en" sex="m">Feat Type: Template Feat + +Description: This allows the character to turn undead as a cleric of the same level.</entry> + <entry id="70020" lang="en" sex="m">Feat Type: Template Feat + +Description: This allows the character to see in the dark.</entry> + <entry id="70021" lang="en" sex="m">Craft(alchemy)</entry> + <entry id="70022" lang="en" sex="m">Ability: Intelligence. +Requires Training: no. +Classes: All. + +A successful check allows a character to perform feats of alchemy. + +Use: Automatic.</entry> + <entry id="70023" lang="en" sex="m">Master Alchemist</entry> + <entry id="70024" lang="en" sex="m">Master Alchemists</entry> + <entry id="70025" lang="en" sex="m">master alchemists</entry> + <entry id="70026" lang="en" sex="m">The master alchemist is a spellcaster who specializes in producing potions and elixirs that reproduce the effects of spells of 4th level or higher. Even spellcasters who dabble in alchemy gain the ability to improve the rate at which they can produce potions, which for adventuring spellcasters can reduce the amount of time they must spend preparing for their next quest. At its highest levels, the alchemist prestige class allows spellcasters to create potions that reproduce some of the most powerful magical effects available. + +Requirements: + +Skills: Alchemy 10 ranks, Spellcraft 10 ranks. +Feats: Brew Potion, Magical Artisan, Skill Focus (Alchemy). +Spellcasting: Ability to cast 4th level arcane spells. + +Hit die: d4 +Skill points at each level: 2 + Int modifier. + +Class Features +Spells per Day: A master alchemist's training focuses on magic. Thus, when a character gains a new level of master alchemist, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. + +1st: Brew 2/day: The master alchemist has perfected the art of brewing potions. As such, she can brew two potions in one day(an 8-hour period) instead of one. + +2nd: Brew Potion (4th): Beginning at 2nd level, the master alchemist's advanced study of alchemy and magic allows her to brew potions of 4th-level spells. + +3rd: Brew Potion (5th): The master alchemist can brew potions of 5th-level spells. + +4th: Brew Potion (6th): The master alchemist can brew potions of 6th-level spells. + +5th: Brew 3/day: The master alchemist may brew three potions in one day. + +7th: Brew Potion (7th): The master alchemist can brew potions of 7th-level spells. + +8th: Brew Potion (8th): The master alchemist can brew potions of 8th-level spells. + +9th: Brew 4/day: The master alchemist may brew four potions in one day. + +10th: Brew Potion (9th): The master alchemist can brew potions of 9th-level spells.</entry> + <entry id="70027" lang="en" sex="m">Skill Focus (Alchemy)</entry> + <entry id="70028" lang="en" sex="m">Type of Feat: General +Prerequisite: Alchemy rank 1. +Specifics: You gain a +3 bonus to Alchemy. +Use: Automatic.</entry> + <entry id="70029" lang="en" sex="m">Epic Skill Focus (Alchemy)</entry> + <entry id="70030" lang="en" sex="m">Type of Feat: General +Prerequisite: Alchemy rank 20, Epic Character +Specifics: You gain a +10 bonus to Alchemy. +Use: Automatic.</entry> + <entry id="70031" lang="en" sex="m">Magical Artisan: Craft Magic Arms and Armor</entry> + <entry id="70032" lang="en" sex="m">Magical Artisan: Craft Rod</entry> + <entry id="70033" lang="en" sex="m">Magical Artisan: Craft Staff</entry> + <entry id="70034" lang="en" sex="m">Magical Artisan: Craft Wand</entry> + <entry id="70035" lang="en" sex="m">Magical Artisan: Craft Wondrous Item</entry> + <entry id="70036" lang="en" sex="m">Magical Artisan: Forge Ring</entry> + <entry id="70037" lang="en" sex="m">Magical Artisan: Scribe Scroll</entry> + <entry id="70038" lang="en" sex="m">Magical Artisan: Attune Gem</entry> + <entry id="70039" lang="en" sex="m">Magical Artisan: Inscribe Rune</entry> + <entry id="70040" lang="en" sex="m">Magical Artisan: Brew Potion</entry> + <entry id="70041" lang="en" sex="m">Type of Feat: General +Prerequisite: Any Item Crafting Feat +Description: When you make an item using the specified feat, you pay only 75% of the normal cost to create the item.</entry> + <entry id="70042" lang="en" sex="m">Brew 2x</entry> + <entry id="70043" lang="en" sex="m">Type of Feat: Class + +Description: You can use Brew Potion 2 times per day.</entry> + <entry id="70044" lang="en" sex="m">Brew 3x</entry> + <entry id="70045" lang="en" sex="m">Type of Feat: Class + +Description: You can use Brew Potion 3 times per day.</entry> + <entry id="70046" lang="en" sex="m">Brew 4x</entry> + <entry id="70047" lang="en" sex="m">Type of Feat: Class + +Description: You can use Brew Potion 4 times per day.</entry> + <entry id="70048" lang="en" sex="m">Brew Potion 4th</entry> + <entry id="70049" lang="en" sex="m">Type of Feat: Class + +Description: You can brew potions of spells up to level 4.</entry> + <entry id="70050" lang="en" sex="m">Brew Potion 5th</entry> + <entry id="70051" lang="en" sex="m">Type of Feat: Class + +Description: You can brew potions of spells up to level 5.</entry> + <entry id="70052" lang="en" sex="m">Brew Potion 6th</entry> + <entry id="70053" lang="en" sex="m">Type of Feat: Class + +Description: You can brew potions of spells up to level 6.</entry> + <entry id="70054" lang="en" sex="m">Brew Potion 7th</entry> + <entry id="70055" lang="en" sex="m">Type of Feat: Class + +Description: You can brew potions of spells up to level 7.</entry> + <entry id="70056" lang="en" sex="m">Brew Potion 8th</entry> + <entry id="70057" lang="en" sex="m">Type of Feat: Class + +Description: You can brew potions of spells up to level 8.</entry> + <entry id="70058" lang="en" sex="m">Brew Potion 9th</entry> + <entry id="70059" lang="en" sex="m">Type of Feat: Class + +Description: You can brew potions of spells up to level 9.</entry> + <entry id="70060" lang="en" sex="m">Justice of Weald and Woe</entry> + <entry id="70061" lang="en" sex="m">Justices of Weald and Woe</entry> + <entry id="70062" lang="en" sex="m">justices of weald and woe</entry> + <entry id="70063" lang="en" sex="m">The justice of weald and woe is the go-to person when something unsavory - usually involving the removal of humans - needs doing. When the foes of the elves are well protected physically, magically, and politically - and the grand lords and ladies dare not sully their hands with the dirty necessities of preserving the heart of elvendom from human encroachment - it is to you, the justice of weald and woe, that they turn. With your bow in hand and the power of nature at your command, you strike, a silent, unseen sniper, solving problems a score of diplomats couldn't solve in a hundred years - then melt back into the forest before what is left of the enemy's forces even knows you were there. + +Requirements: +Base Attack Bonus: +6 +Skills: Craft Weapon 8, Hide 8, Lore 4, Move Silently 8 +Feats: Point Blank Shot, Weapon Focus (Longbow) + +Class Features: +Hit die: d8 + +Spellcasting: You gain spells per day as per the following tables. You do not gain spells per day in any existing spellcasting class. You can only choose spells from the justice spell list. + + 1st 2nd 3rd 4th +1 0 - - - +2 1 - - - +3 2 0 - - +4 3 1 - - +5 3 2 0 - +6 3 3 1 - +7 3 3 2 0 +8 3 3 3 1 +9 3 3 3 2 +10 3 3 3 3 + +Bonus Feats: At 2nd and 8th levels, you gain a bonus archery feat. When you gain a new bonus feat, you must choose from the following list: Deflect Arrows, Far Shot, Improved Critical (longbow), Improved Precise Shot, Manyshot, Mounted Archery, Precise Shot, Rapid Shot, Shot on the Run, Snatch Arrows, Weapon Specialization (longbow only), Greater Weapon Focus (longbow only), Greater Weapon Specialization (longbow only). You must meet all prerequisites for a bonus feat. Use your justice level when determining whether you meet a prerequisite of a minimum fighter level. For example, a ranger 8/justice 8 would meet the requirement for Greater Weapon Focus (fighter level 8th), but not Greater Weapon Specialization (fighter level 12th). + +Woodland Stride (Ex): At 2nd level, you can move through any sort of undergrowth. + +Sneak Attack (Ex): Beginning at 3rd and 7th level, you deal an extra 1d6 points of damage when striking an opponent when the opponent is denied a Dexterity bonus to armor class, such as when it is surprised and flat-footed, or when you attack from +a flanking position, as the sneak attack ability of rogues. Your damage dice stack with any sneak attack damage dice you might have gained from a previous class. + +Lucky Shot (Su): Once per day as a free action, you can gain a +10 insight bonus to one attack roll with your longbow. + +Trackless Step (Ex): At 4th level and higher, you leave no trail in natural surroundings and cannot be tracked. You can leave a trail on purpose if you so desire. + +Poison Use (Ex): At 5th level, you learn to create and/or extract natural poisons and apply them to your weapons without any danger of harming yourself. + +Hide in Plain Sight (Ex): At 9th level, you gain the ability to hide in plain sight. + +Death Attack (Ex): At 10th level, you gain the ability to study your victim for 3 rounds and then make a sneak attack with a longbow that, if it successfully deals damage, has the additional effect of possibly either paralyzing or killing the target (your choice). + +Poison Immunity (Ex): At 10th level, you gain immunity to poisons and animal venoms.</entry> + <entry id="70064" lang="en" sex="m">Brilliant Energy Arrow</entry> + <entry id="70065" lang="en" sex="m">Brilliant Energy Arrow +Transmutation +Level: Assassin 2, ranger 2, justice of weald and woe 2 +Components: V, M +Casting Time: 1 swift action +Range: M +Target: One creature +Duration: Instantaneous +Saving Throw: None +Spell Resistance: No + +When this spell is cast, you immediately fire a masterwork arrow or bolt at the target, and its head transforms into brilliant energy. A brilliant energy missile ignores nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the missile passes through armor. It deals normal damage and has no effect on constructs, undead, and objects. + +Material Component: Magical or masterwork arrow or bolt.</entry> + <entry id="70066" lang="en" sex="m">Hide From Animals</entry> + <entry id="70067" lang="en" sex="m">Hide from Animals +Abjuration +Level: Drd 1, Rgr 1, Justice of Weald and Woe 1 +Components: S, DF +Casting Time: 1 standard action +Range: Touch +Targets: One creature touched +Duration: 10 min./level (D) +Saving Throw: Will negates (harmless) +Spell Resistance: Yes + +Animals cannot see, hear, or smell the warded creatures. Even extraordinary or +supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. Warded creatures could stand before the hungriest of lions and not be molested or even noticed. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends.</entry> + <entry id="70068" lang="en" sex="m">Longstrider</entry> + <entry id="70069" lang="en" sex="m">Longstrider +Transmutation +Level: Drd 1, Rgr 1, Justice of Weald and Woe 1 +Components: V, S +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 hour/level + +This spell increases your base land speed by 10 feet.</entry> + <entry id="70070" lang="en" sex="m">Serpent Arrows</entry> + <entry id="70071" lang="en" sex="m">Serpent Arrow +Transmutation +Level: Justice of weald and woe 3, sorcerer/wizard 4 +Components: V, S, M +Casting Time: 1 standard action +Range: Close (25 ft. + 5 ft./2 levels) +Target: Up to eight projectiles +Duration: Up to 10 min./level; see text +Saving Throw: None +Spell Resistance: No + +You transform arrows, bolts, or darts into serpents. These missiles remain rigid and harmless until fired or hurled. They automatically bite any creature they hit, each dealing 1 point of damage plus poison (injury, Fortitude DC 11, initial and secondary damage 1d6 Con). The missiles remain in snake form for the duration of +the spell, fighting the creatures they initially struck using their normal attack bonus. If a missile misses its target, or the target originally struck moves out of reach, the snake moves to attack the nearest creature other than you. If a target falls dead and no others are in range, the spell ends even if its duration has not run out. When the spell expires, the vipers melt away, leaving nothing behind. + +Material Components: Up to eight arrows, bolts, or darts.</entry> + <entry id="70072" lang="en" sex="m">Treeshape</entry> + <entry id="70073" lang="en" sex="m">Tree Shape +Transmutation +Level: Drd 2, Rgr 3, Justice of Weald and Woe 2 +Components: V, S +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 hour/level (D) + +By means of this spell, you are able to assume the form of a Large living tree or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action.</entry> + <entry id="70074" lang="en" sex="m">Water Breathing</entry> + <entry id="70075" lang="en" sex="m">Water Breathing +Transmutation +Level: Clr 3, Drd 3, Sor/Wiz 3 +Components: V, S, M/DF +Casting Time: 1 standard action +Range: Touch +Target: You and every allied creature within a 10 foot radius +Duration: 2 hours/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +You and your allies can breathe water freely. The spell does not make creatures unable to breathe air.</entry> + <entry id="70076" lang="en" sex="m">End Treeshape</entry> + <entry id="70077" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: None. +Specifics: Using this feat will end the Treeshape spell on the user. +Use: Selected.</entry> + <entry id="70078" lang="en" sex="m">Acidic Fire</entry> + <entry id="70079" lang="en" sex="m">Alchemist's Frost</entry> + <entry id="70080" lang="en" sex="m">Alchemical Sleeping Gas</entry> + <entry id="70081" lang="en" sex="m">Alchemist's Spark</entry> + <entry id="70082" lang="en" sex="m">Blend Cream</entry> + <entry id="70083" lang="en" sex="m">Brittlebone</entry> + <entry id="70084" lang="en" sex="m">Cracklepowder</entry> + <entry id="70085" lang="en" sex="m">Embalming Fire</entry> + <entry id="70086" lang="en" sex="m">Fareye Oil</entry> + <entry id="70087" lang="en" sex="m">Festering Bomb</entry> + <entry id="70088" lang="en" sex="m">Flash Pellet</entry> + <entry id="70089" lang="en" sex="m">Healer's Balm</entry> + <entry id="70090" lang="en" sex="m">Keenear Powder</entry> + <entry id="70091" lang="en" sex="m">Lockslip Grease</entry> + <entry id="70092" lang="en" sex="m">Natures Draught</entry> + <entry id="70093" lang="en" sex="m">Nerv</entry> + <entry id="70094" lang="en" sex="m">Screaming Flask</entry> + <entry id="70095" lang="en" sex="m">Softfoot</entry> + <entry id="70096" lang="en" sex="m">Weeping Stone</entry> + <entry id="70097" lang="en" sex="m">Bile Droppings</entry> + <entry id="70098" lang="en" sex="m">Shedden</entry> + <entry id="70099" lang="en" sex="m">Shedden +2</entry> + <entry id="70100" lang="en" sex="m">Shedden +3</entry> + <entry id="70101" lang="en" sex="m">Shedden +4</entry> + <entry id="70102" lang="en" sex="m">Shedden +5</entry> + <entry id="70103" lang="en" sex="m">Antitoxin</entry> + <entry id="70104" lang="en" sex="m">Magical Artisan: Craft Skull Talisman</entry> + <entry id="70105" lang="en" sex="m">Blazing Berserker</entry> + <entry id="70106" lang="en" sex="m">Type of Feat: General +Prerequisite: Ability to Rage +Specifics: You gain immunity to fire, but have vulnerability to cold, which means you take +50% damage from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. +Use: Automatic.</entry> + <entry id="70107" lang="en" sex="m">Scorpion's Resolve</entry> + <entry id="70108" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Specifics: You gain a +4 bonus on saving throws against mind-affecting spells and abilities. +Use: Automatic.</entry> + <entry id="70109" lang="en" sex="m">Spell Focus (Cold)</entry> + <entry id="70110" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Specifics: You gain a +1 DC bonus on cold spells. +Use: Automatic.</entry> + <entry id="70111" lang="en" sex="m">Greater Spell Focus (Cold)</entry> + <entry id="70112" lang="en" sex="m">Type of Feat: General +Prerequisite: Spell Focus: Cold +Specifics: You gain a +2 DC bonus on cold spells. +Use: Automatic.</entry> + <entry id="70113" lang="en" sex="m">Frozen Berserker</entry> + <entry id="70114" lang="en" sex="m">Type of Feat: General +Prerequisite: Ability to Rage +Specifics: You gain immunity to cold, but have vulnerability to fire, which means you take +50% damage from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. +Use: Automatic.</entry> + <entry id="70115" lang="en" sex="m">Cormanthyran Moon Magic</entry> + <entry id="70116" lang="en" sex="m">Type of Feat: General +Prerequisite: 3rd level spells, Lore 4. +Specifics: When you cast a spell at night, you gain a +2 bonus to your caster level. This provides no benefit during the day, when underground, or during stormy weather. +Use: Automatic.</entry> + <entry id="70117" lang="en" sex="m">Jergal's Pact</entry> + <entry id="70118" lang="en" sex="m">Type of Feat: General +Prerequisite: Great Fortitude, Lore 4. +Specifics: You gain a +2 bonus on saves vs negative energy. +Use: Automatic.</entry> + <entry id="70119" lang="en" sex="m">Bloodline of Fire</entry> + <entry id="70120" lang="en" sex="m">Type of Feat: General +Prerequisite: Human or Fire Planetouched +Specifics: You receive a +4 bonus on saving throws against fire effects. In addition, you cast spells with the fire descriptor at +2 caster level. You may only take this feat at level 1. +Use: Automatic.</entry> + <entry id="70121" lang="en" sex="m">Rulership</entry> + <entry id="70122" lang="en" sex="m">Type of Feat: General +Prerequisite: Leadership +Specifics: You receive a +4 bonus on your leadership score. +Use: Automatic.</entry> + <entry id="70123" lang="en" sex="m">Might Makes Right</entry> + <entry id="70124" lang="en" sex="m">Type of Feat: General +Prerequisite: Leadership, Strength 13 +Specifics: You add your strength modifier to your leadership score. +Use: Automatic.</entry> + <entry id="70125" lang="en" sex="m">Plague Resistant</entry> + <entry id="70126" lang="en" sex="m">Type of Feat: General +Prerequisite: Human +Specifics: You gain a +4 bonus on saves against disease. +Use: Automatic.</entry> + <entry id="70127" lang="en" sex="m">Strong Mind</entry> + <entry id="70128" lang="en" sex="m">Type of Feat: General +Prerequisite: None +Specifics: You gain a +3 bonus on saves against psionics. +Use: Automatic.</entry> + <entry id="70129" lang="en" sex="m">Reckless Rage</entry> + <entry id="70130" lang="en" sex="m">Type of Feat: General +Prerequisite: Ability to Rage, Con 13 +Specifics: You gain an additional +2 bonus to Strength and Rage, and a further -2 penalty to AC. +Use: Automatic.</entry> + <entry id="70131" lang="en" sex="m">Heavy Lithoderms</entry> + <entry id="70132" lang="en" sex="m">Type of Feat: General +Prerequisite: Goliath or Feral Gargun +Specifics: You gain a +1 bonus to natural armour. +Use: Automatic.</entry> + <entry id="70133" lang="en" sex="m">Moradin's Smile</entry> + <entry id="70134" lang="en" sex="m">Type of Feat: General +Prerequisite: Dwarf +Specifics: You gain a +2 bonus to charisma based skills. +Use: Automatic.</entry> + <entry id="70135" lang="en" sex="m">Piercing Sight</entry> + <entry id="70136" lang="en" sex="m">Type of Feat: General +Prerequisite: Gnome +Specifics: You gain a +4 save bonus against illusions. +Use: Automatic.</entry> + <entry id="70137" lang="en" sex="m">Menacing Demeanour</entry> + <entry id="70138" lang="en" sex="m">Type of Feat: General +Prerequisite: Orc or Half-Orc +Specifics: You gain a +4 bonus to intimidate. +Use: Automatic.</entry> + <entry id="70139" lang="en" sex="m">Relic Hunter</entry> + <entry id="70140" lang="en" sex="m">Type of Feat: General +Prerequisite: Appraise 1, Lore 1 +Specifics: You gain a +5 bonus to Lore and Appraise +Use: Automatic.</entry> + <entry id="70141" lang="en" sex="m">Agile Athlete</entry> + <entry id="70142" lang="en" sex="m">Type of Feat: General +Prerequisite: Jump 1 +Specifics: You use Dexterity instead of Strength to jump. +Use: Automatic.</entry> + <entry id="70143" lang="en" sex="m">Shared Fury</entry> + <entry id="70144" lang="en" sex="m">Type of Feat: General +Prerequisite: Ability to Rage, Animal Companion +Specifics: You share your rage with your animal companion if he is within 5 ft. of you. +Use: Automatic.</entry> + <entry id="70145" lang="en" sex="m">Daunting Presence</entry> + <entry id="70146" lang="en" sex="m">Type of Feat: General +Prerequisites: Cha 13, base attack bonus +1. +Benefit: You are skilled at inducing fear in your opponents. You may take a standard action to awe an opponent. If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier), it is shaken for 10 minutes. This is a mind-affecting ability. +Special: A fighter may select Daunting Presence as one of his fighter bonus feats.</entry> + <entry id="70147" lang="en" sex="m">Profane Lifeleech</entry> + <entry id="70148" lang="en" sex="m">Type of Feat: Divine +Prerequisite: Ability to rebuke undead. +Benefit: As a standard action, you can spend two of your rebuke attempts to deal 1d6 points of damage to all living creatures within a 30-foot burst. You are healed of an amount of damage equal to the total amount of hit points that you drain from affected creatures, but this healing does not allow you to exceed your full normal hit point total. + +Special: This feat deals no damage to constructs or undead.</entry> + <entry id="70149" lang="en" sex="m">Sacred Vitality</entry> + <entry id="70150" lang="en" sex="m">Type of Feat: Divine +Prerequisite: Ability to turn undead. +Benefit: As a standard action, you can spend one of your turning attempts to gain immunity to ability damage, ability drain, and energy drain for 1 minute.</entry> + <entry id="70151" lang="en" sex="m">Sacred Vengeance</entry> + <entry id="70152" lang="en" sex="m">Type of Feat: Divine +Prerequisite: Ability to turn undead. +Benefit: As a free action, spend one of your turn undead attempts to add 2d6 points of damage to all your successful melee attacks against undead until the end of the current round.</entry> + <entry id="70153" lang="en" sex="m">Deformity (Eyes)</entry> + <entry id="70154" lang="en" sex="m">Type of Feat: Vile, Deformity +You have either drilled a hole in your forehead trying to add a third eye, or you have supernaturally scarred one of your regular eyes. +Prerequisite: Willing Deformity. +Benefit: As a supernatural ability, you can use see invisibility for 1 minute per day. +Special: You take a -2 penalty on Spot and Search checks.</entry> + <entry id="70155" lang="en" sex="m">Deformity (Face)</entry> + <entry id="70156" lang="en" sex="m">Type of Feat: Vile, Deformity +Because of intentional self-mutilation, you have a hideous face. +Prerequisite: Willing Deformity. +Benefit: You gain a +2 circumstance bonus on Intimidate checks and a +2 deformity bonus on Diplomacy checks dealing with evil creatures.</entry> + <entry id="70157" lang="en" sex="m">Deformity (Parasite)</entry> + <entry id="70158" lang="en" sex="m">Type of Feat: Vile, Deformity +You invite parasites into your body in exchange for a greater hardiness against diseases and poisons. +Prerequisite: Willing Deformity. +Benefit: As an immediate action, you can negate any disease or poison affecting you. On your next turn, you are immobilized as the agitated parasites wriggle in your flesh.</entry> + <entry id="70159" lang="en" sex="m">Apostate</entry> + <entry id="70160" lang="en" sex="m">Type of Feat: Vile +Your hatred of the gods cloaks you with potent resistance against their works. +Prerequisite: Wis 15. +Benefit: You gain a profane bonus equal to one-half your character level on saving throws against divine spells. +Special: If you are a divine spellcaster with a code of conduct (such as a paladin), selecting this feat violates your code of conduct regardless of your alignment.</entry> + <entry id="70161" lang="en" sex="m">Dark Speech</entry> + <entry id="70162" lang="en" sex="m">Type of Feat: Vile +You learn a smattering of the language of truly dark power. +Prerequisites: Will save bonus +5, Int 15, Cha 15. +Benefit: You can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic items, and to weaken physical objects. + +Dread: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage, and every other creature in a 30-foot radius must attempt a Will save (DC 10 + 1/2 your character level + your Cha modifier). The result of a failed save by a listener depends on the listener's character level and alignment, as detailed in the table below. +Level (Alignment) Result +1st-4th (non-evil) Listener is shaken for 10 rounds and must flee from you until you are out of sight. +1st-4th (evil) Listener cowers in fear for 10 rounds. +5th-10th (non-evil) Listener is shaken for 10 rounds. +5th-10th (evil) Listener is charmed by you (as charm monster) for 10 rounds. +11th+ (non-evil) Listener is filled with loathing for you but is not otherwise influenced. +11th+ (evil) Listener is impressed, and you gain a +2 competence bonus on attempts to change its attitude in the future. + +Power: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage. By incorporating the Dark Speech into the verbal component of a spell, you increase its effective caster level by 1. + +Special: You gain a +4 circumstance bonus on saving throws made when someone uses the Dark Speech against you. + +Special: If you cannot take ability damage, you cannot select this feat.</entry> + <entry id="70163" lang="en" sex="m">Dark Whispers</entry> + <entry id="70164" lang="en" sex="m">Type of Feat: Vile +By whispering foul utterances in the Dark Speech, you can drive your enemies insane. +Prerequisite: Dark Speech. +Benefit: You can whisper words of incredible wickedness to form grotesque visions in the minds of those who hear you. All living creatures within a 30-foot radius that can hear your words must make Will saves (DC 10 + 1/2 your character level + your Cha modifier). On a failure, creatures with fewer Hit Dice than you are staggered for 1d10 rounds; those with as many or more Hit Dice are confused for 1 round. This is a mind-affecting, supernatural effect. +Whenever you use Dark Speech in this manner, you take 1 point of Charisma damage. + +Special: You gain a +2 circumstance bonus on saving throws made when someone uses the Dark Speech against you. This bonus stacks with the +4 circumstance bonus from Dark Speech. + +Special: If you cannot take ability damage, you cannot select this feat.</entry> + <entry id="70165" lang="en" sex="m">Master's Will</entry> + <entry id="70166" lang="en" sex="m">Type of Feat: Vile +The elder evil you serve is fickle in its rewards and punishments. +Prerequisites: Chosen of Evil or undead type, Evil Brand. +Benefit: As an immediate action, you can beseech the elder evil for assistance. Roll 1d20. If the result of the die roll is an odd number, you gain a +8 bonus on attack rolls, saving throws, and skill checks for 1 round. If the result is even, you take 1 point of damage for each Hit Die or character level you possess.</entry> + <entry id="70167" lang="en" sex="m">Deformity (Madness)</entry> + <entry id="70168" lang="en" sex="m">Type of Feat: Vile, Deformity +You revel in madness, embracing your hallucinations, erratic behavior, and deviant cravings. Your mind cannot be touched by outside influences. +Prerequisite: Willing Deformity. +Benefit: You take a permanent -4 profane penalty to your Wisdom score to become immune to all mind-affecting spells and abilities. As an immediate action, you can derive clarity from your madness to add a bonus equal to one-half your character level to a single Will save. Make this decision before determining +the results of the saving throw. You must wait 1 minute before you can take this action again.</entry> + <entry id="70169" lang="en" sex="m">Reflexive Psychosis</entry> + <entry id="70170" lang="en" sex="m">Type of Feat: Vile, Deformity +In the face of adversity, you withdraw into the haunted corridors of your mind. +Prerequisite: Deformity (Madness) +Benefit: As an immediate action, you can gain damage reduction 5/- for 1 round. After using this ability, you are confused until the end of your next turn.</entry> + <entry id="70171" lang="en" sex="m">Chosen of Evil</entry> + <entry id="70172" lang="en" sex="m">Type of Feat: Vile +Your naked devotion to wickedness causes dark powers to take an interest in your well-being. +Prerequisites: Con 13, any other vile feat. +Benefit: As an immediate action, you can take 1 point of Constitution damage to gain an insight bonus equal to the number of vile feats you have, including this one. Until the end of your next turn, you can apply this bonus to attack rolls, saving throws, or skill checks.</entry> + <entry id="70173" lang="en" sex="m">Dark Speech: Dread</entry> + <entry id="70174" lang="en" sex="m">Dark Speech: Power</entry> + <entry id="70175" lang="en" sex="m">Chosen of Evil: Attack Bonus</entry> + <entry id="70176" lang="en" sex="m">Chosen of Evil: Skill Bonus</entry> + <entry id="70177" lang="en" sex="m">Chosen of Evil: Save Bonus</entry> + <entry id="70178" lang="en" sex="m">Shadowcaster</entry> + <entry id="70179" lang="en" sex="m">Shadowcasters</entry> + <entry id="70180" lang="en" sex="m">shadowcasters</entry> + <entry id="70181" lang="en" sex="m">(BASE CLASS) +All things fall into shadow, even light. Shadows do not represent the absence of light; they show the presence of darkness. Thus, shadow and darkness are not death or diminishment; they are the fundamental state of the universe, the constant that existed before, that exists now, and that will exist when all other things are snuffed out. So it is with the Plane of Shadow, that dark mirror to the Material Plane and many other realities. Shadowcasters tap into this most fundamental of forces and planes to work their dark wills. By tying themselves to the Plane of Shadow, they maintain a tenuous link to the ultimate force of existence. + +The shadowcaster understands the true, primal power of darkness, attunes herself to the Plane of Shadow, and learns great shadow mysteries the equal of any mundane spell. These dark casters are workers of alien magic, possessing an occult understanding of the world and magic that even other spellcasters find disturbing. They are masters of a dark power - and perhaps, as some worry, its servants as well. + +- Hit Die: d6 +- Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor of any type interferes with your gestures, which can cause your mysteries to fail when they function as spells. +- Skill Points at Each Level: 2+ Int Modifier. + +ABILITIES: + +Level +1: Fundamentals of Shadow - You start with access to 3 fundamentals, which function as supernatural abilities and can be used 3 times/day. + Apprentice Mysteries - You can learn apprentice mysteries. +2: Bonus Feats +3: Umbral Sight - Darkvision +4: Bonus fundamental +7: Apprentice Mysteries (spell-like), Initiate Mysteries +8: Bonus fundamental +11: Umbral Sight - Low Light Vision +12: Bonus fundamental +13: Apprentice Mysteries (supernatural), Initiate Mysteries (spell-like), Master Mysteries +14: Unlimited use of fundamentals +15: Sustaining Shadow I - Immune to poison and disease +16: Bonus fundamental +20: Bonus fundamental + Sustaining Shadow II - Immune to sleep + +Mysteries - You do not cast spells as other classes do, but instead invoke mystical secrets called mysteries. You know one mystery at 1st level and gain one additional mystery every class level. Up to 6th level, you can learn only apprentice mysteries. At 7th level, you gain access to initiate mysteries, and at 13th level you become able to use master mysteries. Within a category (apprentice, initiate, master), you can only learn mysteries of a new level if you have learned at least two mysteries of a previous level. However, you can always select the lowest level mysteries in a category you have access to. For example, you could learn a 4th level mystery (Initiate category), even if you know no 3rd level mysteries (all of which are in the Apprentice category). + +When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They all have somatic components, armor-based spell failure chance, and are subject to interruption (but they do not require material components, foci, or verbal components). At 7th level, when you become capable of casting initiate mysteries, your apprentice mysteries function as spell-like abilities, and they no longer require somatic components. Your new initiate mysteries function as arcane spells and follow the rules described above. When you reach 13th level and become capable of casting master mysteries, another change occurs. Your master mysteries now function as arcane spells, and your initiate mysteries function as spell-like abilities. Your apprentice mysteries become supernatural abilities, changing their DC formula to 10 + 1/2 caster level + Cha, and no longer generating attacks of opportunity when cast. + +You can use each mystery you know a certain number of times per day depending on whether it is cast as a spell (once), a spell-like ability (two times), or a supernatural ability (three times). In order to cast a mystery, you must have an Intelligence score of at least 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your Cha modifier. Finally, you gain bonus mysteries per day if you have a high enough Charisma. This follows the same formula as sorcerer or wizard. + +Bonus Feats - You gain a bonus feat equal to the total number of Paths you complete (Paths are collections of 3 mysteries, all within the same category). You must meet the prerequisites in order to select a feat as a bonus feat. The list of feats you can select is Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Cast, and any metashadow feat. +</entry> + <entry id="70182" lang="en" sex="m">Child of Night</entry> + <entry id="70183" lang="en" sex="m">Children of Night</entry> + <entry id="70184" lang="en" sex="m">Children of Night</entry> + <entry id="70185" lang="en" sex="m">(PRESTIGE CLASS) +They prefer to call themselves "black transmogrifists", but most know them as children of night. They are more than spellcasters, more than scholars, and - they claim - more than mortal. For those who have the will and the depth of knowledge to join their ranks, ascension beyond the earthly form awaits, for the children of night become the stuff of shadow itself. + +- Hit Die: d6 +- Skill Points at Each Level: 2 + Int Modifier. + +REQUIREMENTS: +Skills: Lore 8 ranks +Shadowcasting/Spellcasting: Ability to cast mysteries + +ABILITIES: + +Level +1: Cloak of Shadows (Su) - Your flesh takes on a hazy, almost translucent hue, granting a bonus equal to your child of night level on Hide checks. + Cold resistance 5 +3: Dancing Shadows - 1/day +4: Cloak of Shadows II - Blur 1/day +5: Cold resistance 10 +6: Cloak of Shadows III - Blur 3/day + Sustaining Shadow I - Immune to poison and disease +7: Dancing Shadows - 2/day +8: Cloak of Shadows IV - Blur (continuous) + Sustaining Shadow II - Immune to sleep +9: Cold resistance 15 +10: Cloak of Shadows V - Displacement 2/day + +Mysteries: At each level beyond 1st, you gain new mysteries and an increase in caster level (and mysteries known) as if you had also attained a level in a shadowcasting class to which you belonged before adding the prestige class level.</entry> + <entry id="70186" lang="en" sex="m">Master of Shadow</entry> + <entry id="70187" lang="en" sex="m">Masters of Shadow</entry> + <entry id="70188" lang="en" sex="m">Masters of Shadow</entry> + <entry id="70189" lang="en" sex="m">(PRESTIGE CLASS) +Some driven or domineering souls seek nothing less than mastery of darkness itself - the ability to turn the very shadows into their agents and allies. These are the masters of shadow, commanders of soldiers as dark and insubstantial as night itself. For those with the force of will to enter their ranks, the very shadows serve at their beck and call. + +- Hit Die: d8 +- Skill Points at Each Level: 2 + Int Modifier. + +REQUIREMENTS: +Skills: Lore 8 ranks +Feat: Shadow Familiar + +ABILITIES: +Level +1: Shadow Servant - You replace your familiar with a Shadow Elemental, which grows in power with you. + Master's Bidding (standard action) - You can focus your affinity with shadow to enhance your shadow servant with one special ability for 1 round. +2: Resistance to cold 5 +4: Resistance to cold 10 +5: Master's bidding (move action) +6: Resistance to cold 20 +10: Immunity to cold + Master's bidding (swift action) + +Mysteries: At each level beyond 1st, you gain new mysteries and an increase in caster level (and mysteries known) as if you had also attained a level in a shadowcasting class to which you belonged before adding the prestige class level.</entry> + <entry id="70190" lang="en" sex="m">Noctumancer</entry> + <entry id="70191" lang="en" sex="m">Noctumancers</entry> + <entry id="70192" lang="en" sex="m">noctumancers</entry> + <entry id="70193" lang="en" sex="m">(PRESTIGE CLASS) +Noctumancers bridge the gap between shadow and arcane magic. Those who succeed in becoming one of these elite not only gain a boost to their mystery user and arcane caster abilities, but are able to manipulate the mysteries and spells of others as no others can. + +- Hit Die: d4 +- Skill Points at Each Level: 2 + Int Modifier. + +REQUIREMENTS: +Skills: Lore rank 6, Spellcraft rank 6 +Shadowcasting: Able to cast level 2 mysteries +Spellcasting: Able to cast level 2 arcane spells + +ABILITIES: +Level +1: Capture Magic's Shadow (Su) - At 1st level, when you successfully dispel a mystery or spell you can absorb its energy. You add one-half + the level of the mystery or spell you dispelled to the caster level of any mystery or spell you cast in the next round. +2: Innate Counterspell - Starting at 2nd level, you can attempt to counter a spell without using a readied action. Once per day, you can counter a spell as an immediate action by expending a spell slot or a spell use as long as the spell expended is of the same level as the spell to be countered. +5: Innate Counterspell - 2/day +6: Eldritch Disruption - As a standard action, you can disrupt the magical energies of a single target within 60 feet. That target must make a Will saving throw (DC 10 + your noctumancer level + your Cha modifier) or take a -4 penalty to its caster level for any mysteries or spells it casts for 1 minute. You can use eldritch disruption three times per day. +7: Innate Counterspell (retain power) - When you successfully counter a spell using this ability, you gain the use of a mystery of 1/2 the countered spell level. +8: Innate Counterspell - 3/day +10: Eldritch Vortex - You can emit mystic energies in a 20-foot-radius burst around yourself. Any creature other than you within that area takes a -4 penalty to caster level for any mysteries or spells. The vortex lasts 1 minute and can be used once per day. + Shadow's Persistence - You gain temporary immunity to any mystery or spell captured or countered by means of your capture magic's shadow or innate counterspell ability. For 1 minute, you cannot be affected by any casting of that mystery or spell. + +Mysteries/Spellcasting: At each level, you gain new mysteries and spells per day and an increase in caster level (and mysteries and spells known, if applicable) as if you had gained a level in both your mystery-using class and your arcane spellcasting class.</entry> + <entry id="70194" lang="en" sex="m">Shadowblade</entry> + <entry id="70195" lang="en" sex="m">Shadowblades</entry> + <entry id="70196" lang="en" sex="m">shadowblades</entry> + <entry id="70197" lang="en" sex="m">(PRESTIGE CLASS)Shadowblades are martial combatants with an innate link to shadow. While some deliberately study the arts of shadow, most develop their abilities instinctively, making them more akin to shadowdancers than shadowcasters. Those who master the arts of the unseen weapon become warriors with +few equals. Their ability to manipulate darkness and shadow enhances their martial skills, allowing them to target weak points, land blows that should not strike true, and even attack foes who are paces away. + +- Hit Die: d8 +- Skill Points at Each Level: 2+ Int Modifier. + +REQUIREMENTS: +Base Attack Bonus: +5 +Skills: Bluff 5 ranks, Hide 5 ranks, Move Silently 5 ranks +Feats: Blind-Fight + +ABILITIES: +Level +1: Unseen Weapon (Unerring Strike) - Once per day per shadowblade level, you can activate one of the powers of your unseen weapon. Your next melee attack ignores any miss chance because of concealment. +2: Shadow and Stealth - You gain a bonus equal to half your class level (round down) on Hide and Move Silently checks. + Sneak Attack +1d6 +3: Darkvision + Unseen Weapon (Unexpected Strike) - Your opponent is denied its Dexterity bonus against your next melee attack. +4: Sneak Attack +2d6 +5: Unseen Weapon (Ephemeral Weapon) - Your next melee attack deals an extra 2d6 points of damage, as extraplanar darkness momentarily replaces portions of your opponent's body. +6: Sneak Attack +3d6 +7: Ultravision + Unseen Weapon (Shadowy Strike) - Your next melee attack is resolved as a melee touch attack. +8: Sneak Attack +4d6 +9: Unseen Weapon (Far Shadow) - Your melee reach is increased by 10 feet for 1 round. +10: Sneak Attack +5d6 + </entry> + <entry id="70198" lang="en" sex="m">Shadowsmith</entry> + <entry id="70199" lang="en" sex="m">Shadowsmiths</entry> + <entry id="70200" lang="en" sex="m">shadowsmiths</entry> + <entry id="70201" lang="en" sex="m">(PRESTIGE CLASS) +Shadowcasters draw power from darkness, and masters of shadow command it, but no one truly manipulates the darkness as does the shadowsmith. Combining martial and mystical skills, and possessed of a driving will, the shadowsmith forms his tools and weapons from shadowstuff itself, drawing forth matter from empty night. + +- Hit Die: d8 +- Skill Points at Each Level: 6 + Int Modifier. + +PREREQUISITES: +Base Attack Bonus: +5 +Skills: Craft (armor) 5 ranks, Craft (weapon) 5 ranks, Lore 3 ranks + +ABILITIES: +Level +1: Touch of Shadow - For 1 minute per level you gain a bonus on Climb checks equal to your class level. +2: Shroud of Shadow - You gain a bonus on Hide checks and Move Silently checks equal to your class level. Shroud of shadow lasts for 1 minute per class. +3: Shadow Craft (basic) - you can craft basic, no-moving-parts weapons from shadow +4: Armor of Shadow +2 - You gain a +2 deflection bonus to armor +5: Widen Shroud - Your Touch of Shadow ability affects friendly creatures in a 10 foot area around you. +6: Shadow Craft (enchanted) - Shadowcraft items now have an enhancement bonus equal to your class level - 5. +7: Armor of Shadow +4 +8: Shadow Craft (armor) - You can now make light armor. +9: +10: Armor of Shadow (quickened) - Armor of Shadow is now a swift action + +Mysteries: You get the ability to cast a few mysteries, learning one at 1st, 5th, and 9th levels. You use Intelligence for all casting purposes. +</entry> + <entry id="70202" lang="en" sex="m">Climb</entry> + <entry id="70203" lang="en" sex="m">Ability: Strength. +Requires Training: No. +Classes: Many. + +You can climb up cliffs and other obstacles. The DC for most walls is 25. + +Use: Automatic.</entry> + <entry id="70204" lang="en" sex="m">Summon Undead I</entry> + <entry id="70205" lang="en" sex="m">Conjuration (Summoning) [Evil] +Level: Blackguard 1, cleric 1, dread necromancer 1, sorcerer/wizard 1 +Components: V, S +Casting Time: 1 round +Range: Close (25 ft. + 5 ft./2 levels) +Effect: One summoned creature +Duration: 1 round/level +Saving Throw: None +Spell Resistance: No + +This spells summons 1 skeleton. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1.</entry> + <entry id="70206" lang="en" sex="m">Summon Undead 2</entry> + <entry id="70207" lang="en" sex="m">Conjuration (Summoning) [Evil] +Level: Blackguard 2, cleric 2, dread necromancer 2, sorcerer/wizard 2 +Components: V, S +Casting Time: 1 round +Range: Close (25 ft. + 5 ft./2 levels) +Effect: One summoned creature +Duration: 1 round/level +Saving Throw: None +Spell Resistance: No + +This spell summons one zombie bugbear. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1.</entry> + <entry id="70208" lang="en" sex="m">Summon Undead 3</entry> + <entry id="70209" lang="en" sex="m">Summon Undead III +Conjuration (Summoning) [Evil] +Level: Blackguard 3, cleric 3, dread necromancer 3, sorcerer/wizard 3 +Components: V, S +Casting Time: 1 round +Range: Close (25 ft. + 5 ft./2 levels) +Effect: One summoned creature +Duration: 1 round/level +Saving Throw: None +Spell Resistance: No + +This spell summons one zombie ogre. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1.</entry> + <entry id="70210" lang="en" sex="m">Summon Undead 4</entry> + <entry id="70211" lang="en" sex="m">Conjuration (Summoning) [Evil] +Level: Blackguard 4, cleric 4, dread necromancer 4, sorcerer/wizard 4 +Components: V, S +Casting Time: 1 round +Range: Close (25 ft. + 5 ft./2 levels) +Effect: One summoned creature +Duration: 1 round/level +Saving Throw: None +Spell Resistance: No + +This spell summons one zombie wyvern. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1.</entry> + <entry id="70212" lang="en" sex="m">Summon Undead 5</entry> + <entry id="70213" lang="en" sex="m">Conjuration (Summoning) [Evil] +Level: Blackguard 5, cleric 5, dread necromancer 5, sorcerer/wizard 5 +Components: V, S +Casting Time: 1 round +Range: Close (25 ft. + 5 ft./2 levels) +Effect: One summoned creature +Duration: 1 round/level +Saving Throw: None +Spell Resistance: No + +This spell summons one mummy. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1.</entry> + <entry id="70214" lang="en" sex="m">Acid Flask</entry> + <entry id="70215" lang="en" sex="m">Alchemist's Fire</entry> + <entry id="70216" lang="en" sex="m">Tanglefoot Bag</entry> + <entry id="70217" lang="en" sex="m">Thunderstone</entry> + <entry id="70218" lang="en" sex="m">Acid Flask: You can throw a flask of acid as a splash weapon. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.</entry> + <entry id="70219" lang="en" sex="m">Acidic Fire: This alchemical concoction combines alchemical fire with a strong acid. A direct hit with acidic fire deals 1d4 points of acid damage and 1d8 points of fire damage. Every creature within 5 feet of the point where the acidic fire hits takes 1 point of acid damage and 1 point of fire damage from the splash.</entry> + <entry id="70220" lang="en" sex="m">Agony (Liquid Pain): This thick, reddish liquid is the distilled essence of pain, captured using special spells or items. It is highly sought after by outsiders. +Initial Effect: User is stunned for 1d4+1 rounds and can take only partial actions for 1d6 minutes after that. +Secondary Effect: 1d4+1 enhancement bonus to Charisma for 1d10+50 minutes. +Side Effects: Feelings of intense pleasure last for 1d4 hours. +Overdose: If more than one dose is taken in a 24-hour period, the user immediately falls unconscious for 1d4 hours (Fort DC 18 negates). +Addiction: Agony has an addiction rating of Extreme (DC 25). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage.</entry> + <entry id="70221" lang="en" sex="m">Alchemical Sleep Gas: This liquid evaporates quickly when exposed to air, creating a temporary, mildly toxic cloud that puts living creatures to sleep. You can throw a flask of sleep gas as a grenadelike weapon. On a direct hit a living target must succeed on a Fortitude save (DC 15) or fall asleep for 1 minute. After 1 minute, the target must make another Fortitude save (DC 15) or sleep 1d4 additional minutes. The sleep gas does not affect creatures that are immune to poison.</entry> + <entry id="70222" lang="en" sex="m">Alchemist's Fire: Alchemist's fire is sticky, adhesive substance that ignites when exposed to air. You can throw a flask of alchemist's fire as a splash weapon. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash.</entry> + <entry id="70223" lang="en" sex="m">Alchemist's Frost: A thin liquid that grows extremely cold when exposed to air, alchemist's frost functions like alchemists fire except that it deals 1d8 points of cold damage on a direct hit (and 1 point of cold damage on a splash), rather than fire damage. It deals no additional damage after the initial damage.</entry> + <entry id="70224" lang="en" sex="m">Alchemist's Spark: Alchemist's spark combines two substances that react violently when mixed. A flask of alchemist's spark has two compartments that keep the two substances separate; throwing the flask shatters it and allows the substances to mix, releasing a powerful electrical discharge. Otherwise, alchemical spark functions like alchemist's fire except that it deals 1d8 points of electricity damage on a direct hit (and 1 point of electricity damage to those it splashes), rather than fire damage. It deals no additional damage after the initial damage.</entry> + <entry id="70225" lang="en" sex="m">Antitoxin:This substance, when taken internally, gives a +5 bonus to Fortitude saves vs poison for 1 hour.</entry> + <entry id="70226" lang="en" sex="m">Baccaran: This pasty substance is dried and kept as a powder or sometimes left as a paste. The ingredients are numerous and difficult to obtain. +Initial Effect: 1d4 points of Strength damage. +Secondary Effect: 1d4+1 enhancement bonus to Wisdom for 1d10+15 minutes. +Side Effects: Those under the effect of baccaran take a -4 circumstance penalty on saving throws involving illusions for 2d4 hours after using this mild hallucinogen. +Overdose: If more than one dose is taken in a 24-hour period, the user immediately takes 2d6 points of damage and the side effect is doubled. +Addiction: Baccaran has an addiction rating of Low (DC 6). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage. +</entry> + <entry id="70227" lang="en" sex="m">Bile Droppings: Distilled from the venomous excreta of certain breeds of monstrous spiders, this substance is a thick, viscous fluid. You can throw a flask of bile droppings as a ranged touch attack with a range increment of 10 feet. Upon hitting a target, this sticky fluid deals 1d6 points of acid damage in the first round and 1d6 points of acid damage in the second round. If the target takes a full-round action to scrape it off, he takes no damage in the second round. +In addition to causing acid damage, a flask of bile droppings releases a powerful stench when broken open, forcing anyone within 5 feet to make a successful DC 13 Fortitude save or be sickened for 1 round. Anyone actually struck by the vile stuff takes a -4 penalty on the save.</entry> + <entry id="70228" lang="en" sex="m">Blend Cream: This pale gray cream dulls the color of flesh, fur, scales, and hair. It allows those affected to better blend with background and shadow, making it easier to hide. Applying blend cream is a standard action that provokes attacks of opportunity. Blend cream provides a +1 alchemical bonus on Hide checks. The effects of blend cream last for 1 hour. Blend cream gives no ability to hide in plain sight or without sufficient cover.</entry> + <entry id="70229" lang="en" sex="m">Brittlebone: This unguent must be applied to a skeleton. The ointment reduces the skeleton's natural armor by 2 points (to a minimum of 0), but when the skeleton is destroyed, its bones splinter and fly apart, sending shards in all directions. Any creature within the skeleton's reach takes 1 point of piercing damage per HD of the skeleton (Reflex DC 15 half; minimum 1 point).</entry> + <entry id="70230" lang="en" sex="m">Crackle Powder: This alchemical powder creates a loud crackling noise, like a broomstick breaking, whenever it is jostled or struck. A single packet covers a 5-foot-radius area; applying the powder requires a full-round action. Once in place, the powder remains active for 1 hour and imposes a -10 penalty on Move Silently checks made when traversing the area.</entry> + <entry id="70231" lang="en" sex="m">Devilweed: Leaves from the wyssin plant are dried and rolled into a tobaccolike substance and smoked. +Initial Effect: 1 point of Wisdom damage. +Secondary Effect: The smoker gains a +2 alchemical bonus to Strength for 1d3 hours. +Side Effects: A creature under the effect of devilweed is easily confused and acts skittish (treat as shaken). +Overdose: None. +Addiction: Devilweed has an addiction rating of Low (DC 6). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage.</entry> + <entry id="70232" lang="en" sex="m">Embalming Fire: This bitter-smelling liquid is poured over a zombie. Once applied, if the zombie takes even a single point of damage, it bursts into blue flame for 1 minute. This fire does no damage to the zombie, but its attacks during that time deal an additional 1d6 points of fire damage.</entry> + <entry id="70233" lang="en" sex="m">Fareye Oil: When applied to the eyes, this clear oil sharpens the user's vision for a short time, providing a +1 alchemical bonus on Spot checks for 1 minute. One dose of fareye oil is enough to affect the eyes of a creature of any size, but the creature must have eyes to gain any benefit from the oil.</entry> + <entry id="70234" lang="en" sex="m">Festering Bomb: This small ceramic sphere is packed with alchemical explosives, rotting meat, and offal infected with filth fever. When thrown as a grenadelike weapon, it spreads disease in its wake. The explosion on impact is not enough to cause physical harm, but it does spray the rotten contents and infection in a 20-foot burst. All within the burst must make saving throws as if exposed to filth fever Unlike normal exposure to filth fever, the victim need not be injured.</entry> + <entry id="70235" lang="en" sex="m">Flash Pellet: This tiny brittle object is often disguised as a button or other decoration. You can throw a flash pellet as a ranged attack with a range increment of 5 feet. When thrown against a hard surface, it bursts with a bright flash of light. All creatures within a 5-foot-radius burst must succeed on a DC 15 Fortitude save or be blinded for 1 round and dazzled for 1 round after that.</entry> + <entry id="70236" lang="en" sex="m">This smooth, sweet-smelling balm allows a healer to better soothe the effects of wounds, disease, and poison. Healer's balm provides a +1 alchemical bonus on Heal checks made by an affected creature. The effects of healer's balm last for 1 minute.</entry> + <entry id="70237" lang="en" sex="m">Keenear Powder: This dry white powder sharpens a creature's hearing when applied to the ear. The powder is effective for only a short time, so it is more often used by those trying to avoid guards or sentries than by those tasked with guarding an area for a longer time. Keenear powder provides a +1 alchemical bonus on Listen checks for 1 minute.</entry> + <entry id="70238" lang="en" sex="m">Lockslip Grease: Lockslip grease is a thick reddish oil that loosens the mechanical workings of nonmagical locks. The grease is effective for a short time and provides a slight edge to those attempting to pick a lock. Applying lockslip grease provides a +1 alchemical bonus on Open Lock checks made by the character using it for 1 minute.</entry> + <entry id="70239" lang="en" sex="m">Luhix: Powdered stalks of plants that grow only in the Abyss, luhix is normally sprinkled onto a bleeding, self-inflicted wound. Then the wound is sealed either with magical healing or tightly wound bandages. +Initial Effect: 1 point of ability score damage to all ability scores. +Secondary Effect: The imbiber gains a +2 alchemical bonus to all ability scores for 1d2 hours. +Side Effects: For the first minute of application, the user feels intense pain. During the time that the secondary effect is in effect, the user is immune to pain (including the effects of spells such as symbol of pain). The character takes damage as normal, but may not react normally to that damage. +Overdose: Those who take this drug more than once in 24 hours must make a separate save (Fort DC 25 negates) or die in terrible pain. +Addiction: Luhix has an addiction rating of Vicious (DC 36). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage.</entry> + <entry id="70240" lang="en" sex="m">Mushroom Powder: Taken from a rare blue mushroom, this powder must be inhaled. It is popular among arcane spellcasters. +Initial Effect: +2 alchemical bonus to Intelligence and Charisma for 1 hour. +Secondary Effect: 1 point of Strength damage. +Side Effects: This is a mild hallucinogen. The user takes a -2 alchemical penalty to Wisdom for 1d4 hours and a -2 alchemical penalty to Strength and Constitution for 2d4 hours. +Overdose: If more than one dose is taken in a 12 hour period, the user takes 2d6 points of damage. Using it more than three times in any 24-hour period deals 4d6 points of damage and paralyzes the user for 2d4 hours. +Addiction: Mushroom Powder has an addiction rating of Medium (DC 10). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage.</entry> + <entry id="70241" lang="en" sex="m">Nature's Draught: This substance is a murky, pungent liquid. When consumed, nature's draught causes subtle changes in the user's scent. Animals respond well to a character who has consumed nature's draught, finding her less threatening and easier to trust. Drinking a vial of nature's draught provides a +1 alchemical bonus on Animal Empathy checks made during the next 12 hours.</entry> + <entry id="70242" lang="en" sex="m">Nerv: This is the street name for a substance also known as liquid courage, a gold-colored syrup in a clear glass bottle painted with interweaving blue and red swirls. Drinking a dose of nerv grants the drinker a +2 alchemical bonus on saves against fear effects for 1 hour.</entry> + <entry id="70243" lang="en" sex="m">Sannish: A bluish liquid distilled from wolves' milk and a powdered desert plant, this concoction is very popular. Addicts are easily found by the permanent blue stains on their lips. +Initial Effect: 1 point of Wisdom damage. +Secondary Effect: The user becomes numbed to pain for 1d4 hours, immune to pain-induced penalties (such as from a symbol of pain). +Side Effects: Sannish causes euphoria. While the drug is in effect, the user takes a -2 penalty on all initiative checks. +Overdose: A second dose taken while the first dose is still in effect causes a numbing stupor for 2d4 hours. The user can only take partial actions until the stupor wears off. +Addiction: Sannish has an addiction rating of Medium (DC 10). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage.</entry> + <entry id="70244" lang="en" sex="m">Screaming Flask: This container is made from thick leather with a cap sewn on tight and fitted with a ripcord. Pulling the cord rips open the flask and activates the alchemical substance within. The flask emits a high-pitched shriek in a 15-foot cone. Anything in the cone takes 1d8 points of sonic damage and is deafened for 1 minute (Fortitude DC 15 negates).</entry> + <entry id="70245" lang="en" sex="m">Shedden: This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed with various chemicals and reagents. When spread on your exposed flesh, it temporarily hardens your skin, granting you a +1 bonus to natural armor for 2 minutes. This bonus stacks with any other natural armor you already have.</entry> + <entry id="70246" lang="en" sex="m">Shedden +2: This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed with various chemicals and reagents. When spread on your exposed flesh, it temporarily hardens your skin, granting you a +2 bonus to natural armor for 2 minutes. This bonus stacks with any other natural armor you already have.</entry> + <entry id="70247" lang="en" sex="m">Shedden +3: This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed with various chemicals and reagents. When spread on your exposed flesh, it temporarily hardens your skin, granting you a +3 bonus to natural armor for 2 minutes. This bonus stacks with any other natural armor you already have.</entry> + <entry id="70248" lang="en" sex="m">Shedden +4: This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed with various chemicals and reagents. When spread on your exposed flesh, it temporarily hardens your skin, granting you a +4 bonus to natural armor for 2 minutes. This bonus stacks with any other natural armor you already have.</entry> + <entry id="70249" lang="en" sex="m">Shedden +5: This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed with various chemicals and reagents. When spread on your exposed flesh, it temporarily hardens your skin, granting you a +5 bonus to natural armor for 2 minutes. This bonus stacks with any other natural armor you already have.</entry> + <entry id="70250" lang="en" sex="m">Softfoot: Softfoot is a fine gray powder that muffles sound when applied to the bottom of a foot or boot. It provides a +1 alchemical bonus on Move Silently checks for 1 hour.</entry> + <entry id="70251" lang="en" sex="m">Tanglefoot Bag: This round leather bag is full of alchemical goo. When you throw a tanglefoot bag at a creature, the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move.</entry> + <entry id="70252" lang="en" sex="m">Terran Brandy: A potent alcohol, this magical drink is favored by heartless spellcasters of all types. This green liquid is distilled from the essence of dying fey. +Initial Effect: +2 alchemical bonus to effective caster level for 1d20+20 minutes. +Secondary Effect: 2 points of Constitution damage. +Side Effects: None. +Overdose: If more than one dose is taken in a 8-hour period, the user immediately takes 1 point of Constitution damage. +Addiction: Terran Brandy has an addiction rating of Low (DC 6). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage.</entry> + <entry id="70253" lang="en" sex="m">Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour.</entry> + <entry id="70254" lang="en" sex="m">Vodare: An extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine to dilute the taste. It is made from the crushed petals of a flower that grows only on the graves of those who dedicated their lives to the worship of Rallaster. +Initial Effect: +2 alchemical bonus on Intimidate checks and saving throws against fear effects for 1d4 hours. +Secondary Effect: -4 alchemical penalty on Diplomacy and Bluff checks for 2d4 hours. +Side Effects: Mild euphoria and fierce confidence while the drug is in effect. +Overdose: If more than one dose is taken in a 4-hour period, the user becomes catatonic (Fort DC 15 negates). +Addiction: Vodare has an addiction rating of High (DC 14). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage.</entry> + <entry id="70255" lang="en" sex="m">Weeping Stone: Created through alchemical processes that inflict terrible - and sometimes lethal - pain on a living being, a weeping stone causes anyone touching it to begin to weep and feel great sorrow. Such a character is considered shaken for 1d6 rounds.</entry> + <entry id="70256" lang="en" sex="m">Arsenic: +Ingested DC 13 +Initial Damage: 1 Con +Secondary Damage: 1d8 Con</entry> + <entry id="70257" lang="en" sex="m">Balor Bile: +Contact DC 25 +Initial Damage: 1d6 Str +Secondary Damage: 1d6 Str</entry> + <entry id="70258" lang="en" sex="m">Bebilith Venom: +Injury DC 20 +Initial Damage: 1d6 Con +Secondary Damage: 2d6 Con</entry> + <entry id="70259" lang="en" sex="m">Black Adder Venom: +Injury DC 11 +Initial Damage: 1d6 Con +Secondary Damage: 1d6 Con</entry> + <entry id="70260" lang="en" sex="m">Black Lotus Extract: +Contact DC 20 +Initial Damage: 3d6 Con +Secondary Damage: 3d6 Con</entry> + <entry id="70261" lang="en" sex="m">Bloodroot: +Injury DC 12 +Initial Damage: 0 +Secondary Damage: 1d4 Con + 1d3 Wis</entry> + <entry id="70262" lang="en" sex="m">Blue Whinnis: +Injury DC 14 +Initial Damage: 1 Con +Secondary Damage: Unconsciousness</entry> + <entry id="70263" lang="en" sex="m">Burning Angel Wing Fumes: +Inhaled DC 18 +Initial Damage: 1d6 Cha +Secondary Damage: 2d6 Cha</entry> + <entry id="70264" lang="en" sex="m">Burnt Othur Fumes: +Inhaled DC 18 +Initial Damage: 1 Con drain +Secondary Damage: 3d6 Con</entry> + <entry id="70265" lang="en" sex="m">Carrior Crawler Brain Juice: +Contact DC 13 +Initial Damage: Paralysis +Secondary Damage: 0</entry> + <entry id="70266" lang="en" sex="m">Celestial Lightsblood (Ravage): +Ingested DC 20 +Initial Damage: 1d4 Dex +Secondary Damage: 1d4 Con</entry> + <entry id="70267" lang="en" sex="m">Chaos Mist: +Inhaled DC 15 +Initial Damage: 1d4 Wis +Secondary Damage: 2d6 Wis</entry> + <entry id="70268" lang="en" sex="m">Colossal Centipede Venom: +Injury DC 36 +Initial Damage: 2d6 Dex +Secondary Damage: 2d6 Dex</entry> + <entry id="70269" lang="en" sex="m">Colossal Scorpion Venom: +Injury DC 54 +Initial Damage: 2d8 Str +Secondary Damage: 2d8 Str</entry> + <entry id="70270" lang="en" sex="m">Colossal Spider Venom: +Injury DC 35 +Initial Damage: 2d8 Str +Secondary Damage: 2d8 Str</entry> + <entry id="70271" lang="en" sex="m">Dark Reaver Powder: +Ingested DC 18 +Initial Damage: 2d6 Con +Secondary Damage: 1d6 Con + 1d6 Str</entry> + <entry id="70272" lang="en" sex="m">Deathblade: +Injury DC 20 +Initial Damage: 1d6 Con +Secondary Damage: 2d6 Con</entry> + <entry id="70273" lang="en" sex="m">Dragon Bile: +Contact DC 26 +Initial Damage: 3d6 Str +Secondary Damage: 0</entry> + <entry id="70274" lang="en" sex="m">Epic Wyvern Poison: +Injury DC 26 +Initial Damage: 2d6 Con +Secondary Damage: 2d6 Con</entry> + <entry id="70275" lang="en" sex="m">Eyeblast: +Injury DC 22 +Initial Damage: Blindness +Secondary Damage: Blindness</entry> + <entry id="70276" lang="en" sex="m">Gargantuan Centipede Poison: +Injury DC 26 +Initial Damage: 1d8 Dex +Secondary Damage: 1d8 Dex</entry> + <entry id="70277" lang="en" sex="m">Gargantuan Scorpion Poison: +Injury DC 36 +Initial Damage: 2d6 Str +Secondary Damage: 2d6 Str</entry> + <entry id="70278" lang="en" sex="m">Gargantuan Spider Venom: +Injury DC 31 +Initial Damage: 2d6 Str +Secondary Damage: 2d6 Str</entry> + <entry id="70279" lang="en" sex="m">Giant Wasp Poison: +Injury DC 18 +Initial Damage: 1d6 Dex +Secondary Damage: 1d6 Dex</entry> + <entry id="70280" lang="en" sex="m">Golden Ice (Ravage): +Contact DC 14 +Initial Damage: 1d6 Dex +Secondary Damage: 2d6 Dex</entry> + <entry id="70281" lang="en" sex="m">Greenblood Oil: +Injury DC 13 +Initial Damage: 1 Con +Secondary Damage: 1d2 Con</entry> + <entry id="70282" lang="en" sex="m">Huge Centipede Poison: +Injury DC 18 +Initial Damage: 1d6 Dex +Secondary Damage: 1d6 Dex</entry> + <entry id="70283" lang="en" sex="m">Huge Scorpion Poison: +Injury DC 26 +Initial Damage: 1d8 Str +Secondary Damage: 1d8 Str</entry> + <entry id="70284" lang="en" sex="m">Huge Spider Venom: +Injury DC 22 +Initial Damage: 1d8 Str +Secondary Damage: 1d8 Str</entry> + <entry id="70285" lang="en" sex="m">Id Moss: +Ingested DC 14 +Initial Damage: 1d4 Int +Secondary Damage: 2d6 Int</entry> + <entry id="70286" lang="en" sex="m">Ishentav: +Inhaled DC 13 +Initial Damage: 1d6 Str +Secondary Damage: 1d6 Str</entry> + <entry id="70287" lang="en" sex="m">Jade Water (Ravage): +Injury DC 14 +Initial Damage: 1d4 Wis +Secondary Damage: 1d4 Int + 1d4 Wis</entry> + <entry id="70288" lang="en" sex="m">Large Centipede Poison: +Injury DC 16 +Initial Damage: 1d4 Dex +Secondary Damage: 1d4 Dex</entry> + <entry id="70289" lang="en" sex="m">Large Scorpion Poison: +Injury DC 18 +Initial Damage: 1d6 Str +Secondary Damage: 1d6 Str</entry> + <entry id="70290" lang="en" sex="m">Large Spider Venom: +Injury DC 16 +Initial Damage: 1d6 Str +Secondary Damage: 1d6 Str</entry> + <entry id="70291" lang="en" sex="m">Lich Dust: +Ingested DC 17 +Initial Damage: 2d6 Str +Secondary Damage: 1d6 Str</entry> + <entry id="70292" lang="en" sex="m">Malyss Root Paste: +Contact DC 16 +Initial Damage: 1 Dex +Secondary Damage: 2d4 Dex</entry> + <entry id="70293" lang="en" sex="m">Medium Centipede Poison: +Injury DC 13 +Initial Damage: 1d3 Dex +Secondary Damage: 1d3 Dex</entry> + <entry id="70294" lang="en" sex="m">Medium Scorpion Poison: +Injury DC 15 +Initial Damage: 1d4 Str +Secondary Damage: 1d4 Str</entry> + <entry id="70295" lang="en" sex="m">Medium Spider Venom: +Injury DC 13 +Initial Damage: 1d4 Str +Secondary Damage: 1d4 Str</entry> + <entry id="70296" lang="en" sex="m">Mist of Nourn: +Inhaled DC 25 +Initial Damage: 1d8 Con +Secondary Damage: 1d8 Con</entry> + <entry id="70297" lang="en" sex="m">Nightshade: +Contact DC 10 +Initial Damage: 1 Dex +Secondary Damage: 1d2 Dex</entry> + <entry id="70298" lang="en" sex="m">Nitharit: +Contact DC 13 +Initial Damage: 0 +Secondary Damage: 3d6 Con</entry> + <entry id="70299" lang="en" sex="m">Oil of Taggit: +Ingested DC 15 +Initial Damage: 0 +Secondary Damage: Unconsciousness</entry> + <entry id="70300" lang="en" sex="m">Purified Couatl Venom (Ravage): +Injury DC 16 +Initial Damage: 2d4 Str +Secondary Damage: 4d4 Str</entry> + <entry id="70301" lang="en" sex="m">Purple Worm Poison: +Injury DC 24 +Initial Damage: 1d6 Str +Secondary Damage: 2d6 Str</entry> + <entry id="70302" lang="en" sex="m">Sasson Juice: +Contact DC 18 +Initial Damage: 1d4 Dex +Secondary Damage: 1d4 Dex</entry> + <entry id="70303" lang="en" sex="m">Sasson Leaf Residue: +Contact DC 16 +Initial Damage: 2d12hp +Secondary Damage: 1d6 Con</entry> + <entry id="70304" lang="en" sex="m">Shadow Essence: +Injury DC 17 +Initial Damage: 1 Str drain +Secondary Damage: 2d6 Str</entry> + <entry id="70305" lang="en" sex="m">Small Centipede Poison: +Injury DC 11 +Initial Damage: 1d2 Dex +Secondary Damage: 1d2 Dex</entry> + <entry id="70306" lang="en" sex="m">Small Scorpion Poison: +Injury DC 11 +Initial Damage: 1d3 Str +Secondary Damage: 1d3 Str</entry> + <entry id="70307" lang="en" sex="m">Small Spider Venom: +Injury DC 11 +Initial Damage: 1d3 Str +Secondary Damage: 1d3 Str</entry> + <entry id="70308" lang="en" sex="m">Striped Toadstool: +Ingested DC 11 +Initial Damage: 1 Wis +Secondary Damage: 2d6 Wis + 1d4 Int</entry> + <entry id="70309" lang="en" sex="m">Sufferfume: +Inhaled DC 20 +Initial Damage: 1 all scores +Secondary Damage: 1 all scores</entry> + <entry id="70310" lang="en" sex="m">Terinav Root: +Contact DC 16 +Initial Damage: 1d6 Dex +Secondary Damage: 2d6 Dex</entry> + <entry id="70311" lang="en" sex="m">Tiny Centipede Poison: +Injury DC 11 +Initial Damage: 1 Dex +Secondary Damage: 1 Dex</entry> + <entry id="70312" lang="en" sex="m">Tiny Scorpion Poison: +Injury DC 11 +Initial Damage: 1d2 Str +Secondary Damage: 1d2 Str</entry> + <entry id="70313" lang="en" sex="m">Tiny Spider Venom: +Injury DC 11 +Initial Damage: 1d2 Str +Secondary Damage: 1d2 Str</entry> + <entry id="70314" lang="en" sex="m">Ungol Dust: +Inhaled DC 15 +Initial Damage: 1 Cha +Secondary Damage: 1d6 Cha + 1 Cha drain</entry> + <entry id="70315" lang="en" sex="m">Unicorn Blood (Ravage): +Injury DC 17 +Initial Damage: 1d3 Str +Secondary Damage: 1d4 Str</entry> + <entry id="70316" lang="en" sex="m">Urthanyk: +Inhaled DC 19 +Initial Damage: 1d6 Str +Secondary Damage: 1d6 Str</entry> + <entry id="70317" lang="en" sex="m">Vilestar: +Contact DC 24 +Initial Damage: 2d6 Str +Secondary Damage: 2d6 Str</entry> + <entry id="70318" lang="en" sex="m">Wyvern Poison: +Injury DC 17 +Initial Damage: 2d6 Con +Secondary Damage: 2d6 Con</entry> + <entry id="70319" lang="en" sex="m">Practiced Spellcaster (Paladin)</entry> + <entry id="70320" lang="en" sex="m">Practiced Spellcaster (Ranger)</entry> + <entry id="70321" lang="en" sex="m">Practiced Spellcaster (Assassin)</entry> + <entry id="70322" lang="en" sex="m">Practiced Spellcaster (Blackguard)</entry> + <entry id="70323" lang="en" sex="m">Practiced Spellcaster (Ocular Adept)</entry> + <entry id="70324" lang="en" sex="m">Practiced Spellcaster (Hexblade)</entry> + <entry id="70325" lang="en" sex="m">Practiced Spellcaster (Duskblade)</entry> + <entry id="70326" lang="en" sex="m">Practiced Spellcaster (Healer)</entry> + <entry id="70327" lang="en" sex="m">Practiced Spellcaster (Knight of the Chalice)</entry> + <entry id="70328" lang="en" sex="m">Practiced Spellcaster (Nentyar Hunter)</entry> + <entry id="70329" lang="en" sex="m">Practiced Spellcaster (Vassal of Bahamut)</entry> + <entry id="70330" lang="en" sex="m">Practiced Spellcaster (Ur-Priest)</entry> + <entry id="70331" lang="en" sex="m">Practiced Spellcaster (Soldier of Light)</entry> + <entry id="70332" lang="en" sex="m">Practiced Spellcaster (Telflammar Shadowlord)</entry> + <entry id="70333" lang="en" sex="m">Practiced Spellcaster (Justice of Weald and Woe)</entry> + <entry id="70334" lang="en" sex="m">Practiced Spellcaster (Knight of the Middle Circle)</entry> + <entry id="70335" lang="en" sex="m">Practiced Spellcaster (Shaman)</entry> + <entry id="70336" lang="en" sex="m">Practiced Spellcaster (Slayer of Domiel)</entry> + <entry id="70337" lang="en" sex="m">Practiced Spellcaster (Suel Archanamach)</entry> + <entry id="70338" lang="en" sex="m">Practiced Spellcaster (Favoured Soul)</entry> + <entry id="70339" lang="en" sex="m">Practiced Spellcaster (Sohei)</entry> + <entry id="70340" lang="en" sex="m">Practiced Spellcaster (Warmage)</entry> + <entry id="70341" lang="en" sex="m">Master of Nine</entry> + <entry id="70342" lang="en" sex="m">Masters of Nine</entry> + <entry id="70343" lang="en" sex="m">master of nine</entry> + <entry id="70344" lang="en" sex="m">(PRESTIGE CLASS) +Some savants of the Nine Disciplines believe that none of the paths are complete, true disciplines in and of themselves. They believe that the nine disciplines are more appropriately termed the Nine Steps, each a single portion of a whole, true Way. These few masters strive to learn the secrets of each path, and in doing some become the masters of nine, using a martial style that combines all of the techniques of the Temple of Nine Swords. Such martial sages are fluid and unpredictable martial artists, capable of switching between styles and techniques to suit each situation. + +- Hit Die: d8 +- Proficiencies: A Master of Nine gains no additional proficiencies. +- Skill Points: 6 + Int Modifier + +REQUIREMENTS: + +Skills: 10 ranks in 4 skills from Tumble, Intimidate, Concentration, Balance, Sense Motive, Hide, Jump, and Persuade. +Feats: Adaptive Style, Dodge, Blind-Fight, Improved Initiative, Improved Unarmed Strike. +Maneuvers: Must know at least one maneuver from six disciplines. + +ABILITIES: + +Level +1: +2: Dual Stance - Two stances at once +3: Perfect Form - Higher DC on all strikes +4: Counter Stance - Change stances while using a counter +5: Mastery of Nine - Attack and Damage bonus + +Maneuvers + +The Master of Nine may select maneuvers from any discipline. He adds his full class level to his initiator level. He gains new maneuvers known and readied at the indicated levels. + +Level Maneuvers Known Maneuvers Readied Stances Known +1 2 1 0 +2 1 1 1 +3 2 1 0 +4 1 1 1 +5 2 1 0 </entry> + <entry id="70345" lang="en" sex="m">Dual Stance</entry> + <entry id="70346" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Master of Nine 2. +Specifics: You may use a second stance for a limited time each day of 2 rounds per class level. The timer will not start until you activate your second stance. +Use: Selected</entry> + <entry id="70347" lang="en" sex="m">Perfect Form</entry> + <entry id="70348" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Master of Nine 3. +Specifics: The save DC of all of your maneuvers is increased by 1. +Use: Automatic</entry> + <entry id="70349" lang="en" sex="m">Counter Stance</entry> + <entry id="70350" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Master of Nine 4. +Specifics: Whenever you initiate a counter, you may change your stance as a free action. +Use: Automatic</entry> + <entry id="70351" lang="en" sex="m">Master of Nine</entry> + <entry id="70352" lang="en" sex="m">Type of Feat: Class Specific +Prerequisites: Master of Nine 5. +Specifics: You gain a +2 bonus on all maneuvers, and a damage bonus on all maneuvers equal to the number of disciplines from which you know maneuvers. +Use: Automatic</entry> + <entry id="70353" lang="en" sex="m">Practiced Spellcaster (Dread Necromancer)</entry> + <entry id="70354" lang="en" sex="m">Hide From Undead</entry> + <entry id="70355" lang="en" sex="m">Abjuration +Level: Clr 1, Dn 1 +Components: V, S, DF +Casting Time: 1 standard action +Range: Touch +Targets: One creature touched +Duration: 10 min./level (D) +Saving Throw: Will negates (harmless) +Spell Resistance: Yes + +Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.</entry> + <entry id="70356" lang="en" sex="m">Crushing Despair</entry> + <entry id="70357" lang="en" sex="m">Crushing Despair +Enchantment (Compulsion) [Mind-Affecting] +Level: Brd 3, Wiz 4 +Components: V, S, M +Casting Time: 1 standard action +Range: 30 ft. +Area: Cone +Duration: 1 min./level +Saving Throw: Will negates +Spell Resistance: Yes + +A cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.</entry> + <entry id="70358" lang="en" sex="m">Halt Undead</entry> + <entry id="70359" lang="en" sex="m">Halt Undead +Necromancy +Level: Wiz 3, Dn 3 +Components: V, S, M +Casting Time: 1 standard action +Range: Medium +Target: Three undead creatures +Duration: 1 round/level +Saving Throw: Will negates +Spell Resistance: Yes + +This spell renders as many as three undead creatures immobile. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature).</entry> + <entry id="70360" lang="en" sex="m">Eyebite</entry> + <entry id="70361" lang="en" sex="m">Eyebite +Necromancy [Evil] +Level: Bard 6, Wiz 6, Dn 6 +Components: V, S +Casting Time: 1 standard action +Range: Close +Target: One living creature +Duration: See text +Saving Throw: Fortitude negates +Spell Resistance: Yes + +You may target a single living creature, striking it with waves of evil power. Depending on the target's HD, this attack has as many as three effects. +HD Effect +10 or more Sickened +5-9 Panicked, sickened +4 or less Comatose, panicked, sickened + +The effects are cumulative and concurrent. + +Sickened: Sudden pain and fever sweeps over the subject's body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective. + +Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect. + +Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.</entry> + <entry id="70362" lang="en" sex="m">Song of Discord</entry> + <entry id="70363" lang="en" sex="m">Song of Discord +Enchantment (Compulsion) [Mind-Affecting, Sonic] +Level: Brd 5 +Components: V, S +Casting Time: 1 standard action +Range: Medium +Area: 20 ft. burst +Duration: 1 min./level +Saving Throw: Will negates +Spell Resistance: Yes + +This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round.</entry> + <entry id="70364" lang="en" sex="m">Fire in the Blood</entry> + <entry id="70365" lang="en" sex="m">Fire in the Blood +Necromancy +Level: Clr 5 +Components: V, S, M +Casting Time: 1 standard action +Range: Personal +Target: You +Duration: 1 Minute/level + +You deal 4d6 damage to any enemy who strikes you in melee.</entry> + <entry id="70366" lang="en" sex="m">Vile Death</entry> + <entry id="70367" lang="en" sex="m">Vile Death +Conjuration (Calling) [Evil] +Level: Clr 9, Dn 7, Wiz 9 +Components: V, S, M +Casting Time: 1 standard action +Range: Touch +Target: One undead creature +Duration: Permanent + +The target undead creature gains the Fiendish template.</entry> + <entry id="70368" lang="en" sex="m">Plague of Undead</entry> + <entry id="70369" lang="en" sex="m">Plague of Undead +Necromancy [Evil] +Level: Clr 9, Dn 9, Wiz 9 +Components: V, S +Casting Time: 1 standard action +Range: Close +Effect: Raise Undead +Duration: Permanent + +You summon 4 Bone Warriors. These last until they are killed.</entry> + <entry id="70370" lang="en" sex="m">Dread Necromancer</entry> + <entry id="70371" lang="en" sex="m">Dread Necromancers</entry> + <entry id="70372" lang="en" sex="m">dread necromancer</entry> + <entry id="70373" lang="en" sex="m">(BASE CLASS) +A specialist wizard who calls himself a necromancer or a cleric with the Death domain has significant power over undead and the forces of negative energy, but a dread necromancer is their true master. A practitioner of vile and forbidden arts, the dread necromancer roots about in graveyards, searching out moldering components for her obscene spells. She calls upon restless, tormented spirits of the dead, seeking their arcane secrets. She might be a consummate villain, or perhaps a tortured hero whose obsession with death leads her along questionable moral paths. + +- Hit Die: d6 +- Alignment: any non-good +- Proficiencies: A Dread Necromancer gains proficiencies with Simple Weapons, and Light Armour. +- Skill Points: 2 + Int Modifier + +ABILITIES: + +Level +1: Charnel Touch - Negative energy touch +Rebuke Undead +2: Lich Body - DR 2 +3: Negative Energy Burst 1/day +4: Mental Bastion +2 - +2 Saves against poison and disease +5: Fear Aura +6: Scabrous Touch 1/day - Contagion on touch +7: Lich Body - DR 4 +8: Negative Energy Burst 2/day +Undead Mastery - Add your charisma modifier to the number of undead you can control +9: Negative Energy Resistance - +4 saves against negative energy +10: Immunity to Sneak Attack +11: Lich Body - DR 6 +Scabrous Touch 2/day +12: Enervating Touch - Negative level touch +13: Negative Energy Burst 3/day +14: Mental Bastion +4 +15: Lich Body - DR 8 +16: Scabrous Touch 3/day +17: Enervating Touch - Double uses +Immunity to Critical Hits +18: Negative Energy Burst 4/day +19: Craft Wondrous Item +20: Lich Transformation - Gain Lich template. + +SPELLCASTING + +To cast a spell, the Dread Necromancer must have a Charisma score of 10 + the spell level. The DC of a Dread Necromancer's spell is 10 + Spell Level + Charisma Modifier. A Dread Necromancer's caster level is equal to his class level. He is a spontaneous caster who knows all his spells. + +Spells per day: +Level: 1 2 3 4 5 6 7 8 9 + +1: 3 - - - - - - - - +2: 4 - - - - - - - - +3: 5 - - - - - - - - +4: 6 3 - - - - - - - +5: 6 4 - - - - - - - +6: 6 5 3 - - - - - - +7: 6 6 4 - - - - - - +8: 6 6 5 3 - - - - - +9: 6 6 6 4 - - - - - +10: 6 6 6 5 3 - - - - +11: 6 6 6 6 4 - - - - +12: 6 6 6 6 5 3 - - - +13: 6 6 6 6 6 4 - - - +14: 6 6 6 6 6 5 3 - - +15: 6 6 6 6 6 6 4 - - +16: 6 6 6 6 6 6 5 3 - +17: 6 6 6 6 6 6 6 4 - +18: 6 6 6 6 6 6 6 5 3 +19: 6 6 6 6 6 6 6 6 4 +20: 6 6 6 6 6 6 6 6 5</entry> + <entry id="70374" lang="en" sex="m">Charnel Touch</entry> + <entry id="70375" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dread Necromancer 1. +Specifics: Negative energy flows through a dread necromancer's body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels. +Use: Selected.</entry> + <entry id="70376" lang="en" sex="m">Lich Body</entry> + <entry id="70377" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dread Necromancer 1. +Specifics: The dread necromancer gains DR 2/-. As the dread necromancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level. +Use: Automatic.</entry> + <entry id="70378" lang="en" sex="m">Negative Energy Burst</entry> + <entry id="70379" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dread Necromancer 3. +Specifics: Beginning at 3rd level, a dread necromancer gains the ability to emit a burst of negative energy from her body, harming living creatures within 10 feet of her. This burst deals 1d4 points of damage per class level. A successful Will save (DC 10 + 1/2 her class level + Cha modifier) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage she deals to living creatures. A dread necromancer can use this ability once per day at 3rd level, and one additional time per day for every five levels she attains beyond 3rd (2/day at 8th level, 3/day at 13th level, and 4/day at 18th level). +Use: Selected.</entry> + <entry id="70380" lang="en" sex="m">Mental Bastion</entry> + <entry id="70381" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dread Necromancer 4. +Specifics: Starting at 4th level, a dread necromancer gains a +2 bonus on saving throws made to resist poison or disease. This bonus increases to +4 at 14th level. +Use: Automatic.</entry> + <entry id="70382" lang="en" sex="m">Fear Aura</entry> + <entry id="70383" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dread Necromancer 5. +Specifics: Beginning at 5th level, a dread necromancer radiates a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become shaken. +Use: Selected.</entry> + <entry id="70384" lang="en" sex="m">Scabrous Touch</entry> + <entry id="70385" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dread Necromancer 6. +Specifics: The dread necromancer can touch a single creature, diseasing it. A dread necromancer can use this ability once per day at 6th level, twice per day at 11th level, and three times per day at 16th level. +Use: Selected.</entry> + <entry id="70386" lang="en" sex="m">Undead Mastery</entry> + <entry id="70387" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dread Necromancer 8. +Specifics: All undead creatures created by a dread necromancer who has reached 8th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. +In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). +Similarly, when a dread necromancer casts the control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell. +Use: Automatic.</entry> + <entry id="70388" lang="en" sex="m">Negative Energy Resistance</entry> + <entry id="70389" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dread Necromancer 9. +Specifics: Beginning at 9th level, a dread necromancer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells. +Use: Automatic.</entry> + <entry id="70390" lang="en" sex="m">Enervating Touch</entry> + <entry id="70391" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dread Necromancer 12. +Specifics: When a dread necromancer reaches 12th level, she gains the ability to bestow negative levels when she uses her charnel touch attack. Each day, she can use this ability a number of times equal to one-half her class level, granting a negative level with each touch. The saving throw against the negative levels has a DC of 10 + 1/2 her class level + her Charisma modifier. +Beginning at 17th level, the number of uses per day increases to equal her class level. +Use: Selected.</entry> + <entry id="70392" lang="en" sex="m">Lich Transformation</entry> + <entry id="70393" lang="en" sex="m">Type of Feat: Class Specific +Prerequisite: Dread Necromancer 20. +Specifics: When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. This does not increase her level adjustment. +Use: Automatic.</entry> + <entry id="70394" lang="en" sex="m">Forsaker</entry> + <entry id="70395" lang="en" sex="m">Forsakers</entry> + <entry id="70396" lang="en" sex="m">forsaker</entry> + <entry id="70397" lang="en" sex="m">(PRESTIGE CLASS) +Magic is evil. Magic tempts. Magic perverts. Magic corrupts. Anyone who cannot embrace these truths has no business considering the path of the forsaker. The forsaker rebels against the magic of the fantastic world around him. It's not that he doesn't believe in it; he knows full well that magic is real. He has felt its all too tangible power burn over his skin or wrest control of his mind from him. While others may ignore the dangers of magic and succumb to its siren call of power, the forsaker knows better. To him, sorcery is nothing but a crutch that coddles and weakens its users. By depending upon his own resources alone, the forsaker becomes stronger, tougher, smarter, and more nimble than any of his companions. To that end, he treads a lonely path, deliberately depriving himself of magic's benefits and destroying any magic items he finds. + +- Hit Die: d12 +- Proficiencies: Forsakers gain no proficiencies +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Feats: Great Fortitude, Iron Will, Lightning Reflexes + +ABILITIES: + +Level +1: Ability Bonus - +1 to any ability at each class level + Fast Healing - Temporary fast healing, increasing each class level + Spell Resistance - 10 + class level + Magic Hatred - Friendly spells fail to work on a Forsaker, and they cannot equip magical item +2: Damage Reduction 3/+1 +3: Tough Defense - Con to AC + Natural Weapons - Any weapon the Forsaker equips breaks DR equal to his damage reduction +4: Damage Reduction 5/+2 +5: +6: Damage Reduction 7/+3 + Slippery Mind - As per Rogue +7: +8: Damage Reduction 9/+4 +9: +10: Damage Reduction 11/+5 + +EPIC FORSAKER: +All abilities continue to increase in the same pattern as above +Bonus feat from 11, every 3 levels</entry> + <entry id="70398" lang="en" sex="m">Practiced Spellcaster (Celebrant of Sharess)</entry> + <entry id="70399" lang="en" sex="m">Type of Feat: Class +Prerequisite: Forsaker 1 +Specifics: Forsakers regain hit points at an exceptionally fast rate. At 1st level, the character regains 1 hit point per round, to a maximum of 10 hit points per day. The number of hit points regained per round increases by +1 for every four forsaker levels, and the maximum restorable per day increases by 10 for every two forsaker levels. When triggered, heals the maximum amount for the day. +Use: Selected</entry> + <entry id="70400" lang="en" sex="m">Nobles</entry> + <entry id="70401" lang="en" sex="m">noble</entry> + <entry id="70402" lang="en" sex="m">(BASE CLASS) + Nobles are illustrious because of their rank, title, or birth. Nobles have the ability to use their background, education, natural charm, and skills in social maneuvering to their advantage in their day-to-day lives. An elven princess, the lord of Palanthas, a dwarven thane are all examples. While the motivations and goals of such characters vary widely, each is capable of masking his true intentions behind the veil of etiquette, and of using his charm and wit to gain what he desires. + + - Hit Die: d8 + - Proficiencies: A Noble gains proficiencies with Simple Weapons, Martial Weapons, Shields, and Light Armour. + - Skill Points: 4 + Int Modifier + + ABILITIES: + + Level + 1: Favor +1 + 2: Inspire Confidence 1/day + 3: Favor +2 + 4: Coordinate +1 + 5: Inspire Confidence 2/day + 6: + 7: Favor +3 + 8: Coordinate +2 + 9: Inspire Confidence 3/day + 10: + 11: Inspire Greatness + 12: Favor +4 + 13: Coordinate +3, Inspire Confidence 4/day + 14: Inspire Greatness + 15: + 16: Favor +5 + 17: Inspire Confidence 5/day, Inspire Greatness + 18: Coordinate +4 + 19: + 20: Coordinate +5, Inspire Greatness</entry> + <entry id="70403" lang="en" sex="m">Coordinate</entry> + <entry id="70404" lang="en" sex="m">Type of Feat: Class Specific + Prerequisite: Noble 4. + Specifics: The character can aid another character, granting him a bonus equal to 2 + the coordinate bonus on his attacks and skills for 1 round. +Use: Selected.</entry> + <entry id="70405" lang="en" sex="m">Favor</entry> + <entry id="70406" lang="en" sex="m">Type of Feat: Class Specific + Prerequisite: Noble 1. + Specifics: The Noble can summon a weapon with a bonus equal to his class level divided by 4. If there is a DM in the game, this will instead PM the Dungeon Master with a favour roll for him to adjudicate. +Use: Selected.</entry> + <entry id="70407" lang="en" sex="m">Inspire Confidence</entry> + <entry id="70408" lang="en" sex="m">Type of Feat: Class Specific + Prerequisite: Noble 2. + Specifics: +2 saves vs. fear and charm and +1 to attack and damage for allies for 5 rounds. +Use: Selected.</entry> + <entry id="70409" lang="en" sex="m">Inspire Greatness</entry> + <entry id="70410" lang="en" sex="m">Type of Feat: Class Specific + Prerequisite: Noble 11. + Specifics: +2d6 temp hp, +2 saves and +2 to attack for allies for 5 rounds. +Use: Selected.</entry> + <entry id="70411" lang="en" sex="m">[Learn all available spells]</entry> + <entry id="70412" lang="en" sex="m">You have selected the following spells:</entry> + <entry id="70413" lang="en" sex="m">Epic Warlock</entry> + <entry id="70414" lang="en" sex="m">A being of fell magic, an epic warlock is a supernatural force incarnate, losing all but the smallest fragment of his humanity. + +Hit Die: d6 + +Skill Points at Each Additional Level: 2 + Int modifier + +Invocations: The epic warlock's caster level is equal to his class level. He does not learn additional invocations. + +Eldritch Blast: An epic warlock's eldritch blast damage increases by 1d6 at every even-numbered level higher than 20th (10d6 at 22nd, 11d6 at 24th, and so on). + +Damage Reduction: The epic warlock's damage reduction increases by 1 point (to 6/cold iron) at 23rd level and by 1 additional point for every four levels thereafter (7/cold iron at 27th, 8/cold iron at 31st, and so on). + +Bonus Feats: The epic warlock gains a bonus feat every three levels higher than 20th (23rd, 26th, 29th, and so on). Bonus feats must be chosen from the following list, and can be selected even if the warlock does not meet the prerequisites. + +Epic Warlock Bonus Feats: Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Damage Reduction, Eldritch Sculptor*, Energy Resistance, Epic Eldritch Blast*, Epic Extra Invocation*, Epic Fiendish Resilience*, Epic Spell Penetration, Fast Healing, Improved Combat Casting, Lord of All Essences*, Master of the Elements*, Morpheme Savant*, Paragon Visionary*, Shadowmaster*, Superior Initiative. + +*An epic warlock must meet this feat's prerequisites to select it as an epic bonus feat.</entry> + <entry id="70415" lang="en" sex="m">Epic Shaman</entry> + <entry id="70416" lang="en" sex="m">The epic shaman's connection with the spirit world continues to grow as he gains power and wisdom. He is the spirit world's mightiest representative among mortals. + +Hit Die: d6. + +Skill Points at Each Additional Level: 4 + Int modifier. + +Spells: The epic shaman's caster level is equal to his class level. The shaman's number of spells per day does not increase after 20th level. + +Turn or Rebuke Undead: Use the shaman's class level minus 2 to determine the most powerful undead affected by a turn or rebuke check and the turning damage, just as normal. + +Bonus Feats: The epic shaman gains a bonus feat (selected from the list of epic shaman feats) every 4 levels after 20th. + +Epic Shaman Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Perfect Health, Planar Turning, Tenacious Magic, Undead Mastery, Zone of Animation. +</entry> + <entry id="70417" lang="en" sex="m">Epic Favored Soul</entry> + <entry id="70418" lang="en" sex="m">An epic favored soul continues to grow closer to her deity, gaining more and more divine characteristics and resistances. A truly high level epic favored soul is easily mistaken for an angel, devil, demon, or similar outsider. + +Hit Die: d8. + +Skill Points at Each Additional Level: 2 + Int modifier. + +Spells: The favored soul's caster level is equal to her class level. The favored soul's number of spells per day does not increase after 20th level. The favored soul does not learn additional spells. + +Improved Energy Resistance (Ex): Starting at 22nd level, and every four levels thereafter, the favored soul adds +10 to one of her three energy resistances. + +Divine Gift (Ex): At 25th level and every five levels thereafter, a favored soul's bond with her deity grows stronger and manifests physically. She can choose any one of the following benefits at this time. + +Damage Reduction (Ex): The favored soul's damage reduction increases by +2. + +Increased Flight: The favored soul's flying speed increases by +10 ft. + +Natural Armor: The favored soul's natural armor bonus increases by +2. + +Sacred Ability: The favored soul gains a +1 bonus to an ability score of her choice. Each time this gift is chosen, the favored soul must select a new ability to modify. + +Sacred Skill: The favored soul gains a +4 sacred bonus on one skill. Each time this gift is chosen, the favored soul must select a new skill to modify. + +Sacred Spell: The favored soul selects one spell she knows; the selected spell's level must be equal to or less than her favored soul level divided by 10. She can cast this spell one time each day without expending a spell slot, and each time she casts this spell it resolves at caster level +2. Each time this gift is chosen, the favored soul must select a new spell to make sacred. + +These benefits carry with them some form of physical change appropriate to the favored soul's deity. This can be something as simple as glowing eyes, or it can be something as impressive as skin made of liquid fire. In all cases, apart from the actual game benefit granted by the divine gift, this change is physical only. + +Bonus Feats: The epic favored soul gains a bonus feat (selected from the list of epic favored soul feats) at 23rd level and again every three levels after that. + +Epic Favored Soul Bonus Feat List: Craft Epic Magic Arms and Armor, Devastating Critical, Dire Charge, Enhance Spell, Epic Endurance, Epic Prowess, Epic Speed, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Weapon Focus, Epic Weapon Specialization, Extend Life Span, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Overwhelming Critical, Perfect Health, Permanent Emanation, Spell Stowaway, Tenacious Magic.</entry> + <entry id="70419" lang="en" sex="m">Epic Warmage</entry> + <entry id="70420" lang="en" sex="m">An epic warmage has perfected the art of destruction and devastation through his magic. He can lay waste to entire armies and cities with horrifying ease and shocking efficiency. + +Hit Die: d6. + +Skill Points at Each Additional Level: 2 + Int modifier. + +Spells: The warmage's caster level is equal to his class level. The warmage's number of spells per day does not increase after 20th level. The warmage does not learn additional spells, except through the advanced learning class feature (see below). + +Advanced Learning (Ex): An epic warmage continues to add new spells to his spell list once every four levels; the spell added must be a wizard spell of the evocation school. Once a new spell is selected, it is forever added to that warmage's spell list and can be cast like any other spell on the warmage's list. + +Bonus Feats: The epic warmage gains a bonus feat (selected from the list of epic warmage feats) at 23rd level and again every three levels after that. + +Epic Warmage Bonus Feat List: Automatic Silent Spell, Automatic Still Spell, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Tenacious Magic.</entry> + <entry id="70421" lang="en" sex="m">Template: Necropolitan</entry> + <entry id="70422" lang="en" sex="m">Necropolitan is an acquired template that can be added to any humanoid or monstrous humanoid (referred to here after as the base creature). +A necropolitan speaks any languages it knew in life, and it has all the base creature's statistics and special abilities except as noted here. + +Size and Type +The creature's type changes to undead, and it gains the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. + +Hit Dice: Increase to d12. + +Special Qualities +A necropolitan retains all the special qualities of the base creature and gains those described below. + +Resist Control (Ex) +Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control undead spell. + +Turn Resistance (Ex) +A necropolitan has +2 turn resistance. + +Unnatural Resilience (Ex) +Necropolitans automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on necropolitans, however negative energy (such as an inflict spell) heals them. + +Abilities +Same as the base creature, except that as undead creatures, necropolitans have no Constitution score. + +Advancement +By character class. + +Level Adjustment +Same as the base creature. (Becoming a necropolitan involves losing a level so the advantages of the undead type cancel out what would other wise be a larger adjustment.) +</entry> + <entry id="70423" lang="en" sex="m">Extend Spell Ability</entry> + <entry id="70424" lang="en" sex="m">Silent Spell Ability</entry> + <entry id="70425" lang="en" sex="m">Still Spell Ability</entry> + <entry id="70426" lang="en" sex="m">Empower Spell Ability</entry> + <entry id="70427" lang="en" sex="m">Maximize Spell Ability</entry> + <entry id="70428" lang="en" sex="m">Quicken Spell Ability</entry> + <entry id="70429" lang="en" sex="m">Return to spell level selection.</entry> + <entry id="70430" lang="en" sex="m">Template: Half-Fiend</entry> + <entry id="70431" lang="en" sex="m">No matter its form, a half-fiend is always hideous to behold, having dark scales, horns, glowing red eyes, +bat wings, a fetid odor, or some other obvious sign that it is tainted with evil. + +"Half-fiend" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more and nongood alignment (referred to hereafter as the base creature). + +A half-fiend uses all the base creature's statistics and special abilities except as noted here. + +Size and Type +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. + +Speed +A half-fiend has bat wings. Unless the base creature has a better fly speed, the creature can fly at the base creature's base land speed (average maneuverability). + +Armor Class +Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). + +Attack +A half-fiend has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-fiend retains this ability. A half-fiend fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead. + +Full Attack +A half-fiend 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 +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's damage values, whichever are greater. + +Size Bite Damage Claw Damage +Fine 1 - +Diminutive 1d2 1 +Tiny 1d3 1d2 +Small 1d4 1d3 +Medium 1d6 1d4 +Large 1d8 1d6 +Huge 2d6 1d8 +Gargantuan 3d6 2d6 +Colossal 4d6 3d6 + +Special Attacks +A half-fiend retains all the special attacks of the base creature and gains the following special attack. + +Smite Good (Su) +Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. + +Spell-Like Abilities +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, an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. + +HD Abilities +1-2 Darkness 3/day +3-4 Desecrate +5-6 Unholy blight +7-8 Poison 3/day +9-10 Contagion +11-12 Blasphemy +13-14 Unholy aura 3/day, unhallow +15-16 Horrid wilting +17-18 Summon monster IX (fiends only) +19-20 Destruction + +Special Qualities +A half-fiend has all the special qualities of the base creature, plus the following special qualities. + + * Darkvision out to 60 feet. + * Immunity to poison. + * 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). + * A half-fiend's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. + * Spell resistance equal to creature's HD + 10 (maximum 35). + +Abilities +Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Cha +2. + +Skills +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 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 +HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3. + +Alignment +Always evil (any). + +Level Adjustment ++4.</entry> + <entry id="70432" lang="en" sex="m">Template: Lich</entry> + <entry id="70433" lang="en" sex="m">"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. + +A lich has all the base creature's statistics and special abilities except as noted here. + +Size and Type + +The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. + +Hit Dice + +Increase all current and future Hit Dice to d12s. + +Armor Class + +A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better. + +Attack + +A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires. + +Full Attack + +A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack). + +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 + 1/2 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, it deals 1d8+5 points of extra damage on one natural weapon attack. + +Special Attacks + +A lich retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich's HD + lich's Cha modifier unless otherwise noted. + +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 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's level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. + +Paralyzing Touch (Su) + +Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). + +The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.. + +Spells + +A lich can cast any spells it could cast while alive. + +Special Qualities + +A lich retains all the base creature's special qualities and gains those described below. + +Turn Resistance (Ex) + +A lich has +4 turn resistance. + +Damage Reduction (Su) + +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. + +Immunities (Ex) + +Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. + +Abilities + +Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score. + +Skills + +Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature. + +Organization + +Solitary or troupe (1 lich, plus 2-4 vampires and 5-8 vampire spawn). + +Challenge Rating + +Same as the base creature + 2. + +Treasure + +Standard coins; double goods; double items. + +Alignment + +Any evil. + +Advancement + +By character class. + +Level Adjustment + +Same as the base creature +4. + +Lich Characters + +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. + +The Lich's Phylactery + +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. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death. + +Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. + +The most common form of phylactery is a sealed metal box containing strips of parchment on which magicalphrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. + +Other forms of phylacteries can exist, such as rings, amulets, or similar items. +</entry> + <entry id="70434" lang="en" sex="m">Template: Demi-Lich</entry> + <entry id="70435" lang="en" sex="m">"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'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 incorporation of costly gems into the retained body part; see Creating Soul Gems, below. + +Size + +Medium-size and Large liches become Diminutive demiliches, Huge liches become Small demiliches, Gargantuan liches become Medium-size demiliches, and Colossal liches become Large demiliches. + +Hit Dice + +As lich. + +Speed + +Change to fly 180 ft. (perfect). The lich's supernatural fly speed, if any, is also retained. + +AC + +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. + +Attack + +The demilich gains an insight bonus equal to its Hit Dice as a bonus on its touch attacks. + +Damage + +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's touch attack uses negative energy to deal 10d6+20 points of damage to living creatures (no saving throw). Liches with other natural attacks lose them. + +Special Attacks + +The demilich retains all the lich's special attacks and also gains those described below. + +Trap the Soul (Su) + +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's 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 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 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, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save. + +Fear Aura (Su) + +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's Cha modifier) or be affected as though by fear as cast by a 21st-level caster. + +Paralyzing Touch (Su) + +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 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. + +Spells + +The demilich can cast any spells it could cast as a lich. + +Perfect Automatic Still Spell + +The demilich can cast all the spells it knows without gestures. + +Spell-Like Abilities + +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; 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's HD + the demilich's Charisma modifier. + +Special Qualities + +The demilich retains all the lich's special qualities and also has those described below. + +Magic Immunity (Ex) + +Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally. + +Phylactery Transference (Su) + +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 are located. The standard limits on types of items utilized simultaneously still apply. + +Undead Traits + +Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. + +Immunities (Ex) + +Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks. + +Turn Resistance (Ex) + +A demilich has turn resistance +20. + +Damage Reduction (Su) + +A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded). + +Resistances (Ex) + +Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20. + +Saves + +Same as the lich. + +Abilities + +A demilich gains +10 to Intelligence, Wisdom, and Charisma. + +Skills + +Demiliches receive a +20 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack). + +Feats + +Same as the lich. + +Epic Feats + +Demiliches gain the feats Blinding Speed, Tenacious Magic, and Automatic Quicken Spell. + +Climate/Terrain + +Same as the lich. + +Organization + +Solitary or consistory (1 demilich and 3-6 liches). + +Challenge Rating + +Same as the lich + 6. + +Treasure + +Same as the lich. + +Alignment + +Any evil. + +Advancement + +By character class. + +Demilich Characters + +The process of becoming a demilich can be undertaken only by a lich acting of its own free will. The demilich retains all class abilities it had as a lich. + +Creating Soul Gems + +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 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 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. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. +</entry> + <entry id="70436" lang="en" sex="m">Abjurant Champion</entry> + <entry id="70437" lang="en" sex="m">Abjurant Champions</entry> + <entry id="70438" lang="en" sex="m">abjurant champion</entry> + <entry id="70439" lang="en" sex="m">(PRESTIGE CLASS) +The abjurant champion focuses his arcane abilities both to augment his personal defense and to hinder enemy spellcasters. Perfectly suited for martial stalwarts who dabble in magic, this class offers characters the ability to improve their combat skills in ways neither soldiers nor spellcasters can. + +- Hit Die: d10. +- Proficiencies: An Abjurant Champion gains no armor or weapon proficiency. +- Skill Points: 2 + Int Modifier. + +REQUIREMENTS: + +Base Attack Bonus: +5. +Feats: Combat Casting. +Spellcasting: Must be able to cast 1st-level arcane spells. +Special: Must be proficient with at least one martial weapon. + +ABILITIES: + +Level +1: Feat - Abjurant Armor - Apply Character Level to abjuration spells that buff shield or armor bonuses. + Feat - Extended Abjuration - Any abjuration spell you cast is extended. +2: Feat - Swift Abjuration - You cast Abjuration spells as a swift action (NOT IMPLEMENTED). +3: +4: Feat - Arcane Boost - Expend a spell to improve some abilities. +5: Feat - Martial Arcanist - Use your attack bonus as your caster level if it is the higher of the two.</entry> + <entry id="70440" lang="en" sex="m">Abjurant Armor</entry> + <entry id="70441" lang="en" sex="m">Type of Feat: Class +Prerequisite: Abjurant Champion 1 + +Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on shield and similar spells instead of actual armor.</entry> + <entry id="70442" lang="en" sex="m">Extended Abjuration</entry> + <entry id="70443" lang="en" sex="m">Type of Feat: Class +Prerequisite: Abjurant Champion 1 + +You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).</entry> + <entry id="70444" lang="en" sex="m">Swift Abjuration</entry> + <entry id="70445" lang="en" sex="m">Type of Feat: Class +Prerequisite: Abjurant Champion 2 + +Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).</entry> + <entry id="70446" lang="en" sex="m">Arcane Boost - Attack Bonus</entry> + <entry id="70447" lang="en" sex="m">Arcane Boost - Armor Bonus</entry> + <entry id="70448" lang="en" sex="m">Arcane Boost - Damage Bonus</entry> + <entry id="70449" lang="en" sex="m">Arcane Boost - Elemental Resistance</entry> + <entry id="70450" lang="en" sex="m">Arcane Boost - Save Bonus</entry> + <entry id="70451" lang="en" sex="m">Type of Feat: Class +Prerequisite: Abjurant Champion 4 + +Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round. + + Bonus on attack rolls equal to the spell's level. + Bonus on weapon damage rolls equal to twice the spell's level. + Bonus to AC equal to the spell's level. + Bonus on saving throws equal to the spell's level. + Resistance to acid, cold, electricity, fire, and sonic equal to 5 � the spell's level. +</entry> + <entry id="70452" lang="en" sex="m">Martial Arcanist</entry> + <entry id="70453" lang="en" sex="m">Type of Feat: Class +Prerequisite: Abjurant Champion 5 + +At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level wizard/5th-level abjurant champion has a base attack bonus of +12 (and thus a caster level of 12th). You can apply this benefit to only one arcane class to which you have added spellcasting levels by your advancement as an abjurant champion.</entry> + <entry id="70454" lang="en" sex="m">Mind Cleave</entry> + <entry id="70455" lang="en" sex="m">Type of Feat: Class +Prerequisites: Soulknife, Mindblade class feature, Psychic Strike class feature + +If you deal enough damage to a creature to make it fall (typically by dropping it below 0 hps or killing it), with your mindblade, you drain off a portion of the creature's liberated energy of consciousness. The liberated energy automatically charges the blade used to fell the foe as if you had imbued it with your psychic strike class feature. +</entry> + <entry id="70456" lang="en" sex="m">Practiced Mind Blade</entry> + <entry id="70457" lang="en" sex="m">Type of Feat: Class +Prerequisites: Soulknife, Mindblade class feature, Concentration 4+ ranks + +You are treated as having 4 more levels of soulknife for the purpose of manifesting your mind blade. This benefit cannot grant you an effective soulknife level greater than your hit dice. However, even if you cannot benefit from the full bonus immediately, if you later gain levels that do not increase your mind blade, you can apply the full bonus. This feat affects only the mind blades enhancement bonus and special abilities. +</entry> + <entry id="70458" lang="en" sex="m">Quicker than the Eye</entry> + <entry id="70459" lang="en" sex="m">Apprentice, Night's Long Fingers +Level/School: 1st/Transmutation +Range: Personal +Target: You +Duration: 1 minutes/level + +A faint layer of shadow flows like ink over your hands, staining them pitch black -- and then, in an instant, they appear normal once more. + +You gain a +5 enhancement bonus on Pickpocket, Open Lock, and Disable Trap checks. This bonus increases to +10 at 5th level, and +15 at 10th level.</entry> + <entry id="70460" lang="en" sex="m">Trail of Haze</entry> + <entry id="70461" lang="en" sex="m">Apprentice, Night's Long Fingers +Level/School: 2nd/Transmutation +Range: Personal +Target: You +Duration: Instantaneous + +Upon casting, the target seems almost to leak smoke. A tiny plume of jet-black mist emerges from his flesh, first in a trickle, then an ever-increasing stream. + +Acts as per the Locate Creature spell.</entry> + <entry id="70462" lang="en" sex="m">Umbral Fist</entry> + <entry id="70463" lang="en" sex="m">Apprentice, Night's Long Fingers +Level/School: 3rd/Transmutation +Range: Personal +Target: You +Duration: 1 minutes/level + +Your hand turns jet black and seems to flicker as tiny wisps of shadow constantly leak from between your fingers and disappear. + +For the duration of this mystery, you can, as a standard action, make a special attack against any foe within medium range (100 ft. + 10 ft./level). You must have line of sight to the target. You can make any one of the following special attacks: bull rush, disarm, or trip. For purposes of adjudicating these attacks, make your touch attack as normal, if one is necessary. When actually resolving the opposed roll, however, substitute your caster level for your base attack bonus and either your Intelligence or Charisma modifier (your choice) for your Strength. Because the attack is made at a distance, it does not draw an attack of opportunity that such an attack would draw under normal circumstances, nor can your foe attempt to perform the same maneuver on you in turn, even if such is normally allowed. + +You will be given a feat on your class radial to allow you to make these attacks.</entry> + <entry id="70464" lang="en" sex="m">Fearful Gloom</entry> + <entry id="70465" lang="en" sex="m">Initiate, Darkened Alleys +Level/School: 4th/Necromancy [Darkness, Fear, Mind-Affecting] +Range: Close (25 ft. + 5 ft./2 levels) +Area: 30-ft.-radius emanation +Duration: 1 round/level +Saving Throw: Will partial; see text +Spell Resistance: Yes + +Plumes of blackness swiftly fill the air like a viscous fog. The shifting of shadow and mists just barely suggests the presence of screaming faces and indescribable horrors lurking in the dark. + +The area of fearful gloom is filled with shadowy illumination, as per darkness. All creatures within the area, or who enter it, must attempt a Will save or become frightened; on a successful save, they are shaken instead. If the creature has fewer than 5 HD, it is frightened. Creatures within the area must repeat the save each round until they either fail or leave the area. Once a creature has left the fearful gloom, the effects last an additional 2d6 rounds. </entry> + <entry id="70466" lang="en" sex="m">Sickening Shadow</entry> + <entry id="70467" lang="en" sex="m">Initiate, Darkened Alleys +Level/School: 5th/Necromancy [Darkness] +Range: Close (25 ft. + 5 ft./2 levels) +Area: 30-ft.-radius emanation +Duration: 1 round/level +Saving Throw: Fortitude partial; see text +Spell Resistance: Yes + +An oily black smoke rolls out of nowhere, obscuring sight and sound. It leaves a distasteful residue on everything within, and the scent is one of open sewers and putrefied flesh. + +The area of sickening shadow is filled with shadowy illumination, as per darkness. All creatures within the area, or those who enter it, must attempt a Fortitude save or be nauseated. Those who succeed are merely sickened. Creatures within the area must repeat the save each round until they either fail or leave the area. Once a creature has left the sickening shadow, the sickened effect lasts for 2d6 rounds. Nausea lasts for 1d4 rounds and is then followed by an additional 2d6 rounds of being sickened. </entry> + <entry id="70468" lang="en" sex="m">Deadly Shade</entry> + <entry id="70469" lang="en" sex="m">Initiate, Darkened Alleys +Level/School: 6th/Necromancy [Darkness] +Range: Close (25 ft. + 5 ft./2 levels) +Area: 30-ft.-radius emanation +Duration: 1 round/level +Saving Throw: Fortitude negates; see text +Spell Resistance: Yes + +Tendrils of darkness flow from the ground like smoke, filling the area with writhing, shifting darkness. A cold draft washes over your soul even as the tendrils rise. + +The area of deadly shade is filled with shadowy illumination, as per darkness (PH 216). In addition, each time you invoke this mystery, decide if you wish the spell to deal or absorb damage. + +If you choose to deal damage, anyone within the area who suffers hit point damage from any source must make a Fortitude save. Failure indicates that the subject gains a negative level. Success prevents the negative level, but if the individual is damaged again within the area, he must attempt a new save. These negative levels fade in 1 hour per caster level, and they never cause permanent level loss. + +If you choose instead to have the deadly shade absorb damage, all creatures within the area gain DR 4/- and energy resistance 4 against all energy types.</entry> + <entry id="70470" lang="en" sex="m">Deadly Shade - Absorb</entry> + <entry id="70471" lang="en" sex="m">Deadly Shade - Damage</entry> + <entry id="70472" lang="en" sex="m">Grasping Shadows</entry> + <entry id="70473" lang="en" sex="m">Master, Shadowscape +Level/School: 7th/Conjuration (Creation) +Range: Medium (100 ft. + 10 ft./level) +Area/Target: 20-ft.-radius spread +Duration: 1 round/level +Saving Throw: Will partial +Spell Resistance: See text + +Stalks of shadows burst from the ground, as though desperate to escape the bonds of the earth, and immediately flail at everyone nearby. + +This mystery creates an area of grasping tendrils that function as the spell Evard's black tentacles, with one additional hazard - anyone successfully grappled by a tentacle must attempt a Will save or go blind. A successful save means the individual is safe from blinding during that particular grapple, but if she escapes and is then regrappled, she must make another saving throw. The blindness is permanent until magically cured.</entry> + <entry id="70474" lang="en" sex="m">Grasping Shadows</entry> + <entry id="70475" lang="en" sex="m">Master, Shadowscape +Level/School: 7th/Conjuration (Creation) +Range: Medium (100 ft. + 10 ft./level) +Area/Target: 20-ft.-radius spread +Duration: 1 round/level +Saving Throw: Will partial +Spell Resistance: See text + +Stalks of shadows burst from the ground, as though desperate to escape the bonds of the earth, and immediately flail at everyone nearby. + +This mystery creates an area of grasping tendrils that function as the spell Evard's black tentacles, with one additional hazard - anyone successfully grappled by a tentacle must attempt a Will save or go blind. A successful save means the individual is safe from blinding during that particular grapple, but if she escapes and is then regrappled, she must make another saving throw. The blindness is permanent until magically cured.</entry> + <entry id="70476" lang="en" sex="m">Menagerie of Darkness</entry> + <entry id="70477" lang="en" sex="m">Master, Shadowscape +Level/School: 8th/Transmutation +Range: 30 ft. +Area: 30-ft.-radius emanation centered on you +Duration: 10 minutes/level +Saving Throw: Will negates +Spell Resistance: Yes + +Nearby animals and vermin abruptly shudder. Their mouths and eyes gape wide as a torrent of blackness flows into them from the surrounding gloom. + +Any animals or vermin within the emanation, or who enter it, must make a Will save or immediately take on the aspects of their shadow selves, temporarily gaining the dark creature template. You gain control over these animals, as per the spell dominate animal. Menagerie of darkness does not affect animals or vermin with Hit Dice higher than your caster level.</entry> + <entry id="70478" lang="en" sex="m">Black Labyrinth</entry> + <entry id="70479" lang="en" sex="m">Master, Shadowscape +Level/School: 9th/Conjuration (Creation) +Range: Personal +Area: One area +Duration: 12 hours/level +Saving Throw: Will partial, see text +Spell Resistance: No + +The air blackens, the shadows of the alleys lengthen, and the wind shrieks as the Shadow and Material Planes collide. + +Black labyrinth causes substantial disorientation within the area it affects. Direction and distance become impossible to determine, as the world itself bends and twists. + +All attacks have a 50% miss chance. +Area effects with a source or target within the black labyrinth have a 20% chance of improper placement. If this occurs, the spell is centered 1d4 x 5 feet in a random direction from where the caster intended. +All Search and Spot checks take a -10 penalty. +Each round, all creatures are moved in a random direction. A successful Will save negates this particular effect, but that save must be repeated for each round of movement. +Any teleportation effects with a destination inside the black labyrinth deposit their passengers 1d% x 5 feet from the intended destination. A teleport effect cast within the black labyrinth requires a successful Will save. + +When within your own black labyrinth, you are immune to the last two effects (movement and teleportation), but not the others. </entry> + <entry id="70480" lang="en" sex="m">Umbral Fist - Bull Rush</entry> + <entry id="70481" lang="en" sex="m">Umbral Fist - Disarm</entry> + <entry id="70482" lang="en" sex="m">Umbral Fist - Trip</entry> + <entry id="70483" lang="en" sex="m">Path Focus - Night's Long Fingers</entry> + <entry id="70484" lang="en" sex="m">Path Focus - Darkened Alleys</entry> + <entry id="70485" lang="en" sex="m">Path Focus - Shadowscape</entry> + <entry id="70486" lang="en" sex="m">Greater Path Focus - Night's Long Fingers</entry> + <entry id="70487" lang="en" sex="m">Greater Path Focus - Darkened Alleys</entry> + <entry id="70488" lang="en" sex="m">Greater Path Focus - Shadowscape</entry> + <entry id="70489" lang="en" sex="m">Nocturnal Caster - Night's Long Fingers</entry> + <entry id="70490" lang="en" sex="m">Nocturnal Caster - Darkened Alleys</entry> + <entry id="70491" lang="en" sex="m">Nocturnal Caster - Shadowscape</entry> + <entry id="70492" lang="en" sex="m">Favored Mystery - Quicker Than The Eye</entry> + <entry id="70493" lang="en" sex="m">Favored Mystery - Trail of Haze</entry> + <entry id="70494" lang="en" sex="m">Favored Mystery - Umbral Fist</entry> + <entry id="70495" lang="en" sex="m">Favored Mystery - Fearful Gloom</entry> + <entry id="70496" lang="en" sex="m">Favored Mystery - Sickening Shadow</entry> + <entry id="70497" lang="en" sex="m">Favored Mystery - Deadly Shade</entry> + <entry id="70498" lang="en" sex="m">Favored Mystery - Grasping Shadows</entry> + <entry id="70499" lang="en" sex="m">Favored Mystery - Menagerie of Darkness</entry> + <entry id="70500" lang="en" sex="m">####START_OF_PSI_SPELLBOOK_RESERVE</entry> + <entry id="70501" lang="en" sex="m">Psychic Rogue Bolt</entry> + <entry id="70502" lang="en" sex="m">Psychic Rogue Burst</entry> + <entry id="70503" lang="en" sex="m">Psychic Rogue Compression</entry> + <entry id="70504" lang="en" sex="m">Psychic Rogue Conceal Thoughts</entry> + <entry id="70505" lang="en" sex="m">Psychic Rogue Control Object</entry> + <entry id="70506" lang="en" sex="m">Psychic Rogue Create Sound</entry> + <entry id="70507" lang="en" sex="m">Psychic Rogue Precognition, Defensive</entry> + <entry id="70508" lang="en" sex="m">Psychic Rogue Disable</entry> + <entry id="70509" lang="en" sex="m">Psychic Rogue Distract</entry> + <entry id="70510" lang="en" sex="m">Psychic Rogue Elf Sight</entry> + <entry id="70511" lang="en" sex="m">Psychic Rogue Empathy</entry> + <entry id="70512" lang="en" sex="m">Psychic Rogue Empty Mind</entry> + <entry id="70513" lang="en" sex="m">Psychic Rogue Entangling Ectoplasm</entry> + <entry id="70514" lang="en" sex="m">Psychic Rogue Far Hand</entry> + <entry id="70515" lang="en" sex="m">Psychic Rogue Force Screen</entry> + <entry id="70516" lang="en" sex="m">Psychic Rogue My Light</entry> + <entry id="70517" lang="en" sex="m">Psychic Rogue Precognition, Offensive</entry> + <entry id="70518" lang="en" sex="m">Psychic Rogue Prescience, Offensive</entry> + <entry id="70519" lang="en" sex="m">Psychic Rogue Skate</entry> + <entry id="70520" lang="en" sex="m">Psychic Rogue Vigor</entry> + <entry id="70521" lang="en" sex="m">Psychic Rogue Animal Affinity</entry> + <entry id="70522" lang="en" sex="m">Psychic Rogue Aversion</entry> + <entry id="70523" lang="en" sex="m">Psychic Rogue Body Equilibrium</entry> + <entry id="70524" lang="en" sex="m">Psychic Rogue Chameleon</entry> + <entry id="70525" lang="en" sex="m">Psychic Rogue Cloud Mind</entry> + <entry id="70526" lang="en" sex="m">Psychic Rogue Concealing Amorpha</entry> + <entry id="70527" lang="en" sex="m">Psychic Rogue Control Object</entry> + <entry id="70528" lang="en" sex="m">Psychic Rogue Control Sound</entry> + <entry id="70529" lang="en" sex="m">Psychic Rogue Darkvision, Psionic</entry> + <entry id="70530" lang="en" sex="m">Psychic Rogue Knock, Psionic</entry> + <entry id="70531" lang="en" sex="m">Psychic Rogue Thought Shield</entry> + <entry id="70532" lang="en" sex="m">Psychic Rogue Body Adjustment</entry> + <entry id="70533" lang="en" sex="m">Psychic Rogue Body Purification</entry> + <entry id="70534" lang="en" sex="m">Psychic Rogue Control Air</entry> + <entry id="70535" lang="en" sex="m">Psychic Rogue Dimension Slide</entry> + <entry id="70536" lang="en" sex="m">Psychic Rogue Escape Detection</entry> + <entry id="70537" lang="en" sex="m">Psychic Rogue Concealing Amorpha, Greater</entry> + <entry id="70538" lang="en" sex="m">Psychic Rogue Hustle</entry> + <entry id="70539" lang="en" sex="m">Psychic Rogue Keen Edge, Psionic</entry> + <entry id="70540" lang="en" sex="m">Psychic Rogue Mental Barrier</entry> + <entry id="70541" lang="en" sex="m">Psychic Rogue Ubiquitous Vision</entry> + <entry id="70542" lang="en" sex="m">Psychic Rogue Dimension Door, Psionic</entry> + <entry id="70543" lang="en" sex="m">Psychic Rogue Dimension Door - Self only</entry> + <entry id="70544" lang="en" sex="m">Psychic Rogue Dimension Door - Party within 10ft</entry> + <entry id="70545" lang="en" sex="m">Psychic Rogue Dimension Door - Direction and Distance - Self only</entry> + <entry id="70546" lang="en" sex="m">Psychic Rogue Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="70547" lang="en" sex="m">Psychic Rogue Freedom of Movement, Psionic</entry> + <entry id="70548" lang="en" sex="m">Psychic Rogue Steadfast Perception</entry> + <entry id="70549" lang="en" sex="m">Psychic Rogue Telekinetic Maneuver</entry> + <entry id="70550" lang="en" sex="m">Psychic Rogue Power Resistance</entry> + <entry id="70551" lang="en" sex="m">Psychic Rogue Remote Viewing</entry> + <entry id="70552" lang="en" sex="m">Psychic Rogue Retrieve</entry> + <entry id="70553" lang="en" sex="m">Psychic Rogue Psionic Revivify</entry> + <entry id="70554" lang="en" sex="m">Psychic Rogue True Seeing, Psionic</entry> + <entry id="70555" lang="en" sex="m">Psion Astral Construct</entry> + <entry id="70556" lang="en" sex="m">Psion Astral Construct Options</entry> + <entry id="70557" lang="en" sex="m">Psion Astral Construct Slot 1</entry> + <entry id="70558" lang="en" sex="m">Psion Astral Construct Slot 2</entry> + <entry id="70559" lang="en" sex="m">Psion Astral Construct Slot 3</entry> + <entry id="70560" lang="en" sex="m">Psion Astral Construct Slot 4</entry> + <entry id="70561" lang="en" sex="m">Psion Bite of the Wolf</entry> + <entry id="70562" lang="en" sex="m">Psion Bolt</entry> + <entry id="70563" lang="en" sex="m">Psion Burst</entry> + <entry id="70564" lang="en" sex="m">Psion Call to Mind</entry> + <entry id="70565" lang="en" sex="m">Psion Call Weaponry</entry> + <entry id="70566" lang="en" sex="m">Psion Charm, Psionic</entry> + <entry id="70567" lang="en" sex="m">Psion Claws of the Beast</entry> + <entry id="70568" lang="en" sex="m">Psion Compression</entry> + <entry id="70569" lang="en" sex="m">Psion Conceal Thoughts</entry> + <entry id="70570" lang="en" sex="m">Psion Control Object</entry> + <entry id="70571" lang="en" sex="m">Psion Create Sound</entry> + <entry id="70572" lang="en" sex="m">Psion Crystal Shard</entry> + <entry id="70573" lang="en" sex="m">Psion Daze, Psionic</entry> + <entry id="70574" lang="en" sex="m">Psion Deceleration</entry> + <entry id="70575" lang="en" sex="m">Psion Precognition, Defensive</entry> + <entry id="70576" lang="en" sex="m">Psion Demoralize</entry> + <entry id="70577" lang="en" sex="m">Psion Destiny Dissonance</entry> + <entry id="70578" lang="en" sex="m">Psion Disable</entry> + <entry id="70579" lang="en" sex="m">Psion Dissipating Touch</entry> + <entry id="70580" lang="en" sex="m">Psion Distract</entry> + <entry id="70581" lang="en" sex="m">Psion Empathy</entry> + <entry id="70582" lang="en" sex="m">Psion Empty Mind</entry> + <entry id="70583" lang="en" sex="m">Psion Energy Ray</entry> + <entry id="70584" lang="en" sex="m">Psion Energy Ray, Cold</entry> + <entry id="70585" lang="en" sex="m">Psion Energy Ray, Electricity</entry> + <entry id="70586" lang="en" sex="m">Psion Energy Ray, Fire</entry> + <entry id="70587" lang="en" sex="m">Psion Energy Ray, Sonic</entry> + <entry id="70588" lang="en" sex="m">Psion Entangling Ectoplasm</entry> + <entry id="70589" lang="en" sex="m">Psion Expansion</entry> + <entry id="70590" lang="en" sex="m">Psion Far Hand</entry> + <entry id="70591" lang="en" sex="m">Psion Force Screen</entry> + <entry id="70592" lang="en" sex="m">Psion Ectoplasmic Sheen</entry> + <entry id="70593" lang="en" sex="m">Psion Hammer</entry> + <entry id="70594" lang="en" sex="m">Psion Inertial Armour</entry> + <entry id="70595" lang="en" sex="m">Psion Matter Agitation</entry> + <entry id="70596" lang="en" sex="m">Psion Metaphysical Claw</entry> + <entry id="70597" lang="en" sex="m">Psion Metaphysical Weapon</entry> + <entry id="70598" lang="en" sex="m">Psion Mind Thrust</entry> + <entry id="70599" lang="en" sex="m">Psion My Light</entry> + <entry id="70600" lang="en" sex="m">Psion Precognition, Offensive</entry> + <entry id="70601" lang="en" sex="m">Psion Prescience, Offensive</entry> + <entry id="70602" lang="en" sex="m">Psion Precognition</entry> + <entry id="70603" lang="en" sex="m">Psion Precognition</entry> + <entry id="70604" lang="en" sex="m">Psion Precognitive Edge: Attack</entry> + <entry id="70605" lang="en" sex="m">Psion Precognitive Edge: Damage</entry> + <entry id="70606" lang="en" sex="m">Psion Precognitive Edge: Saves</entry> + <entry id="70607" lang="en" sex="m">Psion Precognitive Edge: Skills</entry> + <entry id="70608" lang="en" sex="m">Psion Prevenom</entry> + <entry id="70609" lang="en" sex="m">Psion Prevenom Weapon</entry> + <entry id="70610" lang="en" sex="m">Psion Skate</entry> + <entry id="70611" lang="en" sex="m">Psion Stomp</entry> + <entry id="70612" lang="en" sex="m">Psion Synesthete</entry> + <entry id="70613" lang="en" sex="m">Psion Telepathic Projection</entry> + <entry id="70614" lang="en" sex="m">Psion Thicken Skin</entry> + <entry id="70615" lang="en" sex="m">Psion Vigor</entry> + <entry id="70616" lang="en" sex="m">Psion Animal Affinity</entry> + <entry id="70617" lang="en" sex="m">Psion Aversion</entry> + <entry id="70618" lang="en" sex="m">Psion Bestow Power</entry> + <entry id="70619" lang="en" sex="m">Psion Biofeedback</entry> + <entry id="70620" lang="en" sex="m">Psion Body Equilibrium</entry> + <entry id="70621" lang="en" sex="m">Psion Brain Lock</entry> + <entry id="70622" lang="en" sex="m">Psion Chameleon</entry> + <entry id="70623" lang="en" sex="m">Psion Clairvoyant Sense</entry> + <entry id="70624" lang="en" sex="m">Psion Cloud Mind</entry> + <entry id="70625" lang="en" sex="m">Psion Concussion Blast</entry> + <entry id="70626" lang="en" sex="m">Psion Concealing Amorpha</entry> + <entry id="70627" lang="en" sex="m">Psion Control Air</entry> + <entry id="70628" lang="en" sex="m">Psion Control Sound</entry> + <entry id="70629" lang="en" sex="m">Psion Swarm of Crystals</entry> + <entry id="70630" lang="en" sex="m">Psion Dimensional Swap</entry> + <entry id="70631" lang="en" sex="m">Psion Dissolving Touch</entry> + <entry id="70632" lang="en" sex="m">Psion Dissolving Weapon</entry> + <entry id="70633" lang="en" sex="m">Psion Ego Whip</entry> + <entry id="70634" lang="en" sex="m">Psion Elf Sight</entry> + <entry id="70635" lang="en" sex="m">Psion Empathic Transfer</entry> + <entry id="70636" lang="en" sex="m">Psion Energy Adaptation, Specified</entry> + <entry id="70637" lang="en" sex="m">Psion Energy Adaptation, Acid</entry> + <entry id="70638" lang="en" sex="m">Psion Energy Adaptation, Cold</entry> + <entry id="70639" lang="en" sex="m">Psion Energy Adaptation, Electricity</entry> + <entry id="70640" lang="en" sex="m">Psion Energy Adaptation, Fire</entry> + <entry id="70641" lang="en" sex="m">Psion Energy Adaptation, Sonic</entry> + <entry id="70642" lang="en" sex="m">Psion Energy Missile</entry> + <entry id="70643" lang="en" sex="m">Psion Energy Missile, Cold</entry> + <entry id="70644" lang="en" sex="m">Psion Energy Missile, Electricity</entry> + <entry id="70645" lang="en" sex="m">Psion Energy Missile, Fire</entry> + <entry id="70646" lang="en" sex="m">Psion Energy Missile, Sonic</entry> + <entry id="70647" lang="en" sex="m">Psion Energy Push</entry> + <entry id="70648" lang="en" sex="m">Psion Energy Push, Cold</entry> + <entry id="70649" lang="en" sex="m">Psion Energy Push, Electricity</entry> + <entry id="70650" lang="en" sex="m">Psion Energy Push, Fire</entry> + <entry id="70651" lang="en" sex="m">Psion Energy Push, Sonic</entry> + <entry id="70652" lang="en" sex="m">Psion Energy Stun</entry> + <entry id="70653" lang="en" sex="m">Psion Energy Stun, Cold</entry> + <entry id="70654" lang="en" sex="m">Psion Energy Stun, Electricity</entry> + <entry id="70655" lang="en" sex="m">Psion Energy Stun, Fire</entry> + <entry id="70656" lang="en" sex="m">Psion Energy Stun, Sonic</entry> + <entry id="70657" lang="en" sex="m">Psion Identify, Psionic</entry> + <entry id="70658" lang="en" sex="m">Psion Id Insinuation</entry> + <entry id="70659" lang="en" sex="m">Psion Inflict Pain</entry> + <entry id="70660" lang="en" sex="m">Psion Knock, Psionic</entry> + <entry id="70661" lang="en" sex="m">Psion Psionic Lock</entry> + <entry id="70662" lang="en" sex="m">Psion Mental Disruption</entry> + <entry id="70663" lang="en" sex="m">Psion Painful Strike</entry> + <entry id="70664" lang="en" sex="m">Psion Recall Agony</entry> + <entry id="70665" lang="en" sex="m">Psion Psionic Repair Damage</entry> + <entry id="70666" lang="en" sex="m">Psion Share Pain</entry> + <entry id="70667" lang="en" sex="m">Psion Strength of my Enemy</entry> + <entry id="70668" lang="en" sex="m">Psion Thought Shield</entry> + <entry id="70669" lang="en" sex="m">Psion Body Adjustment</entry> + <entry id="70670" lang="en" sex="m">Psion Body Purification</entry> + <entry id="70671" lang="en" sex="m">Psion Claws of the Vampire</entry> + <entry id="70672" lang="en" sex="m">Psion Crisis of Breath</entry> + <entry id="70673" lang="en" sex="m">Psion Danger Sense</entry> + <entry id="70674" lang="en" sex="m">Psion Darkvision, Psionic</entry> + <entry id="70675" lang="en" sex="m">Psion Dimension Slide</entry> + <entry id="70676" lang="en" sex="m">Psion Dispel Psionics</entry> + <entry id="70677" lang="en" sex="m">Psion Duodimensional Claw</entry> + <entry id="70678" lang="en" sex="m">Psion Ectoplasmic Cocoon</entry> + <entry id="70679" lang="en" sex="m">Psion Ectoplasmic Form</entry> + <entry id="70680" lang="en" sex="m">Psion Empathic Transfer, Hostile</entry> + <entry id="70681" lang="en" sex="m">Psion Energy Bolt</entry> + <entry id="70682" lang="en" sex="m">Psion Energy Bolt, Cold</entry> + <entry id="70683" lang="en" sex="m">Psion Energy Bolt, Electricity</entry> + <entry id="70684" lang="en" sex="m">Psion Energy Bolt, Fire</entry> + <entry id="70685" lang="en" sex="m">Psion Energy Bolt, Sonic</entry> + <entry id="70686" lang="en" sex="m">Psion Energy Burst</entry> + <entry id="70687" lang="en" sex="m">Psion Energy Burst, Cold</entry> + <entry id="70688" lang="en" sex="m">Psion Energy Burst, Electricity</entry> + <entry id="70689" lang="en" sex="m">Psion Energy Burst, Fire</entry> + <entry id="70690" lang="en" sex="m">Psion Energy Burst, Sonic</entry> + <entry id="70691" lang="en" sex="m">Psion Energy Cone</entry> + <entry id="70692" lang="en" sex="m">Psion Energy Cone, Cold</entry> + <entry id="70693" lang="en" sex="m">Psion Energy Cone, Electricity</entry> + <entry id="70694" lang="en" sex="m">Psion Energy Cone, Fire</entry> + <entry id="70695" lang="en" sex="m">Psion Energy Cone, Sonic</entry> + <entry id="70696" lang="en" sex="m">Psion Energy Retort</entry> + <entry id="70697" lang="en" sex="m">Psion Energy Retort, Cold</entry> + <entry id="70698" lang="en" sex="m">Psion Energy Retort, Electricity</entry> + <entry id="70699" lang="en" sex="m">Psion Energy Retort, Fire</entry> + <entry id="70700" lang="en" sex="m">Psion Energy Retort, Sonic</entry> + <entry id="70701" lang="en" sex="m">Psion Energy Wall</entry> + <entry id="70702" lang="en" sex="m">Psion Energy Wall, Cold</entry> + <entry id="70703" lang="en" sex="m">Psion Energy Wall, Electricity</entry> + <entry id="70704" lang="en" sex="m">Psion Energy Wall, Fire</entry> + <entry id="70705" lang="en" sex="m">Psion Energy Wall, Sonic</entry> + <entry id="70706" lang="en" sex="m">Psion Eradicate Invisibility</entry> + <entry id="70707" lang="en" sex="m">Psion Escape Detection</entry> + <entry id="70708" lang="en" sex="m">Psion Exhalation of the Black Dragon</entry> + <entry id="70709" lang="en" sex="m">Psion Fate Link</entry> + <entry id="70710" lang="en" sex="m">Psion Concealing Amorpha, Greater</entry> + <entry id="70711" lang="en" sex="m">Psion Hustle</entry> + <entry id="70712" lang="en" sex="m">Psion Keen Edge, Psionic</entry> + <entry id="70713" lang="en" sex="m">Psion Mental Barrier</entry> + <entry id="70714" lang="en" sex="m">Psion Mind Trap</entry> + <entry id="70715" lang="en" sex="m">Psion Psionic Blast</entry> + <entry id="70716" lang="en" sex="m">Psion Share Pain, Forced</entry> + <entry id="70717" lang="en" sex="m">Psion Time Hop</entry> + <entry id="70718" lang="en" sex="m">Psion Touchsight</entry> + <entry id="70719" lang="en" sex="m">Psion Ubiquitous Vision</entry> + <entry id="70720" lang="en" sex="m">Psion Vampiric Weapon</entry> + <entry id="70721" lang="en" sex="m">Psion Claw of Energy</entry> + <entry id="70722" lang="en" sex="m">Psion Claw of Cold</entry> + <entry id="70723" lang="en" sex="m">Psion Claw of Electricity</entry> + <entry id="70724" lang="en" sex="m">Psion Claw of Fire</entry> + <entry id="70725" lang="en" sex="m">Psion Detect Remote Viewing</entry> + <entry id="70726" lang="en" sex="m">Psion Dimensional Anchor, Psionic</entry> + <entry id="70727" lang="en" sex="m">Psion Dimension Door, Psionic</entry> + <entry id="70728" lang="en" sex="m">Psion Dimension Door - Self only</entry> + <entry id="70729" lang="en" sex="m">Psion Dimension Door - Party within 10ft</entry> + <entry id="70730" lang="en" sex="m">Psion Dimension Door - Direction and Distance - Self only</entry> + <entry id="70731" lang="en" sex="m">Psion Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="70732" lang="en" sex="m">Psion Dismissal, Psionic</entry> + <entry id="70733" lang="en" sex="m">Psion Empathic Feedback</entry> + <entry id="70734" lang="en" sex="m">Psion Energy Adaptation</entry> + <entry id="70735" lang="en" sex="m">Psion Energy Ball</entry> + <entry id="70736" lang="en" sex="m">Psion Energy Ball, Cold</entry> + <entry id="70737" lang="en" sex="m">Psion Energy Ball, Electricity</entry> + <entry id="70738" lang="en" sex="m">Psion Energy Ball, Fire</entry> + <entry id="70739" lang="en" sex="m">Psion Energy Ball, Sonic</entry> + <entry id="70740" lang="en" sex="m">Psion Freedom of Movement, Psionic</entry> + <entry id="70741" lang="en" sex="m">Psion Immovability</entry> + <entry id="70742" lang="en" sex="m">Psion Inertial Barrier</entry> + <entry id="70743" lang="en" sex="m">Psion Intellect Fortress</entry> + <entry id="70744" lang="en" sex="m">Psion Mindwipe</entry> + <entry id="70745" lang="en" sex="m">Psion Power Leech</entry> + <entry id="70746" lang="en" sex="m">Psion Dominate, Psionic</entry> + <entry id="70747" lang="en" sex="m">Psion Psychic Reformation</entry> + <entry id="70748" lang="en" sex="m">Psion Psychic Vampire</entry> + <entry id="70749" lang="en" sex="m">Psion Remote Viewing</entry> + <entry id="70750" lang="en" sex="m">Psion Steadfast Perception</entry> + <entry id="70751" lang="en" sex="m">Psion Telekinetic Maneuver</entry> + <entry id="70752" lang="en" sex="m">Psion Truevenom</entry> + <entry id="70753" lang="en" sex="m">Psion Truevenom Weapon</entry> + <entry id="70754" lang="en" sex="m">Psion Weapon of Energy</entry> + <entry id="70755" lang="en" sex="m">Psion Weapon of Cold</entry> + <entry id="70756" lang="en" sex="m">Psion Weapon of Electricity</entry> + <entry id="70757" lang="en" sex="m">Psion Weapon of Fire</entry> + <entry id="70758" lang="en" sex="m">Psion Baleful Teleport</entry> + <entry id="70759" lang="en" sex="m">Psion Catapsi</entry> + <entry id="70760" lang="en" sex="m">Psion Clairtangent Hand</entry> + <entry id="70761" lang="en" sex="m">Psion Ectoplasmic Shambler</entry> + <entry id="70762" lang="en" sex="m">Psion Energy Current</entry> + <entry id="70763" lang="en" sex="m">Psion Energy Current, Cold</entry> + <entry id="70764" lang="en" sex="m">Psion Energy Current, Electricity</entry> + <entry id="70765" lang="en" sex="m">Psion Energy Current, Fire</entry> + <entry id="70766" lang="en" sex="m">Psion Energy Current, Sonic</entry> + <entry id="70767" lang="en" sex="m">Psion Hail of Crystals</entry> + <entry id="70768" lang="en" sex="m">Psion Power Resistance</entry> + <entry id="70769" lang="en" sex="m">Psion Psionic Revivify</entry> + <entry id="70770" lang="en" sex="m">Psion Psychic Crush</entry> + <entry id="70771" lang="en" sex="m">Psion Psychofeedback</entry> + <entry id="70772" lang="en" sex="m">Psion Second Chance</entry> + <entry id="70773" lang="en" sex="m">Psion Shatter Mind Blank</entry> + <entry id="70774" lang="en" sex="m">Psion Teleport, Psionic</entry> + <entry id="70775" lang="en" sex="m">Psion Teleport - Self only</entry> + <entry id="70776" lang="en" sex="m">Psion Teleport - Party within 10ft</entry> + <entry id="70777" lang="en" sex="m">Psion Tower of Iron Will</entry> + <entry id="70778" lang="en" sex="m">Psion True Seeing, Psionic</entry> + <entry id="70779" lang="en" sex="m">Psion Banishment, Psionic</entry> + <entry id="70780" lang="en" sex="m">Psion Breath of the Black Dragon</entry> + <entry id="70781" lang="en" sex="m">Psion Cloud Mind, Mass</entry> + <entry id="70782" lang="en" sex="m">Psion Crystallize</entry> + <entry id="70783" lang="en" sex="m">Psion Disintegrate, Psionic</entry> + <entry id="70784" lang="en" sex="m">Psion Dispelling Buffer</entry> + <entry id="70785" lang="en" sex="m">Psion Form of Doom</entry> + <entry id="70786" lang="en" sex="m">Psion Fuse Flesh</entry> + <entry id="70787" lang="en" sex="m">Psion Precognition, Greater</entry> + <entry id="70788" lang="en" sex="m">Psion Precognition, Greater</entry> + <entry id="70789" lang="en" sex="m">Psion Precognitive Edge: Attack</entry> + <entry id="70790" lang="en" sex="m">Psion Precognitive Edge: Damage</entry> + <entry id="70791" lang="en" sex="m">Psion Precognitive Edge: Saves</entry> + <entry id="70792" lang="en" sex="m">Psion Precognitive Edge: Skills</entry> + <entry id="70793" lang="en" sex="m">Psion Null Psionics Field</entry> + <entry id="70794" lang="en" sex="m">Psion Remote View Trap</entry> + <entry id="70795" lang="en" sex="m">Psion Restoration, Psionic</entry> + <entry id="70796" lang="en" sex="m">Psion Retrieve</entry> + <entry id="70797" lang="en" sex="m">Psion Temporal Acceleration</entry> + <entry id="70798" lang="en" sex="m">Psion Crisis of Life</entry> + <entry id="70799" lang="en" sex="m">Psion Decerebrate</entry> + <entry id="70800" lang="en" sex="m">Psion Ectoplasmic Cocoon, Mass</entry> + <entry id="70801" lang="en" sex="m">Psion Energy Wave</entry> + <entry id="70802" lang="en" sex="m">Psion Energy Wave, Cold</entry> + <entry id="70803" lang="en" sex="m">Psion Energy Wave, Electricity</entry> + <entry id="70804" lang="en" sex="m">Psion Energy Wave, Fire</entry> + <entry id="70805" lang="en" sex="m">Psion Energy Wave, Sonic</entry> + <entry id="70806" lang="en" sex="m">Psion Ethereal Jaunt, Psionic</entry> + <entry id="70807" lang="en" sex="m">Psion Evade Burst</entry> + <entry id="70808" lang="en" sex="m">Psion Insanity</entry> + <entry id="70809" lang="en" sex="m">Psion Mind Blank, Personal</entry> + <entry id="70810" lang="en" sex="m">Psion Moment of Prescience, Psionic</entry> + <entry id="70811" lang="en" sex="m">Psion Moment of Prescience, Attack Bonus</entry> + <entry id="70812" lang="en" sex="m">Psion Moment of Prescience, Armour Bonus</entry> + <entry id="70813" lang="en" sex="m">Psion Moment of Prescience, Save Bonus</entry> + <entry id="70814" lang="en" sex="m">Psion Moment of Prescience, Skill Bonus</entry> + <entry id="70815" lang="en" sex="m">Psion Oak Body</entry> + <entry id="70816" lang="en" sex="m">Psion Reddopsi</entry> + <entry id="70817" lang="en" sex="m">Psion Sequester, Psionic</entry> + <entry id="70818" lang="en" sex="m">Psion Ultrablast</entry> + <entry id="70819" lang="en" sex="m">Psion Astral Seed</entry> + <entry id="70820" lang="en" sex="m">Psion Teleport, Psionic Greater</entry> + <entry id="70821" lang="en" sex="m">Psion Greater Teleport - Self only</entry> + <entry id="70822" lang="en" sex="m">Psion Greater Teleport - Party within 10ft</entry> + <entry id="70823" lang="en" sex="m">Psion Hypercognition</entry> + <entry id="70824" lang="en" sex="m">Psion Iron Body, Psionic</entry> + <entry id="70825" lang="en" sex="m">Psion Mind Blank, Psionic</entry> + <entry id="70826" lang="en" sex="m">Psion Recall Death</entry> + <entry id="70827" lang="en" sex="m">Psion Shadow Body</entry> + <entry id="70828" lang="en" sex="m">Psion Time Hop, Mass</entry> + <entry id="70829" lang="en" sex="m">Psion True Metabolism</entry> + <entry id="70830" lang="en" sex="m">Psion Assimilate</entry> + <entry id="70831" lang="en" sex="m">Psion Etherealness, Psionic</entry> + <entry id="70832" lang="en" sex="m">Psion Genesis</entry> + <entry id="70833" lang="en" sex="m">Psion Microcosm</entry> + <entry id="70834" lang="en" sex="m">Psion Psychic Chirurgery</entry> + <entry id="70835" lang="en" sex="m">Psion Teleportation Circle, Psionic</entry> + <entry id="70836" lang="en" sex="m">Psion Teleportation Circle - Visible</entry> + <entry id="70837" lang="en" sex="m">Psion Teleportation Circle - Hidden</entry> + <entry id="70838" lang="en" sex="m">Psion Timeless Body</entry> + <entry id="70839" lang="en" sex="m">Psion Tornado Blast</entry> + <entry id="70840" lang="en" sex="m">Psychic Warrior Astral Construct</entry> + <entry id="70841" lang="en" sex="m">Psychic Warrior Astral Construct Options</entry> + <entry id="70842" lang="en" sex="m">Psychic Warrior Astral Construct Slot 1</entry> + <entry id="70843" lang="en" sex="m">Psychic Warrior Astral Construct Slot 2</entry> + <entry id="70844" lang="en" sex="m">Psychic Warrior Astral Construct Slot 3</entry> + <entry id="70845" lang="en" sex="m">Psychic Warrior Astral Construct Slot 4</entry> + <entry id="70846" lang="en" sex="m">Psychic Warrior Biofeedback</entry> + <entry id="70847" lang="en" sex="m">Psychic Warrior Bite of the Wolf</entry> + <entry id="70848" lang="en" sex="m">Psychic Warrior Bolt</entry> + <entry id="70849" lang="en" sex="m">Psychic Warrior Burst</entry> + <entry id="70850" lang="en" sex="m">Psychic Warrior Call to Mind</entry> + <entry id="70851" lang="en" sex="m">Psychic Warrior Call Weaponry</entry> + <entry id="70852" lang="en" sex="m">Psychic Warrior Chameleon</entry> + <entry id="70853" lang="en" sex="m">Psychic Warrior Charm, Psionic</entry> + <entry id="70854" lang="en" sex="m">Psychic Warrior Claws of the Beast</entry> + <entry id="70855" lang="en" sex="m">Psychic Warrior Compression</entry> + <entry id="70856" lang="en" sex="m">Psychic Warrior Conceal Thoughts</entry> + <entry id="70857" lang="en" sex="m">Psychic Warrior Control Object</entry> + <entry id="70858" lang="en" sex="m">Psychic Warrior Create Sound</entry> + <entry id="70859" lang="en" sex="m">Psychic Warrior Crystal Shard</entry> + <entry id="70860" lang="en" sex="m">Psychic Warrior Daze, Psionic</entry> + <entry id="70861" lang="en" sex="m">Psychic Warrior Deceleration</entry> + <entry id="70862" lang="en" sex="m">Psychic Warrior Precognition, Defensive</entry> + <entry id="70863" lang="en" sex="m">Psychic Warrior Demoralize</entry> + <entry id="70864" lang="en" sex="m">Psychic Warrior Destiny Dissonance</entry> + <entry id="70865" lang="en" sex="m">Psychic Warrior Disable</entry> + <entry id="70866" lang="en" sex="m">Psychic Warrior Dissipating Touch</entry> + <entry id="70867" lang="en" sex="m">Psychic Warrior Distract</entry> + <entry id="70868" lang="en" sex="m">Psychic Warrior Elf Sight</entry> + <entry id="70869" lang="en" sex="m">Psychic Warrior Empathy</entry> + <entry id="70870" lang="en" sex="m">Psychic Warrior Empty Mind</entry> + <entry id="70871" lang="en" sex="m">Psychic Warrior Energy Ray</entry> + <entry id="70872" lang="en" sex="m">Psychic Warrior Energy Ray, Cold</entry> + <entry id="70873" lang="en" sex="m">Psychic Warrior Energy Ray, Electricity</entry> + <entry id="70874" lang="en" sex="m">Psychic Warrior Energy Ray, Fire</entry> + <entry id="70875" lang="en" sex="m">Psychic Warrior Energy Ray, Sonic</entry> + <entry id="70876" lang="en" sex="m">Psychic Warrior Entangling Ectoplasm</entry> + <entry id="70877" lang="en" sex="m">Psychic Warrior Expansion</entry> + <entry id="70878" lang="en" sex="m">Psychic Warrior Far Hand</entry> + <entry id="70879" lang="en" sex="m">Psychic Warrior Force Screen</entry> + <entry id="70880" lang="en" sex="m">Psychic Warrior Ectoplasmic Sheen</entry> + <entry id="70881" lang="en" sex="m">Psychic Warrior Hammer</entry> + <entry id="70882" lang="en" sex="m">Psychic Warrior Inertial Armour</entry> + <entry id="70883" lang="en" sex="m">Psychic Warrior Matter Agitation</entry> + <entry id="70884" lang="en" sex="m">Psychic Warrior Metaphysical Claw</entry> + <entry id="70885" lang="en" sex="m">Psychic Warrior Metaphysical Weapon</entry> + <entry id="70886" lang="en" sex="m">Psychic Warrior Mind Thrust</entry> + <entry id="70887" lang="en" sex="m">Psychic Warrior My Light</entry> + <entry id="70888" lang="en" sex="m">Psychic Warrior Precognition, Offensive</entry> + <entry id="70889" lang="en" sex="m">Psychic Warrior Prescience, Offensive</entry> + <entry id="70890" lang="en" sex="m">Psychic Warrior Precognition</entry> + <entry id="70891" lang="en" sex="m">Psychic Warrior Precognition</entry> + <entry id="70892" lang="en" sex="m">Psychic Warrior Precognitive Edge: Attack</entry> + <entry id="70893" lang="en" sex="m">Psychic Warrior Precognitive Edge: Damage</entry> + <entry id="70894" lang="en" sex="m">Psychic Warrior Precognitive Edge: Saves</entry> + <entry id="70895" lang="en" sex="m">Psychic Warrior Precognitive Edge: Skills</entry> + <entry id="70896" lang="en" sex="m">Psychic Warrior Prevenom</entry> + <entry id="70897" lang="en" sex="m">Psychic Warrior Prevenom Weapon</entry> + <entry id="70898" lang="en" sex="m">Psychic Warrior Skate</entry> + <entry id="70899" lang="en" sex="m">Psychic Warrior Stomp</entry> + <entry id="70900" lang="en" sex="m">Psychic Warrior Synesthete</entry> + <entry id="70901" lang="en" sex="m">Psychic Warrior Telepathic Projection</entry> + <entry id="70902" lang="en" sex="m">Psychic Warrior Thicken Skin</entry> + <entry id="70903" lang="en" sex="m">Psychic Warrior Vigor</entry> + <entry id="70904" lang="en" sex="m">Psychic Warrior Animal Affinity</entry> + <entry id="70905" lang="en" sex="m">Psychic Warrior Aversion</entry> + <entry id="70906" lang="en" sex="m">Psychic Warrior Bestow Power</entry> + <entry id="70907" lang="en" sex="m">Psychic Warrior Body Adjustment</entry> + <entry id="70908" lang="en" sex="m">Psychic Warrior Body Equilibrium</entry> + <entry id="70909" lang="en" sex="m">Psychic Warrior Body Purification</entry> + <entry id="70910" lang="en" sex="m">Psychic Warrior Brain Lock</entry> + <entry id="70911" lang="en" sex="m">Psychic Warrior Clairvoyant Sense</entry> + <entry id="70912" lang="en" sex="m">Psychic Warrior Cloud Mind</entry> + <entry id="70913" lang="en" sex="m">Psychic Warrior Concussion Blast</entry> + <entry id="70914" lang="en" sex="m">Psychic Warrior Concealing Amorpha</entry> + <entry id="70915" lang="en" sex="m">Psychic Warrior Control Air</entry> + <entry id="70916" lang="en" sex="m">Psychic Warrior Control Sound</entry> + <entry id="70917" lang="en" sex="m">Psychic Warrior Swarm of Crystals</entry> + <entry id="70918" lang="en" sex="m">Psychic Warrior Darkvision, Psionic</entry> + <entry id="70919" lang="en" sex="m">Psychic Warrior Dimensional Swap</entry> + <entry id="70920" lang="en" sex="m">Psychic Warrior Dissolving Touch</entry> + <entry id="70921" lang="en" sex="m">Psychic Warrior Dissolving Weapon</entry> + <entry id="70922" lang="en" sex="m">Psychic Warrior Ego Whip</entry> + <entry id="70923" lang="en" sex="m">Psychic Warrior Empathic Transfer</entry> + <entry id="70924" lang="en" sex="m">Psychic Warrior Energy Adaptation, Specified</entry> + <entry id="70925" lang="en" sex="m">Psychic Warrior Energy Adaptation, Acid</entry> + <entry id="70926" lang="en" sex="m">Psychic Warrior Energy Adaptation, Cold</entry> + <entry id="70927" lang="en" sex="m">Psychic Warrior Energy Adaptation, Electricity</entry> + <entry id="70928" lang="en" sex="m">Psychic Warrior Energy Adaptation, Fire</entry> + <entry id="70929" lang="en" sex="m">Psychic Warrior Energy Adaptation, Sonic</entry> + <entry id="70930" lang="en" sex="m">Psychic Warrior Energy Missile</entry> + <entry id="70931" lang="en" sex="m">Psychic Warrior Energy Missile, Cold</entry> + <entry id="70932" lang="en" sex="m">Psychic Warrior Energy Missile, Electricity</entry> + <entry id="70933" lang="en" sex="m">Psychic Warrior Energy Missile, Fire</entry> + <entry id="70934" lang="en" sex="m">Psychic Warrior Energy Missile, Sonic</entry> + <entry id="70935" lang="en" sex="m">Psychic Warrior Energy Push</entry> + <entry id="70936" lang="en" sex="m">Psychic Warrior Energy Push, Cold</entry> + <entry id="70937" lang="en" sex="m">Psychic Warrior Energy Push, Electricity</entry> + <entry id="70938" lang="en" sex="m">Psychic Warrior Energy Push, Fire</entry> + <entry id="70939" lang="en" sex="m">Psychic Warrior Energy Push, Sonic</entry> + <entry id="70940" lang="en" sex="m">Psychic Warrior Energy Stun</entry> + <entry id="70941" lang="en" sex="m">Psychic Warrior Energy Stun, Cold</entry> + <entry id="70942" lang="en" sex="m">Psychic Warrior Energy Stun, Electricity</entry> + <entry id="70943" lang="en" sex="m">Psychic Warrior Energy Stun, Fire</entry> + <entry id="70944" lang="en" sex="m">Psychic Warrior Energy Stun, Sonic</entry> + <entry id="70945" lang="en" sex="m">Psychic Warrior Hustle</entry> + <entry id="70946" lang="en" sex="m">Psychic Warrior Identify, Psionic</entry> + <entry id="70947" lang="en" sex="m">Psychic Warrior Id Insinuation</entry> + <entry id="70948" lang="en" sex="m">Psychic Warrior Inflict Pain</entry> + <entry id="70949" lang="en" sex="m">Psychic Warrior Knock, Psionic</entry> + <entry id="70950" lang="en" sex="m">Psychic Warrior Psionic Lock</entry> + <entry id="70951" lang="en" sex="m">Psychic Warrior Mental Disruption</entry> + <entry id="70952" lang="en" sex="m">Psychic Warrior Painful Strike</entry> + <entry id="70953" lang="en" sex="m">Psychic Warrior Recall Agony</entry> + <entry id="70954" lang="en" sex="m">Psychic Warrior Psionic Repair Damage</entry> + <entry id="70955" lang="en" sex="m">Psychic Warrior Share Pain</entry> + <entry id="70956" lang="en" sex="m">Psychic Warrior Strength of my Enemy</entry> + <entry id="70957" lang="en" sex="m">Psychic Warrior Thought Shield</entry> + <entry id="70958" lang="en" sex="m">Psychic Warrior Claws of the Vampire</entry> + <entry id="70959" lang="en" sex="m">Psychic Warrior Crisis of Breath</entry> + <entry id="70960" lang="en" sex="m">Psychic Warrior Danger Sense</entry> + <entry id="70961" lang="en" sex="m">Psychic Warrior Dimension Slide</entry> + <entry id="70962" lang="en" sex="m">Psychic Warrior Dispel Psionics</entry> + <entry id="70963" lang="en" sex="m">Psychic Warrior Duodimensional Claw</entry> + <entry id="70964" lang="en" sex="m">Psychic Warrior Ectoplasmic Cocoon</entry> + <entry id="70965" lang="en" sex="m">Psychic Warrior Ectoplasmic Form</entry> + <entry id="70966" lang="en" sex="m">Psychic Warrior Empathic Feedback</entry> + <entry id="70967" lang="en" sex="m">Psychic Warrior Empathic Transfer, Hostile</entry> + <entry id="70968" lang="en" sex="m">Psychic Warrior Energy Bolt</entry> + <entry id="70969" lang="en" sex="m">Psychic Warrior Energy Bolt, Cold</entry> + <entry id="70970" lang="en" sex="m">Psychic Warrior Energy Bolt, Electricity</entry> + <entry id="70971" lang="en" sex="m">Psychic Warrior Energy Bolt, Fire</entry> + <entry id="70972" lang="en" sex="m">Psychic Warrior Energy Bolt, Sonic</entry> + <entry id="70973" lang="en" sex="m">Psychic Warrior Energy Burst</entry> + <entry id="70974" lang="en" sex="m">Psychic Warrior Energy Burst, Cold</entry> + <entry id="70975" lang="en" sex="m">Psychic Warrior Energy Burst, Electricity</entry> + <entry id="70976" lang="en" sex="m">Psychic Warrior Energy Burst, Fire</entry> + <entry id="70977" lang="en" sex="m">Psychic Warrior Energy Burst, Sonic</entry> + <entry id="70978" lang="en" sex="m">Psychic Warrior Energy Cone</entry> + <entry id="70979" lang="en" sex="m">Psychic Warrior Energy Cone, Cold</entry> + <entry id="70980" lang="en" sex="m">Psychic Warrior Energy Cone, Electricity</entry> + <entry id="70981" lang="en" sex="m">Psychic Warrior Energy Cone, Fire</entry> + <entry id="70982" lang="en" sex="m">Psychic Warrior Energy Cone, Sonic</entry> + <entry id="70983" lang="en" sex="m">Psychic Warrior Energy Retort</entry> + <entry id="70984" lang="en" sex="m">Psychic Warrior Energy Retort, Cold</entry> + <entry id="70985" lang="en" sex="m">Psychic Warrior Energy Retort, Electricity</entry> + <entry id="70986" lang="en" sex="m">Psychic Warrior Energy Retort, Fire</entry> + <entry id="70987" lang="en" sex="m">Psychic Warrior Energy Retort, Sonic</entry> + <entry id="70988" lang="en" sex="m">Psychic Warrior Energy Wall</entry> + <entry id="70989" lang="en" sex="m">Psychic Warrior Energy Wall, Cold</entry> + <entry id="70990" lang="en" sex="m">Psychic Warrior Energy Wall, Electricity</entry> + <entry id="70991" lang="en" sex="m">Psychic Warrior Energy Wall, Fire</entry> + <entry id="70992" lang="en" sex="m">Psychic Warrior Energy Wall, Sonic</entry> + <entry id="70993" lang="en" sex="m">Psychic Warrior Eradicate Invisibility</entry> + <entry id="70994" lang="en" sex="m">Psychic Warrior Escape Detection</entry> + <entry id="70995" lang="en" sex="m">Psychic Warrior Evade Burst</entry> + <entry id="70996" lang="en" sex="m">Psychic Warrior Exhalation of the Black Dragon</entry> + <entry id="70997" lang="en" sex="m">Psychic Warrior Fate Link</entry> + <entry id="70998" lang="en" sex="m">Psychic Warrior Concealing Amorpha, Greater</entry> + <entry id="70999" lang="en" sex="m">Psychic Warrior Keen Edge, Psionic</entry> + <entry id="71000" lang="en" sex="m">Psychic Warrior Mental Barrier</entry> + <entry id="71001" lang="en" sex="m">Psychic Warrior Mind Trap</entry> + <entry id="71002" lang="en" sex="m">Psychic Warrior Psionic Blast</entry> + <entry id="71003" lang="en" sex="m">Psychic Warrior Share Pain, Forced</entry> + <entry id="71004" lang="en" sex="m">Psychic Warrior Time Hop</entry> + <entry id="71005" lang="en" sex="m">Psychic Warrior Touchsight</entry> + <entry id="71006" lang="en" sex="m">Psychic Warrior Ubiquitous Vision</entry> + <entry id="71007" lang="en" sex="m">Psychic Warrior Vampiric Weapon</entry> + <entry id="71008" lang="en" sex="m">Psychic Warrior Claw of Energy</entry> + <entry id="71009" lang="en" sex="m">Psychic Warrior Claw of Cold</entry> + <entry id="71010" lang="en" sex="m">Psychic Warrior Claw of Electricity</entry> + <entry id="71011" lang="en" sex="m">Psychic Warrior Claw of Fire</entry> + <entry id="71012" lang="en" sex="m">Psychic Warrior Detect Remote Viewing</entry> + <entry id="71013" lang="en" sex="m">Psychic Warrior Dimensional Anchor, Psionic</entry> + <entry id="71014" lang="en" sex="m">Psychic Warrior Dimension Door, Psionic</entry> + <entry id="71015" lang="en" sex="m">Psychic Warrior Dimension Door - Self only</entry> + <entry id="71016" lang="en" sex="m">Psychic Warrior Dimension Door - Party within 10ft</entry> + <entry id="71017" lang="en" sex="m">Psychic Warrior Dimension Door - Direction and Distance - Self only</entry> + <entry id="71018" lang="en" sex="m">Psychic Warrior Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="71019" lang="en" sex="m">Psychic Warrior Dismissal, Psionic</entry> + <entry id="71020" lang="en" sex="m">Psychic Warrior Energy Adaptation</entry> + <entry id="71021" lang="en" sex="m">Psychic Warrior Energy Ball</entry> + <entry id="71022" lang="en" sex="m">Psychic Warrior Energy Ball, Cold</entry> + <entry id="71023" lang="en" sex="m">Psychic Warrior Energy Ball, Electricity</entry> + <entry id="71024" lang="en" sex="m">Psychic Warrior Energy Ball, Fire</entry> + <entry id="71025" lang="en" sex="m">Psychic Warrior Energy Ball, Sonic</entry> + <entry id="71026" lang="en" sex="m">Psychic Warrior Freedom of Movement, Psionic</entry> + <entry id="71027" lang="en" sex="m">Psychic Warrior Immovability</entry> + <entry id="71028" lang="en" sex="m">Psychic Warrior Inertial Barrier</entry> + <entry id="71029" lang="en" sex="m">Psychic Warrior Intellect Fortress</entry> + <entry id="71030" lang="en" sex="m">Psychic Warrior Mindwipe</entry> + <entry id="71031" lang="en" sex="m">Psychic Warrior Power Leech</entry> + <entry id="71032" lang="en" sex="m">Psychic Warrior Dominate, Psionic</entry> + <entry id="71033" lang="en" sex="m">Psychic Warrior Psychic Reformation</entry> + <entry id="71034" lang="en" sex="m">Psychic Warrior Psychic Vampire</entry> + <entry id="71035" lang="en" sex="m">Psychic Warrior Remote Viewing</entry> + <entry id="71036" lang="en" sex="m">Psychic Warrior Steadfast Perception</entry> + <entry id="71037" lang="en" sex="m">Psychic Warrior Telekinetic Maneuver</entry> + <entry id="71038" lang="en" sex="m">Psychic Warrior Truevenom</entry> + <entry id="71039" lang="en" sex="m">Psychic Warrior Truevenom Weapon</entry> + <entry id="71040" lang="en" sex="m">Psychic Warrior Weapon of Energy</entry> + <entry id="71041" lang="en" sex="m">Psychic Warrior Weapon of Cold</entry> + <entry id="71042" lang="en" sex="m">Psychic Warrior Weapon of Electricity</entry> + <entry id="71043" lang="en" sex="m">Psychic Warrior Weapon of Fire</entry> + <entry id="71044" lang="en" sex="m">Psychic Warrior Baleful Teleport</entry> + <entry id="71045" lang="en" sex="m">Psychic Warrior Catapsi</entry> + <entry id="71046" lang="en" sex="m">Psychic Warrior Clairtangent Hand</entry> + <entry id="71047" lang="en" sex="m">Psychic Warrior Ectoplasmic Shambler</entry> + <entry id="71048" lang="en" sex="m">Psychic Warrior Energy Current</entry> + <entry id="71049" lang="en" sex="m">Psychic Warrior Energy Current, Cold</entry> + <entry id="71050" lang="en" sex="m">Psychic Warrior Energy Current, Electricity</entry> + <entry id="71051" lang="en" sex="m">Psychic Warrior Energy Current, Fire</entry> + <entry id="71052" lang="en" sex="m">Psychic Warrior Energy Current, Sonic</entry> + <entry id="71053" lang="en" sex="m">Psychic Warrior Hail of Crystals</entry> + <entry id="71054" lang="en" sex="m">Psychic Warrior Oak Body</entry> + <entry id="71055" lang="en" sex="m">Psychic Warrior Power Resistance</entry> + <entry id="71056" lang="en" sex="m">Psychic Warrior Psionic Revivify</entry> + <entry id="71057" lang="en" sex="m">Psychic Warrior Psychic Crush</entry> + <entry id="71058" lang="en" sex="m">Psychic Warrior Psychofeedback</entry> + <entry id="71059" lang="en" sex="m">Psychic Warrior Second Chance</entry> + <entry id="71060" lang="en" sex="m">Psychic Warrior Shatter Mind Blank</entry> + <entry id="71061" lang="en" sex="m">Psychic Warrior Teleport, Psionic</entry> + <entry id="71062" lang="en" sex="m">Psychic Warrior Teleport - Self only</entry> + <entry id="71063" lang="en" sex="m">Psychic Warrior Teleport - Party within 10ft</entry> + <entry id="71064" lang="en" sex="m">Psychic Warrior Tower of Iron Will</entry> + <entry id="71065" lang="en" sex="m">Psychic Warrior True Seeing, Psionic</entry> + <entry id="71066" lang="en" sex="m">Psychic Warrior Banishment, Psionic</entry> + <entry id="71067" lang="en" sex="m">Psychic Warrior Breath of the Black Dragon</entry> + <entry id="71068" lang="en" sex="m">Psychic Warrior Cloud Mind, Mass</entry> + <entry id="71069" lang="en" sex="m">Psychic Warrior Crystallize</entry> + <entry id="71070" lang="en" sex="m">Psychic Warrior Disintegrate, Psionic</entry> + <entry id="71071" lang="en" sex="m">Psychic Warrior Dispelling Buffer</entry> + <entry id="71072" lang="en" sex="m">Psychic Warrior Form of Doom</entry> + <entry id="71073" lang="en" sex="m">Psychic Warrior Fuse Flesh</entry> + <entry id="71074" lang="en" sex="m">Psychic Warrior Precognition, Greater</entry> + <entry id="71075" lang="en" sex="m">Psychic Warrior Precognition, Greater</entry> + <entry id="71076" lang="en" sex="m">Psychic Warrior Precognitive Edge: Attack</entry> + <entry id="71077" lang="en" sex="m">Psychic Warrior Precognitive Edge: Damage</entry> + <entry id="71078" lang="en" sex="m">Psychic Warrior Precognitive Edge: Saves</entry> + <entry id="71079" lang="en" sex="m">Psychic Warrior Precognitive Edge: Skills</entry> + <entry id="71080" lang="en" sex="m">Psychic Warrior Mind Blank, Personal</entry> + <entry id="71081" lang="en" sex="m">Psychic Warrior Null Psionics Field</entry> + <entry id="71082" lang="en" sex="m">Psychic Warrior Remote View Trap</entry> + <entry id="71083" lang="en" sex="m">Psychic Warrior Restoration, Psionic</entry> + <entry id="71084" lang="en" sex="m">Psychic Warrior Retrieve</entry> + <entry id="71085" lang="en" sex="m">Psychic Warrior Temporal Acceleration</entry> + <entry id="71086" lang="en" sex="m">Wilder Astral Construct</entry> + <entry id="71087" lang="en" sex="m">Wilder Astral Construct Options</entry> + <entry id="71088" lang="en" sex="m">Wilder Astral Construct Slot 1</entry> + <entry id="71089" lang="en" sex="m">Wilder Astral Construct Slot 2</entry> + <entry id="71090" lang="en" sex="m">Wilder Astral Construct Slot 3</entry> + <entry id="71091" lang="en" sex="m">Wilder Astral Construct Slot 4</entry> + <entry id="71092" lang="en" sex="m">Wilder Bite of the Wolf</entry> + <entry id="71093" lang="en" sex="m">Wilder Bolt</entry> + <entry id="71094" lang="en" sex="m">Wilder Burst</entry> + <entry id="71095" lang="en" sex="m">Wilder Call to Mind</entry> + <entry id="71096" lang="en" sex="m">Wilder Call Weaponry</entry> + <entry id="71097" lang="en" sex="m">Wilder Charm, Psionic</entry> + <entry id="71098" lang="en" sex="m">Wilder Claws of the Beast</entry> + <entry id="71099" lang="en" sex="m">Wilder Compression</entry> + <entry id="71100" lang="en" sex="m">Wilder Conceal Thoughts</entry> + <entry id="71101" lang="en" sex="m">Wilder Control Object</entry> + <entry id="71102" lang="en" sex="m">Wilder Create Sound</entry> + <entry id="71103" lang="en" sex="m">Wilder Crystal Shard</entry> + <entry id="71104" lang="en" sex="m">Wilder Daze, Psionic</entry> + <entry id="71105" lang="en" sex="m">Wilder Deceleration</entry> + <entry id="71106" lang="en" sex="m">Wilder Precognition, Defensive</entry> + <entry id="71107" lang="en" sex="m">Wilder Demoralize</entry> + <entry id="71108" lang="en" sex="m">Wilder Destiny Dissonance</entry> + <entry id="71109" lang="en" sex="m">Wilder Disable</entry> + <entry id="71110" lang="en" sex="m">Wilder Dissipating Touch</entry> + <entry id="71111" lang="en" sex="m">Wilder Distract</entry> + <entry id="71112" lang="en" sex="m">Wilder Empathy</entry> + <entry id="71113" lang="en" sex="m">Wilder Empty Mind</entry> + <entry id="71114" lang="en" sex="m">Wilder Energy Ray</entry> + <entry id="71115" lang="en" sex="m">Wilder Energy Ray, Cold</entry> + <entry id="71116" lang="en" sex="m">Wilder Energy Ray, Electricity</entry> + <entry id="71117" lang="en" sex="m">Wilder Energy Ray, Fire</entry> + <entry id="71118" lang="en" sex="m">Wilder Energy Ray, Sonic</entry> + <entry id="71119" lang="en" sex="m">Wilder Entangling Ectoplasm</entry> + <entry id="71120" lang="en" sex="m">Wilder Expansion</entry> + <entry id="71121" lang="en" sex="m">Wilder Far Hand</entry> + <entry id="71122" lang="en" sex="m">Wilder Force Screen</entry> + <entry id="71123" lang="en" sex="m">Wilder Ectoplasmic Sheen</entry> + <entry id="71124" lang="en" sex="m">Wilder Hammer</entry> + <entry id="71125" lang="en" sex="m">Wilder Inertial Armour</entry> + <entry id="71126" lang="en" sex="m">Wilder Matter Agitation</entry> + <entry id="71127" lang="en" sex="m">Wilder Metaphysical Claw</entry> + <entry id="71128" lang="en" sex="m">Wilder Metaphysical Weapon</entry> + <entry id="71129" lang="en" sex="m">Wilder Mind Thrust</entry> + <entry id="71130" lang="en" sex="m">Wilder My Light</entry> + <entry id="71131" lang="en" sex="m">Wilder Precognition, Offensive</entry> + <entry id="71132" lang="en" sex="m">Wilder Prescience, Offensive</entry> + <entry id="71133" lang="en" sex="m">Wilder Precognition</entry> + <entry id="71134" lang="en" sex="m">Wilder Precognition</entry> + <entry id="71135" lang="en" sex="m">Wilder Precognitive Edge: Attack</entry> + <entry id="71136" lang="en" sex="m">Wilder Precognitive Edge: Damage</entry> + <entry id="71137" lang="en" sex="m">Wilder Precognitive Edge: Saves</entry> + <entry id="71138" lang="en" sex="m">Wilder Precognitive Edge: Skills</entry> + <entry id="71139" lang="en" sex="m">Wilder Prevenom</entry> + <entry id="71140" lang="en" sex="m">Wilder Prevenom Weapon</entry> + <entry id="71141" lang="en" sex="m">Wilder Skate</entry> + <entry id="71142" lang="en" sex="m">Wilder Stomp</entry> + <entry id="71143" lang="en" sex="m">Wilder Synesthete</entry> + <entry id="71144" lang="en" sex="m">Wilder Telepathic Projection</entry> + <entry id="71145" lang="en" sex="m">Wilder Thicken Skin</entry> + <entry id="71146" lang="en" sex="m">Wilder Vigor</entry> + <entry id="71147" lang="en" sex="m">Wilder Animal Affinity</entry> + <entry id="71148" lang="en" sex="m">Wilder Aversion</entry> + <entry id="71149" lang="en" sex="m">Wilder Bestow Power</entry> + <entry id="71150" lang="en" sex="m">Wilder Biofeedback</entry> + <entry id="71151" lang="en" sex="m">Wilder Body Equilibrium</entry> + <entry id="71152" lang="en" sex="m">Wilder Brain Lock</entry> + <entry id="71153" lang="en" sex="m">Wilder Chameleon</entry> + <entry id="71154" lang="en" sex="m">Wilder Clairvoyant Sense</entry> + <entry id="71155" lang="en" sex="m">Wilder Cloud Mind</entry> + <entry id="71156" lang="en" sex="m">Wilder Concussion Blast</entry> + <entry id="71157" lang="en" sex="m">Wilder Concealing Amorpha</entry> + <entry id="71158" lang="en" sex="m">Wilder Control Air</entry> + <entry id="71159" lang="en" sex="m">Wilder Control Sound</entry> + <entry id="71160" lang="en" sex="m">Wilder Swarm of Crystals</entry> + <entry id="71161" lang="en" sex="m">Wilder Dimensional Swap</entry> + <entry id="71162" lang="en" sex="m">Wilder Dissolving Touch</entry> + <entry id="71163" lang="en" sex="m">Wilder Dissolving Weapon</entry> + <entry id="71164" lang="en" sex="m">Wilder Ego Whip</entry> + <entry id="71165" lang="en" sex="m">Wilder Elf Sight</entry> + <entry id="71166" lang="en" sex="m">Wilder Empathic Transfer</entry> + <entry id="71167" lang="en" sex="m">Wilder Energy Adaptation, Specified</entry> + <entry id="71168" lang="en" sex="m">Wilder Energy Adaptation, Acid</entry> + <entry id="71169" lang="en" sex="m">Wilder Energy Adaptation, Cold</entry> + <entry id="71170" lang="en" sex="m">Wilder Energy Adaptation, Electricity</entry> + <entry id="71171" lang="en" sex="m">Wilder Energy Adaptation, Fire</entry> + <entry id="71172" lang="en" sex="m">Wilder Energy Adaptation, Sonic</entry> + <entry id="71173" lang="en" sex="m">Wilder Energy Missile</entry> + <entry id="71174" lang="en" sex="m">Wilder Energy Missile, Cold</entry> + <entry id="71175" lang="en" sex="m">Wilder Energy Missile, Electricity</entry> + <entry id="71176" lang="en" sex="m">Wilder Energy Missile, Fire</entry> + <entry id="71177" lang="en" sex="m">Wilder Energy Missile, Sonic</entry> + <entry id="71178" lang="en" sex="m">Wilder Energy Push</entry> + <entry id="71179" lang="en" sex="m">Wilder Energy Push, Cold</entry> + <entry id="71180" lang="en" sex="m">Wilder Energy Push, Electricity</entry> + <entry id="71181" lang="en" sex="m">Wilder Energy Push, Fire</entry> + <entry id="71182" lang="en" sex="m">Wilder Energy Push, Sonic</entry> + <entry id="71183" lang="en" sex="m">Wilder Energy Stun</entry> + <entry id="71184" lang="en" sex="m">Wilder Energy Stun, Cold</entry> + <entry id="71185" lang="en" sex="m">Wilder Energy Stun, Electricity</entry> + <entry id="71186" lang="en" sex="m">Wilder Energy Stun, Fire</entry> + <entry id="71187" lang="en" sex="m">Wilder Energy Stun, Sonic</entry> + <entry id="71188" lang="en" sex="m">Wilder Identify, Psionic</entry> + <entry id="71189" lang="en" sex="m">Wilder Id Insinuation</entry> + <entry id="71190" lang="en" sex="m">Wilder Inflict Pain</entry> + <entry id="71191" lang="en" sex="m">Wilder Knock, Psionic</entry> + <entry id="71192" lang="en" sex="m">Wilder Psionic Lock</entry> + <entry id="71193" lang="en" sex="m">Wilder Mental Disruption</entry> + <entry id="71194" lang="en" sex="m">Wilder Painful Strike</entry> + <entry id="71195" lang="en" sex="m">Wilder Recall Agony</entry> + <entry id="71196" lang="en" sex="m">Wilder Psionic Repair Damage</entry> + <entry id="71197" lang="en" sex="m">Wilder Share Pain</entry> + <entry id="71198" lang="en" sex="m">Wilder Strength of my Enemy</entry> + <entry id="71199" lang="en" sex="m">Wilder Thought Shield</entry> + <entry id="71200" lang="en" sex="m">Wilder Body Adjustment</entry> + <entry id="71201" lang="en" sex="m">Wilder Body Purification</entry> + <entry id="71202" lang="en" sex="m">Wilder Claws of the Vampire</entry> + <entry id="71203" lang="en" sex="m">Wilder Crisis of Breath</entry> + <entry id="71204" lang="en" sex="m">Wilder Danger Sense</entry> + <entry id="71205" lang="en" sex="m">Wilder Darkvision, Psionic</entry> + <entry id="71206" lang="en" sex="m">Wilder Dimension Slide</entry> + <entry id="71207" lang="en" sex="m">Wilder Dispel Psionics</entry> + <entry id="71208" lang="en" sex="m">Wilder Duodimensional Claw</entry> + <entry id="71209" lang="en" sex="m">Wilder Ectoplasmic Cocoon</entry> + <entry id="71210" lang="en" sex="m">Wilder Ectoplasmic Form</entry> + <entry id="71211" lang="en" sex="m">Wilder Empathic Transfer, Hostile</entry> + <entry id="71212" lang="en" sex="m">Wilder Energy Bolt</entry> + <entry id="71213" lang="en" sex="m">Wilder Energy Bolt, Cold</entry> + <entry id="71214" lang="en" sex="m">Wilder Energy Bolt, Electricity</entry> + <entry id="71215" lang="en" sex="m">Wilder Energy Bolt, Fire</entry> + <entry id="71216" lang="en" sex="m">Wilder Energy Bolt, Sonic</entry> + <entry id="71217" lang="en" sex="m">Wilder Energy Burst</entry> + <entry id="71218" lang="en" sex="m">Wilder Energy Burst, Cold</entry> + <entry id="71219" lang="en" sex="m">Wilder Energy Burst, Electricity</entry> + <entry id="71220" lang="en" sex="m">Wilder Energy Burst, Fire</entry> + <entry id="71221" lang="en" sex="m">Wilder Energy Burst, Sonic</entry> + <entry id="71222" lang="en" sex="m">Wilder Energy Cone</entry> + <entry id="71223" lang="en" sex="m">Wilder Energy Cone, Cold</entry> + <entry id="71224" lang="en" sex="m">Wilder Energy Cone, Electricity</entry> + <entry id="71225" lang="en" sex="m">Wilder Energy Cone, Fire</entry> + <entry id="71226" lang="en" sex="m">Wilder Energy Cone, Sonic</entry> + <entry id="71227" lang="en" sex="m">Wilder Energy Retort</entry> + <entry id="71228" lang="en" sex="m">Wilder Energy Retort, Cold</entry> + <entry id="71229" lang="en" sex="m">Wilder Energy Retort, Electricity</entry> + <entry id="71230" lang="en" sex="m">Wilder Energy Retort, Fire</entry> + <entry id="71231" lang="en" sex="m">Wilder Energy Retort, Sonic</entry> + <entry id="71232" lang="en" sex="m">Wilder Energy Wall</entry> + <entry id="71233" lang="en" sex="m">Wilder Energy Wall, Cold</entry> + <entry id="71234" lang="en" sex="m">Wilder Energy Wall, Electricity</entry> + <entry id="71235" lang="en" sex="m">Wilder Energy Wall, Fire</entry> + <entry id="71236" lang="en" sex="m">Wilder Energy Wall, Sonic</entry> + <entry id="71237" lang="en" sex="m">Wilder Eradicate Invisibility</entry> + <entry id="71238" lang="en" sex="m">Wilder Escape Detection</entry> + <entry id="71239" lang="en" sex="m">Wilder Exhalation of the Black Dragon</entry> + <entry id="71240" lang="en" sex="m">Wilder Fate Link</entry> + <entry id="71241" lang="en" sex="m">Wilder Concealing Amorpha, Greater</entry> + <entry id="71242" lang="en" sex="m">Wilder Hustle</entry> + <entry id="71243" lang="en" sex="m">Wilder Keen Edge, Psionic</entry> + <entry id="71244" lang="en" sex="m">Wilder Mental Barrier</entry> + <entry id="71245" lang="en" sex="m">Wilder Mind Trap</entry> + <entry id="71246" lang="en" sex="m">Wilder Psionic Blast</entry> + <entry id="71247" lang="en" sex="m">Wilder Share Pain, Forced</entry> + <entry id="71248" lang="en" sex="m">Wilder Time Hop</entry> + <entry id="71249" lang="en" sex="m">Wilder Touchsight</entry> + <entry id="71250" lang="en" sex="m">Wilder Ubiquitous Vision</entry> + <entry id="71251" lang="en" sex="m">Wilder Vampiric Weapon</entry> + <entry id="71252" lang="en" sex="m">Wilder Claw of Energy</entry> + <entry id="71253" lang="en" sex="m">Wilder Claw of Cold</entry> + <entry id="71254" lang="en" sex="m">Wilder Claw of Electricity</entry> + <entry id="71255" lang="en" sex="m">Wilder Claw of Fire</entry> + <entry id="71256" lang="en" sex="m">Wilder Detect Remote Viewing</entry> + <entry id="71257" lang="en" sex="m">Wilder Dimensional Anchor, Psionic</entry> + <entry id="71258" lang="en" sex="m">Wilder Dimension Door, Psionic</entry> + <entry id="71259" lang="en" sex="m">Wilder Dimension Door - Self only</entry> + <entry id="71260" lang="en" sex="m">Wilder Dimension Door - Party within 10ft</entry> + <entry id="71261" lang="en" sex="m">Wilder Dimension Door - Direction and Distance - Self only</entry> + <entry id="71262" lang="en" sex="m">Wilder Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="71263" lang="en" sex="m">Wilder Dismissal, Psionic</entry> + <entry id="71264" lang="en" sex="m">Wilder Empathic Feedback</entry> + <entry id="71265" lang="en" sex="m">Wilder Energy Adaptation</entry> + <entry id="71266" lang="en" sex="m">Wilder Energy Ball</entry> + <entry id="71267" lang="en" sex="m">Wilder Energy Ball, Cold</entry> + <entry id="71268" lang="en" sex="m">Wilder Energy Ball, Electricity</entry> + <entry id="71269" lang="en" sex="m">Wilder Energy Ball, Fire</entry> + <entry id="71270" lang="en" sex="m">Wilder Energy Ball, Sonic</entry> + <entry id="71271" lang="en" sex="m">Wilder Freedom of Movement, Psionic</entry> + <entry id="71272" lang="en" sex="m">Wilder Immovability</entry> + <entry id="71273" lang="en" sex="m">Wilder Inertial Barrier</entry> + <entry id="71274" lang="en" sex="m">Wilder Intellect Fortress</entry> + <entry id="71275" lang="en" sex="m">Wilder Mindwipe</entry> + <entry id="71276" lang="en" sex="m">Wilder Power Leech</entry> + <entry id="71277" lang="en" sex="m">Wilder Dominate, Psionic</entry> + <entry id="71278" lang="en" sex="m">Wilder Psychic Reformation</entry> + <entry id="71279" lang="en" sex="m">Wilder Psychic Vampire</entry> + <entry id="71280" lang="en" sex="m">Wilder Remote Viewing</entry> + <entry id="71281" lang="en" sex="m">Wilder Steadfast Perception</entry> + <entry id="71282" lang="en" sex="m">Wilder Telekinetic Maneuver</entry> + <entry id="71283" lang="en" sex="m">Wilder Truevenom</entry> + <entry id="71284" lang="en" sex="m">Wilder Truevenom Weapon</entry> + <entry id="71285" lang="en" sex="m">Wilder Weapon of Energy</entry> + <entry id="71286" lang="en" sex="m">Wilder Weapon of Cold</entry> + <entry id="71287" lang="en" sex="m">Wilder Weapon of Electricity</entry> + <entry id="71288" lang="en" sex="m">Wilder Weapon of Fire</entry> + <entry id="71289" lang="en" sex="m">Wilder Baleful Teleport</entry> + <entry id="71290" lang="en" sex="m">Wilder Catapsi</entry> + <entry id="71291" lang="en" sex="m">Wilder Clairtangent Hand</entry> + <entry id="71292" lang="en" sex="m">Wilder Ectoplasmic Shambler</entry> + <entry id="71293" lang="en" sex="m">Wilder Energy Current</entry> + <entry id="71294" lang="en" sex="m">Wilder Energy Current, Cold</entry> + <entry id="71295" lang="en" sex="m">Wilder Energy Current, Electricity</entry> + <entry id="71296" lang="en" sex="m">Wilder Energy Current, Fire</entry> + <entry id="71297" lang="en" sex="m">Wilder Energy Current, Sonic</entry> + <entry id="71298" lang="en" sex="m">Wilder Hail of Crystals</entry> + <entry id="71299" lang="en" sex="m">Wilder Power Resistance</entry> + <entry id="71300" lang="en" sex="m">Wilder Psionic Revivify</entry> + <entry id="71301" lang="en" sex="m">Wilder Psychic Crush</entry> + <entry id="71302" lang="en" sex="m">Wilder Psychofeedback</entry> + <entry id="71303" lang="en" sex="m">Wilder Second Chance</entry> + <entry id="71304" lang="en" sex="m">Wilder Shatter Mind Blank</entry> + <entry id="71305" lang="en" sex="m">Wilder Teleport, Psionic</entry> + <entry id="71306" lang="en" sex="m">Wilder Teleport - Self only</entry> + <entry id="71307" lang="en" sex="m">Wilder Teleport - Party within 10ft</entry> + <entry id="71308" lang="en" sex="m">Wilder Tower of Iron Will</entry> + <entry id="71309" lang="en" sex="m">Wilder True Seeing, Psionic</entry> + <entry id="71310" lang="en" sex="m">Wilder Banishment, Psionic</entry> + <entry id="71311" lang="en" sex="m">Wilder Breath of the Black Dragon</entry> + <entry id="71312" lang="en" sex="m">Wilder Cloud Mind, Mass</entry> + <entry id="71313" lang="en" sex="m">Wilder Crystallize</entry> + <entry id="71314" lang="en" sex="m">Wilder Disintegrate, Psionic</entry> + <entry id="71315" lang="en" sex="m">Wilder Dispelling Buffer</entry> + <entry id="71316" lang="en" sex="m">Wilder Form of Doom</entry> + <entry id="71317" lang="en" sex="m">Wilder Fuse Flesh</entry> + <entry id="71318" lang="en" sex="m">Wilder Precognition, Greater</entry> + <entry id="71319" lang="en" sex="m">Wilder Precognition, Greater</entry> + <entry id="71320" lang="en" sex="m">Wilder Precognitive Edge: Attack</entry> + <entry id="71321" lang="en" sex="m">Wilder Precognitive Edge: Damage</entry> + <entry id="71322" lang="en" sex="m">Wilder Precognitive Edge: Saves</entry> + <entry id="71323" lang="en" sex="m">Wilder Precognitive Edge: Skills</entry> + <entry id="71324" lang="en" sex="m">Wilder Null Psionics Field</entry> + <entry id="71325" lang="en" sex="m">Wilder Remote View Trap</entry> + <entry id="71326" lang="en" sex="m">Wilder Restoration, Psionic</entry> + <entry id="71327" lang="en" sex="m">Wilder Retrieve</entry> + <entry id="71328" lang="en" sex="m">Wilder Temporal Acceleration</entry> + <entry id="71329" lang="en" sex="m">Wilder Crisis of Life</entry> + <entry id="71330" lang="en" sex="m">Wilder Decerebrate</entry> + <entry id="71331" lang="en" sex="m">Wilder Ectoplasmic Cocoon, Mass</entry> + <entry id="71332" lang="en" sex="m">Wilder Energy Wave</entry> + <entry id="71333" lang="en" sex="m">Wilder Energy Wave, Cold</entry> + <entry id="71334" lang="en" sex="m">Wilder Energy Wave, Electricity</entry> + <entry id="71335" lang="en" sex="m">Wilder Energy Wave, Fire</entry> + <entry id="71336" lang="en" sex="m">Wilder Energy Wave, Sonic</entry> + <entry id="71337" lang="en" sex="m">Wilder Ethereal Jaunt, Psionic</entry> + <entry id="71338" lang="en" sex="m">Wilder Evade Burst</entry> + <entry id="71339" lang="en" sex="m">Wilder Insanity</entry> + <entry id="71340" lang="en" sex="m">Wilder Mind Blank, Personal</entry> + <entry id="71341" lang="en" sex="m">Wilder Moment of Prescience, Psionic</entry> + <entry id="71342" lang="en" sex="m">Wilder Moment of Prescience, Attack Bonus</entry> + <entry id="71343" lang="en" sex="m">Wilder Moment of Prescience, Armour Bonus</entry> + <entry id="71344" lang="en" sex="m">Wilder Moment of Prescience, Save Bonus</entry> + <entry id="71345" lang="en" sex="m">Wilder Moment of Prescience, Skill Bonus</entry> + <entry id="71346" lang="en" sex="m">Wilder Oak Body</entry> + <entry id="71347" lang="en" sex="m">Wilder Reddopsi</entry> + <entry id="71348" lang="en" sex="m">Wilder Sequester, Psionic</entry> + <entry id="71349" lang="en" sex="m">Wilder Ultrablast</entry> + <entry id="71350" lang="en" sex="m">Wilder Astral Seed</entry> + <entry id="71351" lang="en" sex="m">Wilder Teleport, Psionic Greater</entry> + <entry id="71352" lang="en" sex="m">Wilder Greater Teleport - Self only</entry> + <entry id="71353" lang="en" sex="m">Wilder Greater Teleport - Party within 10ft</entry> + <entry id="71354" lang="en" sex="m">Wilder Hypercognition</entry> + <entry id="71355" lang="en" sex="m">Wilder Iron Body, Psionic</entry> + <entry id="71356" lang="en" sex="m">Wilder Mind Blank, Psionic</entry> + <entry id="71357" lang="en" sex="m">Wilder Recall Death</entry> + <entry id="71358" lang="en" sex="m">Wilder Shadow Body</entry> + <entry id="71359" lang="en" sex="m">Wilder Time Hop, Mass</entry> + <entry id="71360" lang="en" sex="m">Wilder True Metabolism</entry> + <entry id="71361" lang="en" sex="m">Wilder Assimilate</entry> + <entry id="71362" lang="en" sex="m">Wilder Etherealness, Psionic</entry> + <entry id="71363" lang="en" sex="m">Wilder Genesis</entry> + <entry id="71364" lang="en" sex="m">Wilder Microcosm</entry> + <entry id="71365" lang="en" sex="m">Wilder Psychic Chirurgery</entry> + <entry id="71366" lang="en" sex="m">Wilder Teleportation Circle, Psionic</entry> + <entry id="71367" lang="en" sex="m">Wilder Teleportation Circle - Visible</entry> + <entry id="71368" lang="en" sex="m">Wilder Teleportation Circle - Hidden</entry> + <entry id="71369" lang="en" sex="m">Wilder Timeless Body</entry> + <entry id="71370" lang="en" sex="m">Wilder Tornado Blast</entry> + <entry id="71371" lang="en" sex="m">Fist of Zuoken Astral Construct</entry> + <entry id="71372" lang="en" sex="m">Fist of Zuoken Astral Construct Options</entry> + <entry id="71373" lang="en" sex="m">Fist of Zuoken Astral Construct Slot 1</entry> + <entry id="71374" lang="en" sex="m">Fist of Zuoken Astral Construct Slot 2</entry> + <entry id="71375" lang="en" sex="m">Fist of Zuoken Astral Construct Slot 3</entry> + <entry id="71376" lang="en" sex="m">Fist of Zuoken Astral Construct Slot 4</entry> + <entry id="71377" lang="en" sex="m">Fist of Zuoken Biofeedback</entry> + <entry id="71378" lang="en" sex="m">Fist of Zuoken Bite of the Wolf</entry> + <entry id="71379" lang="en" sex="m">Fist of Zuoken Bolt</entry> + <entry id="71380" lang="en" sex="m">Fist of Zuoken Burst</entry> + <entry id="71381" lang="en" sex="m">Fist of Zuoken Call to Mind</entry> + <entry id="71382" lang="en" sex="m">Fist of Zuoken Call Weaponry</entry> + <entry id="71383" lang="en" sex="m">Fist of Zuoken Chameleon</entry> + <entry id="71384" lang="en" sex="m">Fist of Zuoken Charm, Psionic</entry> + <entry id="71385" lang="en" sex="m">Fist of Zuoken Claws of the Beast</entry> + <entry id="71386" lang="en" sex="m">Fist of Zuoken Compression</entry> + <entry id="71387" lang="en" sex="m">Fist of Zuoken Conceal Thoughts</entry> + <entry id="71388" lang="en" sex="m">Fist of Zuoken Control Object</entry> + <entry id="71389" lang="en" sex="m">Fist of Zuoken Create Sound</entry> + <entry id="71390" lang="en" sex="m">Fist of Zuoken Crystal Shard</entry> + <entry id="71391" lang="en" sex="m">Fist of Zuoken Daze, Psionic</entry> + <entry id="71392" lang="en" sex="m">Fist of Zuoken Deceleration</entry> + <entry id="71393" lang="en" sex="m">Fist of Zuoken Precognition, Defensive</entry> + <entry id="71394" lang="en" sex="m">Fist of Zuoken Demoralize</entry> + <entry id="71395" lang="en" sex="m">Fist of Zuoken Destiny Dissonance</entry> + <entry id="71396" lang="en" sex="m">Fist of Zuoken Disable</entry> + <entry id="71397" lang="en" sex="m">Fist of Zuoken Dissipating Touch</entry> + <entry id="71398" lang="en" sex="m">Fist of Zuoken Distract</entry> + <entry id="71399" lang="en" sex="m">Fist of Zuoken Elf Sight</entry> + <entry id="71400" lang="en" sex="m">Fist of Zuoken Empathy</entry> + <entry id="71401" lang="en" sex="m">Fist of Zuoken Empty Mind</entry> + <entry id="71402" lang="en" sex="m">Fist of Zuoken Energy Ray</entry> + <entry id="71403" lang="en" sex="m">Fist of Zuoken Energy Ray, Cold</entry> + <entry id="71404" lang="en" sex="m">Fist of Zuoken Energy Ray, Electricity</entry> + <entry id="71405" lang="en" sex="m">Fist of Zuoken Energy Ray, Fire</entry> + <entry id="71406" lang="en" sex="m">Fist of Zuoken Energy Ray, Sonic</entry> + <entry id="71407" lang="en" sex="m">Fist of Zuoken Entangling Ectoplasm</entry> + <entry id="71408" lang="en" sex="m">Fist of Zuoken Expansion</entry> + <entry id="71409" lang="en" sex="m">Fist of Zuoken Far Hand</entry> + <entry id="71410" lang="en" sex="m">Fist of Zuoken Force Screen</entry> + <entry id="71411" lang="en" sex="m">Fist of Zuoken Ectoplasmic Sheen</entry> + <entry id="71412" lang="en" sex="m">Fist of Zuoken Hammer</entry> + <entry id="71413" lang="en" sex="m">Fist of Zuoken Inertial Armour</entry> + <entry id="71414" lang="en" sex="m">Fist of Zuoken Matter Agitation</entry> + <entry id="71415" lang="en" sex="m">Fist of Zuoken Metaphysical Claw</entry> + <entry id="71416" lang="en" sex="m">Fist of Zuoken Metaphysical Weapon</entry> + <entry id="71417" lang="en" sex="m">Fist of Zuoken Mind Thrust</entry> + <entry id="71418" lang="en" sex="m">Fist of Zuoken My Light</entry> + <entry id="71419" lang="en" sex="m">Fist of Zuoken Precognition, Offensive</entry> + <entry id="71420" lang="en" sex="m">Fist of Zuoken Prescience, Offensive</entry> + <entry id="71421" lang="en" sex="m">Fist of Zuoken Precognition</entry> + <entry id="71422" lang="en" sex="m">Fist of Zuoken Precognition</entry> + <entry id="71423" lang="en" sex="m">Fist of Zuoken Precognitive Edge: Attack</entry> + <entry id="71424" lang="en" sex="m">Fist of Zuoken Precognitive Edge: Damage</entry> + <entry id="71425" lang="en" sex="m">Fist of Zuoken Precognitive Edge: Saves</entry> + <entry id="71426" lang="en" sex="m">Fist of Zuoken Precognitive Edge: Skills</entry> + <entry id="71427" lang="en" sex="m">Fist of Zuoken Prevenom</entry> + <entry id="71428" lang="en" sex="m">Fist of Zuoken Prevenom Weapon</entry> + <entry id="71429" lang="en" sex="m">Fist of Zuoken Skate</entry> + <entry id="71430" lang="en" sex="m">Fist of Zuoken Stomp</entry> + <entry id="71431" lang="en" sex="m">Fist of Zuoken Synesthete</entry> + <entry id="71432" lang="en" sex="m">Fist of Zuoken Telepathic Projection</entry> + <entry id="71433" lang="en" sex="m">Fist of Zuoken Thicken Skin</entry> + <entry id="71434" lang="en" sex="m">Fist of Zuoken Vigor</entry> + <entry id="71435" lang="en" sex="m">Fist of Zuoken Animal Affinity</entry> + <entry id="71436" lang="en" sex="m">Fist of Zuoken Aversion</entry> + <entry id="71437" lang="en" sex="m">Fist of Zuoken Bestow Power</entry> + <entry id="71438" lang="en" sex="m">Fist of Zuoken Body Adjustment</entry> + <entry id="71439" lang="en" sex="m">Fist of Zuoken Body Equilibrium</entry> + <entry id="71440" lang="en" sex="m">Fist of Zuoken Body Purification</entry> + <entry id="71441" lang="en" sex="m">Fist of Zuoken Brain Lock</entry> + <entry id="71442" lang="en" sex="m">Fist of Zuoken Clairvoyant Sense</entry> + <entry id="71443" lang="en" sex="m">Fist of Zuoken Cloud Mind</entry> + <entry id="71444" lang="en" sex="m">Fist of Zuoken Concussion Blast</entry> + <entry id="71445" lang="en" sex="m">Fist of Zuoken Concealing Amorpha</entry> + <entry id="71446" lang="en" sex="m">Fist of Zuoken Control Air</entry> + <entry id="71447" lang="en" sex="m">Fist of Zuoken Control Sound</entry> + <entry id="71448" lang="en" sex="m">Fist of Zuoken Swarm of Crystals</entry> + <entry id="71449" lang="en" sex="m">Fist of Zuoken Darkvision, Psionic</entry> + <entry id="71450" lang="en" sex="m">Fist of Zuoken Dimensional Swap</entry> + <entry id="71451" lang="en" sex="m">Fist of Zuoken Dissolving Touch</entry> + <entry id="71452" lang="en" sex="m">Fist of Zuoken Dissolving Weapon</entry> + <entry id="71453" lang="en" sex="m">Fist of Zuoken Ego Whip</entry> + <entry id="71454" lang="en" sex="m">Fist of Zuoken Empathic Transfer</entry> + <entry id="71455" lang="en" sex="m">Fist of Zuoken Energy Adaptation, Specified</entry> + <entry id="71456" lang="en" sex="m">Fist of Zuoken Energy Adaptation, Acid</entry> + <entry id="71457" lang="en" sex="m">Fist of Zuoken Energy Adaptation, Cold</entry> + <entry id="71458" lang="en" sex="m">Fist of Zuoken Energy Adaptation, Electricity</entry> + <entry id="71459" lang="en" sex="m">Fist of Zuoken Energy Adaptation, Fire</entry> + <entry id="71460" lang="en" sex="m">Fist of Zuoken Energy Adaptation, Sonic</entry> + <entry id="71461" lang="en" sex="m">Fist of Zuoken Energy Missile</entry> + <entry id="71462" lang="en" sex="m">Fist of Zuoken Energy Missile, Cold</entry> + <entry id="71463" lang="en" sex="m">Fist of Zuoken Energy Missile, Electricity</entry> + <entry id="71464" lang="en" sex="m">Fist of Zuoken Energy Missile, Fire</entry> + <entry id="71465" lang="en" sex="m">Fist of Zuoken Energy Missile, Sonic</entry> + <entry id="71466" lang="en" sex="m">Fist of Zuoken Energy Push</entry> + <entry id="71467" lang="en" sex="m">Fist of Zuoken Energy Push, Cold</entry> + <entry id="71468" lang="en" sex="m">Fist of Zuoken Energy Push, Electricity</entry> + <entry id="71469" lang="en" sex="m">Fist of Zuoken Energy Push, Fire</entry> + <entry id="71470" lang="en" sex="m">Fist of Zuoken Energy Push, Sonic</entry> + <entry id="71471" lang="en" sex="m">Fist of Zuoken Energy Stun</entry> + <entry id="71472" lang="en" sex="m">Fist of Zuoken Energy Stun, Cold</entry> + <entry id="71473" lang="en" sex="m">Fist of Zuoken Energy Stun, Electricity</entry> + <entry id="71474" lang="en" sex="m">Fist of Zuoken Energy Stun, Fire</entry> + <entry id="71475" lang="en" sex="m">Fist of Zuoken Energy Stun, Sonic</entry> + <entry id="71476" lang="en" sex="m">Fist of Zuoken Hustle</entry> + <entry id="71477" lang="en" sex="m">Fist of Zuoken Identify, Psionic</entry> + <entry id="71478" lang="en" sex="m">Fist of Zuoken Id Insinuation</entry> + <entry id="71479" lang="en" sex="m">Fist of Zuoken Inflict Pain</entry> + <entry id="71480" lang="en" sex="m">Fist of Zuoken Knock, Psionic</entry> + <entry id="71481" lang="en" sex="m">Fist of Zuoken Psionic Lock</entry> + <entry id="71482" lang="en" sex="m">Fist of Zuoken Mental Disruption</entry> + <entry id="71483" lang="en" sex="m">Fist of Zuoken Painful Strike</entry> + <entry id="71484" lang="en" sex="m">Fist of Zuoken Recall Agony</entry> + <entry id="71485" lang="en" sex="m">Fist of Zuoken Psionic Repair Damage</entry> + <entry id="71486" lang="en" sex="m">Fist of Zuoken Share Pain</entry> + <entry id="71487" lang="en" sex="m">Fist of Zuoken Strength of my Enemy</entry> + <entry id="71488" lang="en" sex="m">Fist of Zuoken Thought Shield</entry> + <entry id="71489" lang="en" sex="m">Fist of Zuoken Claws of the Vampire</entry> + <entry id="71490" lang="en" sex="m">Fist of Zuoken Crisis of Breath</entry> + <entry id="71491" lang="en" sex="m">Fist of Zuoken Danger Sense</entry> + <entry id="71492" lang="en" sex="m">Fist of Zuoken Dimension Slide</entry> + <entry id="71493" lang="en" sex="m">Fist of Zuoken Dispel Psionics</entry> + <entry id="71494" lang="en" sex="m">Fist of Zuoken Duodimensional Claw</entry> + <entry id="71495" lang="en" sex="m">Fist of Zuoken Ectoplasmic Cocoon</entry> + <entry id="71496" lang="en" sex="m">Fist of Zuoken Ectoplasmic Form</entry> + <entry id="71497" lang="en" sex="m">Fist of Zuoken Empathic Feedback</entry> + <entry id="71498" lang="en" sex="m">Fist of Zuoken Empathic Transfer, Hostile</entry> + <entry id="71499" lang="en" sex="m">Fist of Zuoken Energy Bolt</entry> + <entry id="71500" lang="en" sex="m">Fist of Zuoken Energy Bolt, Cold</entry> + <entry id="71501" lang="en" sex="m">Fist of Zuoken Energy Bolt, Electricity</entry> + <entry id="71502" lang="en" sex="m">Fist of Zuoken Energy Bolt, Fire</entry> + <entry id="71503" lang="en" sex="m">Fist of Zuoken Energy Bolt, Sonic</entry> + <entry id="71504" lang="en" sex="m">Fist of Zuoken Energy Burst</entry> + <entry id="71505" lang="en" sex="m">Fist of Zuoken Energy Burst, Cold</entry> + <entry id="71506" lang="en" sex="m">Fist of Zuoken Energy Burst, Electricity</entry> + <entry id="71507" lang="en" sex="m">Fist of Zuoken Energy Burst, Fire</entry> + <entry id="71508" lang="en" sex="m">Fist of Zuoken Energy Burst, Sonic</entry> + <entry id="71509" lang="en" sex="m">Fist of Zuoken Energy Cone</entry> + <entry id="71510" lang="en" sex="m">Fist of Zuoken Energy Cone, Cold</entry> + <entry id="71511" lang="en" sex="m">Fist of Zuoken Energy Cone, Electricity</entry> + <entry id="71512" lang="en" sex="m">Fist of Zuoken Energy Cone, Fire</entry> + <entry id="71513" lang="en" sex="m">Fist of Zuoken Energy Cone, Sonic</entry> + <entry id="71514" lang="en" sex="m">Fist of Zuoken Energy Retort</entry> + <entry id="71515" lang="en" sex="m">Fist of Zuoken Energy Retort, Cold</entry> + <entry id="71516" lang="en" sex="m">Fist of Zuoken Energy Retort, Electricity</entry> + <entry id="71517" lang="en" sex="m">Fist of Zuoken Energy Retort, Fire</entry> + <entry id="71518" lang="en" sex="m">Fist of Zuoken Energy Retort, Sonic</entry> + <entry id="71519" lang="en" sex="m">Fist of Zuoken Energy Wall</entry> + <entry id="71520" lang="en" sex="m">Fist of Zuoken Energy Wall, Cold</entry> + <entry id="71521" lang="en" sex="m">Fist of Zuoken Energy Wall, Electricity</entry> + <entry id="71522" lang="en" sex="m">Fist of Zuoken Energy Wall, Fire</entry> + <entry id="71523" lang="en" sex="m">Fist of Zuoken Energy Wall, Sonic</entry> + <entry id="71524" lang="en" sex="m">Fist of Zuoken Eradicate Invisibility</entry> + <entry id="71525" lang="en" sex="m">Fist of Zuoken Escape Detection</entry> + <entry id="71526" lang="en" sex="m">Fist of Zuoken Evade Burst</entry> + <entry id="71527" lang="en" sex="m">Fist of Zuoken Exhalation of the Black Dragon</entry> + <entry id="71528" lang="en" sex="m">Fist of Zuoken Fate Link</entry> + <entry id="71529" lang="en" sex="m">Fist of Zuoken Concealing Amorpha, Greater</entry> + <entry id="71530" lang="en" sex="m">Fist of Zuoken Keen Edge, Psionic</entry> + <entry id="71531" lang="en" sex="m">Fist of Zuoken Mental Barrier</entry> + <entry id="71532" lang="en" sex="m">Fist of Zuoken Mind Trap</entry> + <entry id="71533" lang="en" sex="m">Fist of Zuoken Psionic Blast</entry> + <entry id="71534" lang="en" sex="m">Fist of Zuoken Share Pain, Forced</entry> + <entry id="71535" lang="en" sex="m">Fist of Zuoken Time Hop</entry> + <entry id="71536" lang="en" sex="m">Fist of Zuoken Touchsight</entry> + <entry id="71537" lang="en" sex="m">Fist of Zuoken Ubiquitous Vision</entry> + <entry id="71538" lang="en" sex="m">Fist of Zuoken Vampiric Weapon</entry> + <entry id="71539" lang="en" sex="m">Fist of Zuoken Claw of Energy</entry> + <entry id="71540" lang="en" sex="m">Fist of Zuoken Claw of Cold</entry> + <entry id="71541" lang="en" sex="m">Fist of Zuoken Claw of Electricity</entry> + <entry id="71542" lang="en" sex="m">Fist of Zuoken Claw of Fire</entry> + <entry id="71543" lang="en" sex="m">Fist of Zuoken Detect Remote Viewing</entry> + <entry id="71544" lang="en" sex="m">Fist of Zuoken Dimensional Anchor, Psionic</entry> + <entry id="71545" lang="en" sex="m">Fist of Zuoken Dimension Door, Psionic</entry> + <entry id="71546" lang="en" sex="m">Fist of Zuoken Dimension Door - Self only</entry> + <entry id="71547" lang="en" sex="m">Fist of Zuoken Dimension Door - Party within 10ft</entry> + <entry id="71548" lang="en" sex="m">Fist of Zuoken Dimension Door - Direction and Distance - Self only</entry> + <entry id="71549" lang="en" sex="m">Fist of Zuoken Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="71550" lang="en" sex="m">Fist of Zuoken Dismissal, Psionic</entry> + <entry id="71551" lang="en" sex="m">Fist of Zuoken Energy Adaptation</entry> + <entry id="71552" lang="en" sex="m">Fist of Zuoken Energy Ball</entry> + <entry id="71553" lang="en" sex="m">Fist of Zuoken Energy Ball, Cold</entry> + <entry id="71554" lang="en" sex="m">Fist of Zuoken Energy Ball, Electricity</entry> + <entry id="71555" lang="en" sex="m">Fist of Zuoken Energy Ball, Fire</entry> + <entry id="71556" lang="en" sex="m">Fist of Zuoken Energy Ball, Sonic</entry> + <entry id="71557" lang="en" sex="m">Fist of Zuoken Freedom of Movement, Psionic</entry> + <entry id="71558" lang="en" sex="m">Fist of Zuoken Immovability</entry> + <entry id="71559" lang="en" sex="m">Fist of Zuoken Inertial Barrier</entry> + <entry id="71560" lang="en" sex="m">Fist of Zuoken Intellect Fortress</entry> + <entry id="71561" lang="en" sex="m">Fist of Zuoken Mindwipe</entry> + <entry id="71562" lang="en" sex="m">Fist of Zuoken Power Leech</entry> + <entry id="71563" lang="en" sex="m">Fist of Zuoken Dominate, Psionic</entry> + <entry id="71564" lang="en" sex="m">Fist of Zuoken Psychic Reformation</entry> + <entry id="71565" lang="en" sex="m">Fist of Zuoken Psychic Vampire</entry> + <entry id="71566" lang="en" sex="m">Fist of Zuoken Remote Viewing</entry> + <entry id="71567" lang="en" sex="m">Fist of Zuoken Steadfast Perception</entry> + <entry id="71568" lang="en" sex="m">Fist of Zuoken Telekinetic Maneuver</entry> + <entry id="71569" lang="en" sex="m">Fist of Zuoken Truevenom</entry> + <entry id="71570" lang="en" sex="m">Fist of Zuoken Truevenom Weapon</entry> + <entry id="71571" lang="en" sex="m">Fist of Zuoken Weapon of Energy</entry> + <entry id="71572" lang="en" sex="m">Fist of Zuoken Weapon of Cold</entry> + <entry id="71573" lang="en" sex="m">Fist of Zuoken Weapon of Electricity</entry> + <entry id="71574" lang="en" sex="m">Fist of Zuoken Weapon of Fire</entry> + <entry id="71575" lang="en" sex="m">Fist of Zuoken Baleful Teleport</entry> + <entry id="71576" lang="en" sex="m">Fist of Zuoken Catapsi</entry> + <entry id="71577" lang="en" sex="m">Fist of Zuoken Clairtangent Hand</entry> + <entry id="71578" lang="en" sex="m">Fist of Zuoken Ectoplasmic Shambler</entry> + <entry id="71579" lang="en" sex="m">Fist of Zuoken Energy Current</entry> + <entry id="71580" lang="en" sex="m">Fist of Zuoken Energy Current, Cold</entry> + <entry id="71581" lang="en" sex="m">Fist of Zuoken Energy Current, Electricity</entry> + <entry id="71582" lang="en" sex="m">Fist of Zuoken Energy Current, Fire</entry> + <entry id="71583" lang="en" sex="m">Fist of Zuoken Energy Current, Sonic</entry> + <entry id="71584" lang="en" sex="m">Fist of Zuoken Hail of Crystals</entry> + <entry id="71585" lang="en" sex="m">Fist of Zuoken Oak Body</entry> + <entry id="71586" lang="en" sex="m">Fist of Zuoken Power Resistance</entry> + <entry id="71587" lang="en" sex="m">Fist of Zuoken Psionic Revivify</entry> + <entry id="71588" lang="en" sex="m">Fist of Zuoken Psychic Crush</entry> + <entry id="71589" lang="en" sex="m">Fist of Zuoken Psychofeedback</entry> + <entry id="71590" lang="en" sex="m">Fist of Zuoken Second Chance</entry> + <entry id="71591" lang="en" sex="m">Fist of Zuoken Shatter Mind Blank</entry> + <entry id="71592" lang="en" sex="m">Fist of Zuoken Teleport, Psionic</entry> + <entry id="71593" lang="en" sex="m">Fist of Zuoken Teleport - Self only</entry> + <entry id="71594" lang="en" sex="m">Fist of Zuoken Teleport - Party within 10ft</entry> + <entry id="71595" lang="en" sex="m">Fist of Zuoken Tower of Iron Will</entry> + <entry id="71596" lang="en" sex="m">Fist of Zuoken True Seeing, Psionic</entry> + <entry id="71597" lang="en" sex="m">War mind Astral Construct</entry> + <entry id="71598" lang="en" sex="m">War mind Astral Construct Options</entry> + <entry id="71599" lang="en" sex="m">War mind Astral Construct Slot 1</entry> + <entry id="71600" lang="en" sex="m">War mind Astral Construct Slot 2</entry> + <entry id="71601" lang="en" sex="m">War mind Astral Construct Slot 3</entry> + <entry id="71602" lang="en" sex="m">War mind Astral Construct Slot 4</entry> + <entry id="71603" lang="en" sex="m">War mind Biofeedback</entry> + <entry id="71604" lang="en" sex="m">War mind Bite of the Wolf</entry> + <entry id="71605" lang="en" sex="m">War mind Bolt</entry> + <entry id="71606" lang="en" sex="m">War mind Burst</entry> + <entry id="71607" lang="en" sex="m">War mind Call to Mind</entry> + <entry id="71608" lang="en" sex="m">War mind Call Weaponry</entry> + <entry id="71609" lang="en" sex="m">War mind Chameleon</entry> + <entry id="71610" lang="en" sex="m">War mind Charm, Psionic</entry> + <entry id="71611" lang="en" sex="m">War mind Claws of the Beast</entry> + <entry id="71612" lang="en" sex="m">War mind Compression</entry> + <entry id="71613" lang="en" sex="m">War mind Conceal Thoughts</entry> + <entry id="71614" lang="en" sex="m">War mind Control Object</entry> + <entry id="71615" lang="en" sex="m">War mind Create Sound</entry> + <entry id="71616" lang="en" sex="m">War mind Crystal Shard</entry> + <entry id="71617" lang="en" sex="m">War mind Daze, Psionic</entry> + <entry id="71618" lang="en" sex="m">War mind Deceleration</entry> + <entry id="71619" lang="en" sex="m">War mind Precognition, Defensive</entry> + <entry id="71620" lang="en" sex="m">War mind Demoralize</entry> + <entry id="71621" lang="en" sex="m">War mind Destiny Dissonance</entry> + <entry id="71622" lang="en" sex="m">War mind Disable</entry> + <entry id="71623" lang="en" sex="m">War mind Dissipating Touch</entry> + <entry id="71624" lang="en" sex="m">War mind Distract</entry> + <entry id="71625" lang="en" sex="m">War mind Elf Sight</entry> + <entry id="71626" lang="en" sex="m">War mind Empathy</entry> + <entry id="71627" lang="en" sex="m">War mind Empty Mind</entry> + <entry id="71628" lang="en" sex="m">War mind Energy Ray</entry> + <entry id="71629" lang="en" sex="m">War mind Energy Ray, Cold</entry> + <entry id="71630" lang="en" sex="m">War mind Energy Ray, Electricity</entry> + <entry id="71631" lang="en" sex="m">War mind Energy Ray, Fire</entry> + <entry id="71632" lang="en" sex="m">War mind Energy Ray, Sonic</entry> + <entry id="71633" lang="en" sex="m">War mind Entangling Ectoplasm</entry> + <entry id="71634" lang="en" sex="m">War mind Expansion</entry> + <entry id="71635" lang="en" sex="m">War mind Far Hand</entry> + <entry id="71636" lang="en" sex="m">War mind Force Screen</entry> + <entry id="71637" lang="en" sex="m">War mind Ectoplasmic Sheen</entry> + <entry id="71638" lang="en" sex="m">War mind Hammer</entry> + <entry id="71639" lang="en" sex="m">War mind Inertial Armour</entry> + <entry id="71640" lang="en" sex="m">War mind Matter Agitation</entry> + <entry id="71641" lang="en" sex="m">War mind Metaphysical Claw</entry> + <entry id="71642" lang="en" sex="m">War mind Metaphysical Weapon</entry> + <entry id="71643" lang="en" sex="m">War mind Mind Thrust</entry> + <entry id="71644" lang="en" sex="m">War mind My Light</entry> + <entry id="71645" lang="en" sex="m">War mind Precognition, Offensive</entry> + <entry id="71646" lang="en" sex="m">War mind Prescience, Offensive</entry> + <entry id="71647" lang="en" sex="m">War mind Precognition</entry> + <entry id="71648" lang="en" sex="m">War mind Precognition</entry> + <entry id="71649" lang="en" sex="m">War mind Precognitive Edge: Attack</entry> + <entry id="71650" lang="en" sex="m">War mind Precognitive Edge: Damage</entry> + <entry id="71651" lang="en" sex="m">War mind Precognitive Edge: Saves</entry> + <entry id="71652" lang="en" sex="m">War mind Precognitive Edge: Skills</entry> + <entry id="71653" lang="en" sex="m">War mind Prevenom</entry> + <entry id="71654" lang="en" sex="m">War mind Prevenom Weapon</entry> + <entry id="71655" lang="en" sex="m">War mind Skate</entry> + <entry id="71656" lang="en" sex="m">War mind Stomp</entry> + <entry id="71657" lang="en" sex="m">War mind Synesthete</entry> + <entry id="71658" lang="en" sex="m">War mind Telepathic Projection</entry> + <entry id="71659" lang="en" sex="m">War mind Thicken Skin</entry> + <entry id="71660" lang="en" sex="m">War mind Vigor</entry> + <entry id="71661" lang="en" sex="m">War mind Animal Affinity</entry> + <entry id="71662" lang="en" sex="m">War mind Aversion</entry> + <entry id="71663" lang="en" sex="m">War mind Bestow Power</entry> + <entry id="71664" lang="en" sex="m">War mind Body Adjustment</entry> + <entry id="71665" lang="en" sex="m">War mind Body Equilibrium</entry> + <entry id="71666" lang="en" sex="m">War mind Body Purification</entry> + <entry id="71667" lang="en" sex="m">War mind Brain Lock</entry> + <entry id="71668" lang="en" sex="m">War mind Clairvoyant Sense</entry> + <entry id="71669" lang="en" sex="m">War mind Cloud Mind</entry> + <entry id="71670" lang="en" sex="m">War mind Concussion Blast</entry> + <entry id="71671" lang="en" sex="m">War mind Concealing Amorpha</entry> + <entry id="71672" lang="en" sex="m">War mind Control Air</entry> + <entry id="71673" lang="en" sex="m">War mind Control Sound</entry> + <entry id="71674" lang="en" sex="m">War mind Swarm of Crystals</entry> + <entry id="71675" lang="en" sex="m">War mind Darkvision, Psionic</entry> + <entry id="71676" lang="en" sex="m">War mind Dimensional Swap</entry> + <entry id="71677" lang="en" sex="m">War mind Dissolving Touch</entry> + <entry id="71678" lang="en" sex="m">War mind Dissolving Weapon</entry> + <entry id="71679" lang="en" sex="m">War mind Ego Whip</entry> + <entry id="71680" lang="en" sex="m">War mind Empathic Transfer</entry> + <entry id="71681" lang="en" sex="m">War mind Energy Adaptation, Specified</entry> + <entry id="71682" lang="en" sex="m">War mind Energy Adaptation, Acid</entry> + <entry id="71683" lang="en" sex="m">War mind Energy Adaptation, Cold</entry> + <entry id="71684" lang="en" sex="m">War mind Energy Adaptation, Electricity</entry> + <entry id="71685" lang="en" sex="m">War mind Energy Adaptation, Fire</entry> + <entry id="71686" lang="en" sex="m">War mind Energy Adaptation, Sonic</entry> + <entry id="71687" lang="en" sex="m">War mind Energy Missile</entry> + <entry id="71688" lang="en" sex="m">War mind Energy Missile, Cold</entry> + <entry id="71689" lang="en" sex="m">War mind Energy Missile, Electricity</entry> + <entry id="71690" lang="en" sex="m">War mind Energy Missile, Fire</entry> + <entry id="71691" lang="en" sex="m">War mind Energy Missile, Sonic</entry> + <entry id="71692" lang="en" sex="m">War mind Energy Push</entry> + <entry id="71693" lang="en" sex="m">War mind Energy Push, Cold</entry> + <entry id="71694" lang="en" sex="m">War mind Energy Push, Electricity</entry> + <entry id="71695" lang="en" sex="m">War mind Energy Push, Fire</entry> + <entry id="71696" lang="en" sex="m">War mind Energy Push, Sonic</entry> + <entry id="71697" lang="en" sex="m">War mind Energy Stun</entry> + <entry id="71698" lang="en" sex="m">War mind Energy Stun, Cold</entry> + <entry id="71699" lang="en" sex="m">War mind Energy Stun, Electricity</entry> + <entry id="71700" lang="en" sex="m">War mind Energy Stun, Fire</entry> + <entry id="71701" lang="en" sex="m">War mind Energy Stun, Sonic</entry> + <entry id="71702" lang="en" sex="m">War mind Hustle</entry> + <entry id="71703" lang="en" sex="m">War mind Identify, Psionic</entry> + <entry id="71704" lang="en" sex="m">War mind Id Insinuation</entry> + <entry id="71705" lang="en" sex="m">War mind Inflict Pain</entry> + <entry id="71706" lang="en" sex="m">War mind Knock, Psionic</entry> + <entry id="71707" lang="en" sex="m">War mind Psionic Lock</entry> + <entry id="71708" lang="en" sex="m">War mind Mental Disruption</entry> + <entry id="71709" lang="en" sex="m">War mind Painful Strike</entry> + <entry id="71710" lang="en" sex="m">War mind Recall Agony</entry> + <entry id="71711" lang="en" sex="m">War mind Psionic Repair Damage</entry> + <entry id="71712" lang="en" sex="m">War mind Share Pain</entry> + <entry id="71713" lang="en" sex="m">War mind Strength of my Enemy</entry> + <entry id="71714" lang="en" sex="m">War mind Thought Shield</entry> + <entry id="71715" lang="en" sex="m">War mind Claws of the Vampire</entry> + <entry id="71716" lang="en" sex="m">War mind Crisis of Breath</entry> + <entry id="71717" lang="en" sex="m">War mind Danger Sense</entry> + <entry id="71718" lang="en" sex="m">War mind Dimension Slide</entry> + <entry id="71719" lang="en" sex="m">War mind Dispel Psionics</entry> + <entry id="71720" lang="en" sex="m">War mind Duodimensional Claw</entry> + <entry id="71721" lang="en" sex="m">War mind Ectoplasmic Cocoon</entry> + <entry id="71722" lang="en" sex="m">War mind Ectoplasmic Form</entry> + <entry id="71723" lang="en" sex="m">War mind Empathic Feedback</entry> + <entry id="71724" lang="en" sex="m">War mind Empathic Transfer, Hostile</entry> + <entry id="71725" lang="en" sex="m">War mind Energy Bolt</entry> + <entry id="71726" lang="en" sex="m">War mind Energy Bolt, Cold</entry> + <entry id="71727" lang="en" sex="m">War mind Energy Bolt, Electricity</entry> + <entry id="71728" lang="en" sex="m">War mind Energy Bolt, Fire</entry> + <entry id="71729" lang="en" sex="m">War mind Energy Bolt, Sonic</entry> + <entry id="71730" lang="en" sex="m">War mind Energy Burst</entry> + <entry id="71731" lang="en" sex="m">War mind Energy Burst, Cold</entry> + <entry id="71732" lang="en" sex="m">War mind Energy Burst, Electricity</entry> + <entry id="71733" lang="en" sex="m">War mind Energy Burst, Fire</entry> + <entry id="71734" lang="en" sex="m">War mind Energy Burst, Sonic</entry> + <entry id="71735" lang="en" sex="m">War mind Energy Cone</entry> + <entry id="71736" lang="en" sex="m">War mind Energy Cone, Cold</entry> + <entry id="71737" lang="en" sex="m">War mind Energy Cone, Electricity</entry> + <entry id="71738" lang="en" sex="m">War mind Energy Cone, Fire</entry> + <entry id="71739" lang="en" sex="m">War mind Energy Cone, Sonic</entry> + <entry id="71740" lang="en" sex="m">War mind Energy Retort</entry> + <entry id="71741" lang="en" sex="m">War mind Energy Retort, Cold</entry> + <entry id="71742" lang="en" sex="m">War mind Energy Retort, Electricity</entry> + <entry id="71743" lang="en" sex="m">War mind Energy Retort, Fire</entry> + <entry id="71744" lang="en" sex="m">War mind Energy Retort, Sonic</entry> + <entry id="71745" lang="en" sex="m">War mind Energy Wall</entry> + <entry id="71746" lang="en" sex="m">War mind Energy Wall, Cold</entry> + <entry id="71747" lang="en" sex="m">War mind Energy Wall, Electricity</entry> + <entry id="71748" lang="en" sex="m">War mind Energy Wall, Fire</entry> + <entry id="71749" lang="en" sex="m">War mind Energy Wall, Sonic</entry> + <entry id="71750" lang="en" sex="m">War mind Eradicate Invisibility</entry> + <entry id="71751" lang="en" sex="m">War mind Escape Detection</entry> + <entry id="71752" lang="en" sex="m">War mind Evade Burst</entry> + <entry id="71753" lang="en" sex="m">War mind Exhalation of the Black Dragon</entry> + <entry id="71754" lang="en" sex="m">War mind Fate Link</entry> + <entry id="71755" lang="en" sex="m">War mind Concealing Amorpha, Greater</entry> + <entry id="71756" lang="en" sex="m">War mind Keen Edge, Psionic</entry> + <entry id="71757" lang="en" sex="m">War mind Mental Barrier</entry> + <entry id="71758" lang="en" sex="m">War mind Mind Trap</entry> + <entry id="71759" lang="en" sex="m">War mind Psionic Blast</entry> + <entry id="71760" lang="en" sex="m">War mind Share Pain, Forced</entry> + <entry id="71761" lang="en" sex="m">War mind Time Hop</entry> + <entry id="71762" lang="en" sex="m">War mind Touchsight</entry> + <entry id="71763" lang="en" sex="m">War mind Ubiquitous Vision</entry> + <entry id="71764" lang="en" sex="m">War mind Vampiric Weapon</entry> + <entry id="71765" lang="en" sex="m">War mind Claw of Energy</entry> + <entry id="71766" lang="en" sex="m">War mind Claw of Cold</entry> + <entry id="71767" lang="en" sex="m">War mind Claw of Electricity</entry> + <entry id="71768" lang="en" sex="m">War mind Claw of Fire</entry> + <entry id="71769" lang="en" sex="m">War mind Detect Remote Viewing</entry> + <entry id="71770" lang="en" sex="m">War mind Dimensional Anchor, Psionic</entry> + <entry id="71771" lang="en" sex="m">War mind Dimension Door, Psionic</entry> + <entry id="71772" lang="en" sex="m">War mind Dimension Door - Self only</entry> + <entry id="71773" lang="en" sex="m">War mind Dimension Door - Party within 10ft</entry> + <entry id="71774" lang="en" sex="m">War mind Dimension Door - Direction and Distance - Self only</entry> + <entry id="71775" lang="en" sex="m">War mind Dimension Door - Direction and Distance - Party within 10ft</entry> + <entry id="71776" lang="en" sex="m">War mind Dismissal, Psionic</entry> + <entry id="71777" lang="en" sex="m">War mind Energy Adaptation</entry> + <entry id="71778" lang="en" sex="m">War mind Energy Ball</entry> + <entry id="71779" lang="en" sex="m">War mind Energy Ball, Cold</entry> + <entry id="71780" lang="en" sex="m">War mind Energy Ball, Electricity</entry> + <entry id="71781" lang="en" sex="m">War mind Energy Ball, Fire</entry> + <entry id="71782" lang="en" sex="m">War mind Energy Ball, Sonic</entry> + <entry id="71783" lang="en" sex="m">War mind Freedom of Movement, Psionic</entry> + <entry id="71784" lang="en" sex="m">War mind Immovability</entry> + <entry id="71785" lang="en" sex="m">War mind Inertial Barrier</entry> + <entry id="71786" lang="en" sex="m">War mind Intellect Fortress</entry> + <entry id="71787" lang="en" sex="m">War mind Mindwipe</entry> + <entry id="71788" lang="en" sex="m">War mind Power Leech</entry> + <entry id="71789" lang="en" sex="m">War mind Dominate, Psionic</entry> + <entry id="71790" lang="en" sex="m">War mind Psychic Reformation</entry> + <entry id="71791" lang="en" sex="m">War mind Psychic Vampire</entry> + <entry id="71792" lang="en" sex="m">War mind Remote Viewing</entry> + <entry id="71793" lang="en" sex="m">War mind Steadfast Perception</entry> + <entry id="71794" lang="en" sex="m">War mind Telekinetic Maneuver</entry> + <entry id="71795" lang="en" sex="m">War mind Truevenom</entry> + <entry id="71796" lang="en" sex="m">War mind Truevenom Weapon</entry> + <entry id="71797" lang="en" sex="m">War mind Weapon of Energy</entry> + <entry id="71798" lang="en" sex="m">War mind Weapon of Cold</entry> + <entry id="71799" lang="en" sex="m">War mind Weapon of Electricity</entry> + <entry id="71800" lang="en" sex="m">War mind Weapon of Fire</entry> + <entry id="71801" lang="en" sex="m">War mind Baleful Teleport</entry> + <entry id="71802" lang="en" sex="m">War mind Catapsi</entry> + <entry id="71803" lang="en" sex="m">War mind Clairtangent Hand</entry> + <entry id="71804" lang="en" sex="m">War mind Ectoplasmic Shambler</entry> + <entry id="71805" lang="en" sex="m">War mind Energy Current</entry> + <entry id="71806" lang="en" sex="m">War mind Energy Current, Cold</entry> + <entry id="71807" lang="en" sex="m">War mind Energy Current, Electricity</entry> + <entry id="71808" lang="en" sex="m">War mind Energy Current, Fire</entry> + <entry id="71809" lang="en" sex="m">War mind Energy Current, Sonic</entry> + <entry id="71810" lang="en" sex="m">War mind Hail of Crystals</entry> + <entry id="71811" lang="en" sex="m">War mind Oak Body</entry> + <entry id="71812" lang="en" sex="m">War mind Power Resistance</entry> + <entry id="71813" lang="en" sex="m">War mind Psionic Revivify</entry> + <entry id="71814" lang="en" sex="m">War mind Psychic Crush</entry> + <entry id="71815" lang="en" sex="m">War mind Psychofeedback</entry> + <entry id="71816" lang="en" sex="m">War mind Second Chance</entry> + <entry id="71817" lang="en" sex="m">War mind Shatter Mind Blank</entry> + <entry id="71818" lang="en" sex="m">War mind Teleport, Psionic</entry> + <entry id="71819" lang="en" sex="m">War mind Teleport - Self only</entry> + <entry id="71820" lang="en" sex="m">War mind Teleport - Party within 10ft</entry> + <entry id="71821" lang="en" sex="m">War mind Tower of Iron Will</entry> + <entry id="71822" lang="en" sex="m">War mind True Seeing, Psionic</entry> + <entry id="75000" lang="en" sex="m">####END_OF_PSI_SPELLBOOK_RESERVE</entry> + <entry id="75001" lang="en" sex="m">Favored Mystery - Black Labyrinth</entry> + <entry id="75002" lang="en" sex="m">Holy Warrior</entry> + <entry id="75003" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 4th-level spells, access to the War domain +Benefit: As long as you have a 4th-level or higher War domain spell available to cast, you gain a bonus on your weapon damage rolls equal to the level of the highest-level War spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells. +Use: Passive</entry> + <entry id="75004" lang="en" sex="m">Mystic Backlash</entry> + <entry id="75005" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 5th-level spells +Benefit: As long as you have an abjuration spell of 5th level or higher available to cast, you can make another creature's spellcasting harmful to itself. Use of this feat requires a melee touch attack that does not provoke attacks of opportunity. As a standard action, with a successful touch you can infuse another creature with baneful magic for a number of rounds equal to the level of the highest-level abjuration spell you have available. A successful Will save reduces this duration to 1 round. For the duration of the effect, each time the target completes the casting of a spell, it takes damage equal to the level of the abjuration spell that determined the effect's duration. Since the spell's casting has already been completed, this doesn't count as damage dealt during casting. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells. +Use: Activated</entry> + <entry id="75006" lang="en" sex="m">Acidic Splatter</entry> + <entry id="75007" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 2nd-level spells +Benefit: As long as you have an acid spell of 2nd level or higher available to cast, you can throw an orb of acid as a ranged touch attack. The attack has a range of 5 feet per level of the highest-level acid spell you have available to cast and deals 1d6 points of damage per level of that acid spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting acid spells. +Use: Activated</entry> + <entry id="75008" lang="en" sex="m">Fiery Burst</entry> + <entry id="75009" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 2nd-level spells +Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals ld6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells. +Use: Activated</entry> + <entry id="75010" lang="en" sex="m">Storm Bolt</entry> + <entry id="75011" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 3rd-level spells +Benefit: As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. A successful Reflex save halves damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells. +Use: Activated</entry> + <entry id="75012" lang="en" sex="m">Winter's Blast</entry> + <entry id="75013" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 2nd-level spells +Benefit: As long as you have a cold spell of 2nd level or higher available to cast, you can create a 15-foot cone-shaped burst of cold. This cone deals 1d4 points of cold damage per level of the highest-level cold spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells. +Use: Activated</entry> + <entry id="75014" lang="en" sex="m">Clap of Thunder</entry> + <entry id="75015" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 3rd-level spells +Benefit: As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals 1d6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells. +Use: Activated</entry> + <entry id="75016" lang="en" sex="m">Sickening Grasp</entry> + <entry id="75017" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 3rd-level spells +Benefit: As long as you have a necromancy spell of 3rd level or higher available to cast, any living creature you hit with a melee touch attack becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available to cast. The subject can reduce this duration to 1 round with a successful Fortitude save. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting necromancy spells. +Use: Activated</entry> + <entry id="75018" lang="en" sex="m">Touch of Healing</entry> + <entry id="75019" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 2nd-level spells +Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells. +Use: Activated</entry> + <entry id="75020" lang="en" sex="m">Dimensional Jaunt</entry> + <entry id="75021" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 4th-level spells +Benefit: As long as you have a teleportation spell of 4th level or higher available to cast, you can spend a standard action to teleport yourself and carried objects up to your heavy load a distance of 5 feet per level of the highest-level teleportation spell you have available to cast. You can teleport only to a location that you can see (including one you are currently scrying). You can't bring along another creature (except for a familiar). As a secondary benefit, you gain a +1 competence bonus to your caster level when casting teleportation spells. +Use: Activated</entry> + <entry id="75022" lang="en" sex="m">Reserve Feats</entry> + <entry id="75023" lang="en" sex="m">Contains all Reserve Feats. Any character can select them but will be forced to re-level if the prerequisites are not met.</entry> + <entry id="75024" lang="en" sex="m">Clutch of Earth</entry> + <entry id="75025" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 2nd-level spells +Benefit: As long as you have an earth spell of 2nd level or higher available to cast, you can spend a standard action to reduce the speed of any land bound creature within 30 feet of you. The creature's normal land speed, as well as its burrow and climb speeds, decrease by 5 feet per level of the highest level earth spell you have available to cast, to a minimum speed of 5 feet. This effect lasts for 1 round. A successful Fortitude save negates this effect and renders the target immune to the feat's effect for 24 hours. Creatures currently swimming or flying are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting earth spells. +Use: Activated</entry> + <entry id="75026" lang="en" sex="m">Borne Aloft</entry> + <entry id="75027" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 5th-level spells +Benefit: As long as you have an air spell of 5th level or higher available to cast, you can fly up to 30 feet (perfect maneuverability) as a move action once per round. You must begin and end this flight solidly supported, or you fall. You can't use this ability if you wear heavy armor or carry a heavy load. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells. +Use: Activated</entry> + <entry id="75028" lang="en" sex="m">Protective Ward</entry> + <entry id="75029" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Access to Protection domain +Benefit: As long as you have an abjuration spell available to cast, you can use a standard action to provide a sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC equal to the level of the highest-level abjuration spell you have available to cast. You can apply this bonus either to your AC or to that of a single ally within 30 feet, and it persists until the beginning of your next turn. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells. +Use: Activated</entry> + <entry id="75030" lang="en" sex="m">Shadow Veil</entry> + <entry id="75031" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 2nd-level spells +Benefit: As long as you have a darkness spell of 2nd level or higher available to cast, you can obscure the vision of a subject within 30 feet as a standard action. If the subject fails a Will save, it treats all other creatures and objects as though they had concealment and takes a -5 penalty on Spot checks for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting darkness spells. +Use: Activated</entry> + <entry id="75032" lang="en" sex="m">Sunlight Eyes</entry> + <entry id="75033" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 2nd-level spells +Benefit: As long as you have a light spell of 2nd level or higher available to cast, you can take a swift action to grant yourself the ability to see normally in any conditions of illumination (shadowy illumination, darkness, and magical shadow or darkness). The range of this vision is 10 feet per level of the highest-level light spell you have available to cast, and the effect lasts for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting light spells. +Use: Activated</entry> + <entry id="75034" lang="en" sex="m">Touch of Distraction</entry> + <entry id="75035" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 3rd-level spells +Benefit: As long as you have an enchantment spell of 3rd level or higher available to cast, you can cloud the mind of a creature within 30 feet as a standard action. The target takes a -2 penalty on its next single attack roll or Reflex saving throw. If the target makes no attacks or Reflex saves within a number of rounds equal to the level of the highest-level enchantment spell you have available to cast, the effect ends. Multiple uses of this feat don't stack. This is an enchantment (compulsion), mind-affecting effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enchantment spells. +Use: Activated</entry> + <entry id="75036" lang="en" sex="m">Umbral Shroud</entry> + <entry id="75037" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 3rd-level spells +Benefit: As long as you have a 3rd-level or higher darkness spell available to cast, shadows and darkness appear to obey your will. As a standard action, you can direct these shadows to obscure the vision of one foe within 30 feet. If your target fails a Will save, its attacks have a miss chance equal to 5% per level of the highest-level darkness spell you have available to cast. This effect lasts until the beginning of your next action. Creatures that do not rely on sight are unaffected by this effect, and those with Blind-Fight or similar abilities can fight as they normally would. As a secondary benefit, you gain darkvision out to 10 feet. If you already have darkvision, its range increases by 10 feet. +Use: Activated</entry> + <entry id="75038" lang="en" sex="m">Charnel Miasma</entry> + <entry id="75039" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Access to Death domain +Benefit: As long as you have a 2nd-level or higher Death domain spell available to cast, you exude an almost imperceptible scent of the grave wherever you go. As a standard action, you can force one foe within 30 feet to attempt a Will save or be shaken for 1 minute. If you use this ability on an already shaken creature and it fails its saving throw, it becomes panicked for 1 minute or until it spends 1 full round out of line of sight of you. Creatures that succeed on this save are not affected again by your charnel miasma for 24 hours. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting death spells. +Use: Activated</entry> + <entry id="75040" lang="en" sex="m">Drowning Glance</entry> + <entry id="75041" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 4th-level spells +Benefit: As long as you have a water spell of 4th level or higher available to cast, you can use a standard action to transform a small portion of the air in a living creature's lungs to water, making it difficult for the creature to breathe. The subject must be within 30 feet. The target becomes exhausted for 1 round; if it succeeds on a Fortitude save, it is instead fatigued for 1 round. Whether or not a targeted creature successfully saves, it is immune to any further uses of your drowning glance for 24 hours. Creatures that can breathe water (or who don't breathe) are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting water spells. +Use: Activated</entry> + <entry id="75042" lang="en" sex="m">Invisible Needle</entry> + <entry id="75043" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 3rd-level spells +Benefit: As long as you have a force spell of 3rd level or higher available to cast, you can use a standard action to hurl a tiny needle-shaped projectile created from pure force. This attack requires a successful ranged attack roll (not a ranged touch attack), and the dart has a range of 5 feet per level of the force spell. The needle deals 1d4 points of damage per level of the highest-level force spell you have available. Because it is composed of force, the needle can strike incorporeal creatures. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells. +Use: Activated</entry> + <entry id="75044" lang="en" sex="m">Summon Elemental</entry> + <entry id="75045" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 4th-level spells +Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells. +Use: Activated</entry> + <entry id="75046" lang="en" sex="m">Dimensional Reach</entry> + <entry id="75047" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 3rd-level spells +Benefit: As long as you have a conjuration (summoning) spell of 3rd level higher available to cast, you can transport small items directly into your hand as a standard action. You must have line of sight to an item you wish to transport in this way, and it must be unattended. This ability works at a range of up to 5 feet per level of the highest-level summoning spell you have available to cast, and the item can weigh up to 2 pounds per level of that spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells. +Use: Activated</entry> + <entry id="75048" lang="en" sex="m">Hurricane Breath</entry> + <entry id="75049" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 2nd-level spells +Benefit: As long as you have an air spell of 2nd level or higher available to cast, you can attempt to knock a single creature within 30 feet back with a blast of wind. This requires a standard action and functions much like a bull rush; roll 1d20 + the level of the highest-level air spell you have available to cast opposed by your opponent's Strength check. If you succeed, you push the creature back 5 feet. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells. +Use: Activated</entry> + <entry id="75050" lang="en" sex="m">Minor Shapeshift</entry> + <entry id="75051" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 4th-level spells +Benefit: As long as you have a polymorph spell of 4th level or higher available to cast, you can spend a swift action to grant yourself one of the following BENEFITS:: Might: +2 bonus on melee damage rolls. Mobility: +2 competence bonus on Balance, Climb, Jump, and Swim checks. Savagery: Primary claw attack dealing 1d6 points of damage (assuming Medium size). Speed: +5-foot enhancement bonus to any one movement mode you already possess. Vigor: Temporary hit points equal to your HD. The chosen benefit lasts for a number of rounds equal to the level of the highest-level polymorph spell you have available to cast. If you activate this feat a second time while a previous benefit is still in effect, the first benefit ends immediately. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting polymorph spells. +Use: Activated</entry> + <entry id="75052" lang="en" sex="m">Face-Changer</entry> + <entry id="75053" lang="en" sex="m">Type of Feat: Reserve +Prerequisite: Ability to cast 3rd-level spells +Benefit: As long as you have a glamer spell of 3rd level or higher available to cast, you can alter your appearance as the spell disguise self, except that the duration lasts 1 minute per level of the glamer spell. This illusory transformation requires a full-round action to activate. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting glamer spells. +Use: Activated</entry> + <entry id="75054" lang="en" sex="m">Summon Air Elemental</entry> + <entry id="75055" lang="en" sex="m">Summon Earth Elemental</entry> + <entry id="75056" lang="en" sex="m">Summon Fire Elemental</entry> + <entry id="75057" lang="en" sex="m">Summon Water Elemental</entry> + <entry id="75058" lang="en" sex="m">Minor Shapeshift: Might</entry> + <entry id="75059" lang="en" sex="m">Minor Shapeshift: Mobility</entry> + <entry id="75060" lang="en" sex="m">Minor Shapeshift: Savagery</entry> + <entry id="75061" lang="en" sex="m">Minor Shapeshift: Speed</entry> + <entry id="75062" lang="en" sex="m">Minor Shapeshift: Vigor</entry> + <entry id="75063" lang="en" sex="m">Face-Changer Quickselect 1</entry> + <entry id="75064" lang="en" sex="m">Face-Changer Quickselect 2</entry> + <entry id="75065" lang="en" sex="m">Face-Changer Quickselect 3</entry> + <entry id="75069" lang="en" sex="m">##START NWN .35 CLASS ABBREVIATIONS ##</entry> + <entry id="75070" lang="en" sex="m">UrP</entry> + <entry id="75071" lang="en" sex="m">Bnd</entry> + <entry id="75072" lang="en" sex="m">AnM</entry> + <entry id="75073" lang="en" sex="m">KoS</entry> + <entry id="75074" lang="en" sex="m">SoD</entry> + <entry id="75075" lang="en" sex="m">TnA</entry> + <entry id="75076" lang="en" sex="m">RpM</entry> + <entry id="75077" lang="en" sex="m">SrG</entry> + <entry id="75078" lang="en" sex="m">ScP</entry> + <entry id="75079" lang="en" sex="m">OcA</entry> + <entry id="75080" lang="en" sex="m">Btr</entry> + <entry id="75081" lang="en" sex="m">MsT</entry> + <entry id="75082" lang="en" sex="m">NjS</entry> + <entry id="75083" lang="en" sex="m">Smr</entry> + <entry id="75084" lang="en" sex="m">Wpr</entry> + <entry id="75085" lang="en" sex="m">SfC</entry> + <entry id="75086" lang="en" sex="m">Vts</entry> + <entry id="75087" lang="en" sex="m">Msh</entry> + <entry id="75088" lang="en" sex="m">Shb</entry> + <entry id="75089" lang="en" sex="m">Hxb</entry> + <entry id="75090" lang="en" sex="m">Dsb</entry> + <entry id="75091" lang="en" sex="m">Sct</entry> + <entry id="75092" lang="en" sex="m">Hlr</entry> + <entry id="75093" lang="en" sex="m">MgK</entry> + <entry id="75094" lang="en" sex="m">HrM</entry> + <entry id="75095" lang="en" sex="m">SpS</entry> + <entry id="75096" lang="en" sex="m">AcS</entry> + <entry id="75097" lang="en" sex="m">UnS</entry> + <entry id="75098" lang="en" sex="m">ElK</entry> + <entry id="75099" lang="en" sex="m">ElS</entry> + <entry id="75100" lang="en" sex="m">Fct</entry> + <entry id="75101" lang="en" sex="m">ClS</entry> + <entry id="75102" lang="en" sex="m">CSP</entry> + <entry id="75103" lang="en" sex="m">Fsk</entry> + <entry id="75104" lang="en" sex="m">Inc</entry> + <entry id="75105" lang="en" sex="m">Slb</entry> + <entry id="75106" lang="en" sex="m">Ttm</entry> + <entry id="75107" lang="en" sex="m">Bgl</entry> + <entry id="75108" lang="en" sex="m">Dul</entry> + <entry id="75109" lang="en" sex="m">Hip</entry> + <entry id="75110" lang="en" sex="m">RdA</entry> + <entry id="75111" lang="en" sex="m">KoC</entry> + <entry id="75112" lang="en" sex="m">Hth</entry> + <entry id="75113" lang="en" sex="m">ISF</entry> + <entry id="75114" lang="en" sex="m">Stl</entry> + <entry id="75115" lang="en" sex="m">HtW</entry> + <entry id="75116" lang="en" sex="m">FRz</entry> + <entry id="75117" lang="en" sex="m">VoB</entry> + <entry id="75118" lang="en" sex="m">Lch</entry> + <entry id="75119" lang="en" sex="m">Shf</entry> + <entry id="75120" lang="en" sex="m">CoC</entry> + <entry id="75121" lang="en" sex="m">SbC</entry> + <entry id="75122" lang="en" sex="m">Art</entry> + <entry id="75123" lang="en" sex="m">AcD</entry> + <entry id="75124" lang="en" sex="m">FMM</entry> + <entry id="75125" lang="en" sex="m">WdM</entry> + <entry id="75126" lang="en" sex="m">Sws</entry> + <entry id="75127" lang="en" sex="m">AbC</entry> + <entry id="75128" lang="en" sex="m">Acm</entry> + <entry id="75129" lang="en" sex="m">Ozm</entry> + <entry id="75130" lang="en" sex="m">PsR</entry> + <entry id="75131" lang="en" sex="m">Spd</entry> + <entry id="75132" lang="en" sex="m">KoW</entry> + <entry id="75133" lang="en" sex="m">DrJ</entry> + <entry id="75134" lang="en" sex="m">ShI</entry> + <entry id="75135" lang="en" sex="m">ShS</entry> + <entry id="75136" lang="en" sex="m">WfG</entry> + <entry id="75137" lang="en" sex="m">UmD</entry> + <entry id="75138" lang="en" sex="m">Ali</entry> + <entry id="75139" lang="en" sex="m">BBC</entry> + <entry id="75140" lang="en" sex="m">Wrl</entry> + <entry id="75141" lang="en" sex="m">AnP</entry> + <entry id="75142" lang="en" sex="m">DsL</entry> + <entry id="75143" lang="en" sex="m">SmW</entry> + <entry id="75144" lang="en" sex="m">Nsh</entry> + <entry id="75145" lang="en" sex="m">ShA</entry> + <entry id="75146" lang="en" sex="m">SoL</entry> + <entry id="75147" lang="en" sex="m">SpH</entry> + <entry id="75148" lang="en" sex="m">TfS</entry> + <entry id="75149" lang="en" sex="m">BnS</entry> + <entry id="75150" lang="en" sex="m">IDM</entry> + <entry id="75151" lang="en" sex="m">BgT</entry> + <entry id="75152" lang="en" sex="m">Bsi</entry> + <entry id="75153" lang="en" sex="m">Soc</entry> + <entry id="75154" lang="en" sex="m">SaF</entry> + <entry id="75155" lang="en" sex="m">LeD</entry> + <entry id="75156" lang="en" sex="m">DiB</entry> + <entry id="75157" lang="en" sex="m">MCK</entry> + <entry id="75158" lang="en" sex="m">Iai</entry> + <entry id="75159" lang="en" sex="m">DiD</entry> + <entry id="75160" lang="en" sex="m">CWS</entry> + <entry id="75161" lang="en" sex="m">Rav</entry> + <entry id="75162" lang="en" sex="m">RuB</entry> + <entry id="75163" lang="en" sex="m">TBl</entry> + <entry id="75164" lang="en" sex="m">Shc</entry> + <entry id="75165" lang="en" sex="m">CoN</entry> + <entry id="75166" lang="en" sex="m">MoS</entry> + <entry id="75167" lang="en" sex="m">Noc</entry> + <entry id="75168" lang="en" sex="m">TtR</entry> + <entry id="75169" lang="en" sex="m">NCA</entry> + <entry id="75170" lang="en" sex="m">SwB</entry> + <entry id="75171" lang="en" sex="m">DrS</entry> + <entry id="75172" lang="en" sex="m">DfA</entry> + <entry id="75173" lang="en" sex="m">Psi</entry> + <entry id="75174" lang="en" sex="m">PsW</entry> + <entry id="75175" lang="en" sex="m">Sok</entry> + <entry id="75176" lang="en" sex="m">Wil</entry> + <entry id="75177" lang="en" sex="m">Thk</entry> + <entry id="75178" lang="en" sex="m">RdW</entry> + <entry id="75179" lang="en" sex="m">TrN</entry> + <entry id="75180" lang="en" sex="m">Ack</entry> + <entry id="75181" lang="en" sex="m">BMa</entry> + <entry id="75182" lang="en" sex="m">Dia</entry> + <entry id="75183" lang="en" sex="m">FHx</entry> + <entry id="75184" lang="en" sex="m">IdC</entry> + <entry id="75185" lang="en" sex="m">JWW</entry> + <entry id="75186" lang="en" sex="m">AoE</entry> + <entry id="75187" lang="en" sex="m">PlA</entry> + <entry id="75188" lang="en" sex="m">Lsh</entry> + <entry id="75189" lang="en" sex="m">Bln</entry> + <entry id="75190" lang="en" sex="m">HfW</entry> + <entry id="75191" lang="en" sex="m">ToO</entry> + <entry id="75192" lang="en" sex="m">ShD</entry> + <entry id="75193" lang="en" sex="m">BFZ</entry> + <entry id="75194" lang="en" sex="m">SnB</entry> + <entry id="75195" lang="en" sex="m">KMC</entry> + <entry id="75196" lang="en" sex="m">Mae</entry> + <entry id="75197" lang="en" sex="m">CbM</entry> + <entry id="75198" lang="en" sex="m">Olm</entry> + <entry id="75199" lang="en" sex="m">WSn</entry> + <entry id="75200" lang="en" sex="m">Ssh</entry> + <entry id="75201" lang="en" sex="m">Wwf</entry> + <entry id="75202" lang="en" sex="m">HoS</entry> + <entry id="75203" lang="en" sex="m">MaS</entry> + <entry id="75204" lang="en" sex="m">MaH</entry> + <entry id="75205" lang="en" sex="m">FrB</entry> + <entry id="75206" lang="en" sex="m">Tmp</entry> + <entry id="75207" lang="en" sex="m">Foe</entry> + <entry id="75208" lang="en" sex="m">EoG</entry> + <entry id="75209" lang="en" sex="m">OrW</entry> + <entry id="75210" lang="en" sex="m">ThG</entry> + <entry id="75211" lang="en" sex="m">Nec</entry> + <entry id="75212" lang="en" sex="m">ElD</entry> + <entry id="75213" lang="en" sex="m">EiT</entry> + <entry id="75214" lang="en" sex="m">GFK</entry> + <entry id="75215" lang="en" sex="m">DrN</entry> + <entry id="75216" lang="en" sex="m">UlM</entry> + <entry id="75217" lang="en" sex="m">FrM</entry> + <entry id="75218" lang="en" sex="m">Arc</entry> + <entry id="75219" lang="en" sex="m">DsS</entry> + <entry id="75220" lang="en" sex="m">JPM</entry> + <entry id="75221" lang="en" sex="m">BcM</entry> + <entry id="75222" lang="en" sex="m">RKV</entry> + <entry id="75223" lang="en" sex="m">MoN</entry> + <entry id="75224" lang="en" sex="m">EtB</entry> + <entry id="75225" lang="en" sex="m">SSN</entry> + <entry id="75226" lang="en" sex="m">WbB</entry> + <entry id="75227" lang="en" sex="m">Bln</entry> + <entry id="75228" lang="en" sex="m">DoM</entry> + <entry id="75229" lang="en" sex="m">SoE</entry> + <entry id="75230" lang="en" sex="m">HnM</entry> + <entry id="75231" lang="en" sex="m">DrM</entry> + <entry id="75232" lang="en" sex="m">EnF</entry> + <entry id="75233" lang="en" sex="m">Mrl</entry> + <entry id="75234" lang="en" sex="m">InB</entry> + <entry id="75235" lang="en" sex="m">OAS</entry> + <entry id="75236" lang="en" sex="m">Pkt</entry> + <entry id="75237" lang="en" sex="m">Shm</entry> + <entry id="75238" lang="en" sex="m">PsT</entry> + <entry id="75239" lang="en" sex="m">Crm</entry> + <entry id="75240" lang="en" sex="m">Thr</entry> + <entry id="75241" lang="en" sex="m">FoZ</entry> + <entry id="75242" lang="en" sex="m">HvM</entry> + <entry id="75243" lang="en" sex="m">CmP</entry> + <entry id="75244" lang="en" sex="m">Ruc</entry> + <entry id="75245" lang="en" sex="m">Wcf</entry> + <entry id="75246" lang="en" sex="m">Wrm</entry> + <entry id="75247" lang="en" sex="m">IrM</entry> + <entry id="75248" lang="en" sex="m">ScM</entry> + <entry id="75249" lang="en" sex="m">SlD</entry> + <entry id="75250" lang="en" sex="m">DoA</entry> + <entry id="75251" lang="en" sex="m">Dsg</entry> + <entry id="75252" lang="en" sex="m">SuA</entry> + <entry id="75253" lang="en" sex="m">FaS</entry> + <entry id="75254" lang="en" sex="m">WWC</entry> + <entry id="75255" lang="en" sex="m">ScH</entry> + <entry id="75256" lang="en" sex="m">Tun</entry> + <entry id="75257" lang="en" sex="m">MaA</entry> + <entry id="75258" lang="en" sex="m">Brf</entry> + <entry id="75259" lang="en" sex="m">BsS</entry> + <entry id="75260" lang="en" sex="m">FcL</entry> + <entry id="75261" lang="en" sex="m">Soh</entry> + <entry id="75262" lang="en" sex="m">Crs</entry> + <entry id="75263" lang="en" sex="m">Swr</entry> + <entry id="75264" lang="en" sex="m">Wrb</entry> + <entry id="75265" lang="en" sex="m">Wmg</entry> + <entry id="75266" lang="en" sex="m">Kng</entry> + <entry id="75267" lang="en" sex="m">FDQ</entry> + <entry id="75268" lang="en" sex="m">HWM</entry> + <entry id="75269" lang="en" sex="m">ToT</entry> + <entry id="75270" lang="en" sex="m">DrD</entry> + <entry id="75271" lang="en" sex="m">FMa</entry> + <entry id="75272" lang="en" sex="m">WfJ</entry> + <entry id="75273" lang="en" sex="m">Bsm</entry> + <entry id="75274" lang="en" sex="m">NyH</entry> + <entry id="75275" lang="en" sex="m">Blt</entry> + <entry id="75276" lang="en" sex="m">RaM</entry> + <entry id="75277" lang="en" sex="m">DhM</entry> + <entry id="75278" lang="en" sex="m">SwW</entry> + <entry id="75279" lang="en" sex="m">DDr</entry> + <entry id="75280" lang="en" sex="m">Fra</entry> + <entry id="75281" lang="en" sex="m">CSM</entry> + <entry id="75282" lang="en" sex="m">Sht</entry> + <entry id="75290" lang="en" sex="m">### Begin PRC Spellcasting Marker feats ###</entry> + <entry id="75291" lang="en" sex="m">Bardic Spellcasting (Gloura)</entry> + <entry id="75292" lang="en" sex="m">Sorcerous Spellcasting (Drider)</entry> + <entry id="75293" lang="en" sex="m">Sorcerous Spellcasting (Arkamoi)</entry> + <entry id="75294" lang="en" sex="m">Sorcerous Spellcasting (Marrrutact)</entry> + <entry id="75295" lang="en" sex="m">Sorcerous Spellcasting (Redspawn Arcaniss)</entry> + <entry id="75296" lang="en" sex="m">Sorcerous Spellcasting (Rakshasa)</entry> + <entry id="75297" lang="en" sex="m">Sorcerous Spellcasting (Aranea)</entry> + <entry id="75298" lang="en" sex="m">Abjurant Champion Spellcasting (Fey)</entry> + <entry id="75299" lang="en" sex="m">Acolyte of the Skin Spellcasting (Fey)</entry> + <entry id="75300" lang="en" sex="m">Master Alchemist Spellcasting (Fey)</entry> + <entry id="75301" lang="en" sex="m">Alienist Spellcasting (Fey)</entry> + <entry id="75302" lang="en" sex="m">Anima Mage Spellcasting (Fey)</entry> + <entry id="75303" lang="en" sex="m">Arcane Trickster Spellcasting (Fey)</entry> + <entry id="75304" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Fey)</entry> + <entry id="75305" lang="en" sex="m">Bladesinger Spellcasting (Fey)</entry> + <entry id="75306" lang="en" sex="m">Blood Magus Spellcasting (Fey)</entry> + <entry id="75307" lang="en" sex="m">Cerebremancer Spellcasting (Fey)</entry> + <entry id="75308" lang="en" sex="m">Combat Medic Spellcasting (Fey)</entry> + <entry id="75309" lang="en" sex="m">Diabolist Spellcasting (Fey)</entry> + <entry id="75310" lang="en" sex="m">Dragonheart Mage Spellcasting (Fey)</entry> + <entry id="75311" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Fey)</entry> + <entry id="75312" lang="en" sex="m">Eldritch Knight Spellcasting (Fey)</entry> + <entry id="75313" lang="en" sex="m">Enlightened Fist Spellcasting (Fey)</entry> + <entry id="75314" lang="en" sex="m">Elemental Savant Spellcasting (Fey)</entry> + <entry id="75315" lang="en" sex="m">Eldritch Theurge Spellcasting (Fey)</entry> + <entry id="75316" lang="en" sex="m">Fochlucan Lyrist Spellcasting (Fey)</entry> + <entry id="75317" lang="en" sex="m">Frost Mage Spellcasting (Fey)</entry> + <entry id="75318" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Fey)</entry> + <entry id="75319" lang="en" sex="m">Heartwarder Spellcasting (Fey)</entry> + <entry id="75320" lang="en" sex="m">Harper Mage Spellcasting (Fey)</entry> + <entry id="75321" lang="en" sex="m">Hathran Spellcasting (Fey)</entry> + <entry id="75322" lang="en" sex="m">Havoc Mage Spellcasting (Fey)</entry> + <entry id="75323" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Fey)</entry> + <entry id="75324" lang="en" sex="m">Drow Judicator Spellcasting (Fey)</entry> + <entry id="75325" lang="en" sex="m">Maester Spellcasting (Fey)</entry> + <entry id="75326" lang="en" sex="m">Mage Killer Spellcasting (Fey)</entry> + <entry id="75327" lang="en" sex="m">Master Harper Spellcasting (Fey)</entry> + <entry id="75328" lang="en" sex="m">Mystic Theurge Spellcasting (Fey)</entry> + <entry id="75329" lang="en" sex="m">Noctumancer Spellcasting (Fey)</entry> + <entry id="75330" lang="en" sex="m">Ollam Spellcasting (Fey)</entry> + <entry id="75331" lang="en" sex="m">Oozemaster Spellcasting (Fey)</entry> + <entry id="75332" lang="en" sex="m">Thrall of Orcus Spellcasting (Fey)</entry> + <entry id="75333" lang="en" sex="m">Pale Master Spellcasting (Fey)</entry> + <entry id="75334" lang="en" sex="m">Rage Mage Spellcasting (Fey)</entry> + <entry id="75335" lang="en" sex="m">Shadow Adept Spellcasting (Fey)</entry> + <entry id="75336" lang="en" sex="m">Soulcaster Spellcasting (Fey)</entry> + <entry id="75337" lang="en" sex="m">Spelldancer Spellcasting (Fey)</entry> + <entry id="75338" lang="en" sex="m">Spellsword Spellcasting (Fey)</entry> + <entry id="75339" lang="en" sex="m">Talon of Tiamat Spellcasting (Fey)</entry> + <entry id="75340" lang="en" sex="m">Ultimate Magus Spellcasting (Fey)</entry> + <entry id="75341" lang="en" sex="m">Unseen Seer Spellcasting (Fey)</entry> + <entry id="75342" lang="en" sex="m">Virtuoso Spellcasting (Fey)</entry> + <entry id="75343" lang="en" sex="m">Wild Mage Spellcasting (Fey)</entry> + <entry id="75344" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Fey)</entry> + <entry id="75345" lang="en" sex="m">Abjurant Champion Spellcasting (Aberration)</entry> + <entry id="75346" lang="en" sex="m">Acolyte of the Skin Spellcasting (Aberration)</entry> + <entry id="75347" lang="en" sex="m">Master Alchemist Spellcasting (Aberration)</entry> + <entry id="75348" lang="en" sex="m">Alienist Spellcasting (Aberration)</entry> + <entry id="75349" lang="en" sex="m">Anima Mage Spellcasting (Aberration)</entry> + <entry id="75350" lang="en" sex="m">Archmage Spellcasting (Aberration)</entry> + <entry id="75351" lang="en" sex="m">Arcane Trickster Spellcasting (Aberration)</entry> + <entry id="75352" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Aberration)</entry> + <entry id="75353" lang="en" sex="m">Bladesinger Spellcasting (Aberration)</entry> + <entry id="75354" lang="en" sex="m">Blood Magus Spellcasting (Aberration)</entry> + <entry id="75355" lang="en" sex="m">Bonded Summoner Spellcasting (Aberration)</entry> + <entry id="75356" lang="en" sex="m">Cerebremancer Spellcasting (Aberration)</entry> + <entry id="75357" lang="en" sex="m">Diabolist Spellcasting (Aberration)</entry> + <entry id="75358" lang="en" sex="m">Dragonheart Mage Spellcasting (Aberration)</entry> + <entry id="75359" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Aberration)</entry> + <entry id="75360" lang="en" sex="m">Eldritch Knight Spellcasting (Aberration)</entry> + <entry id="75361" lang="en" sex="m">Enlightened Fist Spellcasting (Aberration)</entry> + <entry id="75362" lang="en" sex="m">Elemental Savant Spellcasting (Aberration)</entry> + <entry id="75363" lang="en" sex="m">Eldritch Theurge Spellcasting (Aberration)</entry> + <entry id="75364" lang="en" sex="m">Force Missile Mage Spellcasting (Aberration)</entry> + <entry id="75365" lang="en" sex="m">Fochulan Lyrist Spellcasting (Aberration)</entry> + <entry id="75366" lang="en" sex="m">Frost Mage Spellcasting (Aberration)</entry> + <entry id="75367" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Aberration)</entry> + <entry id="75368" lang="en" sex="m">Heartwarder Spellcasting (Aberration)</entry> + <entry id="75369" lang="en" sex="m">Harper Mage Spellcasting (Aberration)</entry> + <entry id="75370" lang="en" sex="m">Hathran Spellcasting (Aberration)</entry> + <entry id="75371" lang="en" sex="m">Havoc Mage Spellcasting (Aberration)</entry> + <entry id="75372" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Aberration)</entry> + <entry id="75373" lang="en" sex="m">Drow Judicator Spellcasting (Aberration)</entry> + <entry id="75374" lang="en" sex="m">Maester Spellcasting (Aberration)</entry> + <entry id="75375" lang="en" sex="m">Mage Killer Spellcasting (Aberration)</entry> + <entry id="75376" lang="en" sex="m">Master Harper Spellcasting (Aberration)</entry> + <entry id="75377" lang="en" sex="m">Mystic Theurge Spellcasting (Aberration)</entry> + <entry id="75378" lang="en" sex="m">Noctumancer Spellcasting (Aberration)</entry> + <entry id="75379" lang="en" sex="m">Ollam Spellcasting (Aberration)</entry> + <entry id="75380" lang="en" sex="m">Oozemaster Spellcasting (Aberration)</entry> + <entry id="75381" lang="en" sex="m">Pale Master Spellcasting (Aberration)</entry> + <entry id="75382" lang="en" sex="m">Rage Mage Spellcasting (Aberration)</entry> + <entry id="75383" lang="en" sex="m">Shadow Adept Spellcasting (Aberration)</entry> + <entry id="75384" lang="en" sex="m">Soulcaster Spellcasting (Aberration)</entry> + <entry id="75385" lang="en" sex="m">Spelldancer Spellcasting (Aberration)</entry> + <entry id="75386" lang="en" sex="m">Spellsword Spellcasting (Aberration)</entry> + <entry id="75387" lang="en" sex="m">Talon of Tiamat Spellcasting (Aberration)</entry> + <entry id="75388" lang="en" sex="m">True Necromancer Spellcasting (Aberration)</entry> + <entry id="75389" lang="en" sex="m">Ultimate Magus Spellcasting (Aberration)</entry> + <entry id="75390" lang="en" sex="m">Unseen Seer Spellcasting (Aberration)</entry> + <entry id="75391" lang="en" sex="m">Virtuoso Spellcasting (Aberration)</entry> + <entry id="75392" lang="en" sex="m">Wayfarer Guide Spellcasting (Aberration)</entry> + <entry id="75393" lang="en" sex="m">Wild Mage Spellcasting (Aberration)</entry> + <entry id="75394" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Aberration)</entry> + <entry id="75395" lang="en" sex="m">Abjurant Champion Spellcasting (Monstrous Humaniod)</entry> + <entry id="75396" lang="en" sex="m">Acolyte of the Skin Spellcasting (Monstrous Humaniod)</entry> + <entry id="75397" lang="en" sex="m">Master Alchemist Spellcasting (Monstrous Humaniod)</entry> + <entry id="75398" lang="en" sex="m">Alienist Spellcasting (Monstrous Humaniod)</entry> + <entry id="75399" lang="en" sex="m">Anima Mage Spellcasting (Monstrous Humaniod)</entry> + <entry id="75400" lang="en" sex="m">Archmage Spellcasting (Monstrous Humaniod)</entry> + <entry id="75401" lang="en" sex="m">Arcane Trickster Spellcasting (Monstrous Humaniod)</entry> + <entry id="75402" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Monstrous Humaniod)</entry> + <entry id="75403" lang="en" sex="m">Bladesinger Spellcasting (Monstrous Humaniod)</entry> + <entry id="75404" lang="en" sex="m">Blood Magus Spellcasting (Monstrous Humaniod)</entry> + <entry id="75405" lang="en" sex="m">Bonded Summoner Spellcasting (Monstrous Humaniod)</entry> + <entry id="75406" lang="en" sex="m">Cerebremancer Spellcasting (Monstrous Humaniod)</entry> + <entry id="75407" lang="en" sex="m">Diabolist Spellcasting (Monstrous Humaniod)</entry> + <entry id="75408" lang="en" sex="m">Dragonheart Mage Spellcasting (Monstrous Humaniod)</entry> + <entry id="75409" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Monstrous Humaniod)</entry> + <entry id="75410" lang="en" sex="m">Eldritch Knight Spellcasting (Monstrous Humaniod)</entry> + <entry id="75411" lang="en" sex="m">Enlightened Fist Spellcasting (Monstrous Humaniod)</entry> + <entry id="75412" lang="en" sex="m">Elemental Savant Spellcasting (Monstrous Humaniod)</entry> + <entry id="75413" lang="en" sex="m">Eldritch Theurge Spellcasting (Monstrous Humaniod)</entry> + <entry id="75414" lang="en" sex="m">Force Missile Mage Spellcasting (Monstrous Humaniod)</entry> + <entry id="75415" lang="en" sex="m">Fochulan Lyrist Spellcasting (Monstrous Humaniod)</entry> + <entry id="75416" lang="en" sex="m">Frost Mage Spellcasting (Monstrous Humaniod)</entry> + <entry id="75417" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Monstrous Humaniod)</entry> + <entry id="75418" lang="en" sex="m">Heartwarder Spellcasting (Monstrous Humaniod)</entry> + <entry id="75419" lang="en" sex="m">Harper Mage Spellcasting (Monstrous Humaniod)</entry> + <entry id="75420" lang="en" sex="m">Hathran Spellcasting (Monstrous Humaniod)</entry> + <entry id="75421" lang="en" sex="m">Havoc Mage Spellcasting (Monstrous Humaniod)</entry> + <entry id="75422" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Monstrous Humaniod)</entry> + <entry id="75423" lang="en" sex="m">Drow Judicator Spellcasting (Monstrous Humaniod)</entry> + <entry id="75424" lang="en" sex="m">Maester Spellcasting (Monstrous Humaniod)</entry> + <entry id="75425" lang="en" sex="m">Mage Killer Spellcasting (Monstrous Humaniod)</entry> + <entry id="75426" lang="en" sex="m">Master Harper Spellcasting (Monstrous Humaniod)</entry> + <entry id="75427" lang="en" sex="m">Mystic Theurge Spellcasting (Monstrous Humaniod)</entry> + <entry id="75428" lang="en" sex="m">Noctumancer Spellcasting (Monstrous Humaniod)</entry> + <entry id="75429" lang="en" sex="m">Ollam Spellcasting (Monstrous Humaniod)</entry> + <entry id="75430" lang="en" sex="m">Oozemaster Spellcasting (Monstrous Humaniod)</entry> + <entry id="75431" lang="en" sex="m">Pale Master Spellcasting (Monstrous Humaniod)</entry> + <entry id="75432" lang="en" sex="m">Rage Mage Spellcasting (Monstrous Humaniod)</entry> + <entry id="75433" lang="en" sex="m">Shadow Adept Spellcasting (Monstrous Humaniod)</entry> + <entry id="75434" lang="en" sex="m">Soulcaster Spellcasting (Monstrous Humaniod)</entry> + <entry id="75435" lang="en" sex="m">Spelldancer Spellcasting (Monstrous Humaniod)</entry> + <entry id="75436" lang="en" sex="m">Spellsword Spellcasting (Monstrous Humaniod)</entry> + <entry id="75437" lang="en" sex="m">Talon of Tiamat Spellcasting (Monstrous Humaniod)</entry> + <entry id="75438" lang="en" sex="m">True Necromancer Spellcasting (Monstrous Humaniod)</entry> + <entry id="75439" lang="en" sex="m">Ultimate Magus Spellcasting (Monstrous Humaniod)</entry> + <entry id="75440" lang="en" sex="m">Unseen Seer Spellcasting (Monstrous Humaniod)</entry> + <entry id="75441" lang="en" sex="m">Virtuoso Spellcasting (Monstrous Humaniod)</entry> + <entry id="75442" lang="en" sex="m">Wayfarer Guide Spellcasting (Monstrous Humaniod)</entry> + <entry id="75443" lang="en" sex="m">Wild Mage Spellcasting (Monstrous Humaniod)</entry> + <entry id="75444" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Monstrous Humaniod)</entry> + <entry id="75445" lang="en" sex="m">Abjurant Champion Spellcasting (Outsider)</entry> + <entry id="75446" lang="en" sex="m">Acolyte of the Skin Spellcasting (Outsider)</entry> + <entry id="75447" lang="en" sex="m">Master Alchemist Spellcasting (Outsider)</entry> + <entry id="75448" lang="en" sex="m">Alienist Spellcasting (Outsider)</entry> + <entry id="75449" lang="en" sex="m">Anima Mage Spellcasting (Outsider)</entry> + <entry id="75450" lang="en" sex="m">Archmage Spellcasting (Outsider)</entry> + <entry id="75451" lang="en" sex="m">Arcane Trickster Spellcasting (Outsider)</entry> + <entry id="75452" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Outsider)</entry> + <entry id="75453" lang="en" sex="m">Bladesinger Spellcasting (Outsider)</entry> + <entry id="75454" lang="en" sex="m">Blood Magus Spellcasting (Outsider)</entry> + <entry id="75455" lang="en" sex="m">Bonded Summoner Spellcasting (Outsider)</entry> + <entry id="75456" lang="en" sex="m">Cerebremancer Spellcasting (Outsider)</entry> + <entry id="75457" lang="en" sex="m">Diabolist Spellcasting (Outsider)</entry> + <entry id="75458" lang="en" sex="m">Dragonheart Mage Spellcasting (Outsider)</entry> + <entry id="75459" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Outsider)</entry> + <entry id="75460" lang="en" sex="m">Eldritch Knight Spellcasting (Outsider)</entry> + <entry id="75461" lang="en" sex="m">Enlightened Fist Spellcasting (Outsider)</entry> + <entry id="75462" lang="en" sex="m">Elemental Savant Spellcasting (Outsider)</entry> + <entry id="75463" lang="en" sex="m">Eldritch Theurge Spellcasting (Outsider)</entry> + <entry id="75464" lang="en" sex="m">Force Missile Mage Spellcasting (Outsider)</entry> + <entry id="75465" lang="en" sex="m">Fochulan Lyrist Spellcasting (Outsider)</entry> + <entry id="75466" lang="en" sex="m">Frost Mage Spellcasting (Outsider)</entry> + <entry id="75467" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Outsider)</entry> + <entry id="75468" lang="en" sex="m">Heartwarder Spellcasting (Outsider)</entry> + <entry id="75469" lang="en" sex="m">Harper Mage Spellcasting (Outsider)</entry> + <entry id="75470" lang="en" sex="m">Hathran Spellcasting (Outsider)</entry> + <entry id="75471" lang="en" sex="m">Havoc Mage Spellcasting (Outsider)</entry> + <entry id="75472" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Outsider)</entry> + <entry id="75473" lang="en" sex="m">Drow Judicator Spellcasting (Outsider)</entry> + <entry id="75474" lang="en" sex="m">Maester Spellcasting (Outsider)</entry> + <entry id="75475" lang="en" sex="m">Mage Killer Spellcasting (Outsider)</entry> + <entry id="75476" lang="en" sex="m">Master Harper Spellcasting (Outsider)</entry> + <entry id="75477" lang="en" sex="m">Mystic Theurge Spellcasting (Outsider)</entry> + <entry id="75478" lang="en" sex="m">Noctumancer Spellcasting (Outsider)</entry> + <entry id="75479" lang="en" sex="m">Ollam Spellcasting (Outsider)</entry> + <entry id="75480" lang="en" sex="m">Oozemaster Spellcasting (Outsider)</entry> + <entry id="75481" lang="en" sex="m">Pale Master Spellcasting (Outsider)</entry> + <entry id="75482" lang="en" sex="m">Rage Mage Spellcasting (Outsider)</entry> + <entry id="75483" lang="en" sex="m">Shadow Adept Spellcasting (Outsider)</entry> + <entry id="75484" lang="en" sex="m">Soulcaster Spellcasting (Outsider)</entry> + <entry id="75485" lang="en" sex="m">Spelldancer Spellcasting (Outsider)</entry> + <entry id="75486" lang="en" sex="m">Spellsword Spellcasting (Outsider)</entry> + <entry id="75487" lang="en" sex="m">Talon of Tiamat Spellcasting (Outsider)</entry> + <entry id="75488" lang="en" sex="m">True Necromancer Spellcasting (Outsider)</entry> + <entry id="75489" lang="en" sex="m">Ultimate Magus Spellcasting (Outsider)</entry> + <entry id="75490" lang="en" sex="m">Unseen Seer Spellcasting (Outsider)</entry> + <entry id="75491" lang="en" sex="m">Virtuoso Spellcasting (Outsider)</entry> + <entry id="75492" lang="en" sex="m">Wayfarer Guide Spellcasting (Outsider)</entry> + <entry id="75493" lang="en" sex="m">Wild Mage Spellcasting (Outsider)</entry> + <entry id="75494" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Outsider)</entry> + <entry id="75495" lang="en" sex="m">Abjurant Champion Spellcasting (Shapechanger)</entry> + <entry id="75496" lang="en" sex="m">Acolyte of the Skin Spellcasting (Shapechanger)</entry> + <entry id="75497" lang="en" sex="m">Master Alchemist Spellcasting (Shapechanger)</entry> + <entry id="75498" lang="en" sex="m">Alienist Spellcasting (Shapechanger)</entry> + <entry id="75499" lang="en" sex="m">Anima Mage Spellcasting (Shapechanger)</entry> + <entry id="75500" lang="en" sex="m">Archmage Spellcasting (Shapechanger)</entry> + <entry id="75501" lang="en" sex="m">Arcane Trickster Spellcasting (Shapechanger)</entry> + <entry id="75502" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Shapechanger)</entry> + <entry id="75503" lang="en" sex="m">Bladesinger Spellcasting (Shapechanger)</entry> + <entry id="75504" lang="en" sex="m">Blood Magus Spellcasting (Shapechanger)</entry> + <entry id="75505" lang="en" sex="m">Bonded Summoner Spellcasting (Shapechanger)</entry> + <entry id="75506" lang="en" sex="m">Cerebremancer Spellcasting (Shapechanger)</entry> + <entry id="75507" lang="en" sex="m">Diabolist Spellcasting (Shapechanger)</entry> + <entry id="75508" lang="en" sex="m">Dragonheart Mage Spellcasting (Shapechanger)</entry> + <entry id="75509" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Shapechanger)</entry> + <entry id="75510" lang="en" sex="m">Eldritch Knight Spellcasting (Shapechanger)</entry> + <entry id="75511" lang="en" sex="m">Enlightened Fist Spellcasting (Shapechanger)</entry> + <entry id="75512" lang="en" sex="m">Elemental Savant Spellcasting (Shapechanger)</entry> + <entry id="75513" lang="en" sex="m">Eldritch Theurge Spellcasting (Shapechanger)</entry> + <entry id="75514" lang="en" sex="m">Force Missile Mage Spellcasting (Shapechanger)</entry> + <entry id="75515" lang="en" sex="m">Fochulan Lyrist Spellcasting (Shapechanger)</entry> + <entry id="75516" lang="en" sex="m">Frost Mage Spellcasting (Shapechanger)</entry> + <entry id="75517" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Shapechanger)</entry> + <entry id="75518" lang="en" sex="m">Heartwarder Spellcasting (Shapechanger)</entry> + <entry id="75519" lang="en" sex="m">Harper Mage Spellcasting (Shapechanger)</entry> + <entry id="75520" lang="en" sex="m">Hathran Spellcasting (Shapechanger)</entry> + <entry id="75521" lang="en" sex="m">Havoc Mage Spellcasting (Shapechanger)</entry> + <entry id="75522" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Shapechanger)</entry> + <entry id="75523" lang="en" sex="m">Drow Judicator Spellcasting (Shapechanger)</entry> + <entry id="75524" lang="en" sex="m">Maester Spellcasting (Shapechanger)</entry> + <entry id="75525" lang="en" sex="m">Mage Killer Spellcasting (Shapechanger)</entry> + <entry id="75526" lang="en" sex="m">Master Harper Spellcasting (Shapechanger)</entry> + <entry id="75527" lang="en" sex="m">Mystic Theurge Spellcasting (Shapechanger)</entry> + <entry id="75528" lang="en" sex="m">Noctumancer Spellcasting (Shapechanger)</entry> + <entry id="75529" lang="en" sex="m">Ollam Spellcasting (Shapechanger)</entry> + <entry id="75530" lang="en" sex="m">Oozemaster Spellcasting (Shapechanger)</entry> + <entry id="75531" lang="en" sex="m">Pale Master Spellcasting (Shapechanger)</entry> + <entry id="75532" lang="en" sex="m">Rage Mage Spellcasting (Shapechanger)</entry> + <entry id="75533" lang="en" sex="m">Shadow Adept Spellcasting (Shapechanger)</entry> + <entry id="75534" lang="en" sex="m">Soulcaster Spellcasting (Shapechanger)</entry> + <entry id="75535" lang="en" sex="m">Spelldancer Spellcasting (Shapechanger)</entry> + <entry id="75536" lang="en" sex="m">Spellsword Spellcasting (Shapechanger)</entry> + <entry id="75537" lang="en" sex="m">Talon of Tiamat Spellcasting (Shapechanger)</entry> + <entry id="75538" lang="en" sex="m">True Necromancer Spellcasting (Shapechanger)</entry> + <entry id="75539" lang="en" sex="m">Ultimate Magus Spellcasting (Shapechanger)</entry> + <entry id="75540" lang="en" sex="m">Unseen Seer Spellcasting (Shapechanger)</entry> + <entry id="75541" lang="en" sex="m">Virtuoso Spellcasting (Shapechanger)</entry> + <entry id="75542" lang="en" sex="m">Wayfarer Guide Spellcasting (Shapechanger)</entry> + <entry id="75543" lang="en" sex="m">Wild Mage Spellcasting (Shapechanger)</entry> + <entry id="75544" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Shapechanger)</entry> + <entry id="75545" lang="en" sex="m">Abjurant Champion Spellcasting (Assassin)</entry> + <entry id="75546" lang="en" sex="m">Acolyte of the Skin Spellcasting (Assassin)</entry> + <entry id="75547" lang="en" sex="m">Master Alchemist Spellcasting (Assassin)</entry> + <entry id="75548" lang="en" sex="m">Anima Mage Spellcasting (Assassin)</entry> + <entry id="75549" lang="en" sex="m">Arcane Trickster Spellcasting (Assassin)</entry> + <entry id="75550" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Assassin)</entry> + <entry id="75551" lang="en" sex="m">Bladesinger Spellcasting (Assassin)</entry> + <entry id="75552" lang="en" sex="m">Cerebremancer Spellcasting (Assassin)</entry> + <entry id="75553" lang="en" sex="m">Diabolist Spellcasting (Assassin)</entry> + <entry id="75554" lang="en" sex="m">Dragonheart Mage Spellcasting (Assassin)</entry> + <entry id="75555" lang="en" sex="m">Eldritch Knight Spellcasting (Assassin)</entry> + <entry id="75556" lang="en" sex="m">Enlightened Fist Spellcasting (Assassin)</entry> + <entry id="75557" lang="en" sex="m">Elemental Savant Spellcasting (Assassin)</entry> + <entry id="75558" lang="en" sex="m">Eldritch Theurge Spellcasting (Assassin)</entry> + <entry id="75559" lang="en" sex="m">Fochulan Lyrist Spellcasting (Assassin)</entry> + <entry id="75560" lang="en" sex="m">Frost Mage Spellcasting (Assassin)</entry> + <entry id="75561" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Assassin)</entry> + <entry id="75562" lang="en" sex="m">Havoc Mage Spellcasting (Assassin)</entry> + <entry id="75563" lang="en" sex="m">Drow Judicator Spellcasting (Assassin)</entry> + <entry id="75564" lang="en" sex="m">Mystic Theurge Spellcasting (Assassin)</entry> + <entry id="75565" lang="en" sex="m">Noctumancer Spellcasting (Assassin)</entry> + <entry id="75566" lang="en" sex="m">Oozemaster Spellcasting (Assassin)</entry> + <entry id="75567" lang="en" sex="m">Pale Master Spellcasting (Assassin)</entry> + <entry id="75568" lang="en" sex="m">Rage Mage Spellcasting (Assassin)</entry> + <entry id="75569" lang="en" sex="m">Shadow Adept Spellcasting (Assassin)</entry> + <entry id="75570" lang="en" sex="m">Soulcaster Spellcasting (Assassin)</entry> + <entry id="75571" lang="en" sex="m">Spelldancer Spellcasting (Assassin)</entry> + <entry id="75572" lang="en" sex="m">Spellsword Spellcasting (Assassin)</entry> + <entry id="75573" lang="en" sex="m">Talon of Tiamat Spellcasting (Assassin)</entry> + <entry id="75574" lang="en" sex="m">Ultimate Magus Spellcasting (Assassin)</entry> + <entry id="75575" lang="en" sex="m">Unseen Seer Spellcasting (Assassin)</entry> + <entry id="75576" lang="en" sex="m">Wild Mage Spellcasting (Assassin)</entry> + <entry id="75577" lang="en" sex="m">Abjurant Championon Spellcasting (Bard)</entry> + <entry id="75578" lang="en" sex="m">Acolyte of the Skin Spellcasting (Bard)</entry> + <entry id="75579" lang="en" sex="m">Master Alchemist Spellcasting (Bard)</entry> + <entry id="75580" lang="en" sex="m">Alienist Spellcasting (Bard)</entry> + <entry id="75581" lang="en" sex="m">Anima Mage Spellcasting (Bard)</entry> + <entry id="75582" lang="en" sex="m">Arcane Trickster Spellcasting (Bard)</entry> + <entry id="75583" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Bard)</entry> + <entry id="75584" lang="en" sex="m">Bladesinger Spellcasting (Bard)</entry> + <entry id="75585" lang="en" sex="m">Blood Magus Spellcasting (Bard)</entry> + <entry id="75586" lang="en" sex="m">Cerebremancer Spellcasting (Bard)</entry> + <entry id="75587" lang="en" sex="m">Combat Medic Spellcasting (Bard)</entry> + <entry id="75588" lang="en" sex="m">Diabolist Spellcasting (Bard)</entry> + <entry id="75589" lang="en" sex="m">Dragonheart Mage Spellcasting (Bard)</entry> + <entry id="75590" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Bard)</entry> + <entry id="75591" lang="en" sex="m">Eldritch Knight Spellcasting (Bard)</entry> + <entry id="75592" lang="en" sex="m">Enlightened Fist Spellcasting (Bard)</entry> + <entry id="75593" lang="en" sex="m">Elemental Savant Spellcasting (Bard)</entry> + <entry id="75594" lang="en" sex="m">Eldritch Theurge Spellcasting (Bard)</entry> + <entry id="75595" lang="en" sex="m">Fochlucan Lyrist Spellcasting (Bard)</entry> + <entry id="75596" lang="en" sex="m">Frost Mage Spellcasting (Bard)</entry> + <entry id="75597" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Bard)</entry> + <entry id="75598" lang="en" sex="m">Heartwarder Spellcasting (Bard)</entry> + <entry id="75599" lang="en" sex="m">Harper Mage Spellcasting (Bard)</entry> + <entry id="75600" lang="en" sex="m">Hathran Spellcasting (Bard)</entry> + <entry id="75601" lang="en" sex="m">Havoc Mage Spellcasting (Bard)</entry> + <entry id="75602" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Bard)</entry> + <entry id="75603" lang="en" sex="m">Drow Judicator Spellcasting (Bard)</entry> + <entry id="75604" lang="en" sex="m">Maester Spellcasting (Bard)</entry> + <entry id="75605" lang="en" sex="m">Mage Killer Spellcasting (Bard)</entry> + <entry id="75606" lang="en" sex="m">Master Harper Spellcasting (Bard)</entry> + <entry id="75607" lang="en" sex="m">Mystic Theurge Spellcasting (Bard)</entry> + <entry id="75608" lang="en" sex="m">Noctumancer Spellcasting (Bard)</entry> + <entry id="75609" lang="en" sex="m">Ollam Spellcasting (Bard)</entry> + <entry id="75610" lang="en" sex="m">Oozemaster Spellcasting (Bard)</entry> + <entry id="75611" lang="en" sex="m">Thrall of Orcus Spellcasting (Bard)</entry> + <entry id="75612" lang="en" sex="m">Pale Master Spellcasting (Bard)</entry> + <entry id="75613" lang="en" sex="m">Rage Mage Spellcasting (Bard)</entry> + <entry id="75614" lang="en" sex="m">Shadow Adept Spellcasting (Bard)</entry> + <entry id="75615" lang="en" sex="m">Soulcaster Spellcasting (Bard)</entry> + <entry id="75616" lang="en" sex="m">Spelldancer Spellcasting (Bard)</entry> + <entry id="75617" lang="en" sex="m">Spellsword Spellcasting (Bard)</entry> + <entry id="75618" lang="en" sex="m">Talon of Tiamat Spellcasting (Bard)</entry> + <entry id="75619" lang="en" sex="m">Ultimate Magus Spellcasting (Bard)</entry> + <entry id="75620" lang="en" sex="m">Unseen Seer Spellcasting (Bard)</entry> + <entry id="75621" lang="en" sex="m">Virtuoso Spellcasting (Bard)</entry> + <entry id="75622" lang="en" sex="m">Wild Mage Spellcasting (Bard)</entry> + <entry id="75623" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Bard)</entry> + <entry id="75624" lang="en" sex="m">Abjurant Champion Spellcasting (Beguiler)</entry> + <entry id="75625" lang="en" sex="m">Acolyte of the Skin Spellcasting (Beguiler)</entry> + <entry id="75626" lang="en" sex="m">Master Alchemist Spellcasting (Beguiler)</entry> + <entry id="75627" lang="en" sex="m">Alienist Spellcasting (Beguiler)</entry> + <entry id="75628" lang="en" sex="m">Anima Mage Spellcasting (Beguiler)</entry> + <entry id="75629" lang="en" sex="m">Archmage Spellcasting (Beguiler)</entry> + <entry id="75630" lang="en" sex="m">Arcane Trickster Spellcasting (Beguiler)</entry> + <entry id="75631" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Beguiler)</entry> + <entry id="75632" lang="en" sex="m">Bladesinger Spellcasting (Beguiler)</entry> + <entry id="75633" lang="en" sex="m">Blood Magus Spellcasting (Beguiler)</entry> + <entry id="75634" lang="en" sex="m">Cerebremancer Spellcasting (Beguiler)</entry> + <entry id="75635" lang="en" sex="m">Diabolist Spellcasting (Beguiler)</entry> + <entry id="75636" lang="en" sex="m">Dragonheart Mage Spellcasting (Beguiler)</entry> + <entry id="75637" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Beguiler)</entry> + <entry id="75638" lang="en" sex="m">Eldritch Knight Spellcasting (Beguiler)</entry> + <entry id="75639" lang="en" sex="m">Enlightened Fist Spellcasting (Beguiler)</entry> + <entry id="75640" lang="en" sex="m">Elemental Savant Spellcasting (Beguiler)</entry> + <entry id="75641" lang="en" sex="m">Eldritch Theurge Adept Spellcasting (Beguiler)</entry> + <entry id="75642" lang="en" sex="m">Fochulan Lyrist Spellcasting (Beguiler)</entry> + <entry id="75643" lang="en" sex="m">Frost Mage Spellcasting (Beguiler)</entry> + <entry id="75644" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Beguiler)</entry> + <entry id="75645" lang="en" sex="m">Harper Mage Spellcasting (Beguiler)</entry> + <entry id="75646" lang="en" sex="m">Hathran Spellcasting (Beguiler)</entry> + <entry id="75647" lang="en" sex="m">Havoc Mage Spellcasting (Beguiler)</entry> + <entry id="75648" lang="en" sex="m">Heartwarder Spellcasting (Beguiler)</entry> + <entry id="75649" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Beguiler)</entry> + <entry id="75650" lang="en" sex="m">Drow Judicator Spellcasting (Beguiler)</entry> + <entry id="75651" lang="en" sex="m">Maester Spellcasting (Beguiler)</entry> + <entry id="75652" lang="en" sex="m">Mage Killer Spellcasting (Beguiler)</entry> + <entry id="75653" lang="en" sex="m">Master Harper Spellcasting (Beguiler)</entry> + <entry id="75654" lang="en" sex="m">Mystic Theurge Spellcasting (Beguiler)</entry> + <entry id="75655" lang="en" sex="m">Noctumancer Spellcasting (Beguiler)</entry> + <entry id="75656" lang="en" sex="m">Ollam Spellcasting (Beguiler)</entry> + <entry id="75657" lang="en" sex="m">Oozemaster Spellcasting (Beguiler)</entry> + <entry id="75658" lang="en" sex="m">Pale Master Spellcasting (Beguiler)</entry> + <entry id="75659" lang="en" sex="m">Rage Mage Spellcasting (Beguiler)</entry> + <entry id="75660" lang="en" sex="m">Shadow Adept Spellcasting (Beguiler)</entry> + <entry id="75661" lang="en" sex="m">Soulcaster Spellcasting (Beguiler)</entry> + <entry id="75662" lang="en" sex="m">Spelldancer Spellcasting (Beguiler)</entry> + <entry id="75663" lang="en" sex="m">Spellsword Spellcasting (Beguiler)</entry> + <entry id="75664" lang="en" sex="m">Talon of Tiamat Spellcasting (Beguiler)</entry> + <entry id="75665" lang="en" sex="m">Ultimate Magus Spellcasting (Beguiler)</entry> + <entry id="75666" lang="en" sex="m">Unseen Seer Spellcasting (Beguiler)</entry> + <entry id="75667" lang="en" sex="m">Virtuoso Spellcasting (Beguiler)</entry> + <entry id="75668" lang="en" sex="m">Wild Mage Spellcasting (Beguiler)</entry> + <entry id="75669" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Beguiler)</entry> + <entry id="75670" lang="en" sex="m">Abjurant Champion Spellcasting (Celebrant of Sharess)</entry> + <entry id="75671" lang="en" sex="m">Master Alchemist Spellcasting (Celebrant of Sharess)</entry> + <entry id="75672" lang="en" sex="m">Alienist Spellcasting (Celebrant of Sharess)</entry> + <entry id="75673" lang="en" sex="m">Arcane Trickster Spellcasting (Celebrant of Sharess)</entry> + <entry id="75674" lang="en" sex="m">Bonded Summoner Spellcasting (Celebrant of Sharess)</entry> + <entry id="75675" lang="en" sex="m">Bladesinger Spellcasting (Celebrant of Sharess)</entry> + <entry id="75676" lang="en" sex="m">Cerebremancer Spellcasting (Celebrant of Sharess)</entry> + <entry id="75677" lang="en" sex="m">Dragonheart Mage Spellcasting (Celebrant of Sharess)</entry> + <entry id="75678" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Celebrant of Sharess)</entry> + <entry id="75679" lang="en" sex="m">Eldritch Knight Spellcasting (Celebrant of Sharess)</entry> + <entry id="75680" lang="en" sex="m">Enlightened Fist Spellcasting (Celebrant of Sharess)</entry> + <entry id="75681" lang="en" sex="m">Elemental Savant Spellcasting (Celebrant of Sharess)</entry> + <entry id="75682" lang="en" sex="m">Frost Mage Spellcasting (Celebrant of Sharess)</entry> + <entry id="75683" lang="en" sex="m">Harper Mage Spellcasting (Celebrant of Sharess)</entry> + <entry id="75684" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Celebrant of Sharess)</entry> + <entry id="75685" lang="en" sex="m">Master Harper Spellcasting (Celebrant of Sharess)</entry> + <entry id="75686" lang="en" sex="m">Mystic Theurge Spellcasting (Celebrant of Sharess)</entry> + <entry id="75687" lang="en" sex="m">Noctumancer Spellcasting (Celebrant of Sharess)</entry> + <entry id="75688" lang="en" sex="m">Oozemaster Spellcasting (Celebrant of Sharess)</entry> + <entry id="75689" lang="en" sex="m">Shadow Adept Spellcasting (Celebrant of Sharess)</entry> + <entry id="75690" lang="en" sex="m">Soulcaster Spellcasting (Celebrant of Sharess)</entry> + <entry id="75691" lang="en" sex="m">Spelldancer Spellcasting (Celebrant of Sharess)</entry> + <entry id="75692" lang="en" sex="m">Ultimate Magus Spellcasting (Celebrant of Sharess)</entry> + <entry id="75693" lang="en" sex="m">Unseen Seer Spellcasting (Celebrant of Sharess)</entry> + <entry id="75694" lang="en" sex="m">Wild Mage Spellcasting (Celebrant of Sharess)</entry> + <entry id="75695" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Celebrant of Sharess)</entry> + <entry id="75696" lang="en" sex="m">Abjurant Champion Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75697" lang="en" sex="m">Arcane Trickster Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75698" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75699" lang="en" sex="m">Bladesinger Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75700" lang="en" sex="m">Cerebremancer Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75701" lang="en" sex="m">Diabolist Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75702" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75703" lang="en" sex="m">Eldritch Knight Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75704" lang="en" sex="m">Enlightened Fist Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75705" lang="en" sex="m">Elemental Savant Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75706" lang="en" sex="m">Eldritch Theurge Adept Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75707" lang="en" sex="m">Frost Mage Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75708" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75709" lang="en" sex="m">Harper Mage Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75710" lang="en" sex="m">Hathran Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75711" lang="en" sex="m">Havoc Mage Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75712" lang="en" sex="m">Heartwarder Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75713" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75714" lang="en" sex="m">Master Harper Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75715" lang="en" sex="m">Mystic Theurge Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75716" lang="en" sex="m">Noctumancer Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75717" lang="en" sex="m">Ollam Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75718" lang="en" sex="m">Oozemaster Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75719" lang="en" sex="m">Pale Master Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75720" lang="en" sex="m">Rage Mage Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75721" lang="en" sex="m">Shadow Adept Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75722" lang="en" sex="m">Soulcaster Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75723" lang="en" sex="m">Spelldancer Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75724" lang="en" sex="m">Spellsword Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75725" lang="en" sex="m">Talon of Tiamat Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75726" lang="en" sex="m">Ultimate Magus Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75727" lang="en" sex="m">Unseen Seer Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75728" lang="en" sex="m">Wild Mage Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75729" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="75730" lang="en" sex="m">Acolyte of the Skin Spellcasting (Dread Necromancer)</entry> + <entry id="75731" lang="en" sex="m">Master Alchemist Spellcasting (Dread Necromancer)</entry> + <entry id="75732" lang="en" sex="m">Alienist Spellcasting (Dread Necromancer)</entry> + <entry id="75733" lang="en" sex="m">Anima Mage Spellcasting (Dread Necromancer)</entry> + <entry id="75734" lang="en" sex="m">Archmage Spellcasting (Dread Necromancer)</entry> + <entry id="75735" lang="en" sex="m">Arcane Trickster Spellcasting (Dread Necromancer)</entry> + <entry id="75736" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Dread Necromancer)</entry> + <entry id="75737" lang="en" sex="m">Bladesinger Spellcasting (Dread Necromancer)</entry> + <entry id="75738" lang="en" sex="m">Blood Magus Spellcasting (Dread Necromancer)</entry> + <entry id="75739" lang="en" sex="m">Cerebremancer Spellcasting (Dread Necromancer)</entry> + <entry id="75740" lang="en" sex="m">Diabolist Spellcasting (Dread Necromancer)</entry> + <entry id="75741" lang="en" sex="m">Dragonheart Mage Spellcasting (Dread Necromancer)</entry> + <entry id="75742" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Dread Necromancer)</entry> + <entry id="75743" lang="en" sex="m">Eldritch Knight Spellcasting (Dread Necromancer)</entry> + <entry id="75744" lang="en" sex="m">Enlightened Fist Spellcasting (Dread Necromancer)</entry> + <entry id="75745" lang="en" sex="m">Elemental Savant Spellcasting (Dread Necromancer)</entry> + <entry id="75746" lang="en" sex="m">Eldritch Theurge Adept Spellcasting (Dread Necromancer)</entry> + <entry id="75747" lang="en" sex="m">Fochulan Lyrist Spellcasting (Dread Necromancer)</entry> + <entry id="75748" lang="en" sex="m">Frost Mage Spellcasting (Dread Necromancer)</entry> + <entry id="75749" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Dread Necromancer)</entry> + <entry id="75750" lang="en" sex="m">Harper Mage Spellcasting (Dread Necromancer)</entry> + <entry id="75751" lang="en" sex="m">Hathran Spellcasting (Dread Necromancer)</entry> + <entry id="75752" lang="en" sex="m">Havoc Mage Spellcasting (Dread Necromancer)</entry> + <entry id="75753" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Dread Necromancer)</entry> + <entry id="75754" lang="en" sex="m">Drow Judicator Spellcasting (Dread Necromancer)</entry> + <entry id="75755" lang="en" sex="m">Maester Spellcasting (Dread Necromancer)</entry> + <entry id="75756" lang="en" sex="m">Mage Killer Spellcasting (Dread Necromancer)</entry> + <entry id="75757" lang="en" sex="m">Master Harper Spellcasting (Dread Necromancer)</entry> + <entry id="75758" lang="en" sex="m">Mystic Theurge Spellcasting (Dread Necromancer)</entry> + <entry id="75759" lang="en" sex="m">Noctumancer Spellcasting (Dread Necromancer)</entry> + <entry id="75760" lang="en" sex="m">Oozemaster Spellcasting (Dread Necromancer)</entry> + <entry id="75761" lang="en" sex="m">Pale Master Spellcasting (Dread Necromancer)</entry> + <entry id="75762" lang="en" sex="m">Rage Mage Spellcasting (Dread Necromancer)</entry> + <entry id="75763" lang="en" sex="m">Shadow Adept Spellcasting (Dread Necromancer)</entry> + <entry id="75764" lang="en" sex="m">Soulcaster Spellcasting (Dread Necromancer)</entry> + <entry id="75765" lang="en" sex="m">Spelldancer Spellcasting (Dread Necromancer)</entry> + <entry id="75766" lang="en" sex="m">Spellsword Spellcasting (Dread Necromancer)</entry> + <entry id="75767" lang="en" sex="m">Talon of Tiamat Spellcasting (Dread Necromancer)</entry> + <entry id="75768" lang="en" sex="m">True Necromancer Spellcasting (Dread Necromancer)</entry> + <entry id="75769" lang="en" sex="m">Ultimate Magus Spellcasting (Dread Necromancer)</entry> + <entry id="75770" lang="en" sex="m">Unseen Seer Spellcasting (Dread Necromancer)</entry> + <entry id="75771" lang="en" sex="m">Wild Mage Spellcasting (Dread Necromancer)</entry> + <entry id="75772" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Dread Necromancer)</entry> + <entry id="75773" lang="en" sex="m">Abjurant Champion Spellcasting (Duskblade)</entry> + <entry id="75774" lang="en" sex="m">Acolyte of the Skin Spellcasting (Duskblade)</entry> + <entry id="75775" lang="en" sex="m">Master Alchemist Spellcasting (Duskblade)</entry> + <entry id="75776" lang="en" sex="m">Anima Mage Spellcasting (Duskblade)</entry> + <entry id="75777" lang="en" sex="m">Arcane Trickster Spellcasting (Duskblade)</entry> + <entry id="75778" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Duskblade)</entry> + <entry id="75779" lang="en" sex="m">Bladesinger Spellcasting (Duskblade)</entry> + <entry id="75780" lang="en" sex="m">Blood Magus Spellcasting (Duskblade)</entry> + <entry id="75781" lang="en" sex="m">Cerebremancer Spellcasting (Duskblade)</entry> + <entry id="75782" lang="en" sex="m">Dragonheart Mage Spellcasting (Duskblade)</entry> + <entry id="75783" lang="en" sex="m">Diabolist Spellcasting (Duskblade)</entry> + <entry id="75784" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Duskblade)</entry> + <entry id="75785" lang="en" sex="m">Eldritch Knight Spellcasting (Duskblade)</entry> + <entry id="75786" lang="en" sex="m">Enlightened Fist Spellcasting (Duskblade)</entry> + <entry id="75787" lang="en" sex="m">Elemental Savant Spellcasting (Duskblade)</entry> + <entry id="75788" lang="en" sex="m">Eldritch Theurge Spellcasting (Duskblade)</entry> + <entry id="75789" lang="en" sex="m">Fochulan Lyrist Spellcasting (Duskblade)</entry> + <entry id="75790" lang="en" sex="m">Frost Mage Spellcasting (Duskblade)</entry> + <entry id="75791" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Duskblade)</entry> + <entry id="75792" lang="en" sex="m">Heartwarder Spellcasting (Duskblade)</entry> + <entry id="75793" lang="en" sex="m">Harper Mage Spellcasting (Duskblade)</entry> + <entry id="75794" lang="en" sex="m">Hathran Spellcasting (Duskblade)</entry> + <entry id="75795" lang="en" sex="m">Havoc Mage Spellcasting (Duskblade)</entry> + <entry id="75796" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Duskblade)</entry> + <entry id="75797" lang="en" sex="m">Drow Judicator Spellcasting (Duskblade)</entry> + <entry id="75798" lang="en" sex="m">Maester Spellcasting (Duskblade)</entry> + <entry id="75799" lang="en" sex="m">Mage Killer Spellcasting (Duskblade)</entry> + <entry id="75800" lang="en" sex="m">Master Harper Spellcasting (Duskblade)</entry> + <entry id="75801" lang="en" sex="m">Mystic Theurge Spellcasting (Duskblade)</entry> + <entry id="75802" lang="en" sex="m">Noctumancer Spellcasting (Duskblade)</entry> + <entry id="75803" lang="en" sex="m">Ollam Spellcasting (Duskblade)</entry> + <entry id="75804" lang="en" sex="m">Oozemaster Spellcasting (Duskblade)</entry> + <entry id="75805" lang="en" sex="m">Pale Master Spellcasting (Duskblade)</entry> + <entry id="75806" lang="en" sex="m">Rage Mage Spellcasting (Duskblade)</entry> + <entry id="75807" lang="en" sex="m">Shadow Adept Spellcasting (Duskblade)</entry> + <entry id="75808" lang="en" sex="m">Soulcaster Spellcasting (Duskblade)</entry> + <entry id="75809" lang="en" sex="m">Spelldancer Spellcasting (Duskblade)</entry> + <entry id="75810" lang="en" sex="m">Spellsword Spellcasting (Duskblade)</entry> + <entry id="75811" lang="en" sex="m">Talon of Tiamat Spellcasting (Duskblade)</entry> + <entry id="75812" lang="en" sex="m">True Necromancer Spellcasting (Duskblade)</entry> + <entry id="75813" lang="en" sex="m">Ultimate Magus Spellcasting (Duskblade)</entry> + <entry id="75814" lang="en" sex="m">Unseen Seer Spellcasting (Duskblade)</entry> + <entry id="75815" lang="en" sex="m">Virtuoso Spellcasting (Duskblade)</entry> + <entry id="75816" lang="en" sex="m">Wild Mage Spellcasting (Duskblade)</entry> + <entry id="75817" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Duskblade)</entry> + <entry id="75818" lang="en" sex="m">Abjurant Champion Spellcasting (Harper Scout)</entry> + <entry id="75819" lang="en" sex="m">Anima Mage Spellcasting (Harper Scout)</entry> + <entry id="75820" lang="en" sex="m">Arcane Trickster Spellcasting (Harper Scout)</entry> + <entry id="75821" lang="en" sex="m">Bladesinger Spellcasting (Harper Scout)</entry> + <entry id="75822" lang="en" sex="m">Cerebremancer Spellcasting (Harper Scout)</entry> + <entry id="75823" lang="en" sex="m">Dragonheart Mage Spellcasting (Harper Scout)</entry> + <entry id="75824" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Harper Scout)</entry> + <entry id="75825" lang="en" sex="m">Eldritch Knight Spellcasting (Harper Scout)</entry> + <entry id="75826" lang="en" sex="m">Enlightened Fist Spellcasting (Harper Scout)</entry> + <entry id="75827" lang="en" sex="m">Elemental Savant Spellcasting (Harper Scout)</entry> + <entry id="75828" lang="en" sex="m">Eldritch Theurge Spellcasting (Harper Scout)</entry> + <entry id="75829" lang="en" sex="m">Fochulan Lyrist Spellcasting (Harper Scout)</entry> + <entry id="75830" lang="en" sex="m">Frost Mage Spellcasting (Harper Scout)</entry> + <entry id="75831" lang="en" sex="m">Heartwarder Spellcasting (Harper Scout)</entry> + <entry id="75832" lang="en" sex="m">Harper Mage Spellcasting (Harper Scout)</entry> + <entry id="75833" lang="en" sex="m">Hathran Spellcasting (Harper Scout)</entry> + <entry id="75834" lang="en" sex="m">Havoc Mage Spellcasting (Harper Scout)</entry> + <entry id="75835" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Harper Scout)</entry> + <entry id="75836" lang="en" sex="m">Master Harper Spellcasting (Harper Scout)</entry> + <entry id="75837" lang="en" sex="m">Mystic Theurge Spellcasting (Harper Scout)</entry> + <entry id="75838" lang="en" sex="m">Noctumancer Spellcasting (Harper Scout)</entry> + <entry id="75839" lang="en" sex="m">Ollam Spellcasting (Harper Scout)</entry> + <entry id="75840" lang="en" sex="m">Oozemaster Spellcasting (Harper Scout)</entry> + <entry id="75841" lang="en" sex="m">Pale Master Spellcasting (Harper Scout)</entry> + <entry id="75842" lang="en" sex="m">Rage Mage Spellcasting (Harper Scout)</entry> + <entry id="75843" lang="en" sex="m">Shadow Adept Spellcasting (Harper Scout)</entry> + <entry id="75844" lang="en" sex="m">Soulcaster Spellcasting (Harper Scout)</entry> + <entry id="75845" lang="en" sex="m">Spelldancer Spellcasting (Harper Scout)</entry> + <entry id="75846" lang="en" sex="m">Spellsword Spellcasting (Harper Scout)</entry> + <entry id="75847" lang="en" sex="m">Ultimate Magus Spellcasting (Harper Scout)</entry> + <entry id="75848" lang="en" sex="m">Unseen Seer Spellcasting (Harper Scout)</entry> + <entry id="75849" lang="en" sex="m">Wild Mage Spellcasting (Harper Scout)</entry> + <entry id="75850" lang="en" sex="m">Abjurant Champion Spellcasting (Hexblade)</entry> + <entry id="75851" lang="en" sex="m">Acolyte of the Skin Spellcasting (Hexblade)</entry> + <entry id="75852" lang="en" sex="m">Master Alchemist Spellcasting (Hexblade)</entry> + <entry id="75853" lang="en" sex="m">Anima Mage Spellcasting (Hexblade)</entry> + <entry id="75854" lang="en" sex="m">Arcane Trickster Spellcasting (Hexblade)</entry> + <entry id="75855" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Hexblade)</entry> + <entry id="75856" lang="en" sex="m">Bonded Summoner Spellcasting (Hexblade)</entry> + <entry id="75857" lang="en" sex="m">Bladesinger Spellcasting (Hexblade)</entry> + <entry id="75858" lang="en" sex="m">Cerebremancer Spellcasting (Hexblade)</entry> + <entry id="75859" lang="en" sex="m">Diabolist Spellcasting (Hexblade)</entry> + <entry id="75860" lang="en" sex="m">Dragonheart Mage Spellcasting (Hexblade)</entry> + <entry id="75861" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Hexblade)</entry> + <entry id="75862" lang="en" sex="m">Eldritch Knight Spellcasting (Hexblade)</entry> + <entry id="75863" lang="en" sex="m">Enlightened Fist Spellcasting (Hexblade)</entry> + <entry id="75864" lang="en" sex="m">Elemental Savant Spellcasting (Hexblade)</entry> + <entry id="75865" lang="en" sex="m">Eldritch Theurge Spellcasting (Hexblade)</entry> + <entry id="75866" lang="en" sex="m">Fochulan Lyrist Spellcasting (Hexblade)</entry> + <entry id="75867" lang="en" sex="m">Frost Mage Spellcasting (Hexblade)</entry> + <entry id="75868" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Hexblade)</entry> + <entry id="75869" lang="en" sex="m">Harper Mage Spellcasting (Hexblade)</entry> + <entry id="75870" lang="en" sex="m">Hathran Spellcasting (Hexblade)</entry> + <entry id="75871" lang="en" sex="m">Havoc Mage Spellcasting (Hexblade)</entry> + <entry id="75872" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Hexblade)</entry> + <entry id="75873" lang="en" sex="m">Drow Judicator Spellcasting (Hexblade)</entry> + <entry id="75874" lang="en" sex="m">Master Harper Spellcasting (Hexblade)</entry> + <entry id="75875" lang="en" sex="m">Mystic Theurge Spellcasting (Hexblade)</entry> + <entry id="75876" lang="en" sex="m">Noctumancer Spellcasting (Hexblade)</entry> + <entry id="75877" lang="en" sex="m">Oozemaster Spellcasting (Hexblade)</entry> + <entry id="75878" lang="en" sex="m">Pale Master Spellcasting (Hexblade)</entry> + <entry id="75879" lang="en" sex="m">Rage Mage Spellcasting (Hexblade)</entry> + <entry id="75880" lang="en" sex="m">Shadow Adept Spellcasting (Hexblade)</entry> + <entry id="75881" lang="en" sex="m">Soulcaster Spellcasting (Hexblade)</entry> + <entry id="75882" lang="en" sex="m">Spelldancer Spellcasting (Hexblade)</entry> + <entry id="75883" lang="en" sex="m">Spellsword Spellcasting (Hexblade)</entry> + <entry id="75884" lang="en" sex="m">Talont of Talon of Tiamat Spellcasting (Hexblade)</entry> + <entry id="75885" lang="en" sex="m">True Necromancer Spellcasting (Hexblade)</entry> + <entry id="75886" lang="en" sex="m">Ultimate Magus Spellcasting (Hexblade)</entry> + <entry id="75887" lang="en" sex="m">Unseen Seer Spellcasting (Hexblade)</entry> + <entry id="75888" lang="en" sex="m">Wild Mage Spellcasting (Hexblade)</entry> + <entry id="75889" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Hexblade)</entry> + <entry id="75890" lang="en" sex="m">Abjurant Champion Spellcasting (Knight of the Weave)</entry> + <entry id="75891" lang="en" sex="m">Master Alchemist Spellcasting (Knight of the Weave)</entry> + <entry id="75892" lang="en" sex="m">Anima Mage Spellcasting (Knight of the Weave)</entry> + <entry id="75893" lang="en" sex="m">Arcane Trickster Spellcasting (Knight of the Weave)</entry> + <entry id="75894" lang="en" sex="m">Bladesinger Spellcasting (Knight of the Weave)</entry> + <entry id="75895" lang="en" sex="m">Blood Magus Spellcasting (Knight of the Weave)</entry> + <entry id="75896" lang="en" sex="m">Cerebremancer Spellcasting (Knight of the Weave)</entry> + <entry id="75897" lang="en" sex="m">Combat Medic Spellcasting (Knight of the Weave)</entry> + <entry id="75898" lang="en" sex="m">Dragonheart Mage Spellcasting (Knight of the Weave)</entry> + <entry id="75899" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Knight of the Weave)</entry> + <entry id="75900" lang="en" sex="m">Eldritch Knight Spellcasting (Knight of the Weave)</entry> + <entry id="75901" lang="en" sex="m">Enlightened Fist Spellcasting (Knight of the Weave)</entry> + <entry id="75902" lang="en" sex="m">Elemental Savant Spellcasting (Knight of the Weave)</entry> + <entry id="75903" lang="en" sex="m">Eldritch Theurge Spellcasting (Knight of the Weave)</entry> + <entry id="75904" lang="en" sex="m">Force Missile Mage Spellcasting (Knight of the Weave)</entry> + <entry id="75905" lang="en" sex="m">Fochulan Lyrist Spellcasting (Knight of the Weave)</entry> + <entry id="75906" lang="en" sex="m">Frost Mage Spellcasting (Knight of the Weave)</entry> + <entry id="75907" lang="en" sex="m">Harper Mage Spellcasting (Knight of the Weave)</entry> + <entry id="75908" lang="en" sex="m">Hathran Spellcasting (Knight of the Weave)</entry> + <entry id="75909" lang="en" sex="m">Havoc Mage Spellcasting (Knight of the Weave)</entry> + <entry id="75910" lang="en" sex="m">Heartwarder Spellcasting (Knight of the Weave)</entry> + <entry id="75911" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Knight of the Weave)</entry> + <entry id="75912" lang="en" sex="m">Maester Spellcasting (Knight of the Weave)</entry> + <entry id="75913" lang="en" sex="m">Master Harper Spellcasting (Knight of the Weave)</entry> + <entry id="75914" lang="en" sex="m">Mystic Theurge Spellcasting (Knight of the Weave)</entry> + <entry id="75915" lang="en" sex="m">Noctumancer Spellcasting (Knight of the Weave)</entry> + <entry id="75916" lang="en" sex="m">Ollam Spellcasting (Knight of the Weave)</entry> + <entry id="75917" lang="en" sex="m">Oozemaster Spellcasting (Knight of the Weave)</entry> + <entry id="75918" lang="en" sex="m">Pale Master Spellcasting (Knight of the Weave)</entry> + <entry id="75919" lang="en" sex="m">Rage Mage Spellcasting (Knight of the Weave)</entry> + <entry id="75920" lang="en" sex="m">Shadow Adept Spellcasting (Knight of the Weave)</entry> + <entry id="75921" lang="en" sex="m">Soulcaster Spellcasting (Knight of the Weave)</entry> + <entry id="75922" lang="en" sex="m">Spelldancer Spellcasting (Knight of the Weave)</entry> + <entry id="75923" lang="en" sex="m">Spellsword Spellcasting (Knight of the Weave)</entry> + <entry id="75924" lang="en" sex="m">Ultimate Magus Spellcasting (Knight of the Weave)</entry> + <entry id="75925" lang="en" sex="m">Unseen Seer Spellcasting (Knight of the Weave)</entry> + <entry id="75926" lang="en" sex="m">Wayfarer Guide Spellcasting (Knight of the Weave)</entry> + <entry id="75927" lang="en" sex="m">Wild Mage Spellcasting (Knight of the Weave)</entry> + <entry id="75928" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Knight of the Weave)</entry> + <entry id="75929" lang="en" sex="m">Abjurant Champion Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75930" lang="en" sex="m">Acolyte of the Skin Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75931" lang="en" sex="m">Master Alchemist Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75932" lang="en" sex="m">Anima Mage Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75933" lang="en" sex="m">Arcane Trickster Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75934" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75935" lang="en" sex="m">Bladesinger Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75936" lang="en" sex="m">Cerebremancer Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75937" lang="en" sex="m">Diabolist Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75938" lang="en" sex="m">Dragonheart Mage Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75939" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75940" lang="en" sex="m">Eldritch Knight Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75941" lang="en" sex="m">Enlightened Fist Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75942" lang="en" sex="m">Elemental Savant Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75943" lang="en" sex="m">Eldritch Theurge Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75944" lang="en" sex="m">Fochulan Lyrist Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75945" lang="en" sex="m">Frost Mage Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75946" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75947" lang="en" sex="m">Harper Mage Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75948" lang="en" sex="m">Hathran Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75949" lang="en" sex="m">Havoc Mage Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75950" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75951" lang="en" sex="m">Drow Judicator Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75952" lang="en" sex="m">Master Harper Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75953" lang="en" sex="m">Mystic Theurge Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75954" lang="en" sex="m">Noctumancer Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75955" lang="en" sex="m">Oozemaster Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75956" lang="en" sex="m">Pale Master Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75957" lang="en" sex="m">Rage Mage Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75958" lang="en" sex="m">Shadow Adept Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75959" lang="en" sex="m">Soulcaster Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75960" lang="en" sex="m">Spelldancer Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75961" lang="en" sex="m">Spellsword Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75962" lang="en" sex="m">Talon of Tiamat Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75963" lang="en" sex="m">True Necromancer Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75964" lang="en" sex="m">Ultimate Magus Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75965" lang="en" sex="m">Unseen Seer Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75966" lang="en" sex="m">Wild Mage Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75967" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Telflammar Shadowlord)</entry> + <entry id="75968" lang="en" sex="m">Abjurant Champion Spellcasting (Sorcerer)</entry> + <entry id="75969" lang="en" sex="m">Acolyte of the Skin Spellcasting (Sorcerer)</entry> + <entry id="75970" lang="en" sex="m">Master Alchemist Spellcasting (Sorcerer)</entry> + <entry id="75971" lang="en" sex="m">Alienist Spellcasting (Sorcerer)</entry> + <entry id="75972" lang="en" sex="m">Anima Mage Spellcasting (Sorcerer)</entry> + <entry id="75973" lang="en" sex="m">Archmage Spellcasting (Sorcerer)</entry> + <entry id="75974" lang="en" sex="m">Arcane Trickster Spellcasting (Sorcerer)</entry> + <entry id="75975" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Sorcerer)</entry> + <entry id="75976" lang="en" sex="m">Bladesinger Spellcasting (Sorcerer)</entry> + <entry id="75977" lang="en" sex="m">Blood Magus Spellcasting (Sorcerer)</entry> + <entry id="75978" lang="en" sex="m">Bonded Summoner Spellcasting (Sorcerer)</entry> + <entry id="75979" lang="en" sex="m">Cerebremancer Spellcasting (Sorcerer)</entry> + <entry id="75980" lang="en" sex="m">Diabolist Spellcasting (Sorcerer)</entry> + <entry id="75981" lang="en" sex="m">Dragonheart Mage Spellcasting (Sorcerer)</entry> + <entry id="75982" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Sorcerer)</entry> + <entry id="75983" lang="en" sex="m">Eldritch Knight Spellcasting (Sorcerer)</entry> + <entry id="75984" lang="en" sex="m">Enlightened Fist Spellcasting (Sorcerer)</entry> + <entry id="75985" lang="en" sex="m">Elemental Savant Spellcasting (Sorcerer)</entry> + <entry id="75986" lang="en" sex="m">Eldritch Theurge Spellcasting (Sorcerer)</entry> + <entry id="75987" lang="en" sex="m">Force Missile Mage Spellcasting (Sorcerer)</entry> + <entry id="75988" lang="en" sex="m">Fochulan Lyrist Spellcasting (Sorcerer)</entry> + <entry id="75989" lang="en" sex="m">Frost Mage Spellcasting (Sorcerer)</entry> + <entry id="75990" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Sorcerer)</entry> + <entry id="75991" lang="en" sex="m">Harper Mage Spellcasting (Sorcerer)</entry> + <entry id="75992" lang="en" sex="m">Hathran Spellcasting (Sorcerer)</entry> + <entry id="75993" lang="en" sex="m">Havoc Mage Spellcasting (Sorcerer)</entry> + <entry id="75994" lang="en" sex="m">Heartwarder Spellcasting (Sorcerer)</entry> + <entry id="75995" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Sorcerer)</entry> + <entry id="75996" lang="en" sex="m">Drow Judicator Spellcasting (Sorcerer)</entry> + <entry id="75997" lang="en" sex="m">Maester Spellcasting (Sorcerer)</entry> + <entry id="75998" lang="en" sex="m">Mage Killer Spellcasting (Sorcerer)</entry> + <entry id="75999" lang="en" sex="m">Master Harper Spellcasting (Sorcerer)</entry> + <entry id="76000" lang="en" sex="m">Mystic Theurge Spellcasting (Sorcerer)</entry> + <entry id="76001" lang="en" sex="m">Noctumancer Spellcasting (Sorcerer)</entry> + <entry id="76002" lang="en" sex="m">Ollam Spellcasting (Sorcerer)</entry> + <entry id="76003" lang="en" sex="m">Oozemaster Spellcasting (Sorcerer)</entry> + <entry id="76004" lang="en" sex="m">Pale Master Spellcasting (Sorcerer)</entry> + <entry id="76005" lang="en" sex="m">Rage Mage Spellcasting (Sorcerer)</entry> + <entry id="76006" lang="en" sex="m">Shadow Adept Spellcasting (Sorcerer)</entry> + <entry id="76007" lang="en" sex="m">Soulcaster Spellcasting (Sorcerer)</entry> + <entry id="76008" lang="en" sex="m">Spelldancer Spellcasting (Sorcerer)</entry> + <entry id="76009" lang="en" sex="m">Spellsword Spellcasting (Sorcerer)</entry> + <entry id="76010" lang="en" sex="m">Talon of Tiamat Spellcasting (Sorcerer)</entry> + <entry id="76011" lang="en" sex="m">True Necromancer Spellcasting (Sorcerer)</entry> + <entry id="76012" lang="en" sex="m">Ultimate Magus Spellcasting (Sorcerer)</entry> + <entry id="76013" lang="en" sex="m">Unseen Seer Spellcasting (Sorcerer)</entry> + <entry id="76014" lang="en" sex="m">Virtuoso Spellcasting (Sorcerer)</entry> + <entry id="76015" lang="en" sex="m">Wayfarer Guide Spellcasting (Sorcerer)</entry> + <entry id="76016" lang="en" sex="m">Wild Mage Spellcasting (Sorcerer)</entry> + <entry id="76017" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Sorcerer)</entry> + <entry id="76018" lang="en" sex="m">Abjurant Champion Spellcasting (Sublime Chord)</entry> + <entry id="76019" lang="en" sex="m">Acolyte of the Skin Spellcasting (Sublime Chord)</entry> + <entry id="76020" lang="en" sex="m">Master Alchemist Spellcasting (Sublime Chord)</entry> + <entry id="76021" lang="en" sex="m">Alienist Spellcasting (Sublime Chord)</entry> + <entry id="76022" lang="en" sex="m">Anima Mage Spellcasting (Sublime Chord)</entry> + <entry id="76023" lang="en" sex="m">Archmage Spellcasting (Sublime Chord)</entry> + <entry id="76024" lang="en" sex="m">Arcane Trickster Spellcasting (Sublime Chord)</entry> + <entry id="76025" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Sublime Chord)</entry> + <entry id="76026" lang="en" sex="m">Bladesinger Spellcasting (Sublime Chord)</entry> + <entry id="76027" lang="en" sex="m">Blood Magus Spellcasting (Sublime Chord)</entry> + <entry id="76028" lang="en" sex="m">Cerebremancer Spellcasting (Sublime Chord)</entry> + <entry id="76029" lang="en" sex="m">Diabolist Spellcasting (Sublime Chord)</entry> + <entry id="76030" lang="en" sex="m">Dragonheart Mage Spellcasting (Sublime Chord)</entry> + <entry id="76031" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Sublime Chord)</entry> + <entry id="76032" lang="en" sex="m">Eldritch Knight Spellcasting (Sublime Chord)</entry> + <entry id="76033" lang="en" sex="m">Enlightened Fist Spellcasting (Sublime Chord)</entry> + <entry id="76034" lang="en" sex="m">Elemental Savant Spellcasting (Sublime Chord)</entry> + <entry id="76035" lang="en" sex="m">Eldritch Theurge Spellcasting (Sublime Chord)</entry> + <entry id="76036" lang="en" sex="m">Fochulan Lyrist Spellcasting (Sublime Chord)</entry> + <entry id="76037" lang="en" sex="m">Frost Mage Spellcasting (Sublime Chord)</entry> + <entry id="76038" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Sublime Chord)</entry> + <entry id="76039" lang="en" sex="m">Harper Mage Spellcasting (Sublime Chord)</entry> + <entry id="76040" lang="en" sex="m">Hathran Spellcasting (Sublime Chord)</entry> + <entry id="76041" lang="en" sex="m">Havoc Mage Spellcasting (Sublime Chord)</entry> + <entry id="76042" lang="en" sex="m">Heartwarder Spellcasting (Sublime Chord)</entry> + <entry id="76043" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Sublime Chord)</entry> + <entry id="76044" lang="en" sex="m">Drow Judicator Spellcasting (Sublime Chord)</entry> + <entry id="76045" lang="en" sex="m">Maester Spellcasting (Sublime Chord)</entry> + <entry id="76046" lang="en" sex="m">Mage Killer Spellcasting (Sublime Chord)</entry> + <entry id="76047" lang="en" sex="m">Master Harper Spellcasting (Sublime Chord)</entry> + <entry id="76048" lang="en" sex="m">Mystic Theurge Spellcasting (Sublime Chord)</entry> + <entry id="76049" lang="en" sex="m">Noctumancer Spellcasting (Sublime Chord)</entry> + <entry id="76050" lang="en" sex="m">Ollam Spellcasting (Sublime Chord)</entry> + <entry id="76051" lang="en" sex="m">Oozemaster Spellcasting (Sublime Chord)</entry> + <entry id="76052" lang="en" sex="m">Pale Master Spellcasting (Sublime Chord)</entry> + <entry id="76053" lang="en" sex="m">Rage Mage Spellcasting (Sublime Chord)</entry> + <entry id="76054" lang="en" sex="m">Shadow Adept Spellcasting (Sublime Chord)</entry> + <entry id="76055" lang="en" sex="m">Soulcaster Spellcasting (Sublime Chord)</entry> + <entry id="76056" lang="en" sex="m">Spelldancer Spellcasting (Sublime Chord)</entry> + <entry id="76057" lang="en" sex="m">Spellsword Spellcasting (Sublime Chord)</entry> + <entry id="76058" lang="en" sex="m">Talon of Tiamat Spellcasting (Sublime Chord)</entry> + <entry id="76059" lang="en" sex="m">Ultimate Magus Spellcasting (Sublime Chord)</entry> + <entry id="76060" lang="en" sex="m">Unseen Seer Spellcasting (Sublime Chord)</entry> + <entry id="76061" lang="en" sex="m">Wayfarer Guide Spellcasting (Sublime Chord)</entry> + <entry id="76062" lang="en" sex="m">Wild Mage Spellcasting (Sublime Chord)</entry> + <entry id="76063" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Sublime Chord)</entry> + <entry id="76064" lang="en" sex="m">Abjurant Champion Spellcasting (Suel Archanamach)</entry> + <entry id="76065" lang="en" sex="m">Acolyte of the Skin Spellcasting (Suel Archanamach)</entry> + <entry id="76066" lang="en" sex="m">Master Alchemist Spellcasting (Suel Archanamach)</entry> + <entry id="76067" lang="en" sex="m">Anima Mage Spellcasting (Suel Archanamach)</entry> + <entry id="76068" lang="en" sex="m">Arcane Trickster Spellcasting (Suel Archanamach)</entry> + <entry id="76069" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Suel Archanamach)</entry> + <entry id="76070" lang="en" sex="m">Bladesinger Spellcasting (Suel Archanamach)</entry> + <entry id="76071" lang="en" sex="m">Blood Magus Spellcasting (Suel Archanamach)</entry> + <entry id="76072" lang="en" sex="m">Cerebremancer Spellcasting (Suel Archanamach)</entry> + <entry id="76073" lang="en" sex="m">Diabolist Spellcasting (Suel Archanamach)</entry> + <entry id="76074" lang="en" sex="m">Dragonheart Mage Spellcasting (Suel Archanamach)</entry> + <entry id="76075" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Suel Archanamach)</entry> + <entry id="76076" lang="en" sex="m">Eldritch Knight Spellcasting (Suel Archanamach)</entry> + <entry id="76077" lang="en" sex="m">Enlightened Fist Spellcasting (Suel Archanamach)</entry> + <entry id="76078" lang="en" sex="m">Elemental Savant Spellcasting (Suel Archanamach)</entry> + <entry id="76079" lang="en" sex="m">Eldritch Theurge Spellcasting (Suel Archanamach)</entry> + <entry id="76080" lang="en" sex="m">Fochulan Lyrist Spellcasting (Suel Archanamach)</entry> + <entry id="76081" lang="en" sex="m">Frost Mage Spellcasting (Suel Archanamach)</entry> + <entry id="76082" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Suel Archanamach)</entry> + <entry id="76083" lang="en" sex="m">Harper Mage Spellcasting (Suel Archanamach)</entry> + <entry id="76084" lang="en" sex="m">Hathran Spellcasting (Suel Archanamach)</entry> + <entry id="76085" lang="en" sex="m">Havoc Mage Spellcasting (Suel Archanamach)</entry> + <entry id="76086" lang="en" sex="m">Heartwarder Spellcasting (Suel Archanamach)</entry> + <entry id="76087" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Suel Archanamach)</entry> + <entry id="76088" lang="en" sex="m">Drow Judicator Spellcasting (Suel Archanamach)</entry> + <entry id="76089" lang="en" sex="m">Maester Spellcasting (Suel Archanamach)</entry> + <entry id="76090" lang="en" sex="m">Mage Killer Spellcasting (Suel Archanamach)</entry> + <entry id="76091" lang="en" sex="m">Mystic Theurge Spellcasting (Suel Archanamach)</entry> + <entry id="76092" lang="en" sex="m">Noctumancer Spellcasting (Suel Archanamach)</entry> + <entry id="76093" lang="en" sex="m">Ollam Spellcasting (Suel Archanamach)</entry> + <entry id="76094" lang="en" sex="m">Oozemaster Spellcasting (Suel Archanamach)</entry> + <entry id="76095" lang="en" sex="m">Pale Master Spellcasting (Suel Archanamach)</entry> + <entry id="76096" lang="en" sex="m">Rage Mage Spellcasting (Suel Archanamach)</entry> + <entry id="76097" lang="en" sex="m">Shadow Adept Spellcasting (Suel Archanamach)</entry> + <entry id="76098" lang="en" sex="m">Soulcaster Spellcasting (Suel Archanamach)</entry> + <entry id="76099" lang="en" sex="m">Spelldancer Spellcasting (Suel Archanamach)</entry> + <entry id="76100" lang="en" sex="m">Spellsword Spellcasting (Suel Archanamach)</entry> + <entry id="76101" lang="en" sex="m">Talon of Tiamat Spellcasting (Suel Archanamach)</entry> + <entry id="76102" lang="en" sex="m">Ultimate Magus Spellcasting (Suel Archanamach)</entry> + <entry id="76103" lang="en" sex="m">Unseen Seer Spellcasting (Suel Archanamach)</entry> + <entry id="76104" lang="en" sex="m">Wild Mage Spellcasting (Suel Archanamach)</entry> + <entry id="76105" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Suel Archanamach)</entry> + <entry id="76106" lang="en" sex="m">Acolyte of the Skin Spellcasting (Warmage)</entry> + <entry id="76107" lang="en" sex="m">Master Alchemist Spellcasting (Warmage)</entry> + <entry id="76108" lang="en" sex="m">Anima Mage Spellcasting (Warmage)</entry> + <entry id="76109" lang="en" sex="m">Archmage Spellcasting (Warmage)</entry> + <entry id="76110" lang="en" sex="m">Arcane Trickster Spellcasting (Warmage)</entry> + <entry id="76111" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Warmage)</entry> + <entry id="76112" lang="en" sex="m">Bladesinger Spellcasting (Warmage)</entry> + <entry id="76113" lang="en" sex="m">Blood Magus Spellcasting (Warmage)</entry> + <entry id="76114" lang="en" sex="m">Bonded Summoner Spellcasting (Warmage)</entry> + <entry id="76115" lang="en" sex="m">Cerebremancer Spellcasting (Warmage)</entry> + <entry id="76116" lang="en" sex="m">Diabolist Spellcasting (Warmage)</entry> + <entry id="76117" lang="en" sex="m">Dragonheart Mage Spellcasting (Warmage)</entry> + <entry id="76118" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Warmage)</entry> + <entry id="76119" lang="en" sex="m">Eldritch Knight Spellcasting (Warmage)</entry> + <entry id="76120" lang="en" sex="m">Enlightened Fist Spellcasting (Warmage)</entry> + <entry id="76121" lang="en" sex="m">Elemental Savant Spellcasting (Warmage)</entry> + <entry id="76122" lang="en" sex="m">Eldritch Theurge Spellcasting (Warmage)</entry> + <entry id="76123" lang="en" sex="m">Force Missile Mage Spellcasting (Warmage)</entry> + <entry id="76124" lang="en" sex="m">Frost Mage Spellcasting (Warmage)</entry> + <entry id="76125" lang="en" sex="m">Fochlucan Lyrist Spellcasting (Warmage)</entry> + <entry id="76126" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Warmage)</entry> + <entry id="76127" lang="en" sex="m">Harper Mage Spellcasting (Warmage)</entry> + <entry id="76128" lang="en" sex="m">Hathran Spellcasting (Warmage)</entry> + <entry id="76129" lang="en" sex="m">Havoc Mage Spellcasting (Warmage)</entry> + <entry id="76130" lang="en" sex="m">Heartwarder Spellcasting (Warmage)</entry> + <entry id="76131" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Warmage)</entry> + <entry id="76132" lang="en" sex="m">Judicator Spellcasting (Warmage)</entry> + <entry id="76133" lang="en" sex="m">Maester Spellcasting (Warmage)</entry> + <entry id="76134" lang="en" sex="m">Mage Killer Spellcasting (Warmage)</entry> + <entry id="76135" lang="en" sex="m">Master Harper Spellcasting (Warmage)</entry> + <entry id="76136" lang="en" sex="m">Mystic Theurge Spellcasting (Warmage)</entry> + <entry id="76137" lang="en" sex="m">Noctumancer Spellcasting (Warmage)</entry> + <entry id="76138" lang="en" sex="m">Ollam Spellcasting (Warmage)</entry> + <entry id="76139" lang="en" sex="m">Oozemaster Spellcasting (Warmage)</entry> + <entry id="76140" lang="en" sex="m">Pale Master Spellcasting (Warmage)</entry> + <entry id="76141" lang="en" sex="m">Rage Mage Spellcasting (Warmage)</entry> + <entry id="76142" lang="en" sex="m">Shadow Adept Spellcasting (Warmage)</entry> + <entry id="76143" lang="en" sex="m">Soulcaster Spellcasting (Warmage)</entry> + <entry id="76144" lang="en" sex="m">Spelldancer Spellcasting (Warmage)</entry> + <entry id="76145" lang="en" sex="m">Spellsword Spellcasting (Warmage)</entry> + <entry id="76146" lang="en" sex="m">Talon of Tiamat Spellcasting (Warmage)</entry> + <entry id="76147" lang="en" sex="m">Ultimate Magus Spellcasting (Warmage)</entry> + <entry id="76148" lang="en" sex="m">Unseen Seer Spellcasting (Warmage)</entry> + <entry id="76149" lang="en" sex="m">Virtuoso Spellcasting (Warmage)</entry> + <entry id="76150" lang="en" sex="m">Wild Mage Spellcasting (Warmage)</entry> + <entry id="76151" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Warmage)</entry> + <entry id="76152" lang="en" sex="m">Abjurant Champion Spellcasting (Wizard)</entry> + <entry id="76153" lang="en" sex="m">Acolyte of the Skin Spellcasting (Wizard)</entry> + <entry id="76154" lang="en" sex="m">Master Alchemist Spellcasting (Wizard)</entry> + <entry id="76155" lang="en" sex="m">Alienist Spellcasting (Wizard)</entry> + <entry id="76156" lang="en" sex="m">Anima Mage Spellcasting (Wizard)</entry> + <entry id="76157" lang="en" sex="m">Archmage Spellcasting (Wizard)</entry> + <entry id="76158" lang="en" sex="m">Arcane Trickster Spellcasting (Wizard)</entry> + <entry id="76159" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Wizard)</entry> + <entry id="76160" lang="en" sex="m">Bladesinger Spellcasting (Wizard)</entry> + <entry id="76161" lang="en" sex="m">Blood Magus Spellcasting (Wizard)</entry> + <entry id="76162" lang="en" sex="m">Bonded Summoner Spellcasting (Wizard)</entry> + <entry id="76163" lang="en" sex="m">Cerebremancer Spellcasting (Wizard)</entry> + <entry id="76164" lang="en" sex="m">Diabolist Spellcasting (Wizard)</entry> + <entry id="76165" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Wizard)</entry> + <entry id="76166" lang="en" sex="m">Eldritch Knight Spellcasting (Wizard)</entry> + <entry id="76167" lang="en" sex="m">Enlightened Fist Spellcasting (Wizard)</entry> + <entry id="76168" lang="en" sex="m">Elemental Savant Spellcasting (Wizard)</entry> + <entry id="76169" lang="en" sex="m">Eldritch Theurge Spellcasting (Wizard)</entry> + <entry id="76170" lang="en" sex="m">Force Missile Mage Spellcasting (Wizard)</entry> + <entry id="76171" lang="en" sex="m">Fochlucan Lyrist Spellcasting (Wizard)</entry> + <entry id="76172" lang="en" sex="m">Frost Mage Spellcasting (Wizard)</entry> + <entry id="76173" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Wizard)</entry> + <entry id="76174" lang="en" sex="m">Harper Mage Spellcasting (Wizard)</entry> + <entry id="76175" lang="en" sex="m">Hathran Spellcasting (Wizard)</entry> + <entry id="76176" lang="en" sex="m">Havoc Mage Spellcasting (Wizard)</entry> + <entry id="76177" lang="en" sex="m">Heartwarder Spellcasting (Wizard)</entry> + <entry id="76178" lang="en" sex="m">Jade Phoenix Mage Spellcasting (Wizard)</entry> + <entry id="76179" lang="en" sex="m">Drow Judicator Spellcasting (Wizard)</entry> + <entry id="76180" lang="en" sex="m">Maester Spellcasting (Wizard)</entry> + <entry id="76181" lang="en" sex="m">Mage Killer Spellcasting (Wizard)</entry> + <entry id="76182" lang="en" sex="m">Master Harper Spellcasting (Wizard)</entry> + <entry id="76183" lang="en" sex="m">Mystic Theurge Spellcasting (Wizard)</entry> + <entry id="76184" lang="en" sex="m">Noctumancer Spellcasting (Wizard)</entry> + <entry id="76185" lang="en" sex="m">Ollam Spellcasting (Wizard)</entry> + <entry id="76186" lang="en" sex="m">Oozemaster Spellcasting (Wizard)</entry> + <entry id="76187" lang="en" sex="m">Pale Master Spellcasting (Wizard)</entry> + <entry id="76188" lang="en" sex="m">Rage Mage Spellcasting (Wizard)</entry> + <entry id="76189" lang="en" sex="m">Red Wizard Spellcasting (Wizard)</entry> + <entry id="76190" lang="en" sex="m">Shadow Adept Spellcasting (Wizard)</entry> + <entry id="76191" lang="en" sex="m">Soulcaster Spellcasting (Wizard)</entry> + <entry id="76192" lang="en" sex="m">Spelldancer Spellcasting (Wizard)</entry> + <entry id="76193" lang="en" sex="m">Spellsword Spellcasting (Wizard)</entry> + <entry id="76194" lang="en" sex="m">Talon of Tiamat Spellcasting (Wizard)</entry> + <entry id="76195" lang="en" sex="m">True Necromancer Spellcasting (Wizard)</entry> + <entry id="76196" lang="en" sex="m">Ultimate Magus Spellcasting (Wizard)</entry> + <entry id="76197" lang="en" sex="m">Unseen Seer Spellcasting (Wizard)</entry> + <entry id="76198" lang="en" sex="m">Virtuoso Spellcasting (Wizard)</entry> + <entry id="76199" lang="en" sex="m">Wayfarer Guide Spellcasting (Wizard)</entry> + <entry id="76200" lang="en" sex="m">Wild Mage Spellcasting (Wizard)</entry> + <entry id="76201" lang="en" sex="m">War Wizard of Cormyr Spellcasting (Wizard)</entry> + <entry id="76202" lang="en" sex="m">Acolyte of the Skin Spellcasting (Archivist)</entry> + <entry id="76203" lang="en" sex="m">Master Alchemist Spellcasting (Archivist)</entry> + <entry id="76204" lang="en" sex="m">Alienist Spellcasting (Archivist)</entry> + <entry id="76205" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Archivist) </entry> + <entry id="76206" lang="en" sex="m">Black Flame Zealot Spellcasting (Archivist)</entry> + <entry id="76207" lang="en" sex="m">Blightlord Spellcasting (Archivist)</entry> + <entry id="76208" lang="en" sex="m">Brimstone Speaker Spellcasting (Archivist)</entry> + <entry id="76209" lang="en" sex="m">Combat Medic Spellcasting (Archivist)</entry> + <entry id="76210" lang="en" sex="m">Contemplative Spellcasting (Archivist)</entry> + <entry id="76211" lang="en" sex="m">Diabolist Spellcasting (Archivist)</entry> + <entry id="76212" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Archivist)</entry> + <entry id="76213" lang="en" sex="m">Eldritch Disciple Spellcasting (Archivist)</entry> + <entry id="76214" lang="en" sex="m">Elemental Savant Spellcasting (Archivist)</entry> + <entry id="76215" lang="en" sex="m">Fist of Raziel Spellcasting (Archivist)</entry> + <entry id="76216" lang="en" sex="m">Force Missile Mage Spellcasting (Archivist)</entry> + <entry id="76217" lang="en" sex="m">Forest Master Spellcasting (Archivist)</entry> + <entry id="76218" lang="en" sex="m">Fochulan Lyrist Spellcasting (Archivist)</entry> + <entry id="76219" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Archivist) </entry> + <entry id="76220" lang="en" sex="m">Hathran Spellcasting (Archivist)</entry> + <entry id="76221" lang="en" sex="m">Heartwarder Spellcasting (Archivist)</entry> + <entry id="76222" lang="en" sex="m">Hierophant Spellcasting (Archivist)</entry> + <entry id="76223" lang="en" sex="m">Hospitaler Spellcasting (Archivist)</entry> + <entry id="76224" lang="en" sex="m">Drow Judicator Spellcasting (Archivist)</entry> + <entry id="76225" lang="en" sex="m">Mage Killer Spellcasting (Archivist)</entry> + <entry id="76226" lang="en" sex="m">Mighty Contender of Kord Spellcasting (Archivist)</entry> + <entry id="76227" lang="en" sex="m">Master Harper Spellcasting (Archivist)</entry> + <entry id="76228" lang="en" sex="m">Morninglord of Lathander Spellcasting (Archivist)</entry> + <entry id="76229" lang="en" sex="m">Mystic Theurge Spellcasting (Archivist)</entry> + <entry id="76230" lang="en" sex="m">Ollam Spellcasting (Archivist)</entry> + <entry id="76231" lang="en" sex="m">Oozemaster Spellcasting (Archivist)</entry> + <entry id="76232" lang="en" sex="m">Thrall of Orcus Spellcasting (Archivist)</entry> + <entry id="76233" lang="en" sex="m">Psychic Theurge Spellcasting (Archivist)</entry> + <entry id="76234" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Archivist)</entry> + <entry id="76235" lang="en" sex="m">Runecaster Spellcasting (Archivist)</entry> + <entry id="76236" lang="en" sex="m">Sacred Fist Spellcasting (Archivist)</entry> + <entry id="76237" lang="en" sex="m">Sacred Purifier Spellcasting (Archivist)</entry> + <entry id="76238" lang="en" sex="m">Sapphire Hierarch Spellcasting (Archivist)</entry> + <entry id="76239" lang="en" sex="m">Shadow Adept Spellcasting (Archivist)</entry> + <entry id="76240" lang="en" sex="m">Shadowbane Stalker Spellcasting (Archivist)</entry> + <entry id="76241" lang="en" sex="m">Shining Blade of Heironeous Spellcasting (Archivist)</entry> + <entry id="76242" lang="en" sex="m">Spelldancer Spellcasting (Archivist) </entry> + <entry id="76243" lang="en" sex="m">Stormlord Spellcasting (Archivist)</entry> + <entry id="76244" lang="en" sex="m">Swift Wing Spellcasting (Archivist)</entry> + <entry id="76245" lang="en" sex="m">Talon of Tiamat Spellcasting (Archivist)</entry> + <entry id="76246" lang="en" sex="m">Battleguard of Tempus Spellcasting (Archivist)</entry> + <entry id="76247" lang="en" sex="m">Tenebrous Apostate Spellcasting (Archivist)</entry> + <entry id="76248" lang="en" sex="m">True Necromancer Spellcasting (Archivist)</entry> + <entry id="76249" lang="en" sex="m">Wayfarer Guide Spellcasting (Archivist)</entry> + <entry id="76250" lang="en" sex="m">Warpriest Spellcasting (Archivist)</entry> + <entry id="76251" lang="en" sex="m">Acolyte of the Skin Spellcasting (Blackguard)</entry> + <entry id="76252" lang="en" sex="m">Master Alchemist Spellcasting (Blackguard)</entry> + <entry id="76253" lang="en" sex="m">Alienist Spellcasting (Blackguard)</entry> + <entry id="76254" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Blackguard) </entry> + <entry id="76255" lang="en" sex="m">Black Flame Zealot Spellcasting (Blackguard)</entry> + <entry id="76256" lang="en" sex="m">Blightlord Spellcasting (Blackguard)</entry> + <entry id="76257" lang="en" sex="m">Contemplative Spellcasting (Blackguard)</entry> + <entry id="76258" lang="en" sex="m">Diabolist Spellcasting (Blackguard)</entry> + <entry id="76259" lang="en" sex="m">Eldritch Disciple Spellcasting (Blackguard)</entry> + <entry id="76260" lang="en" sex="m">Fochulan Lyrist Spellcasting (Blackguard)</entry> + <entry id="76261" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Blackguard) </entry> + <entry id="76262" lang="en" sex="m">Hospitaler Spellcasting (Blackguard)</entry> + <entry id="76263" lang="en" sex="m">Judicator Spellcasting (Blackguard)</entry> + <entry id="76264" lang="en" sex="m">Master of Shrouds Spellcasting (Blackguard)</entry> + <entry id="76265" lang="en" sex="m">Mystic Theurge Spellcasting (Blackguard)</entry> + <entry id="76266" lang="en" sex="m">Oozemaster Spellcasting (Blackguard)</entry> + <entry id="76267" lang="en" sex="m">Thrall of Orcus Spellcasting (Blackguard)</entry> + <entry id="76268" lang="en" sex="m">Psychic Theurge Spellcasting (Blackguard)</entry> + <entry id="76269" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Blackguard)</entry> + <entry id="76270" lang="en" sex="m">Runecaster Spellcasting (Blackguard)</entry> + <entry id="76271" lang="en" sex="m">Sacred Fist Spellcasting (Blackguard)</entry> + <entry id="76272" lang="en" sex="m">Sapphire Hierarch Spellcasting (Blackguard)</entry> + <entry id="76273" lang="en" sex="m">Shadow Adept Spellcasting (Blackguard)</entry> + <entry id="76274" lang="en" sex="m">Spelldancer Spellcasting (Blackguard) </entry> + <entry id="76275" lang="en" sex="m">Stormlord Spellcasting (Blackguard)</entry> + <entry id="76276" lang="en" sex="m">Swift Wing Spellcasting (Blackguard)</entry> + <entry id="76277" lang="en" sex="m">Talon of Tiamat Spellcasting (Blackguard)</entry> + <entry id="76278" lang="en" sex="m">Tenebrous Apostate Spellcasting (Blackguard)</entry> + <entry id="76279" lang="en" sex="m">Battleguard of Tempus Spellcasting (Blackguard)</entry> + <entry id="76280" lang="en" sex="m">Warpriest Spellcasting (Blackguard)</entry> + <entry id="76281" lang="en" sex="m">Acolyte of the Skin Spellcasting (Blighter)</entry> + <entry id="76282" lang="en" sex="m">Master Alchemist Spellcasting (Blighter)</entry> + <entry id="76283" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Blighter) </entry> + <entry id="76284" lang="en" sex="m">Black Flame Zealot Spellcasting (Blighter)</entry> + <entry id="76285" lang="en" sex="m">Blightlord Spellcasting (Blighter)</entry> + <entry id="76286" lang="en" sex="m">Contemplative Spellcasting (Blighter)</entry> + <entry id="76287" lang="en" sex="m">Diabolist Spellcasting (Blighter)</entry> + <entry id="76288" lang="en" sex="m">Eldritch Disciple Spellcasting (Blighter)</entry> + <entry id="76289" lang="en" sex="m">Elemental Savant Spellcasting (Blighter)</entry> + <entry id="76290" lang="en" sex="m">Fochulan Lyrist Spellcasting (Blighter)</entry> + <entry id="76291" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Blighter) </entry> + <entry id="76292" lang="en" sex="m">Hierophant Spellcasting (Blighter)</entry> + <entry id="76293" lang="en" sex="m">Hospitaler Spellcasting (Blighter)</entry> + <entry id="76294" lang="en" sex="m">Judicator Spellcasting (Blighter)</entry> + <entry id="76295" lang="en" sex="m">Mage Killer Spellcasting (Blighter)</entry> + <entry id="76296" lang="en" sex="m">Master of Shrouds Spellcasting (Blighter)</entry> + <entry id="76297" lang="en" sex="m">Mystic Theurge Spellcasting (Blighter)</entry> + <entry id="76298" lang="en" sex="m">Oozemaster Spellcasting (Blighter)</entry> + <entry id="76299" lang="en" sex="m">Thrall of Orcus Spellcasting (Blighter)</entry> + <entry id="76300" lang="en" sex="m">Psychic Theurge Spellcasting (Blighter)</entry> + <entry id="76301" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Blighter)</entry> + <entry id="76302" lang="en" sex="m">Runecaster Spellcasting (Blighter)</entry> + <entry id="76303" lang="en" sex="m">Sacred Fist Spellcasting (Blighter)</entry> + <entry id="76304" lang="en" sex="m">Sapphire Hierarch Spellcasting (Blighter)</entry> + <entry id="76305" lang="en" sex="m">Shadow Adept Spellcasting (Blighter)</entry> + <entry id="76306" lang="en" sex="m">Spelldancer Spellcasting (Blighter) </entry> + <entry id="76307" lang="en" sex="m">Stormlord Spellcasting (Blighter)</entry> + <entry id="76308" lang="en" sex="m">Swift Wing Spellcasting (Blighter)</entry> + <entry id="76309" lang="en" sex="m">Talon of Tiamat Spellcasting (Blighter)</entry> + <entry id="76310" lang="en" sex="m">Tenebrous Apostate Spellcasting (Blighter)</entry> + <entry id="76311" lang="en" sex="m">True Necromancer Spellcasting (Blighter)</entry> + <entry id="76312" lang="en" sex="m">Warpriest Spellcasting (Blighter)</entry> + <entry id="76313" lang="en" sex="m">Acolyte of the Skin Spellcasting (Cleric)</entry> + <entry id="76314" lang="en" sex="m">Master Alchemist Spellcasting (Cleric)</entry> + <entry id="76315" lang="en" sex="m">Alienist Spellcasting (Cleric)</entry> + <entry id="76316" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Cleric) </entry> + <entry id="76317" lang="en" sex="m">Black Flame Zealot Spellcasting (Cleric)</entry> + <entry id="76318" lang="en" sex="m">Blightlord Spellcasting (Cleric)</entry> + <entry id="76319" lang="en" sex="m">Brimstone Speaker Spellcasting (Cleric)</entry> + <entry id="76320" lang="en" sex="m">Combat Medic Spellcasting (Cleric)</entry> + <entry id="76321" lang="en" sex="m">Contemplative Spellcasting (Cleric)</entry> + <entry id="76322" lang="en" sex="m">Diabolist Spellcasting (Cleric)</entry> + <entry id="76323" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Cleric)</entry> + <entry id="76324" lang="en" sex="m">Eldritch Disciple Spellcasting (Cleric)</entry> + <entry id="76325" lang="en" sex="m">Elemental Savant Spellcasting (Cleric)</entry> + <entry id="76326" lang="en" sex="m">Fist of Raziel Spellcasting (Cleric)</entry> + <entry id="76327" lang="en" sex="m">Force Missile Mage Spellcasting (Cleric)</entry> + <entry id="76328" lang="en" sex="m">Fochulan Lyrist Spellcasting (Cleric)</entry> + <entry id="76329" lang="en" sex="m">Forest Master Spellcasting (Cleric)</entry> + <entry id="76330" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Cleric) </entry> + <entry id="76331" lang="en" sex="m">Hathran Spellcasting (Cleric)</entry> + <entry id="76332" lang="en" sex="m">Heartwarder Spellcasting (Cleric)</entry> + <entry id="76333" lang="en" sex="m">Hierophant Spellcasting (Cleric)</entry> + <entry id="76334" lang="en" sex="m">Hospitaler Spellcasting (Cleric)</entry> + <entry id="76335" lang="en" sex="m">Drow Judicator Spellcasting (Cleric)</entry> + <entry id="76336" lang="en" sex="m">Mage Killer Spellcasting (Cleric)</entry> + <entry id="76337" lang="en" sex="m">Master Harper Spellcasting (Cleric)</entry> + <entry id="76338" lang="en" sex="m">Master of Shrouds Spellcasting (Cleric)</entry> + <entry id="76339" lang="en" sex="m">Mighty Contender of Mighty Contender of Kord Spellcasting (Cleric)</entry> + <entry id="76340" lang="en" sex="m">Morninglord of Lathander Spellcasting (Cleric)</entry> + <entry id="76341" lang="en" sex="m">Mystic Theurge Spellcasting (Cleric)</entry> + <entry id="76342" lang="en" sex="m">Ollam Spellcasting (Cleric)</entry> + <entry id="76343" lang="en" sex="m">Oozemaster Spellcasting (Cleric)</entry> + <entry id="76344" lang="en" sex="m">Thrall of Orcus Spellcasting (Cleric)</entry> + <entry id="76345" lang="en" sex="m">Psychic Theurge Spellcasting (Cleric)</entry> + <entry id="76346" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Cleric)</entry> + <entry id="76347" lang="en" sex="m">Runecaster Spellcasting (Cleric)</entry> + <entry id="76348" lang="en" sex="m">Sacred Fist Spellcasting (Cleric)</entry> + <entry id="76349" lang="en" sex="m">Sacred Purifier Spellcasting (Cleric)</entry> + <entry id="76350" lang="en" sex="m">Sapphire Hierarch Spellcasting (Cleric)</entry> + <entry id="76351" lang="en" sex="m">Shadow Adept Spellcasting (Cleric)</entry> + <entry id="76352" lang="en" sex="m">Shadowbane Stalker Spellcasting (Cleric)</entry> + <entry id="76353" lang="en" sex="m">Shining Blade of Heironeous Spellcasting (Cleric)</entry> + <entry id="76354" lang="en" sex="m">Spelldancer Spellcasting (Cleric) </entry> + <entry id="76355" lang="en" sex="m">Stormlord Spellcasting (Cleric)</entry> + <entry id="76356" lang="en" sex="m">Swift Wing Spellcasting (Cleric)</entry> + <entry id="76357" lang="en" sex="m">Talon of Tiamat Spellcasting (Cleric)</entry> + <entry id="76358" lang="en" sex="m">Battleguard of Tempus Spellcasting (Cleric)</entry> + <entry id="76359" lang="en" sex="m">Tenebrous Apostate Spellcasting (Cleric)</entry> + <entry id="76360" lang="en" sex="m">True Necromancer Spellcasting (Cleric)</entry> + <entry id="76361" lang="en" sex="m">Wayfarer Guide Spellcasting (Cleric)</entry> + <entry id="76362" lang="en" sex="m">Warpriest Spellcasting (Cleric)</entry> + <entry id="76363" lang="en" sex="m">Master Alchemist Spellcasting (Slayer of Domiel)</entry> + <entry id="76364" lang="en" sex="m">Brimstone Speaker Spellcasting (Slayer of Domiel)</entry> + <entry id="76365" lang="en" sex="m">Contemplative Spellcasting (Slayer of Domiel)</entry> + <entry id="76366" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Slayer of Domiel)</entry> + <entry id="76367" lang="en" sex="m">Eldritch Disciple Spellcasting (Slayer of Domiel)</entry> + <entry id="76368" lang="en" sex="m">Fist of Raziel Spellcasting (Slayer of Domiel)</entry> + <entry id="76369" lang="en" sex="m">Forest Master Spellcasting (Slayer of Domiel)</entry> + <entry id="76370" lang="en" sex="m">Hathran Spellcasting (Slayer of Domiel)</entry> + <entry id="76371" lang="en" sex="m">Hospitaler Spellcasting (Slayer of Domiel)</entry> + <entry id="76372" lang="en" sex="m">Master Harper Spellcasting (Slayer of Domiel)</entry> + <entry id="76373" lang="en" sex="m">Morninglord of Lathander Spellcasting (Slayer of Domiel)</entry> + <entry id="76374" lang="en" sex="m">Mystic Theurge Spellcasting (Slayer of Domiel)</entry> + <entry id="76375" lang="en" sex="m">Ollam Spellcasting (Slayer of Domiel)</entry> + <entry id="76376" lang="en" sex="m">Oozemaster Spellcasting (Slayer of Domiel)</entry> + <entry id="76377" lang="en" sex="m">Psychic Theurge Spellcasting (Slayer of Domiel)</entry> + <entry id="76378" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Slayer of Domiel)</entry> + <entry id="76379" lang="en" sex="m">Runecaster Spellcasting (Slayer of Domiel)</entry> + <entry id="76380" lang="en" sex="m">Sacred Fist Spellcasting (Slayer of Domiel)</entry> + <entry id="76381" lang="en" sex="m">Sacred Purifier Spellcasting (Slayer of Domiel)</entry> + <entry id="76382" lang="en" sex="m">Sapphire Hierarch Spellcasting (Slayer of Domiel)</entry> + <entry id="76383" lang="en" sex="m">Shadowbane Stalker Spellcasting (Slayer of Domiel)</entry> + <entry id="76384" lang="en" sex="m">Shining Blade of Heironeous Spellcasting (Slayer of Domiel)</entry> + <entry id="76385" lang="en" sex="m">Spelldancer Spellcasting (Slayer of Domiel) </entry> + <entry id="76386" lang="en" sex="m">Swift Wing Spellcasting (Slayer of Domiel)</entry> + <entry id="76387" lang="en" sex="m">Warpriest Spellcasting (Slayer of Domiel)</entry> + <entry id="76388" lang="en" sex="m">Acolyte of the Skin Spellcasting (Druid)</entry> + <entry id="76389" lang="en" sex="m">Master Alchemist Spellcasting (Druid)</entry> + <entry id="76390" lang="en" sex="m">Alienist Spellcasting (Druid)</entry> + <entry id="76391" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Druid) </entry> + <entry id="76392" lang="en" sex="m">Talontar Blightlord Spellcasting (Druid)</entry> + <entry id="76393" lang="en" sex="m">Brimstone Speaker Spellcasting (Druid)</entry> + <entry id="76394" lang="en" sex="m">Combat Medic Spellcasting (Druid)</entry> + <entry id="76395" lang="en" sex="m">Contemplative Spellcasting (Druid)</entry> + <entry id="76396" lang="en" sex="m">Diabolist Spellcasting (Druid)</entry> + <entry id="76397" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Druid)</entry> + <entry id="76398" lang="en" sex="m">Eldritch Disciple Spellcasting (Druid)</entry> + <entry id="76399" lang="en" sex="m">Elemental Savant Spellcasting (Druid)</entry> + <entry id="76400" lang="en" sex="m">Fochulan Lyrist Spellcasting (Druid)</entry> + <entry id="76401" lang="en" sex="m">Forest Master Spellcasting (Druid)</entry> + <entry id="76402" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Druid) </entry> + <entry id="76403" lang="en" sex="m">Hathran Spellcasting (Druid)</entry> + <entry id="76404" lang="en" sex="m">Hierophant Spellcasting (Druid)</entry> + <entry id="76405" lang="en" sex="m">Hospitaler Spellcasting (Druid)</entry> + <entry id="76406" lang="en" sex="m">Judicator Spellcasting (Druid)</entry> + <entry id="76407" lang="en" sex="m">Mage Killer Spellcasting (Druid)</entry> + <entry id="76408" lang="en" sex="m">Master Harper Spellcasting (Druid)</entry> + <entry id="76409" lang="en" sex="m">Master of Shrouds Spellcasting (Druid)</entry> + <entry id="76410" lang="en" sex="m">Mystic Theurge Spellcasting (Druid)</entry> + <entry id="76411" lang="en" sex="m">Oozemaster Spellcasting (Druid)</entry> + <entry id="76412" lang="en" sex="m">Psychic Theurge Spellcasting (Druid)</entry> + <entry id="76413" lang="en" sex="m">Runecaster Spellcasting (Druid)</entry> + <entry id="76414" lang="en" sex="m">Sacred Fist Spellcasting (Druid)</entry> + <entry id="76415" lang="en" sex="m">Sacred Purifier Spellcasting (Druid)</entry> + <entry id="76416" lang="en" sex="m">Sapphire Hierarch Spellcasting (Druid)</entry> + <entry id="76417" lang="en" sex="m">Shadow Adept Spellcasting (Druid)</entry> + <entry id="76418" lang="en" sex="m">Spelldancer Spellcasting (Druid)</entry> + <entry id="76419" lang="en" sex="m">Stormlord Spellcasting (Druid)</entry> + <entry id="76420" lang="en" sex="m">Swift Wing Spellcasting (Druid)</entry> + <entry id="76421" lang="en" sex="m">Talon of Tiamat Spellcasting (Druid)</entry> + <entry id="76422" lang="en" sex="m">Warpriest Spellcasting (Druid)</entry> + <entry id="76423" lang="en" sex="m">Acolyte of the Skin Spellcasting (Favoured Soul)</entry> + <entry id="76424" lang="en" sex="m">Master Alchemist Spellcasting (Favoured Soul)</entry> + <entry id="76425" lang="en" sex="m">Alienist Spellcasting (Favoured Soul)</entry> + <entry id="76426" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Favoured Soul) </entry> + <entry id="76427" lang="en" sex="m">Black Flame Zealot Spellcasting (Favoured Soul)</entry> + <entry id="76428" lang="en" sex="m">Blightlord Spellcasting (Favoured Soul)</entry> + <entry id="76429" lang="en" sex="m">Brimstone Speaker Spellcasting (Favoured Soul)</entry> + <entry id="76430" lang="en" sex="m">Combat Medic Spellcasting (Favoured Soul)</entry> + <entry id="76431" lang="en" sex="m">Contemplative Spellcasting (Favoured Soul)</entry> + <entry id="76432" lang="en" sex="m">Diabolist Spellcasting (Favoured Soul)</entry> + <entry id="76433" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Favoured Soul)</entry> + <entry id="76434" lang="en" sex="m">Eldritch Disciple Spellcasting (Favoured Soul)</entry> + <entry id="76435" lang="en" sex="m">Elemental Savant Spellcasting (Favoured Soul)</entry> + <entry id="76436" lang="en" sex="m">Fist of Raziel Spellcasting (Favoured Soul)</entry> + <entry id="76437" lang="en" sex="m">Forest Master Spellcasting (Favoured Soul)</entry> + <entry id="76438" lang="en" sex="m">Fochulan Lyrist Spellcasting (Favoured Soul)</entry> + <entry id="76439" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Favoured Soul)</entry> + <entry id="76440" lang="en" sex="m">Hathran Spellcasting (Favoured Soul)</entry> + <entry id="76441" lang="en" sex="m">Heartwarder Spellcasting (Favoured Soul)</entry> + <entry id="76442" lang="en" sex="m">Hierophant Spellcasting (Favoured Soul)</entry> + <entry id="76443" lang="en" sex="m">Hospitaler Spellcasting (Favoured Soul)</entry> + <entry id="76444" lang="en" sex="m">Drow Judicator Spellcasting (Favoured Soul)</entry> + <entry id="76445" lang="en" sex="m">Mage Killer Spellcasting (Favoured Soul)</entry> + <entry id="76446" lang="en" sex="m">Master Harper Spellcasting (Favoured Soul)</entry> + <entry id="76447" lang="en" sex="m">Master of Shrouds Spellcasting (Favoured Soul)</entry> + <entry id="76448" lang="en" sex="m">Mighty Contender of Kord Spellcasting (Favoured Soul)</entry> + <entry id="76449" lang="en" sex="m">Morninglord of Lathander Spellcasting (Favoured Soul)</entry> + <entry id="76450" lang="en" sex="m">Mystic Theurge Spellcasting (Favoured Soul)</entry> + <entry id="76451" lang="en" sex="m">Ollam Spellcasting (Favoured Soul)</entry> + <entry id="76452" lang="en" sex="m">Oozemaster Spellcasting (Favoured Soul)</entry> + <entry id="76453" lang="en" sex="m">Thrall of Orcus Spellcasting (Favoured Soul)</entry> + <entry id="76454" lang="en" sex="m">Psychic Theurge Spellcasting (Favoured Soul)</entry> + <entry id="76455" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Favoured Soul)</entry> + <entry id="76456" lang="en" sex="m">Runecaster Spellcasting (Favoured Soul)</entry> + <entry id="76457" lang="en" sex="m">Sacred Fist Spellcasting (Favoured Soul)</entry> + <entry id="76458" lang="en" sex="m">Sacred Purifier Spellcasting (Favoured Soul)</entry> + <entry id="76459" lang="en" sex="m">Sapphire Hierarch Spellcasting (Favoured Soul)</entry> + <entry id="76460" lang="en" sex="m">Shadow Adept Spellcasting (Favoured Soul)</entry> + <entry id="76461" lang="en" sex="m">Shadowbane Stalker Spellcasting (Favoured Soul)</entry> + <entry id="76462" lang="en" sex="m">Shining Blade of Heironeous Spellcasting (Favoured Soul)</entry> + <entry id="76463" lang="en" sex="m">Spelldancer Spellcasting (Favoured Soul)</entry> + <entry id="76464" lang="en" sex="m">Stormlord Spellcasting (Favoured Soul)</entry> + <entry id="76465" lang="en" sex="m">Swift Wing Spellcasting (Favoured Soul)</entry> + <entry id="76466" lang="en" sex="m">Talon of Tiamat Spellcasting (Favoured Soul)</entry> + <entry id="76467" lang="en" sex="m">Battleguard of Tempus Spellcasting (Favoured Soul)</entry> + <entry id="76468" lang="en" sex="m">Tenebrous Apostate Spellcasting (Favoured Soul)</entry> + <entry id="76469" lang="en" sex="m">True Necromancer Spellcasting (Favoured Soul)</entry> + <entry id="76470" lang="en" sex="m">Warpriest Spellcasting (Favoured Soul)</entry> + <entry id="76471" lang="en" sex="m">Master Alchemist Spellcasting (Healer)</entry> + <entry id="76472" lang="en" sex="m">Brimstone Speaker Spellcasting (Healer)</entry> + <entry id="76473" lang="en" sex="m">Combat Medic Spellcasting (Healer)</entry> + <entry id="76474" lang="en" sex="m">Contemplative Spellcasting (Healer)</entry> + <entry id="76475" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Healer)</entry> + <entry id="76476" lang="en" sex="m">Eldritch Disciple Spellcasting (Healer)</entry> + <entry id="76477" lang="en" sex="m">Fochulan Lyrist Spellcasting (Healer)</entry> + <entry id="76478" lang="en" sex="m">Forestmaster Spellcasting (Healer)</entry> + <entry id="76479" lang="en" sex="m">Hathran Spellcasting (Healer)</entry> + <entry id="76480" lang="en" sex="m">Heartwarder Spellcasting (Healer)</entry> + <entry id="76481" lang="en" sex="m">Hierophant Spellcasting (Healer)</entry> + <entry id="76482" lang="en" sex="m">Hospitaler Spellcasting (Healer)</entry> + <entry id="76483" lang="en" sex="m">Master Harper Spellcasting (Healer)</entry> + <entry id="76484" lang="en" sex="m">Mighty Contender of Kord Spellcasting (Healer)</entry> + <entry id="76485" lang="en" sex="m">Morninglord of Lathander Spellcasting (Healer)</entry> + <entry id="76486" lang="en" sex="m">Mystic Theurge Spellcasting (Healer)</entry> + <entry id="76487" lang="en" sex="m">Ollam Spellcasting (Healer)</entry> + <entry id="76488" lang="en" sex="m">Oozemaster Spellcasting (Healer)</entry> + <entry id="76489" lang="en" sex="m">Psychic Theurge Spellcasting (Healer)</entry> + <entry id="76490" lang="en" sex="m">Ruby Vindicator Spellcasting (Healer)</entry> + <entry id="76491" lang="en" sex="m">Runecaster Spellcasting (Healer)</entry> + <entry id="76492" lang="en" sex="m">Sacred Fist Spellcasting (Healer)</entry> + <entry id="76493" lang="en" sex="m">Sacred Purifier Spellcasting (Healer)</entry> + <entry id="76494" lang="en" sex="m">Sapphire Hierarch Spellcasting (Healer)</entry> + <entry id="76495" lang="en" sex="m">Shadowbane Stalker Spellcasting (Healer)</entry> + <entry id="76496" lang="en" sex="m">Shining Blade Spellcasting (Healer)</entry> + <entry id="76497" lang="en" sex="m">Spelldancer Spellcasting (Healer)</entry> + <entry id="76498" lang="en" sex="m">Swift Wing Spellcasting (Healer)</entry> + <entry id="76499" lang="en" sex="m">Warpriest Spellcasting (Healer)</entry> + <entry id="76500" lang="en" sex="m">Acolyte of the Skin Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76501" lang="en" sex="m">Master Alchemist Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76502" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Justice of Weald and Woe) </entry> + <entry id="76503" lang="en" sex="m">Black Flame Zealot Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76504" lang="en" sex="m">Blightlord Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76505" lang="en" sex="m">Brimstone Speaker Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76506" lang="en" sex="m">Combat Medic Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76507" lang="en" sex="m">Contemplative Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76508" lang="en" sex="m">Diabolist Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76509" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76510" lang="en" sex="m">Eldritch Disciple Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76511" lang="en" sex="m">Forest Master Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76512" lang="en" sex="m">Fochulan Lyrist Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76513" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76514" lang="en" sex="m">Hathran Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76515" lang="en" sex="m">Heartwarder Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76516" lang="en" sex="m">Hospitaler Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76517" lang="en" sex="m">Drow Judicator Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76518" lang="en" sex="m">Master Harper Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76519" lang="en" sex="m">Master of Shrouds Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76520" lang="en" sex="m">Mighty Contender of Kord Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76521" lang="en" sex="m">Morninglord of Lathander Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76522" lang="en" sex="m">Mystic Theurge Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76523" lang="en" sex="m">Ollam Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76524" lang="en" sex="m">Oozemaster Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76525" lang="en" sex="m">Thrall of Orcus Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76526" lang="en" sex="m">Psychic Theurge Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76527" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76528" lang="en" sex="m">Runecaster Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76529" lang="en" sex="m">Sacred Fist Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76530" lang="en" sex="m">Sacred Purifier Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76531" lang="en" sex="m">Sapphire Hierarch Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76532" lang="en" sex="m">Shadow Adept Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76533" lang="en" sex="m">Shadowbane Stalker Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76534" lang="en" sex="m">Shining Blade of Heironeous Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76535" lang="en" sex="m">Spelldancer Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76536" lang="en" sex="m">Stormlord Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76537" lang="en" sex="m">Swift Wing Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76538" lang="en" sex="m">Talon of Tiamat Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76539" lang="en" sex="m">Tenebrous Apostate Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76540" lang="en" sex="m">Battleguard of Tempus Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76541" lang="en" sex="m">Warpriest Spellcasting (Justice of Weald and Woe)</entry> + <entry id="76542" lang="en" sex="m">Master Alchemist Spellcasting (Knight of the Chalice)</entry> + <entry id="76543" lang="en" sex="m">Alienist Spellcasting (Knight of the Chalice)</entry> + <entry id="76544" lang="en" sex="m">Brimstone Speaker Spellcasting (Knight of the Chalice)</entry> + <entry id="76545" lang="en" sex="m">Combat Medic Spellcasting (Knight of the Chalice)</entry> + <entry id="76546" lang="en" sex="m">Contemplative Spellcasting (Knight of the Chalice)</entry> + <entry id="76547" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Knight of the Chalice)</entry> + <entry id="76548" lang="en" sex="m">Eldritch Disciple Spellcasting (Knight of the Chalice)</entry> + <entry id="76549" lang="en" sex="m">Fist of Raziel Spellcasting (Knight of the Chalice)</entry> + <entry id="76550" lang="en" sex="m">Forest Master Spellcasting (Knight of the Chalice)</entry> + <entry id="76551" lang="en" sex="m">Fochulan Lyrist Spellcasting (Knight of the Chalice)</entry> + <entry id="76552" lang="en" sex="m">Hathran Spellcasting (Knight of the Chalice)</entry> + <entry id="76553" lang="en" sex="m">Hospitaler Spellcasting (Knight of the Chalice)</entry> + <entry id="76554" lang="en" sex="m">Master Harper Spellcasting (Knight of the Chalice)</entry> + <entry id="76555" lang="en" sex="m">Morninglord of Lathander Spellcasting (Knight of the Chalice)</entry> + <entry id="76556" lang="en" sex="m">Mystic Theurge Spellcasting (Knight of the Chalice)</entry> + <entry id="76557" lang="en" sex="m">Ollam Spellcasting (Knight of the Chalice)</entry> + <entry id="76558" lang="en" sex="m">Psychic Theurge Spellcasting (Knight of the Chalice)</entry> + <entry id="76559" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Knight of the Chalice)</entry> + <entry id="76560" lang="en" sex="m">Runecaster Spellcasting (Knight of the Chalice)</entry> + <entry id="76561" lang="en" sex="m">Sacred Fist Spellcasting (Knight of the Chalice)</entry> + <entry id="76562" lang="en" sex="m">Sacred Purifier Spellcasting (Knight of the Chalice)</entry> + <entry id="76563" lang="en" sex="m">Sapphire Hierarch Spellcasting (Knight of the Chalice)</entry> + <entry id="76564" lang="en" sex="m">Shadowbane Stalker Spellcasting (Knight of the Chalice)</entry> + <entry id="76565" lang="en" sex="m">Shining Blade Spellcasting (Knight of the Chalice)</entry> + <entry id="76566" lang="en" sex="m">Spelldancer Spellcasting (Knight of the Chalice)</entry> + <entry id="76567" lang="en" sex="m">Swift Wing Spellcasting (Knight of the Chalice)</entry> + <entry id="76568" lang="en" sex="m">Warpriest Spellcasting (Knight of the Chalice)</entry> + <entry id="76569" lang="en" sex="m">Brimstone Speaker Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76570" lang="en" sex="m">Combat Medic Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76571" lang="en" sex="m">Contemplative Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76572" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76573" lang="en" sex="m">Eldritch Disciple Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76574" lang="en" sex="m">Fist of Raziel Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76575" lang="en" sex="m">Forest Master Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76576" lang="en" sex="m">Fochulan Lyrist Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76577" lang="en" sex="m">Hathran Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76578" lang="en" sex="m">Heartwarder Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76579" lang="en" sex="m">Hospitaler Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76580" lang="en" sex="m">Master Harper Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76581" lang="en" sex="m">Mighty Contender of Kord Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76582" lang="en" sex="m">Morninglord of Lathander Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76583" lang="en" sex="m">Mystic Theurge Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76584" lang="en" sex="m">Ollam Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76585" lang="en" sex="m">Oozemaster Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76586" lang="en" sex="m">Psychic Theurge Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76587" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76588" lang="en" sex="m">Runecaster Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76589" lang="en" sex="m">Sacred Fist Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76590" lang="en" sex="m">Sacred Purifier Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76591" lang="en" sex="m">Sapphire Hierarch Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76592" lang="en" sex="m">Shadowbane Stalker Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76593" lang="en" sex="m">Shining Blade Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76594" lang="en" sex="m">Spelldancer Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76595" lang="en" sex="m">Swift Wing Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76596" lang="en" sex="m">Warpriest Spellcasting (Knight of the Middle Circle)</entry> + <entry id="76597" lang="en" sex="m">Acolyte of the Skin Spellcasting (Nentyar Hunter)</entry> + <entry id="76598" lang="en" sex="m">Master Alchemist Spellcasting (Nentyar Hunter)</entry> + <entry id="76599" lang="en" sex="m">Brimstone Speaker Spellcasting (Nentyar Hunter)</entry> + <entry id="76600" lang="en" sex="m">Combat Medic Spellcasting (Nentyar Hunter)</entry> + <entry id="76601" lang="en" sex="m">Contemplative Spellcasting (Nentyar Hunter)</entry> + <entry id="76602" lang="en" sex="m">Diabolist Spellcasting (Nentyar Hunter)</entry> + <entry id="76603" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Nentyar Hunter)</entry> + <entry id="76604" lang="en" sex="m">Eldritch Disciple Spellcasting (Nentyar Hunter)</entry> + <entry id="76605" lang="en" sex="m">Elemental Savant Spellcasting (Nentyar Hunter)</entry> + <entry id="76606" lang="en" sex="m">Force Missile Mage Spellcasting (Nentyar Hunter)</entry> + <entry id="76607" lang="en" sex="m">Forest Master Spellcasting (Nentyar Hunter)</entry> + <entry id="76608" lang="en" sex="m">Fochulan Lyrist Spellcasting (Nentyar Hunter)</entry> + <entry id="76609" lang="en" sex="m">Hathran Spellcasting (Nentyar Hunter)</entry> + <entry id="76610" lang="en" sex="m">Hospitaler Spellcasting (Nentyar Hunter)</entry> + <entry id="76611" lang="en" sex="m">Mage Killer Spellcasting (Nentyar Hunter)</entry> + <entry id="76612" lang="en" sex="m">Master Harper Spellcasting (Nentyar Hunter)</entry> + <entry id="76613" lang="en" sex="m">Mighty Contender of Kord Spellcasting (Nentyar Hunter)</entry> + <entry id="76614" lang="en" sex="m">Morninglord of Lathander Spellcasting (Nentyar Hunter)</entry> + <entry id="76615" lang="en" sex="m">Mystic Theurge Spellcasting (Nentyar Hunter)</entry> + <entry id="76616" lang="en" sex="m">Ollam Spellcasting (Nentyar Hunter)</entry> + <entry id="76617" lang="en" sex="m">Oozemaster Spellcasting (Nentyar Hunter)</entry> + <entry id="76618" lang="en" sex="m">Psychic Theurge Spellcasting (Nentyar Hunter)</entry> + <entry id="76619" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Nentyar Hunter)</entry> + <entry id="76620" lang="en" sex="m">Runecaster Spellcasting (Nentyar Hunter)</entry> + <entry id="76621" lang="en" sex="m">Sacred Fist Spellcasting (Nentyar Hunter)</entry> + <entry id="76622" lang="en" sex="m">Sacred Purifier Spellcasting (Nentyar Hunter)</entry> + <entry id="76623" lang="en" sex="m">Sapphire Hierarch Spellcasting (Nentyar Hunter)</entry> + <entry id="76624" lang="en" sex="m">Shadow Adept Spellcasting (Nentyar Hunter)</entry> + <entry id="76625" lang="en" sex="m">Shadowbane Stalker Spellcasting (Nentyar Hunter)</entry> + <entry id="76626" lang="en" sex="m">Shining Blade Spellcasting (Nentyar Hunter)</entry> + <entry id="76627" lang="en" sex="m">Spelldancer Spellcasting (Nentyar Hunter)</entry> + <entry id="76628" lang="en" sex="m">Swift Wing Spellcasting (Nentyar Hunter)</entry> + <entry id="76629" lang="en" sex="m">Warpriest Spellcasting (Nentyar Hunter)</entry> + <entry id="76630" lang="en" sex="m">Acolyte of the Skin Spellcasting (Ocular Adept)</entry> + <entry id="76631" lang="en" sex="m">Master Alchemist Spellcasting (Ocular Adept)</entry> + <entry id="76632" lang="en" sex="m">Alienist Spellcasting (Ocular Adept)</entry> + <entry id="76633" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Ocular Adept) </entry> + <entry id="76634" lang="en" sex="m">Black Flame Zealot Spellcasting (Ocular Adept)</entry> + <entry id="76635" lang="en" sex="m">Blightlord Spellcasting (Ocular Adept)</entry> + <entry id="76636" lang="en" sex="m">Brimstone Speaker Spellcasting (Ocular Adept)</entry> + <entry id="76637" lang="en" sex="m">Diabolist Spellcasting (Ocular Adept)</entry> + <entry id="76638" lang="en" sex="m">Eldritch Disciple Spellcasting (Ocular Adept)</entry> + <entry id="76639" lang="en" sex="m">Elemental Savant Spellcasting (Ocular Adept)</entry> + <entry id="76640" lang="en" sex="m">Fochulan Lyrist Spellcasting (Ocular Adept)</entry> + <entry id="76641" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Ocular Adept)</entry> + <entry id="76642" lang="en" sex="m">Hierophant Spellcasting (Ocular Adept)</entry> + <entry id="76643" lang="en" sex="m">Hospitaler Spellcasting (Ocular Adept)</entry> + <entry id="76644" lang="en" sex="m">Drow Judicator Spellcasting (Ocular Adept)</entry> + <entry id="76645" lang="en" sex="m">Mage Killer Spellcasting (Ocular Adept)</entry> + <entry id="76646" lang="en" sex="m">Master of Shrouds Spellcasting (Ocular Adept)</entry> + <entry id="76647" lang="en" sex="m">Mystic Theurge Spellcasting (Ocular Adept)</entry> + <entry id="76648" lang="en" sex="m">Hrall of Orcus Spellcasting (Ocular Adept)</entry> + <entry id="76649" lang="en" sex="m">Oozemaster Spellcasting (Ocular Adept)</entry> + <entry id="76650" lang="en" sex="m">Psychic Theurge Spellcasting (Ocular Adept)</entry> + <entry id="76651" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Ocular Adept)</entry> + <entry id="76652" lang="en" sex="m">Runecaster Spellcasting (Ocular Adept)</entry> + <entry id="76653" lang="en" sex="m">Sacred Fist Spellcasting (Ocular Adept)</entry> + <entry id="76654" lang="en" sex="m">Sapphire Hierarch Spellcasting (Ocular Adept)</entry> + <entry id="76655" lang="en" sex="m">Shadow Adept Spellcasting (Ocular Adept)</entry> + <entry id="76656" lang="en" sex="m">Spelldancer Spellcasting (Ocular Adept)</entry> + <entry id="76657" lang="en" sex="m">Stormlord Spellcasting (Ocular Adept)</entry> + <entry id="76658" lang="en" sex="m">Swift Wing Spellcasting (Ocular Adept)</entry> + <entry id="76659" lang="en" sex="m">Talon of Tiamat Spellcasting (Ocular Adept) </entry> + <entry id="76660" lang="en" sex="m">Battleguard of Tempus Spellcasting (Ocular Adept)</entry> + <entry id="76661" lang="en" sex="m">Tenebrous Apostate Spellcasting (Ocular Adept)</entry> + <entry id="76662" lang="en" sex="m">True Necromancer Spellcasting (Ocular Adept)</entry> + <entry id="76663" lang="en" sex="m">Warpriest Spellcasting (Ocular Adept)</entry> + <entry id="76664" lang="en" sex="m">Master Alchemist Spellcasting (Paladin)</entry> + <entry id="76665" lang="en" sex="m">Brimstone Speaker Spellcasting (Paladin)</entry> + <entry id="76666" lang="en" sex="m">Contemplative Spellcasting (Paladin)</entry> + <entry id="76667" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Paladin)</entry> + <entry id="76668" lang="en" sex="m">Eldritch Disciple Spellcasting (Paladin)</entry> + <entry id="76669" lang="en" sex="m">Fist of Raziel Spellcasting (Paladin)</entry> + <entry id="76670" lang="en" sex="m">Hathran Spellcasting (Paladin)</entry> + <entry id="76671" lang="en" sex="m">Hospitaler Spellcasting (Paladin)</entry> + <entry id="76672" lang="en" sex="m">Master Harper Spellcasting (Paladin)</entry> + <entry id="76673" lang="en" sex="m">Morninglord of Lathander Spellcasting (Paladin)</entry> + <entry id="76674" lang="en" sex="m">Mystic Theurge Spellcasting (Paladin)</entry> + <entry id="76675" lang="en" sex="m">Ollam Spellcasting (Paladin)</entry> + <entry id="76676" lang="en" sex="m">Oozemaster Spellcasting (Paladin)</entry> + <entry id="76677" lang="en" sex="m">Psychic Theurge Spellcasting (Paladin)</entry> + <entry id="76678" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Paladin)</entry> + <entry id="76679" lang="en" sex="m">Runecaster Spellcasting (Paladin)</entry> + <entry id="76680" lang="en" sex="m">Sacred Fist Spellcasting (Paladin)</entry> + <entry id="76681" lang="en" sex="m">Sacred Purifier Spellcasting (Paladin)</entry> + <entry id="76682" lang="en" sex="m">Sapphire Hierarch Spellcasting (Paladin)</entry> + <entry id="76683" lang="en" sex="m">Shadowbane Stalker Spellcasting (Paladin)</entry> + <entry id="76684" lang="en" sex="m">Shining Blade Spellcasting (Paladin)</entry> + <entry id="76685" lang="en" sex="m">Spelldancer Spellcasting (Paladin)</entry> + <entry id="76686" lang="en" sex="m">Swift Wing Spellcasting (Paladin)</entry> + <entry id="76687" lang="en" sex="m">Warpriest Spellcasting (Paladin)</entry> + <entry id="76688" lang="en" sex="m">Acolyte of the Skin Spellcasting (Ranger)</entry> + <entry id="76689" lang="en" sex="m">Master Alchemist Spellcasting (Ranger)</entry> + <entry id="76690" lang="en" sex="m">Alienist Spellcasting (Ranger)</entry> + <entry id="76691" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Ranger) </entry> + <entry id="76692" lang="en" sex="m">Black Flame Zealot Spellcasting (Ranger)</entry> + <entry id="76693" lang="en" sex="m">Blightlord Spellcasting (Ranger)</entry> + <entry id="76694" lang="en" sex="m">Brimstone Speaker Spellcasting (Ranger)</entry> + <entry id="76695" lang="en" sex="m">Combat Medic Spellcasting (Ranger)</entry> + <entry id="76696" lang="en" sex="m">Contemplative Spellcasting (Ranger)</entry> + <entry id="76697" lang="en" sex="m">Diabolist Spellcasting (Ranger)</entry> + <entry id="76698" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Ranger)</entry> + <entry id="76699" lang="en" sex="m">Eldritch Disciple Spellcasting (Ranger)</entry> + <entry id="76700" lang="en" sex="m">Forestmaster Spellcasting (Ranger)</entry> + <entry id="76701" lang="en" sex="m">Fochulan Lyrist Spellcasting (Ranger)</entry> + <entry id="76702" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Ranger)</entry> + <entry id="76703" lang="en" sex="m">Hathran Spellcasting (Ranger)</entry> + <entry id="76704" lang="en" sex="m">Heartwarder Spellcasting (Ranger)</entry> + <entry id="76705" lang="en" sex="m">Hospitaler Spellcasting (Ranger)</entry> + <entry id="76706" lang="en" sex="m">Drow Judicator Spellcasting (Ranger)</entry> + <entry id="76707" lang="en" sex="m">Mighty Contender of Kord Spellcasting (Ranger)</entry> + <entry id="76708" lang="en" sex="m">Master of Shrouds Spellcasting (Ranger)</entry> + <entry id="76709" lang="en" sex="m">Master Harper Spellcasting (Ranger)</entry> + <entry id="76710" lang="en" sex="m">Morninglord of Lathander Spellcasting (Ranger)</entry> + <entry id="76711" lang="en" sex="m">Mystic Theurge Spellcasting (Ranger)</entry> + <entry id="76712" lang="en" sex="m">Ollam Spellcasting (Ranger)</entry> + <entry id="76713" lang="en" sex="m">Oozemaster Spellcasting (Ranger)</entry> + <entry id="76714" lang="en" sex="m">Thrall of Orcus Spellcasting (Ranger)</entry> + <entry id="76715" lang="en" sex="m">Psychic Theurge Spellcasting (Ranger)</entry> + <entry id="76716" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Ranger)</entry> + <entry id="76717" lang="en" sex="m">Runecaster Spellcasting (Ranger)</entry> + <entry id="76718" lang="en" sex="m">Sacred Fist Spellcasting (Ranger)</entry> + <entry id="76719" lang="en" sex="m">Sacred Purifier Spellcasting (Ranger)</entry> + <entry id="76720" lang="en" sex="m">Sapphire Hierarch Spellcasting (Ranger)</entry> + <entry id="76721" lang="en" sex="m">Shadow Adept Spellcasting (Ranger)</entry> + <entry id="76722" lang="en" sex="m">Shadowbane Stalker Spellcasting (Ranger)</entry> + <entry id="76723" lang="en" sex="m">Shining Blade Spellcasting (Ranger)</entry> + <entry id="76724" lang="en" sex="m">Spelldancer Spellcasting (Ranger)</entry> + <entry id="76725" lang="en" sex="m">Stormlord Spellcasting (Ranger)</entry> + <entry id="76726" lang="en" sex="m">Swift Wing Spellcasting (Ranger)</entry> + <entry id="76727" lang="en" sex="m">Talon of Tiamat Spellcasting (Ranger)</entry> + <entry id="76728" lang="en" sex="m">Battleguard of Tempus Spellcasting (Ranger)</entry> + <entry id="76729" lang="en" sex="m">Tenebrous Apostate Spellcasting (Ranger)</entry> + <entry id="76730" lang="en" sex="m">Warpriest Spellcasting (Ranger)</entry> + <entry id="76731" lang="en" sex="m">Acolyte of the Skin Spellcasting (Shaman)</entry> + <entry id="76732" lang="en" sex="m">Master Alchemist Spellcasting (Shaman)</entry> + <entry id="76733" lang="en" sex="m">Alienist Spellcasting (Shaman)</entry> + <entry id="76734" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Shaman) </entry> + <entry id="76735" lang="en" sex="m">Black Flame Zealot Spellcasting (Shaman)</entry> + <entry id="76736" lang="en" sex="m">Blightlord Spellcasting (Shaman)</entry> + <entry id="76737" lang="en" sex="m">Brimstone Speaker Spellcasting (Shaman)</entry> + <entry id="76738" lang="en" sex="m">Combat Medic Spellcasting (Shaman)</entry> + <entry id="76739" lang="en" sex="m">Contemplative Spellcasting (Shaman)</entry> + <entry id="76740" lang="en" sex="m">Diabolist Spellcasting (Shaman)</entry> + <entry id="76741" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Shaman)</entry> + <entry id="76742" lang="en" sex="m">Eldritch Disciple Spellcasting (Shaman)</entry> + <entry id="76743" lang="en" sex="m">Elemental Savant Spellcasting (Shaman)</entry> + <entry id="76744" lang="en" sex="m">Forest Master Spellcasting (Shaman)</entry> + <entry id="76745" lang="en" sex="m">Fochulan Lyrist Spellcasting (Shaman)</entry> + <entry id="76746" lang="en" sex="m">Forestmaster Spellcasting (Shaman)</entry> + <entry id="76747" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Shaman)</entry> + <entry id="76748" lang="en" sex="m">Hathran Spellcasting (Shaman)</entry> + <entry id="76749" lang="en" sex="m">Heartwarder Spellcasting (Shaman)</entry> + <entry id="76750" lang="en" sex="m">Hierophant Spellcasting (Shaman)</entry> + <entry id="76751" lang="en" sex="m">Hospitaler Spellcasting (Shaman)</entry> + <entry id="76752" lang="en" sex="m">Drow Judicator Spellcasting (Shaman)</entry> + <entry id="76753" lang="en" sex="m">Mage Killer Spellcasting (Shaman)</entry> + <entry id="76754" lang="en" sex="m">Master Harper Spellcasting (Shaman)</entry> + <entry id="76755" lang="en" sex="m">Master of Shrouds Spellcasting (Shaman)</entry> + <entry id="76756" lang="en" sex="m">Mighty Contender of Kord Spellcasting (Shaman)</entry> + <entry id="76757" lang="en" sex="m">Morninglord of Lathander Spellcasting (Shaman)</entry> + <entry id="76758" lang="en" sex="m">Mystic Theurge Spellcasting (Shaman)</entry> + <entry id="76759" lang="en" sex="m">Ollam Spellcasting (Shaman)</entry> + <entry id="76760" lang="en" sex="m">Oozemaster Spellcasting (Shaman)</entry> + <entry id="76761" lang="en" sex="m">Thrall of Orcus Spellcasting (Shaman)</entry> + <entry id="76762" lang="en" sex="m">Psychic Theurge Spellcasting (Shaman)</entry> + <entry id="76763" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Shaman)</entry> + <entry id="76764" lang="en" sex="m">Runecaster Spellcasting (Shaman)</entry> + <entry id="76765" lang="en" sex="m">Sacred Fist Spellcasting (Shaman)</entry> + <entry id="76766" lang="en" sex="m">Sacred Purifier Spellcasting (Shaman)</entry> + <entry id="76767" lang="en" sex="m">Sapphire Hierarch Spellcasting (Shaman)</entry> + <entry id="76768" lang="en" sex="m">Shadow Adept Spellcasting (Shaman)</entry> + <entry id="76769" lang="en" sex="m">Shadowbane Stalker Spellcasting (Shaman)</entry> + <entry id="76770" lang="en" sex="m">Shining Blade Spellcasting (Shaman)</entry> + <entry id="76771" lang="en" sex="m">Spelldancer Spellcasting (Shaman)</entry> + <entry id="76772" lang="en" sex="m">Stormlord Spellcasting (Shaman)</entry> + <entry id="76773" lang="en" sex="m">Swift Wing Spellcasting (Shaman)</entry> + <entry id="76774" lang="en" sex="m">Talon of Tiamat Spellcasting (Shaman)</entry> + <entry id="76775" lang="en" sex="m">Tenebrous Apostate Spellcasting (Shaman)</entry> + <entry id="76776" lang="en" sex="m">Battleguard of Tempus Spellcasting (Shaman)</entry> + <entry id="76777" lang="en" sex="m">True Necromancer Spellcasting (Shaman)</entry> + <entry id="76778" lang="en" sex="m">Wayfarer Guide Spellcasting (Shaman)</entry> + <entry id="76779" lang="en" sex="m">Warpriest Spellcasting (Shaman)</entry> + <entry id="76780" lang="en" sex="m">Acolyte of the Skin Spellcasting (Sohei)</entry> + <entry id="76781" lang="en" sex="m">Master Alchemist Spellcasting (Sohei)</entry> + <entry id="76782" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Sohei) </entry> + <entry id="76783" lang="en" sex="m">Black Flame Zealot Spellcasting (Sohei)</entry> + <entry id="76784" lang="en" sex="m">Blightlord Spellcasting (Sohei)</entry> + <entry id="76785" lang="en" sex="m">Brimstone Speaker Spellcasting (Sohei)</entry> + <entry id="76786" lang="en" sex="m">Contemplative Spellcasting (Sohei)</entry> + <entry id="76787" lang="en" sex="m">Diabolist Spellcasting (Sohei)</entry> + <entry id="76788" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Sohei)</entry> + <entry id="76789" lang="en" sex="m">Eldritch Disciple Spellcasting (Sohei)</entry> + <entry id="76790" lang="en" sex="m">Fist of Raziel Spellcasting (Sohei)</entry> + <entry id="76791" lang="en" sex="m">Forestmaster Spellcasting (Sohei)</entry> + <entry id="76792" lang="en" sex="m">Fochulan Lyrist Spellcasting (Sohei)</entry> + <entry id="76793" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Sohei)</entry> + <entry id="76794" lang="en" sex="m">Hathran Spellcasting (Sohei)</entry> + <entry id="76795" lang="en" sex="m">Hospitaler Spellcasting (Sohei)</entry> + <entry id="76796" lang="en" sex="m">Drow Judicator Spellcasting (Sohei)</entry> + <entry id="76797" lang="en" sex="m">Master Harper Spellcasting (Sohei)</entry> + <entry id="76798" lang="en" sex="m">Master of Shrouds Spellcasting (Sohei)</entry> + <entry id="76799" lang="en" sex="m">Morninglord of Lathander Spellcasting (Sohei)</entry> + <entry id="76800" lang="en" sex="m">Mystic Theurge Spellcasting (Sohei)</entry> + <entry id="76801" lang="en" sex="m">Ollam Spellcasting (Sohei)</entry> + <entry id="76802" lang="en" sex="m">Oozemaster Spellcasting (Sohei)</entry> + <entry id="76803" lang="en" sex="m">Thrall of Orcus Spellcasting (Sohei)</entry> + <entry id="76804" lang="en" sex="m">Psychic Theurge Spellcasting (Sohei)</entry> + <entry id="76805" lang="en" sex="m">Runecaster Spellcasting (Sohei)</entry> + <entry id="76806" lang="en" sex="m">Sacred Fist Spellcasting (Sohei)</entry> + <entry id="76807" lang="en" sex="m">Sacred Purifier Spellcasting (Sohei)</entry> + <entry id="76808" lang="en" sex="m">Sapphire Hierarch Spellcasting (Sohei)</entry> + <entry id="76809" lang="en" sex="m">Shadow Adept Spellcasting (Sohei)</entry> + <entry id="76810" lang="en" sex="m">Shining Blade Spellcasting (Sohei)</entry> + <entry id="76811" lang="en" sex="m">Spelldancer Spellcasting (Sohei)</entry> + <entry id="76812" lang="en" sex="m">Swift Wing Spellcasting (Sohei)</entry> + <entry id="76813" lang="en" sex="m">Talon of Tiamat Spellcasting (Sohei)</entry> + <entry id="76814" lang="en" sex="m">Tenebrous Apostate Spellcasting (Sohei)</entry> + <entry id="76815" lang="en" sex="m">Warpriest Spellcasting (Sohei)</entry> + <entry id="76816" lang="en" sex="m">Master Alchemist Spellcasting (Soldier of Light)</entry> + <entry id="76817" lang="en" sex="m">Brimstone Speaker Spellcasting (Soldier of Light)</entry> + <entry id="76818" lang="en" sex="m">Combat Medic Spellcasting (Soldier of Light)</entry> + <entry id="76819" lang="en" sex="m">Contemplative Spellcasting (Soldier of Light)</entry> + <entry id="76820" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Soldier of Light)</entry> + <entry id="76821" lang="en" sex="m">Eldritch Disciple Spellcasting (Soldier of Light)</entry> + <entry id="76822" lang="en" sex="m">Fochulan Lyrist Spellcasting (Soldier of Light)</entry> + <entry id="76823" lang="en" sex="m">Forest Master Spellcasting (Soldier of Light)</entry> + <entry id="76824" lang="en" sex="m">Hathran Spellcasting (Soldier of Light)</entry> + <entry id="76825" lang="en" sex="m">Hospitaler Spellcasting (Soldier of Light)</entry> + <entry id="76826" lang="en" sex="m">Master Harper Spellcasting (Soldier of Light)</entry> + <entry id="76827" lang="en" sex="m">Morninglord of Lathander Spellcasting (Soldier of Light)</entry> + <entry id="76828" lang="en" sex="m">Mystic Theurge Spellcasting (Soldier of Light)</entry> + <entry id="76829" lang="en" sex="m">Oozemaster Spellcasting (Soldier of Light)</entry> + <entry id="76830" lang="en" sex="m">Psychic Theurge Spellcasting (Soldier of Light)</entry> + <entry id="76831" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Soldier of Light)</entry> + <entry id="76832" lang="en" sex="m">Runecaster Spellcasting (Soldier of Light)</entry> + <entry id="76833" lang="en" sex="m">Sacred Fist Spellcasting (Soldier of Light)</entry> + <entry id="76834" lang="en" sex="m">Sacred Purifier Spellcasting (Soldier of Light)</entry> + <entry id="76835" lang="en" sex="m">Spelldancer Spellcasting (Soldier of Light)</entry> + <entry id="76836" lang="en" sex="m">Swift Wing Spellcasting (Soldier of Light)</entry> + <entry id="76837" lang="en" sex="m">Warpriest Spellcasting (Soldier of Light)</entry> + <entry id="76838" lang="en" sex="m">Acolyte of the Skin Spellcasting (Spirit Shaman)</entry> + <entry id="76839" lang="en" sex="m">Master Alchemist Spellcasting (Spirit Shaman)</entry> + <entry id="76840" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Spirit Shaman) </entry> + <entry id="76841" lang="en" sex="m">Black Flame Zealot Spellcasting (Spirit Shaman)</entry> + <entry id="76842" lang="en" sex="m">Blightlord Spellcasting (Spirit Shaman)</entry> + <entry id="76843" lang="en" sex="m">Brimstone Speaker Spellcasting (Spirit Shaman)</entry> + <entry id="76844" lang="en" sex="m">Combat Medic Spellcasting (Spirit Shaman)</entry> + <entry id="76845" lang="en" sex="m">Contemplative Spellcasting (Spirit Shaman)</entry> + <entry id="76846" lang="en" sex="m">Diabolist Spellcasting (Spirit Shaman)</entry> + <entry id="76847" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Spirit Shaman)</entry> + <entry id="76848" lang="en" sex="m">Eldritch Disciple Spellcasting (Spirit Shaman)</entry> + <entry id="76849" lang="en" sex="m">Elemental Savant Spellcasting (Spirit Shaman)</entry> + <entry id="76850" lang="en" sex="m">Fochulan Lyrist Spellcasting (Spirit Shaman)</entry> + <entry id="76851" lang="en" sex="m">Forestmaster Spellcasting (Spirit Shaman)</entry> + <entry id="76852" lang="en" sex="m">Thrall of Graz'zt Spellcasting (Spirit Shaman)</entry> + <entry id="76853" lang="en" sex="m">Hathran Spellcasting (Spirit Shaman)</entry> + <entry id="76854" lang="en" sex="m">Heartwarder Spellcasting (Spirit Shaman)</entry> + <entry id="76855" lang="en" sex="m">Hierophant Spellcasting (Spirit Shaman)</entry> + <entry id="76856" lang="en" sex="m">Hospitaler Spellcasting (Spirit Shaman)</entry> + <entry id="76857" lang="en" sex="m">Drow Judicator Spellcasting (Spirit Shaman)</entry> + <entry id="76858" lang="en" sex="m">Master Harper Spellcasting (Spirit Shaman)</entry> + <entry id="76859" lang="en" sex="m">Master of Shrouds Spellcasting (Spirit Shaman)</entry> + <entry id="76860" lang="en" sex="m">Mighty Contender of Kord Spellcasting (Spirit Shaman)</entry> + <entry id="76861" lang="en" sex="m">Morninglord of Lathander Spellcasting (Spirit Shaman)</entry> + <entry id="76862" lang="en" sex="m">Mystic Theurge Spellcasting (Spirit Shaman)</entry> + <entry id="76863" lang="en" sex="m">Ollam Spellcasting (Spirit Shaman)</entry> + <entry id="76864" lang="en" sex="m">Thrall of Orcus Spellcasting (Spirit Shaman)</entry> + <entry id="76865" lang="en" sex="m">Psychic Theurge Spellcasting (Spirit Shaman)</entry> + <entry id="76866" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Spirit Shaman)</entry> + <entry id="76867" lang="en" sex="m">Runecaster Spellcasting (Spirit Shaman)</entry> + <entry id="76868" lang="en" sex="m">Sacred Fist Spellcasting (Spirit Shaman)</entry> + <entry id="76869" lang="en" sex="m">Sacred Purifier Spellcasting (Spirit Shaman)</entry> + <entry id="76870" lang="en" sex="m">Sapphire Hierarch Spellcasting (Spirit Shaman)</entry> + <entry id="76871" lang="en" sex="m">Shadow Adept Spellcasting (Spirit Shaman)</entry> + <entry id="76872" lang="en" sex="m">Shadowbane Stalker Spellcasting (Spirit Shaman)</entry> + <entry id="76873" lang="en" sex="m">Shining Blade Spellcasting (Spirit Shaman)</entry> + <entry id="76874" lang="en" sex="m">Spelldancer Spellcasting (Spirit Shaman)</entry> + <entry id="76875" lang="en" sex="m">Stormlord Spellcasting (Spirit Shaman)</entry> + <entry id="76876" lang="en" sex="m">Swift Wing Spellcasting (Spirit Shaman)</entry> + <entry id="76877" lang="en" sex="m">Talon of Tiamat Spellcasting (Spirit Shaman)</entry> + <entry id="76878" lang="en" sex="m">Battleguard Tempus Spellcasting (Spirit Shaman)</entry> + <entry id="76879" lang="en" sex="m">Tenebrous Apostate Spellcasting (Spirit Shaman)</entry> + <entry id="76880" lang="en" sex="m">Warpriest Spellcasting (Spirit Shaman)</entry> + <entry id="76881" lang="en" sex="m">Acolyte of the Skin Spellcasting (Ur-Priest)</entry> + <entry id="76882" lang="en" sex="m">Master Alchemist Spellcasting (Ur-Priest)</entry> + <entry id="76883" lang="en" sex="m">Alienist Spellcasting (Ur-Priest)</entry> + <entry id="76884" lang="en" sex="m">Disciple of Asmodeus Spellcasting (Ur-Priest) </entry> + <entry id="76885" lang="en" sex="m">Black Flame Zealot Spellcasting (Ur-Priest)</entry> + <entry id="76886" lang="en" sex="m">Contemplative Spellcasting (Ur-Priest)</entry> + <entry id="76887" lang="en" sex="m">Diabolist Spellcasting (Ur-Priest)</entry> + <entry id="76888" lang="en" sex="m">Eldritch Disciple Spellcasting (Ur-Priest)</entry> + <entry id="76889" lang="en" sex="m">Elemental Savant Spellcasting (Ur-Priest)</entry> + <entry id="76890" lang="en" sex="m">Hierophant Spellcasting (Ur-Priest)</entry> + <entry id="76891" lang="en" sex="m">Hospitaler Spellcasting (Ur-Priest)</entry> + <entry id="76892" lang="en" sex="m">Drow Judicator Spellcasting (Ur-Priest)</entry> + <entry id="76893" lang="en" sex="m">Mage Killer Spellcasting (Ur-Priest)</entry> + <entry id="76894" lang="en" sex="m">Mystic Theurge Spellcasting (Ur-Priest)</entry> + <entry id="76895" lang="en" sex="m">Oozemaster Spellcasting (Ur-Priest)</entry> + <entry id="76896" lang="en" sex="m">Psychic Theurge Spellcasting (Ur-Priest)</entry> + <entry id="76897" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Ur-Priest)</entry> + <entry id="76898" lang="en" sex="m">Runecaster Spellcasting (Ur-Priest)</entry> + <entry id="76899" lang="en" sex="m">Sacred Fist Spellcasting (Ur-Priest)</entry> + <entry id="76900" lang="en" sex="m">Sapphire Hierarch Spellcasting (Ur-Priest)</entry> + <entry id="76901" lang="en" sex="m">Shadow Adept Spellcasting (Ur-Priest)</entry> + <entry id="76902" lang="en" sex="m">Spelldancer Spellcasting (Ur-Priest)</entry> + <entry id="76903" lang="en" sex="m">Swift Wing Spellcasting (Ur-Priest)</entry> + <entry id="76904" lang="en" sex="m">Tenebrous Apostate Spellcasting (Ur-Priest)</entry> + <entry id="76905" lang="en" sex="m">True Necromancer Spellcasting (Ur-Priest)</entry> + <entry id="76906" lang="en" sex="m">Warpriest Spellcasting (Ur-Priest)</entry> + <entry id="76907" lang="en" sex="m">Master Alchemist Spellcasting (Vassal of Bahamut)</entry> + <entry id="76908" lang="en" sex="m">Brimstone Speaker Spellcasting (Vassal of Bahamut)</entry> + <entry id="76909" lang="en" sex="m">Contemplative Spellcasting (Vassal of Bahamut)</entry> + <entry id="76910" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Vassal of Bahamut)</entry> + <entry id="76911" lang="en" sex="m">Eldritch Disciple Spellcasting (Vassal of Bahamut)</entry> + <entry id="76912" lang="en" sex="m">Fist of Raziel (Vassal of Bahamut)</entry> + <entry id="76913" lang="en" sex="m">Hathran Spellcasting (Vassal of Bahamut)</entry> + <entry id="76914" lang="en" sex="m">Hospitaler Spellcasting (Vassal of Bahamut)</entry> + <entry id="76915" lang="en" sex="m">Master Harper Spellcasting (Vassal of Bahamut)</entry> + <entry id="76916" lang="en" sex="m">Mystic Theurge Spellcasting (Vassal of Bahamut)</entry> + <entry id="76917" lang="en" sex="m">Ollam Spellcasting (Vassal of Bahamut)</entry> + <entry id="76918" lang="en" sex="m">Oozemaster Spellcasting (Vassal of Bahamut)</entry> + <entry id="76919" lang="en" sex="m">Psychic Theurge Spellcasting (Vassal of Bahamut)</entry> + <entry id="76920" lang="en" sex="m">Ruby Knight Vindicator Spellcasting (Vassal of Bahamut)</entry> + <entry id="76921" lang="en" sex="m">Runecaster Spellcasting (Vassal of Bahamut)</entry> + <entry id="76922" lang="en" sex="m">Sacred Fist Spellcasting (Vassal of Bahamut)</entry> + <entry id="76923" lang="en" sex="m">Sacred Purifier Spellcasting (Vassal of Bahamut)</entry> + <entry id="76924" lang="en" sex="m">Sapphire Hierarch Spellcasting (Vassal of Bahamut)</entry> + <entry id="76925" lang="en" sex="m">Shadowbane Stalker Spellcasting (Vassal of Bahamut)</entry> + <entry id="76926" lang="en" sex="m">Shining Blade Spellcasting (Vassal of Bahamut)</entry> + <entry id="76927" lang="en" sex="m">Spelldancer Spellcasting (Vassal of Bahamut)</entry> + <entry id="76928" lang="en" sex="m">Swift Wing Spellcasting (Vassal of Bahamut)</entry> + <entry id="76929" lang="en" sex="m">Warpriest Spellcasting (Vassal of Bahamut)</entry> + <entry id="76930" lang="en" sex="m">Bardic Casting: Gloura cast spells as a Bard of their hit dice (7th level).</entry> + <entry id="76931" lang="en" sex="m">Sorcerous Casting: Driders cast spells as a Sorcerer of their hit dice (6th level).</entry> + <entry id="76932" lang="en" sex="m">Sorcerous Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level).</entry> + <entry id="76933" lang="en" sex="m">Sorcerous Casting: Marrutact cast spells as a Sorcerer of their hit dice (7th level).</entry> + <entry id="76934" lang="en" sex="m">Sorcerous Casting: Redspawn Arcaniss cast spells as a Sorcerer of their hit dice (8th level).</entry> + <entry id="76935" lang="en" sex="m">Sorcerous Casting: Rakshasa cast spells as a Sorcerer of their hit dice (7th level).</entry> + <entry id="76936" lang="en" sex="m">Sorcerous Casting: Aranea cast spells as a Sorcerer of their hit dice (3rd level).</entry> + <entry id="76937" lang="en" sex="m">Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an abjurant champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76938" lang="en" sex="m">Spells per Day/Spells Known: At each even-numbered level, an acolyte of the skin gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming an acolyte of the skin, he must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76939" lang="en" sex="m">Spells per Day: A master alchemist's training focuses on magic. Thus, when a character gains a new level of master alchemist, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).</entry> + <entry id="76940" lang="en" sex="m">Spells per Day/Spells Known: At each level, an alienist gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming an alienist, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76941" lang="en" sex="m">Spellcasting: At each anima mage level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an anima mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76942" lang="en" sex="m">Spells per Day/Spells Known: When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.</entry> + <entry id="76943" lang="en" sex="m">Spells per Day: When a new arcane trickster level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.</entry> + <entry id="76944" lang="en" sex="m">Spells: When a disciple of Asmodeus attains 1st level, and at every other level after that, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the new level of disciple of Asmodeus to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.</entry> + <entry id="76945" lang="en" sex="m">Spells per Day/Spells Known: At each even-numbered black flame zealot level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one divine spellcasting class before becoming a black flame zealot, the player must decide to which class to add each black flame zealot level for the purpose of determining spells per day and spells known.</entry> + <entry id="76946" lang="en" sex="m">Spells per Day/Spells Known: At each level except 5th and 10th, a blood magus gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a blood magus, he must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76947" lang="en" sex="m">Spells Per Day: At every Talontar blightlord level (except 6th and 10th), the character gains new divine spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of Talontar blightlord to the level of whatever spellcasting class the character has, then determines spells per day and caster level accordingly.</entry> + <entry id="76948" lang="en" sex="m">Spells per Day: At every even numbered level gained in the bonded summoner class, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain all the benefits a character of that class would have gained (metamagic or item creation feats, and so on), except for an increased effective level of spell-casting. If a character had more than one arcane spellcasting class before becoming a bonded summoner, he must decide to which class he adds the new level for purposes of determining spells per day.</entry> + <entry id="76949" lang="en" sex="m">Spellcasting: At each level except 1st, 3rd, 6th, and 9th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a brimstone speaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76950" lang="en" sex="m">Spells per Day: At every oddnumbered level gained in the bladesinger class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class be fore becoming a bladesinger, she must decide to which class she adds the new level for purposes of determining spells per day.</entry> + <entry id="76951" lang="en" sex="m">Spells per Day/Powers Known: When a new cerebremancer level is attained, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other bene?t a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of cerebremancer to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.</entry> + <entry id="76952" lang="en" sex="m">Spellcasting: As you attain more levels, you continue your training in your chosen spellcasting field. You get new spells per day, spells known, and an increase in caster level as if you had also gained a level in any one spellcasting class that includes cure light wounds on its spell list, provided you belonged to that class previously. You do not, however, gain any other class feature a character of that class would have gained. This essentially means that you add the level of combat medic to the level of whatever eligible spellcasting class you have, and then determine spells per day and caster levels accordingly. If you had more than one eligible spellcasting class before becoming a combat medic, you must decide to which class you add levels of combat medic for the purposes of determining spells per day, spells known, and caster level.</entry> + <entry id="76953" lang="en" sex="m">Spells per Day/Spells Known: A contemplative who was previously a spellcaster continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This essentially means that she adds the level of contemplative to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.</entry> + <entry id="76954" lang="en" sex="m">Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a dragonheart mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76955" lang="en" sex="m">Spells: When a diabolist attains 1st level, and at every other level after that, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the new level of diabolist to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.</entry> + <entry id="76956" lang="en" sex="m">Spellcasting: Each time an even-numbered dragonsong lyrist level is gained, the character gains new spells per day and spells known as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that the character adds 1/2 her dragonsong lyrist level to the level of whatever spellcasting class she has, then determines spells per day and caster level accordingly.</entry> + <entry id="76957" lang="en" sex="m">Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an eldritch disciple, you must decide to which class to levels to for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76958" lang="en" sex="m">Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an eldritch theurge, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76959" lang="en" sex="m">Spells per Day: From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds levels of eldritch knight for the purpose of determining spells per day.</entry> + <entry id="76960" lang="en" sex="m">Spells per Day/Spells Known: At each level except 5th and 10th, an elemental savant gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming an elemental savant, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76961" lang="en" sex="m">Spells per Day/Spells Known: Except at 1st level and 6th level, an enlightened fist gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an enlightened fist, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76962" lang="en" sex="m">Spells per Day: Starting at 2nd level, and at each level thereafter, a fist of Raziel gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, improved special mount, and so on). If the character had more than one divine spellcasting class before becoming a fist of Raziel, she must decide to which class she adds each fist of Raziel level for the purpose of determining spells per day.</entry> + <entry id="76963" lang="en" sex="m">Spells: A force missile mage continues training in magic as he gains levels. At each level after 1st, the force missile mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the character has levels in more than one spellcasting class before becoming a force missile mage, he must decide to which class he adds each level of force missile mage for the purposes of determining spells per day.</entry> + <entry id="76964" lang="en" sex="m">Spells per Day/Spells Known: At each level, a Fochlucan lyrist gains new spells per day (and spells known, if applicable) as if she had also gained a level in any one arcane spellcasting class and any one divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class or divine spellcasting class before becoming a Fochlucan lyrist, she must decide to which class to add each Fochlucan lyrist level for the purpose of determining spells per day, spells known, and overall caster level.</entry> + <entry id="76965" lang="en" sex="m">Spells per Day: At each indicated forest master level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead). If the character had more than one divine spellcasting class before becoming a forest master, the player must decide to which class to add each forest master level for the purpose of determining spells per day.</entry> + <entry id="76966" lang="en" sex="m">Spells per Day/Spells Known: At every level gained in the frost mage class, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation bonus feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character has more than one spellcasting class before becoming a frost mage, he must decide to which class he adds the new level for purposes of determining spells per day and spells known.</entry> + <entry id="76967" lang="en" sex="m">Spells: When a thrall of Graz'zt gains 1st level, and every two levels after that (plus 10th level), the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points, beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the new level of thrall of Graz'zt to the level of whatever other spellcasting class the character has., then determines spells per day, spells knowns, and caster level accordingly.</entry> + <entry id="76968" lang="en" sex="m">Spells per Day/Spells Known: A Harper mage's training focuses on magic. Thus, when a character gains a new level of Harper mage, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).</entry> + <entry id="76969" lang="en" sex="m">Spells per Day: A hathran's training focuses on arcane or divine spells. Every second level, the hathran gains new spells per day as if she had also gained a level in her highest arcane and divine classes. She does not learn any new arcane spells through this ability, however. She does not, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of hathran to the level of whatever other spellcasting class the character hs, then determines spells per day and caster level accordingly. Since all hathrans are multiclasss spellcasters, some choose to expand their skill in arcane, others the divine, and the remainder strike a balance between the two.</entry> + <entry id="76970" lang="en" sex="m">Spells per Day: At 2nd, 4th, and 5th level, a havoc mage gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain all the benefits a character of that class would have gained (metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a havoc mage, he must decide to which class he adds the levels to for purposes of determining spells per day.</entry> + <entry id="76971" lang="en" sex="m">Spells per Day/Spells Known: At each heartwarder level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a heartwarder, the player must decide to which class to add each heartwarder level for the purpose of determining spells per day and spells known.</entry> + <entry id="76972" lang="en" sex="m">Spells and Caster Level: Levels in the hierophant prestige class, even though they do not advance spell progression in the character's base class, still stack with the character's base spellcasting levels to determine caster level.</entry> + <entry id="76973" lang="en" sex="m">Spells per Day/Spells Known: A hospitaler continues advancing in divine spellcasting ability as well as learning the skills of the hospitalers. Thus, when a new hospitaler level is gained (except for 1st, 5th, and 9th levels), the character gains new divine spells per day (and spells known, if applicable) as if she had gained a level in the a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, greater damage with the smite evil ability, and so on).</entry> + <entry id="76974" lang="en" sex="m">Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Jade Phoenix mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76975" lang="en" sex="m">Spells per Day: At every third drow judicator level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level (for male drow, this is usually an arcane spellcasting class, although male clerics of Selvetarm sometimes become drow judicators). He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like).</entry> + <entry id="76976" lang="en" sex="m">Spells per Day: A mighty contender continues the divine spellcasting training he began, but more slowly. For every two contender levels gained, the character gains new spells per day as if he had gained one level of the spellcasting class he belonged to before he added the prestige class. He does not gain any other benefit of the level (such as turning undead) that the character would have gained. This essentially means that he adds half his mighty contender level to the level of some other spellcasting class he has, then determines spells per day and caster level accordingly.</entry> + <entry id="76977" lang="en" sex="m">Spells per Day/Spells Known: Beginning at 2nd level, a maester gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level He does not, however, gain any other benefit a character of that class would have gained, if he had more than one spellcasting class before becoming a maester, he must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76978" lang="en" sex="m">Spells per Day: A mage-killer's training focuses on magic. Thus, when a character gains a new level of mage-killer, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).</entry> + <entry id="76979" lang="en" sex="m">Spells per Day/Spells Known: Beginning at 2nd level, a master of shrouds gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does nor, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Rebuke Undead, below). If she had more than one divine spellcasting class before becoming a master of shrouds, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76980" lang="en" sex="m">Spells per Day: A master Harper continues training in magic as well as Harper lore. Thus, when a new master Harper level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. If the master Harper adds a spellcasting level to a class that keeps a personal spell list, such as bard or sorcerer, she add spells to her list as though adding a level of that class. If she adds spellcasting levels to a class that keeps spellbooks, such as wizards, she gains two new spells for her spellbooks, just as if she had gained a level in that class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of master Harper to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.</entry> + <entry id="76981" lang="en" sex="m">Spells per Day/Spells Known: When a new morninglord of Lathander level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever divine spellcasting class granted her access to 3rd-level spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the level of morninglord of Lathander to the level of whatever other divine spellcasting class granted her access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.</entry> + <entry id="76982" lang="en" sex="m">Spells per Day: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly.</entry> + <entry id="76983" lang="en" sex="m">Mysteries/Spellcasting: At each level, you gain new mysteries or spells per day and an increase in caster level (and mysteries or spells known, if applicable) as if you had also gained a level in both your mystery-using class and your arcane spellcasting class. You do not, however, gain any other benefits a character of these classes would have gained. If you had more than one mystery-using or arcane spellcasting class before becoming a noctumancer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76984" lang="en" sex="m">Spells per Day/Spells Known: At 2nd, 3rd, and 4th level, an ollam gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained, if she had more than one spellcasting class before becoming an ollam, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76985" lang="en" sex="m">Spells per Day/Spells Known: At 2nd level and every other oozemaster level thereafter, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does nor, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming an oozemaster, the player must decide to which class to add each oozemaster level for determining spells per day and spells known.</entry> + <entry id="76986" lang="en" sex="m">Spells per Day/Spells Known: When a thrall of Orcus attains 1st, 4th, 7th, and 10th level, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the new level to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a thrall of Orcus, she must decide to which class she adds the levels to for purposes of determining spells per day.</entry> + <entry id="76987" lang="en" sex="m">Spells per Day: At every second level gained in the pale master class, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a pale master, he must decide to which class he adds the new level for purposes of determining spells per day.</entry> + <entry id="76988" lang="en" sex="m">Spells per Day/Powers Known: When a new psychic theurge level is attained, the character gains new spells per day as if he had also attained a level in any one divine spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of psychic theurge to the level of whatever other divine spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.</entry> + <entry id="76989" lang="en" sex="m">Spells per Day: At every even-numbered level gained in the rage mage class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. In no case, however, does she gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting (but see spell rage, below). if a character had more than one arcane spellcasting class before becoming a rage mage, she must decide to which class she adds the new level for purposes of determining spells per day.</entry> + <entry id="76990" lang="en" sex="m">Spells per Day: A Red Wizard's training focuses on arcane spells. Thus, when a new Red Wizard level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of Red Wizard to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.</entry> + <entry id="76991" lang="en" sex="m">Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a ruby knight, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76992" lang="en" sex="m">Spells per Day/Spells Known: When a new runecaster level is gained, the character gains new spells per day (and spells known, if applicable) as if he. had also gained a level in whatever divine spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of runecaster to the level of whatever other divine spellcasting class granted him access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.</entry> + <entry id="76993" lang="en" sex="m">Spells per Day/Spells Known: When a new sacred fist level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he possessed before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that he adds the level of sacred fist to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.</entry> + <entry id="76994" lang="en" sex="m">Spells per Day/Spells Known: Beginning at 2nd level, a sacred purifier gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and soon; but see Turn Undead, below). If he had more than one divine spellcasting class before becoming a sacred purifier, he must decide to which class to add each level for the purpose of determining spells per day and spells know.</entry> + <entry id="76995" lang="en" sex="m">Spellcasting: At each sapphire hierarch level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If you had more than one divine spellcasting class before becoming a sapphire hierarch, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76996" lang="en" sex="m">Spells per Day: A shadow adept's training focuses on magic. Thus, when a new shadow adept level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling of rebuking undead, metamagic or item creation feats, and so on). This essentially means that he adds the level of shadow adept to the level of whatever other spellcasting class the character has, then determines spells per and caster level accordingly.</entry> + <entry id="76997" lang="en" sex="m">Spells per Day/Spells Known: A shadowbane stalker continues training in divine spellcasting as well as learning. At each level gained in the shadowbane stalker class except for 4th and 9th, she gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained.</entry> + <entry id="76998" lang="en" sex="m">Spells per Day/Spells Known: When an even-numbered level is gained, the shining blade of Heironeous gains new spells per day (and spells known, if applicable) as if he had also gained a level in a single spellcasting class in which he could cast divine spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.</entry> + <entry id="76999" lang="en" sex="m">Spellcasting: At each soulcaster level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a soulcaster, you must decide to which class to add to for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="77000" lang="en" sex="m">Spells per Day: When a character gains a new level of spelldancer, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).</entry> + <entry id="77001" lang="en" sex="m">Spells per Day: At every odd-numbered level, a spellsword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on), save for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, he must decide to which class he adds the new levels to for purposes of determining spells per day.</entry> + <entry id="77002" lang="en" sex="m">Spells per Day/Spells Known: At each stormlord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, additional favored enemies, and so on). If the character had more than one divine spellcasting class before becoming a stormlord, the player must decide to which class to add the stormlord levels to for the purpose of determining spells per day and spells known.</entry> + <entry id="77003" lang="en" sex="m">Spellcasting: At every level except 1st and 5th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a swift wing, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="77004" lang="en" sex="m">Spells per Day: At each even battleguard level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as improved chance of turning or destroying undead, additional favored enemies, and so on). If the character had more than one divine spellcasting class before becoming a battleguard, the player must decide which class to add battleguard levels to for the purpose of determining spells per day.</entry> + <entry id="77005" lang="en" sex="m">Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Tenebrous apostate, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="77006" lang="en" sex="m">Spellcasting: When an even-numbered talon of Tiamat level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation fears, and so on). This essentially means that he adds 1/2 his talon of Tiamat level to the level of some other spellcasting class he has, then determines spells per day and caster level accordingly.</entry> + <entry id="77007" lang="en" sex="m">Spells per Day/Spells Known: A true necromancer gains new spells per day (and spells known, if applicable) as if she had also gained a level in either an arcane spellcasting class she belonged to before adding the prestige class, a divine spellcasting class she belonged to before adding the prestige class, or both, according to the accompanying table. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Improved Rebuking and Necromantic Prowess, below). If she had more than one arcane or divine spellcasting class before becoming a true necromancer, she must decide to which class she adds the levels for purposes of determining spells per day and spells known.</entry> + <entry id="77008" lang="en" sex="m">Spellcasting: At each level except 1st, 4th, and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in both a prepared arcane casting class and a spontaneous arcane casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of those classes would have gained. At 1st, 4th, and 7th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in your arcane spellcasting class with the lowest caster level.</entry> + <entry id="77009" lang="en" sex="m">Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an unseen seer, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="77010" lang="en" sex="m">Spells per Day: Starting at second level, when a character gains a new level of virtuoso, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on).</entry> + <entry id="77011" lang="en" sex="m">Spells per Day/Spells Known: A warpriest continues advancing in divine spellcasting ability. When a warpriest gains a new even-numbered level, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on).</entry> + <entry id="77012" lang="en" sex="m">Spells per Day/Spells Known: At 1st and 3rd level, a wayfarer guide gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming a wayfarer guide, she must decide to which class to add level to for the purpose of determining spells per day and spells known.</entry> + <entry id="77013" lang="en" sex="m">Spells per Day/Spells Known: At each level, a wild mage gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming a wild mage, she must decide to which class to add levels to for the purpose of determining spells per day and spells known.</entry> + <entry id="77014" lang="en" sex="m">Spells per Day: A war wizard's training focuses on magic. Thus, when a character gains a new level of war wizard, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (increased familiar powers, metamagic or item creation feats, and so on).</entry> + <entry id="77015" lang="en" sex="m">Thrall of Orcus Spellcasting (Aberration)</entry> + <entry id="77016" lang="en" sex="m">Thrall of Orcus Spellcasting (Assassin)</entry> + <entry id="77017" lang="en" sex="m">Thrall of Orcus Spellcasting (Beguiler)</entry> + <entry id="77018" lang="en" sex="m">Eldritch Theurge Spellcasting (Celebrant of Sharess)</entry> + <entry id="77019" lang="en" sex="m">Havoc Mage Spellcasting (Celebrant of Sharess)</entry> + <entry id="77020" lang="en" sex="m">Rage Mage Spellcasting (Celebrant of Sharess)</entry> + <entry id="77021" lang="en" sex="m">Spellsword Spellcasting (Celebrant of Sharess)</entry> + <entry id="77022" lang="en" sex="m">Acolyte of the Skin Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="77023" lang="en" sex="m">Anima Mage Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="77024" lang="en" sex="m">Fochulan Lyrist Spellcasting (Cultist of the Shattered Peaks)</entry> + <entry id="77025" lang="en" sex="m">Thrall of Orcus Spellcasting (Dread Necromancer)</entry> + <entry id="77026" lang="en" sex="m">Thrall of Orcus Spellcasting (Duskblade)</entry> + <entry id="77027" lang="en" sex="m">Thrall of Orcus Spellcasting (Hexblade)</entry> + <entry id="77028" lang="en" sex="m">Thrall of Orcus Spellcasting (Monstrous Humanoid)</entry> + <entry id="77029" lang="en" sex="m">Thrall of Orcus Spellcasting (Outsider)</entry> + <entry id="77030" lang="en" sex="m">Thrall of Orcus Spellcasting (Shapechanger)</entry> + <entry id="77031" lang="en" sex="m">Thrall of Orcus Spellcasting (Sorcerer)</entry> + <entry id="77032" lang="en" sex="m">Thrall of Orcus Spellcasting (Sublime Chord)</entry> + <entry id="77033" lang="en" sex="m">True Necromancer Spellcasting (Sublime Chord)</entry> + <entry id="77034" lang="en" sex="m">Master Harper Spellcasting (Suel Archanamach)</entry> + <entry id="77035" lang="en" sex="m">Thrall of Orcus Spellcasting (Suel Archanamach)</entry> + <entry id="77036" lang="en" sex="m">Thrall of Orcus Spellcasting (Warmage)</entry> + <entry id="77037" lang="en" sex="m">Force Missile Mage Spellcasting (Shaman)</entry> +</tlk> diff --git a/nwn/nwnprc/trunk/tlk/prc_consortium.tlk.xml b/nwn/nwnprc/trunk/tlk/prc_consortium.tlk.xml index 3487eb7b..2b18cb64 100644 --- a/nwn/nwnprc/trunk/tlk/prc_consortium.tlk.xml +++ b/nwn/nwnprc/trunk/tlk/prc_consortium.tlk.xml @@ -72015,7 +72015,7 @@ Use: Activated</entry> <entry id="76164" lang="en" sex="m">Diabolist Spellcasting (Wizard)</entry> <entry id="76165" lang="en" sex="m">Dragonsong Lyrist Spellcasting (Wizard)</entry> <entry id="76166" lang="en" sex="m">Eldritch Knight Spellcasting (Wizard)</entry> - <entry id="76167" lang="en" sex="m">Enlightened Fist Spellcasting (Wizard)</entry> + <entry id="76167" lang="en" sex="m">Enlightened Fist Spellcasting (Wizard)</entry> <entry id="76168" lang="en" sex="m">Elemental Savant Spellcasting (Wizard)</entry> <entry id="76169" lang="en" sex="m">Eldritch Theurge Spellcasting (Wizard)</entry> <entry id="76170" lang="en" sex="m">Force Missile Mage Spellcasting (Wizard)</entry> @@ -72777,92 +72777,92 @@ Use: Activated</entry> <entry id="76926" lang="en" sex="m">Shining Blade Spellcasting (Vassal of Bahamut)</entry> <entry id="76927" lang="en" sex="m">Spelldancer Spellcasting (Vassal of Bahamut)</entry> <entry id="76928" lang="en" sex="m">Swift Wing Spellcasting (Vassal of Bahamut)</entry> - <entry id="76929" lang="en" sex="m">Warpriest Spellcasting (Vassal of Bahamut)</entry> + <entry id="76929" lang="en" sex="m">Warpriest Spellcasting (Vassal of Bahamut)</entry> <entry id="76930" lang="en" sex="m">Bardic Casting: Gloura cast spells as a Bard of their hit dice (7th level).</entry> <entry id="76931" lang="en" sex="m">Sorcerous Casting: Driders cast spells as a Sorcerer of their hit dice (6th level).</entry> <entry id="76932" lang="en" sex="m">Sorcerous Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level).</entry> <entry id="76933" lang="en" sex="m">Sorcerous Casting: Marrutact cast spells as a Sorcerer of their hit dice (7th level).</entry> <entry id="76934" lang="en" sex="m">Sorcerous Casting: Redspawn Arcaniss cast spells as a Sorcerer of their hit dice (8th level).</entry> - <entry id="76935" lang="en" sex="m">Sorcerous Casting: Rakshasa cast spells as a Sorcerer of their hit dice (7th level).</entry> - <entry id="76936" lang="en" sex="m">Sorcerous Casting: Aranea cast spells as a Sorcerer of their hit dice (3rd level).</entry> - <entry id="76937" lang="en" sex="m">Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an abjurant champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76935" lang="en" sex="m">Sorcerous Casting: Rakshasa cast spells as a Sorcerer of their hit dice (7th level).</entry> + <entry id="76936" lang="en" sex="m">Sorcerous Casting: Aranea cast spells as a Sorcerer of their hit dice (3rd level).</entry> + <entry id="76937" lang="en" sex="m">Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an abjurant champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> <entry id="76938" lang="en" sex="m">Spells per Day/Spells Known: At each even-numbered level, an acolyte of the skin gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming an acolyte of the skin, he must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> - <entry id="76939" lang="en" sex="m">Spells per Day: A master alchemist's training focuses on magic. Thus, when a character gains a new level of master alchemist, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).</entry> - <entry id="76940" lang="en" sex="m">Spells per Day/Spells Known: At each level, an alienist gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming an alienist, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76939" lang="en" sex="m">Spells per Day: A master alchemist's training focuses on magic. Thus, when a character gains a new level of master alchemist, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).</entry> + <entry id="76940" lang="en" sex="m">Spells per Day/Spells Known: At each level, an alienist gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming an alienist, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> <entry id="76941" lang="en" sex="m">Spellcasting: At each anima mage level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an anima mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> - <entry id="76942" lang="en" sex="m">Spells per Day/Spells Known: When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.</entry> + <entry id="76942" lang="en" sex="m">Spells per Day/Spells Known: When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.</entry> <entry id="76943" lang="en" sex="m">Spells per Day: When a new arcane trickster level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.</entry> <entry id="76944" lang="en" sex="m">Spells: When a disciple of Asmodeus attains 1st level, and at every other level after that, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the new level of disciple of Asmodeus to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.</entry> - <entry id="76945" lang="en" sex="m">Spells per Day/Spells Known: At each even-numbered black flame zealot level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one divine spellcasting class before becoming a black flame zealot, the player must decide to which class to add each black flame zealot level for the purpose of determining spells per day and spells known.</entry> - <entry id="76946" lang="en" sex="m">Spells per Day/Spells Known: At each level except 5th and 10th, a blood magus gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a blood magus, he must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> - <entry id="76947" lang="en" sex="m">Spells Per Day: At every Talontar blightlord level (except 6th and 10th), the character gains new divine spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of Talontar blightlord to the level of whatever spellcasting class the character has, then determines spells per day and caster level accordingly.</entry> - <entry id="76948" lang="en" sex="m">Spells per Day: At every even numbered level gained in the bonded summoner class, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain all the benefits a character of that class would have gained (metamagic or item creation feats, and so on), except for an increased effective level of spell-casting. If a character had more than one arcane spellcasting class before becoming a bonded summoner, he must decide to which class he adds the new level for purposes of determining spells per day.</entry> - <entry id="76949" lang="en" sex="m">Spellcasting: At each level except 1st, 3rd, 6th, and 9th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a brimstone speaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> - <entry id="76950" lang="en" sex="m">Spells per Day: At every oddnumbered level gained in the bladesinger class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class be fore becoming a bladesinger, she must decide to which class she adds the new level for purposes of determining spells per day.</entry> - <entry id="76951" lang="en" sex="m">Spells per Day/Powers Known: When a new cerebremancer level is attained, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other bene?t a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of cerebremancer to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.</entry> - <entry id="76952" lang="en" sex="m">Spellcasting: As you attain more levels, you continue your training in your chosen spellcasting field. You get new spells per day, spells known, and an increase in caster level as if you had also gained a level in any one spellcasting class that includes cure light wounds on its spell list, provided you belonged to that class previously. You do not, however, gain any other class feature a character of that class would have gained. This essentially means that you add the level of combat medic to the level of whatever eligible spellcasting class you have, and then determine spells per day and caster levels accordingly. If you had more than one eligible spellcasting class before becoming a combat medic, you must decide to which class you add levels of combat medic for the purposes of determining spells per day, spells known, and caster level.</entry> - <entry id="76953" lang="en" sex="m">Spells per Day/Spells Known: A contemplative who was previously a spellcaster continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This essentially means that she adds the level of contemplative to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.</entry> + <entry id="76945" lang="en" sex="m">Spells per Day/Spells Known: At each even-numbered black flame zealot level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one divine spellcasting class before becoming a black flame zealot, the player must decide to which class to add each black flame zealot level for the purpose of determining spells per day and spells known.</entry> + <entry id="76946" lang="en" sex="m">Spells per Day/Spells Known: At each level except 5th and 10th, a blood magus gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a blood magus, he must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76947" lang="en" sex="m">Spells Per Day: At every Talontar blightlord level (except 6th and 10th), the character gains new divine spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of Talontar blightlord to the level of whatever spellcasting class the character has, then determines spells per day and caster level accordingly.</entry> + <entry id="76948" lang="en" sex="m">Spells per Day: At every even numbered level gained in the bonded summoner class, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain all the benefits a character of that class would have gained (metamagic or item creation feats, and so on), except for an increased effective level of spell-casting. If a character had more than one arcane spellcasting class before becoming a bonded summoner, he must decide to which class he adds the new level for purposes of determining spells per day.</entry> + <entry id="76949" lang="en" sex="m">Spellcasting: At each level except 1st, 3rd, 6th, and 9th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a brimstone speaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76950" lang="en" sex="m">Spells per Day: At every oddnumbered level gained in the bladesinger class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class be fore becoming a bladesinger, she must decide to which class she adds the new level for purposes of determining spells per day.</entry> + <entry id="76951" lang="en" sex="m">Spells per Day/Powers Known: When a new cerebremancer level is attained, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other bene?t a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of cerebremancer to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.</entry> + <entry id="76952" lang="en" sex="m">Spellcasting: As you attain more levels, you continue your training in your chosen spellcasting field. You get new spells per day, spells known, and an increase in caster level as if you had also gained a level in any one spellcasting class that includes cure light wounds on its spell list, provided you belonged to that class previously. You do not, however, gain any other class feature a character of that class would have gained. This essentially means that you add the level of combat medic to the level of whatever eligible spellcasting class you have, and then determine spells per day and caster levels accordingly. If you had more than one eligible spellcasting class before becoming a combat medic, you must decide to which class you add levels of combat medic for the purposes of determining spells per day, spells known, and caster level.</entry> + <entry id="76953" lang="en" sex="m">Spells per Day/Spells Known: A contemplative who was previously a spellcaster continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This essentially means that she adds the level of contemplative to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.</entry> <entry id="76954" lang="en" sex="m">Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a dragonheart mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> - <entry id="76955" lang="en" sex="m">Spells: When a diabolist attains 1st level, and at every other level after that, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the new level of diabolist to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.</entry> - <entry id="76956" lang="en" sex="m">Spellcasting: Each time an even-numbered dragonsong lyrist level is gained, the character gains new spells per day and spells known as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that the character adds 1/2 her dragonsong lyrist level to the level of whatever spellcasting class she has, then determines spells per day and caster level accordingly.</entry> - <entry id="76957" lang="en" sex="m">Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an eldritch disciple, you must decide to which class to levels to for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76955" lang="en" sex="m">Spells: When a diabolist attains 1st level, and at every other level after that, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the new level of diabolist to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.</entry> + <entry id="76956" lang="en" sex="m">Spellcasting: Each time an even-numbered dragonsong lyrist level is gained, the character gains new spells per day and spells known as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that the character adds 1/2 her dragonsong lyrist level to the level of whatever spellcasting class she has, then determines spells per day and caster level accordingly.</entry> + <entry id="76957" lang="en" sex="m">Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an eldritch disciple, you must decide to which class to levels to for the purpose of determining spells per day, caster level, and spells known.</entry> <entry id="76958" lang="en" sex="m">Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an eldritch theurge, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known.</entry> <entry id="76959" lang="en" sex="m">Spells per Day: From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds levels of eldritch knight for the purpose of determining spells per day.</entry> - <entry id="76960" lang="en" sex="m">Spells per Day/Spells Known: At each level except 5th and 10th, an elemental savant gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming an elemental savant, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> - <entry id="76961" lang="en" sex="m">Spells per Day/Spells Known: Except at 1st level and 6th level, an enlightened fist gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an enlightened fist, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> - <entry id="76962" lang="en" sex="m">Spells per Day: Starting at 2nd level, and at each level thereafter, a fist of Raziel gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, improved special mount, and so on). If the character had more than one divine spellcasting class before becoming a fist of Raziel, she must decide to which class she adds each fist of Raziel level for the purpose of determining spells per day.</entry> - <entry id="76963" lang="en" sex="m">Spells: A force missile mage continues training in magic as he gains levels. At each level after 1st, the force missile mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the character has levels in more than one spellcasting class before becoming a force missile mage, he must decide to which class he adds each level of force missile mage for the purposes of determining spells per day.</entry> - <entry id="76964" lang="en" sex="m">Spells per Day/Spells Known: At each level, a Fochlucan lyrist gains new spells per day (and spells known, if applicable) as if she had also gained a level in any one arcane spellcasting class and any one divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class or divine spellcasting class before becoming a Fochlucan lyrist, she must decide to which class to add each Fochlucan lyrist level for the purpose of determining spells per day, spells known, and overall caster level.</entry> - <entry id="76965" lang="en" sex="m">Spells per Day: At each indicated forest master level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead). If the character had more than one divine spellcasting class before becoming a forest master, the player must decide to which class to add each forest master level for the purpose of determining spells per day.</entry> - <entry id="76966" lang="en" sex="m">Spells per Day/Spells Known: At every level gained in the frost mage class, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation bonus feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character has more than one spellcasting class before becoming a frost mage, he must decide to which class he adds the new level for purposes of determining spells per day and spells known.</entry> + <entry id="76960" lang="en" sex="m">Spells per Day/Spells Known: At each level except 5th and 10th, an elemental savant gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming an elemental savant, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76961" lang="en" sex="m">Spells per Day/Spells Known: Except at 1st level and 6th level, an enlightened fist gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an enlightened fist, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76962" lang="en" sex="m">Spells per Day: Starting at 2nd level, and at each level thereafter, a fist of Raziel gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, improved special mount, and so on). If the character had more than one divine spellcasting class before becoming a fist of Raziel, she must decide to which class she adds each fist of Raziel level for the purpose of determining spells per day.</entry> + <entry id="76963" lang="en" sex="m">Spells: A force missile mage continues training in magic as he gains levels. At each level after 1st, the force missile mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the character has levels in more than one spellcasting class before becoming a force missile mage, he must decide to which class he adds each level of force missile mage for the purposes of determining spells per day.</entry> + <entry id="76964" lang="en" sex="m">Spells per Day/Spells Known: At each level, a Fochlucan lyrist gains new spells per day (and spells known, if applicable) as if she had also gained a level in any one arcane spellcasting class and any one divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class or divine spellcasting class before becoming a Fochlucan lyrist, she must decide to which class to add each Fochlucan lyrist level for the purpose of determining spells per day, spells known, and overall caster level.</entry> + <entry id="76965" lang="en" sex="m">Spells per Day: At each indicated forest master level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead). If the character had more than one divine spellcasting class before becoming a forest master, the player must decide to which class to add each forest master level for the purpose of determining spells per day.</entry> + <entry id="76966" lang="en" sex="m">Spells per Day/Spells Known: At every level gained in the frost mage class, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation bonus feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character has more than one spellcasting class before becoming a frost mage, he must decide to which class he adds the new level for purposes of determining spells per day and spells known.</entry> <entry id="76967" lang="en" sex="m">Spells: When a thrall of Graz'zt gains 1st level, and every two levels after that (plus 10th level), the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points, beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the new level of thrall of Graz'zt to the level of whatever other spellcasting class the character has., then determines spells per day, spells knowns, and caster level accordingly.</entry> - <entry id="76968" lang="en" sex="m">Spells per Day/Spells Known: A Harper mage's training focuses on magic. Thus, when a character gains a new level of Harper mage, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).</entry> - <entry id="76969" lang="en" sex="m">Spells per Day: A hathran's training focuses on arcane or divine spells. Every second level, the hathran gains new spells per day as if she had also gained a level in her highest arcane and divine classes. She does not learn any new arcane spells through this ability, however. She does not, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of hathran to the level of whatever other spellcasting class the character hs, then determines spells per day and caster level accordingly. Since all hathrans are multiclasss spellcasters, some choose to expand their skill in arcane, others the divine, and the remainder strike a balance between the two.</entry> - <entry id="76970" lang="en" sex="m">Spells per Day: At 2nd, 4th, and 5th level, a havoc mage gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain all the benefits a character of that class would have gained (metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a havoc mage, he must decide to which class he adds the levels to for purposes of determining spells per day.</entry> + <entry id="76968" lang="en" sex="m">Spells per Day/Spells Known: A Harper mage's training focuses on magic. Thus, when a character gains a new level of Harper mage, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).</entry> + <entry id="76969" lang="en" sex="m">Spells per Day: A hathran's training focuses on arcane or divine spells. Every second level, the hathran gains new spells per day as if she had also gained a level in her highest arcane and divine classes. She does not learn any new arcane spells through this ability, however. She does not, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of hathran to the level of whatever other spellcasting class the character hs, then determines spells per day and caster level accordingly. Since all hathrans are multiclasss spellcasters, some choose to expand their skill in arcane, others the divine, and the remainder strike a balance between the two.</entry> + <entry id="76970" lang="en" sex="m">Spells per Day: At 2nd, 4th, and 5th level, a havoc mage gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain all the benefits a character of that class would have gained (metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a havoc mage, he must decide to which class he adds the levels to for purposes of determining spells per day.</entry> <entry id="76971" lang="en" sex="m">Spells per Day/Spells Known: At each heartwarder level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a heartwarder, the player must decide to which class to add each heartwarder level for the purpose of determining spells per day and spells known.</entry> - <entry id="76972" lang="en" sex="m">Spells and Caster Level: Levels in the hierophant prestige class, even though they do not advance spell progression in the character's base class, still stack with the character's base spellcasting levels to determine caster level.</entry> - <entry id="76973" lang="en" sex="m">Spells per Day/Spells Known: A hospitaler continues advancing in divine spellcasting ability as well as learning the skills of the hospitalers. Thus, when a new hospitaler level is gained (except for 1st, 5th, and 9th levels), the character gains new divine spells per day (and spells known, if applicable) as if she had gained a level in the a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, greater damage with the smite evil ability, and so on).</entry> - <entry id="76974" lang="en" sex="m">Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Jade Phoenix mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> - <entry id="76975" lang="en" sex="m">Spells per Day: At every third drow judicator level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level (for male drow, this is usually an arcane spellcasting class, although male clerics of Selvetarm sometimes become drow judicators). He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like).</entry> - <entry id="76976" lang="en" sex="m">Spells per Day: A mighty contender continues the divine spellcasting training he began, but more slowly. For every two contender levels gained, the character gains new spells per day as if he had gained one level of the spellcasting class he belonged to before he added the prestige class. He does not gain any other benefit of the level (such as turning undead) that the character would have gained. This essentially means that he adds half his mighty contender level to the level of some other spellcasting class he has, then determines spells per day and caster level accordingly.</entry> - <entry id="76977" lang="en" sex="m">Spells per Day/Spells Known: Beginning at 2nd level, a maester gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level He does not, however, gain any other benefit a character of that class would have gained, if he had more than one spellcasting class before becoming a maester, he must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> - <entry id="76978" lang="en" sex="m">Spells per Day: A mage-killer's training focuses on magic. Thus, when a character gains a new level of mage-killer, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).</entry> - <entry id="76979" lang="en" sex="m">Spells per Day/Spells Known: Beginning at 2nd level, a master of shrouds gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does nor, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Rebuke Undead, below). If she had more than one divine spellcasting class before becoming a master of shrouds, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> - <entry id="76980" lang="en" sex="m">Spells per Day: A master Harper continues training in magic as well as Harper lore. Thus, when a new master Harper level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. If the master Harper adds a spellcasting level to a class that keeps a personal spell list, such as bard or sorcerer, she add spells to her list as though adding a level of that class. If she adds spellcasting levels to a class that keeps spellbooks, such as wizards, she gains two new spells for her spellbooks, just as if she had gained a level in that class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of master Harper to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.</entry> - <entry id="76981" lang="en" sex="m">Spells per Day/Spells Known: When a new morninglord of Lathander level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever divine spellcasting class granted her access to 3rd-level spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the level of morninglord of Lathander to the level of whatever other divine spellcasting class granted her access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.</entry> - <entry id="76982" lang="en" sex="m">Spells per Day: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly.</entry> - <entry id="76983" lang="en" sex="m">Mysteries/Spellcasting: At each level, you gain new mysteries or spells per day and an increase in caster level (and mysteries or spells known, if applicable) as if you had also gained a level in both your mystery-using class and your arcane spellcasting class. You do not, however, gain any other benefits a character of these classes would have gained. If you had more than one mystery-using or arcane spellcasting class before becoming a noctumancer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> - <entry id="76984" lang="en" sex="m">Spells per Day/Spells Known: At 2nd, 3rd, and 4th level, an ollam gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained, if she had more than one spellcasting class before becoming an ollam, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> - <entry id="76985" lang="en" sex="m">Spells per Day/Spells Known: At 2nd level and every other oozemaster level thereafter, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does nor, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming an oozemaster, the player must decide to which class to add each oozemaster level for determining spells per day and spells known.</entry> - <entry id="76986" lang="en" sex="m">Spells per Day/Spells Known: When a thrall of Orcus attains 1st, 4th, 7th, and 10th level, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the new level to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a thrall of Orcus, she must decide to which class she adds the levels to for purposes of determining spells per day.</entry> - <entry id="76987" lang="en" sex="m">Spells per Day: At every second level gained in the pale master class, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a pale master, he must decide to which class he adds the new level for purposes of determining spells per day.</entry> - <entry id="76988" lang="en" sex="m">Spells per Day/Powers Known: When a new psychic theurge level is attained, the character gains new spells per day as if he had also attained a level in any one divine spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of psychic theurge to the level of whatever other divine spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.</entry> - <entry id="76989" lang="en" sex="m">Spells per Day: At every even-numbered level gained in the rage mage class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. In no case, however, does she gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting (but see spell rage, below). if a character had more than one arcane spellcasting class before becoming a rage mage, she must decide to which class she adds the new level for purposes of determining spells per day.</entry> - <entry id="76990" lang="en" sex="m">Spells per Day: A Red Wizard's training focuses on arcane spells. Thus, when a new Red Wizard level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of Red Wizard to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.</entry> - <entry id="76991" lang="en" sex="m">Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a ruby knight, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known.</entry> - <entry id="76992" lang="en" sex="m">Spells per Day/Spells Known: When a new runecaster level is gained, the character gains new spells per day (and spells known, if applicable) as if he. had also gained a level in whatever divine spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of runecaster to the level of whatever other divine spellcasting class granted him access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.</entry> - <entry id="76993" lang="en" sex="m">Spells per Day/Spells Known: When a new sacred fist level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he possessed before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that he adds the level of sacred fist to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.</entry> - <entry id="76994" lang="en" sex="m">Spells per Day/Spells Known: Beginning at 2nd level, a sacred purifier gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and soon; but see Turn Undead, below). If he had more than one divine spellcasting class before becoming a sacred purifier, he must decide to which class to add each level for the purpose of determining spells per day and spells know.</entry> - <entry id="76995" lang="en" sex="m">Spellcasting: At each sapphire hierarch level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If you had more than one divine spellcasting class before becoming a sapphire hierarch, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> - <entry id="76996" lang="en" sex="m">Spells per Day: A shadow adept's training focuses on magic. Thus, when a new shadow adept level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling of rebuking undead, metamagic or item creation feats, and so on). This essentially means that he adds the level of shadow adept to the level of whatever other spellcasting class the character has, then determines spells per and caster level accordingly.</entry> - <entry id="76997" lang="en" sex="m">Spells per Day/Spells Known: A shadowbane stalker continues training in divine spellcasting as well as learning. At each level gained in the shadowbane stalker class except for 4th and 9th, she gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained.</entry> - <entry id="76998" lang="en" sex="m">Spells per Day/Spells Known: When an even-numbered level is gained, the shining blade of Heironeous gains new spells per day (and spells known, if applicable) as if he had also gained a level in a single spellcasting class in which he could cast divine spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.</entry> - <entry id="76999" lang="en" sex="m">Spellcasting: At each soulcaster level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a soulcaster, you must decide to which class to add to for the purpose of determining spells per day, caster level, and spells known.</entry> - <entry id="77000" lang="en" sex="m">Spells per Day: When a character gains a new level of spelldancer, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).</entry> - <entry id="77001" lang="en" sex="m">Spells per Day: At every odd-numbered level, a spellsword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on), save for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, he must decide to which class he adds the new levels to for purposes of determining spells per day.</entry> - <entry id="77002" lang="en" sex="m">Spells per Day/Spells Known: At each stormlord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, additional favored enemies, and so on). If the character had more than one divine spellcasting class before becoming a stormlord, the player must decide to which class to add the stormlord levels to for the purpose of determining spells per day and spells known.</entry> - <entry id="77003" lang="en" sex="m">Spellcasting: At every level except 1st and 5th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a swift wing, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76972" lang="en" sex="m">Spells and Caster Level: Levels in the hierophant prestige class, even though they do not advance spell progression in the character's base class, still stack with the character's base spellcasting levels to determine caster level.</entry> + <entry id="76973" lang="en" sex="m">Spells per Day/Spells Known: A hospitaler continues advancing in divine spellcasting ability as well as learning the skills of the hospitalers. Thus, when a new hospitaler level is gained (except for 1st, 5th, and 9th levels), the character gains new divine spells per day (and spells known, if applicable) as if she had gained a level in the a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, greater damage with the smite evil ability, and so on).</entry> + <entry id="76974" lang="en" sex="m">Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Jade Phoenix mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76975" lang="en" sex="m">Spells per Day: At every third drow judicator level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level (for male drow, this is usually an arcane spellcasting class, although male clerics of Selvetarm sometimes become drow judicators). He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like).</entry> + <entry id="76976" lang="en" sex="m">Spells per Day: A mighty contender continues the divine spellcasting training he began, but more slowly. For every two contender levels gained, the character gains new spells per day as if he had gained one level of the spellcasting class he belonged to before he added the prestige class. He does not gain any other benefit of the level (such as turning undead) that the character would have gained. This essentially means that he adds half his mighty contender level to the level of some other spellcasting class he has, then determines spells per day and caster level accordingly.</entry> + <entry id="76977" lang="en" sex="m">Spells per Day/Spells Known: Beginning at 2nd level, a maester gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level He does not, however, gain any other benefit a character of that class would have gained, if he had more than one spellcasting class before becoming a maester, he must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76978" lang="en" sex="m">Spells per Day: A mage-killer's training focuses on magic. Thus, when a character gains a new level of mage-killer, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).</entry> + <entry id="76979" lang="en" sex="m">Spells per Day/Spells Known: Beginning at 2nd level, a master of shrouds gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does nor, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Rebuke Undead, below). If she had more than one divine spellcasting class before becoming a master of shrouds, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76980" lang="en" sex="m">Spells per Day: A master Harper continues training in magic as well as Harper lore. Thus, when a new master Harper level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. If the master Harper adds a spellcasting level to a class that keeps a personal spell list, such as bard or sorcerer, she add spells to her list as though adding a level of that class. If she adds spellcasting levels to a class that keeps spellbooks, such as wizards, she gains two new spells for her spellbooks, just as if she had gained a level in that class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of master Harper to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.</entry> + <entry id="76981" lang="en" sex="m">Spells per Day/Spells Known: When a new morninglord of Lathander level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever divine spellcasting class granted her access to 3rd-level spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the level of morninglord of Lathander to the level of whatever other divine spellcasting class granted her access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.</entry> + <entry id="76982" lang="en" sex="m">Spells per Day: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly.</entry> + <entry id="76983" lang="en" sex="m">Mysteries/Spellcasting: At each level, you gain new mysteries or spells per day and an increase in caster level (and mysteries or spells known, if applicable) as if you had also gained a level in both your mystery-using class and your arcane spellcasting class. You do not, however, gain any other benefits a character of these classes would have gained. If you had more than one mystery-using or arcane spellcasting class before becoming a noctumancer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76984" lang="en" sex="m">Spells per Day/Spells Known: At 2nd, 3rd, and 4th level, an ollam gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained, if she had more than one spellcasting class before becoming an ollam, she must decide to which class to add each level for the purpose of determining spells per day and spells known.</entry> + <entry id="76985" lang="en" sex="m">Spells per Day/Spells Known: At 2nd level and every other oozemaster level thereafter, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does nor, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming an oozemaster, the player must decide to which class to add each oozemaster level for determining spells per day and spells known.</entry> + <entry id="76986" lang="en" sex="m">Spells per Day/Spells Known: When a thrall of Orcus attains 1st, 4th, 7th, and 10th level, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the new level to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a thrall of Orcus, she must decide to which class she adds the levels to for purposes of determining spells per day.</entry> + <entry id="76987" lang="en" sex="m">Spells per Day: At every second level gained in the pale master class, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a pale master, he must decide to which class he adds the new level for purposes of determining spells per day.</entry> + <entry id="76988" lang="en" sex="m">Spells per Day/Powers Known: When a new psychic theurge level is attained, the character gains new spells per day as if he had also attained a level in any one divine spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of psychic theurge to the level of whatever other divine spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.</entry> + <entry id="76989" lang="en" sex="m">Spells per Day: At every even-numbered level gained in the rage mage class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. In no case, however, does she gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting (but see spell rage, below). if a character had more than one arcane spellcasting class before becoming a rage mage, she must decide to which class she adds the new level for purposes of determining spells per day.</entry> + <entry id="76990" lang="en" sex="m">Spells per Day: A Red Wizard's training focuses on arcane spells. Thus, when a new Red Wizard level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of Red Wizard to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.</entry> + <entry id="76991" lang="en" sex="m">Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a ruby knight, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76992" lang="en" sex="m">Spells per Day/Spells Known: When a new runecaster level is gained, the character gains new spells per day (and spells known, if applicable) as if he. had also gained a level in whatever divine spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of runecaster to the level of whatever other divine spellcasting class granted him access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.</entry> + <entry id="76993" lang="en" sex="m">Spells per Day/Spells Known: When a new sacred fist level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he possessed before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that he adds the level of sacred fist to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.</entry> + <entry id="76994" lang="en" sex="m">Spells per Day/Spells Known: Beginning at 2nd level, a sacred purifier gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and soon; but see Turn Undead, below). If he had more than one divine spellcasting class before becoming a sacred purifier, he must decide to which class to add each level for the purpose of determining spells per day and spells know.</entry> + <entry id="76995" lang="en" sex="m">Spellcasting: At each sapphire hierarch level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If you had more than one divine spellcasting class before becoming a sapphire hierarch, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="76996" lang="en" sex="m">Spells per Day: A shadow adept's training focuses on magic. Thus, when a new shadow adept level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling of rebuking undead, metamagic or item creation feats, and so on). This essentially means that he adds the level of shadow adept to the level of whatever other spellcasting class the character has, then determines spells per and caster level accordingly.</entry> + <entry id="76997" lang="en" sex="m">Spells per Day/Spells Known: A shadowbane stalker continues training in divine spellcasting as well as learning. At each level gained in the shadowbane stalker class except for 4th and 9th, she gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained.</entry> + <entry id="76998" lang="en" sex="m">Spells per Day/Spells Known: When an even-numbered level is gained, the shining blade of Heironeous gains new spells per day (and spells known, if applicable) as if he had also gained a level in a single spellcasting class in which he could cast divine spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.</entry> + <entry id="76999" lang="en" sex="m">Spellcasting: At each soulcaster level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a soulcaster, you must decide to which class to add to for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="77000" lang="en" sex="m">Spells per Day: When a character gains a new level of spelldancer, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).</entry> + <entry id="77001" lang="en" sex="m">Spells per Day: At every odd-numbered level, a spellsword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on), save for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, he must decide to which class he adds the new levels to for purposes of determining spells per day.</entry> + <entry id="77002" lang="en" sex="m">Spells per Day/Spells Known: At each stormlord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, additional favored enemies, and so on). If the character had more than one divine spellcasting class before becoming a stormlord, the player must decide to which class to add the stormlord levels to for the purpose of determining spells per day and spells known.</entry> + <entry id="77003" lang="en" sex="m">Spellcasting: At every level except 1st and 5th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a swift wing, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known.</entry> <entry id="77004" lang="en" sex="m">Spells per Day: At each even battleguard level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as improved chance of turning or destroying undead, additional favored enemies, and so on). If the character had more than one divine spellcasting class before becoming a battleguard, the player must decide which class to add battleguard levels to for the purpose of determining spells per day.</entry> - <entry id="77005" lang="en" sex="m">Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Tenebrous apostate, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known.</entry> - <entry id="77006" lang="en" sex="m">Spellcasting: When an even-numbered talon of Tiamat level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation fears, and so on). This essentially means that he adds 1/2 his talon of Tiamat level to the level of some other spellcasting class he has, then determines spells per day and caster level accordingly.</entry> - <entry id="77007" lang="en" sex="m">Spells per Day/Spells Known: A true necromancer gains new spells per day (and spells known, if applicable) as if she had also gained a level in either an arcane spellcasting class she belonged to before adding the prestige class, a divine spellcasting class she belonged to before adding the prestige class, or both, according to the accompanying table. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Improved Rebuking and Necromantic Prowess, below). If she had more than one arcane or divine spellcasting class before becoming a true necromancer, she must decide to which class she adds the levels for purposes of determining spells per day and spells known.</entry> - <entry id="77008" lang="en" sex="m">Spellcasting: At each level except 1st, 4th, and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in both a prepared arcane casting class and a spontaneous arcane casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of those classes would have gained. At 1st, 4th, and 7th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in your arcane spellcasting class with the lowest caster level.</entry> + <entry id="77005" lang="en" sex="m">Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Tenebrous apostate, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known.</entry> + <entry id="77006" lang="en" sex="m">Spellcasting: When an even-numbered talon of Tiamat level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation fears, and so on). This essentially means that he adds 1/2 his talon of Tiamat level to the level of some other spellcasting class he has, then determines spells per day and caster level accordingly.</entry> + <entry id="77007" lang="en" sex="m">Spells per Day/Spells Known: A true necromancer gains new spells per day (and spells known, if applicable) as if she had also gained a level in either an arcane spellcasting class she belonged to before adding the prestige class, a divine spellcasting class she belonged to before adding the prestige class, or both, according to the accompanying table. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on; but see Improved Rebuking and Necromantic Prowess, below). If she had more than one arcane or divine spellcasting class before becoming a true necromancer, she must decide to which class she adds the levels for purposes of determining spells per day and spells known.</entry> + <entry id="77008" lang="en" sex="m">Spellcasting: At each level except 1st, 4th, and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in both a prepared arcane casting class and a spontaneous arcane casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of those classes would have gained. At 1st, 4th, and 7th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in your arcane spellcasting class with the lowest caster level.</entry> <entry id="77009" lang="en" sex="m">Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an unseen seer, you must decide to which class to add levels to for the purpose of determining spells per day, caster level, and spells known.</entry> - <entry id="77010" lang="en" sex="m">Spells per Day: Starting at second level, when a character gains a new level of virtuoso, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on).</entry> - <entry id="77011" lang="en" sex="m">Spells per Day/Spells Known: A warpriest continues advancing in divine spellcasting ability. When a warpriest gains a new even-numbered level, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on).</entry> - <entry id="77012" lang="en" sex="m">Spells per Day/Spells Known: At 1st and 3rd level, a wayfarer guide gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming a wayfarer guide, she must decide to which class to add level to for the purpose of determining spells per day and spells known.</entry> + <entry id="77010" lang="en" sex="m">Spells per Day: Starting at second level, when a character gains a new level of virtuoso, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on).</entry> + <entry id="77011" lang="en" sex="m">Spells per Day/Spells Known: A warpriest continues advancing in divine spellcasting ability. When a warpriest gains a new even-numbered level, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on).</entry> + <entry id="77012" lang="en" sex="m">Spells per Day/Spells Known: At 1st and 3rd level, a wayfarer guide gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming a wayfarer guide, she must decide to which class to add level to for the purpose of determining spells per day and spells known.</entry> <entry id="77013" lang="en" sex="m">Spells per Day/Spells Known: At each level, a wild mage gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming a wild mage, she must decide to which class to add levels to for the purpose of determining spells per day and spells known.</entry> - <entry id="77014" lang="en" sex="m">Spells per Day: A war wizard's training focuses on magic. Thus, when a character gains a new level of war wizard, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (increased familiar powers, metamagic or item creation feats, and so on).</entry> + <entry id="77014" lang="en" sex="m">Spells per Day: A war wizard's training focuses on magic. Thus, when a character gains a new level of war wizard, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (increased familiar powers, metamagic or item creation feats, and so on).</entry> <entry id="77015" lang="en" sex="m">Thrall of Orcus Spellcasting (Aberration)</entry> <entry id="77016" lang="en" sex="m">Thrall of Orcus Spellcasting (Assassin)</entry> <entry id="77017" lang="en" sex="m">Thrall of Orcus Spellcasting (Beguiler)</entry> @@ -72885,5 +72885,5 @@ Use: Activated</entry> <entry id="77034" lang="en" sex="m">Master Harper Spellcasting (Suel Archanamach)</entry> <entry id="77035" lang="en" sex="m">Thrall of Orcus Spellcasting (Suel Archanamach)</entry> <entry id="77036" lang="en" sex="m">Thrall of Orcus Spellcasting (Warmage)</entry> - <entry id="77037" lang="en" sex="m">Force Missile Mage Spellcasting (Shaman)</entry> + <entry id="77037" lang="en" sex="m">Force Missile Mage Spellcasting (Shaman)</entry> </tlk>