From 505c92140bb5af9935a960c556b12e35ffcc1214 Mon Sep 17 00:00:00 2001 From: Jaysyn904 <68194417+Jaysyn904@users.noreply.github.com> Date: Sun, 15 Dec 2024 18:38:34 -0500 Subject: [PATCH] Update prc8_cep3_merge.xml --- CEP3/_tlk/prc8_cep3_merge.xml | 141 ++++++++++++++++++++++------------ 1 file changed, 90 insertions(+), 51 deletions(-) diff --git a/CEP3/_tlk/prc8_cep3_merge.xml b/CEP3/_tlk/prc8_cep3_merge.xml index 6109bf0..39f8cd0 100644 --- a/CEP3/_tlk/prc8_cep3_merge.xml +++ b/CEP3/_tlk/prc8_cep3_merge.xml @@ -3247,15 +3247,10 @@ 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. +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. Righteous Aura @@ -16698,7 +16693,7 @@ Use: Automatic. 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. - Spell-like Ability + Spell-Like Ability 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. @@ -23470,7 +23465,7 @@ The Tempest is the point of calm within a whirling barrier of deadly blades. Poe 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. +Feats: Dodge, Mobility, Spring Attack, Two-Weapon Fighting, and Weapon Finesse (any) or Weapon Focus (any). Rangers are considered to have Two-Weapon-Fighting at Level 1. CLASS FEATURES: @@ -25534,7 +25529,7 @@ 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-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). Mastery of Elements(Normal) Type of Feat: Class Specific @@ -25815,7 +25810,7 @@ Level CLASS FEATURES: -The Henshin mystic continues to gain levels as a monk with regard to unarmed damage.R +The Henshin mystic continues to gain levels as a monk with regard to unarmed damage. Riddle of Awareness Type of Feat: Class Specific Prerequisite: Henshin Mystic Level 1 @@ -29373,7 +29368,7 @@ The Disciple of Baalzebul, is a liar, a cheat, and a thief. She is more likely t - Hit Die: d6. - Proficiencies: All simple and martial weapons, and light armor. -- Skill Points: 6+ Int Modifier. +- Skill Points: 6+ Int modifier. REQUIREMENTS @@ -29444,7 +29439,7 @@ Iaijutsu is the martial art of drawing a weapon, almost always a katana and atta - Hit Die: d10 - Proficiencies: Iaijutsu Masters are proficient in all simple and martial weapons, gain no proficiencies in armor or shields. -- Skill Points: 4+ Int Modifier. +- Skill Points: 4+ Int modifier. REQUIREMENTS: @@ -29519,7 +29514,7 @@ The Disciple of Dispater is a war-like general of evil. He is defensively minded - Hit Die: d10 - Proficiencies: Disciple of Dispater is proficient in all simple and martial weapons, all armor and shields. -- Skill Points: 4 + Int Mod. +- Skill Points: 4+ Int modifier. REQUIREMENTS: @@ -29586,7 +29581,7 @@ Feared by many, understood by few, the infamous Ravager is an individual who has - Hit Die: d10 - Proficiencies: The ravager is proficient in all simple and martial weapons, all armor and shields. -- Skill Points: 2 + Int Mod. +- Skill Points: 2+ Int modifier. REQUIREMENTS @@ -29639,33 +29634,32 @@ Known for their matchless bravery and strict code of honor, the samurai were the - Alignment: Any Lawful. - Hit Die: d10 - Proficiencies: All simple and martial weapons, with medium and light armor. -- Skill Points: 2 + Int Mod. +- Skill Points: 2+ Int modifier. CLASS SKILLS: Concentration, Craft, Persuade, Intimidate, Lore CLASS FEATURES: -Level: - 1: Daisho Proficiency - 2: Two-Weapon Fighting - 3: Kiai Smite 1/Day - 4: -- - 5: -- - 6: Staredown - 7: Kiai Smite 2/Day - 8: Improved Initiative - 9: -- -10: Mass Staredown -11: Improved Two-Weapon Fighting -12: Kiai Smite 3/Day -13: -- -14: Improved Staredown -15: -- -16: Greater Two-Weapon Fighting -17: Kiai Smite 4/Day -18: -- -19: -- -20: Frightful Presence +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. @@ -29717,7 +29711,7 @@ Deadly barbarians who bear magical runes carved into their flesh, Runescarred Be - Hit Die: d10 - Proficiencies: No weapon or armor proficiencies gained. -- Skill Points: 4 + Int Modifier +- Skill Points: 4+ Int modifier. REQUIREMENTS: Base Attack Bonus: +7 @@ -42785,8 +42779,7 @@ 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. +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. @@ -56825,7 +56818,7 @@ Use: Automatic Special attack creature weapon: Natural AC bonus: Challenge Rating: - Epic Wildshape Spell-like Abilities: + Epic Wildshape Spell-Like Abilities: %(NAME) (SL %(SL) / CL %(CL) / CR %(CR)) Learn new shape Select a 'Quick Shift Slot' to change the shape stored in it @@ -59975,7 +59968,7 @@ Specifics: You have learned to fight with your weapons in different ways. A char Combat Style: Arcane Let your mind do the fighting with this telekinesis based combat style. Combat Style: Demon Blade - You fight like a man possessed. + You fight like you're possessed. Combat Style: Warrior This sword & shield combat style is heavy on blocking & counters. @@ -60132,7 +60125,7 @@ Level Adjustment: +1 Araneas 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. +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 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 @@ -60151,6 +60144,7 @@ Racial Traits: - 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. +- Shapechanger: Aranea are shapechangers. Level Adjustment: +4 Alternate Form @@ -67832,14 +67826,11 @@ Use: Selected Witchborn Binders witchborn binder (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. +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: 4 + Int modifier. +- Skill Points: 4+ Int modifier. REQUIREMENTS: Meldshaping: Meldshaper level 6th. @@ -77584,7 +77575,7 @@ Level 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: 6 + Int Modifier. +- Skill Points: 6+ Int modifier. PREREQUISITES: Base Attack Bonus: +5 @@ -82426,6 +82417,9 @@ Special Abilities: Druid Spellcasting (Master of Shrouds) Favoured Soul Spellcasting (Master of Shrouds) Justice of Weald and Woe Spellcasting (Master of Shrouds) + Ranger Spellcasting (Master of Shrouds) + Sohei Spellcasting (Master of Shrouds) + Ur-Priest Spellcasting (Master of Shrouds) ***** Custom Weapon VFX ***** CEP | Darkness / Shadow CEP | Psionic / Mind @@ -84324,7 +84318,52 @@ Feats Required: Simple, or Druid [CEP] Door 1497 [CEP] Door 1498 [CEP] Door 1499 - [CEP] Door 1500 + [CEP] Door 1500 + #PRC8 RESERVED# + #START PRC8 MATERIAL EXPANSION# + Paper + Glass + Ice + Hemp rope + Stone + Deep Coral + Living Wood + Obdurium + Bronze Wood + Byeshk + Calomel + Riedran Crysteel + Densewood + Dragonshard + Flametouched Iron + Livewood + Purple Mournlode + Soarwood + Targath + Astral Driftmetal + Atandur + Blended Quartz + Chitin + Elven Darkleaf + Dlarun + Dustwood + Elukian Clay + Entropium + Baatorian Greensteel + Hizagkuur + Fever Iron + Gehennan Morghuth Iron + Leafweave + Living Metal + Urdrukar Mindsteel + Solanian Truesteel + Agafari Wood + Dasl + Drake Ivory + Giant Hair Rope + Obsidian + Bamboo + Pottery ***** Custom Weapon VFX ***** CEP | Darkness / Shadow CEP | Psionic / Mind