From ae10acaa0ceb67340cc0b13edb7b15759d231318 Mon Sep 17 00:00:00 2001
From: Jaysyn904 <68194417+Jaysyn904@users.noreply.github.com>
Date: Mon, 1 Dec 2025 11:16:08 -0500
Subject: [PATCH] Update ra_tdog.tlk.xml
Updated TLK
---
_content/_tlk/ra_tdog.tlk.xml | 2822 +++++++++++++++------------------
1 file changed, 1322 insertions(+), 1500 deletions(-)
diff --git a/_content/_tlk/ra_tdog.tlk.xml b/_content/_tlk/ra_tdog.tlk.xml
index 22e9e90a..2f612f93 100644
--- a/_content/_tlk/ra_tdog.tlk.xml
+++ b/_content/_tlk/ra_tdog.tlk.xml
@@ -1305,8 +1305,7 @@ Skill Points at Each Additional Level: 2 + Int modifier
Bonus Feats: The Epic Ocular Adept gains a bonus feat every other level after 10th.
Epic Ocular Adept Bonus Feat List:
-Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting, Planar Turning.
-
+Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting, Planar Turning.
Divination
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S, F
@@ -1356,8 +1355,7 @@ Level
4: Feat - Great Cleave.
Feat - Reckless Offense.
5: Battle Rage - 3/day.
- Natural Armor - The Battlerager's skin hardens, granting a +2 bonus to natural AC.
-
+ Natural Armor - The Battlerager's skin hardens, granting a +2 bonus to natural AC.
Skill Focus (Ride)
Epic Skill Focus (Ride)
Skill Focus (Jump)
@@ -1377,9 +1375,7 @@ A disgraced or masterless Samurai cut loose from this all-pervading value system
CLASS FEATURES:
Ancestral Daisho
-All Samurai carry two masterwork weapons - a katana and a wakizashi. These weapons have been handed down over generations from the Samurai's ancestors, and protecting them is an important point of honor for the Samurai. Starting at level 4, he can awaken the supernatural abilities latent in the weapons by sacrificing items to enhance them.
-
-
+All Samurai carry two masterwork weapons - a katana and a wakizashi. These weapons have been handed down over generations from the Samurai's ancestors, and protecting them is an important point of honor for the Samurai. Starting at level 4, he can awaken the supernatural abilities latent in the weapons by sacrificing items to enhance them.
Warpriest
Warpriests
warpriest
@@ -1445,8 +1441,7 @@ Table of value by level
16th 126,000
17th 162,000
18th 200,000
-To further improve your Ancestral Daisho ability, you must take the Epic Ancestral Daisho feats.
-
+To further improve your Ancestral Daisho ability, you must take the Epic Ancestral Daisho feats.
Listen to me, comrades! The evil we face this day is great, but the strength of my patron is with us! Our faith will guide us to victory in battle!
Hear me! Today we partake in glorious battle. With the power of my patron at our sides, we will crush our adversaries! To battle!
Friends! The time for battle has come, and I have called on the strength of my patron to aid us. We will be victorious this day!
@@ -1459,8 +1454,7 @@ Prerequisite: Level 1 Warpriest.
Specifics: A Warpriest who is not currently suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect are allowed an immediate Will saving throw at the DC of the fear effect, with a +1 morale bonus per Warpriest level.
-Use: Selected.
-
+Use: Selected.
Inflame
Type of Feat: Class.
Prerequisite: Level 2 Warpriest.
@@ -1669,8 +1663,7 @@ Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
-With a touch you immediately and completely eliminate the effects of inebriation from one creature, regardless of the amount of alcohol consumed. The target of the spell becomes completely sober. All the effects of alcohol are removed, leaving the subject clear-headed and lucid. If applied to someone with a hangover from drinking, this spell completely alleviates it as well. Sobriety does not affect poisons or drugs other than alcohol.
-
+With a touch you immediately and completely eliminate the effects of inebriation from one creature, regardless of the amount of alcohol consumed. The target of the spell becomes completely sober. All the effects of alcohol are removed, leaving the subject clear-headed and lucid. If applied to someone with a hangover from drinking, this spell completely alleviates it as well. Sobriety does not affect poisons or drugs other than alcohol.
Epic Ancestral Daisho I
Type of Feat: Epic.
Prerequisite: 21 Samurai Levels, 19 Wisdom.
@@ -2659,8 +2652,7 @@ Level: 0 1 2 3 4 5 6 7 8 9
17: 6 6 6 6 6 6 6 6 4 -
18: 6 6 6 6 6 6 6 6 5 3
19: 6 6 6 6 6 6 6 6 6 4
-20: 6 6 6 6 6 6 6 6 6 5
-
+20: 6 6 6 6 6 6 6 6 6 5
Armored Mage (Ex)
Type of Feat: Class Specific
Prerequisite: Beguiler 1.
@@ -2738,8 +2730,7 @@ The archivist's dark knowledge can affect a single creature or all creatures of
<c'' >Dread Secret</c>: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).
-<c'' >Foreknowledge</c>: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
-
+<c'' >Foreknowledge</c>: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Lore Mastery
Upon reaching 2nd level, an archivist gains a +1 bonus on all checks of Lore skill. This bonus increases by +1 every 5 levels (+2 at 7th, +3 at 12th, and +4 at 17th level).
Draconic Archivist
@@ -2915,8 +2906,7 @@ You utter a single word of power that causes one creature of your choice to beco
Hit Points Duration
50 or less Permanent
51-100 1d4+1 minutes
-101-200 1d4+1 rounds
-
+101-200 1d4+1 rounds
Eternal Charm Monster
Caster Level(s): Witch 7
Innate Level: 7
@@ -3057,8 +3047,7 @@ You blast an area with a tremendous cacophony. Every creature in the area takes
Creatures that cannot hear are not stunned but are still damaged.
Arcane Focus
-A musical instrument.
-
+A musical instrument.
Conjuration (Creation) [Acid]
Level: Sor/Wiz 2
Components: V, S, M, F
@@ -3075,8 +3064,7 @@ Material Component
Powdered rhubarb leaf and an adder's stomach.
Focus
-A dart.
-
+A dart.
Conjuration (Creation) [Acid]
Level: Sor/Wiz 0
Components: V, S
@@ -3087,8 +3075,7 @@ Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
-You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.
-
+You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.
Skill Affinity (Open Lock)
Type of Feat: Racial
Prerequisite: Race-Specific.
@@ -3105,8 +3092,7 @@ of subject; see text
Saving Throw: Will negates
Spell Resistance: Yes
-You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.
-
+You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.
Death Knell (7)
Elemental Strike
Evocation [see text]
@@ -3175,8 +3161,7 @@ Lore Mastery (Ex): The archivist adds an additional +1 bonus on all Lore skill c
Bonus Feats: The epic archivist gains a bonus feat (selected from the list of epic class bonus feats) every three levels higher than 20th.
Epic Archivist Bonus Feats List:
-Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting.
-
+Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting.
Epic Dark Knowledge
Your know the darkness better than you know yourself.
Type of Feat: Epic
@@ -3257,7 +3242,7 @@ All warlocks harbor at least a grudging respect for the entities responsible for
- Hit Die: d8
- Proficiencies: An Eldritch Disciple does not gain any additional weapon or armor proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -3284,8 +3269,7 @@ Level
Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained.
-Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
-
+Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Eldritch Theurge
Eldritch Theurges
eldritch theurge
@@ -3294,7 +3278,7 @@ Most of those who find themselves blessed (or cursed) with magic burning in thei
- Hit Die: d4
- Proficiencies: An Eldritch Theurge does not gain any additional weapon or armor proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -3320,8 +3304,7 @@ Level
Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained.
-Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
-
+Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Eldritch Spellweave (Su)
Beginning at 5th level, you can apply an eldritch essence invocation you know (other than greatreach blast or spellblast) to any arcane spell that affects a target or that requires a melee or ranged touch attack. The spell's level must be at least as high as the level of the eldritch essence (for example, you can apply hellrime blast only to a spell of 4th level or higher). If the essence requires a saving throw, use the normal save DC for that essence. If an eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (you can't add brimstone blast to charm monster).
@@ -3385,8 +3368,7 @@ Treat greatreach blast as a spell whose level is equal to the touch spell placed
Type of Feat: Class-Specific
Prerequisite: Ranger 13
Specifics: Ranger receives a +5 bonus to Hide checks when in a natural area.
-Use: Automatic.
-
+Use: Automatic.
Improved Turning
Prerequisite: Ability to turn or rebuke creatures.
@@ -3625,8 +3607,7 @@ Just as you touch the spell's subject, a feeling of peace and watchful guardians
This spell functions like resistance, except as noted here. You grant the subject a +3 resistance bonus on saves.
-Arcane Material Component: A miniature cloak.
-
+Arcane Material Component: A miniature cloak.
Superior Resistance
Superior Resistance (11)
Abjuration
@@ -3643,8 +3624,7 @@ As you finish casting the spell, you feel imbued with the feeling that something
This spell functions like resistance, except as noted here. You grant the subject a +6 resistance bonus on saves.
-Arcane Material Component: A miniature cloak.
-
+Arcane Material Component: A miniature cloak.
Lesser Vigor
Lesser Vigor (1)
Lesser Vigor (5)
@@ -4013,13 +3993,11 @@ Special Abilities
- Resistance to acid 5
- Weapon Proficiency: Spikers receive the Martial Weapon Proficiency feat for armor spikes as a bonus feat. This allows them to use their natural spiked skin as a weapon without penalty (see below).
- Natural Spikes (Ex): A spiker's skin is replete with sharp, jagged spikes. A spiker can deal extra piercing damage on a successful grapple check, or deal piercing damage with a melee attack, as if she wore armor spikes. Because of their spiked skin, spikers have a difficult time wearing armor. The maximum Dexterity bonus of the armor is reduced by 1, and the armor check penalty is worsened by 2. For instance, a chain shirt worn by a spiker has a maximum Dexterity bonus of +3 (instead of +4) and an armor check penalty of -4 (rather than -2). These changes don't affect the armor's arcane spell failure chance, nor do they apply to shields used by the spiker.
-- Favored Class: Fighter
-
+- Favored Class: Fighter
Natural Spikes
Type of Feat: Racial
Natural Spikes (Ex): A spiker's skin is replete with sharp, jagged spikes. A spiker can deal extra piercing damage on a successful grapple check, or deal piercing damage with a melee attack, as if she wore armor spikes. Because of their spiked skin, spikers have a difficult time wearing armor. The maximum Dexterity bonus of the armor is reduced by 1, and the armor check penalty is worsened by 2. For instance, a chain shirt worn by a spiker has a maximum Dexterity bonus of +3 (instead of +4) and an armor check penalty of -4 (rather than -2). These changes don't affect the armor's arcane spell failure chance, nor do they apply to shields used by the spiker.
- Damage reduction 2/slashing or piercing: A spiker's spiny skin grants resistance to bludgeoning attacks, though piercing or slashing attacks slip through normally.
-
+ Damage reduction 2/slashing or piercing: A spiker's spiny skin grants resistance to bludgeoning attacks, though piercing or slashing attacks slip through normally.
Marrusault
marrusault
A people known as the marru once lived and warred in the world, but their civilization has long since passed into the waste, devastated and destroyed by internecine wars of terrible magnitude. As a result of these so-called Flesh Wars, the marru turned to a little-understood art called spawncraft, and in so doing created living weapons to wage their battles. These spawncrafted creatures have come to be known collectively as the spawn of marru, but are more commonly referred to as marruspawn. The marru were advanced in other areas as well, but all their arts couldn't save them from destroying themselves. However, marruspawn linger on in forgotten and blasted wastelands across many worlds.
@@ -4108,9 +4086,7 @@ Special Abilities:
- Spell Resistance: Bariaurs have spell resistance equal to 11 + class level.
- +2 racial bonus on Will saves against spells and spelllike abilities.
- Skills: Bariaurs have keen senses, giving them a +2 racial bonus on Listen and Spot checks
-- Level Adjustment: +1
-
-
+- Level Adjustment: +1
Type of Feat: Racial
Prerequisite: Bariur
Specifics: A charging bariaur can make a single ram attack that deals bludgeoning damage equal to 2d6 + 1-1/2 times the bariaur's Str modifier.
@@ -4135,8 +4111,7 @@ Special Abilities:
- Two 1d4 claw attacks
- Stability - +4 bonus to resist being bull rushed or tripped
- Fury (Ex) - Once per day, a wildren who has taken at least 1 point of damage can choose to enter a brief state of fury. The wildren gains +4 to Strength and -2 to Armor Class. The fury lasts for 1 round.
-- Outsider: Wildren count as outsiders for the purpose of spells.
-
+- Outsider: Wildren count as outsiders for the purpose of spells.
Fury
Type of Feat: Racial
Prerequisite: Wildren
@@ -4172,9 +4147,7 @@ Evil +1 on damage rolls -1 to AC
Good +1 on saving throws -1 on attack rolls
Law +1 on Armor Class -1 on damage rolls
-At any point before the duration expires, you can choose to unleash the spell's remaining power in a 60-foot burst that deals 1d4 points of damage per round of duration remaining (maximum 15d4) to each creature of the opposed alignment in the area. Each affected creature can attempt a Fortitude save for half damage. The burst also heals 1 point of damage per round of duration remaining (maximum 15 points) for each creature of the same alignment in the area. Once this option is invoked, the spell ends immediately.
-
-
+At any point before the duration expires, you can choose to unleash the spell's remaining power in a 60-foot burst that deals 1d4 points of damage per round of duration remaining (maximum 15d4) to each creature of the opposed alignment in the area. Each affected creature can attempt a Fortitude save for half damage. The burst also heals 1 point of damage per round of duration remaining (maximum 15 points) for each creature of the same alignment in the area. Once this option is invoked, the spell ends immediately.
Angelskin
Abjuration [Good]
Level: Paladin 2,
@@ -4268,8 +4241,7 @@ Range: Personal
Target: You
Duration: 10 minutes/level
-_A silver glow sheathes your body as you complete the spell. As the glow fades, you feel a touch of the divine at the back of your mind. This divine touch spreads until you feel your concerns and anxieties
-fade away._
+A silver glow sheathes your body as you complete the spell. As the glow fades, you feel a touch of the divine at the back of your mind. This divine touch spreads until you feel your concerns and anxieties fade away.
You gain a +4 sacred bonus on saving throws made against mind-affecting spells and effects.
Cloak of Bravery
@@ -4344,8 +4316,7 @@ By casting aura of the sun, you fill the area around you with warm, glowing ligh
This effect is centered on you and moves with you.
-Anyone who enters the aura immediately becomes subject to its effect, but creatures that leave are no longer affected.
-
+Anyone who enters the aura immediately becomes subject to its effect, but creatures that leave are no longer affected.
Righteous Aura
Abjuration [Good, Light]
Level: Paladin 4,
@@ -4361,9 +4332,7 @@ You are bathed in an unearthly glow for the duration of the spell, as if a dayli
If you die, your body is converted into an explosive blast of energy in a 20-foot-radius burst centered where you fell, dealing 2d6 points of damage per caster level (maximum 20d6) to all evil creatures in the burst's area. Good creatures in the area are healed by the same amount, and undead take double this damage. Spell resistance cannot prevent this damage, but a successful Reflex save reduces it to half. Your body is disintegrated, so you cannot be raised with a raise dead spell. Spells that do not require an intact body, such as true resurrection, can be used to bring you back to life as normal.
Righteous Fury
- (Spell Compendium, p. 177)
-
-Transmutation
+ Transmutation
Level: Paladin 3,
Components: V, S, DF,
Casting Time: 1 standard action
@@ -4399,8 +4368,7 @@ You call upon the fortitude of the powers of good, and your flesh turns an ivory
The spell grants you a +8 enhancement bonus to Strength.
Undead Bane Weapon
-
-Transmutation
+ Transmutation
Level: Paladin 3, Cleric 4,
Components: V, S, DF,
Casting Time: 1 Standard Action
@@ -4517,8 +4485,7 @@ Special Abilities:
- Vilefire Aura (Su) - Each round at the beginning of the reth dekala's turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A DC 10 + 1/2 hit dice + Con modifier Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage.
- Vilefire Blast (Su) - A ranged touch attack that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save (DC 10 + 1/2 hit dice + Con mod) or become sickened for 1 round.
- Resists - Acid and Fire 15
-- Proficiencies - A reth dekala is automatically proficient with simple and martial weapons, and light and medium armor
-
+- Proficiencies - A reth dekala is automatically proficient with simple and martial weapons, and light and medium armor
Vilefire Blast
Type of Feat: Racial
Prerequisite: Reth Dekala
@@ -4826,8 +4793,7 @@ Twinkle (Sp): At 16th level and higher, three times per day on command, you can
Silver Starlight (Sp): Beginning at 17th level, once per day on command, you can summon forth up to four beams of painfully bright, cold light. This ability functions much like sunbeam, but the light is pure, focused starlight and moonlight. The beam deals no extra damage to undead. Instead, lycanthropes take damage from the beam as if they were undead being affected by a normal sunbeam spell. Fungi, mold, oozes, and slimes still take extra damage (as if they were lycanthropes). The save DC is 20, or 17 + your Charisma modifi er, whichever is higher. Caster level 15th.
Starlight Dispelling (Sp): At 18th level and higher, once per day on command, you can use greater dispel magic as the spell. If the dispelling attempt is initiated by night under an unclouded sky, the associated caster level check is made with a +5 bonus. Caster level 15th.
Tales in the Sky (Sp): Many sages know that the future can be read through the stars, but few realize that, by tracing their movements backward, secrets of long ago can be divined. Beginning at 19th level, once per day on command, you can use legend lore as the spell. You must be able to see the stars for this ability to function. Caster level 15th.
-Call Down a Star (Sp): At 20th level and higher, once every other day on command, you can summon an elder fi re elemental. Caster level 17th.
-
+Call Down a Star (Sp): At 20th level and higher, once every other day on command, you can summon an elder fi re elemental. Caster level 17th.
Fire of the Heart
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
@@ -4986,8 +4952,7 @@ Spells per day:
7: 2 1 1 0
8: 2 1 1 1
9: 2 2 1 1
-10: 2 2 2 1
-
+10: 2 2 2 1
Marrutact
marrutact
A people known as the marru once lived and warred in the world, but their civilization has long since passed into the waste, devastated and destroyed by internecine wars of terrible magnitude. As a result of these so-called Flesh Wars, the marru turned to a little-understood art called spawncraft, and in so doing created living weapons to wage their battles. These spawncrafted creatures have come to be known collectively as the spawn of marru, but are more commonly referred to as marruspawn. The marru were advanced in other areas as well, but all their arts couldn't save them from destroying themselves. However, marruspawn linger on in forgotten and blasted wastelands across many worlds.
@@ -5010,8 +4975,7 @@ Special Abilities:
- Spell Resistance 9 + Hit Dice
- Howl of Healing - 1/day howl to heal other marruspawn
- Monstrous Humanoid: Marrutact count as Monstrous Humanoid for the purpose of spells.
-- Sorcerer Casting: Marrutact cast spells as a 5th level sorcerer at maximum hit dice (7)
-
+- Sorcerer Casting: Marrutact cast spells as a 5th level sorcerer at maximum hit dice (7)
Howl of Healing
Type of Feat: Racial
Prerequisite: Marrutact
@@ -5316,8 +5280,7 @@ A silver aura surrounds the touched shield for a moment before it appears to tra
When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire, cold, electricity, acid, or sonic). Whoever bears the shield gains resistance 5 against the chosen energy type. Additionally, if the wielder successfully hits someone with the shield with a shield bash attack, the victim takes 1d6 points of the appropriate energy damage in addition to the normal shield bash damage. The energy type must be chosen when the spell is cast and cannot be changed during the duration of the spell. The energy resistance overlaps (and does not stack) with resist elements. A given shield cannot be the subject of more than one lesser energized shield or energized shield spell at the same time.
-The descriptor of this spell is the same as the energy type you choose when you cast it.
-
+The descriptor of this spell is the same as the energy type you choose when you cast it.
Estana's Stew
Conjuration (Healing)
Level: Cleric 2, Druid 2, Paladin 2,
@@ -6165,7 +6128,7 @@ Special Abilities:
- Iron Will as a bonus feat
- Spell Eater (Su): If a warsoul succeeds on her save against a spell, she gains 5 temporary hit points and a +2 bonus on attack rolls. The attack bonus lasts for 1 round. The temporary hit points last for 1 minute.
- Soul Tyrant (Su): 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.
-- Cult of Power (Ex): A warsoul is accompanied by 2d4 1st level hobgoblin warriors who have sworn their lives to her. These thralls willingly sacrifice themselves for their master’s soul tyrant ability.
+- Cult of Power (Ex): A warsoul is accompanied by 2d4 1st level hobgoblin warriors who have sworn their lives to her. These thralls willingly sacrifice themselves for their master's soul tyrant ability.
- Monstrous Humanoid: Hobgoblin Warsoul are considered Monstrous Humanoids for the purpose of spells
- Sorcerer Casting: Hobgoblin Warsoul cast spells as a Sorcerer of their racial hit dice
@@ -6175,7 +6138,7 @@ Racial Hit Dice/Class: 10 of Monstrous Humanoid
Cult of Power
Type of Feat: Racial
Prerequisite: Hobgoblin Warsoul
-Specifics: A warsoul is accompanied by 2d4 1st level hobgoblin warriors who have sworn their lives to her. These thralls willingly sacrifice themselves for their master’s soul tyrant ability.
+Specifics: A warsoul is accompanied by 2d4 1st level hobgoblin warriors who have sworn their lives to her. These thralls willingly sacrifice themselves for their master's soul tyrant ability.
Use: Selected.
Soul Tyrant
Type of Feat: Racial
@@ -6236,7 +6199,7 @@ Use: Selected.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Wizard. A multiclass gray elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
+ Favored Class: Wizard. A multiclass gray elf's wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
Level Adjustment: +0
Grey Elf Biography.
@@ -6253,8 +6216,7 @@ Prerequisite: none
Benefit: When you cast a spell that deals damage against a specific creature type, you deal an extra 2d6 points of damage. For example, a giant bane lightning bolt cast by an 8th-level caster would deal the usual 8d6 points of damage to any nongiant in its path but would deal 10d6 points of damage against giants. This feat has no effect on spells that do not deal hit point damage, and the source and type of the damage remains the same. This feat cannot be used to increase the amount of healing dealt to undead by inflict light wounds and similar spells, but it can add to the damage dealt by casting cure light wounds on an undead creature.
-Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, you must apply its effects to a different type of creature: aberrations, animals, constructs, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, outsiders, plants, undead, or vermin. If you choose humanoids, you must select a particular type of humanoid, such as dwarf or orc.
-
+Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, you must apply its effects to a different type of creature: aberrations, animals, constructs, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, outsiders, plants, undead, or vermin. If you choose humanoids, you must select a particular type of humanoid, such as dwarf or orc.
Bane Magic: Aberrations
Bane Magic: Animals
Bane Magic: Beasts
@@ -6329,8 +6291,7 @@ Special Abilities:
- Base movement of 30'
- Racial Knowledge: Lore bonus of +1 with an additional +1 for every two soulmelds currently shaped by the rilkan.
- +2 racial bonus on Bluff and Diplomacy checks: Rilkans are talented at saying the right word at the right time.
-- Reptilian: Rilkans count as reptilian humanoid for spells and abilities.
-
+- Reptilian: Rilkans count as reptilian humanoid for spells and abilities.
You are a Rilkan, descended from the mishtai.
Duskling
Duskling
@@ -6347,8 +6308,7 @@ Special Abilities:
- Low-Light Vision: Allows them to see better than normal in the dark.
- Fey (Extraplanar, Incarnum): For all effects related to race, a Duskling is considered a Fey.
- Essentia Pool: A duskling's essentia pool is permanently increased by 1. If she doesn't have an essentia pool, this trait grants her one with a single point of essentia.
-- Duskling base speed is 30 feet. However, a duskling can invest essentia to improve this speed. For every point of essentia invested in this racial trait, the duskling's speed improves by 5 feet. This enhancement bonus only applies when the duskling is wearing light or no armor and carrying no more than a light load.
-
+- Duskling base speed is 30 feet. However, a duskling can invest essentia to improve this speed. For every point of essentia invested in this racial trait, the duskling's speed improves by 5 feet. This enhancement bonus only applies when the duskling is wearing light or no armor and carrying no more than a light load.
You are a fey that hails from an Outer Plane friendly to fey and wildlife. Whether motivated by nothing more than the need to be on the move and free from any kind of ties, or perhaps seeking the close camaraderie of an adventuring party to serve as an acceptable substitute, you have set out to find company with similarly independent souls.
Azurin
@@ -6414,7 +6374,7 @@ Level
Nature Sense* (Ex): The forest master can identify plants and animals with perfect accuracy. He can determine whether water is safe to drink or dangerous.
2: Forest Dominion (Su): The forest master gains the ability to rebuke or command plants as an evil cleric can rebuke or command undead.
Great Mallet (Su): A forest master begins to awaken magical abilities within the wood and metal that make up his maul.
-3: Natural Armor (Ex): The forest master’s skin changes into a tough, barklike hide, granting him natural armor +3
+3: Natural Armor (Ex): The forest master's skin changes into a tough, barklike hide, granting him natural armor +3
4: Oak Strength (Ex): The forest master gains a +2 bonus to Strength and the ability to make slam attacks.
5: Spruce Growth (Su): Once per day the forest master can temporarily increase his size and strength as if using a righteous might spell.
7: Oakheart (Ex): Type changes to plant, gain weakness to fire.
@@ -6432,17 +6392,17 @@ Level
Forest Dominion (Su)
At 2nd level, the forest master gains the ability to rebuke or command plants as an evil cleric can rebuke or command undead. His effective level for this ability is his class level, and he may use it a number of times perday equal to 3 + his Charisma modifier. If he already has this ability because he is a cleric with the Plant domain, these levels stack with his cleric levels and vice versa.
Great Mallet (Su)
- Beginning at 2nd level, a forest master begins to awaken magical abilities within the wood and metal that make up his maul. Any maul used by a forest master is treated as if it were a +2 maul with either the frost or shock property (the forest master decides each round whether the weapon’s extra damage is cold or electricity). If the weapon has additional abilities (such as defending), these abilities still apply, and if the weapon has an enhancement bonus better than +2 the higher of the two bonuses is used. The maul does not gain these abilities if it is not wielded by the forest master. At 6th-level, the forest master’s' maul acts as a +2 icy burst or +2 shocking burst weapon, with the forest master deciding each round what effect the weapon has. At 9th level, the forest master’s maul acts as a +3 mighty cleaving weapon in addition to its other properties (including its icy burst or shocking burst ability).
+ Beginning at 2nd level, a forest master begins to awaken magical abilities within the wood and metal that make up his maul. Any maul used by a forest master is treated as if it were a +2 maul with either the frost or shock property (the forest master decides each round whether the weapon's extra damage is cold or electricity). If the weapon has additional abilities (such as defending), these abilities still apply, and if the weapon has an enhancement bonus better than +2 the higher of the two bonuses is used. The maul does not gain these abilities if it is not wielded by the forest master. At 6th-level, the forest master's' maul acts as a +2 icy burst or +2 shocking burst weapon, with the forest master deciding each round what effect the weapon has. At 9th level, the forest master's maul acts as a +3 mighty cleaving weapon in addition to its other properties (including its icy burst or shocking burst ability).
Icy Mallet
Shocking Mallet
Natural Armor (Ex)
- At 3rd level, the forest master’s skin changes into a tough, bark like hide, granting him natural armor +3. This bonus increases to +5 at 5th level and +7 at 7th level.
+ At 3rd level, the forest master's skin changes into a tough, bark like hide, granting him natural armor +3. This bonus increases to +5 at 5th level and +7 at 7th level.
Oak Strength (Ex)
- Beginning at 4th level, the forest master gains a +2 bonus to Strength and the ability to make slam attacks. A Small creature'’s slam attack deals 1d4 points of damage, one from a Medium-size creature deals 1d6 points of damage, and a Large forest master’s' slam attack deals 1d8 points of damage. Slam attacks are natural weapon attacks and do not provoke an attack of opportunity from the defender. A forest master can select Improved Critical (Creature), Weapon Focus (Creature), and (if a fighter of 4th level or higher) Weapon Specialization (Creature). Upon gaining this ability, the forest master’s' hair takes on a green, leafy appearance.
+ Beginning at 4th level, the forest master gains a +2 bonus to Strength and the ability to make slam attacks. A Small creature''s slam attack deals 1d4 points of damage, one from a Medium-size creature deals 1d6 points of damage, and a Large forest master's' slam attack deals 1d8 points of damage. Slam attacks are natural weapon attacks and do not provoke an attack of opportunity from the defender. A forest master can select Improved Critical (Creature), Weapon Focus (Creature), and (if a fighter of 4th level or higher) Weapon Specialization (Creature). Upon gaining this ability, the forest master's' hair takes on a green, leafy appearance.
Spruce Growth (Su)
At 5th level, once per day the forest master can temporarily increase his size and strength as if using a righteous might spell.
Oakheart (Ex)
- Upon reaching 7th level, a forest master’s' body becomes a thing of wood and leaf rather than meat and bone. His type changes to plant. As such, he is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. He is not subject to critical hits or sneak attacks. However, the forest master becomes vulnerable to fire, and suffers double damage from fire attacks.
+ Upon reaching 7th level, a forest master's body becomes a thing of wood and leaf rather than meat and bone. His type changes to plant. As such, he is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. He is not subject to critical hits or sneak attacks. However, the forest master becomes vulnerable to fire, and suffers double damage from fire attacks.
Deep Roots (Su)
Beginning at 8th level, once per day the forestmaster may sink roots into the ground in any natural surface that can support at least some vegetation. While rooted, the forest master gains fast healing 5, but has an effective Dexterity score of 1 and may not move from the spot in which he stands. The forest master can withdraw his roots and end the healing as a free action.
Forest Longevity (Ex)
@@ -6463,7 +6423,8 @@ REQUIREMENTS:
Race: Living Elf.
Skills: Concentration 5, Spellcraft 14.
-Class : 11 levels in Sorcerer, Wizard, or Cleric
+Spellcasting: Able to cast 6th level arcane or divine spells.
+Feat: Craft Wonderous Item.
Alignment: Any Good
CLASS FEATURES:
@@ -6480,7 +6441,7 @@ Baelnorn Properties: +8 bonus to Hide, Listen, Move Silently, Search, Persuade,
Note: The Baelnorn is fully undead, and therefore is immune to sneak attacks, critical hits, level drain, poison, and disease. An undead creature has no Constitution score. However, this is not possible in Neverwinter Nights. The player will gain +12 to constitution in order to simulate the increase of the Baelnorn's HD to d12.
Wild Shape: Plant
- At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)
+ At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can't use this ability to take the form of a plant that isn't a creature.)
Wild Shape, Treant
Wild Shape, Shambling Mound
Wild Shape, Twig Blight
@@ -15931,9 +15892,7 @@ CLASS FEATURES:
Eldritch Knights receive a bonus feat at first level. The feats to pick from are all fighter bonus feats (except Weapon Specialization).
-BONUS SPELLS
-
-Upon gaining a level in Eldritch Knight, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.
+Spells per Day: From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds each level of eldritch knight for the purpose of determining spells per day.
Elemental Savant
Elemental Savants
elemental savant
@@ -16522,7 +16481,7 @@ Skill Points at Each Additional Level: 4 + Int modifier
Bonus Feats: The epic arcane trickster gains a bonus feat (selected from the list of epic arcane trickster feats) every 4 levels after 10th.
Epic Arcane Trickster Bonus Feat List: (Automatic) Silent Spell, (Automatic) Still Spell, (Automatic) Quicken Spell, Blinding Speed, Epic Skill Focus, Improved Combat Casting, Improved Sneak Attack, Self-Concealment, Epic Dodge, (Greater) Spell Focus, (Greater) Spell Penetration.B
Exalted Companion
- Type of Feat: General
+ Type of Feat: Exalted
Prerequisite: Animal Companion, Good Alignment (if you select this feat with another alignment, it will fail).
Specifics: Applies the celestial template to your animal companion. It gains the ability to Smite Evil 1/day, as a paladin, Spell Resistance of 2 times HD, capping at 25, Darkvision, and benefits per the table below.
@@ -16915,7 +16874,7 @@ Elite warriors trained to resist mental compulsions of all kinds, members of the
- Hit Die: d10
- Proficiencies: An Iron Mind gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -17174,7 +17133,7 @@ The Favoured Soul follows the path of the cleric but is able to channel divine p
- Hit Die: d8
- Proficiencies: A Favoured Soul gains proficiencies with Simple Weapons, Light and Medium Armour, and Shields.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
CLASS FEATURES:
@@ -17358,7 +17317,7 @@ The Cormyrean War Wizards are some of the most respected battlemages in all of F
- Hit Die: d4
- Proficiencies: A War Wizard of Cormyr gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -17459,8 +17418,7 @@ Level: 0 1 2 3 4 5 6 7 8 9
17: 6 6 6 6 6 6 5 5 4 3
18: 6 6 6 6 6 6 5 5 4 4
19: 6 6 6 6 6 6 6 5 5 4
-20: 6 6 6 6 6 6 6 5 5 4
-
+20: 6 6 6 6 6 6 6 5 5 4
Disguise Self
School: Illusion (Glamer)
Level: Bard/Sorcerer/Wizard/Hexblade 1
@@ -17624,8 +17582,7 @@ Duelist loses Canny Defense, Precise Strike, and Grace while wearing any armor o
Could not implement PnP's Improved Reaction, +2 bonus to initiative. So I gave them the Thug and Blooded feats, as they are very close in bonus.
-Could not implement PnP's Enhanced Mobility, +4 AC vs. Attacks of Opportunity. That bonus would stack with mobility... I gave them Spring Attack instead as that was the closest thing to it.
-
+Could not implement PnP's Enhanced Mobility, +4 AC vs. Attacks of Opportunity. That bonus would stack with mobility... I gave them Spring Attack instead as that was the closest thing to it.
Canny Defense
Type of Feat: Class Specific
Prerequisite: Duelist Level 1, Iaijutsu Master Level 1
@@ -17645,8 +17602,7 @@ Use: Automatic.
Type of Feat: Class Specific
Prerequisite: Duelist Level 6
Specifics: You may make a charge attack with freedom of movement against enemies at least 10 feet away from you.
-Use: Selected.
-
+Use: Selected.
Elaborate Parry
Type of Feat: Class Specific
Prerequisite: Duelist Level 7
@@ -17837,8 +17793,7 @@ Special:
Free Ki: Increases to 3x at level 20 and 4x at level 30
Epic Red Avenger Bonus Feats List:
-Armor Skin, Epic Damage Reduction, Epic Toughness, Great Wisdom, Epic Energy Resistance, Blinding Speed, Self Concealment
-
+Armor Skin, Epic Damage Reduction, Epic Toughness, Great Wisdom, Epic Energy Resistance, Blinding Speed, Self Concealment
Precise Strike +5d4
Precise Strike +6d4
Knight of the Chalice
@@ -17995,8 +17950,7 @@ Special:
True Death - DC increases by 2 every five levels.
Epic Hunter of the Dead Bonus Feats List:
-Armor Skin, Epic Toughness, Great Wisdom, Epic Energy Resistance, Great Smiting, Perfect Health
-
+Armor Skin, Epic Toughness, Great Wisdom, Epic Energy Resistance, Great Smiting, Perfect Health
Blindsense (Ex)
Type: Class
Prerequisite: Scout level 10
@@ -18102,8 +18056,7 @@ Special:
Celestial Companion: Continues to improve with each level.
Epic Holy Liberator Bonus Feats List:
-Armor Skin, Epic Toughness, Great Wisdom, Epic Energy Resistance, Great Smiting, Perfect Health, Epic Will, Epic Reputation
-
+Armor Skin, Epic Toughness, Great Wisdom, Epic Energy Resistance, Great Smiting, Perfect Health, Epic Will, Epic Reputation
Blindsight (Ex)
Sacred Vow
Type of Feat: Exalted
@@ -18200,9 +18153,7 @@ Level
7: Selvetarm's Wrath - +1 times per day.
8: Spider's Grace 1/day - +4 bonus to Hide and Move Silently. Immune to Web.
9: Selvetarm's Wrath - +1 times per day.
-10: Judgment 1/day - Cast Horrid Wilting as a spell-like ability
-
-
+10: Judgment 1/day - Cast Horrid Wilting as a spell-like ability
Lolth's Meat
Type of Feat: General
Prerequisite: Drow or Half-Drow.
@@ -18214,20 +18165,17 @@ Warning: If you take this class without the race of Drow or Half-Drow it will no
Type of Feat: Class
Prerequisite: Drow Judicator level 1
Specifics: War is the ultimate expression of Selvetarm's power, so its lessons are the very first that the drow judicator learns. Beginning at 1st level, he can attempt a war strike with one normal melee attack. If he hits, he deals 2d6 points of Constitution damage. The target may attempt a Fortitude save (DC 10 + Drow Judicator level + Cha Modifier) to halve the Constitution damage. This ability is usable once per day.
-Use: Automatic.
-
+Use: Automatic.
Command Spiders
Type of Feat: Class
Prerequisite: Drow Judicator level 2
Specifics: As a special dispensation from Lolth, Selvetarm can grant his judicators the ability to command spiders. When a drow judicator reaches 2nd level, he gains the ability to compel spiders in the same way that an evil cleric can rebuke or command undead. The drow judicator can attempt to command spiders a number of times per day equal to 3 + his Charisma modifier. He is treated as a cleric of a level equal to his drow judicator level for the purposes of turning checks and damage.
-Use: 3 + Cha modifier/Day
-
+Use: 3 + Cha modifier/Day
Selvetarm's Blessing
Type of Feat: Class
Prerequisite: Drow Judicator level 2
Specifics: At 2nd level and above, a drow judicator receives a +3 profane bonus on all saving throws.
-Use: Automatic.
-
+Use: Automatic.
Selvetarm's Wrath
Type of Feat: Class
Prerequisite: Drow Judicator level 4
@@ -18553,8 +18501,7 @@ Spells per day:
Telflammar shadowlords choose their spells from the following list.
1st level: Blindness/deafness, chill touch, darkness, darkvision, invisibility, knock, shadow spray.
2nd level: Blacklight, displacement, haste, improved invisibility, nondetection, vampiric touch.
-3rd level: Confusion, darkbolt (FRCS), detect scrying, dimension door, invisibility sphere, mislead.
-
+3rd level: Confusion, darkbolt (FRCS), detect scrying, dimension door, invisibility sphere, mislead.
Shadow Jump
Type of Feat: Class Specific
Prerequisite: Shadowlord level 1
@@ -18564,8 +18511,7 @@ Use: Selected.
Type of Feat: Class Specific
Prerequisite: Shadowlord level 2
Specifics: A Shadowlord gains a 20% concealment when he's in the dark, underground or darkness spell.
-Use: Automatic.
-
+Use: Automatic.
Shadow Pounce
Type of Feat: Class Specific
Prerequisite: Telflammar Shadowlord level 4, Crinti Shadow Marauder 5
@@ -18722,8 +18668,7 @@ up to 8: gains Improved Evasion, Share Spells
9 - 11: Spell Resistance (Arcane Spellcaster level +5)
12+: Improved Speed (+33%).
-However, if your familiar is killed, you will take damage equal to its number of hit dice, plus 1d4 damage to each ability score.
-
+However, if your familiar is killed, you will take damage equal to its number of hit dice, plus 1d4 damage to each ability score.
Disciple of Mephistopheles
Disciples of Mephistopheles
disciple of Mephistopheles
@@ -18987,8 +18932,7 @@ CLASS FEATURES:
2nd - Sneak Attack 1d6
3rd - Shadow Walk (Su) - Teleport once per day, Martial Bonus Feat
4th - Sneak Attack 2d6
-5th - Shadow Pounce (Ex) - Make a full attack after any teleport or dimension door ability
-
+5th - Shadow Pounce (Ex) - Make a full attack after any teleport or dimension door ability
Shadow Ride
Type of Feat: Class Specific
Prerequisite: Crinti Shadow Marauder 1
@@ -19021,8 +18965,7 @@ CLASS FEATURES:
2nd - Bonus Feat, Uncanny Dodge
3rd - Sneak Attack 2d6, Leadership Score +1
4th - Bonus Feat, Leadership Score +2
-5th - Sneak Attack 3d6, Improved Uncanny Dodge, Leadership Score +3
-
+5th - Sneak Attack 3d6, Improved Uncanny Dodge, Leadership Score +3
Factotum
Factotums
factotum
@@ -19158,8 +19101,7 @@ Level 6: aberration and ooze.
Level 7: huge and dragon, Mimic feat 4/day
Level 8: undead and construct
Level 9: elemental and outsider, Mimic feat 5/day
-Level 10: evershifting form: no limit on Mimic
-
+Level 10: evershifting form: no limit on Mimic
Type of Feat: Class Specific
Prerequisite: Automatically gained on level 1 Shifter
Specifics: Summons a magic template in which you must communicate with in order to select the creature you want to shift into. Each time you mimic something that creature is added to the list.
@@ -19182,16 +19124,14 @@ Level 6: aberration and ooze.
Level 7: huge and dragon, Greater Wildshape feat 4/day
Level 8: undead and construct
Level 9: elemental and outsider, Greater Wildshape feat 5/day
-Level 10: evershifting form: no limit on Greater Wildshape
-
+Level 10: evershifting form: no limit on Greater Wildshape
Mimic
Greater Wildshape
Return to True Form
Type of Feat: Class Specific
Prerequisite: Automatically gained on level 1 Shifter
Specifics: If you are shifted this feat returns you to your true form.
-Use: Selected.
-
+Use: Selected.
Type of Feat: Class Specific
Prerequisite: Automatically gained on level 11 Shifter
Specifics: Summons an epic template in which you must communicate with in order to select the creature you want to shift into. Each time you mimic something that creature is added to the list.
@@ -19209,15 +19149,13 @@ there are many other creatures that get special power.
For advanced users: If you know the resref of the creature type in resref epic form of *.
Level
-Level 11: Epic Greater Wildshape 2/day (gain +2 uses every 3 shifter levels above 11)
-
+Level 11: Epic Greater Wildshape 2/day (gain +2 uses every 3 shifter levels above 11)
Epic Greater Wildshape
Natural Spell
Type of Feat: Class Specific
Prerequisite: Ability to use Greater Wild Shape (PnP Shifter)
Specifics: Allows you to cast spells in shapes that can normally not cast spells.
-Use: Automatic.
-
+Use: Automatic.
(TEMPLATE CLASS)
Feared by mortal beings for their malign magic, their intelligence, and their willingness to embrace undeath for a chance to live forever, Liches are evil beings of great power.
@@ -19522,8 +19460,7 @@ Use: Automatic.
Type of Feat: Class Specific
Prerequisite: Vassal of Bahamut Level 2, 5 and 8.
Specifics: The Vassal gains a gold bonus equal to his Vassal of Bahamut level x 10,000 GP in platinum for his loyal services to the dragon god. This payment is done in platinum and comes straight from Bahamut's celestial treasure vault.
-Use: Automatic.
-
+Use: Automatic.
Dragonwrack (+2d6/1d6)
Dragonwrack (+3d6/1d6)
Dragonwrack (+4d6/2d6)
@@ -19540,8 +19477,7 @@ Use: Selected.
Type of Feat: Class Specific
Prerequisite: Vassal of Bahamut Level 4.
Specifics: The Vassal can cast Protection against Evil as a spell-like ability once a day.
-Use: Selected.
-
+Use: Selected.
Bull's strength
Type of Feat: Class Specific
Prerequisite: Vassal of Bahamut Level 6.
@@ -19742,8 +19678,7 @@ Prerequisite: Fist of Raziel Level 10 or Smite Evil, Good Alignment*, Epic.
Specifics: Any weapon used is treated as a holy weapon (+2d6 holy damage). Does not stack with Sanctify Martial Strike feat.
Use: Automatic.
-(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
-
+(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
Type: Class
Prerequisite: Healer level 21
An epic healer seems to exude an aura of serenity and peace, since she has finally reached a level of power where suffering and death no longer seem like insurmountable foes.
@@ -19814,22 +19749,19 @@ Use: Selected.
Prerequisite: Thrall of Orcus Level 4 or Willing Deformity, Evil Alignment*
Specifics: +2 bonus to Con, -2 penalty to Dex. Furthermore, the character gains a +2 bonus on Intimidate checks and saves vs. Poison.
Use: Automatic.
-(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
-
+(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
Deformity (Gaunt)
Type of Feat: Vile
Prerequisite: Thrall of Orcus Level 4 or Willing Deformity, Evil Alignment*
Specifics: +2 bonus to Dex, -2 penalty to Con. Furthermore, the character gains a +2 bonus on Intimidate and Hide and Move Silently checks.
Use: Automatic.
-(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
-
+(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
Willing Deformity
Type of Feat: Vile
Prerequisite: Evil Alignment*
Specifics: The character gains a +2 bonus on Intimidate checks.
Use: Automatic.
-(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
-
+(*Note: You can select this feat even when good or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
Summon Minor Undead
Type of Feat: Class Specific
Prerequisite: Thrall of Orcus Level 5
@@ -19856,7 +19788,7 @@ Prerequisite: Thrall of Orcus Level 10
Specifics: A Thrall of Orcus can summon a Nightwing once per day.
Use: Selected.
Servant of The Heavens
- Type of Feat: Exalted.
+ Type of Feat: Exalted
Prerequisite: Good Alignment*
Specifics: You swear allegiance to one of the Tome Archons who rule the Seven Heavens, and in exchange gain power to act on their behalf. Once per day, you may call upon your archon patron to gain a +1 luck bonus to damage, attack roll and saving throws for 9 seconds.
Use: Selected.
@@ -19976,16 +19908,14 @@ Use: Selected.
Type of Feat: Class
Prerequisite: Level 1 Black Flame Zealot
Specifics: You become immune to all forms of fear
-Use: Automatic.
-
+Use: Automatic.
Sneak Attack +1d6
Sneak Attack +2d6
Sneak Attack +3d6
Type of Feat: Class
Prerequisite: Level 3 Black Flame Zealot
Specifics: You gain +1d6 sneak attack. This increases to +2d6 at level 6, and +3d6 at level 9.
-Use: Automatic.
-
+Use: Automatic.
Sacred Flame
Type of Feat: Class
Prerequisite: Level 7 Black Flame Zealot
@@ -20155,8 +20085,7 @@ Every other level in Shining Blade, the character gains new spells per day as if
Type of Feat: Class
Prerequisite: Level 1 Shining Blade
Specifics: Adds 1d6 Electrical damage to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. Can be used 2/day at level 1, and 3/day at level 3.
-Use: Selected.
-
+Use: Selected.
Holy Blade
Type of Feat: Class
Prerequisite: Level 5 Shining Blade
@@ -20182,7 +20111,7 @@ Combining the dynamic powers of martial prowess and arcane might, the Hexblade p
- Alignment Restrictions: non-good only
- Hit Die: d10
- Proficiencies: A Hexblade gains proficiency with Simple and Martial Weapons, Light and Medium Armour and with Shields.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
CLASS FEATURES:
@@ -20258,8 +20187,7 @@ Level: 1 2 3 4
17: 5 4 4 4
18: 5 5 4 4
19: 5 5 5 4
- 20: 5 5 5 5
-
+ 20: 5 5 5 5
Hymn of the Bull
Hymn of the Cat
Hymn of the Bear
@@ -20379,8 +20307,7 @@ Level
Type of Feat: Class
Prerequisite: Level 1 Thayan Knight
Specifics: Adds +2 Saves against Fear and +1 against Mind Affecting. This increases to +4 against Fear and +2 against Mind Affecting at level 4.
-Use: Automatic
-
+Use: Automatic
Zulkir's Favor
Type of Feat: Class
Prerequisite: Level 1 Thayan Knight
@@ -22860,7 +22787,7 @@ Psychic Theurges access both the divine mysteries of spellcasting and the psioni
- Hit Die: d4
- Proficiencies: A Psychic Theurge gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -22879,7 +22806,7 @@ Cerebremancers access both the arcane mysteries of spellcasting and the psionic
- Hit Die: d4
- Proficiencies: A Cerebremancer gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -23074,7 +23001,7 @@ Thrallherds manipulate the minds of others as if they were clay in the hands of
- Hit Die: d4
- Proficiencies: A Thrallherd gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -24258,7 +24185,7 @@ A student of arcane spellcasting techniques, the Duskblade combines arcane spell
- Alignment Restrictions: none
- Hit Die: d8
- Proficiencies: A Duskblade is proficient with Simple and Martial Weapons, all Armor and Shields.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
CLASS FEATURES:
@@ -24458,15 +24385,13 @@ Cannot have haste cast on you while frenzied.
Prerequisite: Frenzied Berserker Level 1
Specifics: When taking damage a Frenzied Berserker must make will save DC (10 + damage suffered) or enter a frenzy. Upon entering a frenzy the Frenzied Berserker gains +6 Strength (+10 at level 8) and an additional attack per round, but receives -4 AC and 2 damage per round. The frenzy lasts 3 + Constitution modifier rounds.
Use: Selected.
-During a frenzy, the Frenzied Berserker will attack the closest person regardless of friendship. Once a round, a Frenzied Berserker may attempt a will save DC 20 to end a frenzy early. After a frenzy, the Frenzied Berserker is winded and suffers -2 Str and Dex, and can only walk for the next 10 rounds or until her next frenzy. At level 10 a Frenzied Berserker is no longer winded after a frenzy.
-
+During a frenzy, the Frenzied Berserker will attack the closest person regardless of friendship. Once a round, a Frenzied Berserker may attempt a will save DC 20 to end a frenzy early. After a frenzy, the Frenzied Berserker is winded and suffers -2 Str and Dex, and can only walk for the next 10 rounds or until her next frenzy. At level 10 a Frenzied Berserker is no longer winded after a frenzy.
Greater Frenzy
Inspire Frenzy
Type of Feat: Class Specific
Prerequisite: Frenzied Berserker Level 6
Specifics: While frenzying, a Frenzied Berserker may choose to inspire her allies into a frenzy. When used, all party members within 10 ft must make a Will Save DC (10 + Frenzied Berserker Level + Charisma modifier). Upon failing this save, the ally enters a frenzy.
-Use: Selected.
-
+Use: Selected.
Intimidating Rage
Type of Feat: General
Prerequisites: Ability to Rage.
@@ -24482,14 +24407,12 @@ Use: Automatic when using Power Attack.
Type of Feat: Class Specific
Prerequisite: Frenzied Berserker Level 2
Specifics: You have a tenacity of will that supports you even when things look bleak. After your hit points are reduced to 0 or below, you may take one partial action on your turn every round until you reach -10 hit points.
-Use: Automatic.
-
+Use: Automatic.
Deathless Frenzy
Type of Feat: Class Specific
Prerequisite: Frenzied Berserker Level 4
Specifics: The Frenzied Berserker can scorn death and unconsciousness while in a frenzy. Should her hit points to fall to 0 or below because of hit point loss, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally. This ability does not prevent death from spell effects such as slay living or disintegrate.
-Use: Automatic.
-
+Use: Automatic.
<CUSTOM0> frenzies.
<CUSTOM0> attempts to end frenzy.
<CUSTOM0> inspires frenzy in allies.
@@ -24502,8 +24425,7 @@ Use: Automatic when using Power Attack.
Type of Feat: Class Specific
Prerequisite: Frenzied Berserker Level 1
Specifics: Upon activation the player makes a Will Save DC 20. If they pass they will save, then frenzy is ended.
-Use: Automatic.
-
+Use: Automatic.
Spell Resistance 10
Type of Feat: Racial
Prerequisite: Race-Specific.
@@ -24550,15 +24472,13 @@ Use: Automatic.
Prerequisite: Tempest Level 10
Specifics: A Tempest has truly mastered two-weapon fighting. While using Supreme Two Weapon Fighting a Tempest can make an fourth off-hand attack per round.
She loses this special ability when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword).
-Use: Automatic.
-
+Use: Automatic.
Two-Weapon Defense
Type of Feat: General
Prerequisite: Dex 15, Two-Weapon Fighting
Specifics: Your two weapon fighting style increases your defense as well as offense. Non-Tempest characters gain +1 dodge bonus to their AC while wielding two weapons.
At 2nd level, the Tempest gains Two-Weapon Defense as a bonus feat. As she gains Tempest levels, her AC bonus from this feat increases, rising to +2 at 4th level and to +3 at 7th level.
-Use: Automatic.
-
+Use: Automatic.
Perfect Two-Weapon Fighting
Type of Feat: Epic
Prerequisite: Dex 25, Greater Two-Weapon Fighting
@@ -24568,8 +24488,7 @@ Use: Automatic.
Type of Feat: Class Specific
Prerequisite: Tempest Level 8
Specifics: The Tempest's attack penalties for fighting with two weapons lessen by 2 when she is wearing light armor or no armor. Thus, if she fights with a light weapon in her off hand, she suffers no penalties on her attack rolls for fighting with two weapons. (If the off-hand weapon is not light, she suffers a -2 penalty on attack rolls with both her primary hand and her offhand.)
-Use: Automatic.
-
+Use: Automatic.
Foe Hunter
Foe Hunters
foe hunter
@@ -24609,8 +24528,7 @@ Death Attack - The foe hunter can make a death attack against a hated enemy that
Type of Feat: Class Specific
Prerequisite: Foe Hunter Level 1
Specifics: The Foe Hunter can deliver a powerful blow to her hated enemy. When activated, the Foe Hunter delivers an extra powerful attack. The Foe Hunter adds rancor damage if the enemy is their hated foe. This damage increases every other level from 1d6 damage up to 5d6 damage. The extra damage from a rancor attack applies even if that hated enemy is immune to critical hits.
-Use: Automatic.
-
+Use: Automatic.
Death Attack
Type of Feat: Class Specific
Prerequisite: Foe Hunter Level 10
@@ -24620,8 +24538,7 @@ Use: Automatic.
Type of Feat: Class Specific
Prerequisite: Foe Hunter Level 4
Specifics: The Foe Hunter can avoid the effects of spells and spell-like abilities that would directly affect her, as long as they originate from her hated enemy. Against such effects, the foe hunter has spell resistance equal to 15 + her Foe Hunter class level. This stacks with any other applicable spell resistance the character may have.
-Use: Automatic.
-
+Use: Automatic.
Hated Enemy Damage Reduction
Type of Feat: Class Specific
Prerequisite: Foe Hunter Level 2
@@ -24631,8 +24548,7 @@ Use: Automatic.
Type of Feat: Class Specific
Prerequisite: Foe Hunter Level 1
Specifics: The Foe Hunter chooses one creature type that she has already selected as a favored enemy to be the target of her hatred. This choice determines what kind of foe hunter she becomes - orc hunter, giant hunter, or the like. The choice of hated enemy is irreversible.
-Use: Automatic.
-
+Use: Automatic.
Hated Enemy: Dwarves
Hated Enemy: Elves
Hated Enemy: Gnomes
@@ -24689,40 +24605,31 @@ Levels:
7: Blinding Spittle 4X day
8: Blindsight, 10-foot radius
9: Ritual Scarring +3
-10: Sight of Gruumsh
-
+10: Sight of Gruumsh
Command the Horde
Type of Feat: Class
Prerequisite: Eye of Gruumsh
-At 1st level, the Eye of Gruumsh may grant a +2 morale bonus on Will Saves to any non-good orcs or half-orcs with HD lower than his character level within 30 feet of him. Any recipient who willingly goes against the eye of Gruumsh's directions loses this bonus immediately. Using this ability is a standard action, and the effect lasts for 1 hour per Eye of Gruumsh level.
-
+At 1st level, the Eye of Gruumsh may grant a +2 morale bonus on Will Saves to any non-good orcs or half-orcs with HD lower than his character level within 30 feet of him. Any recipient who willingly goes against the eye of Gruumsh's directions loses this bonus immediately. Using this ability is a standard action, and the effect lasts for 1 hour per Eye of Gruumsh level.
Swing Blindly
Type of Feat: Class
Prerequisite: Eye of Gruumsh
-An Eye of Gruumsh's rage becomes more powerful when he reaches 2nd level, but at the cost of lowered defenses. The character adds +4 to strength while in a rage, but his AC penalty goes from -2 to -4.
-
+An Eye of Gruumsh's rage becomes more powerful when he reaches 2nd level, but at the cost of lowered defenses. The character adds +4 to strength while in a rage, but his AC penalty goes from -2 to -4.
Ritual Scarring
Type of Feat: Class
Prerequisite: Eye of Gruumsh
-Through frequent disfiguration of his own skin, an Eye of Gruumsh's natural armor bonus improves by +1 at 3rd level. This bonus increases +1 for every 3 Eye of Gruumsh levels gained thereafter.
-
+Through frequent disfiguration of his own skin, an Eye of Gruumsh's natural armor bonus improves by +1 at 3rd level. This bonus increases +1 for every 3 Eye of Gruumsh levels gained thereafter.
Blinding Spittle
Type of Feat: Class
Prerequisite: Eye of Gruumsh
-The eye of Gruumsh can launch blinding spittle at any opponent within 20 feet. Using a ranged touch attack (at a -4 penalty), he spits his stomach acid into the target's eyes. An opponent who fails a Reflex save (DC 10 + Eye of Gruumsh level + Eye of Gruumsh's Constitution bonus) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don't have eyes or don't depend on vision. Blinding spittle is usable twice per day at 4th level and four times a day at 7th level.
-
-
+The eye of Gruumsh can launch blinding spittle at any opponent within 20 feet. Using a ranged touch attack (at a -4 penalty), he spits his stomach acid into the target's eyes. An opponent who fails a Reflex save (DC 10 + Eye of Gruumsh level + Eye of Gruumsh's Constitution bonus) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don't have eyes or don't depend on vision. Blinding spittle is usable twice per day at 4th level and four times a day at 7th level.
Sight of Gruumsh
Type of Feat: Class
Prerequisite: Eye of Gruumsh
-At 10th level, the Eye of Gruumsh sees the moment of his own death through his missing eye. This foreknowledge gives him a +2 morale bonus on all saving throws from then on. (Whether or not the vision is accurate is irrelevant-the character believes it to be true.)
-
-
+At 10th level, the Eye of Gruumsh sees the moment of his own death through his missing eye. This foreknowledge gives him a +2 morale bonus on all saving throws from then on. (Whether or not the vision is accurate is irrelevant-the character believes it to be true.)
Blindsight
Type of Feat: Class
Prerequisite: Eye of Gruumsh
-Some creatures have a special sense (smell, vibration, etc.) that allows them to detect creatures that are near them. This ability can see through invisibility, darkness, and most other types of concealment. It does not allow them to detect ethereal creatures and its range is limited to the specified distance. For an Eye of Gruumsh, this distance is 5 ft. radius at level 5th level and a 10 ft. radius at 8th level.
-
+Some creatures have a special sense (smell, vibration, etc.) that allows them to detect creatures that are near them. This ability can see through invisibility, darkness, and most other types of concealment. It does not allow them to detect ethereal creatures and its range is limited to the specified distance. For an Eye of Gruumsh, this distance is 5 ft. radius at level 5th level and a 10 ft. radius at 8th level.
<CUSTOM0> activates command the horde.
<CUSTOM0> uses blinding spittle.
Orc Warlord
@@ -24766,23 +24673,19 @@ Use: Selected.
Inspire Courage
Type of Feat: Class
Prerequisite: Orc Warlord
-An Orc Warlord can inspire courage in his allies for five rounds. This ability grants a +1 morale bonus on attack rolls, damage, and a +2 morale bonus to saving rolls vs. charm an fear effects.
-
+An Orc Warlord can inspire courage in his allies for five rounds. This ability grants a +1 morale bonus on attack rolls, damage, and a +2 morale bonus to saving rolls vs. charm an fear effects.
Final Rage
Type of Feat: Class
Prerequisite: Orc Warlord
-At 5th level, the Orc Warlord gains the ability to incite a rage in all his nearby allies for one last phenomenal attack. All allies within 10 ft (including the warlord himself) enter a rage.
-
+At 5th level, the Orc Warlord gains the ability to incite a rage in all his nearby allies for one last phenomenal attack. All allies within 10 ft (including the warlord himself) enter a rage.
Gather Horde I
Type of Feat: Class
Prerequisite: Orc Warlord
-At level 1, the Orc Warlord can summon 2 orc allies to fight by his side.
-
+At level 1, the Orc Warlord can summon 2 orc allies to fight by his side.
Gather Horde II
Type of Feat: Class
Prerequisite: Orc Warlord
-At level 3, the Orc Warlord can summon 4 orc allies to fight by his side.
-
+At level 3, the Orc Warlord can summon 4 orc allies to fight by his side.
Release Horde
Type of Feat: Class
Prerequisite: Orc Warlord
@@ -24829,8 +24732,7 @@ Level:
7: 7/day. Huge and dragon.
8: Undead and construct.
9: 9/day. Elemental and outsider
-10: Evershifting Form: No limit to Greater Wild Shape/day
-
+10: Evershifting Form: No limit to Greater Wild Shape/day
Epic Wild Shape
Epic Wild Shape (x3)
Epic Wild Shape (x5)
@@ -24849,8 +24751,7 @@ Level:
20: 7/day
23: 9/day
26: 11/day
-29: 13/day
-
+29: 13/day
Shifter Options
Shifter Options:
@@ -24861,8 +24762,7 @@ With this you can:
* Assign shapes you know to your 'Quick Shift Slots'
* Assign epic shapes you know to your 'Quick Shift Slots'
* Remove shapes you no longer want
-* Turn on/off 'Druid Wild Shape' to 'Greater Wild Shape' conversion.
-
+* Turn on/off 'Druid Wild Shape' to 'Greater Wild Shape' conversion.
Return to True Form
Use this to return to your true form
Natural Spell
@@ -24940,8 +24840,7 @@ Level:
20: 7 Epic Wild Shape/day.
23: 9 Epic Wild Shape/day.
26: 11 Epic Wild Shape/day.
-29: 13 Epic Wild Shape/day.
-
+29: 13 Epic Wild Shape/day.
Archetypal Form
Type of Feat: DM Tool - "The dirty hobbitses will not get their hands on my preciousss"
Prerequisite: A creature you don't want people to polymorph into
@@ -25238,36 +25137,31 @@ Epic Levels:
Charm
Type of Feat: Class
Prerequisite: Thrall of Graz'zt
-A Thrall of Graz'zt can produce an effect identical to a charm person spell cast by a caster of the class level of the Thrall of Graz'zt's class level.
-
+A Thrall of Graz'zt can produce an effect identical to a charm person spell cast by a caster of the class level of the Thrall of Graz'zt's class level.
Spell Betrayal
Type of Feat: Class
Prerequisite: Thrall of Graz'zt
When Casting a damage-dealing spell at a target or targets denied their dexterity bonus, a Thrall of Graz'zt can increase the damage dealt. At second level, she adds +1d6 damage to a spell cast against flat-footed targets.
-This damage increases +1d6 every other level starting at level 2 (2, 4, 6, 8, 10) for a max of +15d6 at level 30.
-
+This damage increases +1d6 every other level starting at level 2 (2, 4, 6, 8, 10) for a max of +15d6 at level 30.
Spellstrike
Type of Feat: Class
Prerequisite: Thrall of Graz'zt
At 6th level, a Thrall of Graz'zt can increase damage dealt when casting a spell on a target or targets threatened in melee (and thus distracted). The thrall can add half of their Spell Betrayal bonus (rounded down) to the damage dealt.
-This bonus is +1d6 at 6th level, and +2d6 at 8th level. This ability continues to progress during epic levels following the half spell betrayal bonus rounded down rule.
-
+This bonus is +1d6 at 6th level, and +2d6 at 8th level. This ability continues to progress during epic levels following the half spell betrayal bonus rounded down rule.
Dark Charisma
Type of Feat: Class
Prerequisite: Thrall of Graz'zt
Starting at 3rd level, a Thrall of Graz'zt can add an enhancement bonus on certain Charisma based skill checks. This bonus applies to all Animal Empathy, Bluff, Persuade, and Perform checks.
-This bonus starts at +1 at 3rd level, and increases by one at level 3, 5, 7, 11, 13, 17, 21, 25, and 29 for maximum bonus of +9.
-
+This bonus starts at +1 at 3rd level, and increases by one at level 3, 5, 7, 11, 13, 17, 21, 25, and 29 for maximum bonus of +9.
Summon Demon
Type of Feat: Class
Prerequisite: Thrall of Graz'zt
At 4th level, a Thrall of Graz'zt can summon a demon of 5 HD or less once per day. This spell functions as a summon monster spell.
-The HD of the demon summoned increases to 10 HD at level 9, 15 HD at level 15, 20 HD at level 20, 25 HD at level 25, and 30 HD at level 30.
-
+The HD of the demon summoned increases to 10 HD at level 9, 15 HD at level 15, 20 HD at level 20, 25 HD at level 25, and 30 HD at level 30.
Your mindblade enhancements have been reset and your mindblades destroyed due to level loss.
Cleanse Disease (Su)
Cunning Knowledge
@@ -25841,8 +25735,7 @@ Specifics: Some humanoids are born as natural lycanthropes. They have the potent
Wolf Empathy
Type of Feat: Class Specific
Prerequisite: Level 2 Werewolf
-Specifics: A werewolf in any form can communicate and empathize with wolves. This ability allows a werewolf to call a wolf to aid them.
-
+Specifics: A werewolf in any form can communicate and empathize with wolves. This ability allows a werewolf to call a wolf to aid them.
Wolf Class (Level 1)
Type of Feat: Class Specific
Prerequisite: Level 1 Wolf
@@ -26715,7 +26608,7 @@ Levels
5: Major Oozy Touch
6: Charisma Penalty -3
Oozy Glob - Can use three times per day.
- Indiscernible Anatomy - Immunity to critical hits and sneak attacks.
+ Indiscernible Anatomy - The oozemaster gains Light Fortification.
7: Major Oozy Touch - Can choose a major ooze for a touch attack or another minor ooze.
8: Charisma Penalty -4
Oozy Glob - Can use four times a day.
@@ -26777,8 +26670,7 @@ Use: Selected.
Type of Feat: Class Specific
Prerequisite: Oozemaster Level 5
Specifics: Yellow Mold touch attack - 2d4 points of temporary Constitution damage (DC 15 + Oozemaster level Fortitude save for half).
-Use: Selected.
-
+Use: Selected.
Oozy Glob
Type of Feat: Class Specific
Prerequisite: Oozemaster Level 2
@@ -26884,8 +26776,7 @@ Use: Automatic.
Type of Feat: Class Specific
Prerequisite: Henshin Mystic Level 4
Specifics: The Henshin Mystic can use charm monster as a spell-like ability three times per day. In addition the Henshin Mystic gains a +4 insight bonus on all Bluff, Persuade, Taunt and Intimidate checks.
-Use: Selected/Automatic.
-
+Use: Selected/Automatic.
Blindsight
Type of Feat: Class Specific
Prerequisite: Henshin Mystic Level 6
@@ -27108,8 +26999,7 @@ Bardic Knowledge (Ex): A Fochlucan lyrist can attempt to recall some relevant pi
Bardic Music: A Fochlucan lyrist adds her lyrist level to her bard level to determine the number of times per day she can use her bardic music, the bardic music abilities she can employ, and the power of those abilities. For example, a 2nd-level rogue/5th-level bard/4th-level druid/3rd-level Fochlucan lyrist can use her bardic music eight times per day, can use any bardic music ability an 8th-level bard could use (assuming she meets the Perform skill rank requirements), and is treated as an 8th-level bard for adjudicating the effects of those abilities (such as number of targets, save DC, and so forth).
-Unbound: A Fochlucan lyrist's druid oaths are relaxed, allowing her to wear light metal armor with no loss of spellcasting, supernatural, or spell-like abilities. A lyrist also suffers no experience point penalty for multi-classing. (not implemented)
-
+Unbound: A Fochlucan lyrist's druid oaths are relaxed, allowing her to wear light metal armor with no loss of spellcasting, supernatural, or spell-like abilities. A lyrist also suffers no experience point penalty for multi-classing. (not implemented)
Endurance
Type of Feat: General.
Prerequisite: None.
@@ -27303,30 +27193,25 @@ Level
BONUS SPELLS
-Upon gaining a level in Master Harper, the character gains new spells per day as if he had also gained a level in his highest caster class. He does not learn any new spells through this ability.
-
+Upon gaining a level in Master Harper, the character gains new spells per day as if he had also gained a level in his highest caster class. He does not learn any new spells through this ability.
Type of Feat: Class Specific
Prerequisite: Master Harper Level 2.
Specifics: Once per day, the Harper may make a magical potion.
-Use: Selected.
-
+Use: Selected.
Type of Feat: Class Specific
Prerequisite: Master Harper Level 9.
Specifics: Twice per day, the Harper or a target receives a +2 saving throw bonus on all saving throws for 5 turns.
-Use: Selected.
-
+Use: Selected.
Harper Secret
Type of Feat: Class Specific
Prerequisite: Master Harper Level 1.
Specifics: The Master Harper learns secret Harper lore that improves her abilities. This secret comes in the form of a bonus feat: favored enemy, metamagic or bard feats
-Use: Automatic.
-
+Use: Automatic.
Craft Master Harper Item
Type of Feat: Class Specific
Prerequisite: Master Harper Level 2.
Specifics: Once per day, the Harper may make a magical potion.
-Use: Selected.
-
+Use: Selected.
Lycanbane
Type of Feat: Class Specific
Prerequisite: Master Harper Level 5.
@@ -27337,26 +27222,22 @@ Note: There is no need to use this feat on yourself. Target your allies to grant
Type of Feat: Class Specific
Prerequisite: Master Harper Level 3.
Specifics: Once per day, the Harper receives can use this feat on an animal. If it is hostile, it loses bonuses, and if it is a summoned creature, it is unsummoned. Else, the animal loses surcharges.
-Use: Selected.
-
+Use: Selected.
Milil's Ear
Type of Feat: Class Specific
Prerequisite: Master Harper Level 6
Specifics: The Harper receives a +4 Listen Skill bonus.
-Use: Automatic.
-
+Use: Automatic.
Lliira's Aura
Type of Feat: Class Specific
Prerequisite: Master Harper Level 7.
Specifics: Once per day, the Harper can create an aura and allies receives a +4 saving throw bonus against mind-affecting spells.
-Use: Automatic.
-
+Use: Automatic.
Deneir's Orel
Type of Feat: Class Specific
Prerequisite: Master Harper Level 8
Specifics: The Harper receives a +4 Spellcraft Skill bonus.
-Use: Automatic.
-
+Use: Automatic.
You must target an animal.
Musical Instrument Craft
Type of Feat: Class Specific
@@ -27620,8 +27501,7 @@ Unholy Sword
Range: Touch
Area of Effect / Target: Creature
Duration: 1 Round / Level
-This spell transforms the caster's melee weapon into a powerful Unholy sword, a specially cursed weapon that, when wielded by a Evil paladin, acts like a +5 holy weapon, +2d6 vs. Good, and a Magic Circle vs. Good.
-
+This spell transforms the caster's melee weapon into a powerful Unholy sword, a specially cursed weapon that, when wielded by a Evil paladin, acts like a +5 holy weapon, +2d6 vs. Good, and a Magic Circle vs. Good.
Type of Feat: Spell List Level 1
Prerequisite: Corrupter.
Specifics: He may cast some spells.
@@ -27766,8 +27646,7 @@ Unholy Sword
Range: Touch
Area of Effect / Target: Creature
Duration: 1 Round / Level
-This spell transforms the caster's melee weapon into a powerful Unholy sword, a specially cursed weapon that, when wielded by a Evil paladin, acts like a +5 holy weapon, +2d6 vs. Good, and a Magic Circle vs. Good.
-
+This spell transforms the caster's melee weapon into a powerful Unholy sword, a specially cursed weapon that, when wielded by a Evil paladin, acts like a +5 holy weapon, +2d6 vs. Good, and a Magic Circle vs. Good.
Teleport Options
Type of Feat: User Interface
Prerequisites: None
@@ -27874,8 +27753,7 @@ Notes:
Type of Feat: Epic
Prerequisite: Epic Spell Focus (chosen school), Spell Focus (chosen school), Spell Penetration, ability to cast 9th-level spells.
Specifics: When casting spells of the chosen school, you gain a +4 bonus to caster level checks to defeat spell resistance. This stacks with all other bonuses to overcome spell resistance.
-Use: Automatic.
-
+Use: Automatic.
Focused Spell Penetration
Discipline of the Sun
Type of Feat: Divine.
@@ -28218,8 +28096,7 @@ Level
7: Poison Spittle - Nightshade secrete a poison on 1 weapon (DC14: 1d4/1d4 STR).
8: Web (3/day).
9: Sneak Attack +3d6.
-10: Shadow Walk - may shadow walk spell like invisibility sphere and sanctuary)..
-
+10: Shadow Walk - may shadow walk spell like invisibility sphere and sanctuary)..
Light Adjusted
Type of Feat: Class Specific
Prerequisite: Nightshade 1
@@ -28323,8 +28200,7 @@ Every 5 levels: 1 Favored Enemy.
Every 3 levels: 1 Ability
Ultimate Ranger Bonus Feats List:
-Bane of Enemies, Blinding Speed, Epic Toughness, Epic Prowess, Epic Weapon Focus.
-
+Bane of Enemies, Blinding Speed, Epic Toughness, Epic Prowess, Epic Weapon Focus.
Favored Enemy (U Ranger)
Snare Mastery
Type of Feat: Class Specific
@@ -28492,9 +28368,7 @@ Use: Automatic.
Prerequisite: Sneak Attack +8d6, Crippling Strike, Epic.
Specifics: Any time you deal damage with a sneak attack, that target takes damage equal to your sneak attack on your next turn as well.
Use: Automatic.
-(*Note: You can select this feat even when you don't have Sneak Attack +8d6, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
-
-
+(*Note: You can select this feat even when you don't have Sneak Attack +8d6, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
(Abi) Fast Movement
(Abi) Sneak Attack +3d6
(Abi) Uncanny Dodge 1
@@ -28502,15 +28376,12 @@ Use: Automatic.
Type of Feat: General
Prerequisite: Favored Enemy ability, Base Attack 5.
Specifics: You deals an extra 3 pts. of damage against your favorite enemy.
-Use: Automatic.
-
+Use: Automatic.
Favored Power Attack
Type of Feat: General
Prerequisite: Favored Enemy ability, Power Attack, Base Attack 4.
Specifics: When you use power attack against your favorite enemy, you subtract a number from your attack rolls and add twice that number to your damage rolls.
-Use: Automatic.
-
-
+Use: Automatic.
Extended Rage
Type of Feat: General
Prerequisite: Rage or Frenzy ability.
@@ -28567,8 +28438,7 @@ Duration: 1 rd/lvl
Additional Counter Spells: Daylight
Save: Will negate or none
Spell Resistance: Yes or No (object)
-All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced by you.
-
+All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced by you.
Dark Bolt (all Bolt)
Dark Bolt (1 Bolt/rnd)
Anti-Paladin
@@ -29199,7 +29069,7 @@ War minds are expert fighters who claim to possess unequaled knowledge in the ar
- Hit Die: d10
- Proficiencies: A War mind gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -29384,8 +29254,7 @@ Spell Resistance: Yes (harmless)
This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.
-(note that a Hexblade can't get a familiar due to NWN hardcoding, and it's unlikely that this changes)
-
+(note that a Hexblade can't get a familiar due to NWN hardcoding, and it's unlikely that this changes)
Deflect
Abjuration [Force]
Level: Duskblade 2, sorcerer/wizard 2
@@ -29399,8 +29268,7 @@ short-lived protective barrier. You gain a
deflection bonus to your AC against a single attack;
this bonus is equal to 1/2 your caster level
(round down).
- Blade of Blood
-
+ Blade of Blood
Blade of Blood
Necromancy
Level: Assassin 1, blackguards 1, cleric 1, duskblade 1, sorcerer/wizard 1
@@ -29415,8 +29283,7 @@ Spell Resistance: No
This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living creature, blade of blood discharges. The spell deals an extra 1d6 points of damage against the target of the attack. You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 points of damage(for a total of 3d6 points of extra damage).
The weapon loses this property if its wielder drops it or otherwise loses contact with it.
- Animalistic Power
-
+ Animalistic Power
Animalistic Power
Transmutation
Level: Cleric 2, druid 2, duskblade 2, ranger 2, sorcerer/wizard 2
@@ -29653,8 +29520,7 @@ Use: Automatic.
Type of Feat: Class Specific
Prerequisite: Man At Arms level 10
Specifics: Gains Weapon Focus in any four weapons.
-Use: Selected.
-
+Use: Selected.
Bolt Xag-Ya
Bolt deals 1d8 positive damage.
Fast Healing 3
@@ -29797,7 +29663,7 @@ Prerequisite: Tamer of Beasts level 1
Specifics: The tamer can have companions whose Hit Dice total no more than the sum of twice his tamer level plus twice his caster level for animal friendship. No individual companions can have more Hit Dice than the tamer.
Use: Automatic.
Touch of Golden Ice
- Type of Feat: Exalted.
+ Type of Feat: Exalted
Prerequisite: Con 13, Good Alignment*.
Specifics: Any evil being you hit (with glove or natural attack) is ravaged by Golden Ice (Poison DC 14, 2d6/1d6 Dex). You cannot wield a weapon and use this ability at the same time.
Use: Automatic.
@@ -29808,7 +29674,7 @@ Use: Automatic.
Stigmata Con -4
Stigmata Con -2
Stigmata
- Type of Feat: Exalted.
+ Type of Feat: Exalted
Prerequisite: Nimbus of Light, Good Alignment*.
Specifics: You can heal the wounds and ailments of others' using your own life energy. When you activate this ability, as a free action, you immediately take at least 2 points of temporary Constitution damage. You can take as many points of Constitution damage as you wish**, as long as you remain alive and conscious.
Once you have activated your stigmata, you can touch your allies to heal them of 1 point of constitution damage per level they possess for every 2 points of Constitution damage you take. In addition, any character you touch who is suffering from a disease is cured of it.***
@@ -29821,14 +29687,14 @@ Notes:
**: Limited to 2, 4, 6 and 8 points due to technical limits.
***: Due to technical limits, one cannot "hold the charge" on the stigmata. To make up for that, diseases will always be cured.
Holy Radiance
- Type of Feat: Exalted.
+ Type of Feat: Exalted
Prerequisite: Cha 15, Nimbus of Light, Good Alignment*.
Specifics: You can increase the intensity of the light surrounding you to damage undead creatures. At will, as a free action, you can empower the radiance surrounding you into a blazing glow that sheds bright light in a 10-foot radius. Undead within 10 feet of you take 1d4 damage per round they remain within your halo.
Use: Selected.
(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
Nimbus of Light
- Type of Feat: Exalted.
+ Type of Feat: Exalted
Prerequisite: Base Attack Bonus 1, Good Alignment*.
Required For: Holy Radiance, Stigmata.
Specifics: You are cloaked in a radiant light that marks you as a servant of purest ideals. You gain a +2 bonus to persuade. Your radiance sheds light with a radius of 5 feet.
@@ -29836,21 +29702,21 @@ Use: Selected.
(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
Intuitive Attack
- Type of Feat: Exalted.
+ Type of Feat: Exalted
Prerequisite: Base Attack Bonus 1, Good Alignment*.
Specifics: With a simple weapon or a natural weapon, you may use your Wisdom modifier instead your Strength modifier on attack rolls.
Use: Automatic.
(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
Hand of a Healer
- Type of Feat: Exalted.
+ Type of Feat: Exalted
Prerequisite: Cha 13, Lay on Hand, Good Alignment*.
Specifics: When you determining how many hit points you can cure, treat your Charisma score as if it were 2 points higher.
Use: Automatic.
(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
Exalted Turning
- Type of Feat: Exalted.
+ Type of Feat: Exalted
Prerequisite: Turn Undead, Good or Neutral Alignment*.
Specifics: Any Undead that you turns take an extra 3d6 damage in addition to the normal turning effect.
Use: Automatic.
@@ -30065,8 +29931,7 @@ Level
BONUS MELDSHAPING:
At each totem rager level except for levels 1 and 6, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the totem rager level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds.
-
-
+
Unarmed Damage Stance 1
Unarmed Damage Stance 2
Unarmed Damage Stance 3
@@ -30340,8 +30205,7 @@ Additional Counter Spells:
Save: None
Spell Resistance: Yes
-The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile every two caster levels, to a maximum of 15 missiles at level 29. Magic missiles do 1D4+1 points of damage each.
-
+The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile every two caster levels, to a maximum of 15 missiles at level 29. Magic missiles do 1D4+1 points of damage each.
Spell Resistance
Type of Feat: Class Specific
Prerequisite: Initiate of Draconic Mysteries Level 7
@@ -30447,8 +30311,7 @@ Level
Type of Feat: Class Specific
Prerequisite: Disciple of Baalzebul Level 1
Specifics: Add Intelligence modifier as well as Charisma to Bluff checks.
-Use: Automatic.
-
+Use: Automatic.
Suggestion
Type of Feat: Class Specific
Prerequisite: Disciple of Baalzebul Level 3
@@ -30550,8 +30413,7 @@ Gains an Epic Bonus Feat at 13th level and every 3rd after.
Type of Feat: Class Specific
Prerequisite: Iaijutsu Master Level 11
Specifics: The epic Iaijutsu master gains the ability to strike at a creature an additional time as a free action, as long as they successfully damage the target on the first strike. This attack is resolved at the highest base attack bonus and deals an amount of damage equal to the previous attack.
-Use: Selected.
-
+Use: Selected.
Spirit Strike
Type of Feat: Class Specific
Prerequisite: Iaijutsu Master Level 12
@@ -31417,14 +31279,12 @@ At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st l
Type of Feat: Psionic
Prerequisite: Being a psionic creature
Specifics: Used to gain psionic focus. Make a concentration check versus DC 20, on success you become psionically focused.
-Use: Selected
-
+Use: Selected
Cloak Dance
Type of Feat: General
Prerequisite: Hide 10+ ranks, Perform 2+ ranks
Specifics: You can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.
-Use: Selected
-
+Use: Selected
Reckless Offense
Type of Feat: General
Prerequisite: Base attack bonus +1 or higher
@@ -34054,7 +33914,7 @@ A bloodclaw master embraces the animal within to a degree that it becomes extern
- Hit Die: d12
- Proficiencies: A Bloodclaw Master gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -34211,7 +34071,7 @@ Long ago, a fellowship of swordsages known as the Masters of the Jade Phoenix to
- Hit Die: d6
- Proficiencies: A Jade Phoenix Mage gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -34248,8 +34108,6 @@ Level Known Readied Known
8 0 0 0
9 1 1 0
10 0 0 0
-
-
Arcane Wrath
Type of Feat: Class Specific
@@ -34759,7 +34617,7 @@ Sohei are warrior monks, religious soldiers who protect large monasteries. Unlik
- Alignment Restrictions: Lawful only
- Hit Die: d10
- Proficiencies: A Sohei gains proficiencies with Simple and Martial Weapons, and Light. Medium and Heavy Armour.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
CLASS FEATURES:
@@ -35065,7 +34923,7 @@ The bereft are a group of truenamers who devote themselves to mastering the word
- Hit Die: d6
- Proficiencies: A Bereft gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -35119,7 +34977,7 @@ Brimstone Speakers regard the secret language of Truenames as nothing less than
- Hit Die: d8
- Proficiencies: A Brimstone Speaker gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -35335,7 +35193,7 @@ Some spellcasters care for only one thing: war. They dream of steel and mighty b
- Hit Die: d6
- Proficiencies: A Warmage gains proficiencies with Simple Weapons, Light Armour, and Shields.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
CLASS FEATURES:
@@ -35464,7 +35322,7 @@ A knight is a proud, skilled melee combatant who fights in the name of honour an
- Alignment Restrictions: Any lawful.
- Hit Die: d12
- Proficiencies: A Knight gains proficiencies with Martial and Simple Weapons, Light, Medium and Heavy Armour, and Shields.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
CLASS FEATURES:
@@ -36309,7 +36167,7 @@ Warlocks are born, not made. Their ancestors traded portions of their soul for
- Hit Die: d6
- Proficiencies: Warlocks are proficient with simple weapons and light armor.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
CLASS FEATURES:
@@ -36356,8 +36214,7 @@ Level Invocations known
20 12
EPIC WARLOCK
-Epic warlocks are supernatural power incarnate, retaining only the barest shred of their previous existence. Their damage reduction increases by 1 at level 23 and every 4 levels thereafter. They learn no new invocations normally, but their invoker level continues to increase. Their Eldritch Blast damage increases by 1d6 at level 22, and increases every 2 levels thereafter. They also gain a bonus feat every 3 levels.
-
+Epic warlocks are supernatural power incarnate, retaining only the barest shred of their previous existence. Their damage reduction increases by 1 at level 23 and every 4 levels thereafter. They learn no new invocations normally, but their invoker level continues to increase. Their Eldritch Blast damage increases by 1d6 at level 22, and increases every 2 levels thereafter. They also gain a bonus feat every 3 levels.
Warlock Acid Resistance
Warlock Cold Resistance
Warlock Electric Resistance
@@ -36716,8 +36573,7 @@ Choose one type of Spirit Folk:
- Bamboo: +2 bonus to Lore, +2 saves against acid spells, Trackless Step. +4 to hide in wilderness settings.
- River: Immune to drowning, +2 to save vs cold spells.
- Sea: Immune to drowning, +2 to save vs fire spells.
-- Mountain: +8 bonus to Climb, +2 bonus to Balance, Jump, and Tumble.
-
+- Mountain: +8 bonus to Climb, +2 bonus to Balance, Jump, and Tumble.
Select a spirit heritage:
Your spirit heritage has been selected.
Bamboo
@@ -37060,16 +36916,14 @@ Use: Selected.
Change Shape
Change Shape:
-With this you can attempt to learn a new shape and shift into that shape if you can learn it.
-
+With this you can attempt to learn a new shape and shift into that shape if you can learn it.
Quick Change Shape
Changeling Quick Quickslot 1
Changeling Quick Quickslot 2
Minor Change Shape
Minor Change Shape:
-With this you can attempt to learn a new shape and shift into that shape if you can learn it.
-
+With this you can attempt to learn a new shape and shift into that shape if you can learn it.
Changeling Quickslot 1
Changeling Quickslot 2
Change Shape Options
@@ -37079,8 +36933,7 @@ With this you can:
* Select a shape you know to turn into
* View what shapes you have assigned to your 'Quick Shift Slots'
* Assign shapes you know to your 'Quick Shift Slots'
-* Remove shapes you no longer want
-
+* Remove shapes you no longer want
Racial Emulation
Type of Feat: Racial
Prerequisite: Changeling
@@ -37400,11 +37253,18 @@ Major Auras are granted on levels
~Grant Move Action~
A marshal can haste himself and his allies for 1 round. This ability may be used once per day per 4 class levels.
Epic Swashbuckler
- You have become the embodiment of panache and daring. You are an epic Swashbuckler.
+ You have become the embodiment of panache and daring. You are an epic Swashbuckler.
Hit Die: d10
Skill Points at Each Additional Level: 4+ Int Modifier
-Bonus Feats: The epic swashbuckler gains a bonus feat every three levels, starting at level 23
+Bonus Feats: The epic swashbuckler gains a bonus feat every three levels.
+
+Special:
+Swashbuckler Dodge: This bonus continues to increase by +1 at every five levels after 20th.
+Grace: An epic swashbuckler gains another +1 bonus on Reflex saves at 29th and 39th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when encumbered.
+
+Epic Swashbuckler Bonus Feat List:
+Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Prowess, Epic Toughness, Epic Weapon Focus, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative
Epic Marshal
An epic marshal commands legions of soldiers and sometimes rules his own nation.
His followers are loyal to the death, and his empire is the stuff of legend.
@@ -38974,8 +38834,7 @@ Range: Personal
Target: You
Duration: 10 min./level (D)
Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)
-If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.
-
+If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.
50% of Weight
Craft Epic Wondrous Item
Type of Feat: General
@@ -39027,8 +38886,7 @@ Level: 3X Enhancement bonus
Cost:
-+X Enhancement
-
++X Enhancement
Acid Resistance
Description:
@@ -39041,8 +38899,7 @@ Spell(s): Endure Elements
Cost:
-+18000gp
-
++18000gp
Acid Resistance, Improved
Description:
@@ -39055,8 +38912,7 @@ Spell(s): Endure Elements
Cost:
-+42000gp
-
++42000gp
Acid Resistance, Greater
Description:
@@ -39069,8 +38925,7 @@ Spell(s): Endure Elements
Cost:
-+66000gp
-
++66000gp
Arrow Deflection
Description:
@@ -39083,8 +38938,7 @@ Spell(s): Shield
Cost:
-+2 Enhancement
-
++2 Enhancement
Cold Resistance
Description:
@@ -39097,8 +38951,7 @@ Spell(s): Endure Elements
Cost:
-+18000gp
-
++18000gp
Cold Resistance, Improved
Description:
@@ -39111,8 +38964,7 @@ Spell(s): Endure Elements
Cost:
-+42000gp
-
++42000gp
Cold Resistance, Greater
Description:
@@ -39125,8 +38977,7 @@ Spell(s): Endure Elements
Cost:
-+66000gp
-
++66000gp
Electricity Resistance
Description:
@@ -39139,8 +38990,7 @@ Spell(s): Endure Elements
Cost:
-+18000gp
-
++18000gp
Electricity Resistance, Improved
Description:
@@ -39153,8 +39003,7 @@ Spell(s): Endure Elements
Cost:
-+42000gp
-
++42000gp
Electricity Resistance, Greater
Description:
@@ -39167,8 +39016,7 @@ Spell(s): Endure Elements
Cost:
-+66000gp
-
++66000gp
Etherealness
Description:
@@ -39181,8 +39029,7 @@ Spell(s): Greater Sanctuary
Cost:
-+49000gp
-
++49000gp
Fire Resistance
Description:
@@ -39195,8 +39042,7 @@ Spell(s): Endure Elements
Cost:
-+18000gp
-
++18000gp
Fire Resistance, Improved
Description:
@@ -39209,8 +39055,7 @@ Spell(s): Endure Elements
Cost:
-+42000gp
-
++42000gp
Fire Resistance, Greater
Description:
@@ -39223,8 +39068,7 @@ Spell(s): Endure Elements
Cost:
-+66000gp
-
++66000gp
Invulnerability 5 / +1
Description:
@@ -39237,8 +39081,7 @@ Spell(s): Stoneskin
Cost:
-+3 Enhancement
-
++3 Enhancement
Reflecting
Description:
@@ -39251,8 +39094,7 @@ Spell(s): Spell Turning
Cost:
-+5 Enhancement
-
++5 Enhancement
Shadow
Description:
@@ -39265,8 +39107,7 @@ Spell(s): Invisibility
Cost:
-+3750gp
-
++3750gp
Shadow, Improved
Description:
@@ -39279,8 +39120,7 @@ Spell(s): Invisibility
Cost:
-+15000gp
-
++15000gp
Shadow, Greater
Description:
@@ -39293,8 +39133,7 @@ Spell(s): Invisibility
Cost:
-+33750gp
-
++33750gp
Silent Moves
Description:
@@ -39307,8 +39146,7 @@ Spell(s): Silence
Cost:
-+3750gp
-
++3750gp
Silent Moves, Improved
Description:
@@ -39321,8 +39159,7 @@ Spell(s): Silence
Cost:
-+15000gp
-
++15000gp
Silent Moves, Greater
Description:
@@ -39335,8 +39172,7 @@ Spell(s): Silence
Cost:
-+33750gp
-
++33750gp
Sonic Resistance
Description:
@@ -39349,8 +39185,7 @@ Spell(s): Endure Elements
Cost:
-+18000gp
-
++18000gp
Sonic Resistance, Improved
Description:
@@ -39363,8 +39198,7 @@ Spell(s): Endure Elements
Cost:
-+42000gp
-
++42000gp
Sonic Resistance, Greater
Description:
@@ -39377,8 +39211,7 @@ Spell(s): Endure Elements
Cost:
-+66000gp
-
++66000gp
Spell Resistance 13
Description:
@@ -39391,8 +39224,7 @@ Spell(s): Spell Resistance
Cost:
-+2 Enhancement
-
++2 Enhancement
Undead Controlling
Description:
@@ -39405,8 +39237,7 @@ Spell(s): Control Undead
Cost:
-+49000gp
-
++49000gp
Acid Warding
Description:
@@ -39420,8 +39251,7 @@ Epic
Cost:
-+6 Enhancement
-
++6 Enhancement
Cold Warding
Description:
@@ -39435,8 +39265,7 @@ Epic
Cost:
-+6 Enhancement
-
++6 Enhancement
Fire Warding
Description:
@@ -39450,8 +39279,7 @@ Epic
Cost:
-+6 Enhancement
-
++6 Enhancement
Great Invulnerability 10 / +1
Description:
@@ -39465,8 +39293,7 @@ Epic
Cost:
-+4 Enhancement
-
++4 Enhancement
Great Reflection
Description:
@@ -39480,8 +39307,7 @@ Epic
Cost:
-+10 Enhancement
-
++10 Enhancement
Great Spell Resistance 21
Description:
@@ -39495,8 +39321,7 @@ Epic
Cost:
-+6 Enhancement
-
++6 Enhancement
Lightning Warding
Description:
@@ -39510,8 +39335,7 @@ Epic
Cost:
-+6 Enhancement
-
++6 Enhancement
Sonic Warding
Description:
@@ -39525,8 +39349,7 @@ Epic
Cost:
-+6 Enhancement
-
++6 Enhancement
Spell Turning
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
@@ -39565,8 +39388,7 @@ Spell(s): Hammer of the Gods
Cost:
-+2 Enhancement
-
++2 Enhancement
Axiomatic
Description:
@@ -39580,8 +39402,7 @@ Spell(s): Hammer of the Gods
Cost:
-+2 Enhancement
-
++2 Enhancement
Bane
Description:
@@ -39595,8 +39416,7 @@ Spell(s): Summon Creature I
Cost:
-+1 Enhancement
-
++1 Enhancement
Disruption
Description:
@@ -39609,8 +39429,7 @@ Spell(s): Heal
Cost:
-+2 Enhancement
-
++2 Enhancement
Flaming
Description:
@@ -39623,8 +39442,7 @@ Spell(s): Flame Weapon, Fireball or Flame Strike
Cost:
-+1 Enhancement
-
++1 Enhancement
Frost
Description:
@@ -39637,8 +39455,7 @@ Spell(s): Ice Storm
Cost:
-+1 Enhancement
-
++1 Enhancement
Holy
Description:
@@ -39652,8 +39469,7 @@ Spell(s): Hammer of the Gods
Cost:
-+2 Enhancement
-
++2 Enhancement
Keen
Description:
@@ -39666,8 +39482,7 @@ Spell(s): Keen Edge
Cost:
-+1 Enhancement
-
++1 Enhancement
Shock
Description:
@@ -39680,8 +39495,7 @@ Spell(s): Call Lightning or Lightning Bolt
Cost:
-+1 Enhancement
-
++1 Enhancement
Unholy
Description:
@@ -39695,8 +39509,7 @@ Spell(s): Hammer of the Gods
Cost:
-+2 Enhancement
-
++2 Enhancement
Vorpal
Description:
@@ -39709,8 +39522,7 @@ Spell(s): Circle of Death, Keen Edge
Cost:
-+5 Enhancement
-
++5 Enhancement
Acidic Blast
Description:
@@ -39724,8 +39536,7 @@ Epic
Cost:
-+6 Enhancement
-
++6 Enhancement
Anarchic Power
Description:
@@ -39741,8 +39552,7 @@ Epic
Cost:
-+8 Enhancement
-
++8 Enhancement
Axiomatic Power
Description:
@@ -39758,8 +39568,7 @@ Epic
Cost:
-+8 Enhancement
-
++8 Enhancement
Dread
Description:
@@ -39775,8 +39584,7 @@ Epic
Cost:
-+7 Enhancement
-
++7 Enhancement
Fiery Blast
Description:
@@ -39790,8 +39598,7 @@ Epic
Cost:
-+6 Enhancement
-
++6 Enhancement
Holy Power
Description:
@@ -39807,8 +39614,7 @@ Epic
Cost:
-+8 Enhancement
-
++8 Enhancement
Icy Blast
Description:
@@ -39822,8 +39628,7 @@ Epic
Cost:
-+6 Enhancement
-
++6 Enhancement
Lightning Blast
Description:
@@ -39837,8 +39642,7 @@ Epic
Cost:
-+6 Enhancement
-
++6 Enhancement
Mighty Disruption
Description:
@@ -39852,8 +39656,7 @@ Epic
Cost:
-+6 Enhancement
-
++6 Enhancement
Sonic Blast
Description:
@@ -39867,8 +39670,7 @@ Epic
Cost:
-+6 Enhancement
-
++6 Enhancement
Unholy Power
Description:
@@ -39884,8 +39686,7 @@ Epic
Cost:
-+8 Enhancement
-
++8 Enhancement
Wounding
Description:
@@ -39898,8 +39699,7 @@ Spell(s): Mordenkainen's Sword or Black Blade of Disaster
Cost:
-+2 Enhancement
-
++2 Enhancement
Description:
Damage Reduction: +1 Soak 15 Damage
@@ -39912,8 +39712,7 @@ Epic
Cost:
-+5 Enhancement
-
++5 Enhancement
Description:
Damage Reduction: +6 Soak 5 Damage
@@ -39926,8 +39725,7 @@ Epic
Cost:
-+6 Enhancement
-
++6 Enhancement
Description:
Damage Reduction: +6 Soak 10 Damage
@@ -39940,8 +39738,7 @@ Epic
Cost:
-+7 Enhancement
-
++7 Enhancement
Description:
Spell Resistance: 15
@@ -39953,8 +39750,7 @@ Spell(s): Spell Resistance
Cost:
-+3 Enhancement
-
++3 Enhancement
Description:
Spell Resistance: 17
@@ -39966,8 +39762,7 @@ Spell(s): Spell Resistance
Cost:
-+4 Enhancement
-
++4 Enhancement
Description:
Spell Resistance: 19
@@ -39979,8 +39774,7 @@ Spell(s): Spell Resistance
Cost:
-+5 Enhancement
-
++5 Enhancement
Description:
Spell Resistance: 23
@@ -39993,8 +39787,7 @@ Epic
Cost:
-+7 Enhancement
-
++7 Enhancement
Description:
Spell Resistance: 25
@@ -40007,8 +39800,7 @@ Epic
Cost:
-+8 Enhancement
-
++8 Enhancement
Description:
Spell Resistance: 27
@@ -40021,8 +39813,7 @@ Epic
Cost:
-+9 Enhancement
-
++9 Enhancement
DC=58
DC=59
DC=60
@@ -40156,8 +39947,7 @@ Spell(s): Endurance
Cost:
-+4000gp
-
++4000gp
Base Item: Amulet
Description:
@@ -40171,8 +39961,7 @@ Spell(s): Endurance
Cost:
-+16000gp
-
++16000gp
Base Item: Amulet
Description:
@@ -40186,8 +39975,7 @@ Spell(s): Endurance
Cost:
-+36000gp
-
++36000gp
Base Item: Amulet
Description:
@@ -40201,8 +39989,7 @@ Spell(s): Barkskin
Cost:
-+2000gp
-
++2000gp
Base Item: Amulet
Description:
@@ -40216,8 +40003,7 @@ Spell(s): Barkskin
Cost:
-+8000gp
-
++8000gp
Base Item: Amulet
Description:
@@ -40231,8 +40017,7 @@ Spell(s): Barkskin
Cost:
-+18000gp
-
++18000gp
Base Item: Amulet
Description:
@@ -40246,8 +40031,7 @@ Spell(s): Barkskin
Cost:
-+32000gp
-
++32000gp
Base Item: Amulet
Description:
@@ -40261,8 +40045,7 @@ Spell(s): Barkskin
Cost:
-+50000gp
-
++50000gp
Base Item: Amulet
Description:
@@ -40277,8 +40060,7 @@ Epic
Cost:
-+720000gp
-
++720000gp
Base Item: Amulet
Description:
@@ -40293,8 +40075,7 @@ Epic
Cost:
-+980000gp
-
++980000gp
Base Item: Amulet
Description:
@@ -40309,8 +40090,7 @@ Epic
Cost:
-+1280000gp
-
++1280000gp
Base Item: Amulet
Description:
@@ -40325,8 +40105,7 @@ Epic
Cost:
-+1620000gp
-
++1620000gp
Base Item: Amulet
Description:
@@ -40341,8 +40120,7 @@ Epic
Cost:
-+2000000gp
-
++2000000gp
Base Item: Belt
Description:
@@ -40356,8 +40134,7 @@ Spell(s): Bull's Strength
Cost:
-+16000gp
-
++16000gp
Base Item: Belt
Description:
@@ -40371,8 +40148,7 @@ Spell(s): Bull's Strength
Cost:
-+36000gp
-
++36000gp
Base Item: Belt
Description:
@@ -40387,8 +40163,7 @@ Epic
Cost:
-+640000gp
-
++640000gp
Base Item: Belt
Description:
@@ -40403,8 +40178,7 @@ Epic
Cost:
-+1000000gp
-
++1000000gp
Base Item: Belt
Description:
@@ -40419,8 +40193,7 @@ Epic
Cost:
-+1440000gp
-
++1440000gp
Base Item: Boots
Description:
@@ -40434,8 +40207,7 @@ Race: Elf
Cost:
-+2500gp
-
++2500gp
Base Item: Boots
Description:
@@ -40449,8 +40221,7 @@ Spell(s): Haste
Cost:
-+12000gp
-
++12000gp
Base Item: Boots
Description:
@@ -40469,8 +40240,7 @@ Epic
Cost:
-+256000gp
-
++256000gp
Base Item: Boots
Description:
@@ -40484,8 +40254,7 @@ Spell(s): Teleport
Cost:
-+49000gp
-
++49000gp
Base Item: Boots
Description:
@@ -40500,8 +40269,7 @@ Spell(s): Cat's Grace, Endure Elements
Cost:
-+2500gp
-
++2500gp
Base Item: Bracer
Description:
@@ -40515,8 +40283,7 @@ Spell(s): Mage Armor
Cost:
-+1000gp
-
++1000gp
Base Item: Bracer
Description:
@@ -40530,8 +40297,7 @@ Spell(s): Mage Armor
Cost:
-+4000gp
-
++4000gp
Base Item: Bracer
Description:
@@ -40545,8 +40311,7 @@ Spell(s): Mage Armor
Cost:
-+9000gp
-
++9000gp
Base Item: Bracer
Description:
@@ -40560,8 +40325,7 @@ Spell(s): Mage Armor
Cost:
-+16000gp
-
++16000gp
Base Item: Bracer
Description:
@@ -40575,8 +40339,7 @@ Spell(s): Mage Armor
Cost:
-+25000gp
-
++25000gp
Base Item: Bracer
Description:
@@ -40590,8 +40353,7 @@ Spell(s): Mage Armor
Cost:
-+36000gp
-
++36000gp
Base Item: Bracer
Description:
@@ -40605,8 +40367,7 @@ Spell(s): Mage Armor
Cost:
-+49000gp
-
++49000gp
Base Item: Bracer
Description:
@@ -40620,8 +40381,7 @@ Spell(s): Mage Armor
Cost:
-+64000gp
-
++64000gp
Base Item: Bracer
Description:
@@ -40636,8 +40396,7 @@ Epic
Cost:
-+1210000gp
-
++1210000gp
Base Item: Bracer
Description:
@@ -40652,8 +40411,7 @@ Epic
Cost:
-+1440000gp
-
++1440000gp
Base Item: Bracer
Description:
@@ -40668,8 +40426,7 @@ Epic
Cost:
-+1690000gp
-
++1690000gp
Base Item: Bracer
Description:
@@ -40684,8 +40441,7 @@ Epic
Cost:
-+1960000gp
-
++1960000gp
Base Item: Bracer
Description:
@@ -40700,8 +40456,7 @@ Epic
Cost:
-+2250000gp
-
++2250000gp
Base Item: Bracer
Description:
@@ -40716,8 +40471,7 @@ Epic
Cost:
-+640000gp
-
++640000gp
Base Item: Bracer
Description:
@@ -40732,8 +40486,7 @@ Epic
Cost:
-+1000000gp
-
++1000000gp
Base Item: Bracer
Description:
@@ -40748,8 +40501,7 @@ Epic
Cost:
-+1440000gp
-
++1440000gp
Base Item: Bracer
Description:
@@ -40766,8 +40518,7 @@ Epic
Cost:
-+4384000gp
-
++4384000gp
Base Item: Amulet
Description:
@@ -40783,8 +40534,7 @@ Spell(s): Shield
Cost:
-+1500gp
-
++1500gp
Base Item: Helmet
Description:
@@ -40799,8 +40549,7 @@ Spell(s): Searing Light
Cost:
-+6480gp
-
++6480gp
Base Item: Helmet
Description:
@@ -40816,8 +40565,7 @@ Spell(s): Searing Light
Cost:
-+23760gp
-
++23760gp
Base Item: Helmet
Description:
@@ -40830,8 +40578,7 @@ Spell(s): Eagle's Splendor
Cost:
-+4500gp
-
++4500gp
Base Item: Scimitar
Description:
@@ -40846,8 +40593,7 @@ Spell(s): Web
Cost:
+14000 Enhancement
-+80gp
-
++80gp
A Sublime Chord of 6th level or higher with 16 or more ranks in the Perform skill knows the Song of Timelessness. As a standard action she can envelop a single creature within 60 feet in a field of timelessness, provided she has line of effect to the target. The subject is entitled to a Will save (DC10 + Sublime Chord level + Cha modifier) to negate the effect.
If the subject fails it's save, it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect it - weapons can not reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it would not even begin to fall. A Sublime Chord can keep it's target frozen in time for as long as she maintains the power by continuing to perform, up to a maximum of 1 minute per level. When she stops performing, the subject immediately returns to normal. As far as the creature is concerned, no time seems to have passed.
Base Item: Cloak
@@ -40863,8 +40609,7 @@ Spell(s): Eagle's Splendor
Cost:
-+4000gp
-
++4000gp
Base Item: Cloak
Description:
@@ -40878,8 +40623,7 @@ Spell(s): Eagle's Splendor
Cost:
-+16000gp
-
++16000gp
Base Item: Cloak
Description:
@@ -40893,8 +40637,7 @@ Spell(s): Eagle's Splendor
Cost:
-+36000gp
-
++36000gp
Base Item: Cloak
Description:
@@ -40909,8 +40652,7 @@ Epic
Cost:
-+640000gp
-
++640000gp
Base Item: Cloak
Description:
@@ -40925,8 +40667,7 @@ Epic
Cost:
-+1000000gp
-
++1000000gp
Base Item: Cloak
Description:
@@ -40941,8 +40682,7 @@ Epic
Cost:
-+1440000gp
-
++1440000gp
Base Item: Cloak
Description:
@@ -40956,8 +40696,7 @@ Spell(s): Displacement
Cost:
-+24000gp
-
++24000gp
Base Item: Cloak
Description:
@@ -40973,8 +40712,7 @@ Spell(s): Displacement
Cost:
-+50000gp
-
++50000gp
Base Item: Cloak
Description:
@@ -40989,8 +40727,7 @@ Spell(s): Invisibility
Cost:
-+2500gp
-
++2500gp
Base Item: Cloak
Description:
@@ -41004,8 +40741,7 @@ Spell(s): Greater Sanctuary
Cost:
-+55000gp
-
++55000gp
Base Item: Cloak
Description:
@@ -41019,8 +40755,7 @@ Spell(s): Resistance
Cost:
-+1000gp
-
++1000gp
Base Item: Cloak
Description:
@@ -41034,8 +40769,7 @@ Spell(s): Resistance
Cost:
-+4000gp
-
++4000gp
Base Item: Cloak
Description:
@@ -41049,8 +40783,7 @@ Spell(s): Resistance
Cost:
-+9000gp
-
++9000gp
Base Item: Cloak
Description:
@@ -41064,8 +40797,7 @@ Spell(s): Resistance
Cost:
-+16000gp
-
++16000gp
Base Item: Cloak
Description:
@@ -41079,8 +40811,7 @@ Spell(s): Resistance
Cost:
-+25000gp
-
++25000gp
Base Item: Cloak
Description:
@@ -41095,8 +40826,7 @@ Epic
Cost:
-+360000gp
-
++360000gp
Base Item: Cloak
Description:
@@ -41111,8 +40841,7 @@ Epic
Cost:
-+490000gp
-
++490000gp
Base Item: Cloak
Description:
@@ -41127,8 +40856,7 @@ Epic
Cost:
-+640000gp
-
++640000gp
Base Item: Cloak
Description:
@@ -41143,8 +40871,7 @@ Epic
Cost:
-+810000gp
-
++810000gp
Base Item: Cloak
Description:
@@ -41159,8 +40886,7 @@ Epic
Cost:
-+1000000gp
-
++1000000gp
Base Item: Helmet
Description:
@@ -41175,8 +40901,7 @@ Spell(s): Charm Person
Cost:
-+56000gp
-
++56000gp
Base Item: Helmet
Description:
@@ -41191,8 +40916,7 @@ Spell(s): Doom, Fear
Cost:
-+25000gp
-
++25000gp
Base Item: Helmet
Description:
@@ -41206,8 +40930,7 @@ Spell(s): Clairaudience/Clairvoyance
Cost:
-+2500gp
-
++2500gp
Base Item: Helmet
Description:
@@ -41222,8 +40945,7 @@ Spell(s): Flesh to Stone
Cost:
-+98000gp
-
++98000gp
Base Item: Gauntlet
Description:
@@ -41237,8 +40959,7 @@ Spell(s): Bull's Strength
Cost:
-+4000gp
-
++4000gp
Base Item: Gauntlet
Description:
@@ -41252,8 +40973,7 @@ Spell(s): Cat's Grace
Cost:
-+4000gp
-
++4000gp
Base Item: Gauntlet
Description:
@@ -41267,8 +40987,7 @@ Spell(s): Cat's Grace
Cost:
-+16000gp
-
++16000gp
Base Item: Gauntlet
Description:
@@ -41282,8 +41001,7 @@ Spell(s): Cat's Grace
Cost:
-+36000gp
-
++36000gp
Base Item: Gauntlet
Description:
@@ -41298,8 +41016,7 @@ Epic
Cost:
-+640000gp
-
++640000gp
Base Item: Gauntlet
Description:
@@ -41314,8 +41031,7 @@ Epic
Cost:
-+1000000gp
-
++1000000gp
Base Item: Gauntlet
Description:
@@ -41330,8 +41046,7 @@ Epic
Cost:
-+1440000gp
-
++1440000gp
Base Item: Helmet
Description:
@@ -41345,8 +41060,7 @@ Spell(s): True Seeing
Cost:
-+1250gp
-
++1250gp
Base Item: Helmet
Description:
@@ -41360,8 +41074,7 @@ Spell(s): Ultravision
Cost:
-+12000gp
-
++12000gp
Base Item: Amulet
Description:
@@ -41376,8 +41089,7 @@ Spell(s): Glibness
Cost:
-+2500gp
-
++2500gp
Base Item: Amulet
Description:
@@ -41391,8 +41103,7 @@ Spell(s): Mage Hand
Cost:
-+900gp
-
++900gp
Base Item: Helmet
Description:
@@ -41406,8 +41117,7 @@ Spell(s): Fox's Cunning
Cost:
-+4000gp
-
++4000gp
Base Item: Helmet
Description:
@@ -41421,8 +41131,7 @@ Spell(s): Fox's Cunning
Cost:
-+16000gp
-
++16000gp
Base Item: Helmet
Description:
@@ -41436,8 +41145,7 @@ Spell(s): Fox's Cunning
Cost:
-+36000gp
-
++36000gp
Base Item: Helmet
Description:
@@ -41452,8 +41160,7 @@ Epic
Cost:
-+640000gp
-
++640000gp
Base Item: Helmet
Description:
@@ -41468,8 +41175,7 @@ Epic
Cost:
-+1000000gp
-
++1000000gp
Base Item: Helmet
Description:
@@ -41484,8 +41190,7 @@ Epic
Cost:
-+1440000gp
-
++1440000gp
Base Item: Helmet
Description:
@@ -41503,8 +41208,7 @@ Spell(s): Acid Fog
Cost:
-+125000gp
-
++125000gp
Base Item: Helmet
Description:
@@ -41518,8 +41222,7 @@ Spell(s): Teleport
Cost:
-+73500gp
-
++73500gp
Base Item: Cloak
Description:
@@ -41533,8 +41236,7 @@ Spell(s): Spell Resistance
Cost:
-+90000gp
-
++90000gp
Base Item: Cloak
Description:
@@ -41549,8 +41251,7 @@ Epic
Cost:
-+290000gp
-
++290000gp
Base Item: Cloak
Description:
@@ -41567,8 +41268,7 @@ Epic
Cost:
-+242000gp
-
++242000gp
Base Item: Helmet
Description:
@@ -41583,8 +41283,7 @@ Spell(s): Animate Objects, Finger of Death
Cost:
-+22000gp
-
++22000gp
Base Item: Amulet
Description:
@@ -41599,8 +41298,7 @@ Spell(s): Glibness
Cost:
-+10000gp
-
++10000gp
Base Item: Amulet
Description:
@@ -41615,8 +41313,7 @@ Spell(s): Fireball
Cost:
-+1650gp
-
++1650gp
Base Item: Amulet
Description:
@@ -41631,8 +41328,7 @@ Spell(s): Fireball
Cost:
-+2700gp
-
++2700gp
Base Item: Amulet
Description:
@@ -41647,8 +41343,7 @@ Spell(s): Fireball
Cost:
-+4350gp
-
++4350gp
Base Item: Amulet
Description:
@@ -41663,8 +41358,7 @@ Spell(s): Fireball
Cost:
-+5400gp
-
++5400gp
Base Item: Amulet
Description:
@@ -41679,8 +41373,7 @@ Spell(s): Fireball
Cost:
-+5850gp
-
++5850gp
Base Item: Amulet
Description:
@@ -41695,8 +41388,7 @@ Spell(s): Fireball
Cost:
-+8100gp
-
++8100gp
Base Item: Amulet
Description:
@@ -41710,8 +41402,7 @@ Spell(s): Fireball
Cost:
-+8700gp
-
++8700gp
Base Item: Amulet
Description:
@@ -41725,8 +41416,7 @@ Spell(s): Remove Disease
Cost:
-+7500gp
-
++7500gp
Base Item: Amulet
Description:
@@ -41740,8 +41430,7 @@ Spell(s): Neutralize Poison
Cost:
-+27000gp
-
++27000gp
Base Item: Amulet
Description:
@@ -41755,8 +41444,7 @@ Spell(s): Owl's Wisdom
Cost:
-+4000gp
-
++4000gp
Base Item: Amulet
Description:
@@ -41770,8 +41458,7 @@ Spell(s): Owl's Wisdom
Cost:
-+16000gp
-
++16000gp
Base Item: Amulet
Description:
@@ -41785,8 +41472,7 @@ Spell(s): Owl's Wisdom
Cost:
-+36000gp
-
++36000gp
Base Item: Amulet
Description:
@@ -41801,8 +41487,7 @@ Epic
Cost:
-+640000gp
-
++640000gp
Base Item: Amulet
Description:
@@ -41817,8 +41502,7 @@ Epic
Cost:
-+1000000gp
-
++1000000gp
Base Item: Amulet
Description:
@@ -41833,8 +41517,7 @@ Epic
Cost:
-+1440000gp
-
++1440000gp
Base Item: Amulet
Description:
@@ -41848,8 +41531,7 @@ Spell(s): Heal
Cost:
-+15000gp
-
++15000gp
Base Item: Armor
Description:
@@ -41868,8 +41550,7 @@ Spell(s): Antimagic Field, Mage Armor or Shield of Faith
Cost:
-+75000gp
-
++75000gp
Base Item: Armor
Description:
@@ -41889,8 +41570,7 @@ Spell(s): Antimagic Field, Mage Armor or Shield of Faith
Cost:
-+75000gp
-
++75000gp
Base Item: Armor
Description:
@@ -41909,8 +41589,7 @@ Spell(s): Antimagic Field, Mage Armor or Shield of Faith
Cost:
-+75000gp
-
++75000gp
Base Item: Armor
Description:
@@ -41928,8 +41607,7 @@ Spell(s): True Seeing
Cost:
-+120000gp
-
++120000gp
Base Item: Armor
Description:
@@ -41945,8 +41623,7 @@ Spell(s): Blur, Rainbow Pattern
Cost:
-+27000gp
-
++27000gp
Base Item: Amulet
Description:
@@ -41962,8 +41639,7 @@ Spell(s): Death Ward, Spell Resistance
Cost:
-+38000gp
-
++38000gp
Base Item: Armor
Description:
@@ -41978,8 +41654,7 @@ Spell(s): Grease, Knock
Cost:
-+5200gp
-
++5200gp
Crafted Rod
Crafted Staff
Ring of Chameleon Power
@@ -42022,8 +41697,7 @@ Spell(s): Invisibility
Cost:
-+12700gp
-
++12700gp
Description:
Damage Resistance: Acid Resist 10 / -
@@ -42035,8 +41709,7 @@ Spell(s): Resist Elements
Cost:
-+12000gp
-
++12000gp
Description:
Damage Resistance: Acid Resist 20 / -
@@ -42048,8 +41721,7 @@ Spell(s): Resist Elements
Cost:
-+28000gp
-
++28000gp
Description:
Damage Resistance: Acid Resist 30 / -
@@ -42061,8 +41733,7 @@ Spell(s): Resist Elements
Cost:
-+44000gp
-
++44000gp
Description:
Damage Resistance: Acid Resist 500 / -
@@ -42075,8 +41746,7 @@ Epic
Cost:
-+240000gp
-
++240000gp
Description:
Damage Resistance: Cold Resist 10 / -
@@ -42088,8 +41758,7 @@ Spell(s): Resist Elements
Cost:
-+12000gp
-
++12000gp
Description:
Damage Resistance: Cold Resist 20 / -
@@ -42101,8 +41770,7 @@ Spell(s): Resist Elements
Cost:
-+28000gp
-
++28000gp
Description:
Damage Resistance: Cold Resist 30 / -
@@ -42114,8 +41782,7 @@ Spell(s): Resist Elements
Cost:
-+44000gp
-
++44000gp
Description:
Damage Resistance: Cold Resist 500 / -
@@ -42128,8 +41795,7 @@ Epic
Cost:
-+240000gp
-
++240000gp
Description:
Damage Resistance: Electrical Resist 10 / -
@@ -42141,8 +41807,7 @@ Spell(s): Resist Elements
Cost:
-+12000gp
-
++12000gp
Description:
Damage Resistance: Electrical Resist 20 / -
@@ -42154,8 +41819,7 @@ Spell(s): Resist Elements
Cost:
-+28000gp
-
++28000gp
Description:
Damage Resistance: Electrical Resist 30 / -
@@ -42167,8 +41831,7 @@ Spell(s): Resist Elements
Cost:
-+44000gp
-
++44000gp
Description:
Damage Resistance: Electrical Resist 500 / -
@@ -42181,8 +41844,7 @@ Epic
Cost:
-+240000gp
-
++240000gp
Description:
Damage Resistance: Fire Resist 10 / -
@@ -42194,8 +41856,7 @@ Spell(s): Resist Elements
Cost:
-+12000gp
-
++12000gp
Description:
Damage Resistance: Fire Resist 20 / -
@@ -42207,8 +41868,7 @@ Spell(s): Resist Elements
Cost:
-+28000gp
-
++28000gp
Description:
Damage Resistance: Fire Resist 30 / -
@@ -42220,8 +41880,7 @@ Spell(s): Resist Elements
Cost:
-+44000gp
-
++44000gp
Description:
Damage Resistance: Fire Resist 500 / -
@@ -42234,8 +41893,7 @@ Epic
Cost:
-+240000gp
-
++240000gp
Description:
Damage Resistance: Sonic Resist 10 / -
@@ -42247,8 +41905,7 @@ Spell(s): Resist Elements
Cost:
-+12000gp
-
++12000gp
Description:
Damage Resistance: Sonic Resist 20 / -
@@ -42260,8 +41917,7 @@ Spell(s): Resist Elements
Cost:
-+28000gp
-
++28000gp
Description:
Damage Resistance: Sonic Resist 30 / -
@@ -42273,8 +41929,7 @@ Spell(s): Resist Elements
Cost:
-+44000gp
-
++44000gp
Description:
Damage Resistance: Sonic Resist 500 / -
@@ -42287,8 +41942,7 @@ Epic
Cost:
-+240000gp
-
++240000gp
Description:
Damage Resistance: Acid Resist 30 / -
@@ -42305,8 +41959,7 @@ Epic
Cost:
-+308000gp
-
++308000gp
Description:
Damage Resistance: Acid Resist 500 / -
@@ -42323,8 +41976,7 @@ Epic
Cost:
-+2160000gp
-
++2160000gp
Description:
Bonus Feat: Evasion
@@ -42336,8 +41988,7 @@ Spell(s): Jump
Cost:
-+25000gp
-
++25000gp
Description:
Freedom
@@ -42349,8 +42000,7 @@ Spell(s): Freedom of Movement
Cost:
-+40000gp
-
++40000gp
Description:
Use: Invisibility (3) Unlimited Uses/Day
@@ -42362,8 +42012,7 @@ Spell(s): Invisibility
Cost:
-+20000gp
-
++20000gp
Description:
Damage Reduction: +5 Soak 15 Damage
@@ -42376,8 +42025,7 @@ Epic
Cost:
-+400000gp
-
++400000gp
Description:
Skill Bonus: Jump +5
@@ -42389,8 +42037,7 @@ Skill: Jump 5 ranks
Cost:
-+2500gp
-
++2500gp
Description:
Skill Bonus: Jump +10
@@ -42402,8 +42049,7 @@ Skill: Jump 10 ranks
Cost:
-+10000gp
-
++10000gp
Description:
Armor Bonus: +1
@@ -42415,8 +42061,7 @@ Spell(s): Shield of Faith
Cost:
-+2000gp
-
++2000gp
Description:
Armor Bonus: +2
@@ -42428,8 +42073,7 @@ Spell(s): Shield of Faith
Cost:
-+8000gp
-
++8000gp
Description:
Armor Bonus: +3
@@ -42441,8 +42085,7 @@ Spell(s): Shield of Faith
Cost:
-+18000gp
-
++18000gp
Description:
Armor Bonus: +4
@@ -42454,8 +42097,7 @@ Spell(s): Shield of Faith
Cost:
-+32000gp
-
++32000gp
Description:
Armor Bonus: +5
@@ -42467,8 +42109,7 @@ Spell(s): Shield of Faith
Cost:
-+50000gp
-
++50000gp
Description:
Armor Bonus: +6
@@ -42481,8 +42122,7 @@ Epic
Cost:
-+720000gp
-
++720000gp
Description:
Armor Bonus: +7
@@ -42495,8 +42135,7 @@ Epic
Cost:
-+980000gp
-
++980000gp
Description:
Armor Bonus: +8
@@ -42509,8 +42148,7 @@ Epic
Cost:
-+1280000gp
-
++1280000gp
Description:
Armor Bonus: +9
@@ -42523,8 +42161,7 @@ Epic
Cost:
-+1620000gp
-
++1620000gp
Description:
Armor Bonus: +10
@@ -42537,8 +42174,7 @@ Epic
Cost:
-+2000000gp
-
++2000000gp
Description:
Regeneration: +1
@@ -42550,8 +42186,7 @@ Spell(s): Regenerate
Cost:
-+90000gp
-
++90000gp
Description:
Regeneration: +3
@@ -42564,8 +42199,7 @@ Epic
Cost:
-+300000gp
-
++300000gp
Description:
Use: Spell Turning (13) 3 Uses/Day
@@ -42577,8 +42211,7 @@ Spell(s): Spell Turning
Cost:
-+98280gp
-
++98280gp
This spell can not be used with the Craft Staff feat
School: Transmutation
Level: Drd 1, Rgr 1, Sor/Wiz 1
@@ -42631,8 +42264,7 @@ Material Component: A pinch of powdered iron.
Level: Sor/Wiz 4
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart
-This spell functions like enlarge person, except that it affects multiple creatures.
-
+This spell functions like enlarge person, except that it affects multiple creatures.
Reduce Person
School: Transmutation
Level: Sor/Wiz 1
@@ -42656,8 +42288,7 @@ Material Component: A pinch of powdered iron.
Level: Sor/Wiz 4
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart
-This spell functions like reduce person, except that it affects multiple creatures.
-
+This spell functions like reduce person, except that it affects multiple creatures.
Antimagic Field
School: Abjuration
Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
@@ -42721,8 +42352,7 @@ Duration: Concentration
Saving Throw: None
Spell Resistance: No
-You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
-
+You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Turning Immunity
Feat Type: Class Feat
Prerequisite: Archlich or Baelnorn template
@@ -42877,8 +42507,7 @@ You call upon the mother cyst that your body hosts, drawing from it strength, vi
While the empowerment lasts, you are unable to cast any other mother cyst feat-enabled spell.
-Focus: Caster must possess a mother cyst.
-
+Focus: Caster must possess a mother cyst.
Necrotic Termination
School: Necromancy [Evil]
Caster Level: Clr 9, sor/wiz 9
@@ -42894,8 +42523,7 @@ You cause the cyst of a subject already harboring a necrotic cyst (see spell of
If the subject fails her saving throw, the cyst expands beyond control, killing the subject and digesting her soul. Raise dead, resurrection, true resurrection, wish, and miracle cannot return life to the subject once her soul is digested-she is gone forever.
Focus: Caster must possess a Mother Cyst.
-XP Cost: 1,000 XP.
-
+XP Cost: 1,000 XP.
Ghoul Gauntlet
School: Necromancy [Death, Evil]
Caster Level: Sorcerer/Wizard 6
@@ -43073,8 +42701,7 @@ Saving throw: Fortitude negates
This spell functions like enervation except that the creature struck gains negative levels over an extended period. You point your finger and utter the incantation, releasing a black needle of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject immediately gains one negative level, then continues to gain another each round thereafter as her life force slowly bleeds away. The drain can only be stopped by application of a heal, restoration, or greater restoration spell.
-If the black needle strikes an undead creature, that creature gains 4d4 * 5 temporary hp that last for up to 1 hour.
-
+If the black needle strikes an undead creature, that creature gains 4d4 * 5 temporary hp that last for up to 1 hour.
Avasculate(13)
Avasculate(18)
Avascular Mass (15)
@@ -43111,8 +42738,7 @@ If the black needle strikes an undead creature, that creature gains 4d4 * 5 tem
Prerequisite: Baelnorn Level 3
Description: This allows the baelnorn to end the projection affect at will.
- Ultravision
-
+ Ultravision
Feat Type: Class Feat
Description: The character has Ultravision.
Unseen Weapon: Unerring Strike
@@ -43188,8 +42814,7 @@ Description: You grow an internal cyst of undead flesh called a mother cyst. Th
You have been transported to the elemental plane of water. Your lungs fill with liquid, but you are crushed by tremendous pressures long before you drown.
You have been transported to the elemental plane of earth. You materialize somewhere deep within a mountain. Your body does not survive the shock.
You have been transported to the Positive energy plane. You immediately feel full of life. A millisecond later you explode.
- You have been transported to a time and place you do not recognize. Chariots without horses rush past you in neat lines while strangely dressed individuals motion wildly in your direction. A rather large "chariot" careens into you from behind, crushing your bones with the force of the impact. Darkness closes over you as you hear someone cry 'call 911!'
-
+ You have been transported to a time and place you do not recognize. Chariots without horses rush past you in neat lines while strangely dressed individuals motion wildly in your direction. A rather large "chariot" careens into you from behind, crushing your bones with the force of the impact. Darkness closes over you as you hear someone cry 'call 911!'
You have been transported to the elemental plane of fire. It's hard to swim in lava.
You have been transported to Asmodeus's throne room. You also interrupt a meeting with the archdukes. You make a tasty dip.
Arrowstorm
@@ -43297,8 +42922,7 @@ Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
-You can sense the types of favored enemies in the area and the number of each type.
-
+You can sense the types of favored enemies in the area and the number of each type.
Darkflame Arrow
Darkflame Arrow
Evocation
@@ -43359,8 +42983,7 @@ This spell enables you to make a snare that functions as a magic trap. When you
When triggered, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.
-The snare is magical. To escape, a trapped creature must make a DC 23 Strength check that is a full-round action. A successful escape from the snare breaks the loop and ends the spell.
-
+The snare is magical. To escape, a trapped creature must make a DC 23 Strength check that is a full-round action. A successful escape from the snare breaks the loop and ends the spell.
Spellslayer Arrow
Spellslayer Arrow
Transmutation
@@ -43541,14 +43164,12 @@ Level
7: Hold ray - Use spells with a ray affect as touch spells.
8: -
9: Diamond soul - Gain spell resistance of 10 +monk levels +enlightened fist levels.
-10: -
-
+10: -
Fist of Energy
Type of Feat: Class
Prerequisite: Level 2 Enlightened Fist
Specifics: You can spend one of your daily stunning attempts to add 1d6 fire or electricity damage to all attacks for one round, you need to be fighting unarmed or with a kama to use this ability.
-Use: Selected.
-
+Use: Selected.
Fist of Energy - Fire
Fist of Energy - Electricity
Spell Select
@@ -43560,8 +43181,7 @@ Use: Selected.
Type of Feat: Class
Prerequisite: Level 3 Enlightened Fist
Specifics: This feat allows you to select the spell to use the enlightened fist's arcane fist and arcane rejuvenation with. You can configure up to 4 quickslots, and then use those quickslots to select a spell. Arcane fist and arcane rejuvenation will use the selected spell.
-Use: Selected.
-
+Use: Selected.
Arcane Fist
Type of Feat: Class
Prerequisite: Level 3 Enlightened Fist
@@ -43571,8 +43191,7 @@ Use: Selected.
Type of Feat: Class
Prerequisite: Level 5 Enlightened Fist
Specifics: You can sacrifice one of your prepared spells or unused spell slots; doing this heals a number of hit points equal to the spell's level. Use the 'select spell' feat to select the spell to use this ability with.
-Use: Selected.
-
+Use: Selected.
Hold Ray
Type of Feat: Class
Prerequisite: Level 7 Enlightened Fist
@@ -43587,8 +43206,7 @@ Use: Automatic.
Type of Feat: Class
Prerequisite: Enlightened Fist level 1
Specifics: Your enlightened fist levels stack with your monk levels for determining your monk unarmed damage.
-Use: Automatic.
-
+Use: Automatic.
Enlightened Speed
Type of Feat: Class
Prerequisite: Enlightened Fist level 1
@@ -43662,8 +43280,7 @@ Level 4th 5th 6th 7th 8th 9th
7: 4 4 3 2 1 -
8: 4 4 3 3 2 -
9: 4 4 4 3 2 1
-10: 5 4 4 3 3 2
-
+10: 5 4 4 3 3 2
Energize Potion: Acid
Energize Potion: Cold
Energize Potion: Electricity
@@ -43687,8 +43304,7 @@ Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster transforms one creature into an aberration. The subject's form twists and mutates into a hideous mockery of itself. The subject's type changes to aberration, and it gains a +1 natural armor bonus to AC (due to the toughening and twisting of the flesh) for every four levels the caster has, up to a maximum
-of +5.
-
+of +5.
Absorb Strength
Absorb Strength
Necromancy [Evil]
@@ -43719,8 +43335,7 @@ Duration: 10 minutes/level
The caster summons evil energy from the Abyss and imbues himself with its might. The caster gains a +2 enhancement bonus to Strength, Constitution, and Dexterity. The caster's existing spell resistance improves by +2.
-Material Component: The heart of a dwarf child.
-
+Material Component: The heart of a dwarf child.
Angry Ache
Angry Ache
Necromancy
@@ -43790,8 +43405,7 @@ figurine, but it gains a new saving throw every day to break the control. If the
Focus: Figurine of subject, bathed in animal blood.
-Drug Component: Agony
-
+Drug Component: Agony
Boneblade
Boneblade
Necromancy [Evil]
@@ -43857,8 +43471,7 @@ 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
Transmutation [Evil]
@@ -43932,8 +43545,7 @@ The creature can make attacks with both claws as if it were proficient with them
claws gain a +2 enhancement bonus on attack and damage rolls.
If the creature already has claws, those claws gain a +2 enhancement bonus on attack and damage rolls, and the claws' damage increases as if the creature
-were two size categories larger.
-
+were two size categories larger.
Cloud of the Achaierai
Cloud of the Achaierai
Conjuration (Creation) [Evil]
@@ -43982,8 +43594,7 @@ the same area unless otherwise directed.
The fist does not need to strike the ground. It can attack airborne targets as well. Airborne targets that succeed at a Reflex save take no damage and are forcibly ejected from the spell's area.
-Material Component: A severed hand from a good-aligned humanoid cleric.
-
+Material Component: A severed hand from a good-aligned humanoid cleric.
Curse of the Putrid Husk
Curse of the Putrid Husk
Illusion (Phantasm) [Fear, Mind Affecting, Evil]
@@ -44015,8 +43626,7 @@ This spell is similar to darkness, except that those within the area of darkness
Damning darkness counters or dispels any light spell of equal or lower level.
-Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it.
-
+Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it.
Death by Thorns
Death by Thorns
Conjuration (Creation) [Evil, Death]
@@ -44076,8 +43686,7 @@ Unattended objects, including structural features such as walls and doors, grow
Only the effects of multiple wish or miracle spells can undo the lasting effects of this spell.
-Material Component: Corpse of a freshly dead or preserved (still bloody) living creature.
-
+Material Component: Corpse of a freshly dead or preserved (still bloody) living creature.
Devil's Ego
Devil's Ego
Transmutation [Evil]
@@ -44089,8 +43698,7 @@ Target: Caster
Duration: 1 minute/level
The caster gains an enhancement bonus to Charisma of +4 points. Furthermore, the caster is treated as an outsider with regard to what spells and magical effects can affect her (rendering a humanoid caster immune to charm person and hold person, for
-example).
-
+example).
Devil's Eye
Devil's Eye
Divination [Evil]
@@ -44101,8 +43709,7 @@ Range: Personal
Target: Caster
Duration: 1 minute/level
-The caster gains the visual acuity of a devil. He can see not only in darkness, but also in magical darkness, with a range of 30 feet.
-
+The caster gains the visual acuity of a devil. He can see not only in darkness, but also in magical darkness, with a range of 30 feet.
Devil's Tail
Devil's Tail
Transmutation [Evil]
@@ -44130,8 +43737,7 @@ Spell Resistance: Yes
The caster speaks a single unique word of pure malevolence; a powerful utterance from the Dark Speech. The word is so foul that it harms the very soul of one that hears it. The utterance of a dread word causes one subject within range
to take 1d3 points of Charisma drain. The power of this spell protects the caster from the damaging effects of both hearing and knowing the word.
-To attempt to speak this unique word without using this spell means instant death (and no effect, because the caster dies before she gets the entire word out).
-
+To attempt to speak this unique word without using this spell means instant death (and no effect, because the caster dies before she gets the entire word out).
Drug Resistance
Drug Resistance
Enchantment
@@ -44178,8 +43784,7 @@ The subject's body is twisted and warped, wracked forever with excruciating pain
A single Fortitude saving throw is all that stands between a target and this horrible spell. However, even if the saving throw is successful, the target
still feels terrible (but temporary) pain. The target takes 5d6 points of damage immediately and takes a -4 circumstance penalty on attack rolls, saving throws,
-skill checks, and ability checks for 1 round per level of the caster.
-
+skill checks, and ability checks for 1 round per level of the caster.
Evil Eye
Evil Eye
Enchantment [Evil]
@@ -44192,8 +43797,7 @@ Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes
-The caster focuses malevolent wishes through her gaze and curses someone with bad luck. The subject takes a -4 luck penalty on all attack rolls, saves, and checks. The spell ends at the next sunrise, when dismissed, when a remove curse is cast on the subject, or when the caster takes at least 1 point of damage from the subject.
-
+The caster focuses malevolent wishes through her gaze and curses someone with bad luck. The subject takes a -4 luck penalty on all attack rolls, saves, and checks. The spell ends at the next sunrise, when dismissed, when a remove curse is cast on the subject, or when the caster takes at least 1 point of damage from the subject.
Eye of the Beholder
Eye of the Beholder
Transmutation [Evil]
@@ -44350,8 +43954,7 @@ Saving Throw: None
Spell Resistance: Yes
The caster evokes pure evil power in the form of a black claw that flies at the target. If a ranged touch attack roll succeeds, the claw deals 1d8 points of damage per caster level (maximum 10d8). On a critical hit, in addition to dealing double
-damage, the wound bleeds for 1 point of damage per round until it is magically healed.
-
+damage, the wound bleeds for 1 point of damage per round until it is magically healed.
Grim Revenge
Grim Revenge
Necromancy [Evil]
@@ -44395,8 +43998,7 @@ Saving Throw: Will negates
Spell Resistance: Yes
The caster fills the subject with heart wrenching sorrow that renders it incapacitated for 1 round. The subject cannot move or take actions and is
-helpless for that round.
-
+helpless for that round.
Heartclutch
Heartclutch
Transmutation [Evil]
@@ -44415,8 +44017,7 @@ succeeds at the saving throw.)
A creature with no discernible anatomy is unaffected by this spell.
-Disease Component: Soul rot.
-
+Disease Component: Soul rot.
Hellfire
Hellfire
Evocation [Evil]
@@ -44429,8 +44030,7 @@ Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
-The caster creates a small explosion of brimstone and fire that deals 3d6 points of special diabolic fire damage. The diabolic flames are not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic.
-
+The caster creates a small explosion of brimstone and fire that deals 3d6 points of special diabolic fire damage. The diabolic flames are not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic.
Hellfire Storm
Hellfire Storm
Evocation [Evil]
@@ -44438,8 +44038,7 @@ Level: Diabolic 7
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
-As hellfire, except in area and range and that the spell deals 5d6 points of special diabolic fire damage.
-
+As hellfire, except in area and range and that the spell deals 5d6 points of special diabolic fire damage.
Hell's Power
Hell's Power
Conjuration (Creation) [Evil]
@@ -44510,8 +44109,7 @@ for instance) against her friend. She might even eventually decide to betray or
Using this spell in conjunction with a spell such as dominate person or suggestion is particularly useful, because it changes what acts are against a subject's nature.
-Arcane Material Component: A powdered holy symbol.
-
+Arcane Material Component: A powdered holy symbol.
Power Leech
Power Leech
Necromancy [Evil]
@@ -44564,8 +44162,7 @@ Spell Resistance: Yes
This spell overwhelms the target with hallucinations, causing him to be blinded and stunned if he fails the save. The subject can attempt a new saving throw each round to end the spell. Even after the subject succeeds at the save or the caster stops concentrating, the subject is plagued with nightmares every night. The nightmares prevent the subject from benefiting from natural healing. These nightmares continue until the caster dies or the subject succeeds at a Will saving throw, attempted once per night. This nightmare effect is treated as a curse and thus cannot be dispelled. It is subject to remove curse, however.
-Material Component: A 2-inch diameter multicolored disk of paper or ribbon.
-
+Material Component: A 2-inch diameter multicolored disk of paper or ribbon.
Red Fester
Red Fester
Necromancy [Evil]
@@ -44595,8 +44192,7 @@ Duration: 1 minute/level
The caster improves his spell resistance. Each time a foe attempts to bypass the caster's spell resistance, it must make a spell resistance check twice. If either check fails, the foe fails to bypass the spell resistance.
-The caster must have spell resistance as an extraordinary ability for resonating resistance to function. Spell resistance granted by a magic item or the spell resistance spell does not improve.
-
+The caster must have spell resistance as an extraordinary ability for resonating resistance to function. Spell resistance granted by a magic item or the spell resistance spell does not improve.
Rotting Curse of Urfestra
Rotting Curse of Urfestra
Transmutation [Evil]
@@ -44631,8 +44227,7 @@ The subject's eyes burst, spraying acid upon everyone within 5 feet. The subject
Corruption Cost: 1d6 points of Constitution damage
-Casters of good alignment cannot cast Corrupt spells.
-
+Casters of good alignment cannot cast Corrupt spells.
Shriveling
Shriveling
Necromancy [Evil]
@@ -44647,8 +44242,7 @@ Spell Resistance: Yes
The caster channels dark energy that blasts and blackens the subject's flesh. The subject takes 1d4 points of damage per caster level (maximum 10d4).
-Disease Component: Soul rot.
-
+Disease Component: Soul rot.
Song of Festering Death
Song of Festering Death
Evocation [Evil]
@@ -44662,8 +44256,7 @@ Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster sings a wailing ululation, requiring a successful Perform (singing) check (DC 20). If the Perform check succeeds and the target fails a Fortitude saving throw, the subject's flesh bubbles and festers into pestilent blobs, dealing
-the subject 2d6 points of damage each round. If the subject dies, she bursts with a sickening pop as steamy gore spills onto the ground.
-
+the subject 2d6 points of damage each round. If the subject dies, she bursts with a sickening pop as steamy gore spills onto the ground.
Sorrow
Sorrow
Enchantment [Evil, Mind-Affecting]
@@ -44678,8 +44271,7 @@ Spell Resistance: Yes
Grief and sadness overcome the subject. She takes a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks.
-Material Component: A tear.
-
+Material Component: A tear.
Spores of the Vrock
Spores of the Vrock
Conjuration (Creation) [Evil]
@@ -44699,8 +44291,7 @@ growths covers each subject. A delay poison spell stops the spores' growth for i
Arcane Material Component: The feathers of an
avian creature with an intelligence score of at
-least 3 (a harpy, achaierai, or similar creature).
-
+least 3 (a harpy, achaierai, or similar creature).
Stunning Screech
Stunning Screech
Evocation [Evil, Sonic]
@@ -44765,8 +44356,7 @@ The caster gains the ability to lie, seduce and beguile with devil's skill. He g
Material Component: A tongue from any creature capable of speech.
-Drug Component: Mushroom powder.
-
+Drug Component: Mushroom powder.
Touch of Juiblex
Touch of Juiblex
Transmutation [Evil]
@@ -44816,8 +44406,7 @@ This spell causes an undead creature to explode in a burst of powerful energy wh
While this spell can be an effective form of attack against an undead creature, necromancers often use unliving weapon to create undead capable of suicide attacks (if such a term can be applied to something that is already dead). Skeletons or zombies with this spell cast upon them can be very dangerous to foes that would normally disregard them.
-Material Component: A drop of bile and a bit of sulfur.
-
+Material Component: A drop of bile and a bit of sulfur.
Utterdark
Utterdark
Conjuration (Creation) [Evil]
@@ -44863,8 +44452,7 @@ Spell Resistance: Yes
All living creatures within the cone are overcome with pain and suffering. They are stunned for the duration of the spell. A creature with no discernible anatomy is unaffected by this spell.
-Material Component: A needle.
-
+Material Component: A needle.
Wrack
Wrack
Necromancy [Evil]
@@ -44879,8 +44467,7 @@ Spell Resistance: Yes
The subject is wracked with such pain that he doubles over and collapses. His face and hands blister and drip fluid, and his eyes cloud with blood, rendering him blind. For the duration of the spell the subject is considered helpless and cannot take actions. The subject's sight returns when the spell's duration expires.
-Even after the spell ends, the subject is still visibly shaken and takes a -2 penalty on attack rolls, saves, and checks for 3d10 minutes.
-
+Even after the spell ends, the subject is still visibly shaken and takes a -2 penalty on attack rolls, saves, and checks for 3d10 minutes.
Wretched Blight
Wretched Blight
Evocation [Evil]
@@ -44897,8 +44484,7 @@ The caster calls up unholy power to smite his enemies. The power takes the form
The spell deals 1d8 pts of damage per caster level (maximum 15d8) to good creatures and renders them stunned for 1d4 rounds. A successful Fortitude save reduces damage to half and negates the stunning effect.
-The spell deals only half damage to creatures that are neither evil nor good, and they are not stunned. Such creatures can reduce the damage in half again (down to onequarter of the roll) with a successful Reflex save.
-
+The spell deals only half damage to creatures that are neither evil nor good, and they are not stunned. Such creatures can reduce the damage in half again (down to onequarter of the roll) with a successful Reflex save.
Lesser Shivering Touch
Lesser Shivering Touch
Necromancy [cold]
@@ -44911,8 +44497,7 @@ Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
-On a successful melee attack, you instantly suck the heat from the target's body, rendering it numb. The target takes 1d6 points of Dexterity damage. Creatures with the cold subtype are immune to the effects of Lesser Shivering Touch.
-
+On a successful melee attack, you instantly suck the heat from the target's body, rendering it numb. The target takes 1d6 points of Dexterity damage. Creatures with the cold subtype are immune to the effects of Lesser Shivering Touch.
Shivering Touch
Shivering Touch
Necromancy [cold]
@@ -44925,8 +44510,7 @@ Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
-On a successful melee attack, you instantly suck the heat from the target's body, rendering it numb. The target takes 3d6 points of Dexterity damage. Creatures with the cold subtype are immune to the effects of Shivering Touch.
-
+On a successful melee attack, you instantly suck the heat from the target's body, rendering it numb. The target takes 3d6 points of Dexterity damage. Creatures with the cold subtype are immune to the effects of Shivering Touch.
Ayailla's Radiant Burst
Ayailla's Radiant Burst
Evocation [Good]
@@ -45019,8 +44603,7 @@ At the end of the spell's duration, the dragon cloud evaporates into nothingness
Sacrifice: 1d3 points of Constitution damage.
-Casters of evil alignment cannot cast Sanctified spells.
-
+Casters of evil alignment cannot cast Sanctified spells.
Exalted Fury
Exalted Fury
Evocation [Good]
@@ -45115,8 +44698,7 @@ A shield provides a cover bonus on the Reflex save, depending on its size small
Sacrifice: 1d2 points of Strength drain.
-Casters of evil alignment cannot cast Sanctified spells.
-
+Casters of evil alignment cannot cast Sanctified spells.
Sicken Evil
Sicken Evil
Necromancy [Good]
@@ -45206,8 +44788,7 @@ You infuse an amber sphere with magical power and hurl it toward the target. If
The amber sarcophagus has hardness 5 and 10hp per caster level(maximum 200hp). If it is reduced to 0 hp, it shatters and crumbles to worthless amber dust, at which point the target is released from stasis (although it is flat footed until next
turn). Left alone, the amber sarcophagus traps the target for the duration of the spell, then disappears before releasing the target from captive stasis.
-Material Component: An amber sphere worth at least 500 gp.
-
+Material Component: An amber sphere worth at least 500 gp.
Blinding Glory
Blinding Glory
Conjuration (Creation) [Good]
@@ -45250,9 +44831,7 @@ good outsider none
Evil outsider,
undead creature,
-Negative Energy Plane 1d6/level (15d6 maximum)
-
-
+Negative Energy Plane 1d6/level (15d6 maximum)
Call Faithful Servants
Call Faithful Servants
Conjuration(Calling) [Good]
@@ -45281,8 +44860,7 @@ Spell Resistance: Yes (harmless)
You channel holy power to grant the subject some of the protection enjoyed by celestial creatures. The subject gains resistance 10 to acid, cold, and electricity, a +4 bonus on saving throws against poison, and damage reduction 10/evil.
-Material Component: A vial of holy water, with which you anoint the subject's head.
-
+Material Component: A vial of holy water, with which you anoint the subject's head.
Chaav's Laugh
Chaav's Laugh
Enchantment (Compulsion)[Good, Mind-Affecting]
@@ -45303,8 +44881,7 @@ Good creatures within the spell's area gain the following benefits for the durat
Evil creatures within the spell's are that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of
the spell.
-Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav's Laugh.
-
+Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav's Laugh.
Convert Wand
Convert Wand
Transmutation
@@ -45371,8 +44948,7 @@ Spell Resistance: Yes (harmless)
Your allies become elated, full of energy and joy. Affected creatures gain a +2 morale bonus to effective Strength and Dexterity, and their speed increases by +5 feet.
-Elation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued.
-
+Elation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued.
Energize Potion
Energize Potion
Transmutation
@@ -45387,8 +44963,7 @@ Spell Resistance: Yes
This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range. The spell destroys the potion and releases a 10-foot-radius burst of energy at the point of impact. The caster must specify the energy type (acid, cold, electricity, fire, or sonic) when the spell is cast.
-The potion deals 1d6 points of damage (of the appropriate energy type) per spell level of the potion (maximum 3d6). For example, a potion of displacement transformed by this spell deals 3d6 points of damage. An energized potion set to deal fire damage ignites combustibles within the burst radius.
-
+The potion deals 1d6 points of damage (of the appropriate energy type) per spell level of the potion (maximum 3d6). For example, a potion of displacement transformed by this spell deals 3d6 points of damage. An energized potion set to deal fire damage ignites combustibles within the burst radius.
Eyes of the Avoral
Eyes of the Avoral
Transmutation
@@ -45452,8 +45027,7 @@ This spell, favored among eladrins visiting the Material Plane, envelops the tar
Luminous armor sheds light equivalent to a daylight spell and dispels darkness spells of 2nd level or lower with which it comes into contact. In addition, the armor causes opponents to take a -4 penalty on melee attacks made against the target. This penalty stacks with the penalty suffered by creatures sensitive to bright light (such as dark elves).
-Sacrifice: 1d2 points of Strength damage.
-
+Sacrifice: 1d2 points of Strength damage.
Greater Luminous Armor
Luminous Armor, Greater
Abjuration
@@ -45498,8 +45072,7 @@ Spell Resistance: Yes
Red roses fall from the sky. Their sharp thorns graze the flesh of evil creatures, dealing 1d4 points of temporary Wisdom damage per round. A creature reduced to 0 Wisdom falls unconscious as its mind succumbs to horrible nightmares. In
addition, the beautiful rose petals sicken evil creatures touched by them; those that fail a Fortitude save are sickened (-2 penalty on attack rolls, weapon damage rolls, saving throws, ability checks, and skill checks) until they leave the spell's area. A successful Fortitude save renders a creature immune to the sickening effect of the roses, but not the ability damage caused by their thorns.
-Material Component: A red rose.
-
+Material Component: A red rose.
Ray of Hope
Ray of Hope
Enchantment (Compulsion) [Good, Mind-Affecting]
@@ -45529,8 +45102,7 @@ You draw down holy power to smite your enemies. Only evil and neutral creatures
The spell deals 1d6 points of damage per caster level (maximum 20d6) to evil creatures (or 1d8 points of damage per caster level, maximum 20d8, to evil outsiders) and blinds them for 1d4 rounds. A successful Will saving throw reduces damage to half and negates the blinding effect.
-The spell deals only half damage against creatures that are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one quarter of the roll) with a successful Will save.
-
+The spell deals only half damage against creatures that are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one quarter of the roll) with a successful Will save.
Starmantle
Starmantle
Abjuration
@@ -45571,8 +45143,7 @@ If it fails, its skin becomes translucent and faintly radiant and the creature i
Each round you maintain the spell, the creature must attempt another Fortitude save. If it fails the save, it takes 1d6 points of permanent Constitution drain. Each round you maintain the spell, however, you take 1d6 points of non-lethal
damage. If you fall unconscious, or if the creature succeeds at its Fortitude save, the spell ends.
-Material Component: A pure crystal or clear gemstone worth at least 50 gp.
-
+Material Component: A pure crystal or clear gemstone worth at least 50 gp.
Masochism
Masochism
Enchantment [Evil]
@@ -45599,8 +45170,7 @@ Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster gives the target an addiction to a drug. A caster of level 5 or less can force the subject to become addicted to any drug with a low addiction rating. A 6th to 10th level caster can force an addiction to any drug with a medium addiction
-rating, and 11th to 15th level caster can force addiction to a drug with a high addiction rating. Casters of 16th level or higher can give the subject an addiction to a drug with an extreme addiction rating.
-
+rating, and 11th to 15th level caster can force addiction to a drug with a high addiction rating. Casters of 16th level or higher can give the subject an addiction to a drug with an extreme addiction rating.
Exalted Raiment
Exalted Raiment
Abjuration
@@ -45929,7 +45499,7 @@ The Stone Dragon discipline traces its root back to an ancient order of dwarves
- Hit Die: d10
- Proficiencies: A Deepstone Sentinel gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -48635,8 +48205,7 @@ Duration: Instant
Additional Counter Spells:
Save: Fort
Spell Resistance: No
-The caster targets a single creature with acid orb. The orb deals 1d6/lvl dmg (max 15d6), and stunning the target for 1 round on a failed save.
-
+The caster targets a single creature with acid orb. The orb deals 1d6/lvl dmg (max 15d6), and stunning the target for 1 round on a failed save.
Cold Orb
Caster Level(s): Sorc/Wiz 4
Innate Level: 4
@@ -48649,8 +48218,7 @@ Duration: Instant
Additional Counter Spells:
Save: Fort
Spell Resistance: No
-The caster targets a single creature with cold orb. The orb deals 1d6/lvl dmg (max 15d6), blinding the target for 1 round on a failed save.
-
+The caster targets a single creature with cold orb. The orb deals 1d6/lvl dmg (max 15d6), blinding the target for 1 round on a failed save.
Electric Orb
Caster Level(s): Sorc/Wiz 4
Innate Level: 4
@@ -48676,8 +48244,7 @@ Duration: Instant
Additional Counter Spells:
Save: Fort
Spell Resistance: No
-The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save.
-
+The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save.
Sonic Orb
Caster Level(s): Sorc/Wiz 4
Innate Level: 4
@@ -48690,8 +48257,7 @@ Duration: Instant
Additional Counter Spells:
Save: Fort
Spell Resistance: No
-The caster targets a single creature with sonic orb. The orb deals 1d6/lvl dmg (max 15d6), deafening the target for 1 round on a failed save.
-
+The caster targets a single creature with sonic orb. The orb deals 1d6/lvl dmg (max 15d6), deafening the target for 1 round on a failed save.
Ice Burst
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
@@ -48760,8 +48326,7 @@ Additional Counter Spells:
Save: None
Spell Resistance: Yes
-The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.
-
+The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.
Blast of Flame
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
@@ -48791,8 +48356,7 @@ Spell Resistance: Yes
A thin, green ray springs from your pointing finger.
-You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). If hit the target must make a fortitude save. If the save is successful the target still takes 5d6 damage.
-
+You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). If hit the target must make a fortitude save. If the save is successful the target still takes 5d6 damage.
Mantle of Egregious Might
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
@@ -48803,8 +48367,7 @@ Area of Effect / Target: Single
Duration: 10 minutes / level
Additional Counter Spells:
-You bestow upon a character a scintillating aura around his head, imbuing him with great power. The target receives a +4 deflection bonus to AC and a +4 luck bonus to attack rolls, saving throws, and all ability scores.
-
+You bestow upon a character a scintillating aura around his head, imbuing him with great power. The target receives a +4 deflection bonus to AC and a +4 luck bonus to attack rolls, saving throws, and all ability scores.
Energy Immunity
Caster Level(s): Cleric 6, Druid 6, Wizard / Sorcerer 7
Innate Level: 6
@@ -48815,8 +48378,7 @@ Area of Effect / Target: Single
Duration: 24 hours
Additional Counter Spells:
-This spell renders the target immune to one element (acid, cold, electricity, fire, sonic) chosen at casting time.
-
+This spell renders the target immune to one element (acid, cold, electricity, fire, sonic) chosen at casting time.
Acid Energy Immunity
Cold Energy Immunity
Electricity Energy Immunity
@@ -48933,8 +48495,7 @@ Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: No
-This spell reduces the target's spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell's save DC equal to his caster level.
-
+This spell reduces the target's spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell's save DC equal to his caster level.
Serpent's Sigh
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
@@ -49164,8 +48725,7 @@ Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No
-The caster targets a single creature with an acid orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8).
-
+The caster targets a single creature with an acid orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8).
Lesser Acid Orb (3)
Lesser Acid Orb (9)
Lesser Cold Orb
@@ -49180,8 +48740,7 @@ Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No
-The caster targets a single creature with a cold orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8).
-
+The caster targets a single creature with a cold orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8).
Lesser Cold Orb (3)
Lesser Cold Orb (9)
Lesser Electric Orb
@@ -49196,8 +48755,7 @@ Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No
-The caster targets a single creature with an electric orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8).
-
+The caster targets a single creature with an electric orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8).
Lesser Electric Orb (3)
Lesser Electric Orb (9)
Lesser Fire Orb
@@ -49212,8 +48770,7 @@ Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No
-The caster targets a single creature with a fire orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8).
-
+The caster targets a single creature with a fire orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8).
Lesser Fire Orb (3)
Lesser Fire Orb (9)
Lesser Sonic Orb
@@ -49228,8 +48785,7 @@ Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No
-The caster targets a single creature with a sonic orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8).
-
+The caster targets a single creature with a sonic orb, making a ranged touch attack. The orb deals 1d8/2 lvls. dmg (max 5d8).
Lesser Sonic Orb (3)
Lesser Sonic Orb (9)
Baleful Transposition
@@ -49244,8 +48800,7 @@ Duration: Instant
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
-You swap positions with the target creature. If the target creature is not friendly, it receives a will save to negate the spell's effect.
-
+You swap positions with the target creature. If the target creature is not friendly, it receives a will save to negate the spell's effect.
Benign Transposition
Caster Level(s): Sorc/Wiz 1
Innate Level: 1
@@ -49258,8 +48813,7 @@ Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No
-You swap positions with the target creature, which must be a member of your party.
-
+You swap positions with the target creature, which must be a member of your party.
Conviction
Caster Level(s): Cleric 1
Innate Level: 1
@@ -49272,8 +48826,7 @@ Duration: 1 Minute / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
-The spell bolsters the mental, physical, and spiritual strength of the target creature. The spell grants the target a +2 morale bonus to saving throws, with an additional +1 bonus for every 6 caster levels (maximum bonus +5).
-
+The spell bolsters the mental, physical, and spiritual strength of the target creature. The spell grants the target a +2 morale bonus to saving throws, with an additional +1 bonus for every 6 caster levels (maximum bonus +5).
Legion's Conviction
Caster Level(s): Cleric 3
Innate Level: 3
@@ -49286,8 +48839,7 @@ Duration: 1 Minute / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
-The spell bolsters the mental, physical, and spiritual strength of the target creatures. The spell grants the target a +2 morale bonus to saving throws, with an additional +1 bonus for every 6 caster levels (maximum bonus +5).
-
+The spell bolsters the mental, physical, and spiritual strength of the target creatures. The spell grants the target a +2 morale bonus to saving throws, with an additional +1 bonus for every 6 caster levels (maximum bonus +5).
Curse of Impending Blades
Caster Level(s): Bard 2, Ranger 2, Sorc / Wiz 2
Innate Level: 2
@@ -49300,8 +48852,7 @@ Duration: 1 Minute / Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes
-The subject of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subject takes a -2 penalty to AC.
-
+The subject of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subject takes a -2 penalty to AC.
Legion's Curse of Impending Blades
Caster Level(s): Bard 3, Ranger 3, Sorc / Wiz 3
Innate Level: 3
@@ -49314,8 +48865,7 @@ Duration: 1 Minute / Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes
-The subjects of the spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subjects take a -2 penalty to AC.
-
+The subjects of the spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subjects take a -2 penalty to AC.
Curse of Petty Failing
Caster Level(s): Cleric 3
Innate Level: 3
@@ -49328,8 +48878,7 @@ Duration: 1 Minute / Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes
-The subject takes a -2 penalty to attacks and saving throws.
-
+The subject takes a -2 penalty to attacks and saving throws.
Legion's Curse of Petty Failing
Caster Level(s): Cleric 5
Innate Level: 5
@@ -49342,8 +48891,7 @@ Duration: 1 Minute / Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes
-The subjects take a -2 penalty to attacks and saving throws.
-
+The subjects take a -2 penalty to attacks and saving throws.
Divine Protection
Caster Level(s): Cleric 2 Paladin 2
Innate Level: 2
@@ -49356,8 +48904,7 @@ Duration: 1 Minute / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
-Friendly creatures gain a +1 morale bonus to their AC and saving throws.
-
+Friendly creatures gain a +1 morale bonus to their AC and saving throws.
Fireburst
Caster Level(s): Sorc/Wiz 2
Innate Level: 2
@@ -49370,8 +48917,7 @@ Duration: Instant
Additional Counter Spells:
Save: Reflex half
Spell Resistance: Yes
-Fireburst causes a powerful explosion of flame to burst from you. All creatures within the area, except for you, take 1d8 points of fire damage per caster level (maximum 5d8).
-
+Fireburst causes a powerful explosion of flame to burst from you. All creatures within the area, except for you, take 1d8 points of fire damage per caster level (maximum 5d8).
Greater Fireburst
Caster Level(s): Sorc/Wiz 5
Innate Level: 5
@@ -49384,8 +48930,7 @@ Duration: Instant
Additional Counter Spells:
Save: Reflex half
Spell Resistance: Yes
-Fireburst causes a powerful explosion of flame to burst from you. All creatures within the area, except for you, take 1d8 points of fire damage per caster level (maximum 15d8).
-
+Fireburst causes a powerful explosion of flame to burst from you. All creatures within the area, except for you, take 1d8 points of fire damage per caster level (maximum 15d8).
Lionheart
Caster Level(s): Paladin 1
Innate Level: 1
@@ -49398,8 +48943,7 @@ Duration: 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
-The subject gains immunity to fear effects.
-
+The subject gains immunity to fear effects.
Living Undeath
Caster Level(s): Cleric 2
Innate Level: 2
@@ -49412,8 +48956,7 @@ Duration: 1 Minute / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
-This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, it's vital processes are temporarily bypassed with no seeming ill effect. The subject becomes immune to critical hits. While the spell is in effect, the subject takes a -4 penalty to charisma.
-
+This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, it's vital processes are temporarily bypassed with no seeming ill effect. The subject becomes immune to critical hits. While the spell is in effect, the subject takes a -4 penalty to charisma.
Panacea
Caster Level(s): Cleric 4, Druid 5
Innate Level: 4
@@ -49426,8 +48969,7 @@ Duration: Instant
Additional Counter Spells:
Save: Will half
Spell Resistance: Yes
-This spell channels positive energy into a creature to wipe away afflictions. It immediately ends any of the following effects: blinded, confused, dazed, deafened, diseased, frightened, paralyzed, poisoned, sleep, and stunned. It also cures 1d8 points of damage +1 per caster level (maximum 1d8+20). Used against undead, panacea deals damage instead of curing it (with a will save for half), but has no other effect.
-
+This spell channels positive energy into a creature to wipe away afflictions. It immediately ends any of the following effects: blinded, confused, dazed, deafened, diseased, frightened, paralyzed, poisoned, sleep, and stunned. It also cures 1d8 points of damage +1 per caster level (maximum 1d8+20). Used against undead, panacea deals damage instead of curing it (with a will save for half), but has no other effect.
Legion's Shield of Faith
Caster Level(s): Cleric 4
Innate Level: 4
@@ -49454,8 +48996,7 @@ Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
-A hissing ray of pure darkness flies from your hand. A creature struck by the ray takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature is healed instead of damaged.
-
+A hissing ray of pure darkness flies from your hand. A creature struck by the ray takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature is healed instead of damaged.
Baleful Transposition (3)
Benign Transposition (1)
Conviction (1)
@@ -49522,8 +49063,7 @@ The following tattoos may be created by casters of level 7 or higher, all requir
The following tattoos may be created by casters of level 13 or higher, all require a lore skill check, DC20.
Spell resistance of 10 + 1 / 6 caster levels.
-+2 to any one ability score.
-
++2 to any one ability score.
Flashburst
Caster Level(s): Sorc/Wiz 3
Innate Level: 3
@@ -49551,8 +49091,7 @@ Additional Counter Spells:
Save: Fortitude partial
Spell Resistance: Yes
-Flensing strips the flesh from a corporeal creature's body. Each round the target suffers 2d6 points of damage, 1d6 of charisma damage, and 1d6 of constitution damage. A fortitude save reduces the damage by half and negates the charisma and constitution damage. The target makes a save each round to avoid damage for that round.
-
+Flensing strips the flesh from a corporeal creature's body. Each round the target suffers 2d6 points of damage, 1d6 of charisma damage, and 1d6 of constitution damage. A fortitude save reduces the damage by half and negates the charisma and constitution damage. The target makes a save each round to avoid damage for that round.
Shadow Spray
Caster Level(s): Sorc/Wiz 2
Innate Level: 2
@@ -49858,8 +49397,7 @@ Additional Counter Spells:
Save: Reflex half (see text)
Spell Resistance: Yes
-You evoke from the earth an upwelling of virulent green energy, burning any creature in the spell's area for 2d6 points of acid damage +1 point per caster level, maximum 2d6+10. Any creature present in the area when the spell is cast is entitled to a reflex save for half damage, creatures who enter the area after get no saving throw.
-
+You evoke from the earth an upwelling of virulent green energy, burning any creature in the spell's area for 2d6 points of acid damage +1 point per caster level, maximum 2d6+10. Any creature present in the area when the spell is cast is entitled to a reflex save for half damage, creatures who enter the area after get no saving throw.
Greenfire (5)
Greenfire (10)
Summon Huge Air Elemental
@@ -49903,8 +49441,7 @@ Epic Levels:
18: Channel Spell 8 times per day.
24: Channel Spell 9 times per day.
26: Channel Spell 10 times per day.
-28 Channel Spell 11 times per day.
-
+28 Channel Spell 11 times per day.
Type of Feat: Class Specific
Prerequisite: Level 10 or higher in the 3rd prestige class.
Specifics: The Spellsword can channel more than one spells into his melee weapon.
@@ -49917,8 +49454,7 @@ Level
Epic Levels:
20: Multiple Channel Spell 1 :Can channel three spells.
-30: Multiple Channel Spell 1 :Can channel four spells.
-
+30: Multiple Channel Spell 1 :Can channel four spells.
####START_OF_NEW_SPELLBOOK_RESERVE
Bard Cure Minor Wounds
Bard Dancing Lights
@@ -49992,12 +49528,9 @@ Epic Levels:
Bard Locate Object
Bard Mirror Image
Bard Owl's Wisdom
- Bard Pyrotechnics
-
- Bard Pyrotechnics: Fireworks
-
- Bard Pyrotechnics: Smoke
-
+ Bard Pyrotechnics
+ Bard Pyrotechnics: Fireworks
+ Bard Pyrotechnics: Smoke
Bard Scare
Bard See Invisibility
Bard Silence
@@ -50430,8 +49963,7 @@ Epic Levels:
Sorcerer Cone of Cold
Sorcerer Dismissal
Sorcerer Dominate Person
- Sorcerer Draconic Might
-
+ Sorcerer Draconic Might
Sorcerer Energy Buffer
Sorcerer Feeblemind
Sorcerer Firebrand
@@ -50655,37 +50187,37 @@ Epic Levels:
Harper Scout Clairaudience/Clairvoyance
Harper Scout Nondetection
Harper Scout Undetectable Alignment
- Assassin Addiction
- Assassin Addiction: Terran Brandy
- Assassin Addiction: Mushroom Powder
- Assassin Addiction: Vodare
- Assassin Addiction: Agony
- Assassin Angry Ache
- Assassin Blade of Blood
- Assassin Blade of Blood 1d6
- Assassin Blade of Blood 3d6
- Assassin Disguise Self
- Assassin Disguise Self - Learn Shape
- Assassin Disguise Self - Options
- Assassin Disguise Self - Quickslot 1
- Assassin Disguise Self - Quickslot 2
- Assassin Disguise Self - Quickslot 3
- Assassin Jump
- Assassin Obscuring Mist
- Assassin Sleep
- Assassin True Strike
- Assassin Alter Self
- Assassin Alter Self - Learn Shape
- Assassin Alter Self - Options
- Assassin Alter Self - Quickslot 1
- Assassin Alter Self - Quickslot 2
- Assassin Alter Self - Quickslot 3
- Assassin Cat's Grace
- Assassin Darkness
- Assassin Fox's Cunning
- Assassin Ice Knife
- Assassin Invisibility
- Assassin Undetectable Alignment
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ Sorcerer Repair Minor Damage
+ Sorcerer Repair Light Damage
+ Sorcerer Repair Moderate Damage
+ Sorcerer Repair Serious Damage
+ Sorcerer Repair Critical Damage
+ Sorcerer Spirit Worm
+ Sorcerer Chasing Perfection
+ Sorcerer Force Missiles
+ Sorcerer Adrenaline Surge
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
Assassin Deeper Darkness
Assassin Deep Slumber
Assassin False Life
@@ -50702,11 +50234,11 @@ Epic Levels:
Assassin Flesh Armor
Assassin Freedom of Movement
Assassin Glibness
- Assassin Heart Ripper
- Assassin Improved Invisibility
- Assassin Locate Creature
- Assassin Poison
- Assassin Stop Heart
+ ****
+ ****
+ ****
+ ****
+ ****
Blackguard Cure Light Wounds
Blackguard Empowered Cure Light Wounds
Blackguard Maximized Cure Light Wounds
@@ -51838,8 +51370,7 @@ Duration: permanent
Save: Will
Spell Resistance: Yes
- The affected creature suffers from a continuous confusion effect, as the spell.
-
+ The affected creature suffers from a continuous confusion effect, as the spell.
Iron Body (15)
Caster Level(s): Wizard 8, Sorcerer 8
Innate Level: 8
@@ -51940,8 +51471,7 @@ This spell creates an airtight stone coffin that forms around the target. The st
A creature within the coffin can attack the stone with a natural weapon or light melee weapon. A creature can
attempt a DC 26 Strength check to break free of the stone, and allies can also help to break the trapped creature
-free.
-
+free.
Arrow of Bone
Arrow of Bone
Necromancy [Death]
@@ -51957,8 +51487,7 @@ You complete the ritual needed to cast the spell, scribing arcane runes into the
When thrown or fired at a creature as a normal ranged attack, the weapon gains a +4 enhancement bonus on attack
rolls and damage rolls. In addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or be instantly slain. A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum +20). Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed.
- Draconic Might
-
+ Draconic Might
Draconic Might
Transmutation
Level: Paladin 4, sorcerer/wizard 5
@@ -51972,8 +51501,7 @@ Saving Throw: Fortitude negates
Spell Resistance: Yes (harmless)
The subject of the spell gains a +4 enhancement bonus to Strength, Constitution, and Charisma. It also gains
-a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects. Special: Sorcerers cast this spell at +1 caster level.
-
+a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects. Special: Sorcerers cast this spell at +1 caster level.
Extract Water Elemental
Extract Water Elemental
Transmutation [Water]
@@ -51987,8 +51515,7 @@ Saving Throw: Fortitude half
Spell Resistance: Yes
This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per caster level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to
-Huge). The water elemental is under your control, as if you summoned it, and disappears after 1 minute.
-
+Huge). The water elemental is under your control, as if you summoned it, and disappears after 1 minute.
Heart Ripper
Heart Ripper
Necromancy [Death]
@@ -52001,8 +51528,7 @@ Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
-Invisible bolts of force instantly slay the target you designate by driving its heart from its body unless it succeeds on a Fortitude save. If the target has HD higher than your caster level, it does not die on a failed saving throw, but instead is stunned for 1d4 rounds. Creatures that don't depend on their hearts for survival, creatures with no anatomy, and creatures immune to extra damage from critical hits are unaffected by the spell.
-
+Invisible bolts of force instantly slay the target you designate by driving its heart from its body unless it succeeds on a Fortitude save. If the target has HD higher than your caster level, it does not die on a failed saving throw, but instead is stunned for 1d4 rounds. Creatures that don't depend on their hearts for survival, creatures with no anatomy, and creatures immune to extra damage from critical hits are unaffected by the spell.
Life Bolt
Life Bolt
Necromancy
@@ -52015,8 +51541,7 @@ Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
-You draw forth some of your own life force to create a beam of positive energy that harms undead. You must succeed on a ranged touch attack with the ray to strike a target. If the ray hits an undead creature, it deals 1d12 points of damage. Creating each beam deals you 1 point of nonlethal damage. For every two caster levels beyond 1st, you can create an additional ray, up to a maximum of five rays at 9th level.
-
+You draw forth some of your own life force to create a beam of positive energy that harms undead. You must succeed on a ranged touch attack with the ray to strike a target. If the ray hits an undead creature, it deals 1d12 points of damage. Creating each beam deals you 1 point of nonlethal damage. For every two caster levels beyond 1st, you can create an additional ray, up to a maximum of five rays at 9th level.
Rainbow Blast
Rainbow Blast
Evocation [Light]
@@ -52401,8 +51926,7 @@ At 18th level, you gain Spell Resistance equal to 20+Dragon Disciple levels.
At 20th level, you gain True Seeing.
Epic Dragon Disciple Bonus Feats List:
-Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Damage Reduction, Epic Prowess, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Improved Combat Casting.
-
+Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Damage Reduction, Epic Prowess, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Improved Combat Casting.
Draconic Claws
At 2nd level, a dragon disciple gains 2 claws that can be used to make natural attacks with. You cannot use claws when wielding any weapons in your hands.
@@ -52451,8 +51975,7 @@ Colossal - 3d6
Epic Spellcasting
Type of Feat: Epic
Prerequisite: Spellcraft 24 ranks, Lore 24 ranks, ability to cast 9th-level arcane or divine spells
-Specifics: You may develop and cast epic spells. You may cast a number of epic spells per day equal to your ranks in Lore divided by 10.
-
+Specifics: You may develop and cast epic spells. You may cast a number of epic spells per day equal to your ranks in Lore divided by 10.
Psicraft
Ability: Intelligence.
Requires Training: Yes.
@@ -52484,8 +52007,7 @@ Daylight brought into an area of magical darkness (or vice versa) is temporarily
negated, so that the otherwise prevailing light conditions exist in the overlapping
areas of effect.
-Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
-
+Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Add Constitution To Strike
Clear Constitution Total
White Raven Hammer
@@ -52552,10 +52074,8 @@ Spell Resistance: Yes
Fire trap creates a fiery explosion when an intruder enters the area that the trap protects. When casting fire trap, you select a point as the spells center. When someone other than you gets too close to that point, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20).
-An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam.
-
- Pyrotechnics
-
+An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam.
+ Pyrotechnics
Pyrotechnics
Transmutation
Level: Brd 2, Sor/Wiz 2
@@ -52587,8 +52107,7 @@ Spell Resistance: Yes
A magical shard of ice blasts from your hand and speeds to its target. You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels). If it hits, an ice knife deals 2d8 points of cold damage plus 2 points of Dexterity damage (no Dexterity damage on a successful Fortitude save). Creatures that have immunity to cold damage also take no Dexterity damage automatically.
A knife that misses creates a shower of ice crystals in a 10-foot-radius burst. The icy burst deals 1d8 points of cold damage to all creatures within the area of the effect (Reflex half).
- Arrow Storm
-
+ Arrow Storm
Arrow Storm
Transmutation
Level: Ranger 3
@@ -52617,8 +52136,7 @@ modifier (as appropriate for your spellcasting class) for your Strength modifier
and damage rolls. Even if your base attack bonus would normally give you multiple attack rolls, a whirling
blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.
-No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.
-
+No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.
Fire Shield (PnP)
Fire Shield
Evocation [Fire or Cold]
@@ -52651,8 +52169,7 @@ Duration: 1 min./level
This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from you, into all squares adjacent to your space, and it moves with you as you move. Each round on your turn, starting when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level (maximum +10) to all creatures in the affected area.
-The blades conjured by a lawful-aligned cleric are cold iron, those conjured by a chaotic-aligned cleric are silver, and those conjured by a cleric who is neither lawful nor chaotic are steel.
-
+The blades conjured by a lawful-aligned cleric are cold iron, those conjured by a chaotic-aligned cleric are silver, and those conjured by a cleric who is neither lawful nor chaotic are steel.
Sleet Storm
Sleet Storm
Conjuration (Creation) [Cold]
@@ -52665,8 +52182,7 @@ Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
-Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).
-
+Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).
Orb of Force
Orb of Force
Conjuration (Creation) [Force]
@@ -52680,8 +52196,7 @@ Saving Throw: None
Spell Resistance: No
You create a globe of force 3 inches across, which streaks from your palm toward your target. You must succeed on a ranged touch attack to hit the target. The orb deals 1d6 points of damage per caster level (maximum 10d6).
- Mass Fire Shield
-
+ Mass Fire Shield
Mass Fire Shield
Evocation [Fire or Cold]
Level: Sorcerer/wizard 5, warmage 5
@@ -52728,8 +52243,7 @@ Area: 60 ft radius around the caster
Saving Throw: None
Spell Resistance: No
-You can sense the types of favored enemies in the area and the number of each type.
-
+You can sense the types of favored enemies in the area and the number of each type.
Otiluke's Freezing Sphere
Otiluke's Freezing Sphere
Evocation [Cold]
@@ -52750,8 +52264,7 @@ of cold damage per caster level (maximum 15d8).
You can refrain from firing the globe after completing the spell, if you wish. Treat this as a
touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per
level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving
-throw to resist its effect). Firing the globe in a later round is a standard action.
-
+throw to resist its effect). Firing the globe in a later round is a standard action.
Waves of Exhaustion
Waves of Exhaustion
Necromancy
@@ -52817,8 +52330,7 @@ The spell affects a total number of Hit Dice of creatures equal to your caster l
13 or more: Confused for 1d4 rounds.
-Sightless creatures are not affected by scintillating pattern.
-
+Sightless creatures are not affected by scintillating pattern.
Prismatic Sphere
Prismatic Sphere
Abjuration
@@ -52847,10 +52359,8 @@ Green 4th Poison (Kills; Fortitude partial for 1d6 points of Con damage in
Blue 5th Turned to stone (Fortitude negates).
Indigo 6th Will save or become insane (as insanity spell).
Violet 7th Creatures sent to another plane (Will negates).
- Pyrotechnics: Fireworks
-
- Pyrotechnics: Smoke
-
+ Pyrotechnics: Fireworks
+ Pyrotechnics: Smoke
Mass Fire Shield: Red
Greater Disrupt Undead
Greater Disrupt Undead
@@ -52868,8 +52378,7 @@ You must succeed on a ranged touch attack with the ray to strike a target. This
undead (PH 223), except that this ray deals 1d8 points of damage per caster level to any undead, to a maximum
of 10d8. If the damage is sufficient to destroy the first target, then you can redirect the ray to another
undead target within 15 feet of the first target. If you make a successful ranged touch attack on the second
-target, that target takes half of the damage rolled for the first target.
-
+target, that target takes half of the damage rolled for the first target.
Fire Shield (PnP): Blue
Mass Fire Shield: Blue
Fire Shield (PnP): Red
@@ -52910,8 +52419,7 @@ Strong 1d6x10 minutes
Overwhelming 1d6 days
Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
-Arcane Material Component: A bit of earth from a grave.
-
+Arcane Material Component: A bit of earth from a grave.
Buomman
buomman
Buommans
@@ -53167,8 +52675,7 @@ Level:
17: Sneak Attack +9d6
18: Acrobatics +6, Greater Ki Dodge
19: Sneak Attack +10d6
-20: Ghost Walk
-
+20: Ghost Walk
Ki Power
Type of Feat: Class Specific
Prerequisite: Ninja Level 1
@@ -53288,8 +52795,7 @@ CLASS FEATURES:
8: Sudden Strike (Sneak Attack) +3d6
9: Frightful Attack 3/day
10: Frightful Cleave
- Ghost step 4/day
-
+ Ghost step 4/day
Type of Feat: Class Specific
Prerequisite: Ghost-Faced Killer
Specifics: A Ghost-Faced Killer can become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. An extra use per day is given at every 3 levels after first. A level 6 Ghost-Faced Killer can become ethereal instead of invisible.
@@ -53329,8 +52835,7 @@ Electricity: Manifesting a ray of this energy type provides a +2 bonus on manife
Fire: A ray of this energy type deals +1 point of damage per die.
Sonic: A ray of this energy type deals -1 point of damage per die and ignores an object's hardness.
-This power's subtype is the same as the type of energy you manifest.
-
+This power's subtype is the same as the type of energy you manifest.
Shield Other
Abjuration
Level: Clr 2, Pal 2, Protection 2
@@ -53364,8 +52869,6 @@ Prerequisite: None
Specifics: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
Use: Automatic.
-
-
Ignore Material Components
Type of Feat: Epic
@@ -53631,7 +53134,7 @@ Not all draconic secrets are about magic. In addition to the well-known chromat
- Hit Die: d8
- Proficiencies: A Diamond Dragon gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -53841,7 +53344,7 @@ Some arcane spellcasters are fascinated both by the dragon's hardy physical natu
- Hit Die: d6
- Proficiencies: A Dragonheart Mage gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
Spellcasting: Must be able to spontaneously cast arcane spells.
@@ -54049,8 +53552,7 @@ You can convert some of your arcane spell energy into a breath weapon. The weap
If you are a Dragonheart Mage, your damage increases based on the level of the class.
Note: This feat requires the use of the new spellbooks, so if they are disabled this feat will not work. If you are a bard or sorcerer and not already using the new spellbooks, you will be converted to them.
- Draconic Arcane Grace Levels 1 Through 5
-
+ Draconic Arcane Grace Levels 1 Through 5
Draconic Breath Levels 1 Through 5
Draconic Arcane Grace: Level 1
Draconic Arcane Grace: Level 2
@@ -54185,7 +53687,7 @@ Talons of Tiamat may work individually or in groups, as befits their plans. The
- Hit Die: d8
- Proficiencies: A Talon of Tiamat gains proficiency with all armors, shields, and all simple and martial weapons.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
Alignment: Any evil.
@@ -54432,7 +53934,7 @@ 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
+- Skill Points: 2+ Int Modifier.
CLASS SKILLS: Appraise, Bluff, Craft, Heal, Hide, Intimidate, Jump, Lore, Move Silently, Persuade, Search, Sense Motive, Spellcraft
@@ -55413,7 +54915,7 @@ Racial Hit Dice/Class: NA
Hagspawns
Sons of malicious, predatory mothers, hagspawn are not a complete race, as there are no females of their kind. Hags continue their awful lineage by taking human males for mates, usually murdering and devouring the hapless captive later. The female children of a hag quickly grow into hags like their mothers, but the male children are hagspawn, half-human outcasts. Feared and hated by normal humans, hagspawn must make their way in the world by dint of their strength, hardiness, and sheer determination.
-Hagspawn Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma: Hagspawn are strong and hardy, but are sullen and ill-tempered.
+Hagspawn Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma: Hagspawn are strong and hardy, but are sullen and ill-tempered.
Favored Class (Barbarian): A multiclass hagspawn's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.
- Medium size
@@ -55671,8 +55173,7 @@ Specifics: The creature has an innate spell resistance of 22, plus 1 per level.
Use: Automatic.
Humanoid Shape:
-With this you can attempt to learn a new shape and shift into that shape if you can learn it.
-
+With this you can attempt to learn a new shape and shift into that shape if you can learn it.
Humanoid Quickslot 1
Humanoid Quickslot 2
Humanoid Shape Options
@@ -55682,8 +55183,7 @@ With this you can:
* Select a shape you know to turn into
* View what shapes you have assigned to your 'Quick Shift Slots'
* Assign shapes you know to your 'Quick Shift Slots'
-* Remove shapes you no longer want
-
+* Remove shapes you no longer want
1
2
3
@@ -55890,9 +55390,7 @@ This is a spell seed, and is required to successfully research any Epic Spells r
You can grant creatures protection from damage of a specified type. You can protect a creature from standard damage or from magical damage. You can protect a creature from magic. Alternatively, wards can be created to hedge out specific creatures or creature types.
The Unseen Wanderer
- Gained through a casting of the epic spell 'Unseen Wanderer', this ability allows you to become invisible (or visible) at will.
-
-
+ Gained through a casting of the epic spell 'Unseen Wanderer', this ability allows you to become invisible (or visible) at will.
Epic Spell: Achilles Heel
Researched Epic Spell: Achilles Heel
School: Abjuration
@@ -55903,8 +55401,7 @@ Duration: 20 rounds
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
-The bane of all casters and their ilk is held within this single spell. It makes you virtually impenetrable by all spells, thus giving you immunity to magic, for a short period of time. It does not stop the flow of magic, but grants upon you ability to manipulate it to stop all harmful effects directed toward you. This does come at a cost however. You forfeit almost all of your endurance in the form of constitution in exchange for spell immunity while the spell is in effect. IE: Your constitution is dropped to 3.
-
+The bane of all casters and their ilk is held within this single spell. It makes you virtually impenetrable by all spells, thus giving you immunity to magic, for a short period of time. It does not stop the flow of magic, but grants upon you ability to manipulate it to stop all harmful effects directed toward you. This does come at a cost however. You forfeit almost all of your endurance in the form of constitution in exchange for spell immunity while the spell is in effect. IE: Your constitution is dropped to 3.
Epic Spell: All Hope Lost
Researched Epic Spell: All Hope Lost
School: Enchantment [Mind-Affecting]
@@ -55941,8 +55438,7 @@ Saving Throw: Will negates(special, see below)
Spell Resistance: Yes
The call of chaos affects the morals and sense of justice and order in all lawful creatures in the area, causing them to lose their vigilance for a brief time. Each affected creature will act erratic for a time, and will either drop their hand-held equipment and run away, or simply wander about in a state of confusion, suddenly unsure of their own standards of behavior.
-A word of caution to the caster of a lawful influence: You may begin to notice a lessening of your so-called diligent tendencies with each casting of this spell.
-
+A word of caution to the caster of a lawful influence: You may begin to notice a lessening of your so-called diligent tendencies with each casting of this spell.
Epic Spell: Animus Blast
Researched Epic Spell: Animus Blast
School: Evocation [Cold]
@@ -56273,8 +55769,7 @@ Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
-You and all your allies are instantly teleported to the abyss. Where you wish to arrive in the hells is decided before you leave, but your success in reaching the desired destination is not always guaranteed.
-
+You and all your allies are instantly teleported to the abyss. Where you wish to arrive in the hells is decided before you leave, but your success in reaching the desired destination is not always guaranteed.
Epic Spell: Hellball
Researched Epic Spell: Hellball
School: Evocation [Acid, Fire, Electricity, Sonic]
@@ -56309,8 +55804,7 @@ Duration: 20 hours
Saving Throw: Will Negates (Harmless)
Spell Resistance: Will Negates (Harmless)
-After much research and toil, the labor of your endeavors has paid off in revealing the secrets of Hercules himself. His three main attributes have been granted unto you: His pure might as strength, his quickness and agility in dexterity, and his sheer endurance for pain in the form of constitution. They are all supplemented by 1d4+5.
-
+After much research and toil, the labor of your endeavors has paid off in revealing the secrets of Hercules himself. His three main attributes have been granted unto you: His pure might as strength, his quickness and agility in dexterity, and his sheer endurance for pain in the form of constitution. They are all supplemented by 1d4+5.
Epic Spell: Impenetrability
Researched Epic Spell: Impenetrability
School: Abjuration
@@ -56535,8 +56029,7 @@ Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
-You deal 20d6 points of damage to a single target within range and line of sight.
-
+You deal 20d6 points of damage to a single target within range and line of sight.
Epic Spell: Singular Sunder
Researched Epic Spell: Singular Sunder
School: Transmutation
@@ -56569,19 +56062,18 @@ Duration: 1 rounds/ lvl
Saving Throw: Will Negates (Harmless)
Spell Resistance: Will Negates (Harmless)
-You cast forth a field of minor storms that create barriers around the caster and all allies within a 20 radius that absorbs all incoming spells. The barriers can absorb 1d12+10 spell levels each before collapsing.
-
+You cast forth a field of minor storms that create barriers around the caster and all allies within a 20 radius that absorbs all incoming spells. The barriers can absorb 1d12+10 spell levels each before collapsing.
Epic Spell: Summon Aberration
Researched Epic Spell: Summon Aberration
- School: Conjuration (Summoning)
-Components: V,S
-Range: Short
-Effect: One summoned aberration
-Duration: 20 hours
-Saving Throw: None
-Spell Resistance: No
+ School: Conjuration (Summoning)
+ Components: V,S
+ Range: Short
+ Effect: Summons advanced aberration(s)
+ Duration: 1 Turn / Caster level
+ Saving Throw: None
+ Spell Resistance: No
-You summon one of a variety of aberrations. It is never clear which type of aberration will appear, but it will always be one of these: a Drider Chief, a Beholder, a Mind Flayer Darkener, an Umber Hulk, or a Battle Devourer. The summoned aberration will do your bidding to the best of its abilities, for the duration.
+ You summon one or more advanced psuedonatural aberrations from the Far Realms to do your bidding. The aberration receives one bonus hit die for every 2 caster levels of the summoner, up to the maximum hit dice for the creature, and maximum hit points per die. The aberration follows your orders to the best of its ability, for the duration of the spell. Possible summons are a: Drider, Beholder, Illithid, Umber Hulk, or 2-3 Battle Devourers.
Epic Spell: Superb Dispelling
Researched Epic Spell: Superb Dispelling
School: Abjuration
@@ -56626,8 +56118,7 @@ Duration: 10 rounds
Saving Throw: Fortitude at -4.
Spell Resistance: Yes
-Tolodine's killing wind was designed to kill large numbers of creatures, and it worked well; wiping out whole tribes in a single cast. The original spell by Tolodine himself, covered many miles and lasted many hours. The rumor that Tolodine was headed toward your city put a sheer chill up your spine. It was said he walked solo to the battle field, and left solo. Fortunately, the epic vastness of its reaches was lost many ages ago, but the form we have now is still a vast power to be reckoned. Creatures caught within the cloud were entitled a saving throw vs. fortitude at a penalty of -4 or be killed by the spell. Those who remain within the cloud will need to make another save each successive round until they exit the cloud. The casting of this spell automatically temporarily drains the caster of two levels (bestowing negative levels upon him), and two constitution points until the spell evaporates.
-
+Tolodine's killing wind was designed to kill large numbers of creatures, and it worked well; wiping out whole tribes in a single cast. The original spell by Tolodine himself, covered many miles and lasted many hours. The rumor that Tolodine was headed toward your city put a sheer chill up your spine. It was said he walked solo to the battle field, and left solo. Fortunately, the epic vastness of its reaches was lost many ages ago, but the form we have now is still a vast power to be reckoned. Creatures caught within the cloud were entitled a saving throw vs. fortitude at a penalty of -4 or be killed by the spell. Those who remain within the cloud will need to make another save each successive round until they exit the cloud. The casting of this spell automatically temporarily drains the caster of two levels (bestowing negative levels upon him), and two constitution points until the spell evaporates.
Epic Spell: Transcendent Vitality
Researched Epic Spell: Transcendent Vitality
School: Transmutation
@@ -56641,15 +56132,15 @@ Spell Resistance: No (harmless)
Physical frailty is but a memory for the subject of this spell. The targeted creature is granted permanent immunity to poison and disease, regeneration +1, and a Constitution bonus of +5.
Epic Spell: Twinfiend
Researched Epic Spell: Twinfiend
- School: Conjuration (Summoning)
-Components: V,S
-Range: Short
-Effect: Two summoned pit fiends
-Duration: 20 rounds
-Saving Throw: None
-Spell Resistance: No
+ School: Conjuration (Summoning, Evil)
+ Components: V,S
+ Range: Short
+ Effect: Summons two advanced pit fiends
+ Duration: 1 Turn / Caster level
+ Saving Throw: None
+ Spell Resistance: No
-You summon two pit fiends from the abyss to do your bidding. These devils follow your orders to the best of their abilities, for the duration.
+ You summon two advanced pit fiends from the Nine Hells to do your bidding. These devils recieve one bonus hit die for every 2 caster levels of the summoner and maximum hit points per die. The pit fiends follow your orders to the best of their abilities, for the duration of the spell.
Epic Spell: Unholy Disciple
Researched Epic Spell: Unholy Disciple
School: Necromancy
@@ -56974,8 +56465,7 @@ Level: 0 1 2 3 4 5 6 7 8 9
17: 6 7 7 7 7 7 7 7 5 -
18: 6 7 7 7 7 7 7 7 6 4
19: 6 7 7 7 7 7 7 7 7 5
-20: 6 7 7 7 7 7 7 7 7 6
-
+20: 6 7 7 7 7 7 7 7 7 6
Epic Templar
Growing under the shadow of their sorcerer-king, those who develop such amount of power are executed without second thought. Nonetheless, there are a few who manage to hide its powers and postpone the unavoidable fate.
@@ -57060,8 +56550,7 @@ Special: A templar automatically gains Secular Authority as a bonus feat. He nee
Secular Aptitude (Ex)
At 1st level, you gain Secular Authority as a bonus feat. In addition, you receive a competence bonus to Secular Authority checks equal to half your class level.
-Note: Secular Authority is mostly RP feat. In order to make it also usable in SP mode, we've changed it a bit - we're adding 1/2 Templar level to bluff, persuade and intimidate skills for 1 turn.
-
+Note: Secular Authority is mostly RP feat. In order to make it also usable in SP mode, we've changed it a bit - we're adding 1/2 Templar level to bluff, persuade and intimidate skills for 1 turn.
Turn Submission (Ex)
The creature is turned or rebuked as if it were 4 HD lower.
Immunity to Rebuking (Ex)
@@ -57083,7 +56572,15 @@ Epic Eldritch Theurge Bonus Feats: Craft Epic Magic Arms and Armor, Craft Epic R
*An epic eldritch theurge must meet this feat's prerequisites to select it as an epic bonus feat.
Echoblade
- If you use your bardic music ability while wielding an echoblade, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bardic level.
+ If you use your bardic music ability while wielding an echoblade, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bardic level.
+Prerequisites:
+
+Caster Level: 10
+Special: Must be a Bard.
+
+Cost:
+
++10000gp
##START OF WARLOCK INVOCATIONS##
All Seeing Eyes
Least Invocation
@@ -57975,8 +57472,7 @@ Level:
6: Aberration and ooze.
7: Huge and dragon.
8: Undead and construct.
-9: Elemental and outsider
-
+9: Elemental and outsider
Can cast spells without Natural Spell
Cannot cast spells without Natural Spell
Learned "%(SHAPENAME)"
@@ -58176,8 +57672,7 @@ Level Known Readied Known
7 1 0 0
8 0 0 0
9 1 1 0
-10 0 0 0
-
+10 0 0 0
Blade Guide
Type of Feat: Class Specific
Prerequisites: Eternal Blade level 1.
@@ -58194,8 +57689,10 @@ Use: Selected
Type of Feat: Class Specific
Prerequisites: Eternal Blade level 2
Specifics: Your blade guide assesses your enemies, seeking out weak points in their armor and offering you advice on where and how to strike. Your guide grants you advice that can render even the most daunting foe impotent.
-For the rest of your turn, you automatically overcome your opponent's damage reduction, if any.
+For the rest of your turn, you automatically overcome your opponent's damage reduction, if any*.
You can use this ability only while you have access to your blade guide.
+
+* Due to engine limitations, this maneuver fucntions by increasing your base attack damage by the amount of Damage Reduction on the target.
Use: Selected
Armored Uncanny Dodge (Ex)
Type of Feat: Class Specific
@@ -58224,7 +57721,7 @@ Use: Selected
Type of Feat: Class Specific
Prerequisites: Eternal Blade level 10
Specifics: You throw yourself into a fight under your blade guide's careful direction. You meld with it, allowing it to control your actions while you draw upon it's vast combat experience.
-Once per encounter, you can take a turn as an immediate action.
+Once per encounter, you can take a full attack as an immediate action. You must recover your manuevers outside of combat in order to use this ability again.
Use: Selected
Eternal Blade Maneuver Quickselects
Maneuver Quickselect Conversation
@@ -58275,8 +57772,7 @@ Level Known Readied Known
7 0 0 0
8 0 0 0
9 1 0 0
-10 0 1 0
-
+10 0 1 0
Touch of the Shadow Sun
Type of Feat: Class Specific
Prerequisites: Shadow Sun Ninja level 1
@@ -58499,7 +57995,7 @@ Truly wise adventurers are always wary of unarmed opponents, for such adversarie
- Hit Die: d10
- Proficiencies: A reaping mauler gains no additional proficiencies.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
@@ -58514,8 +58010,7 @@ Level
Mobility (Ex): When wearing light armor or no armor, a reaping mauler gains the benefits of the Mobility feat, even if he does not meet the prerequisites.
2: Adept Wrestling (Ex): Beginning at 2nd level, a reaping mauler who is wearing light armor or no armor gains a +1 bonus on all grapple checks. This bonus increases to +2 at 4th level.
3: Sleeper Lock (Ex): At 3rd level, a reaping mauler learns how to render an opponent unconscious with pressure. If the character pins his opponent while grappling and maintains the pin for 1 full round, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the round or fall unconscious for 1d3 rounds. A creature with no discernible anatomy has immunity to this effect.
-5: Devastating Grapple (Ex): If a 5th-level reaping mauler pins his opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to the effect of this ability
-
+5: Devastating Grapple (Ex): If a 5th-level reaping mauler pins his opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to the effect of this ability
Adept Wrestling
Type of Feat: Class Specific
Prerequisites: Reaping Mauler level 2
@@ -59079,8 +58574,7 @@ CLASS FEATURES:
Level
1: Enhanced Capacity - Take one more character per class level when group teleporting
2: Teleport - Cast teleport once per day
-3: Enhanced Accuracy - Roll twice and take the better result on teleport mishaps
-
+3: Enhanced Accuracy - Roll twice and take the better result on teleport mishaps
Enhanced Capacity
Type of Feat: Class
Prerequisite: Wayfarer Guide 1
@@ -59125,8 +58619,7 @@ Level
Sacred Stealth +8
8: Righteous Fervor - Gain Attack and Damage boost against smited creature
9: Burning Light - Do damage in area of Pierce Shadows
-10: Smite 3/day, Sneak Attack +3d6
-
+10: Smite 3/day, Sneak Attack +3d6
Shadowbane Stalker
Shadowbane Stalkers
shadowbane stalker
@@ -59161,8 +58654,7 @@ Level
BONUS SPELLS
-Upon gaining a level in Shadowbane Stalker, the character gains new spells per day as if he had also gained a level in his highest divine caster class. He does not learn any new spells through his abilities.
-
+Upon gaining a level in Shadowbane Stalker, the character gains new spells per day as if he had also gained a level in his highest divine caster class. He does not learn any new spells through his abilities.
Pierce Shadows
Type of Feat: Class
Prerequisite: Shadowbane Inquisitor 1
@@ -59510,8 +59002,7 @@ Use: Selected
18: Bonus feat
19: Mind blank
20: Pact Augmentation - 5 abilities
- Soul Binding - 4 Vestiges
-
+ Soul Binding - 4 Vestiges
Amon, the Void Before the Altar
Amon, the Void Before the Altar
@@ -60134,8 +59625,7 @@ Effective Binder Level Warhammer Summoned
15th-18th +1 anarchic adamantine warhammer
19th or higher +3 anarchic adamantine warhammer
-Poison Blood: While you are bound to Eurynome, your blood becomes poisonous. Any creature that makes a bite attack against you must immediately make a successful Fortitude save or take 1d6 points of damage. After 1 minute, the creature must make another Fortitude save at the same DC or take another 1d6 points of damage per three effective binder levels you possess (maximum 5d6). Each bite attack poisons the creature anew, forcing a new round of saving throws.
-
+Poison Blood: While you are bound to Eurynome, your blood becomes poisonous. Any creature that makes a bite attack against you must immediately make a successful Fortitude save or take 1d6 points of damage. After 1 minute, the creature must make another Fortitude save at the same DC or take another 1d6 points of damage per three effective binder levels you possess (maximum 5d6). Each bite attack poisons the creature anew, forcing a new round of saving throws.
Anima Mage
Anima Mages
anima mage
@@ -60203,8 +59693,7 @@ Touch of the Void: As a swift action, you can charge a melee attack with cold en
Turn/Rebuke Undead: You can turn or rebuke undead as a cleric of your effective binder level. As with a cleric, you turn if you are good and rebuke if you are evil. Once you have used this ability, you cannot do so again for 5 rounds.
-Vessel of Emptiness: You can use the flicker shadow magic mystery once per day. At 13th level, you can use this ability two times per day, and at 19th level, you can use it three times per day.
-
+Vessel of Emptiness: You can use the flicker shadow magic mystery once per day. At 13th level, you can use this ability two times per day, and at 19th level, you can use it three times per day.
Tenebrous, the Shadow That Was Deeper Darkness
Tenebrous, the Shadow That Was Touch of the Void
Tenebrous, the Shadow That Was Turn Undead
@@ -60370,8 +59859,7 @@ Lich's Energy Immunities: You gain immunity to cold and electricity damage.
Paralyzing Touch: As a standard action, you can make a touch attack to paralyze a living foe. The touched creature must succeed on a Fortitude save or be paralyzed for a number of rounds equal to one-half your effective binder level. Each round on its turn, the paralyzed creature can attempt a new saving throw as a full-round action, with success ending the effect immediately. Once you have used this ability, you cannot do so again for 5 rounds.
-Undead Healing: Negative energy (such as that of an inflict spell) heals you rather than damaging you. If you are a living creature, positive energy (such as a cure spell) still heals you as well.
-
+Undead Healing: Negative energy (such as that of an inflict spell) heals you rather than damaging you. If you are a living creature, positive energy (such as a cure spell) still heals you as well.
Acererak, the Devourer Detect Undead
Acererak, the Devourer Hide from Undead
Acererak, the Devourer Paralyzing Touch
@@ -60395,8 +59883,7 @@ Icy Glare: You gain a gaze attack that deals 2d6 points of cold damage to the ta
Prescience: You get a glimpse of the future a moment before it happens. This knowledge manifests as an insight bonus equal to +1 per four effective binder levels on initiative checks, Reflex saves, and AC.
-Weapon Finesse: You gain the benefit of the Weapon Finesse feat.
-
+Weapon Finesse: You gain the benefit of the Weapon Finesse feat.
Balam, the Bitter Angel Balam's Cunning
Balam, the Bitter Angel Icy Glare
Dantalion, the Star Emperor
@@ -60419,8 +59906,7 @@ Dantalion Knows: While bound to Dantalion, you have a +8 bonus on Lore checks.
Read Thoughts: At will as a full-round action, you can attempt to read the surface thoughts of any creature you can see. If the target makes a successful Will save, you cannot read its thoughts for 1 minute. If you attempt to read the thoughts of a creature with an Intelligence score 10 points higher than your own, you automatically fail and are stunned for 1 round.
-Thought Travel: As a standard action, you can instantly transport yourself to any location you can see that is within 5 feet per effective binder level you possess. Thought travel is a teleportation effect and is usable a number of times per day equal to your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds.
-
+Thought Travel: As a standard action, you can instantly transport yourself to any location you can see that is within 5 feet per effective binder level you possess. Thought travel is a teleportation effect and is usable a number of times per day equal to your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds.
Dantalion, the Star Emperor Awe of Dantalion
Dantalion, the Star Emperor Read Thoughts
Dantalion, the Star Emperor Thought Travel
@@ -60489,8 +59975,7 @@ All-Around Vision: Your extra eyes allow you to look in any direction, granting
See in Darkness: You can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
-Swift Flight: You can fly for 1 round by using the Jump ability. Once you have used swift flight, you cannot do so again for 5 rounds.
-
+Swift Flight: You can fly for 1 round by using the Jump ability. Once you have used swift flight, you cannot do so again for 5 rounds.
Geryon, the Deposed Lord Acidic Glare
Geryon, the Deposed Lord Swift Flight
Otiax, the Key to the Gate
@@ -60513,8 +59998,7 @@ Concealing Mist: The mist that constantly surrounds you forms a screen that gran
Open Portal: At will as a swift action, you can open (but not close) an unlocked door, chest, box, or other object.
-Unlock: As a full-round action, you can unlock a single lock that you can touch, provided that its Open Lock DC is less than or equal to twice your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds.
-
+Unlock: As a full-round action, you can unlock a single lock that you can touch, provided that its Open Lock DC is less than or equal to twice your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds.
Otiax, the Key to the Gate Air Blast
Otiax, the Key to the Gate Open Portal
Otiax, the Key to the Gate Unlock
@@ -60538,8 +60022,7 @@ Resistance: Your gain a +4 bonus on a saving throw of your choice. You may chang
Damage Reduction: Your body becomes unnaturally tough as you gain damage reduction 5/-.
-Repletion: You gain access to the psionic powers body adjustment and body purification for the duration of the binding. You may manifest each power as a psion would and as if it is a power known by you. You may augment each power as a psion normally could, substituting your effective binder level in place of manifester level.
-
+Repletion: You gain access to the psionic powers body adjustment and body purification for the duration of the binding. You may manifest each power as a psion would and as if it is a power known by you. You may augment each power as a psion normally could, substituting your effective binder level in place of manifester level.
Arete, the First Elan Resistance
Astaroth, Unjustly Fallen
Astaroth, Unjustly Fallen
@@ -60563,8 +60046,7 @@ Honeyed Tongue: You gain a +4 competence bonus on Bluff, Persuade, and Intimidat
Master Craftsman: While bound to Astaroth, you gain a +4 competence bonus on all Craft checks. In addition, each time you bind with Astaroth, you may select one item creation feat as a temporary bonus feat. So long as you continue to bind with Astaroth, you may use that feat as though you possessed it normally; you must still spend all standard gold and XP for any item you create, and you must still provide all necessary spells for a given item. If your effective binder level is not at least as high as the necessary caster level to take a specific item creation feat, you cannot choose that feat. For instance, a 4th-level binder could not choose any item creation feat with a prerequisite of caster level 5th or higher.
-Word of Astaroth: You may charm a single creature with your glowing words. You must wait 5 rounds before making another attempt.
-
+Word of Astaroth: You may charm a single creature with your glowing words. You must wait 5 rounds before making another attempt.
Astaroth, Unjustly Fallen Astaroth's Breath
Astaroth, Unjustly Fallen Word of Astaroth
Chupoclops, Harbinger of Forever
@@ -60600,8 +60082,7 @@ You add your Strength modifier to your damage roll.
Pounce: If you charge a foe, you can make a full attack at the end of the charge.
-Soulsense: You notice and locate living creatures within 10 feet as if you possessed the blindsense ability.
-
+Soulsense: You notice and locate living creatures within 10 feet as if you possessed the blindsense ability.
Chupoclops, Harbinger of Forever Aura of Despair
Chupoclops, Harbinger of Forever Ethereal Watcher
Haures, the Dreaming Duke
@@ -60624,8 +60105,7 @@ Incorporeal Movement: When moving, you become nearly incorporeal and can ignore
Major Image: You can create an illusion at will, as though you had cast mislead (caster level equals your effective binder level). Once you have used this ability, you cannot do so again for 5 rounds.
-Phantasmal Killer: This ability functions like the phantasmal killer spell. Once you have used this ability, you cannot do so again for 5 rounds.
-
+Phantasmal Killer: This ability functions like the phantasmal killer spell. Once you have used this ability, you cannot do so again for 5 rounds.
Haures, the Dreaming Duke Major Image
Haures, the Dreaming Duke Phantasmal Killer
Ipos, Prince of Fools
@@ -60658,8 +60138,7 @@ Flash of Insight: As a swift action, you gain a true seeing effect (as the spell
Ipos's Influence: Your affiliation with Ipos allows you to draw more power from the vestiges to which you are bound. The saving throw DC (if any) of each special ability granted by your vestiges increases by 1. Treat your effective binder level as one higher than normal for the purpose of determining the effects of vestige special abilities.
-Rend: When you hit one foe with two or more claw attacks, you automatically deal double the damage of a normal claw attack (including your Strength modifier) in addition to your normal damage.
-
+Rend: When you hit one foe with two or more claw attacks, you automatically deal double the damage of a normal claw attack (including your Strength modifier) in addition to your normal damage.
Ipos, Prince of Fools Flash of Insight
Shax, Sea Sister
Shax, Sea Sister
@@ -60679,8 +60158,7 @@ Freedom of Movement: As a swift action, you can give yourself the ability to ign
Immunity to Electricity: You gain immunity to electricity damage.
-Storm Strike: As a swift action, you can charge a melee attack or melee touch attack with electricity and sonic power. Your next melee attack deals an extra 1d6 points of electricity damage and 1d6 points of sonic damage.
-
+Storm Strike: As a swift action, you can charge a melee attack or melee touch attack with electricity and sonic power. Your next melee attack deals an extra 1d6 points of electricity damage and 1d6 points of sonic damage.
Shax, Sea Sister Freedom of Movement
Shax, Sea Sister Storm Strike
Zagan, Duke of Disappointment
@@ -60705,8 +60183,7 @@ Scent: You gain the scent special quality.
Constrict: You gain a giant constrictor's ability to crush the life from its prey. You deal damage equal to 1d8 + 1-1/2 * your Str modifier with a successful grapple check, in addition to your normal unarmed damage.
-Reptile Bane: Zagan's grants you +2 melee attack and +2d6 damage on melee attacks against reptilian creatures.
-
+Reptile Bane: Zagan's grants you +2 melee attack and +2d6 damage on melee attacks against reptilian creatures.
Zagan, Duke of Disappointment Aversion
Vanus, the Reviled One
Vanus, the Reviled One
@@ -60728,8 +60205,7 @@ Free Ally: You may designate any ally to gain the benefits of the freedom of mov
Noble Disdain: When attacking a foe of fewer Hit Dice than yourself with a ranged or melee weapon, you deal +1d6 points of damage.
-Vanus's Ears: Being bound to Vanus grants you a +10 bonus on Listen checks.
-
+Vanus's Ears: Being bound to Vanus grants you a +10 bonus on Listen checks.
Vanus, the Reviled One Free Ally
The Triad
The Triad
@@ -60769,8 +60245,7 @@ Detect Hostile Intent: You gain access to the psionic power mental disruption fo
Sense Motive Bonus: You gain a +5 bonus on Sense Motive checks.
-Weapon Proficiency: You gain proficiency in all simple, martial, and exotic weapons.
-
+Weapon Proficiency: You gain proficiency in all simple, martial, and exotic weapons.
The Triad Smite Evil
Desharis, the Sprawling Soul
Desharis, the Sprawling Soul
@@ -60792,8 +60267,7 @@ Infinite Doors: Once per day, you may teleport, as per the spell, as a caster of
Smite Natural Soul: You may attempt to smite an animal, elemental, fey, or plant with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not one of the above types, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.
-Spirits of the City: You can animate objects, as the spell, as a caster of your binder level. Once you have used this ability, you must wait 5 rounds after the effect has expired before you can do so again.
-
+Spirits of the City: You can animate objects, as the spell, as a caster of your binder level. Once you have used this ability, you must wait 5 rounds after the effect has expired before you can do so again.
Desharis, the Sprawling Soul Infinite Doors
Desharis, the Sprawling Soul Smite Natural Soul
Desharis, the Sprawling Soul Spirits of the City
@@ -60817,8 +60291,7 @@ Alien Mind: Your mind is alien and does not work like that of a normal mortal. Y
Bolts of Madness: You can fire a ray that dazes an opponent for 1d3 rounds. You must succeed on a ranged touch attack with a range of 100 ft. + 10 ft./binder level. A successful Will save negates the effect. Once you have used this ability, you cannot do so again for 5 rounds.
-Summon Alien: You can summon any creature from the summon monster list that a sorcerer of your level could summon. Any creature you summon with this ability gains the pseudonatural template. Thus, at 10th level you could summon any creature from the summon monster I-V list. When you reach 14th level, you can summon any creature from the summon monster I-VII list.Once you have used this ability, you cannot do so again for 5 rounds.
-
+Summon Alien: You can summon any creature from the summon monster list that a sorcerer of your level could summon. Any creature you summon with this ability gains the pseudonatural template. Thus, at 10th level you could summon any creature from the summon monster I-V list. When you reach 14th level, you can summon any creature from the summon monster I-VII list.Once you have used this ability, you cannot do so again for 5 rounds.
Zceryll, the Star Spawn Bolts of Madness
Zceryll, the Star Spawn Summon Alien
Eligor, Dragon's Slayer
@@ -60843,8 +60316,7 @@ Eligor's Strength: You gain a +4 bonus to Strength.
Eligor's Resilience: You gain a +3 enhancement bonus to natural armor. This bonus improves to +4 at 16th level and to +5 at 20th level.
-Heavy Armor Proficiency: You are proficient with heavy armor.
-
+Heavy Armor Proficiency: You are proficient with heavy armor.
Eligor, Dragon's Slayer Chromatic Strike
Marchosias, King of Killers
Marchosias, King of Killers
@@ -60866,8 +60338,7 @@ Fiery Retribution: You deal an extra 3d6 points of fire damage when you strike a
Smoke Form: You can assume the form of a smoke cloud at will, like the gaseous form spell. You can suppress or activate this ability as a standard action. Once you have returned to your normal form from smoke form, you cannot do so again for 5 rounds.
-Silent and Sure: You gain a +16 competence bonus on Hide and Move Silently checks.
-
+Silent and Sure: You gain a +16 competence bonus on Hide and Move Silently checks.
Gaseous Form
Level: Brd 3, Sor/Wiz 3
Components: S
@@ -60900,8 +60371,7 @@ Ashardalon's Presence: You can strike fear into the hearts of your foes. This ac
Ashardalon's Vigor: Ashardalon grants you some of the vast resilience he enjoyed in life. When you bind this vestige, you gain temporary hit points equal to twice your binder level. These temporary hit points last for up to 24 hours.
-Fiend's Heart: You share some of the defensive benefits of the balor once bound to Ashardalon's body. This effect grants you damage reduction 10/+3 and resistance to fire 30.
-
+Fiend's Heart: You share some of the defensive benefits of the balor once bound to Ashardalon's body. This effect grants you damage reduction 10/+3 and resistance to fire 30.
Ashardalon, Pyre of the Unborn Fear
Ashardalon, Pyre of the Unborn Locate
Halphax, the Angel in the Angle
@@ -60926,8 +60396,7 @@ Imprison: As a standard action, you can make a melee touch attack to imprison yo
Iron Defenses: As a standard action, you can cause a series of gnashing defenses to spring into place. This functions as a blade barrier spell. Once you have used this ability, you cannot do so again for 5 rounds.
-Secure Shelter: At will as a standard action, you can cast Mordenkainen's Magnificient Mansion.
-
+Secure Shelter: At will as a standard action, you can cast Mordenkainen's Magnificient Mansion.
Halphax, the Angel in the Angle Imprison
Halphax, the Angel in the Angle Iron Defenses
Halphax, the Angel in the Angle Secure Shelter
@@ -60949,8 +60418,7 @@ Blindsight: You gain blindsight.
Displacement: You surround yourself with a light-bending glamer that makes it difficult for others to surmise your true location. Any melee or ranged attack directed at you has a 50% miss chance.
-Whirlwind Breath: As a standard action, you can exhale a scouring blast of wind in a 60-foot cone. Your whirlwind breath deals 1d6 points of damage per binder level you possess. Every creature in the area can attempt a Reflex save to halve the damage, and must also succeed on a Fortitude save or be knocked prone and moved 1d4×10 feet away from you. Once you have used this ability, you cannot do so again for 5 rounds.
-
+Whirlwind Breath: As a standard action, you can exhale a scouring blast of wind in a 60-foot cone. Your whirlwind breath deals 1d6 points of damage per binder level you possess. Every creature in the area can attempt a Reflex save to halve the damage, and must also succeed on a Fortitude save or be knocked prone and moved 1d4×10 feet away from you. Once you have used this ability, you cannot do so again for 5 rounds.
Orthos, Sovereign of the Howling Dark Whirlwind Breath
Abysm, the Schismed
Abysm, the Schismed
@@ -60968,8 +60436,7 @@ While bound to Abysm, you gain powers that various city inhabitants had at some
Psionic Boon: You gain 21 power points when you bind to Abysm. These are added to your pool of power if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of this binding.
-Overpower: You gain access to the psionic powers animal affinity, energy missile, clairvoyant sense, and astral construct for the duration of the binding. You may manifest each power as a psion.
-
+Overpower: You gain access to the psionic powers animal affinity, energy missile, clairvoyant sense, and astral construct for the duration of the binding. You may manifest each power as a psion.
Karsite
karsite
Karsites
@@ -60985,8 +60452,7 @@ Spell Healing (Su): Whenever a karsite's spell resistance prevents a spell from
Spellcasting Inability: Karsites cannot cast arcane or divine spells, even if they take levels in a class that grants spellcasting ability. They can use psionic powers and magic items normally.
Proficiencies: Karsites are proficient with light and medium armor, and with martial weapons.
Favored Class: Binder.
-Level Adjustment: +2
-
+Level Adjustment: +2
Ur-Priest
Ur-Priests
ur-priests
@@ -61040,9 +60506,7 @@ Prerequisite: Shifter
You can "shift" and assume aspects of your ancestral heritage.
While shifting, a winterhide shifter gains a +2 bonus to Constitution, a +1 natural armor bonus to AC, and resistance to cold 5. In addition, a winterhide shifter has a +2 racial bonus on Fortitude saving throws to resist the environmental effects of extreme cold.
Use: Automatic.
- ##ACP Styles 4.0 Reserve##
-
-
+ ##ACP Styles 4.0 Reserve##
Kensai
Assassin
Barbarian
@@ -61054,12 +60518,10 @@ Use: Automatic.
Tiger Fang
Sun Fist
Dragon Palm
- Bear's Claw
-
+ Bear's Claw
Quick Combat Styles
Heavy Combat Styles
- Unarmed Combat Styles
-
+ Unarmed Combat Styles
Type of Feat: Special
Prerequisite: Level 1.
Specifics: You have learned to fight with your weapons in different ways. A character with this feat can, assuming he does not have an unusual phenotype, change his fighting style every so often (90 seconds).
@@ -61289,8 +60751,7 @@ Racial Traits:
Level Adjustment: +0
<CUSTOM0> spits mud.
Squirt
- Squirt (Ex): A muckdweller can squirt a jet of water into the eyes of a target up to 25 feet away. Anyone hit by this attack must make a Reflex save or be blinded for 1 round. The save DC is Dexterity-based.
-
+ Squirt (Ex): A muckdweller can squirt a jet of water into the eyes of a target up to 25 feet away. Anyone hit by this attack must make a Reflex save or be blinded for 1 round. The save DC is Dexterity-based.
Type of Feat: Race
Prerequisite: Killoren
Benefit: A killoren gains a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks, and a +2 racial bonus on initiative checks until next rest. You cannot have multiple aspects at one time.
@@ -61354,8 +60815,7 @@ Duration: 1 round/level
You send your vision through shadows and into planar reflections, altering your point of view.
-You view the world as though you were standing in a different spot. You can move your alternate perspective, as in the spell arcane eye. Its speed is only 10 feet per round, however.
-
+You view the world as though you were standing in a different spot. You can move your alternate perspective, as in the spell arcane eye. Its speed is only 10 feet per round, however.
Carpet of Shadow
Apprentice, Dark Terrain
Level/School: 1st/Conjuration (Creation)
@@ -61367,8 +60827,7 @@ Spell Resistance: No
The ground becomes rough and hazardous, the real floor superimposed with irregular terrain of the Plane of Shadow.
-You cloak the ground with an uneven and hard to traverse surface. All movement speed is halved.
-
+You cloak the ground with an uneven and hard to traverse surface. All movement speed is halved.
Dusk and Dawn
Apprentice, Shutters and Clouds
Level/School: 1st/Evocation
@@ -61380,8 +60839,7 @@ Spell Resistance: No
By drawing shade from the Plane of Shadow, or banishing the shadows back to it, you control the level of illumination in the area.
-You make a dark area lighter or a light area darker, blanketing the affected area in shadowy illumination. Creatures with darkvision can see through this area normally.
-
+You make a dark area lighter or a light area darker, blanketing the affected area in shadowy illumination. Creatures with darkvision can see through this area normally.
Dusk and Dawn - Dusk
Dusk and Dawn - Dawn
Life Fades
@@ -62783,8 +62241,7 @@ LEGACY ITEM ABILITIES
Enduring Vigor (Su): Beginning at 5th level, once per day on command, you can eliminate any penalties to one of your ability scores.
Climber (Su): At 6th level, you gain a +5 competence bonus on Climb checks.
Rooted (Su): Starting at 7th level, you gain a +4 bonus on ability checks to avoid being bull rushed or tripped.
-Slow (Su): At 8th level and higher, once per day, you can subject a creature you successfully damage with Steadfast to a slow effect as the spell. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Caster level 7th.
-
+Slow (Su): At 8th level and higher, once per day, you can subject a creature you successfully damage with Steadfast to a slow effect as the spell. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Caster level 7th.
Enduring Vigor
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
@@ -62816,8 +62273,7 @@ LEGACY ITEM BONUSES
LEGACY ITEM ABILITIES
Snake Sting (Sp): Beginning at 5th level, three times per day, you can snap Flay to use magic missile as the spell. Caster level 5th.
Whip Wrap (Su): At 8th level and higher, whenever you succeed on a trip attempt with Flay, you begin to constrict your opponent with the whip. Flay immediately makes a grapple check as a free action that does not provoke an attack of opportunity, using your grapple modifier + 4. If the check is successful, Flay establishes a hold and can make grapple checks on its own each round (you release the whip). On each subsequent successful grapple check, Flay constricts, dealing 1d3+5 points of damage. The grappled opponent can escape using the normal grapple rules.
-Snake Sense (Su): Starting at 10th level, you gain darkvision. You are also granted a +5 bonus on Search checks.
-
+Snake Sense (Su): Starting at 10th level, you gain darkvision. You are also granted a +5 bonus on Search checks.
Snake Sting
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
@@ -62856,8 +62312,7 @@ Dragon Armor (Su): At 6th level, you gain a +1 deflection bonus to Armor Class.
Endure Elements (Su): Beginning at 6th level, you act as if continually under the effects of an endure elements spell. Caster level 5th. - Changed for heat endurance
Shield From Fire (Su): At 7th level, you gain resistance to fire 5. This resistance increases to 10 at 12th level and to 20 at 18th level.
Evade Fiery Doom (Su): At 14th level and higher, you gain the benefit of evasion against any dragon's breath weapon.
-Ray of the Frozen Fate (Sp): Starting at 19th level, two times per day on command, you can use polar ray as the spell. The ray erupts from the tip of Crimson Ruination's blade. Caster level 20th.
-
+Ray of the Frozen Fate (Sp): Starting at 19th level, two times per day on command, you can use polar ray as the spell. The ray erupts from the tip of Crimson Ruination's blade. Caster level 20th.
Ray of the Frozen Fate
Type of Feat: Legacy
Prerequisite: Greater Legacy Ritual
@@ -62895,8 +62350,7 @@ Completed Twin (Su): Once you reach 10th level, when Devious is within 30 feet o
VICIOUS ITEM ABILITIES
Vicious Synergy (Su): At 5th level, you gain a +5 competence bonus on Intimidate checks. When Vicious is within 30 feet of its twin, Devious, this bonus increases to +7.
Vicious Intimidation (Sp): At 8th level and higher, the first time you successfully use Vicious to attack an opponent and deal damage, that opponent must save as if the target of a cause fear spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th.
-Completed Twin (Su): Once you reach 10th level, when Vicious is within 30 feet of Devious, its effective enhancement bonus is +1 better than normal.
-
+Completed Twin (Su): Once you reach 10th level, when Vicious is within 30 feet of Devious, its effective enhancement bonus is +1 better than normal.
Devious Eavesdropper
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
@@ -63881,8 +63335,7 @@ Abilities: Change from the base creature as follows: Str +2, Int -4 (minimum 3),
Advancement: By character class.
-Level Adjustment: +3.
-
+Level Adjustment: +3.
Mineral Warrior
Mineral Warrior (also called "stony") is an acquired template that can be added to any corporeal creature that is not a construct, undead, or an elemental (referred to hereafter as the base creature). A mineral warrior uses all the base creature's statistics and special abilities except as noted here.
@@ -63967,8 +63420,7 @@ Soulmelds Essentia Max Chakra Binds
9 24 5
9 26 5
-Meldshaping - The Incarnate uses Constitution to determine the maximum number of soulmelds you can shape at one time and Wisdom to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld).
-
+Meldshaping - The Incarnate uses Constitution to determine the maximum number of soulmelds you can shape at one time and Wisdom to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld).
Acrobat Boots
Acrobat Boots
@@ -64091,8 +63543,7 @@ Soulmelds Essentia Max Chakra Binds
4 8 3
4 9 3
-Meldshaping - The Soulborn uses Constitution to determine the maximum number of soulmelds you can shape at one time and to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld).
-
+Meldshaping - The Soulborn uses Constitution to determine the maximum number of soulmelds you can shape at one time and to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld).
Totemist
Totemists
totemist
@@ -66164,8 +65615,7 @@ Soulmelds Essentia Max Chakra Binds
2 6 1
2 7 1
-Meldshaping - The Spinemeld Warrior uses Constitution to determine the maximum number of soulmelds you can shape at one time and to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld). He selects melds from the Soulborn list.
-
+Meldshaping - The Spinemeld Warrior uses Constitution to determine the maximum number of soulmelds you can shape at one time and to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld). He selects melds from the Soulborn list.
Spine Enhancement
Type of Feat: Class
Prerequisite: Spinemeld Warrior 2
@@ -67692,8 +67142,7 @@ Level
10: Transcendence - Change race to outsider, become incorporeal 1/day
Incarnum Overload 3/day
-Essentia: The Incandescent Champion gains one extra point of essentia at 1st, 2nd, 3rd, 5th, 6th, 7th, 9th, and 10th levels, for a total of 8 points at level 10. It does not increase meldshaping level, melds known, meld binds, or any other aspect of meldshaping.
-
+Essentia: The Incandescent Champion gains one extra point of essentia at 1st, 2nd, 3rd, 5th, 6th, 7th, 9th, and 10th levels, for a total of 8 points at level 10. It does not increase meldshaping level, melds known, meld binds, or any other aspect of meldshaping.
Incandescent Strike Invest
Type of Feat: Class
Prerequisite: Incandescent Champion 1
@@ -67864,8 +67313,7 @@ Prayer (Sp): Beginning at 10th level, you can use prayer once per day. Caster le
Remove Fear (Sp): At 12th level, you gain the ability to use remove fear as an immediate action. This ability is usable three times per day. Caster level 10th.
Cure Critical Wounds (Sp): At 16th level, you can use cure critical wounds on yourself once per day as a swift action. Caster level 11th.
Blade Barrier (Sp): Beginning at 18th level, you can cast blade barrier three times per day. Caster level 15th.
-Heal (Sp): At 20th level, you can use heal on yourself once per day as a swift action. Caster level 17th.
-
+Heal (Sp): At 20th level, you can use heal on yourself once per day as a swift action. Caster level 17th.
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
Benefit: When you first unlock the legacy abilities of Blade of the Last Citadel at 5th level, you can use the leading the attack maneuver five times per day, as if you knew it. Initiator level 5th.
@@ -67920,8 +67368,7 @@ Enlarge (Sp): When you attain 10th level, you can increase your size as if you h
Etherealness (Sp): Beginning at 12th level, you can become ethereal temporarily. This ability is usable once per day. Caster level 10th.
Fortification (Su): When you attain 16th level, any sneak attack scored on you is negated.
Stoneskin (Sp): At 19th level, you gain the ability to use stoneskin on yourself once per day. Caster level 13th.
-Mordenkainen's Sword (Sp): At 20th level, you can cast Mordenkainen's Sword once per day. Caster level 17th.
-
+Mordenkainen's Sword (Sp): At 20th level, you can cast Mordenkainen's Sword once per day. Caster level 17th.
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
Benefit: When you first unlock the legacy abilities of Unfettered at 5th level, you can use the charging minotaur maneuver five times per day, as if you knew it. Initiator level 5th.
@@ -68026,8 +67473,7 @@ Fiery Slash (Sp): At 6th level and higher, can cast the burning hands spell thre
Dance of Flame and Wind (Su): At 7th level, Desert Wind grants you a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 14th level and to +6 at 17th level.
Burning Blade (Su): At 12th level and higher, you can initiate the burning blade maneuver up to three times per day.
Fan the Flames (Su): Beginning at 15th level, you can use the fan the flames maneuver at will.
-Wyrm's Flame (Su): At 19th level and higher, you can use the wyrm's flame maneuver three times per day.
-
+Wyrm's Flame (Su): At 19th level and higher, you can use the wyrm's flame maneuver three times per day.
Type of Feat: Legacy
Prerequisite: Lesser Legacy Ritual
Benefit: At 12th level and higher, you can initiate the burning blade maneuver up to three times per day.
@@ -68070,8 +67516,7 @@ Lesser Restoration (Sp): At 11th level, you can use lesser restoration, as the s
Boundless Determination (Ex): When you attain 16th level, you gain the ability to assume the immortal fortitude stance. If you already possess this class feature, your immortal fortitude stance grants you temporary hit points each round
equal to your total crusader level.
Restoration (Sp): At 17th level, you can use restoration on yourself once per day as a swift action (CL 15th).
-Resiliency (Ex): At 20th level, you gain the ability to ignore damage for one round once per day.
-
+Resiliency (Ex): At 20th level, you gain the ability to ignore damage for one round once per day.
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
Benefit: At 10th level and higher, you can use detect evil, as the spell, at will (CL 10th).
@@ -68125,8 +67570,7 @@ Psychic Poise (Su): At 8th level, you add your Concentration modifier to Balance
Haste (Su): Beginning at 11th level, you can tap into the inherent speed held within Supernal Clarity. You can use haste (self only) for 1 round as a swift action. This ability is usable up to five times per day. Caster level 10th.
Uncanny Dodge (Ex): As a wielder of Supernal Clarity, you learn to be ready for battle at all times. Beginning at 13th level, you gain Uncanny Dodge.
Freedom of Movement (Sp): Starting at 16th level, you can cast freedom of movement on yourself once per day as an immediate action. This ability functions as the spell, except that the duration is 1 minute. Caster level 10th.
-Time Stop (Sp): When you unlock the final legacy power of Supernal Clarity at 20th level, you gain the ability to move so quickly that time seems to halt in place. Once per day on command, you can use time stop as the spell. Caster level 20th.
-
+Time Stop (Sp): When you unlock the final legacy power of Supernal Clarity at 20th level, you gain the ability to move so quickly that time seems to halt in place. Once per day on command, you can use time stop as the spell. Caster level 20th.
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
Benefit: At 5th level, you can use the sapphire nightmare blade maneuver five times per day.
@@ -68179,8 +67623,7 @@ Accurate Strike (Su): At 9th level, you gain Blind Fight.
Stance Agility (Su): Beginning at 10th level, you gain a +2 insight bonus on Reflex saves as long as you are in an Iron Heart stance. When you attain 15th level, this bonus improves to +4.
Lightning Bolt (Sp): At 13th level, you gain the ability to use lightning bolt as the spell three times per day, on command. The save DC is 14, or 13 + your Cha modifier, whichever is higher. Caster level 10th.
Chain Lightning (Sp): Beginning at 17th level, you can cause Kamate to emit a blast of lightning that arcs to other targets, as if produced by the chain lightning spell. The save DC is 16, or 14 + your Cha modifier, whichever is higher. This ability is usable once per day. Caster level 15th.
-Perfect Strike (Su): At 20th level, while you are holding Kamate, you can gain a +20 competence bonus on a single attack roll. You must choose to activate this ability (an immediate action) before you make the attack roll it is to modify. This ability is usable once per day.
-
+Perfect Strike (Su): At 20th level, while you are holding Kamate, you can gain a +20 competence bonus on a single attack roll. You must choose to activate this ability (an immediate action) before you make the attack roll it is to modify. This ability is usable once per day.
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
Benefit: At 5th level, you can use the steel wind maneuver five times per day, as if you knew it. If you already know steel wind, you gain a +1 bonus on any attack roll you make when you initiate the maneuver.
@@ -68231,8 +67674,7 @@ Sting Like a Bee (Ex): Beginning at 8th level, you deal an extra 1d6 points of d
AC Bonus (Ex): Starting at 10th level, you add your Wisdom bonus (if any) to your AC when you are unarmored, unencumbered, and wielding Eventide's Edge. If you already add your Wisdom bonus to your AC (from the monk AC bonus class feature, for instance), you instead gain a +1 bonus to AC.
Comet Throw (Ex): At 11th level, you can use the comet throw maneuver at will. If you already know comet throw, you gain a +2 bonus on melee touch attacks made while initiating the maneuver.
Evasive Defense (Ex): At 14th level, you can automatically succeed on your Sense Motive check when using baffling defense against an opponent of a larger size category than yours. This ability is usable three times per day.
-Dance into the Sun (Su): At 20th level, you can cast improved invisibility two times per day. Caster level 10th.
-
+Dance into the Sun (Su): At 20th level, you can cast improved invisibility two times per day. Caster level 10th.
Type of Feat: Legacy
Prerequisite: Lesser Legacy Ritual
Benefit: At 11th level, you can use the comet throw maneuver at will. If you already know comet throw, you gain a +2 bonus on melee touch attacks made while initiating the maneuver.
@@ -68272,8 +67714,7 @@ Shadowcloak (Ex): At 5th level, the weapon improves your stealth. In the first r
Sneak Attack (Ex): At 8th level, you deal an extra 1d6 points of damage with Umbral Awn. The extra damage from this ability stacks with that of sneak attack from other sources. When you attain 12th level, the sneak attack damage granted by Umbral Awn increases to +2d6, and when you attain 17th level, it increases again to +3d6.
Shadowstrike (Ex): When you attain 11th level, your connection to Umbral Awn and your mastery of the Shadow Hand discipline let you take greater advantage of flanking positions. When using a Shadow Hand maneuver, you gain an extra +2 bonus on attacks if flanking your foe.
Invisibility (Sp): When you attain 16th level, Umbral Awn lets you meld into your own shadow. You can use invisibility at will, as the spell. Caster Level: 10th.
-Shadowstep (Su): At 20th level, three times per day, as a swift action, you can become incorporeal until the beginning of your next turn.
-
+Shadowstep (Su): At 20th level, three times per day, as a swift action, you can become incorporeal until the beginning of your next turn.
Type of Feat: Legacy
Prerequisite: Lesser Legacy Ritual
Benefit: When you attain 16th level, Umbral Awn lets you meld into your own shadow. You can use invisibility at will, as the spell. Caster Level: 10th.
@@ -68311,8 +67752,7 @@ Battle Fever (Su): At 10th level, you are invigorated whenever you use Tiger Fan
Sharp Claw (Ex): As long as you have a Tiger Claw stance active, you deal an extra 1 point of damage with all your melee attacks, including strikes, made with Tiger Fang.
Haste (Sp): When you attain 12th level, you can use haste for 1 round as a swift action. This ability is usable five times per day.
Vicious Attack (Ex): The kukri's keen edge finds the softest places to cut, and Tiger Fang can cut even deeper. When you attain 14th level, you gain Improved Critical (Kukri).
-Devastating Attack (Ex): Tiger Fang ultimately becomes a devastating weapon, capable of dropping a foe with a single, well-placed slice. When you attain 20th level, you gain Overwhelming Critical (Kukri).
-
+Devastating Attack (Ex): Tiger Fang ultimately becomes a devastating weapon, capable of dropping a foe with a single, well-placed slice. When you attain 20th level, you gain Overwhelming Critical (Kukri).
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
Benefit: The first legacy ability of Tiger Fang, which you gain at 5th level, grants you the power to take one additional attack with Tiger Fang at the end of a charge. Frenzied charge is usable once per day.
@@ -68355,8 +67795,7 @@ LEGACY ITEM BONUSES
LEGACY ITEM ABILITIES
Master's Grace (Su): At 5th level, you acquire some of Li-Peng's legendary nimbleness, gaining a +2 enhancement bonus to Dexterity. At 18th level, this bonus rises to +6.
Student of the Master (Su): Beginning at 13th level, you are treated as a monk five levels higher than your actual monk level for purposes of unarmed damage. You can make one additional stunning attack per day, if you have the Stunning Fist feat. If you have no monk levels, you gain the unarmed damage of a 5th-level monk. You will retain this bonus as long as you have the Bones of Li Peng in your inventory.
-Oneness of Balance (Su): At 19th level, you gain a +10 competence bonus on Balance, Jump, and Tumble checks.
-
+Oneness of Balance (Su): At 19th level, you gain a +10 competence bonus on Balance, Jump, and Tumble checks.
Bullybasher's Gauntlets
Bullybasher's Gauntlets Wielder Requirements
Base attack bonus +2
@@ -68390,8 +67829,7 @@ Giant Bearing (Su): Beginning at 13th level, you gain a +2 bonus to Strength, a
Stone Gathering (Su): At 15th level and higher, you can hurl rocks. The rocks deal 2d6 (plus Strength modifier) points of bludgeoning damage.
Frightful Presence (Su): Starting at 17th level, you unsettle surrounding foes when you are attacking or charging. Creatures within a radius of 30 feet are subject to the effect if they have fewer Hit Dice than you. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your character level + your Charisma modifier) suffers no ill effect and is immune to your frightful presence for 24 hours. Those who fail the save become shaken for 4d6 rounds.
No Wound Too Big (Su): At 18th level and higher, while wearing Bullybasher's Gauntlets, you heal 2 points of damage every hour.
-Lightning Punch (Su): Beginning at 19th level, once per day on command, you can charge Bullybasher's Gauntlets with chain lightning. The next creature struck by the gauntlets is the target of the spell, and secondary bolts can strike other foes within 30 feet. A charge is maintained until the gauntlets strike a creature. The save DC is 19, or 16 + your Charisma modifier, whichever is higher. Caster level 15th.
-
+Lightning Punch (Su): Beginning at 19th level, once per day on command, you can charge Bullybasher's Gauntlets with chain lightning. The next creature struck by the gauntlets is the target of the spell, and secondary bolts can strike other foes within 30 feet. A charge is maintained until the gauntlets strike a creature. The save DC is 19, or 16 + your Charisma modifier, whichever is higher. Caster level 15th.
Knock Silly
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
@@ -68433,8 +67871,7 @@ LEGACY ITEM BONUSES
LEGACY ITEM ABILITIES
Dolphin's Ear (Su): Beginning at 6th level, you gain a +5 bonus to Listen.
Coral Armor (Su): At 7th level, the coral from which Coral's Bite is formed grants a +1 natural armor bonus to Armor Class. The natural armor bonus increases to +2 at 9th level, to +3 at 14th level, to +4 at 18th level, and to +5 at 20th level.
-Breathless (Su): At 12th level and higher, you no longer need to breath, and are immune to effects that require breathing to function, such as drown and certain cloud spells.
-
+Breathless (Su): At 12th level and higher, you no longer need to breath, and are immune to effects that require breathing to function, such as drown and certain cloud spells.
Infiltrator
Infiltrator Wielder Requirements
Persuade 2 ranks
@@ -68464,8 +67901,7 @@ Darkvision (Su): At 11th level, you gain darkvision with a range of 60 feet.
Fly on the Wall (Sp): At 15th level and higher, at will on command, you can use invisibility as the spell. Caster level 10th.
Incisive Mind (Sp): Beginning at 16th level, you gain a +2 bonus to Bluff, Persuade, and Intimidate.
See Invisible (Su): At 17th level, you gain the ability to see invisible creatures.
-Nondetection (Su): Starting at 20th level, you act as if constantly under the effects of a nondetection spell. Caster level 5th
-
+Nondetection (Su): Starting at 20th level, you act as if constantly under the effects of a nondetection spell. Caster level 5th
Lorestealer
Lorestealer Wielder Requirements
No spellcasting
@@ -68489,8 +67925,7 @@ LEGACY ITEM ABILITIES
Decipher Scrolls (Su): At 5th level and higher, you can decipher any magic scroll as if you benefited from a read magic spell. Caster level 5th.
Locate Scrolls (Su): Beginning at 5th level, you can detect magic at will. Caster level 5th.
Scroll Use (Su): At 6th level, you gain a +5 competence bonus on Use Magic Device checks.
-Axe Casting (Su): Starting at 7th level, once per day as an immediate action, you can drive the blade of Lorestealer into a single scroll containing a 3rd-level or lower spell. Once you have done this, you can then cast the scroll at any time. Scrolls still must be deciphered before this feature functions on them. At 13th level and higher, this ability works on scrolls containing spells of 6th level or lower. Starting at 16th level, you can use this ability two times per day.
-
+Axe Casting (Su): Starting at 7th level, once per day as an immediate action, you can drive the blade of Lorestealer into a single scroll containing a 3rd-level or lower spell. Once you have done this, you can then cast the scroll at any time. Scrolls still must be deciphered before this feature functions on them. At 13th level and higher, this ability works on scrolls containing spells of 6th level or lower. Starting at 16th level, you can use this ability two times per day.
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
Benefit: At 5th level and higher, you can decipher any magic scroll as if you benefited from a read magic spell. Caster level 5th.
@@ -68551,8 +67986,7 @@ Pelor's Gaze (Sp): At 7th level and higher, once per day on command, you can cau
Pelor's Baleful Eye (Su): Starting at 13th level, as long as you carry Durindana before you, you turn undead as though you were four levels higher in the class that grants you the ability.
Pelor's Protecting Grasp (Sp): At 14th level and higher, once per day on command, you can use death ward as the spell. Caster level 7th.
Hallowed Ground (Su): Beginning at 18th level, once per day, you can drive Durindana's blade into the surface on which you stand, creating the effects of a hallow spell with a daylight spell tied to it. Caster level 9th.
-Pelor's Dazzling Beneficence (Su): At 19th level and higher, as a swift action, you can call down Pelor's gaze on yourself, which manifests as a dazzling golden light. You then glow as brightly as a torch, but more importantly, your actual location is difficult to pin down through the radiance, granting you total concealment for 15 rounds.
-
+Pelor's Dazzling Beneficence (Su): At 19th level and higher, as a swift action, you can call down Pelor's gaze on yourself, which manifests as a dazzling golden light. You then glow as brightly as a torch, but more importantly, your actual location is difficult to pin down through the radiance, granting you total concealment for 15 rounds.
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
Benefit: At 7th level and higher, once per day on command, you can cause Durindana to shed daylight as the spell. Caster level 5th.
@@ -68619,8 +68053,7 @@ Sense Demons (Su): At 5th level, you can detect evil outsiders, as if using the
Strength Adjusting (Su): At 8th level, Thaas accepts any strength as a composite longbow.
Obstruct Summoning (Su): At 10th level, you can banish any summons created by evil outsiders of 10 hit dice or less as a swift action, no save, by targeting the summoner. At 17th level, this applies to any evil outsider.
Banishment (Sp): At 18th level, you can cast banishment, once per day. Save DC is 20 or 17 + Charisma modifier, whichever is higher. Caster level 15th.
-Teleport (Sp): Starting at 19th level, you can teleport once per day. Caster level 20th.
-
+Teleport (Sp): Starting at 19th level, you can teleport once per day. Caster level 20th.
Sense Demons
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
@@ -68763,8 +68196,7 @@ Level
10: Extra shaped soulmeld, Harvest Soul (full-round action)
11: Chakra bind (heart)
12: Extra chakra bind
-13: Chakra bind (soul), extra shaped soulmeld, Necrocarnum zombie master - Create two necrocarnum zombies
-
+13: Chakra bind (soul), extra shaped soulmeld, Necrocarnum zombie master - Create two necrocarnum zombies
Harvest Soul
Type of Feat: Class specific
Prerequisite: Necrocarnate 1
@@ -68916,8 +68348,7 @@ Level
Blademeld (throat, waist)
4: Blademeld (heart)
5: Double Blademeld - Bind blademeld twice at the same time
- Blademeld (soul)
-
+ Blademeld (soul)
Rebind Blademeld
Type of Feat: Class
Prerequisite: Incarnum Blade 3
@@ -68964,8 +68395,7 @@ Level
BONUS MELDSHAPING:
-At 1st, 3rd, 5th, 7th, 9th, and 10th witchborn binder levels, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the witchborn binder level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds.
-
+At 1st, 3rd, 5th, 7th, 9th, and 10th witchborn binder levels, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the witchborn binder level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds.
Meldshield Invest
Meldshield
Type of Feat: Class
@@ -69251,8 +68681,7 @@ Arrowblight (Sp): At 10th level and higher, once per day you can use entropic sh
Resist Fire (Sp): Beginning at 11th level, once per day, you can use resist elements. Caster level 5th.
Phantom Steed (Sp): Starting at 16th level, once per day, you can use phantom steed. Caster level 10th.
Weaponbend (Sp): At 18th level and higher, three times per day, you can use blur. Caster level 15th.
-Stoneguard (Sp): Beginning at 20th level, once per day, you can use stoneskin. Caster level 15th.
-
+Stoneguard (Sp): Beginning at 20th level, once per day, you can use stoneskin. Caster level 15th.
Type of Feat: Legacy
Prerequisite: Least Legacy Ritual
Benefit: At 10th level and higher, once per day you can use entropic shield as the spell. Caster level 5th.
@@ -69570,8 +68999,7 @@ Weapon and Armor Proficiency: A varag is automatically proficient with simple we
+3 natural armor.
Scent.
Favored Class: Scout.
-Level Adjustment: +2.
-
+Level Adjustment: +2.
###PRC PnP Animal Companions###
Badger
The common badger is a small but fierce mammal. Its strong forelimbs are armed with long claws, used for both digging and self-defense.
@@ -69653,8 +69081,7 @@ Brass 60-foot line of fire
Bronze 60-foot line of lightning
Copper 60-foot line of acid
Gold 30-foot cone of fire
-Silver 30-foot cone of cold
-
+Silver 30-foot cone of cold
Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature - scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings.
Creating A Half-Dragon
@@ -69975,8 +69402,7 @@ Temples to good deities sell holy water at cost (making no profit).
Treat this attack as a ranged touch attack, with a maximum range of 8M. A direct hit by a flask of holy water deals 2d4 points of damage to a good outsider. Each such creature within 1.67M (5 feet) of the point where the flask hits takes 1 point of damage from the splash.
-Temples to evil deities sell cursed water at cost (making no profit).
-
+Temples to evil deities sell cursed water at cost (making no profit).
####START_OF_INV_SPELLBOOK_RESERVE
Warlock All Seeing Eyes
Warlock Baleful Utterance
@@ -70650,12 +70076,9 @@ Temples to evil deities sell cursed water at cost (making no profit).
Hexblade Invisibility
Hexblade Mirror Image
Hexblade Protection from Arrows
- Hexblade Pyrotechnics
-
- Hexblade Pyrotechnics: Fireworks
-
- Hexblade Pyrotechnics: Smoke
-
+ Hexblade Pyrotechnics
+ Hexblade Pyrotechnics: Fireworks
+ Hexblade Pyrotechnics: Smoke
Hexblade Resist Elements
Hexblade See Invisibility
Hexblade Touch of Idiocy
@@ -71654,6 +71077,125 @@ Temples to evil deities sell cursed water at cost (making no profit).
Vassal of Bahamut Sunmantle
Vassal of Bahamut Greater Luminous Armor
Sublime Chord Abyssal Might
+ Beguiler Daze
+ Beguiler Read Magic
+ Beguiler Charm Person
+ Beguiler Color Spray
+ Beguiler Disguise Self
+ Beguiler Disguise Self - Learn Shape
+ Beguiler Disguise Self - Options
+ Beguiler Disguise Self - Quickslot 1
+ Beguiler Disguise Self - Quickslot 2
+ Beguiler Disguise Self - Quickslot 3
+ Beguiler Drug Resistance
+ Beguiler Expeditious Retreat
+ Beguiler Mage Armor
+ Beguiler Nybor's Gentle Reminder
+ Beguiler Obscuring Mist
+ Beguiler Rouse
+ Beguiler Sleep
+ Beguiler Undetectable Alignment
+ Beguiler Addiction
+ Beguiler Addiction: Terran Brandy
+ Beguiler Addiction: Mushroom Powder
+ Beguiler Addiction: Vodare
+ Beguiler Addiction: Agony
+ Beguiler Blindness/Deafness
+ Beguiler Blur
+ Beguiler Continual Flame
+ Beguiler Daze Monster
+ Beguiler Fog Cloud
+ Beguiler Ghostly Visage
+ Beguiler Glitterdust
+ Beguiler Invisibility
+ Beguiler Knock
+ Beguiler Masochism
+ Beguiler Mirror Image
+ Beguiler See Invisibility
+ Beguiler Shadow Spray
+ Beguiler Silence
+ Beguiler Tasha's Hideous Laughter
+ Beguiler Touch of Idiocy
+ Beguiler Clairaudience/Clairvoyance
+ Beguiler Curse of the Putrid Husk
+ Beguiler Deep Slumber
+ Beguiler Dispel Magic
+ Beguiler Displacement
+ Beguiler Elation
+ Beguiler Evil Eye
+ Beguiler Glibness
+ Beguiler Halt
+ Beguiler Haste
+ Beguiler Heroism
+ Beguiler Hold Person
+ Beguiler Invisibility Sphere
+ Beguiler Nondetection
+ Beguiler Reality Blind
+ Beguiler Slow
+ Beguiler Charm Monster
+ Beguiler Confusion
+ Beguiler Crushing Despair
+ Beguiler Freedom of Movement
+ Beguiler Improved Invisibility
+ Beguiler Locate Creature
+ Beguiler Phantasmal Killer
+ Beguiler Rainbow Pattern
+ Beguiler Shadow Conjuration
+ Beguiler Shadow Conjuration, Summon Shadow
+ Beguiler Shadow Conjuration, Darkness
+ Beguiler Shadow Conjuration, Invisibility
+ Beguiler Shadow Conjuration, Mage Armor
+ Beguiler Shadow Conjuration, Magic Missile
+ Beguiler Solid Fog
+ Beguiler Break Enchantment
+ Beguiler Dominate Person
+ Beguiler Feeblemind
+ Beguiler Greater Shadow Conjuration
+ Beguiler Greater Shadow Conjuration, Summon Shadow
+ Beguiler Greater Shadow Conjuration, Acid Arrow
+ Beguiler Greater Shadow Conjuration, Ghostly Visage
+ Beguiler Greater Shadow Conjuration, Web
+ Beguiler Greater Shadow Conjuration, Minor Globe of Invulnerability
+ Beguiler Hold Monster
+ Beguiler Mind Fog
+ Beguiler Symbol of Sleep
+ Beguiler Ethereal Visage
+ Beguiler Greater Dispelling
+ Beguiler Greater Heroism
+ Beguiler Mass Haste
+ Beguiler Mislead
+ Beguiler Repulsion
+ Beguiler Shades
+ Beguiler Summon Shadow
+ Beguiler Shades, Cone of Cold
+ Beguiler Shades, Fireball
+ Beguiler Shades, Stoneskin
+ Beguiler Shades, Wall of Fire
+ Beguiler Symbol of Persuasion
+ Beguiler True Seeing
+ Beguiler Greater Sanctuary
+ Beguiler Insanity
+ Beguiler Mass Hold Person
+ Beguiler Nybor's Stern Reproof
+ Beguiler Power Word Blind
+ Beguiler Protection from Spells
+ Beguiler Shadow Shield
+ Beguiler Spell Turning
+ Beguiler Symbol of Stunning
+ Beguiler Discern Location
+ Beguiler Mass Blindness/Deafness
+ Beguiler Mass Charm
+ Beguiler Mind Blank
+ Beguiler Power Word, Stun
+ Beguiler Scintillating Pattern
+ Beguiler Symbol of Insanity
+ Beguiler Dominate Monster
+ Beguiler Foresight
+ Beguiler Mass Hold Monster
+ Beguiler Power Word, Kill
+ Beguiler Time Stop
+ Beguiler Weird
+ Sublime Chord Abyssal Might
Sublime Chord Acid Orb
Sublime Chord Arcane Eye
Sublime Chord Bestow Curse
@@ -71751,8 +71293,7 @@ Temples to evil deities sell cursed water at cost (making no profit).
Sublime Chord Call Lemure Horde
Sublime Chord Cloudkill
Sublime Chord Cone of Cold
- Sublime Chord Draconic Might
-
+ Sublime Chord Draconic Might
Sublime Chord Ethereal Visage
Sublime Chord Feeblemind
Sublime Chord Firebrand
@@ -71772,8 +71313,7 @@ Temples to evil deities sell cursed water at cost (making no profit).
Sublime Chord Lesser Spell Mantle
Sublime Chord Snilloc's Major Missile
Sublime Chord Mass Cure Light Wounds
- Sublime Chord Mass Fire Shield
-
+ Sublime Chord Mass Fire Shield
Sublime Chord Mass Fire Shield: Red
Sublime Chord Mass Fire Shield: Blue
Sublime Chord Mestil's Acid Sheath
@@ -72541,7 +72081,7 @@ Temples to evil deities sell cursed water at cost (making no profit).
Dread Necromancer Necrotic Termination
Dread Necromancer Plague of Undead
Dread Necromancer Wail of the Banshee
- Mystic Cure Minor Wounds
+ Dread Necromancer Spirit Worm
Mystic Inflict Minor Wounds
Mystic Light
Mystic Read Magic
@@ -74393,16 +73933,11 @@ Temples to evil deities sell cursed water at cost (making no profit).
Archivist Quickened Doublestrike Arrow
Archivist Silent Doublestrike Arrow
Archivist Still Doublestrike Arrow
- Archivist Draconic Might
-
- Archivist Extended Draconic Might
-
- Archivist Quickened Draconic Might
-
- Archivist Silent Draconic Might
-
- Archivist Still Draconic Might
-
+ Archivist Draconic Might
+ Archivist Extended Draconic Might
+ Archivist Quickened Draconic Might
+ Archivist Silent Draconic Might
+ Archivist Still Draconic Might
Archivist Elemental Shield
Archivist Extended Elemental Shield
Archivist Quickened Elemental Shield
@@ -75724,32 +75259,32 @@ Temples to evil deities sell cursed water at cost (making no profit).
Templar Symbol of Death
Templar Energy Drain
Templar Power Word Blind
- Witch Cure Minor Wounds
- Witch Dancing Lights
- Witch Daze
- Witch Flare
- Witch Light
- Witch Mage Hand
- Witch Read Magic
- Witch Resistance
- Witch Sobriety
- Witch Virtue
- Witch Cause Fear
- Witch Charm Person
- Witch Command
- Witch Command Approach
- Witch Command Drop
- Witch Command Fall
- Witch Command Flee
- Witch Command Halt
- Witch Crafter's Blessing
- Witch Crafter's Curse
- Witch Cure Light Wounds
- Witch Disguise Self
- Witch Disguise Self - Learn Shape
- Witch Disguise Self - Options
- Witch Disguise Self - Quickslot 1
- Witch Disguise Self - Quickslot 2
+ **** Cure Minor Wounds
+ **** Dancing Lights
+ **** Daze
+ **** Flare
+ **** Light
+ **** Mage Hand
+ **** Read Magic
+ **** Resistance
+ **** Sobriety
+ **** Virtue
+ **** Cause Fear
+ **** Charm Person
+ **** Command
+ **** Command Approach
+ **** Command Drop
+ **** Command Fall
+ **** Command Flee
+ **** Command Halt
+ **** Crafter's Blessing
+ **** Crafter's Curse
+ **** Cure Light Wounds
+ **** Disguise Self
+ **** Disguise Self - Learn Shape
+ **** Disguise Self - Options
+ **** Disguise Self - Quickslot 1
+ ***END TEMPLAR RESERVE***
Witch Disguise Self - Quickslot 3
Witch Doom
Witch Endure Elements
@@ -75796,12 +75331,9 @@ Temples to evil deities sell cursed water at cost (making no profit).
Witch Mirror Image
Witch Owl's Wisdom
Witch Protection from Arrows
- Witch Pyrotechnics
-
- Witch Pyrotechnics: Fireworks
-
- Witch Pyrotechnics: Smoke
-
+ Witch Pyrotechnics
+ Witch Pyrotechnics: Fireworks
+ Witch Pyrotechnics: Smoke
Witch Resist Elements
Witch Scare
Witch Silence
@@ -76802,12 +76334,9 @@ Temples to evil deities sell cursed water at cost (making no profit).
Suel Archanamach Obscure Object
Suel Archanamach Owl's Wisdom
Suel Archanamach Protection from Arrows
- Suel Archanamach Pyrotechnics
-
- Suel Archanamach Pyrotechnics: Fireworks
-
- Suel Archanamach Pyrotechnics: Smoke
-
+ Suel Archanamach Pyrotechnics
+ Suel Archanamach Pyrotechnics: Fireworks
+ Suel Archanamach Pyrotechnics: Smoke
Suel Archanamach Resist Elements
Suel Archanamach See Invisibility
Suel Archanamach Shadow Spray
@@ -76891,8 +76420,7 @@ Temples to evil deities sell cursed water at cost (making no profit).
Suel Archanamach Baleful Polymorph
Suel Archanamach Break Enchantment
Suel Archanamach Dismissal
- Suel Archanamach Draconic Might
-
+ Suel Archanamach Draconic Might
Suel Archanamach Energy Buffer
Suel Archanamach Feeblemind
Suel Archanamach Greater Shadow Conjuration
@@ -77267,16 +76795,16 @@ Temples to evil deities sell cursed water at cost (making no profit).
Favoured Soul True Resurrection
Favoured Soul Undeath's Eternal Foe
Favoured Soul Vile Death
- Sohei Bane
- Sohei Extended Bane
- Sohei Silent Bane
- Sohei Still Bane
- Sohei Bless
- Sohei Extended Bless
- Sohei Silent Bless
- Sohei Still Bless
- Sohei Bless Weapon
- Sohei Extended Bless Weapon
+ Favoured Soul Detect Magic
+ Favoured Soul Desecrate
+ Favoured Soul Enthrall
+ Favoured Soul Spiritual Weapon
+ Favoured Soul Regenerate Light Wounds
+ Favoured Soul Regenerate Moderate Wounds
+ Favoured Soul Regenerate Serious Wounds
+ Favoured Soul Regenerate Critical Wounds
+ Favoured Soul Hallow
+ Favoured Soul Chasing Perfection
Sohei Silent Bless Weapon
Sohei Still Bless Weapon
Sohei Detect Chaos
@@ -78559,8 +78087,7 @@ When you are capable of casting only apprentice mysteries, you cast them as thou
You can use each mystery you know a certain number of times per day depending on whether it is cast as a spell (once), a spell-like ability (two times), or a supernatural ability (three times). In order to cast a mystery, you must have an Intelligence score of at least 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your Cha modifier. Finally, you gain bonus mysteries per day if you have a high enough Charisma. This follows the same formula as sorcerer or wizard.
-Bonus Feats - You gain a bonus feat equal to the total number of Paths you complete (Paths are collections of 3 mysteries, all within the same category). You must meet the prerequisites in order to select a feat as a bonus feat. The list of feats you can select is Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Cast, and any metashadow feat.
-
+Bonus Feats - You gain a bonus feat equal to the total number of Paths you complete (Paths are collections of 3 mysteries, all within the same category). You must meet the prerequisites in order to select a feat as a bonus feat. The list of feats you can select is Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Cast, and any metashadow feat.
Child of Night
Children of Night
Children of Night
@@ -78699,8 +78226,7 @@ Level
9:
10: Armor of Shadow (quickened) - Armor of Shadow is now a swift action
-Mysteries: You get the ability to cast a few mysteries, learning one at 1st, 5th, and 9th levels. You use Intelligence for all casting purposes.
-
+Mysteries: You get the ability to cast a few mysteries, learning one at 1st, 5th, and 9th levels. You use Intelligence for all casting purposes.
Climb
Ability: Strength.
Requires Training: No.
@@ -78792,8 +78318,7 @@ Initial Effect: 1d4 points of Strength damage.
Secondary Effect: 1d4+1 enhancement bonus to Wisdom for 1d10+15 minutes.
Side Effects: Those under the effect of baccaran take a -4 circumstance penalty on saving throws involving illusions for 2d4 hours after using this mild hallucinogen.
Overdose: If more than one dose is taken in a 24-hour period, the user immediately takes 2d6 points of damage and the side effect is doubled.
-Addiction: Baccaran has an addiction rating of Low (DC 6). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage.
-
+Addiction: Baccaran has an addiction rating of Low (DC 6). Failing to take a drug you are addicted to once per 24 hours and failing the resulting Fort save results in ability damage.
Bile Droppings: Distilled from the venomous excreta of certain breeds of monstrous spiders, this substance is a thick, viscous fluid. You can throw a flask of bile droppings as a ranged touch attack with a range increment of 10 feet. Upon hitting a target, this sticky fluid deals 1d6 points of acid damage in the first round and 1d6 points of acid damage in the second round. If the target takes a full-round action to scrape it off, he takes no damage in the second round.
In addition to causing acid damage, a flask of bile droppings releases a powerful stench when broken open, forcing anyone within 5 feet to make a successful DC 13 Fortitude save or be sickened for 1 round. Anyone actually struck by the vile stuff takes a -4 penalty on the save.
Blend Cream: This pale gray cream dulls the color of flesh, fur, scales, and hair. It allows those affected to better blend with background and shadow, making it easier to hide. Applying blend cream is a standard action that provokes attacks of opportunity. Blend cream provides a +1 alchemical bonus on Hide checks. The effects of blend cream last for 1 hour. Blend cream gives no ability to hide in plain sight or without sufficient cover.
@@ -79302,7 +78827,7 @@ A specialist wizard who calls himself a necromancer or a cleric with the Death d
- Hit Die: d6
- Alignment: any non-good
- Proficiencies: A Dread Necromancer gains proficiencies with Simple Weapons, and Light Armour.
-- Skill Points: 2+ Int Modifier
+- Skill Points: 2+ Int Modifier.
CLASS FEATURES:
@@ -79534,8 +79059,7 @@ Turn or Rebuke Undead: Use the shaman's class level minus 2 to determine the mos
Bonus Feats: The epic shaman gains a bonus feat (selected from the list of epic shaman feats) every 4 levels after 20th.
-Epic Shaman Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Perfect Health, Planar Turning, Tenacious Magic, Undead Mastery, Zone of Animation.
-
+Epic Shaman Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Perfect Health, Planar Turning, Tenacious Magic, Undead Mastery, Zone of Animation.
Epic Favored Soul
An epic favored soul continues to grow closer to her deity, gaining more and more divine characteristics and resistances. A truly high level epic favored soul is easily mistaken for an angel, devil, demon, or similar outsider.
@@ -79608,8 +79132,7 @@ Advancement
By character class.
Level Adjustment
-Same as the base creature. (Becoming a necropolitan involves losing a level so the advantages of the undead type cancel out what would other wise be a larger adjustment.)
-
+Same as the base creature. (Becoming a necropolitan involves losing a level so the advantages of the undead type cancel out what would other wise be a larger adjustment.)
Extend Spell Ability
Silent Spell Ability
Still Spell Ability
@@ -79806,8 +79329,7 @@ Each lich must make its own phylactery, which requires the Craft Wondrous Item f
The most common form of phylactery is a sealed metal box containing strips of parchment on which magicalphrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
-Other forms of phylacteries can exist, such as rings, amulets, or similar items.
-
+Other forms of phylacteries can exist, such as rings, amulets, or similar items.
Template: Demi-Lich
"Demilich" is a template that can be added to any lich. It uses all the lich's statistics and special abilities except as noted here. A demilich's form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.
@@ -79945,8 +79467,7 @@ The process of becoming a demilich can be undertaken only by a lich acting of it
Creating Soul Gems
-Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches. Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the demilich's phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most devastating ability, trap the soul (see above). Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.
-
+Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches. Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the demilich's phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most devastating ability, trap the soul (see above). Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.
Abjurant Champion
Abjurant Champions
abjurant champion
@@ -80004,8 +79525,7 @@ Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane e
Bonus on weapon damage rolls equal to twice the spell's level.
Bonus to AC equal to the spell's level.
Bonus on saving throws equal to the spell's level.
- Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
-
+ Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
Martial Arcanist
Type of Feat: Class
Prerequisite: Abjurant Champion 5
@@ -80015,14 +79535,12 @@ At 5th level, you master the art of combining your militant and mystical trainin
Type of Feat: Class
Prerequisites: Soulknife, Mindblade class feature, Psychic Strike class feature
-If you deal enough damage to a creature to make it fall (typically by dropping it below 0 hps or killing it), with your mindblade, you drain off a portion of the creature's liberated energy of consciousness. The liberated energy automatically charges the blade used to fell the foe as if you had imbued it with your psychic strike class feature.
-
+If you deal enough damage to a creature to make it fall (typically by dropping it below 0 hps or killing it), with your mindblade, you drain off a portion of the creature's liberated energy of consciousness. The liberated energy automatically charges the blade used to fell the foe as if you had imbued it with your psychic strike class feature.
Practiced Mind Blade
Type of Feat: Class
Prerequisites: Soulknife, Mindblade class feature, Concentration 4+ ranks
-You are treated as having 4 more levels of soulknife for the purpose of manifesting your mind blade. This benefit cannot grant you an effective soulknife level greater than your hit dice. However, even if you cannot benefit from the full bonus immediately, if you later gain levels that do not increase your mind blade, you can apply the full bonus. This feat affects only the mind blades enhancement bonus and special abilities.
-
+You are treated as having 4 more levels of soulknife for the purpose of manifesting your mind blade. This benefit cannot grant you an effective soulknife level greater than your hit dice. However, even if you cannot benefit from the full bonus immediately, if you later gain levels that do not increase your mind blade, you can apply the full bonus. This feat affects only the mind blades enhancement bonus and special abilities.
Quicker than the Eye
Apprentice, Night's Long Fingers
Level/School: 1st/Transmutation
@@ -81839,17 +81357,17 @@ Special Abilities:
Spellcasting: Upon reaching levels 2, 3, 4, 5, 6 the Sanctified Mind gains new spells as if he had also gained a level in his highest level divine spellcasting class.
Spellcasting: Each level, the Soulmanifester gains new spells per day as if they had also gained a level in their highest level arcane spellcasting class.
### BEGIN SPELLCASTER MARKER FEATS#
- Aberration Spellcasting (Sublime Chord)
- Fey Spellcasting (Sublime Chord)
- Monstrous Spellcasting (Sublime Chord)
- Outsider Spellcasting (Sublime Chord)
- Shapechanger Spellcasting (Sublime Chord)
- Bard Spellcasting (Sublime Chord)
- Beguiler Spellcasting (Sublime Chord)
- Duskblade Spellcasting (Sublime Chord)
- Sorcerer Spellcasting (Sublime Chord)
- Warmage Spellcasting (Sublime Chord)
- Wizard Spellcasting (Sublime Chord)
+ Sublime Chord Spellcasting (Aberration)
+ Sublime Chord Spellcasting (Fey)
+ Sublime Chord Spellcasting (Monstrous)
+ Sublime Chord Spellcasting (Outsider)
+ Sublime Chord Spellcasting (Shapechanger)
+ Sublime Chord Spellcasting (Bard)
+ Sublime Chord Spellcasting (Beguiler)
+ Sublime Chord Spellcasting (Duskblade)
+ Sublime Chord Spellcasting (Sorcerer)
+ Sublime Chord Spellcasting (Warmage)
+ Sublime Chord Spellcasting (Wizard)
Spellcasting: A sublime chord's caster level for both her sublime chord spells and the spells she gains from other arcane spellcasting classes is determined by adding her sublime chord level to her level in another arcane spellcasting class. If she had more than one arcane spellcasting class before becoming a sublime chord, she must choose which class to add her sublime chord levels for the purpose of determining her sublime chord spellcaster level.
Bardic Spellcasting (Gloura)
Sorcerous Spellcasting (Drider)
@@ -81899,7 +81417,7 @@ Special Abilities:
Talon of Tiamat Spellcasting (Fey)
True Necromancer Spellcasting (Fey)
Ultimate Magus Spellcasting (Fey)
- Unseen Spellcasting (Fey)
+ Unseen Seer Spellcasting (Fey)
Virtuoso Spellcasting (Fey)
Wild Mage Spellcasting (Fey)
War Wizard of Cormyr Spellcasting (Fey)
@@ -81922,7 +81440,7 @@ Special Abilities:
Elemental Savant Spellcasting (Aberration)
Eldritch Theurge Spellcasting (Aberration)
Force Missile Mage Spellcasting (Aberration)
- Fochulan Lyrist Spellcasting (Aberration)
+ Fochlucan Lyrist Spellcasting (Aberration)
Frost Mage Spellcasting (Aberration)
Thrall of Graz'zt Spellcasting (Aberration)
Harper Mage Spellcasting (Aberration)
@@ -81969,7 +81487,7 @@ Special Abilities:
Elemental Savant Spellcasting (Monstrous Humaniod)
Eldritch Theurge Spellcasting (Monstrous Humaniod)
Force Missile Mage Spellcasting (Monstrous Humaniod)
- Fochulan Lyrist Spellcasting (Monstrous Humaniod)
+ Fochlucan Lyrist Spellcasting (Monstrous Humaniod)
Frost Mage Spellcasting (Monstrous Humaniod)
Thrall of Graz'zt Spellcasting (Monstrous Humaniod)
Harper Mage Spellcasting (Monstrous Humaniod)
@@ -82016,7 +81534,7 @@ Special Abilities:
Elemental Savant Spellcasting (Outsider)
Eldritch Theurge Spellcasting (Outsider)
Force Missile Mage Spellcasting (Outsider)
- Fochulan Lyrist Spellcasting (Outsider)
+ Fochlucan Lyrist Spellcasting (Outsider)
Frost Mage Spellcasting (Outsider)
Thrall of Graz'zt Spellcasting (Outsider)
Harper Mage Spellcasting (Outsider)
@@ -82063,7 +81581,7 @@ Special Abilities:
Elemental Savant Spellcasting (Shapechanger)
Eldritch Theurge Spellcasting (Shapechanger)
Force Missile Mage Spellcasting (Shapechanger)
- Fochulan Lyrist Spellcasting (Shapechanger)
+ Fochlucan Lyrist Spellcasting (Shapechanger)
Frost Mage Spellcasting (Shapechanger)
Thrall of Graz'zt Spellcasting (Shapechanger)
Harper Mage Spellcasting (Shapechanger)
@@ -82105,7 +81623,7 @@ Special Abilities:
Enlightened Fist Spellcasting (Assassin)
Elemental Savant Spellcasting (Assassin)
Eldritch Theurge Spellcasting (Assassin)
- Fochulan Lyrist Spellcasting (Assassin)
+ Fochlucan Lyrist Spellcasting (Assassin)
Frost Mage Spellcasting (Assassin)
Thrall of Graz'zt Spellcasting (Assassin)
Havoc Mage Spellcasting (Assassin)
@@ -82123,7 +81641,7 @@ Special Abilities:
Ultimate Magus Spellcasting (Assassin)
Unseen Seer Spellcasting (Assassin)
Wild Mage Spellcasting (Assassin)
- Abjurant Championon Spellcasting (Bard)
+ Abjurant Champion Spellcasting (Bard)
Acolyte of the Skin Spellcasting (Bard)
Master Alchemist Spellcasting (Bard)
Alienist Spellcasting (Bard)
@@ -82162,7 +81680,7 @@ Special Abilities:
Spellsword Spellcasting (Bard)
Talon of Tiamat Spellcasting (Bard)
Ultimate Magus Spellcasting (Bard)
- Unseen Spellcasting (Bard)
+ Unseen Seer Spellcasting (Bard)
Virtuoso Spellcasting (Bard)
Wild Mage Spellcasting (Bard)
War Wizard of Cormyr Spellcasting (Bard)
@@ -82183,8 +81701,8 @@ Special Abilities:
Eldritch Knight Spellcasting (Beguiler)
Enlightened Fist Spellcasting (Beguiler)
Elemental Savant Spellcasting (Beguiler)
- Eldritch Theurge Adept Spellcasting (Beguiler)
- Fochulan Lyrist Spellcasting (Beguiler)
+ Eldritch Theurge Spellcasting (Beguiler)
+ Fochlucan Lyrist Spellcasting (Beguiler)
Frost Mage Spellcasting (Beguiler)
Thrall of Graz'zt Spellcasting (Beguiler)
Harper Mage Spellcasting (Beguiler)
@@ -82252,8 +81770,8 @@ Special Abilities:
Eldritch Knight Spellcasting (Cultist of the Shattered Peaks)
Enlightened Fist Spellcasting (Cultist of the Shattered Peaks)
Elemental Savant Spellcasting (Cultist of the Shattered Peaks)
- Eldritch Theurge Adept Spellcasting (Cultist of the Shattered Peaks)
- Fochulan Lyrist Spellcasting (Cultist of the Shattered Peaks)
+ Eldritch Theurge Spellcasting (Cultist of the Shattered Peaks)
+ Fochlucan Lyrist Spellcasting (Cultist of the Shattered Peaks)
Frost Mage Spellcasting (Cultist of the Shattered Peaks)
Thrall of Graz'zt Spellcasting (Cultist of the Shattered Peaks)
Harper Mage Spellcasting (Cultist of the Shattered Peaks)
@@ -82291,8 +81809,8 @@ Special Abilities:
Eldritch Knight Spellcasting (Dread Necromancer)
Enlightened Fist Spellcasting (Dread Necromancer)
Elemental Savant Spellcasting (Dread Necromancer)
- Eldritch Theurge Adept Spellcasting (Dread Necromancer)
- Fochulan Lyrist Spellcasting (Dread Necromancer)
+ Eldritch Theurge Spellcasting (Dread Necromancer)
+ Fochlucan Lyrist Spellcasting (Dread Necromancer)
Frost Mage Spellcasting (Dread Necromancer)
Thrall of Graz'zt Spellcasting (Dread Necromancer)
Harper Mage Spellcasting (Dread Necromancer)
@@ -82334,7 +81852,7 @@ Special Abilities:
Enlightened Fist Spellcasting (Duskblade)
Elemental Savant Spellcasting (Duskblade)
Eldritch Theurge Spellcasting (Duskblade)
- Fochulan Lyrist Spellcasting (Duskblade)
+ Fochlucan Lyrist Spellcasting (Duskblade)
Frost Mage Spellcasting (Duskblade)
Thrall of Graz'zt Spellcasting (Duskblade)
Harper Mage Spellcasting (Duskblade)
@@ -82372,7 +81890,7 @@ Special Abilities:
Enlightened Fist Spellcasting (Harper Scout)
Elemental Savant Spellcasting (Harper Scout)
Eldritch Theurge Spellcasting (Harper Scout)
- Fochulan Lyrist Spellcasting (Harper Scout)
+ Fochlucan Lyrist Spellcasting (Harper Scout)
Frost Mage Spellcasting (Harper Scout)
Harper Mage Spellcasting (Harper Scout)
Hathran Spellcasting (Harper Scout)
@@ -82407,7 +81925,7 @@ Special Abilities:
Enlightened Fist Spellcasting (Hexblade)
Elemental Savant Spellcasting (Hexblade)
Eldritch Theurge Spellcasting (Hexblade)
- Fochulan Lyrist Spellcasting (Hexblade)
+ Fochlucan Lyrist Spellcasting (Hexblade)
Frost Mage Spellcasting (Hexblade)
Thrall of Graz'zt Spellcasting (Hexblade)
Harper Mage Spellcasting (Hexblade)
@@ -82425,7 +81943,7 @@ Special Abilities:
Soulcaster Spellcasting (Hexblade)
Spelldancer Spellcasting (Hexblade)
Spellsword Spellcasting (Hexblade)
- Talont of Talon of Tiamat Spellcasting (Hexblade)
+ Talon of Tiamat Spellcasting (Hexblade)
True Necromancer Spellcasting (Hexblade)
Ultimate Magus Spellcasting (Hexblade)
Unseen Seer Spellcasting (Hexblade)
@@ -82445,7 +81963,7 @@ Special Abilities:
Elemental Savant Spellcasting (Knight of the Weave)
Eldritch Theurge Spellcasting (Knight of the Weave)
Force Missile Mage Spellcasting (Knight of the Weave)
- Fochulan Lyrist Spellcasting (Knight of the Weave)
+ Fochlucan Lyrist Spellcasting (Knight of the Weave)
Frost Mage Spellcasting (Knight of the Weave)
Harper Mage Spellcasting (Knight of the Weave)
Hathran Spellcasting (Knight of the Weave)
@@ -82482,7 +82000,7 @@ Special Abilities:
Enlightened Fist Spellcasting (Telflammar Shadowlord)
Elemental Savant Spellcasting (Telflammar Shadowlord)
Eldritch Theurge Spellcasting (Telflammar Shadowlord)
- Fochulan Lyrist Spellcasting (Telflammar Shadowlord)
+ Fochlucan Lyrist Spellcasting (Telflammar Shadowlord)
Frost Mage Spellcasting (Telflammar Shadowlord)
Thrall of Graz'zt Spellcasting (Telflammar Shadowlord)
Harper Mage Spellcasting (Telflammar Shadowlord)
@@ -82526,7 +82044,7 @@ Special Abilities:
Elemental Savant Spellcasting (Sorcerer)
Eldritch Theurge Spellcasting (Sorcerer)
Force Missile Mage Spellcasting (Sorcerer)
- Fochulan Lyrist Spellcasting (Sorcerer)
+ Fochlucan Lyrist Spellcasting (Sorcerer)
Frost Mage Spellcasting (Sorcerer)
Thrall of Graz'zt Spellcasting (Sorcerer)
Harper Mage Spellcasting (Sorcerer)
@@ -82572,7 +82090,7 @@ Special Abilities:
Enlightened Fist Spellcasting (Sublime Chord)
Elemental Savant Spellcasting (Sublime Chord)
Eldritch Theurge Spellcasting (Sublime Chord)
- Fochulan Lyrist Spellcasting (Sublime Chord)
+ Fochlucan Lyrist Spellcasting (Sublime Chord)
Frost Mage Spellcasting (Sublime Chord)
Thrall of Graz'zt Spellcasting (Sublime Chord)
Harper Mage Spellcasting (Sublime Chord)
@@ -82615,7 +82133,7 @@ Special Abilities:
Enlightened Fist Spellcasting (Suel Archanamach)
Elemental Savant Spellcasting (Suel Archanamach)
Eldritch Theurge Spellcasting (Suel Archanamach)
- Fochulan Lyrist Spellcasting (Suel Archanamach)
+ Fochlucan Lyrist Spellcasting (Suel Archanamach)
Frost Mage Spellcasting (Suel Archanamach)
Thrall of Graz'zt Spellcasting (Suel Archanamach)
Harper Mage Spellcasting (Suel Archanamach)
@@ -82665,7 +82183,7 @@ Special Abilities:
Hathran Spellcasting (Warmage)
Havoc Mage Spellcasting (Warmage)
Jade Phoenix Mage Spellcasting (Warmage)
- Judicator Spellcasting (Warmage)
+ Drow Judicator Spellcasting (Warmage)
Maester Spellcasting (Warmage)
Mage Killer Spellcasting (Warmage)
Master Harper Spellcasting (Warmage)
@@ -82680,7 +82198,7 @@ Special Abilities:
Spellsword Spellcasting (Warmage)
Talon of Tiamat Spellcasting (Warmage)
Ultimate Magus Spellcasting (Warmage)
- Unseen Spellcasting (Warmage)
+ Unseen Seer Spellcasting (Warmage)
Virtuoso Spellcasting (Warmage)
Wild Mage Spellcasting (Warmage)
War Wizard of Cormyr Spellcasting (Warmage)
@@ -82727,20 +82245,20 @@ Special Abilities:
Talon of Tiamat Spellcasting (Wizard)
True Necromancer Spellcasting (Wizard)
Ultimate Magus Spellcasting (Wizard)
- Unseen Spellcasting (Wizard)
+ Unseen Seer Spellcasting (Wizard)
Virtuoso Spellcasting (Wizard)
Wayfarer Guide Spellcasting (Wizard)
Wild Mage Spellcasting (Wizard)
War Wizard of Cormyr Spellcasting (Wizard)
Black Flame Zealot Spellcasting (Archivist)
- Blightlord Spellcasting (Archivist)
+ Talontar Blightlord Spellcasting (Archivist)
Brimstone Speaker Spellcasting (Archivist)
Combat Medic Spellcasting (Archivist)
Contemplative Spellcasting (Archivist)
Eldritch Disciple Spellcasting (Archivist)
Fist of Raziel Spellcasting (Archivist)
Forest Master Spellcasting (Archivist)
- Fochulan Lyrist Spellcasting (Archivist)
+ Fochlucan Lyrist Spellcasting (Archivist)
Hathran Spellcasting (Archivist)
Heartwarder Spellcasting (Archivist)
Hierophant Spellcasting (Archivist)
@@ -82767,12 +82285,12 @@ Special Abilities:
True Necromancer Spellcasting (Archivist)
Warpriest Spellcasting (Archivist)
Black Flame Zealot Spellcasting (Blackguard)
- Blightlord Spellcasting (Blackguard)
+ Talontar Blightlord Spellcasting (Blackguard)
Contemplative Spellcasting (Blackguard)
Eldritch Disciple Spellcasting (Blackguard)
- Fochulan Lyrist Spellcasting (Blackguard)
+ Fochlucan Lyrist Spellcasting (Blackguard)
Hospitaler Spellcasting (Blackguard)
- Judicator Spellcasting (Blackguard)
+ Drow Judicator Spellcasting (Blackguard)
Mystic Theurge Spellcasting (Blackguard)
Oozemaster Spellcasting (Blackguard)
Thrall of Orcus Spellcasting (Blackguard)
@@ -82787,13 +82305,13 @@ Special Abilities:
Battleguard of Tempus Spellcasting (Blackguard)
Warpriest Spellcasting (Blackguard)
Black Flame Zealot Spellcasting (Blighter)
- Blightlord Spellcasting (Blighter)
+ Talontar Blightlord Spellcasting (Blighter)
Contemplative Spellcasting (Blighter)
Eldritch Disciple Spellcasting (Blighter)
- Fochulan Lyrist Spellcasting (Blighter)
+ Fochlucan Lyrist Spellcasting (Blighter)
Hierophant Spellcasting (Blighter)
Hospitaler Spellcasting (Blighter)
- Judicator Spellcasting (Blighter)
+ Drow Judicator Spellcasting (Blighter)
Master of Shrouds Spellcasting (Blighter)
Mystic Theurge Spellcasting (Blighter)
Oozemaster Spellcasting (Blighter)
@@ -82809,13 +82327,13 @@ Special Abilities:
True Necromancer Spellcasting (Blighter)
Warpriest Spellcasting (Blighter)
Black Flame Zealot Spellcasting (Cleric)
- Blightlord Spellcasting (Cleric)
+ Talontar Blightlord Spellcasting (Cleric)
Brimstone Speaker Spellcasting (Cleric)
Combat Medic Spellcasting (Cleric)
Contemplative Spellcasting (Cleric)
Eldritch Disciple Spellcasting (Cleric)
Fist of Raziel Spellcasting (Cleric)
- Fochulan Lyrist Spellcasting (Cleric)
+ Fochlucan Lyrist Spellcasting (Cleric)
Forest Master Spellcasting (Cleric)
Hathran Spellcasting (Cleric)
Heartwarder Spellcasting (Cleric)
@@ -82867,12 +82385,12 @@ Special Abilities:
Combat Medic Spellcasting (Druid)
Contemplative Spellcasting (Druid)
Eldritch Disciple Spellcasting (Druid)
- Fochulan Lyrist Spellcasting (Druid)
+ Fochlucan Lyrist Spellcasting (Druid)
Forest Master Spellcasting (Druid)
Hathran Spellcasting (Druid)
Hierophant Spellcasting (Druid)
Hospitaler Spellcasting (Druid)
- Judicator Spellcasting (Druid)
+ Drow Judicator Spellcasting (Druid)
Mystic Theurge Spellcasting (Druid)
Oozemaster Spellcasting (Druid)
Psychic Theurge Spellcasting (Druid)
@@ -82885,14 +82403,14 @@ Special Abilities:
Swift Wing Spellcasting (Druid)
Warpriest Spellcasting (Druid)
Black Flame Zealot Spellcasting (Favoured Soul)
- Blightlord Spellcasting (Favoured Soul)
+ Talontar Blightlord Spellcasting (Favoured Soul)
Brimstone Speaker Spellcasting (Favoured Soul)
Combat Medic Spellcasting (Favoured Soul)
Contemplative Spellcasting (Favoured Soul)
Eldritch Disciple Spellcasting (Favoured Soul)
Fist of Raziel Spellcasting (Favoured Soul)
Forest Master Spellcasting (Favoured Soul)
- Fochulan Lyrist Spellcasting (Favoured Soul)
+ Fochlucan Lyrist Spellcasting (Favoured Soul)
Hathran Spellcasting (Favoured Soul)
Heartwarder Spellcasting (Favoured Soul)
Hierophant Spellcasting (Favoured Soul)
@@ -82923,7 +82441,7 @@ Special Abilities:
Combat Medic Spellcasting (Healer)
Contemplative Spellcasting (Healer)
Eldritch Disciple Spellcasting (Healer)
- Fochulan Lyrist Spellcasting (Healer)
+ Fochlucan Lyrist Spellcasting (Healer)
Hathran Spellcasting (Healer)
Heartwarder Spellcasting (Healer)
Hierophant Spellcasting (Healer)
@@ -82940,16 +82458,16 @@ Special Abilities:
Sanctified Mind Spellcasting (Healer)
Sapphire Hierarch Spellcasting (Healer)
Shadowbane Stalker Spellcasting (Healer)
- Shining Blade Spellcasting (Healer)
+ Shining Blade of Heironeous Spellcasting (Healer)
Swift Wing Spellcasting (Healer)
Warpriest Spellcasting (Healer)
Black Flame Zealot Spellcasting (Justice of Weald and Woe)
- Blightlord Spellcasting (Justice of Weald and Woe)
+ Talontar Blightlord Spellcasting (Justice of Weald and Woe)
Brimstone Speaker Spellcasting (Justice of Weald and Woe)
Combat Medic Spellcasting (Justice of Weald and Woe)
Contemplative Spellcasting (Justice of Weald and Woe)
Eldritch Disciple Spellcasting (Justice of Weald and Woe)
- Fochulan Lyrist Spellcasting (Justice of Weald and Woe)
+ Fochlucan Lyrist Spellcasting (Justice of Weald and Woe)
Hathran Spellcasting (Justice of Weald and Woe)
Heartwarder Spellcasting (Justice of Weald and Woe)
Hospitaler Spellcasting (Justice of Weald and Woe)
@@ -82977,7 +82495,7 @@ Special Abilities:
Contemplative Spellcasting (Knight of the Chalice)
Eldritch Disciple Spellcasting (Knight of the Chalice)
Fist of Raziel Spellcasting (Knight of the Chalice)
- Fochulan Lyrist Spellcasting (Knight of the Chalice)
+ Fochlucan Lyrist Spellcasting (Knight of the Chalice)
Hathran Spellcasting (Knight of the Chalice)
Hospitaler Spellcasting (Knight of the Chalice)
Mystic Theurge Spellcasting (Knight of the Chalice)
@@ -82989,7 +82507,7 @@ Special Abilities:
Sanctified Mind Spellcasting (Knight of the Chalice)
Sapphire Hierarch Spellcasting (Knight of the Chalice)
Shadowbane Stalker Spellcasting (Knight of the Chalice)
- Shining Blade Spellcasting (Knight of the Chalice)
+ Shining Blade of Heironeous Spellcasting (Knight of the Chalice)
Swift Wing Spellcasting (Knight of the Chalice)
Warpriest Spellcasting (Knight of the Chalice)
Brimstone Speaker Spellcasting (Knight of the Middle Circle)
@@ -82997,7 +82515,7 @@ Special Abilities:
Contemplative Spellcasting (Knight of the Middle Circle)
Eldritch Disciple Spellcasting (Knight of the Middle Circle)
Fist of Raziel Spellcasting (Knight of the Middle Circle)
- Fochulan Lyrist Spellcasting (Knight of the Middle Circle)
+ Fochlucan Lyrist Spellcasting (Knight of the Middle Circle)
Hathran Spellcasting (Knight of the Middle Circle)
Heartwarder Spellcasting (Knight of the Middle Circle)
Hospitaler Spellcasting (Knight of the Middle Circle)
@@ -83012,7 +82530,7 @@ Special Abilities:
Sanctified Mind Spellcasting (Knight of the Middle Circle)
Sapphire Hierarch Spellcasting (Knight of the Middle Circle)
Shadowbane Stalker Spellcasting (Knight of the Middle Circle)
- Shining Blade Spellcasting (Knight of the Middle Circle)
+ Shining Blade of Heironeous Spellcasting (Knight of the Middle Circle)
Swift Wing Spellcasting (Knight of the Middle Circle)
Warpriest Spellcasting (Knight of the Middle Circle)
Brimstone Speaker Spellcasting (Nentyar Hunter)
@@ -83020,7 +82538,7 @@ Special Abilities:
Contemplative Spellcasting (Nentyar Hunter)
Eldritch Disciple Spellcasting (Nentyar Hunter)
Forest Master Spellcasting (Nentyar Hunter)
- Fochulan Lyrist Spellcasting (Nentyar Hunter)
+ Fochlucan Lyrist Spellcasting (Nentyar Hunter)
Hathran Spellcasting (Nentyar Hunter)
Hospitaler Spellcasting (Nentyar Hunter)
Mighty Contender of Kord Spellcasting (Nentyar Hunter)
@@ -83034,11 +82552,11 @@ Special Abilities:
Sanctified Mind Spellcasting (Nentyar Hunter)
Sapphire Hierarch Spellcasting (Nentyar Hunter)
Shadowbane Stalker Spellcasting (Nentyar Hunter)
- Shining Blade Spellcasting (Nentyar Hunter)
+ Shining Blade of Heironeous Spellcasting (Nentyar Hunter)
Swift Wing Spellcasting (Nentyar Hunter)
Warpriest Spellcasting (Nentyar Hunter)
Black Flame Zealot Spellcasting (Ocular Adept)
- Blightlord Spellcasting (Ocular Adept)
+ Talontar Blightlord Spellcasting (Ocular Adept)
Eldritch Disciple Spellcasting (Ocular Adept)
Hierophant Spellcasting (Ocular Adept)
Hospitaler Spellcasting (Ocular Adept)
@@ -83067,17 +82585,17 @@ Special Abilities:
Sanctified Mind Spellcasting (Paladin)
Sapphire Hierarch Spellcasting (Paladin)
Shadowbane Stalker Spellcasting (Paladin)
- Shining Blade Spellcasting (Paladin)
+ Shining Blade of Heironeous Spellcasting (Paladin)
Swift Wing Spellcasting (Paladin)
Warpriest Spellcasting (Paladin)
Black Flame Zealot Spellcasting (Ranger)
- Blightlord Spellcasting (Ranger)
+ Talontar Blightlord Spellcasting (Ranger)
Brimstone Speaker Spellcasting (Ranger)
Combat Medic Spellcasting (Ranger)
Contemplative Spellcasting (Ranger)
Eldritch Disciple Spellcasting (Ranger)
Forest Master Spellcasting (Ranger)
- Fochulan Lyrist Spellcasting (Ranger)
+ Fochlucan Lyrist Spellcasting (Ranger)
Hathran Spellcasting (Ranger)
Heartwarder Spellcasting (Ranger)
Hospitaler Spellcasting (Ranger)
@@ -83095,19 +82613,19 @@ Special Abilities:
Sanctified Mind Spellcasting (Ranger)
Sapphire Hierarch Spellcasting (Ranger)
Shadowbane Stalker Spellcasting (Ranger)
- Shining Blade Spellcasting (Ranger)
+ Shining Blade of Heironeous Spellcasting (Ranger)
Stormlord Spellcasting (Ranger)
Swift Wing Spellcasting (Ranger)
Battleguard of Tempus Spellcasting (Ranger)
Tenebrous Apostate Spellcasting (Ranger)
Warpriest Spellcasting (Ranger)
Black Flame Zealot Spellcasting (Shaman)
- Blightlord Spellcasting (Shaman)
+ Talontar Blightlord Spellcasting (Shaman)
Brimstone Speaker Spellcasting (Shaman)
Combat Medic Spellcasting (Shaman)
Contemplative Spellcasting (Shaman)
Eldritch Disciple Spellcasting (Shaman)
- Fochulan Lyrist Spellcasting (Shaman)
+ Fochlucan Lyrist Spellcasting (Shaman)
Forest Master Spellcasting (Shaman)
Hathran Spellcasting (Shaman)
Heartwarder Spellcasting (Shaman)
@@ -83129,7 +82647,7 @@ Special Abilities:
Sanctified Mind Spellcasting (Shaman)
Sapphire Hierarch Spellcasting (Shaman)
Shadowbane Stalker Spellcasting (Shaman)
- Shining Blade Spellcasting (Shaman)
+ Shining Blade of Heironeous Spellcasting (Shaman)
Stormlord Spellcasting (Shaman)
Swift Wing Spellcasting (Shaman)
Tenebrous Apostate Spellcasting (Shaman)
@@ -83137,12 +82655,12 @@ Special Abilities:
True Necromancer Spellcasting (Shaman)
Warpriest Spellcasting (Shaman)
Black Flame Zealot Spellcasting (Sohei)
- Blightlord Spellcasting (Sohei)
+ Talontar Blightlord Spellcasting (Sohei)
Brimstone Speaker Spellcasting (Sohei)
Contemplative Spellcasting (Sohei)
Eldritch Disciple Spellcasting (Sohei)
Fist of Raziel Spellcasting (Sohei)
- Fochulan Lyrist Spellcasting (Sohei)
+ Fochlucan Lyrist Spellcasting (Sohei)
Hathran Spellcasting (Sohei)
Hospitaler Spellcasting (Sohei)
Drow Judicator Spellcasting (Sohei)
@@ -83156,7 +82674,7 @@ Special Abilities:
Sacred Purifier Spellcasting (Sohei)
Sanctified Mind Spellcasting (Sohei)
Sapphire Hierarch Spellcasting (Sohei)
- Shining Blade Spellcasting (Sohei)
+ Shining Blade of Heironeous Spellcasting (Sohei)
Swift Wing Spellcasting (Sohei)
Tenebrous Apostate Spellcasting (Sohei)
Warpriest Spellcasting (Sohei)
@@ -83164,7 +82682,7 @@ Special Abilities:
Combat Medic Spellcasting (Soldier of Light)
Contemplative Spellcasting (Soldier of Light)
Eldritch Disciple Spellcasting (Soldier of Light)
- Fochulan Lyrist Spellcasting (Soldier of Light)
+ Fochlucan Lyrist Spellcasting (Soldier of Light)
Hathran Spellcasting (Soldier of Light)
Hospitaler Spellcasting (Soldier of Light)
Morninglord of Lathander Spellcasting (Soldier of Light)
@@ -83178,12 +82696,12 @@ Special Abilities:
Swift Wing Spellcasting (Soldier of Light)
Warpriest Spellcasting (Soldier of Light)
Black Flame Zealot Spellcasting (Spirit Shaman)
- Blightlord Spellcasting (Spirit Shaman)
+ Talontar Blightlord Spellcasting (Spirit Shaman)
Brimstone Speaker Spellcasting (Spirit Shaman)
Combat Medic Spellcasting (Spirit Shaman)
Contemplative Spellcasting (Spirit Shaman)
Eldritch Disciple Spellcasting (Spirit Shaman)
- Fochulan Lyrist Spellcasting (Spirit Shaman)
+ Fochlucan Lyrist Spellcasting (Spirit Shaman)
Forest Master Spellcasting (Spirit Shaman)
Hathran Spellcasting (Spirit Shaman)
Heartwarder Spellcasting (Spirit Shaman)
@@ -83201,10 +82719,10 @@ Special Abilities:
Sanctified Mind Spellcasting (Spirit Shaman)
Sapphire Hierarch Spellcasting (Spirit Shaman)
Shadowbane Stalker Spellcasting (Spirit Shaman)
- Shining Blade Spellcasting (Spirit Shaman)
+ Shining Blade of Heironeous Spellcasting (Spirit Shaman)
Stormlord Spellcasting (Spirit Shaman)
Swift Wing Spellcasting (Spirit Shaman)
- Battleguard Tempus Spellcasting (Spirit Shaman)
+ Battleguard of Tempus Spellcasting (Spirit Shaman)
Tenebrous Apostate Spellcasting (Spirit Shaman)
Warpriest Spellcasting (Spirit Shaman)
Black Flame Zealot Spellcasting (Ur-Priest)
@@ -83225,7 +82743,7 @@ Special Abilities:
Warpriest Spellcasting (Ur-Priest)
Brimstone Speaker Spellcasting (Vassal of Bahamut)
Contemplative Spellcasting (Vassal of Bahamut)
- Fist of Raziel (Vassal of Bahamut)
+ Fist of Raziel Spellcasting (Vassal of Bahamut)
Hathran Spellcasting (Vassal of Bahamut)
Hospitaler Spellcasting (Vassal of Bahamut)
Mystic Theurge Spellcasting (Vassal of Bahamut)
@@ -83238,7 +82756,7 @@ Special Abilities:
Sanctified Mind Spellcasting (Vassal of Bahamut)
Sapphire Hierarch Spellcasting (Vassal of Bahamut)
Shadowbane Stalker Spellcasting (Vassal of Bahamut)
- Shining Blade Spellcasting (Vassal of Bahamut)
+ Shining Blade of Heironeous Spellcasting (Vassal of Bahamut)
Swift Wing Spellcasting (Vassal of Bahamut)
Warpriest Spellcasting (Vassal of Bahamut)
Disciple of Asmodeus Spellcasting (N/A)
@@ -83247,6 +82765,7 @@ Special Abilities:
Ollam Spellcasting (N/A)
Combat Medic Spellcasting (Paladin)
Morninglord of Lathander Spellcasting (Sohei)
+ Thrall of Orcus Spellcasting (Ur-Priest)
Bardic Casting: Gloura cast spells as a Bard of their hit dice (7th level).
Sorcerous Casting: Driders cast spells as a Sorcerer of their hit dice (6th level).
Sorcerous Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level).
@@ -83336,14 +82855,14 @@ Special Abilities:
Spellcasting isn't required to take the Talon of Tiamat prestige class. If you currently have an arcane spellcasting, shadowcasting or invoking class, do not pick this marker feat.
Spellcasting isn't required to take the Dragonsong Lyrist prestige class. If you currently have an arcane spellcasting or shadowcasting class, do not pick this marker feat.
Spellcasting isn't required to take the Ollam prestige class. If you currently have an arcane spellcasting or shadowcasting class, do not pick this marker feat.
- Archivist Spellcasting (Master of Shrouds)
- Blackguard Spellcasting (Master of Shrouds)
- Druid Spellcasting (Master of Shrouds)
- Favoured Soul Spellcasting (Master of Shrouds)
- Justice of Weald and Woe Spellcasting (Master of Shrouds)
- Ranger Spellcasting (Master of Shrouds)
- Sohei Spellcasting (Master of Shrouds)
- Ur-Priest Spellcasting (Master of Shrouds)
+ Master of Shrouds Spellcasting (Archivist)
+ Master of Shrouds Spellcasting (Blackguard)
+ Master of Shrouds Spellcasting (Druid)
+ Master of Shrouds Spellcasting (Favoured Soul)
+ Master of Shrouds Spellcasting (Justice of Weald and Woe)
+ Master of Shrouds Spellcasting (Ranger)
+ Master of Shrouds Spellcasting (Sohei)
+ Master of Shrouds Spellcasting (Ur-Priest)
Sorcerous Spellcasting (Hobgoblin Warsoul)
Sorcerous Casting: Hobgoblin Warsoul's cast spells as a Sorcerer of their hit dice (10th level).
<cÿÿÿ>Pick a spellcasting feat (1st lvl)</c>
@@ -83383,13 +82902,19 @@ Strength of Will: You gain a bonus equal to 1/2 your class level (minimum +1) on
Wild Frenzy: You gain a +2 bonus on attack rolls and damage rolls with melee weapons and eldritch blasts, along with temporary hit points equal to twice your class level. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be chaotic for you to select this gift.
<cÿÿÿ>Pick an invoking feat (1st lvl)</c>
Choose which invoking class to advance with the currently selected Prestige Class. If you try take a marker feat after1st class level, your character will be releveled.
+ Exalted Feats
+ Exalted feats are only available to good-aligned characters and creatures.
+
+Due to technical reasons, we cannot enforce this limitation directly. If you do take one of these feats without qualifying for it, it will be useless to you.
+ Cancel Spell
+ This will allow the caster to end any self-cast spell effects on their person.
### PRC8 CLASS RESERVE ###
LoT
Lion of Talisid
Lions of Talisid
lion of Talisid
(PRESTIGE CLASS)
-The undisputed ruler of the guardinals, Talisid the Celestial Lion is an enormously powerful force for good—and good alone, undiluted by concerns of law or chaos. He is also a mighty druid, and his mortal and guardinal champions are druids and rangers who share both his fierce hatred of evil and his passionate love of the natural world and its creatures. Called the lions of Talisid, these protectors of nature and champions of good emulate their celestial patron in more concrete ways: adopting feline animal companions, assuming great cat forms with their wild shape ability, and eventually roaring like a leonal. Druids and rangers most commonly become lions of Talisid, and only a character with an animal companion can enter the class. Multiclass druid/rangers also commonly adopt the class, and less commonly, fighter/druids or cleric/rangers.
+The undisputed ruler of the guardinals, Talisid the Celestial Lion is an enormously powerful force for good— and good alone, undiluted by concerns of law or chaos. He is also a mighty druid, and his mortal and guardinal champions are druids and rangers who share both his fierce hatred of evil and his passionate love of the natural world and its creatures. Called the lions of Talisid, these protectors of nature and champions of good emulate their celestial patron in more concrete ways: adopting feline animal companions, assuming great cat forms with their wild shape ability, and eventually roaring like a leonal. Druids and rangers most commonly become lions of Talisid, and only a character with an animal companion can enter the class. Multiclass druid/rangers also commonly adopt the class, and less commonly, fighter/druids or cleric/rangers.
Like their guardinal patron, lions of Talisid usually work alone or in small groups of close companions, rarely with other lions. NPC lions of Talisid can be found wandering the wilderness, fighting any who would defile the natural world with evil. They are particularly concerned with areas where some evil presence corrupts nature itself, manifesting evil weather and vile corrupted creatures.
@@ -83404,28 +82929,27 @@ Alignment: Neutral good.
Base Attack Bonus: +4.
Skills: Lore 9 ranks, Heal 9 ranks.
Feats: Favored of the Companions.
-Spells: Able to cast Summon Nature’s Ally II.
+Spells: Able to cast Summon Nature's Ally II.
Special: The character must have an animal companion as a class feature.
CLASS FEATURES:
Level
1: Animal Companion (Ex): A lion of Talisid can add his lion of Talisid levels to his effective druid level (his actual druid level or one-half his ranger level) to determine the capabilities of his animal companion.
- Lion’s Courage (Ex): A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.
+ Lion's Courage (Ex): A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.
2: Scent (Ex): At 2nd level, a lion of Talisid gains the scent special quality. He can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
-3: Wild Shape (Su): At 3rd level, a lion of Talisid gains the ability to turn himself into any Small or Medium animal and back again once per day. This works exactly as the druid’s wild shape ability.
+3: Wild Shape (Su): At 3rd level, a lion of Talisid gains the ability to turn himself into any Small or Medium animal and back again once per day. This works exactly as the druid's wild shape ability.
4: Exalted Companion: At 4th level, a lion of Talisid gains the Exalted Companion feat as a bonus feat.
Wild Shape (Su) (2 / day).
-5: Lion’s Pounce (Ex): At 5th level, a lion of Talisid can make a full attack at the end of a charge.
+5: Lion's Pounce (Ex): At 5th level, a lion of Talisid can make a full attack at the end of a charge.
Wild Shape (Su) (3 / day).
6: Wild Shape (Su) (Large)*
-7: Lion’s Swiftness (Ex): When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.
+7: Lion's Swiftness (Ex): When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.
8: Wild Shape (Su) (4 / day).
9: Wild Shape (Su) (Tiny)*
-10: Leonal’s Roar (Su): Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal’s roar spell. The saving throw DC is 20 + the lion of Talisid’s Charisma modifier.
+10: Leonal's Roar (Su): Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal's roar spell. The saving throw DC is 20 + the lion of Talisid's Charisma modifier.
* Not implemented
- Epic Lion of Talisid
-
+ Epic Lion of Talisid
Chosen by the celestial lion himself, these guardians of nature blend divine power with the ferocity of great cats. Noble and wild-hearted, they fight evil wherever it taints the natural world—roaming protectors guided by instinct, courage, and compassion. With animal companions at their side and the strength of a leonal in their soul, they embody both the serenity and savagery of the wild in service of pure good.
Hit Die: d8.
@@ -83436,8 +82960,7 @@ Special:
Spellcasting: At each class level the epic Lion of Talisid continues to increase in divine caster level (and spells known, if applicable).
Epic Lion of Talisid Bonus Feat List:
-Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Devastating Critical, Energy Resistance, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Focused Spell Penetration, Epic Spellcasting, Fast Healing, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Overwhelming Critical, Perfect Health, Tenacious Magic.
-
+Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Devastating Critical, Energy Resistance, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Focused Spell Penetration, Epic Spellcasting, Fast Healing, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Overwhelming Critical, Perfect Health, Tenacious Magic.
Lion of Talisid Spellcasting (Archivist)
Lion of Talisid Spellcasting (Cleric)
Lion of Talisid Spellcasting (Druid)
@@ -83452,8 +82975,7 @@ Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spe
Lion of Talisid Spellcasting (Justice of Weald and Woe)
Lion of Talisid Spellcasting (Spirit Shaman)
Spells per Day: At each lion of Talisid level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
- Lion's Courage (Ex)
-
+ Lion's Courage (Ex)
Type of Feat: Class-Specific
Prerequisite: Lion of Talisid 1
Specifics: A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.
@@ -83467,24 +82989,21 @@ Use: Automatic.
Type of Feat: Class-Specific
Prerequisite: Lion of Talisid 7
Specifics: When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.
-Use: Selected.
-
- Leonal’s Roar (Su)
-
+Use: Selected.
+ Leonal's Roar (Su)
Type of Feat: Class-Specific
Prerequisite: Lion of Talisid 10
-Specifics: : Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal’s roar spell. The saving throw DC is 20 + the lion of Talisid’s Charisma modifier.
-Use: Selected.
-
+Specifics: : Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal's roar spell. The saving throw DC is 20 + the lion of Talisid's Charisma modifier.
+Use: Selected.
****
VrL
Verdant Lord
Verdant Lords
verdant lord
(PRESTIGE CLASS)
-Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid’s search for global understanding of nature’s secrets to focus all his energies on the world’s plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It’s almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves.
+Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid's search for global understanding of nature's secrets to focus all his energies on the world's plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It's almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves.
-Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals—right up until someone lights a torch and threatens living plants.
+Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals, —right up until someone lights a torch and threatens living plants.
- Hit Die: d8
- Proficiencies: A verdant lord does not gain any additional weapon or armor proficiencies.
@@ -83503,16 +83022,16 @@ Adventuring verdant lords are rare, but those who do exist are marvelous to beho
1: Create Infusion: At 1st level, the verdant lord gains Create Infusion as a bonus feat.
2: Expert Infusion: At 2nd level, the character can automatically identify the spell contained in an infusion and the caster level of that spell.
Sun Sustenance (Ex)*: At 2nd level, the verdant lord gains the ability to draw energy from the sun.
- 3: Spontaneity: Beginning at 3rd level, the verdant lord can channel stored spell energy into regeneration spells that he hasn’t prepared ahead of time.
+ 3: Spontaneity: Beginning at 3rd level, the verdant lord can channel stored spell energy into regeneration spells that he hasn't prepared ahead of time.
4: Plant Facility: At 4th level, the verdant lord can rebuke or command plants as if he were three levels higher than the actual caster level he uses to determine the benefits of that feat.
5: Fast Healing: At 5th level, the verdant lord gains Fast Healing as a bonus feat.
6: Treant Wild Shape (Sp): Beginning at 6th level, the verdant lord can use wild shape to take the form of a treant.
8: Animate Tree (Sp): At 8th level, a verdant lord can animate a tree within 180 feet of him once per day.
- 10: Gaea’s Embrace: At 10th level, the verdant lord permanently becomes a plant creature.
+ 10: Gaea's Embrace: At 10th level, the verdant lord permanently becomes a plant creature.
* NOT IMPLEMENTED
Epic Verdant Lord
- Chosen by the very soul of the forest, the verdant lord is a master of all things green and growing; a guardian whose life is intertwined with the ancient trees and blossoming wilds. These protectors transcend the druid’s path of broad natural wisdom to become singular champions of plant life itself, commanding the power of roots and branches to defend the wilds.
+ Chosen by the very soul of the forest, the verdant lord is a master of all things green and growing; a guardian whose life is intertwined with the ancient trees and blossoming wilds. These protectors transcend the druid's path of broad natural wisdom to become singular champions of plant life itself, commanding the power of roots and branches to defend the wilds.
Hit Die: d8.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
@@ -83552,7 +83071,7 @@ Benefit: At 2nd level, the verdant lord gains the ability to draw energy from th
Spontaneity
Type of Feat: Class
Prerequsite: Verdant Lord 3
-Benefit: Beginning at 3rd level, the verdant lord can channel stored spell energy into certain healing spells that he hasn’t prepared ahead of time. This works like the cleric’s spontaneous casting ability, with the following exceptions. He can “lose” a prepared spell to cast any regenerate spell of the same level or lower. For example, a verdant lord who has prepared faerie fire (a 1st-level spell) may lose that spell to cast regenerate light wounds (also a 1st-level spell) instead. Domain spells, if the character has access to them, cannot be converted into regenerate spells.
+Benefit: Beginning at 3rd level, the verdant lord can channel stored spell energy into certain healing spells that he hasn't prepared ahead of time. This works like the cleric's spontaneous casting ability, with the following exceptions. He can “lose” a prepared spell to cast any regenerate spell of the same level or lower. For example, a verdant lord who has prepared faerie fire (a 1st-level spell) may lose that spell to cast regenerate light wounds (also a 1st-level spell) instead. Domain spells, if the character has access to them, cannot be converted into regenerate spells.
Plant Facility
Type of Feat: Class
Prerequsite: Verdant Lord 4
@@ -83565,7 +83084,7 @@ Beginning at 6th level, the verdant lord can use wild shape to take the form of
Type of Feat: Class
Prerequsite: Verdant Lord 8
Beneft: At 8th level, a verdant lord can animate a tree within 180 feet of him once per day. It takes a full round for a tree to uproot itself; thereafter it has a speed of 30 feet and fights as a treant with respect to attacks and damage. The animated tree gains a number of bonus Hit Dice equal to the number of verdant lord
-levels the character possesses. Though its Intelligence score is only 2 while animated, the tree automatically understands the verdant lord’s commands. The character can
+levels the character possesses. Though its Intelligence score is only 2 while animated, the tree automatically understands the verdant lord's commands. The character can
return the animated tree to its normal state at will, and it automatically returns to its normal state if it dies or if the verdant lord who animated it is incapacitated or
moves out of range. Once the tree returns to its normal state by any means, the verdant lord cannot animate another tree for 24 hours.
Gaea's Embrace
@@ -85555,8 +85074,7 @@ Tiny Viper
Summon Dire Rat
Summon Dog
Summon Hawk
- Summon Tiny Viper
-
+ Summon Tiny Viper
[FUTURE]
[FUTURE]
[FUTURE]
@@ -85830,7 +85348,7 @@ Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude half
Spell Resistance: Yes
-You turn the subject’s sweat to ice, creating blisters as ice forms on and inside the skin. The spell deals 1d6 cumulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third).
+You turn the subject's sweat to ice, creating blisters as ice forms on and inside the skin. The spell deals 1d6 cumulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third).
Only one save is allowed against the spell; if successful, it halves the damage each round.
Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.
@@ -85849,9 +85367,9 @@ Duration: Up to 6 rounds (see text)
Saving Throw: Fortitude half
Spell Resistance: Yes
-This spell functions like creeping cold, causing intense cold to accumulate inside the target’s body, but with extended duration and increased damage.
+This spell functions like creeping cold, causing intense cold to accumulate inside the target's body, but with extended duration and increased damage.
-You turn the subject’s sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on—dealing 3d6 on the third round and 4d6 on the fourth.
+You turn the subject's sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on—dealing 3d6 on the third round and 4d6 on the fourth.
If the caster is at least 15th level, the spell continues for a fifth round, dealing 5d6 cold damage. At 20th level or higher, a sixth round is added, dealing 6d6 cold damage. The spell never deals more than 6d6 damage in any round, and it ends early if the target dies.
@@ -85913,6 +85431,297 @@ Suicidal or self-destructive commands are simply ignored.
Control Plants (16)
Control Plants (20)
****
+ Repair Minor Damage
+ Transmutation
+Level: Sorcerer 0, Wizard 0
+Components: V, S
+Casting Time: 1 standard action
+Range: Touch
+Target: Construct touched
+Duration: Instantaneous
+Saving Throw: None
+Spell Resistance: No
+
+As if with the eye of an expert craftsman, your touch draws out a minor dent in the construct's surface.
+
+When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1 point of damage.
+ Repair Minor Damage (1)
+ ****
+ ****
+ ****
+ Repair Light Damage
+ Transmutation
+Level: Sorcerer 1, Wizard 1
+Components: V, S
+Casting Time: 1 standard action
+Range: Touch
+Target: Construct touched
+Duration: Instantaneous
+Saving Throw: None
+Spell Resistance: No
+
+As a sculptor massaging a rough spot of clay into something less abrasive, your touch smooths over the dents and dings of the construct you touch.
+
+When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).
+ Repair Light Damage (2)
+ Repair Light Damage (5)
+ ****
+ ****
+ Repair Moderate Damage
+ Transmutation
+Level: Sorcerer 2, Wizard 2
+Components: V, S
+Casting Time: 1 standard action
+Range: Touch
+Target: Construct touched
+Duration: Instantaneous
+Saving Throw: None
+Spell Resistance: No
+
+Your touch eliminates the wear and tear from the construct's body.
+
+When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 2d8 points of damage +1 point per caster level (maximum +10).
+ Repair Moderate Damage (3)
+ Repair Moderate Damage (6)
+ Repair Moderate Damage (10)
+ ****
+ Repair Serious Damage
+ Transmutation
+Level: Sorcerer 3, Wizard 3
+Components: V, S
+Casting Time: 1 standard action
+Range: Touch
+Target: Construct touched
+Duration: Instantaneous
+Saving Throw: None
+Spell Resistance: No
+
+Your touch eliminates the wear and tear from the construct's body.
+
+When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 3d8 points of damage +1 point per caster level (maximum +15).
+ Repair Serious Damage (5)
+ Repair Serious Damage (10)
+ Repair Serious Damage (15)
+ ****
+ Repair Critical Damage
+ Transmutation
+Level: Sorcerer 4, Wizard 4
+Components: V, S
+Casting Time: 1 standard action
+Range: Touch
+Target: Construct touched
+Duration: Instantaneous
+Saving Throw: None
+Spell Resistance: No
+
+The smell of grease and the distant echo of clanking gears greet your senses as you complete this spell. Upon touching the intended construct, the grease smell and gear sounds disappear. Major dents and scratches disappear from the construct, as do cuts, tears, and abrasions.
+
+When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 4d8 points of damage +1 point per caster level (maximum +20).
+ Repair Critical Damage (7)
+ Repair Critical Damage (15)
+ Repair Critical Damage (20)
+ ****
+ Inflict Light Damage
+ Transmutation
+Level: Artificer 1
+Components: V, S
+Casting Time: 1 standard action
+Range: Touch
+Target: Construct touched
+Duration: Instantaneous
+Saving Throw: None
+Spell Resistance: Yes
+
+When laying your hand upon a construct, you transmute its structure to deal 1d8 points of damage +1 point per caster level (maximum +5).
+ Inflict Light Damage (2)
+ Inflict Light Damage (5)
+ ****
+ ****
+ Inflict Moderate Damage
+ Transmutation
+Level: Artificer 2
+Components: V, S
+Casting Time: 1 standard action
+Range: Touch
+Target: Construct touched
+Duration: Instantaneous
+Saving Throw: None
+Spell Resistance: Yes
+
+When laying your hand upon a construct, you transmute its structure to deal 2d8 points of damage +1 point per caster level (maximum +10).
+ Inflict Moderate Damage (3)
+ Inflict Moderate Damage (6)
+ Inflict Moderate Damage (10)
+ ****
+ Inflict Serious Damage
+ Transmutation
+Level: Artificer 3
+Components: V, S
+Casting Time: 1 standard action
+Range: Touch
+Target: Construct touched
+Duration: Instantaneous
+Saving Throw: None
+Spell Resistance: Yes
+
+When laying your hand upon a construct, you transmute its structure to deal 3d8 points of damage +1 point per caster level (maximum +15).
+ Inflict Serious Damage (5)
+ Inflict Serious Damage (10)
+ Inflict Serious Damage (15)
+ ****
+ Inflict Critical Damage
+ Transmutation
+Level: Artificer 4
+Components: V, S
+Casting Time: 1 standard action
+Range: Touch
+Target: Construct touched
+Duration: Instantaneous
+Saving Throw: None
+Spell Resistance: Yes
+
+When laying your hand upon a construct, you transmute its structure to deal 4d8 points of damage +1 point per caster level (maximum +20).
+ Inflict Critical Damage (7)
+ Inflict Critical Damage (15)
+ Inflict Critical Damage (20)
+ ****
+ Mass Repair Light Damage
+ Transmutation
+Level: Artificer 5
+Components: V, S
+Casting Time: 1 standard action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One construct/level, no two of which can be more than 30 ft. apart
+Duration: Instantaneous
+Saving Throw: Will half
+Spell Resistance: Yes
+
+Transmuting energy spreads out around the targets, repairing 1d8 points of damage +1 point per caster level (maximum +25) to constructs.
+ Mass Repair Light Damage (9)
+ Mass Repair Light Damage (15)
+ Mass Repair Light Damage (20)
+ ****
+ Mass Repair Moderate Damage
+ Transmutation
+Level: Artificer 6
+Components: V, S
+Casting Time: 1 standard action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One construct/level, no two of which can be more than 30 ft. apart
+Duration: Instantaneous
+Saving Throw: Will half
+Spell Resistance: Yes
+
+Transmuting energy spreads out around the targets, repairing 2d8 points of damage +1 point per caster level (maximum +30) to constructs.
+ Mass Repair Moderate Damage (11)
+ Mass Repair Moderate Damage (15)
+ Mass Repair Moderate Damage (20)
+ ****
+ Mass Repair Serious Damage
+ Transmutation
+Level: Artificer 7
+Components: V, S
+Casting Time: 1 standard action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One construct/level, no two of which can be more than 30 ft. apart
+Duration: Instantaneous
+Saving Throw: Will half
+Spell Resistance: Yes
+
+Transmuting energy spreads out around the targets, repairing 3d8 points of damage +1 point per caster level (maximum +35) to constructs.
+ Mass Repair Serious Damage (13)
+ Mass Repair Serious Damage (16)
+ Mass Repair Serious Damage (20)
+ ****
+ Mass Repair Critical Damage
+ Transmutation
+Level: Artificer 7
+Components: V, S
+Casting Time: 1 standard action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One construct/level, no two of which can be more than 30 ft. apart
+Duration: Instantaneous
+Saving Throw: Will half
+Spell Resistance: Yes
+
+Transmuting energy spreads out around the targets, repairing 4d8 points of damage +1 point per caster level (maximum +40) to constructs.
+ Mass Repair Critical Damage (15)
+ Mass Repair Critical Damage (20)
+ ****
+ ****
+ Mass Inflict Light Damage
+ Transmutation
+Level: Artificer 5
+Components: V, S
+Casting Time: 1 standard action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One construct/level, no two of which can be more than 30 ft. apart
+Duration: Instantaneous
+Saving Throw: Will half
+Spell Resistance: Yes
+
+Transmuting energy spreads out around the targets, dealing 1d8 points of damage +1 point per caster level (maximum +25) to constructs.
+ Mass Inflict Light Damage (9)
+ Mass Inflict Light Damage (15)
+ Mass Inflict Light Damage (20)
+ ****
+ Mass Inflict Moderate Damage
+ Transmutation
+Level: Artificer 6
+Components: V, S
+Casting Time: 1 standard action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One construct/level, no two of which can be more than 30 ft. apart
+Duration: Instantaneous
+Saving Throw: Will half
+Spell Resistance: Yes
+
+Transmuting energy spreads out around the targets, dealing 2d8 points of damage +1 point per caster level (maximum +30) to constructs.
+ Mass Inflict Moderate Damage (11)
+ Mass Inflict Moderate Damage (15)
+ Mass Inflict Moderate Damage (20)
+ ****
+ Mass Inflict Serious Damage
+ Transmutation
+Level: Artificer 7
+Components: V, S
+Casting Time: 1 standard action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One construct/level, no two of which can be more than 30 ft. apart
+Duration: Instantaneous
+Saving Throw: Will half
+Spell Resistance: Yes
+
+Transmuting energy spreads out around the targets, dealing 3d8 points of damage +1 point per caster level (maximum +35) to constructs.
+ Mass Inflict Serious Damage (13)
+ Mass Inflict Serious Damage (16)
+ Mass Inflict Serious Damage (20)
+ ****
+ Mass Inflict Critical Damage
+ Transmutation
+Level: Artificer 8
+Components: V, S
+Casting Time: 1 standard action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One construct/level, no two of which can be more than 30 ft. apart
+Duration: Instantaneous
+Saving Throw: Will half
+Spell Resistance: Yes
+
+Transmuting energy spreads out around the targets, dealing 4d8 points of damage +1 point per caster level (maximum +40) to constructs.
+ Mass Inflict Critical Damage (15)
+ Mass Inflict Critical Damage (20)
+ ****
+ Gaseous Form (5)
+ Gaseous Form (10)
+ Gaseous Form (15)
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
#PRC8 RESERVED#
#START PRC8 MATERIAL RESERVE#
Botanical
@@ -85982,7 +85791,8 @@ Benefit: Beginning at 13th level, you can multiply your weight by 8, gaining a +
Use: Selected
Vow of Poverty
- You have taken a sacred vow to forswear material possessions.
+ Type of Feat: Exalted
+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.
@@ -86111,7 +85921,7 @@ A character can gain this feat multiple times. Its effects do not stack. Each ti
Ability Focus (Word of Changing)
### Start PRC8 Prestige Class Epic Expansion ###
Epic Eye of Gruumsh
- You are the living embodiment of Gruumsh’s savage fury—a one-eyed martyr whose terrible sacrifice has unlocked epic levels of brutal power. Your scarred visage and impaired sight serve as a constant reminder of your oath, granting you a glimpse into your deity’s blind rage. In the heat of battle, your ferocity and unholy devotion enable you to strike terror into the hearts of your foes, as you channel the very essence of an orcish legend.
+ You are the living embodiment of Gruumsh's savage fury—a one-eyed martyr whose terrible sacrifice has unlocked epic levels of brutal power. Your scarred visage and impaired sight serve as a constant reminder of your oath, granting you a glimpse into your deity's blind rage. In the heat of battle, your ferocity and unholy devotion enable you to strike terror into the hearts of your foes, as you channel the very essence of an orcish legend.
Hit Die: d12
Skill Points at Each Additional Level: 2 + Intelligence modifier
@@ -86195,7 +86005,7 @@ Spells: The epic spellsword increases caster level by one per two levels gained
Epic Spellsword Bonus Feat List:
Armor Skin, Blinding Speed, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Fortitude, Epic Reflexes, Epic, Will, Great Intelligence, Great Charisma, Ignore Material Components, Improved Combat Casting, Improved Initiative, Superior Initiative, Spell Focus, Spell Penetration, Tenacious Magic, Damage Reduction, Devastating Critical, Epic Leadership, Epic Prowess, Energy Resistance, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Legendary Commander, Legendary Wrestler, Overwhelming Critical, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend. In addition to the feats on this list, the epic spellsword may select any metamagic or fighter bonus feat not listed here.
Epic Acolyte of the Skin
- You have embraced a perilous pact with infernal power, binding a living demon’s skin to your own. As your bond deepens, you gain supernatural defenses along with elemental resistances and a fearsome gaze.
+ You have embraced a perilous pact with infernal power, binding a living demon's skin to your own. As your bond deepens, you gain supernatural defenses along with elemental resistances and a fearsome gaze.
Hit Die: d4.
Skill Points at Each Additional Level: 2 + Intelligence modifier.
@@ -86228,7 +86038,7 @@ Sneak Attack: The epic unseen seer's sneak attack continues to increase by 1d6 e
Epic Unseen Seer Bonus Feat List:
Arcane Defense, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Great Charisma, Great Intelligence, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Spell Focus, Spell Penetration, Tenacious Magic, Blinding Speed, Epic Dodge, Epic Skill Focus, Improved Sneak Attack, Lingering Damage, Self-Concealment, Superior Initiative
Epic Celebrant Sharess
- At epic levels, you transcend the ordinary revelry to become a living embodiment of Sharess’s dual nature—a mesmerizing blend of irresistible charm and fierce martial prowess.
+ At epic levels, you transcend the ordinary revelry to become a living embodiment of Sharess's dual nature—a mesmerizing blend of irresistible charm and fierce martial prowess.
Hit Die: d6
Skill Points at Each Additional Level: 6 + Int Modifier
@@ -86293,7 +86103,7 @@ Meldshaping: At each ironsoul forgemaster level after 10th, you increase your me
Epic Ironsoul Forgemaster Bonus Feat List:
Armor Skin, Blinding Speed, Craft Epic Magic Arms and Armor, Craft Epic Staff, Craft Epic Wondrous Item, Devastating Critical, Epic Damage Reduction, Epic Energy Resistance, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Superior Initiative, Epic Toughness, Epic Weapon Focus, Epic Will, Overwhelming Critical, Epic Spell Focus, Epic Fortitude, Epic Reflexes, Superior Initiative, Epic Leadership, Energy Resistance, Epic Toughness, Forge Epic Ring, Legendary Commander, Bonus Soulmeld, Epic Essentia, Extra Chakra Bind, Open Heart Chakra, Open Soul Chakra, Rapid Meldshaping, Rebind Soulmeld.
Epic Stormlord
- At epic levels, you become a living tempest, a walking manifestation of Talos’ chaotic fury. Thunder and lightning answer your call, and your mere presence heralds destruction. Wielding your spear like the storm itself, you lay waste to all who stand before you, leaving only ruin in your wake.
+ At epic levels, you become a living tempest, a walking manifestation of Talos' chaotic fury. Thunder and lightning answer your call, and your mere presence heralds destruction. Wielding your spear like the storm itself, you lay waste to all who stand before you, leaving only ruin in your wake.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -86330,7 +86140,7 @@ Spellcasting: The epic Fist of Raziel continues to increase in caster level (and
Epic Fist of Raziel Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Devastating Critical, Epic Divine Might, Epic Divine Shield, Epic Prowess, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Great Charisma, Great Smiting, Improved Combat Casting, Invoke Divine Wrath, Overwhelming Critical, Perfect Health, Planar Turning.
Epic Vassal of Bahamut
- Epic Vassals of Bahamut embody the Platinum Dragon’s will, becoming unstoppable champions against evil dragons. Their divine gifts, martial prowess, and unwavering devotion make them legendary figures in the eternal war against tyranny and corruption.
+ Epic Vassals of Bahamut embody the Platinum Dragon's will, becoming unstoppable champions against evil dragons. Their divine gifts, martial prowess, and unwavering devotion make them legendary figures in the eternal war against tyranny and corruption.
Hit Die: d10
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -86383,8 +86193,7 @@ Caster Level: Increases as if gaining a level in your arcane spellcasting class.
Epic Wild Mage Bonus Feat List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Forge Epic Ring, Great Charisma, Great Intelligence, Ignore Material Components, Improved Combat Casting, Tenacious Magic. In addition to the feats on this list, the wild mage may select any item creation feat or metamagic feat not listed here.
- Epic Shadowsmith
-
+ Epic Shadowsmith
A master of shaping darkness, the epic shadowsmith refines their control over shadowstuff to near-divine levels. Their creations become nearly indestructible, their armor of shadow rivals the strongest magical defenses, and their presence warps the battlefield with darkness itself.
Hit Die: d8
@@ -86684,7 +86493,7 @@ Sneak Attack: The epic Disciple of Baalzebu's sneak attack continues to increase
Epic Disciple of Baalzebu Bonus Feat List:
Armor Skin, Blinding Speed, Epic Energy Resistance, Fast Healing, Perfect Health, Epic Dodge, Epic Prowess, Epic Reputation, Epic Skill Focus, Great Charisma, Improved Sneak Attack, Lingering Damage, Self-Concealment, Superior Initiative.
Epic Mighty Contender of Kord
- Mighty Contenders of Kord strive for the ultimate fusion of physical and spiritual perfection. Champions of the Brawler, they push their bodies to their limits, believing that true strength leads to freedom. Through divine might and relentless training, they become living testaments to Kord’s power, breaking chains both literal and metaphorical in their quest for supremacy.
+ Mighty Contenders of Kord strive for the ultimate fusion of physical and spiritual perfection. Champions of the Brawler, they push their bodies to their limits, believing that true strength leads to freedom. Through divine might and relentless training, they become living testaments to Kord's power, breaking chains both literal and metaphorical in their quest for supremacy.
Hit Die: d10
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -86747,7 +86556,7 @@ Ritual Scarring : The epic Runescarred Berzerker continues to gain +1 Natural AC
Epic Runescarred Berserkers Bonus Feat List:
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Energy Reduction, Epic Prowess, Epic Toughness, Epic Weapon Focus, Fast Healing, Legendary Wrestler, Mighty Rage, Overwhelming Critical, Terrifying Rage, Thundering Rage
Epic Talontar Blightlord
- Epic Talontar Blightlords are avatars of pestilence and decay, their very presence a walking plague. With blighted blood and cursed glaives, they corrupt nature itself, spreading Talona’s rot across forests and flesh alike. No longer truly mortal, these twisted priests become vessels of contagion—, unfeeling, unyielding, and unstoppable harbingers of a diseased apocalypse.
+ Epic Talontar Blightlords are avatars of pestilence and decay, their very presence a walking plague. With blighted blood and cursed glaives, they corrupt nature itself, spreading Talona's rot across forests and flesh alike. No longer truly mortal, these twisted priests become vessels of contagion—, unfeeling, unyielding, and unstoppable harbingers of a diseased apocalypse.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -86824,7 +86633,7 @@ Sneak Attack: The epic Shadowblade's sneak attack continues to increase in power
Epic Shadowblade Bonus Feat List:
Armor Skin, Blinding Speed, Epic Dodge, Epic Prowess, Epic Reputation, Epic Self-Concealment, Epic Skill Focus, Epic Weapon Focus, Great Dexterity, Improved Sneak Attack, Lingering Damage, Superior Initiative.
Epic Dragon Shaman
- At epic levels, the dragon shaman becomes a living embodiment of draconic majesty. Their auras grow stronger, their breath weapon rivals that of ancient wyrms, and their resilience is all but unshakable. With wings unfurled and power drawn directly from their totem dragon’s essence, they stride through battle as a paragon of scaled might and unwavering purpose.
+ At epic levels, the dragon shaman becomes a living embodiment of draconic majesty. Their auras grow stronger, their breath weapon rivals that of ancient wyrms, and their resilience is all but unshakable. With wings unfurled and power drawn directly from their totem dragon's essence, they stride through battle as a paragon of scaled might and unwavering purpose.
Hit Die: d10.
Skill Points at Each Additional Level: 2 + Intelligence modifier.
@@ -86919,7 +86728,7 @@ Incarnum Overload: The epic Incandescent Champion continues to gain another use
Epic Incandescent Champion Bonus Feat List:
Armor Skin, Blinding Speed, Bonus Soulmeld, Devastating Critical, Epic Energy Resistance, Epic Essentia, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Extra Chakra Bind, Great Constitution, Legendary Commander, Open Heart Chakra, Open Soul Chakra, Overwhelming Critical, Rapid Meldshaping, Rebind Soulmeld, Superior Initiative.
Epic Justice of Weald and Woe
- You are the forest’s final answer. Where diplomacy fails, your arrows speak. Moving unseen, striking without mercy, you end threats to elvenkind with lethal precision, and vanish like mist before dawn.
+ You are the forest's final answer. Where diplomacy fails, your arrows speak. Moving unseen, striking without mercy, you end threats to elvenkind with lethal precision, and vanish like mist before dawn.
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
@@ -86944,7 +86753,7 @@ Truenaming: The epic Acolyte of the Ego continues to increase in Truenaming leve
Epic Acolyte of the Ego Bonus Feat List:
Armor Skin, Blinding Speed, Epic Energy Resistance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Skill Focus, Epic Toughness, Epic Reputation, Epic Will, Fast Healing, Great Intelligence, Perfect Health, Superior Initiative.
Epic Peerless Archer
- You’'ve left behind distractions, there is only the bow. While others boast and brawl, you craft arrows with care and strike from shadows with precision. Every breath you take centers you. Every arrow you loose is a lesson in dominance. No magic, no mercy, just skill, steel, and silence.
+ You've left behind distractions, there is only the bow. While others boast and brawl, you craft arrows with care and strike from shadows with precision. Every breath you take centers you. Every arrow you loose is a lesson in dominance. No magic, no mercy, just skill, steel, and silence.
Hit Die: d10.
Skill Points at Each Additional Level: 2 + Intelligence modifier.
@@ -87048,7 +86857,7 @@ Hated Enemy Damage Reduction: the epic Foe Hunter's Hated Enemy Damage Reduction
Epic Foe Hunter Bonus Feat List:
Armor Skin, Bane of Enemies, Blinding Speed, Epic Prowess, Epic Toughness, Epic Weapon Focus, Fast Healing, Great Strength, Great Dexterity, Perfect Health, Perfect Two-Weapon Fighting, Two-Weapon Rend, Superior Initiative.
Epic Thrall of Grazzt
- Epic Thralls of Graz’zt become living conduits of seduction and destruction. Their dark charisma becomes irresistible, allowing them to manipulate even the most stalwart minds. Their spell betrayal abilities reach deadly precision, turning every opening into an opportunity for pain. With the power to summon greater demons and twist arcane energy into lethal cunning, an Epic Thrall of Graz'zt no longer merely follows the Dark Prince, they act as his voice, his blade, and his will.
+ Epic Thralls of Graz'zt become living conduits of seduction and destruction. Their dark charisma becomes irresistible, allowing them to manipulate even the most stalwart minds. Their spell betrayal abilities reach deadly precision, turning every opening into an opportunity for pain. With the power to summon greater demons and twist arcane energy into lethal cunning, an Epic Thrall of Graz'zt no longer merely follows the Dark Prince, they act as his voice, his blade, and his will.
Hit Die: d6
Skill Points at Each Additional Level: 4 + Int Modifier
@@ -87063,7 +86872,7 @@ Spellcasting: The epic Thrall of Graz'zt continues to increase in arcane caster
Epic Thrall of Graz'zt Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Fast Healing, Focused Spell Penetration, Great Charisma, Great Constitution, Great Intelligence, Ignore Material Components, Improved Combat Casting, Tenacious Magic.
Epic Eldritch Disciple
- At epic levels, the Eldritch Disciple becomes a master of both divine magic and eldritch power. Her patron’s gifts grow stronger, allowing her to blend invocations and divine spells with greater ease. As a chosen vessel of her deity's will, she channels supernatural power with unmatched versatility and purpose.
+ At epic levels, the Eldritch Disciple becomes a master of both divine magic and eldritch power. Her patron's gifts grow stronger, allowing her to blend invocations and divine spells with greater ease. As a chosen vessel of her deity's will, she channels supernatural power with unmatched versatility and purpose.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -87282,7 +87091,7 @@ Manifesting: At each class level the epic Cerebremancer continues to increase in
Epic Cerebremancer Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Craft Epic Magic Arms and Armor, Craft Epic Staff, Craft Epic Wondrous Item, Epic Energy Resistance, Epic Leadership, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Skill Focus, Focused Spell Penetration, Forge Epic Ring, Great Charisma, Great Intelligence, Great Wisdom, Ignore Material Components, Improved Combat Casting, Epic Psionic Feats, Tenacious Magic.
Epic Thrallherd
- The epic Thrallherd is no mere master of persuasion, they are a gravitational center of will, drawing minds like comets into their orbit. Words are unnecessary; their presence alone compels obedience. Servants do not follow out of duty, but because they believe it is destiny. Kings, monsters, even minds alien and ancient, none are beyond the Thrallherd’s reach. Their thoughts shape allegiance, and their will becomes the law of others.
+ The epic Thrallherd is no mere master of persuasion, they are a gravitational center of will, drawing minds like comets into their orbit. Words are unnecessary; their presence alone compels obedience. Servants do not follow out of duty, but because they believe it is destiny. Kings, monsters, even minds alien and ancient, none are beyond the Thrallherd's reach. Their thoughts shape allegiance, and their will becomes the law of others.
Hit Die: d4
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -87466,7 +87275,7 @@ Special Attack: the epic Hand of the Winged Masters's sneak attack or skirmish a
Epic Hands of the Winged Masters Bonus Feat List:
Armor Skin, Blinding Speed, Epic Dodge, Epic Energy Resistance, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Toughness, Epic Weapon Focus, Great Dexterity, Improved Sneak Attack, Lingering Damage, Self-Concealment, Superior Initiative.
Epic Talon of Tiamat
- Epic Talons of Tiamat are the chosen claws of dragonkind’s darkest queen, spreading her wrath and dominion across the realms. Empowered by draconic fury and ancient magic, they become living engines of destruction, breathing elemental death, sowing terror with their presence, and turning even mighty dragons into pawns of their will. Whether clad in steel or shrouded in sorcery, they are avatars of chromatic vengeance, feared by all who stand with metallic dragons and loathed as heretics by the righteous. Wherever they walk, Tiamat’s shadow follows.
+ Epic Talons of Tiamat are the chosen claws of dragonkind's darkest queen, spreading her wrath and dominion across the realms. Empowered by draconic fury and ancient magic, they become living engines of destruction, breathing elemental death, sowing terror with their presence, and turning even mighty dragons into pawns of their will. Whether clad in steel or shrouded in sorcery, they are avatars of chromatic vengeance, feared by all who stand with metallic dragons and loathed as heretics by the righteous. Wherever they walk, Tiamat's shadow follows.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -87676,6 +87485,19 @@ Use: Automatic
78
79
80
+ ###_PRC8_CLASS_PACKAGES_RESERVES_###
+ Warlock (Default)
+ (STARTING PACKAGE)
+
+The default warlock package focuses on improving dexterity and feats that make Eldritch Blast more effective.
+
+Equipment:
+Torch
+Studded Leather Armor
+Morningstar
+Light Crossbow
+(2) quivers of bolts.
+(3) Healing Kits
### CRAFT INFUSION RESERVE###
Create Infusion
Type of Feat: Item Creation
@@ -87996,7 +87818,7 @@ Duration: 10 rounds + 1 round/two levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
-You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell’s duration, not to that from previous injuries. Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate ring does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell’s duration by the full duration of the second spell.
+You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate ring does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Ring (6)
Regenerate Ring (9)
Regenerate Ring (12)
@@ -88013,7 +87835,7 @@ Duration: 10 rounds + 1 round/two levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
-You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell’s duration, not to that from previous injuries. Each subject heals 3 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate circle does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell’s duration by the full duration of the second spell.
+You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. Each subject heals 3 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate circle does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Circle (10)
Regenerate Circle (15)
Regenerate Circle (20)