Merges updated with PRC8 updates
Merges updated with PRC8 updates
This commit is contained in:
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@ -2,7 +2,7 @@
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<!DOCTYPE tlk SYSTEM "tlk2xml.dtd">
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<tlk>
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<entry id="0" lang="en" sex="m">Bad Strref</entry>
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<entry id="12000" lang="en" sex="m">PRC8 Version Counter: 07</entry>
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<entry id="12000" lang="en" sex="m">PRC8 Version Counter: 08</entry>
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<entry id="12288" lang="en" sex="m">Ocular Adept</entry>
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<entry id="12289" lang="en" sex="m">Ocular Adepts</entry>
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<entry id="12290" lang="en" sex="m">ocular adepts</entry>
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@ -346,7 +346,7 @@ Shrouded in secrecy, the Ninja Spy is sworn to keep his or her profession a secr
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- Hit Die: d8.
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- Proficiencies: A Ninja Spy gains proficiency with shurikens
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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@ -691,7 +691,7 @@ Most of the tales about secret Netherese cults depict their members as power-mad
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- Hit Die: d6
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- Proficiencies: A Cultist of the Shattered Peaks is proficient with all simple and martial weapons, as well as with light armor.
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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@ -2036,8 +2036,8 @@ BAB: 3/4
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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.
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1. Hellfire Blast
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2.Resistance to Fire 10, Hellfire Infusion
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3.Hellfire Shield </entry>
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2. Resistance to Fire 10, Hellfire Infusion
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3. Hellfire Shield </entry>
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<entry id="12774" lang="en" sex="m">Hellfire Blast</entry>
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<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.
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@ -14647,7 +14647,7 @@ Mysterious and elusive, the unseen seer trades in secrets. Subterfuge is her bus
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- Hit Die: d4.
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- Proficiencies: Unseen Seer grants no additional weapon proficiencies.
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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Skills: Hide 8 ranks, Search 8 ranks, Sense Motive 4 ranks, Spellcraft 4 ranks, Spot 8 ranks
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@ -17215,9 +17215,9 @@ Prerequisite: Access to Army.
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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.
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The effect will last for charisma modifier rounds.
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Use: Automatic.</entry>
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<entry id="45759" lang="en" sex="m">Die Hard</entry>
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<entry id="45759" lang="en" sex="m">Diehard</entry>
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<entry id="45760" lang="en" sex="m">Type of Feat: General
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Prerequisite: Base Attack Bonus 2, Iron Will, Toughness, Crusader level 10 or Battleguard of Tempus level 7
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Prerequisite: Endurance or Crusader level 10 or Battleguard of Tempus level 7
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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.
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Use: Automatic.</entry>
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<entry id="45761" lang="en" sex="m">Enchant Weapon +1</entry>
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@ -19381,17 +19381,17 @@ Level:
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7: Psychic strike +2d8
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8: +2 mind blade
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9: Bladewind, Greater Weapon Focus(mind blade)
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10: Mind blade enhancement +2
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11: Psychic strike +3d8
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12: +3 mind blade
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13: Knife to the soul
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14: Mind blade enhancement +3
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15: Psychic strike +4d8
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16: +4 mind blade
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17: Multiple throw
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18: Mind blade enhancement +4
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19: Psychic strike +5d8
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20: +5 mind blade
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10: Mind blade enhancement +2
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11: Psychic strike +3d8
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12: +3 mind blade
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13: Knife to the soul
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14: Mind blade enhancement +3
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15: Psychic strike +4d8
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16: +4 mind blade
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17: Multiple throw
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18: Mind blade enhancement +4
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19: Psychic strike +5d8
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20: +5 mind blade
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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.
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@ -25252,7 +25252,7 @@ In Dwarven, the word "ollam" means teacher. The education of the dwarf people is
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- Hit Die: d8.
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- Proficiencies: An Ollam does not gain any additional weapon or armor proficiencies.
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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@ -26944,7 +26944,7 @@ Nightshades are a group of skilled infiltrators who can operate in the bright su
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- Hit Die: d8.
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- Proficiencies: Simple, Elf and Light Armor.
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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@ -29858,7 +29858,7 @@ Sharess is a paradoxical deity. Originally, she was a war goddess of the Mulhora
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- Hit Die: d6
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- Proficiencies: Celebrants of Sharess gain no proficiencies
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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@ -42589,8 +42589,7 @@ Spell Resistance: No
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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.
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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
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castings become uncontrolled. The caster chooses which creatures to release.
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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.
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</entry>
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<entry id="52278" lang="en" sex="m">Claws of the Bebilith</entry>
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<entry id="52279" lang="en" sex="m">Claws of the Bebilith
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@ -51843,8 +51842,7 @@ Ninjas move through the shadows, striking down the unwary and vanishing again wi
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- Hit Die: d6.
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- 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.
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Hide, Jump, Listen, Move Silently, Open Lock, Search, Spot, Tumble
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CLASS FEATURES:
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@ -51950,7 +51948,7 @@ At level 24, the Ninja is capable of enhanced acrobatics gaining a +8 bonus to T
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<entry id="55134" lang="en" sex="m">Ninja AC Bonus</entry>
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<entry id="55135" lang="en" sex="m">Type of Feat: Class
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Prerequisite: Ninja level 1.
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Specifics: Ninjas add their Wisdom modifier to their Armor Class.
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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).
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Use: Automatic.</entry>
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<entry id="55136" lang="en" sex="m">Ghost-Faced Killer</entry>
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<entry id="55137" lang="en" sex="m">Ghost-Faced Killers</entry>
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@ -53133,7 +53131,7 @@ Dragon shamans respect true dragons as power incarnate. Some worship dragons, b
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- Hit Die: d10
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- Proficiencies: Dragon shamans are proficient with simple weapons, with light and medium armor, and with shields.
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- Skill Points: 2 + Int Modifier(x4 at 1st level)
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- Skill Points: 2+ Int Modifier
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CLASS SKILLS: Appraise, Bluff, Craft, Heal, Hide, Intimidate, Jump, Lore, Move Silently, Persuade, Search, Sense Motive, Spellcraft
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@ -57343,7 +57341,7 @@ Benefit: Once per round, when you deal damage to a flat-footed foe (or a foe you
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Use: Automatic</entry>
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<entry id="57777" lang="en" sex="m">Inlindl School</entry>
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<entry id="57778" lang="en" sex="m">Type of Feat: General
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Prerequisite: Expertise, Weapon Focus, Shield Proficiency, Int 13
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Prerequisite: Expertise, Weapon Finesse, Shield Proficiency, Int 13
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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.
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Use: Selected</entry>
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<entry id="57779" lang="en" sex="m">Divine Intercession</entry>
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@ -57836,7 +57834,7 @@ Those they name as heretics or servants of evil call them zealots. Those they pr
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- Hit Die: d8
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- Proficiencies: Shadowbane Stalkers gain no proficiencies.
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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@ -58028,8 +58026,7 @@ While skilled in stealthy movement and other arts requiring subtlety, the psychi
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- Hit Die: d6
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- 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.
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- Skill Points: 6 + Int modifier.
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- Skill Points: 6+ Int modifier.
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Psionics: Intelligence is the key stat of a Psychic Rogue.
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Special Abilities (gained at 11th, 14th, 17th, 20th):
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@ -65856,7 +65853,7 @@ Much like the monk, the umbral disciple seeks to explore his own nature and perf
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- Hit Die: d6
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- Proficiencies: An Umbral Disciple does not gain any additional weapon or armor proficiencies.
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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@ -76204,8 +76201,7 @@ Temples to evil deities sell cursed water at cost (making no profit).
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<entry id="69343" lang="en" sex="m">Warmage Flame Strike</entry>
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<entry id="69344" lang="en" sex="m">Warmage Greater Fireburst</entry>
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<entry id="69345" lang="en" sex="m">Warmage Snilloc's Major Missile</entry>
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<entry id="69346" lang="en" sex="m">Warmage Mass Fire Shield
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</entry>
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<entry id="69346" lang="en" sex="m">Warmage Mass Fire Shield</entry>
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<entry id="69347" lang="en" sex="m">Warmage Mass Fire Shield: Red</entry>
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<entry id="69348" lang="en" sex="m">Warmage Mass Fire Shield: Blue</entry>
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<entry id="69349" lang="en" sex="m">Warmage Prismatic Ray</entry>
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@ -84034,6 +84030,24 @@ Level
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- 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)
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- The level progression continues the same during the Epic Levels
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</entry>
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<entry id="213094" lang="en" sex="m">Daring Warrior</entry>
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<entry id="213095" lang="en" sex="m">Type of Feat: General
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Prerequisite: Weapon Specialization, Grace +1
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Specifics: Your fighter 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 6th-level fighter/5th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler.
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Use: Automatic
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Special: A fighter can select Daring Warrior as one of his fighter bonus feats</entry>
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<entry id="213096" lang="en" sex="m">Charming the Arrow</entry>
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<entry id="213097" lang="en" sex="m">Type of Feat: General
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Prerequisite: Fey
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Specifics: You may use your Charisma modifier instead of your Dexterity modifier on attack rolls when using a bow or crossbow.
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Use: Automatic
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Special: A fighter can select Charming the Arrow as one of his fighter bonus feats</entry>
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<entry id="213098" lang="en" sex="m">Martial Stalker</entry>
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<entry id="213099" lang="en" sex="m">Type of Feat: General
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Prerequisite: Ki Power, Proficiency with all martial weapons
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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).
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Use: Automatic
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Special: A fighter can select Martial Stalker as one of his fighter bonus feats</entry>
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<entry id="213272" lang="en" sex="m">Force Missiles</entry>
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<entry id="213273" lang="en" sex="m">Evocation [Force]
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Level: Sorcerer 4, Wizard 4,
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@ -2,7 +2,7 @@
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<!DOCTYPE tlk SYSTEM "tlk2xml.dtd">
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<tlk>
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<entry id="0" lang="en" sex="m">Bad Strref</entry>
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<entry id="12000" lang="en" sex="m">PRC8 Version Counter: 07</entry>
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<entry id="12000" lang="en" sex="m">PRC8 Version Counter: 08</entry>
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<entry id="12288" lang="en" sex="m">Ocular Adept</entry>
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<entry id="12289" lang="en" sex="m">Ocular Adepts</entry>
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<entry id="12290" lang="en" sex="m">ocular adepts</entry>
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@ -346,7 +346,7 @@ Shrouded in secrecy, the Ninja Spy is sworn to keep his or her profession a secr
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- Hit Die: d8.
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- Proficiencies: A Ninja Spy gains proficiency with shurikens
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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@ -691,7 +691,7 @@ Most of the tales about secret Netherese cults depict their members as power-mad
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- Hit Die: d6
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- Proficiencies: A Cultist of the Shattered Peaks is proficient with all simple and martial weapons, as well as with light armor.
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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@ -2036,8 +2036,8 @@ BAB: 3/4
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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.
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1. Hellfire Blast
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2.Resistance to Fire 10, Hellfire Infusion
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3.Hellfire Shield </entry>
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2. Resistance to Fire 10, Hellfire Infusion
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3. Hellfire Shield </entry>
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<entry id="12774" lang="en" sex="m">Hellfire Blast</entry>
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<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.
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@ -14657,7 +14657,7 @@ Mysterious and elusive, the unseen seer trades in secrets. Subterfuge is her bus
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- Hit Die: d4.
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- Proficiencies: Unseen Seer grants no additional weapon proficiencies.
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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Skills: Hide 8 ranks, Search 8 ranks, Sense Motive 4 ranks, Spellcraft 4 ranks, Spot 8 ranks
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@ -17225,9 +17225,9 @@ Prerequisite: Access to Army.
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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.
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The effect will last for charisma modifier rounds.
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Use: Automatic.</entry>
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<entry id="45759" lang="en" sex="m">Die Hard</entry>
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<entry id="45759" lang="en" sex="m">Diehard</entry>
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<entry id="45760" lang="en" sex="m">Type of Feat: General
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Prerequisite: Base Attack Bonus 2, Iron Will, Toughness, Crusader level 10 or Battleguard of Tempus level 7
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Prerequisite: Endurance or Crusader level 10 or Battleguard of Tempus level 7
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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.
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Use: Automatic.</entry>
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<entry id="45761" lang="en" sex="m">Enchant Weapon +1</entry>
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@ -19391,17 +19391,17 @@ Level:
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7: Psychic strike +2d8
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8: +2 mind blade
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9: Bladewind, Greater Weapon Focus(mind blade)
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10: Mind blade enhancement +2
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11: Psychic strike +3d8
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12: +3 mind blade
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13: Knife to the soul
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14: Mind blade enhancement +3
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15: Psychic strike +4d8
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16: +4 mind blade
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17: Multiple throw
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18: Mind blade enhancement +4
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19: Psychic strike +5d8
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20: +5 mind blade
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10: Mind blade enhancement +2
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11: Psychic strike +3d8
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12: +3 mind blade
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13: Knife to the soul
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14: Mind blade enhancement +3
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15: Psychic strike +4d8
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16: +4 mind blade
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17: Multiple throw
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18: Mind blade enhancement +4
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19: Psychic strike +5d8
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20: +5 mind blade
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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.
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@ -25262,7 +25262,7 @@ In Dwarven, the word "ollam" means teacher. The education of the dwarf people is
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- Hit Die: d8.
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- Proficiencies: An Ollam does not gain any additional weapon or armor proficiencies.
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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@ -26954,7 +26954,7 @@ Nightshades are a group of skilled infiltrators who can operate in the bright su
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- Hit Die: d8.
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- Proficiencies: Simple, Elf and Light Armor.
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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@ -29868,7 +29868,7 @@ Sharess is a paradoxical deity. Originally, she was a war goddess of the Mulhora
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- Hit Die: d6
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- Proficiencies: Celebrants of Sharess gain no proficiencies
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- Skill Points: 6 + Int Modifier.
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- Skill Points: 6+ Int modifier.
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REQUIREMENTS:
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@ -42599,8 +42599,7 @@ Spell Resistance: No
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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.
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|
||||
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:
|
||||
|
||||
@ -67647,8 +67644,7 @@ Use: Selected</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.
|
||||
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
|
||||
@ -76255,8 +76251,7 @@ 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>
|
||||
@ -82238,7 +82233,7 @@ Special Abilities:
|
||||
<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="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 2.71</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>
|
||||
@ -84090,6 +84085,24 @@ 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="213094" lang="en" sex="m">Daring Warrior</entry>
|
||||
<entry id="213095" lang="en" sex="m">Type of Feat: General
|
||||
Prerequisite: Weapon Specialization, Grace +1
|
||||
Specifics: Your fighter 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 6th-level fighter/5th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler.
|
||||
Use: Automatic
|
||||
Special: A fighter can select Daring Warrior as one of his fighter bonus feats</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,
|
||||
|
Loading…
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Reference in New Issue
Block a user