Updated CEP & CEP2 merge TLKs

Updated CEP & CEP2 merge TLKs
This commit is contained in:
Jaysyn904 2025-01-21 07:42:44 -05:00
parent 9309b4182a
commit 61e8f9b052
2 changed files with 128 additions and 64 deletions

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@ -2,7 +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">PRC8 Version Counter: 07</entry>
<entry id="12000" lang="en" sex="m">PRC8 Version Counter: 08</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>
@ -346,7 +346,7 @@ Shrouded in secrecy, the Ninja Spy is sworn to keep his or her profession a secr
- Hit Die: d8.
- Proficiencies: A Ninja Spy gains proficiency with shurikens
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -691,7 +691,7 @@ Most of the tales about secret Netherese cults depict their members as power-mad
- 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.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -2036,8 +2036,8 @@ 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>
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.
@ -14657,7 +14657,7 @@ Mysterious and elusive, the unseen seer trades in secrets. Subterfuge is her bus
- Hit Die: d4.
- Proficiencies: Unseen Seer grants no additional weapon proficiencies.
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
Skills: Hide 8 ranks, Search 8 ranks, Sense Motive 4 ranks, Spellcraft 4 ranks, Spot 8 ranks
@ -17225,9 +17225,9 @@ 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="45759" lang="en" sex="m">Diehard</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
Prerequisite: Endurance or 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>
@ -19391,17 +19391,17 @@ Level:
7: Psychic strike +2d8
8: +2 mind blade
9: Bladewind, Greater Weapon Focus(mind blade)
10: Mind blade enhancement +2
11: Psychic strike +3d8
12: +3 mind blade
13: Knife to the soul
14: Mind blade enhancement +3
15: Psychic strike +4d8
16: +4 mind blade
17: Multiple throw
18: Mind blade enhancement +4
19: Psychic strike +5d8
20: +5 mind blade
10: Mind blade enhancement +2
11: Psychic strike +3d8
12: +3 mind blade
13: Knife to the soul
14: Mind blade enhancement +3
15: Psychic strike +4d8
16: +4 mind blade
17: Multiple throw
18: Mind blade enhancement +4
19: Psychic strike +5d8
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.
@ -25262,7 +25262,7 @@ In Dwarven, the word "ollam" means teacher. The education of the dwarf people is
- Hit Die: d8.
- Proficiencies: An Ollam does not gain any additional weapon or armor proficiencies.
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -26954,7 +26954,7 @@ Nightshades are a group of skilled infiltrators who can operate in the bright su
- Hit Die: d8.
- Proficiencies: Simple, Elf and Light Armor.
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -29868,7 +29868,7 @@ Sharess is a paradoxical deity. Originally, she was a war goddess of the Mulhora
- Hit Die: d6
- Proficiencies: Celebrants of Sharess gain no proficiencies
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -42599,8 +42599,7 @@ 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.
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
@ -51853,8 +51852,7 @@ Ninjas move through the shadows, striking down the unwary and vanishing again wi
- 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.
- 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:
@ -51960,7 +51958,7 @@ At level 24, the Ninja is capable of enhanced acrobatics gaining a +8 bonus to T
<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.
Specifics: When unarmored and unencumbered, a ninja adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk's AC bonus ability (a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
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>
@ -53143,7 +53141,7 @@ Dragon shamans respect true dragons as power incarnate. Some worship dragons, b
- 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)
- Skill Points: 2+ Int Modifier
CLASS SKILLS: Appraise, Bluff, Craft, Heal, Hide, Intimidate, Jump, Lore, Move Silently, Persuade, Search, Sense Motive, Spellcraft
@ -57394,7 +57392,7 @@ Benefit: Once per round, when you deal damage to a flat-footed foe (or a foe you
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
Prerequisite: Expertise, Weapon Finesse, 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>
@ -57887,7 +57885,7 @@ Those they name as heretics or servants of evil call them zealots. Those they pr
- Hit Die: d8
- Proficiencies: Shadowbane Stalkers gain no proficiencies.
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -58079,8 +58077,7 @@ While skilled in stealthy movement and other arts requiring subtlety, the psychi
- 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: 6 + Int modifier.
- Skill Points: 6+ Int modifier.
Psionics: Intelligence is the key stat of a Psychic Rogue.
Special Abilities (gained at 11th, 14th, 17th, 20th):
@ -65907,7 +65904,7 @@ Much like the monk, the umbral disciple seeks to explore his own nature and perf
- Hit Die: d6
- Proficiencies: An Umbral Disciple does not gain any additional weapon or armor proficiencies.
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -76255,8 +76252,7 @@ Temples to evil deities sell cursed water at cost (making no profit).
<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="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>
@ -82087,7 +82083,7 @@ Special Abilities:
<entry id="77206" lang="en" sex="m">Sohei Spellcasting (Master of Shrouds)</entry>
<entry id="77207" lang="en" sex="m">Ur-Priest Spellcasting (Master of Shrouds)</entry>
<entry id="77208" lang="en" sex="m">Sorcerous Spellcasting (Hobgoblin Warsoul)</entry>
<entry id="77209" lang="en" sex="m">Sorcerous Casting: Hobgoblin Warsoul's cast spells as a Sorcerer of their hit dice (10th level).</entry>
<entry id="77209" lang="en" sex="m">Sorcerous Casting: Hobgoblin Warsoul's cast spells as a Sorcerer of their hit dice (10th level).</entry>
<entry id="120000" lang="en" sex="m">***** Custom Weapon VFX *****</entry>
<entry id="120001" lang="en" sex="m">... Darkness / Shadow</entry>
<entry id="120002" lang="en" sex="m">... Psionic / Mind</entry>
@ -84090,6 +84086,18 @@ Level
- No Sacred Vow as requirement (so a Level 1 from any race can get it and to partially offset the lack of Bonus exalted feat)
- The level progression continues the same during the Epic Levels
</entry>
<entry id="213096" lang="en" sex="m">Charming the Arrow</entry>
<entry id="213097" lang="en" sex="m">Type of Feat: General
Prerequisite: Fey
Specifics: You may use your Charisma modifier instead of your Dexterity modifier on attack rolls when using a bow or crossbow.
Use: Automatic
Special: A fighter can select Charming the Arrow as one of his fighter bonus feats</entry>
<entry id="213098" lang="en" sex="m">Martial Stalker</entry>
<entry id="213099" lang="en" sex="m">Type of Feat: General
Prerequisite: Ki Power, Proficiency with all martial weapons
Specifics: Your fighter and ninja levels stack for the purpose of determining the size of your ki pool, as well as your AC bonus. For example, a 5th-level fighter/1st-level ninja with this feat could use his ki powers a number of times equal to 3 (one-half his ninja and fighter levels) + his Wisdom bonus (if any), and would have a +1 bonus to AC (as if he were a 6th-level ninja).
Use: Automatic
Special: A fighter can select Martial Stalker as one of his fighter bonus feats</entry>
<entry id="213272" lang="en" sex="m">Force Missiles</entry>
<entry id="213273" lang="en" sex="m">Evocation [Force]
Level: Sorcerer 4, Wizard 4,

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@ -83,7 +83,7 @@
<entry id="79" lang="en" sex="m">+99</entry>
<entry id="80" lang="en" sex="m">+100</entry>
<entry id="81" lang="en" sex="m">Old &amp; Frail</entry>
<entry id="12000" lang="en" sex="m">PRC8 Version Counter: 07</entry>
<entry id="12000" lang="en" sex="m">PRC8 Version Counter: 08</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>
@ -427,7 +427,7 @@ Shrouded in secrecy, the Ninja Spy is sworn to keep his or her profession a secr
- Hit Die: d8.
- Proficiencies: A Ninja Spy gains proficiency with shurikens
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -772,7 +772,7 @@ Most of the tales about secret Netherese cults depict their members as power-mad
- 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.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -2117,8 +2117,8 @@ 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>
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.
@ -5088,7 +5088,7 @@ Use: Selected.</entry>
<entry id="13529" lang="en" sex="m">Type of Feat: Racial
Prerequisite: Hobgoblin Warsoul
Specifics: As a swift action, a warsoul can draw arcane power from a willing hobgoblin within 30 feet who has 10 or fewer hit points. That hobgoblin is immediately slain, leaving behind a desiccated corpse. The warsoul heals 1 hit point per Hit Die she has, and she receives a +2 bonus to the save DC of the next spell she casts. She also gains a +2 bonus on any attack roll required by the next spell she casts. If that spell deals damage, the warsoul receives a bonus on the damage roll equal to her Hit Dice.
Use: Selected.</entry>
Use: Selected.</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>
@ -14936,7 +14936,7 @@ Mysterious and elusive, the unseen seer trades in secrets. Subterfuge is her bus
- Hit Die: d4.
- Proficiencies: Unseen Seer grants no additional weapon proficiencies.
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
Skills: Hide 8 ranks, Search 8 ranks, Sense Motive 4 ranks, Spellcraft 4 ranks, Spot 8 ranks
@ -17504,9 +17504,9 @@ 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="45759" lang="en" sex="m">Diehard</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
Prerequisite: Endurance or 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>
@ -25541,7 +25541,7 @@ In Dwarven, the word "ollam" means teacher. The education of the dwarf people is
- Hit Die: d8.
- Proficiencies: An Ollam does not gain any additional weapon or armor proficiencies.
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -27233,7 +27233,7 @@ Nightshades are a group of skilled infiltrators who can operate in the bright su
- Hit Die: d8.
- Proficiencies: Simple, Elf and Light Armor.
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -30147,7 +30147,7 @@ Sharess is a paradoxical deity. Originally, she was a war goddess of the Mulhora
- Hit Die: d6
- Proficiencies: Celebrants of Sharess gain no proficiencies
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -42878,8 +42878,7 @@ 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.
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
@ -52132,8 +52131,7 @@ Ninjas move through the shadows, striking down the unwary and vanishing again wi
- 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.
- 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:
@ -52239,7 +52237,7 @@ At level 24, the Ninja is capable of enhanced acrobatics gaining a +8 bonus to T
<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.
Specifics: When unarmored and unencumbered, a ninja adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk's AC bonus ability (a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
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>
@ -53422,7 +53420,7 @@ Dragon shamans respect true dragons as power incarnate. Some worship dragons, b
- 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)
- Skill Points: 2+ Int Modifier
CLASS SKILLS: Appraise, Bluff, Craft, Heal, Hide, Intimidate, Jump, Lore, Move Silently, Persuade, Search, Sense Motive, Spellcraft
@ -57632,7 +57630,7 @@ Benefit: Once per round, when you deal damage to a flat-footed foe (or a foe you
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
Prerequisite: Expertise, Weapon Finesse, 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>
@ -58125,7 +58123,7 @@ Those they name as heretics or servants of evil call them zealots. Those they pr
- Hit Die: d8
- Proficiencies: Shadowbane Stalkers gain no proficiencies.
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -58317,8 +58315,7 @@ While skilled in stealthy movement and other arts requiring subtlety, the psychi
- 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: 6 + Int modifier.
- Skill Points: 6+ Int modifier.
Psionics: Intelligence is the key stat of a Psychic Rogue.
Special Abilities (gained at 11th, 14th, 17th, 20th):
@ -60065,8 +60062,7 @@ Specifics: You have learned to fight with your weapons in different ways. A char
<entry id="58725" lang="en" sex="m">Combat Style: Arcane</entry>
<entry id="58726" lang="en" sex="m">Let your mind do the fighting with this telekinesis based combat style.</entry>
<entry id="58727" lang="en" sex="m">Combat Style: Demon Blade</entry>
<entry id="58728" lang="en" sex="m">You fight like you're possessed.
</entry>
<entry id="58728" lang="en" sex="m">You fight like you're possessed.</entry>
<entry id="58729" lang="en" sex="m">Combat Style: Warrior</entry>
<entry id="58730" lang="en" sex="m">This sword &amp; shield combat style is heavy on blocking &amp; counters.</entry>
<entry id="58731" lang="en" sex="m">Combat Style: Tiger Fang</entry>
@ -66146,7 +66142,7 @@ Much like the monk, the umbral disciple seeks to explore his own nature and perf
- Hit Die: d6
- Proficiencies: An Umbral Disciple does not gain any additional weapon or armor proficiencies.
- Skill Points: 6 + Int Modifier.
- Skill Points: 6+ Int modifier.
REQUIREMENTS:
@ -76494,8 +76490,7 @@ Temples to evil deities sell cursed water at cost (making no profit).
<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="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>
@ -80686,7 +80681,7 @@ Special Abilities:
- +2 racial bonus on Appraise, Bluff, Perform, and Persuade checks.
- +4 racial bonus on Spellcraft checks.
- Will Sapper (Ex): Any creature damaged by a jaebrin trickster's bite must succeed on a Will save or take a -4 penalty on Will saves for 1 minute. The effect of multiple bites doesn't stack. The save DC is Constitution-based.
- Level Adjustment: +1</entry>
- Level Adjustment: +1</entry>
<entry id="75283" lang="en" sex="m">Plt</entry>
<entry id="75299" lang="en" sex="m">### BEGIN INVOKER MARKER FEATS#</entry>
<entry id="75300" lang="en" sex="m">Abjurant Champion Invoking (Warlock)</entry>
@ -84277,6 +84272,67 @@ Prerequisite: Lesser Legacy Ritual
Benefit: Beginning at 13th level, you can multiply your weight by 8, gaining a +2 size bonus to Strength, a —2 size penalty to Dexterity (to a minimum of 1), a —1 penalty on attack rolls, and a +4 bonus on grapple checks. You can grapple Huge creatures. You do not physically become larger and do not gain a longer reach, nor do you take size penalties on attacks, AC, and Hide checks. This ability can be used at will and lasts 10 minutes each time it is activated.
Use: Selected</entry>
<entry id="200102" lang="en" sex="m">Vow of Poverty</entry>
<entry id="200103" lang="en" sex="m">You have taken a sacred vow to forswear material possessions.
You gain bonuses to your Armor Class, ability scores, and saving throws, as well as bonus exalted feats, all depending on your character level.
To fulfill your vow, you must not own or use any material possessions, with the following exceptions: You may carry and use ordinary (neither magic nor masterwork) simple weapons, usually just a quarterstaff that serves as a walking stick. You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals) with no magical properties. You may carry and use a spell component pouch. You may not use any magic item of any sort, though you can benefit from magic items used on your behalf-you can drink a potion of cure serious wounds a friend gives you, receive a spell cast from a wand, scroll, or staff, or ride on your companion's ebony fly. You may not, however, "borrow" a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand, or staff.
FEAT FEATURES:
Level
1: AC Armor +4
3: AC Armor +5
4: Weapon enhancement +1
6: AC Armor +6
AC Deflection +1
7: All saving throws +1
Ability score enhancement +2
8: AC Natural +1
9: AC Armor +7
10: Weapon enhancement +2
DR 5/-
11: Ability score enhancement +4/+2
12: AC Armor +8
AC Deflection +2
13: All saving throws +2
Energy (fire/cold/electric/sonic/acid) resistance 5
14: Weapon enhancement +3
Freedom of Movement
15: AC Armor +9
Ability score enhancement +6/+4/+2
16: AC Natural +2
17: Weapon enhancement +4
All saving throws +3
Regeneration 1
18: AC Armor +10
AC Deflection +3
True Seeing
19: Ability score enhancement +8/+6/+4/+2
DR 10/-
20: Weapon enhancement +5
Energy resistance 15
*This is based on Vow of Poverty 3.0, with the following variations:
- Can only be selected at Level 1
- No Bonus exalted feat every 2 levels (we just have other 2, wouldn't make sense)
- No Endure elements, Sustenance, Mind shielding (would have little impact on NWN gameplay)
- No Sacred Vow as requirement (so a Level 1 from any race can get it and to partially offset the lack of Bonus exalted feat)
- The level progression continues the same during the Epic Levels
</entry>
<entry id="213096" lang="en" sex="m">Charming the Arrow</entry>
<entry id="213097" lang="en" sex="m">Type of Feat: General
Prerequisite: Fey
Specifics: You may use your Charisma modifier instead of your Dexterity modifier on attack rolls when using a bow or crossbow.
Use: Automatic
Special: A fighter can select Charming the Arrow as one of his fighter bonus feats</entry>
<entry id="213098" lang="en" sex="m">Martial Stalker</entry>
<entry id="213099" lang="en" sex="m">Type of Feat: General
Prerequisite: Ki Power, Proficiency with all martial weapons
Specifics: Your fighter and ninja levels stack for the purpose of determining the size of your ki pool, as well as your AC bonus. For example, a 5th-level fighter/1st-level ninja with this feat could use his ki powers a number of times equal to 3 (one-half his ninja and fighter levels) + his Wisdom bonus (if any), and would have a +1 bonus to AC (as if he were a 6th-level ninja).
Use: Automatic
Special: A fighter can select Martial Stalker as one of his fighter bonus feats</entry>
<entry id="213272" lang="en" sex="m">Force Missiles</entry>
<entry id="213273" lang="en" sex="m">Evocation [Force]
Level: Sorcerer 4, Wizard 4,