Updated TLKs for latest PRC8 update

Updated TLKs for latest PRC8 update
This commit is contained in:
Jaysyn904 2024-08-08 21:16:00 -04:00
parent 428509300f
commit 134c07151d
6 changed files with 5446 additions and 168 deletions

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@ -1,3 +1,4 @@
pushd _tools\
if exist ..\_tlk\prc8_cep1_merge.xml xml2tlk.exe ..\_tlk\prc8_cep1_merge.xml ..\output\prc8_cep1_merge.tlk
if exist ..\_tlk\prc4_cep1_merge.xml xml2tlk.exe ..\_tlk\prc4_cep1_merge.xml ..\output\prc4_cep1_merge.tlk
pause

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@ -4728,7 +4728,7 @@ 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="13272" lang="en" sex="m">Force Missiles</entry>
<entry id="13272" lang="en" sex="m">Force Missiles</entry>
<entry id="13273" lang="en" sex="m">Evocation [Force]
Level: Sorcerer 4, Wizard 4,
Components: V, S,
@ -4752,7 +4752,28 @@ less than total cover or concealment. A caster cannot single out specific parts
of a creature.
You gain one missile for every four caster levels. Extra missiles distribute
themsleves amongst your enemies evenly.</entry>
themsleves amongst your enemies evenly.</entry>
<entry id="13275" lang="en" sex="m">Force Missiles (8)</entry>
<entry id="13276" lang="en" sex="m">Force Missiles (12)</entry>
<entry id="13277" lang="en" sex="m">Chasing Perfection</entry>
<entry id="13278" lang="en" sex="m">Transmutation
Level: Cleric 6, Druid 6, Sorcerer 6, Wizard 6,
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)
Energy courses through the creature touched.
Its muscles grow and become more defined, it starts to move with greater alacrity and grace, and its bearing increases.
The subject improves in all ways.
It gains a +4 enhancement bonus to each of its ability scores.
Material Component: A statuette of a celestial or fiend worth 50 gp.</entry>
<entry id="13279" lang="en" sex="m">Chasing Perfection (12)</entry>
<entry id="13280" lang="en" sex="m">Chasing Perfection (16)</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>
@ -5918,7 +5939,7 @@ Feats Required: Martial</entry>
<entry id="30795" lang="en" sex="m">Scythe 2*</entry>
<entry id="30796" lang="en" sex="m">Large Shield 2*</entry>
<entry id="30797" lang="en" sex="m">Tower Shield 2*</entry>
<entry id="30798" lang="en" sex="m">Short Spear 2*</entry>
<entry id="30798" lang="en" sex="m">Shortspear 2*</entry>
<entry id="30799" lang="en" sex="m">Shuriken 2*</entry>
<entry id="30800" lang="en" sex="m">Sickle 2*</entry>
<entry id="30801" lang="en" sex="m">Sling 2*</entry>
@ -14023,7 +14044,7 @@ Special Abilities:
<entry id="43997" lang="en" sex="m">Zero</entry>
<entry id="43998" lang="en" sex="m">Secret</entry>
<entry id="43999" lang="en" sex="m">You have recently deleted a character using the same name as the one you are attempting to log in as. You will need to wait at least 24 hours from the time you deleted your old character before you can log in a new character using that name.</entry>
<entry id="44999" lang="en" sex="m">+PRC Project Reserved tlk: 45000 (16822216) through 60000 (16837216)+</entry>
<entry id="44999" lang="en" sex="m">+PRC8 Project Reserved tlk: 45000 (16822216) through 60000 (16837216)+</entry>
<entry id="45001" lang="en" sex="m">Type of Feat: General
Prerequisite: Spell Focus (conjuration)
@ -14580,6 +14601,114 @@ All living creatures in the area of effect immediately take 1d6 points of damage
<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="45146" lang="en" sex="m">Alhoon</entry>
<entry id="45147" lang="en" sex="m">"Alhoon" is an acquired template that can be added to any illithid creature (referred to hereafter as the base creature), provided it can create the required phylactery.
A alhoon 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 alhoon has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.
Attack
A alhoon has a touch attack that it can use once per round. If the base creature can use weapons, the alhoon retains this ability. A creature with natural weapons retains those natural weapons. A alhoon fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A alhoon armed with a weapon uses its touch or a weapon, as it desires.
Full Attack
A alhoon 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 alhoon 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 alhoon's HD + alhoon's Cha modifier) halves the damage. A alhoon 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 alhoon retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 alhoon's HD + alhoon's Cha modifier unless otherwise noted.
Fear Aura (Su)
Alhoon 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 alhoon must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the alhoon's level. A creature that successfully saves cannot be affected again by the same alhoon's aura for 24 hours.
Paralyzing Touch (Su)
Any living creature a alhoon 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 alhoon seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Spells
A alhoon can cast any spells it could cast while alive.
Special Qualities
A alhoon retains all the base creature's special qualities and gains those described below.
Turn Resistance (Ex)
A alhoon has +4 turn resistance.
Damage Reduction (Su)
A alhoon'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)
Alhoon's 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 alhoon has no Constitution score.
Skills
Alhoon's 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 alhoon, 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.
Alhoon Characters
The process of becoming a alhoon is unspeakably evil and can be undertaken only by a willing character. A alhoon retains all class abilities it had in life.
The Alhoon's Phylactery
An integral part of becoming a alhoon is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a alhoon for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a alhoon reappears 1d10 days after its apparent death.
Each alhoon 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="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.
@ -32616,6 +32745,7 @@ 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="49980" lang="en" sex="m">When you attain 6th level, you earn the right to call yourself a Jade Phoenix master. You can now perform the Rite of Waking for someone else, provided he or she is a suitable candidate and embodies the reincarnated spirit of one of the ancient masters. (The DM decides if this is true for any given NPC.) You gain the ability to sense the direction and distance to the nearest Jade Phoenix mage, master, or candidate simply by meditating for 1 minute without interruption.</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.
@ -36320,7 +36450,7 @@ Use: Selected.</entry>
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.
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. If you select more ranks in Truespeak than you are allowed to take you will be forced to relevel.
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.
@ -67389,7 +67519,7 @@ Use: Automatic</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.
Benefit: When using a shield of the appropriate type, you increase its shield bonus to AC by 1. The heavy shield version of this feat does not work with tower shields.
Use: Automatic</entry>
<entry id="61015" lang="en" sex="m">Shield Ward</entry>
<entry id="61016" lang="en" sex="m">Type of Feat: General
@ -81964,8 +82094,8 @@ Use: Activated</entry>
<entry id="190018" lang="en" sex="m">Coins come in a variety of shapes and sizes and are usually minted from a precious metal. The gold piece is the standard of currency most often used by adventurers. </entry>
<entry id="190019" lang="en" sex="m">Deities*</entry>
<entry id="190020" lang="en" sex="m">Bosses</entry>
<entry id="190021" lang="en" sex="m">Short Spear*</entry>
<entry id="190022" lang="en" sex="m">Little more that a simple shaft topped with a sharpened head, the spear is nevertheless a formidable weapon. Short spears differ in length from their normal counterparts by as much as two feet thus allowing smaller races such as dwarves and halflings to wield them effectively.</entry>
<entry id="190021" lang="en" sex="m">Shortspear*</entry>
<entry id="190022" lang="en" sex="m">Little more that a simple shaft topped with a sharpened head, the spear is nevertheless a formidable weapon. Shortspears differ in length from their normal counterparts by as much as two feet thus allowing smaller races such as dwarves and halflings to wield them effectively.</entry>
<entry id="190023" lang="en" sex="m">Base Damage: 1d6
Base Critical Threat: x3
Base Damage Type: Piercing

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@ -2,8 +2,7 @@
<!DOCTYPE tlk SYSTEM "tlk2xml.dtd">
<tlk>
<entry id="0" lang="en" sex="m">Bad Strref</entry>
<entry id="12000" lang="en" sex="m">PRC Version Counter: 04</entry>
<entry id="12287" lang="en" sex="m">+++++++++++++ PRC Pack Feats 12288 - 14000 ++++++++++++++</entry>
<entry id="12000" lang="en" sex="m">PRC Version Counter: 05</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>
@ -4142,7 +4141,14 @@ 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="13218" lang="en" sex="m">13218</entry>
<entry id="13218" lang="en" sex="m">
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 5 against the chosen energy type. Additionally, if the wielder successfully hits someone with the shield with a shield bash attack, the victim takes 1d6 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="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,
@ -4722,6 +4728,52 @@ 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="13272" lang="en" sex="m">Force Missiles</entry>
<entry id="13273" lang="en" sex="m">Evocation [Force]
Level: Sorcerer 4, Wizard 4,
Components: V, S,
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to four creatures, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Sparking bolts of blue magic, like giant magic missiles, streak from your
outstretched hand to strike your foes and explode in sparkling bursts.
You create powerful missiles of magical force, each of which darts from your
fingertips and unerringly strikes its target, dealing 2d6 points of damage.
The missile then explodes in a burst of force that deals half this amount of
damage to any creatures adjacent to the primary target.
The missile strikes unerringly, even if the target is in melee or has anything
less than total cover or concealment. A caster cannot single out specific parts
of a creature.
You gain one missile for every four caster levels. Extra missiles distribute
themsleves amongst your enemies evenly.</entry>
<entry id="13275" lang="en" sex="m">Force Missiles (8)</entry>
<entry id="13276" lang="en" sex="m">Force Missiles (12)</entry>
<entry id="13277" lang="en" sex="m">Chasing Perfection</entry>
<entry id="13278" lang="en" sex="m">Transmutation
Level: Cleric 6, Druid 6, Sorcerer 6, Wizard 6,
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)
Energy courses through the creature touched.
Its muscles grow and become more defined, it starts to move with greater alacrity and grace, and its bearing increases.
The subject improves in all ways.
It gains a +4 enhancement bonus to each of its ability scores.
Material Component: A statuette of a celestial or fiend worth 50 gp.</entry>
<entry id="13279" lang="en" sex="m">Chasing Perfection (12)</entry>
<entry id="13280" lang="en" sex="m">Chasing Perfection (16)</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>
@ -4908,14 +4960,14 @@ Feats Required: Exotic</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.
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 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).
- Spells per Day: At each 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).
REQUIREMENTS:
@ -4947,17 +4999,17 @@ Level
<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 weapons 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 masters 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 masters 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="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 weapons 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 masters' 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 masters 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 masters 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="16535" lang="en" sex="m">At 3rd level, the forest masters 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 creatures slam attack deals 1d4 points of damage, one from a Medium-size creature deals 1d6 points of damage, and a Large forest masters 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 masters hair takes on a green, leafy appearance.</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 masters' 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 (Creature), Weapon Focus (Creature), and (if a fighter of 4th level or higher) Weapon Specialization (Creature). Upon gaining this ability, the forest masters' 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 masters 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="16541" lang="en" sex="m">Upon reaching 7th level, a forest masters' body becomes a thing of wood and leaf rather than meat and bone. His type 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>
@ -5164,8 +5216,8 @@ Feats Required: Exotic</entry>
<entry id="30075" lang="en" sex="m">Flag*</entry>
<entry id="30076" lang="en" sex="m">Holy Symbol*</entry>
<entry id="30077" lang="en" sex="m">Musical Instrument*</entry>
<entry id="30078" lang="en" sex="m">Falchions*</entry>
<entry id="30079" lang="en" sex="m">Tridents*</entry>
<entry id="30078" lang="en" sex="m">Falchions</entry>
<entry id="30079" lang="en" sex="m">Tridents</entry>
<entry id="30080" lang="en" sex="m">Arabian Nights Costume</entry>
<entry id="30081" lang="en" sex="m">Arabian Nights Costume [CEP]</entry>
<entry id="30082" lang="en" sex="m">Arctic Bugbear Properties</entry>
@ -5887,7 +5939,7 @@ Feats Required: Martial</entry>
<entry id="30795" lang="en" sex="m">Scythe 2*</entry>
<entry id="30796" lang="en" sex="m">Large Shield 2*</entry>
<entry id="30797" lang="en" sex="m">Tower Shield 2*</entry>
<entry id="30798" lang="en" sex="m">Short Spear 2*</entry>
<entry id="30798" lang="en" sex="m">Shortspear 2*</entry>
<entry id="30799" lang="en" sex="m">Shuriken 2*</entry>
<entry id="30800" lang="en" sex="m">Sickle 2*</entry>
<entry id="30801" lang="en" sex="m">Sling 2*</entry>
@ -6451,7 +6503,7 @@ Feats Required: Simple Weapon Proficiency</entry>
<entry id="31448" lang="en" sex="m">Skeleton, Pirate 6*</entry>
<entry id="31449" lang="en" sex="m">Zombie, Pirate 4*</entry>
<entry id="31450" lang="en" sex="m">Ghost Pirate*</entry>
<entry id="31451" lang="en" sex="m">Oozes*</entry>
<entry id="31451" lang="en" sex="m">Oozes</entry>
<entry id="31452" lang="en" sex="m">Skeleton, Ogre*</entry>
<entry id="31453" lang="en" sex="m">Skeleton, Phase*</entry>
<entry id="31454" lang="en" sex="m">Bovine*</entry>
@ -14011,7 +14063,7 @@ Special Abilities:
<entry id="43997" lang="en" sex="m">Zero</entry>
<entry id="43998" lang="en" sex="m">Secret</entry>
<entry id="43999" lang="en" sex="m">You have recently deleted a character using the same name as the one you are attempting to log in as. You will need to wait at least 24 hours from the time you deleted your old character before you can log in a new character using that name.</entry>
<entry id="44999" lang="en" sex="m">+PRC Project Reserved tlk: 45000 (16822216) through 60000 (16837216)+</entry>
<entry id="44999" lang="en" sex="m">+PRC8 Project Reserved tlk: 45000 (16822216) through 60000 (16837216)+</entry>
<entry id="45001" lang="en" sex="m">Type of Feat: General
Prerequisite: Spell Focus (conjuration)
@ -14568,6 +14620,114 @@ All living creatures in the area of effect immediately take 1d6 points of damage
<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="45146" lang="en" sex="m">Alhoon</entry>
<entry id="45147" lang="en" sex="m">"Alhoon" is an acquired template that can be added to any illithid creature (referred to hereafter as the base creature), provided it can create the required phylactery.
A alhoon 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 alhoon has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.
Attack
A alhoon has a touch attack that it can use once per round. If the base creature can use weapons, the alhoon retains this ability. A creature with natural weapons retains those natural weapons. A alhoon fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A alhoon armed with a weapon uses its touch or a weapon, as it desires.
Full Attack
A alhoon 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 alhoon 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 alhoon's HD + alhoon's Cha modifier) halves the damage. A alhoon 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 alhoon retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 alhoon's HD + alhoon's Cha modifier unless otherwise noted.
Fear Aura (Su)
Alhoon 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 alhoon must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the alhoon's level. A creature that successfully saves cannot be affected again by the same alhoon's aura for 24 hours.
Paralyzing Touch (Su)
Any living creature a alhoon 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 alhoon seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Spells
A alhoon can cast any spells it could cast while alive.
Special Qualities
A alhoon retains all the base creature's special qualities and gains those described below.
Turn Resistance (Ex)
A alhoon has +4 turn resistance.
Damage Reduction (Su)
A alhoon'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)
Alhoon's 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 alhoon has no Constitution score.
Skills
Alhoon's 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 alhoon, 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.
Alhoon Characters
The process of becoming a alhoon is unspeakably evil and can be undertaken only by a willing character. A alhoon retains all class abilities it had in life.
The Alhoon's Phylactery
An integral part of becoming a alhoon is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a alhoon for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a alhoon reappears 1d10 days after its apparent death.
Each alhoon 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="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.
@ -32603,7 +32763,7 @@ Use: Selected</entry>
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="49979" lang="en" sex="m">Jade Phoenix Master</entry>
<entry id="49980" lang="en" sex="m">When you attain 6th level, you earn the right to call yourself a Jade Phoenix master. You can now perform the Rite of Waking for someone else, provided he or she is a suitable candidate and embodies the reincarnated spirit of one of the ancient masters. (The DM decides if this is true for any given NPC.) You gain the ability to sense the direction and distance to the nearest Jade Phoenix mage, master, or candidate simply by meditating for 1 minute without interruption.</entry>
<entry id="49981" lang="en" sex="m">Quickening Strike</entry>
<entry id="49982" lang="en" sex="m">Type of Feat: Class Specific
@ -75716,12 +75876,9 @@ Temples to evil deities sell cursed water at cost (making no profit).
<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="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>
@ -80278,7 +80435,6 @@ Use: Activated</entry>
<entry id="75568" lang="en" sex="m">Spellcasting: Upon reaching levels 2, 3, 4, 5, 6 the Sanctified Mind gains new spells as if he had also gained a level in his highest level divine spellcasting class.</entry>
<entry id="75569" lang="en" sex="m">Spellcasting: Each level, the Soulmanifester gains new spells per day as if they had also gained a level in their highest level arcane spellcasting class.</entry>
<entry id="75699" lang="en" sex="m">### BEGIN SPELLCASTER MARKER FEATS#</entry>
<entry id="75699" lang="en" sex="m">### BEGIN SPELLCASTER MARKER FEATS#</entry>
<entry id="75700" lang="en" sex="m">Bardic Spellcasting (Gloura)</entry>
<entry id="75701" lang="en" sex="m">Sorcerous Spellcasting (Drider)</entry>
<entry id="75702" lang="en" sex="m">Sorcerous Spellcasting (Arkamoi)</entry>
@ -81817,7 +81973,7 @@ Use: Activated</entry>
<entry id="120052" lang="en" sex="m">... Fire, Inferno (by DeathFace)</entry>
<entry id="120053" lang="en" sex="m">... Ghost Fog</entry>
<entry id="120054" lang="en" sex="m">... Shock, Orange</entry>
<entry id="120055" lang="en" sex="m">CEP | Shock: Black</entry>
<entry id="120055" lang="en" sex="m">... Shock, Black</entry>
<entry id="120056" lang="en" sex="m">CEP | Shatter</entry>
<entry id="120057" lang="en" sex="m">CEP | Runic</entry>
<entry id="120058" lang="en" sex="m">CEP | Infernal</entry>
@ -81913,8 +82069,9 @@ Use: Activated</entry>
<entry id="145088" lang="en" sex="m">Table 09</entry>
<entry id="145089" lang="en" sex="m">Table 10</entry>
<entry id="189000" lang="en" sex="m">Classic Roleplay Adaptation Project Reserved tlk: 189000 (16966216) through 194999 (16971215)</entry>
<entry id="189001" lang="en" sex="m">TEST</entry>
<entry id="189002" lang="en" sex="m">* CEP 2 Custom Palette</entry>
<entry id="189003" lang="en" sex="m">CEP 2.1</entry>
<entry id="189003" lang="en" sex="m">CEP 2.69</entry>
<entry id="189004" lang="en" sex="m">* Builder Specific</entry>
<entry id="189005" lang="en" sex="m">* DM Specific</entry>
<entry id="189006" lang="en" sex="m">DMFI / C.R.A.P. Tools</entry>
@ -82000,7 +82157,7 @@ Use: Activated</entry>
<entry id="190018" lang="en" sex="m">Coins come in a variety of shapes and sizes and are usually minted from a precious metal. The gold piece is the standard of currency most often used by adventurers. </entry>
<entry id="190019" lang="en" sex="m">Deities*</entry>
<entry id="190020" lang="en" sex="m">Bosses</entry>
<entry id="190021" lang="en" sex="m">Shortspear*</entry>
<entry id="190021" lang="en" sex="m">Shortspear</entry>
<entry id="190022" lang="en" sex="m">Little more that a simple shaft topped with a sharpened head, the spear is nevertheless a formidable weapon. Shortspears differ in length from their normal counterparts by as much as two feet thus allowing smaller races such as dwarves and halflings to wield them effectively.</entry>
<entry id="190023" lang="en" sex="m">Base Damage: 1d6
Base Critical Threat: x3

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