From 93e33769769a1f018bbea56961425954ddcbe5c6 Mon Sep 17 00:00:00 2001 From: Jaysyn904 <68194417+Jaysyn904@users.noreply.github.com> Date: Sat, 25 Jan 2025 21:41:57 -0500 Subject: [PATCH] Merges updated with PRC8 updates Merges updated with PRC8 updates --- CEP1/_tlk/prc8_cep1_merge.xml | 84 ++++++++++++++++------------ CEP2/2.71/_tlk/prc8_cep271_mrg.xml | 89 +++++++++++++++++------------- 2 files changed, 100 insertions(+), 73 deletions(-) diff --git a/CEP1/_tlk/prc8_cep1_merge.xml b/CEP1/_tlk/prc8_cep1_merge.xml index 9107f8c..9cb9622 100644 --- a/CEP1/_tlk/prc8_cep1_merge.xml +++ b/CEP1/_tlk/prc8_cep1_merge.xml @@ -2,7 +2,7 @@ Bad Strref - PRC8 Version Counter: 07 + PRC8 Version Counter: 08 Ocular Adept Ocular Adepts ocular adepts @@ -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 +2. Resistance to Fire 10, Hellfire Infusion +3. Hellfire Shield Hellfire Blast 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. @@ -14647,7 +14647,7 @@ 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 @@ -17215,9 +17215,9 @@ 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. - Die Hard + Diehard 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. Enchant Weapon +1 @@ -19381,17 +19381,17 @@ 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. @@ -25252,7 +25252,7 @@ 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: @@ -26944,7 +26944,7 @@ 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: @@ -29858,7 +29858,7 @@ 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: @@ -42589,8 +42589,7 @@ 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. Claws of the Bebilith Claws of the Bebilith @@ -51843,8 +51842,7 @@ 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: @@ -51950,7 +51948,7 @@ At level 24, the Ninja is capable of enhanced acrobatics gaining a +8 bonus to T Ninja AC Bonus 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. Ghost-Faced Killer Ghost-Faced Killers @@ -53133,7 +53131,7 @@ 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 @@ -57343,7 +57341,7 @@ Benefit: Once per round, when you deal damage to a flat-footed foe (or a foe you Use: Automatic Inlindl School 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 Divine Intercession @@ -57836,7 +57834,7 @@ 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: @@ -58028,8 +58026,7 @@ 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): @@ -65856,7 +65853,7 @@ 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: @@ -76204,8 +76201,7 @@ Temples to evil deities sell cursed water at cost (making no profit). Warmage Flame Strike Warmage Greater Fireburst Warmage Snilloc's Major Missile - Warmage Mass Fire Shield - + Warmage Mass Fire Shield Warmage Mass Fire Shield: Red Warmage Mass Fire Shield: Blue Warmage Prismatic Ray @@ -84034,6 +84030,24 @@ 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 + Daring Warrior + 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 + Charming the Arrow + 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 + Martial Stalker + 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 Force Missiles Evocation [Force] Level: Sorcerer 4, Wizard 4, diff --git a/CEP2/2.71/_tlk/prc8_cep271_mrg.xml b/CEP2/2.71/_tlk/prc8_cep271_mrg.xml index 5d62953..7632ba3 100644 --- a/CEP2/2.71/_tlk/prc8_cep271_mrg.xml +++ b/CEP2/2.71/_tlk/prc8_cep271_mrg.xml @@ -2,7 +2,7 @@ Bad Strref - PRC8 Version Counter: 07 + PRC8 Version Counter: 08 Ocular Adept Ocular Adepts ocular adepts @@ -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 +2. Resistance to Fire 10, Hellfire Infusion +3. Hellfire Shield Hellfire Blast 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. - Die Hard + Diehard 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. Enchant Weapon +1 @@ -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. Claws of the Bebilith 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 Ninja AC Bonus 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. Ghost-Faced Killer Ghost-Faced Killers @@ -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 Inlindl School 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 Divine Intercession @@ -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 Incarnum Blades incarnum blade (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). Warmage Flame Strike Warmage Greater Fireburst Warmage Snilloc's Major Missile - Warmage Mass Fire Shield - + Warmage Mass Fire Shield Warmage Mass Fire Shield: Red Warmage Mass Fire Shield: Blue Warmage Prismatic Ray @@ -82238,7 +82233,7 @@ Special Abilities: Table 10 Classic Roleplay Adaptation Project Reserved tlk: 189000 (16966216) through 194999 (16971215) * CEP 2 Custom Palette - CEP 2.1 + CEP 2.71 * Builder Specific * DM Specific DMFI / C.R.A.P. Tools @@ -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 + Daring Warrior + 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 + Charming the Arrow + 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 + Martial Stalker + 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 Force Missiles Evocation [Force] Level: Sorcerer 4, Wizard 4,