diff --git a/data/pathfinder/paizo/player_companion/dwarves_of_golarion/dog_abilities.lst b/data/pathfinder/paizo/player_companion/dwarves_of_golarion/dog_abilities.lst
index 95cdfc282e8..2b3e4177bd2 100644
--- a/data/pathfinder/paizo/player_companion/dwarves_of_golarion/dog_abilities.lst
+++ b/data/pathfinder/paizo/player_companion/dwarves_of_golarion/dog_abilities.lst
@@ -49,6 +49,6 @@ Warrior Poet KEY:Trait ~ Warrior Poet CATEGORY:Special Ability TYPE:Trait.Region
Alluring KEY:Trait ~ Alluring CATEGORY:Special Ability TYPE:Trait.ReligionTrait PREDEITY:1,Bolka PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Alluring],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] DESC:You have the art of turning a passing glance into love. You receive a +2 trait bonus on Diplomacy checks with those who find you attractive. You can use daze once per day as a spell-like ability, with a caster level equal to your character level. SOURCEPAGE:p.10
Battlefield Caster KEY:Trait ~ Battlefield Caster CATEGORY:Special Ability TYPE:Trait.ReligionTrait PREDEITY:1,Angradd,Gorum,Torag,Trudd PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Battlefield Caster],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] DESC:Your faith protects you even as you unleash spells in the thick of battle. You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting. SOURCEPAGE:p.10
Guardian of the Forge KEY:Trait ~ Guardian of the Forge CATEGORY:Special Ability TYPE:Trait.ReligionTrait PREDEITY:1,Torag PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Guardian of the Forge],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] DESC:Torag's sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you. MULT:YES CHOOSE:SKILL|Knowledge (Engineering)|Knowledge (History) BONUS:SKILL|Knowledge (Engineering),Knowledge (History)|1|TYPE=Trait CSKILL:LIST SOURCEPAGE:p.10
-Honeyed Words KEY:Trait ~ Honeyed Words CATEGORY:Special Ability TYPE:Trait.ReligionTrait PREDEITY:1,Grundinnar PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Honeyed Words],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] DESC:Your tact soothes bristling tempers and cools heated blood. You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms. BONUS:SKILL|Diplomacy|1|TYPE=Trait SOURCEPAGE:p.10 ASPECT:CombatBonus|You receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
+Honeyed Words KEY:Trait ~ Honeyed Words CATEGORY:Special Ability TYPE:Trait.ReligionTrait PREDEITY:1,Grundinnar PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Honeyed Words],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] DESC:Your tact soothes bristling tempers and cools heated blood. You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms. BONUS:SKILL|Diplomacy|1|TYPE=Trait SOURCEPAGE:p.10 ASPECT:CombatBonus|You receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Resigned KEY:Trait ~ Resigned CATEGORY:Special Ability TYPE:Trait.ReligionTrait PREDEITY:1,Droskar PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Resigned],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] DESC:Existence is little more than unending toil. By laboring unto exhaustion, greatness can be achieved. You receive a +1 trait bonus when retrying a previously failed skill check or ability check, as well as when taking 20 on skill checks and ability checks. SOURCEPAGE:p.10
Toilcrafter KEY:Trait ~ Toilcrafter CATEGORY:Special Ability TYPE:Trait.ReligionTrait PREDEITY:1,Droskar PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Toilcrafter],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] DESC:You can craft passable if inferiormagical weapons, armors, and shields through diligence and toil. Choose one Craft or Profession skill in which you have at least 1 rank. Ranks in your chosen skill count as your caster level for the purpose of qualifying for the Craft Magic Arms and Armor feat. You may craft +1 armor, weapons, or shields (with no special qualities), substituting your rank in the chosen skill for your caster level. You must use the chosen skill for the check to create the item. Crafting in this fashion takes twice as long as normal. These items cannot be upgraded with new abilities. SOURCEPAGE:p.11
diff --git a/data/pathfinder/paizo/player_companion/giant_hunters_handbook/ghh_feats.lst b/data/pathfinder/paizo/player_companion/giant_hunters_handbook/ghh_feats.lst
index b62aebe8535..d8ea724ff9a 100644
--- a/data/pathfinder/paizo/player_companion/giant_hunters_handbook/ghh_feats.lst
+++ b/data/pathfinder/paizo/player_companion/giant_hunters_handbook/ghh_feats.lst
@@ -22,7 +22,7 @@ Scuttle CATEGORY:FEAT TYPE:General
Stone Dodger CATEGORY:FEAT TYPE:Teamwork DESC:By working with an ally to gauge the trajectory of incoming attacks, you can more easily avoid taking damage. SOURCEPAGE:p.19 BENEFIT:Whenever you are able to see and hear at least one ally with this feat, you receive a +4 dodge bonus to AC against attacks from hurled rocks (or projectiles of similar shape, including bludgeoning ranged attacks from siege weapons). If you are hit by such an attack while you have this bonus, you can attempt a Reflex save to take only half damage from the attack. The DC for this save is equal to the bonus of the ranged attack used to hurl the rock.
Suppress Regeneration CATEGORY:FEAT TYPE:Combat.Teamwork DESC:You and your allies can extend the length of time the creature's regeneration is suppressed. SOURCEPAGE:p.19 BENEFIT:When you make a successful attack that causes a creature's regeneration ability to cease functioning for at least i round (such as by hitting a troll with alchemist's fire), any ally who also has this feat and is currently threatening the creature can make an attack of opportunity against it. This attack of opportunity deals no damage, but instead extends the time that the creature's regeneration is suppressed by 1 additional round. If multiple allies with this feat hit the creature with this attack of opportunity, the additional rounds of suppression stack.
Swing About CATEGORY:FEAT TYPE:Teamwork PREABILITY:1,CATEGORY=FEAT,Escape Route PRETEXT:Escape Route DESC:You can grab an ally and move her to a position near you. SOURCEPAGE:p.19 BENEFIT:If you have a free hand, as a move action you can grab a willing adjacent ally who also has this feat and place her in any other space adjacent to you. This movement does not provoke attacks of opportunity. You can do this only with allies who are able to move freely (not grappled, held, prone, slowed, or otherwise suffering restricted movement) and who are of your size or smaller.
-Yai-Mimic Spell CATEGORY:FEAT TYPE:Metamagic PREABILITY:1,CATEGORY=FEAT,Still Spell PRESTAT:1,INT=15 PRETEXT:Int 15, Still Spell DESC:You have studied the magical nature of giant oni and can use your spells to imitate their esoteric features. SOURCEPAGE:p.23 BENEFIT:You can modify a ray spell to issue from the center of your forehead, where the third eye would be on a yai. This spell doesn't require somatic components. When the spell is cast, you gain regeneration 1 for a number of rounds equal to the original level of the spell. This regeneration can't regrow lost body parts or reattach severed limbs. Fire or acid damage suppresses this regeneration for 1 round, which counts against the total duration of the regeneration effect. A yai-mimic spell uses up a spell slot 3 levels higher than the spell's actual level. ADDSPELLLEVEL:3
+Yai-Mimic Spell CATEGORY:FEAT TYPE:Metamagic PREABILITY:1,CATEGORY=FEAT,Still Spell PRESTAT:1,INT=15 PRETEXT:Int 15, Still Spell DESC:You have studied the magical nature of giant oni and can use your spells to imitate their esoteric features. SOURCEPAGE:p.23 BENEFIT:You can modify a ray spell to issue from the center of your forehead, where the third eye would be on a yai. This spell doesn't require somatic components. When the spell is cast, you gain regeneration 1 for a number of rounds equal to the original level of the spell. This regeneration can't regrow lost body parts or reattach severed limbs. Fire or acid damage suppresses this regeneration for 1 round, which counts against the total duration of the regeneration effect. A yai-mimic spell uses up a spell slot 3 levels higher than the spell's actual level. ADDSPELLLEVEL:3
diff --git a/data/pathfinder/paizo/player_companion/paths_of_the_righteous/pathr_abilities_class.lst b/data/pathfinder/paizo/player_companion/paths_of_the_righteous/pathr_abilities_class.lst
index c9d06f31fda..adc75f0e92b 100644
--- a/data/pathfinder/paizo/player_companion/paths_of_the_righteous/pathr_abilities_class.lst
+++ b/data/pathfinder/paizo/player_companion/paths_of_the_righteous/pathr_abilities_class.lst
@@ -4,16 +4,16 @@ SOURCELONG:Paths of the Righteous SOURCESHORT:PATHR SOURCEWEB:http://paizo.com/p
# Ashavic Dancer Prestige Class
# ==============================
-Ashavic Performance KEY:Ashavic Dancer ~ Ashavic Performance CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialQuality.Supernatural.BardicPerformance.Bardic Performance DEFINE:AshavicPerformanceDuration|0 SOURCEPAGE:p.4 DESC:An Ashavic dancer can use Perform (dance) to create magical effects, as per the bardic performance bard class feature, for %1 rounds per day. He can also use rounds of bardic performance gained from bard levels to perform Ashavic performances, and vice versa.|AshavicDancerLVL*2 DESC:Starting an Ashavic performance is a move action, but it can be maintained each round as a free action. If the Ashavic dancer has bardic performance, he can also start bardic performances as a move action instead of a standard action even if he does not have sufficient bard levels to do so. |PREVARLT:AshavicDancerLVL,7 DESC:An Ashavic dancer can start an Ashavic performance or a bardic performance as a swift action, but it can be maintained each round as a free action.|PREVARGTEQ:AshavicDancerLVL,7 DESC:The performance cannot be disrupted, but ends immediately if the dancer is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. The performance counts as a bardic performance for the purpose of determining how many performances the dancer can have in effect at one time. The performance has visual components but not audible components. The save DC against an Ashavic dancer’s performance is %1.|10+AshavicDancerLVL+CHA BONUS:VAR|AshavicPerformanceDuration|AshavicDancerLVL*2 ASPECT:CheckCount|%1|AshavicPerformanceDuration ASPECT:CheckType|Rounds per days ASPECT:MasterAbility|Ashavic Performance
-Ashavic Rites KEY:Ashavic Dancer ~ Ashavic Rites CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialAttack.Supernatural SOURCEPAGE:p.5 DESC:An Ashavic dancer’s mind-affecting Ashavic performances overcome an undead creature’s immunity to mind-affecting effects, even if the undead is mindless. While maintaining any Ashavic or bardic performance, he can spend 1 additional round of the performance when he casts a mind-affecting spell to allow that spell to overcome an undead creature’s immunity to mind-affecting effects as well.
+Ashavic Performance KEY:Ashavic Dancer ~ Ashavic Performance CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialQuality.Supernatural.BardicPerformance.Bardic Performance DEFINE:AshavicPerformanceDuration|0 SOURCEPAGE:p.4 DESC:An Ashavic dancer can use Perform (dance) to create magical effects, as per the bardic performance bard class feature, for %1 rounds per day. He can also use rounds of bardic performance gained from bard levels to perform Ashavic performances, and vice versa.|AshavicDancerLVL*2 DESC:Starting an Ashavic performance is a move action, but it can be maintained each round as a free action. If the Ashavic dancer has bardic performance, he can also start bardic performances as a move action instead of a standard action even if he does not have sufficient bard levels to do so. |PREVARLT:AshavicDancerLVL,7 DESC:An Ashavic dancer can start an Ashavic performance or a bardic performance as a swift action, but it can be maintained each round as a free action.|PREVARGTEQ:AshavicDancerLVL,7 DESC:The performance cannot be disrupted, but ends immediately if the dancer is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. The performance counts as a bardic performance for the purpose of determining how many performances the dancer can have in effect at one time. The performance has visual components but not audible components. The save DC against an Ashavic dancer's performance is %1.|10+AshavicDancerLVL+CHA BONUS:VAR|AshavicPerformanceDuration|AshavicDancerLVL*2 ASPECT:CheckCount|%1|AshavicPerformanceDuration ASPECT:CheckType|Rounds per days ASPECT:MasterAbility|Ashavic Performance
+Ashavic Rites KEY:Ashavic Dancer ~ Ashavic Rites CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialAttack.Supernatural SOURCEPAGE:p.5 DESC:An Ashavic dancer's mind-affecting Ashavic performances overcome an undead creature's immunity to mind-affecting effects, even if the undead is mindless. While maintaining any Ashavic or bardic performance, he can spend 1 additional round of the performance when he casts a mind-affecting spell to allow that spell to overcome an undead creature's immunity to mind-affecting effects as well.
Peerless Dancer KEY:Ashavic Dancer ~ Peerless Dancer CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.5 DESC:An Ashavic dancer gains versatile performance, as per the bard class feature. He must choose Perform (dance) as his Perform skill with this ability. If he had versatile performance in Perform (dance) before adding his first level in this prestige class, he gains Skill Focus (Perform [dance]) as a bonus feat instead. At 6th level, an Ashavic dancer chooses one of the following skills and adds it to the list of skills that are associated with Perform (dance) for the purpose of versatile performance: Bluff, Diplomacy, Intimidate, or Sense Motive. He chooses a second skill at 8th level and a third skill at 10th level. ABILITY:Special Ability|AUTOMATIC|Peerless Dancer ~ Acrobatics/Fly|!PREABILITY:1,CATEGORY=Special Ability,Versatile Performance ~ Dance ABILITY:FEAT|AUTOMATIC|Skill Focus (Perform (dance))|PREABILITY:1,CATEGORY=Special Ability,Versatile Performance ~ Dance BONUS:ABILITYPOOL|Peerless Dancer Skill|(AshavicDancerLVL>=6)+(AshavicDancerLVL>=8)+(AshavicDancerLVL>=10)
-Ghostly Grace KEY:Ashavic Dancer ~ Ghostly Grace CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialAttack.Supernatural SOURCEPAGE:p.5 DESC:During an Ashavic dancer’s Ashavic performance, all weapon attacks he makes are treated as if they had the ghost touch weapon special ability, and his spells have their full effect against incorporeal creatures, as per the Ectoplasmic Spell feat. DESC:Allies within 30 feet also receive these benefits during his Ashavic performance.|PREVARGTEQ:AshavicDancerLVL,9
+Ghostly Grace KEY:Ashavic Dancer ~ Ghostly Grace CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialAttack.Supernatural SOURCEPAGE:p.5 DESC:During an Ashavic dancer's Ashavic performance, all weapon attacks he makes are treated as if they had the ghost touch weapon special ability, and his spells have their full effect against incorporeal creatures, as per the Ectoplasmic Spell feat. DESC:Allies within 30 feet also receive these benefits during his Ashavic performance.|PREVARGTEQ:AshavicDancerLVL,9
Deathwaking Dance KEY:Ashavic Dancer ~ Deathwaking Dance CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialAttack.Supernatural.BardicPerformance.Bardic Performance SOURCEPAGE:p.4 DESC:An Ashavic dancer can unravel undead and haunts. When he starts the performance and each round he maintains it, all haunts and undead creatures within 30 feet take positive energy damage equal to 1d6+%1. A successful Will (DC %2) save negates this damage.|CHA|10+AshavicDancerLVL+CHA
-Untethering Steps KEY:Ashavic Dancer ~ Untethering Steps CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialAttack.Supernatural.BardicPerformance.Bardic Performance SOURCEPAGE:p.4 DESC:An Ashavic dancer can use his performance to hinder one or more undead creatures within 30 feet to which the dancer has line of sight. For every 2 class levels the Ashavic dancer has attained beyond 3rd, he can target one additional creature. Each round he maintains the performance, the Ashavic dancer attempts a Perform (dance) skill check and compares the result to all of the targets’ CMD scores. Any target whose CMD is equaled or exceeded by the result of the Perform (dance) check becomes sickened by the dancer’s movements for 1 round. Any target with a CMD that is exceeded by 10 or more also becomes staggered for 1 round.
+Untethering Steps KEY:Ashavic Dancer ~ Untethering Steps CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialAttack.Supernatural.BardicPerformance.Bardic Performance SOURCEPAGE:p.4 DESC:An Ashavic dancer can use his performance to hinder one or more undead creatures within 30 feet to which the dancer has line of sight. For every 2 class levels the Ashavic dancer has attained beyond 3rd, he can target one additional creature. Each round he maintains the performance, the Ashavic dancer attempts a Perform (dance) skill check and compares the result to all of the targets' CMD scores. Any target whose CMD is equaled or exceeded by the result of the Perform (dance) check becomes sickened by the dancer's movements for 1 round. Any target with a CMD that is exceeded by 10 or more also becomes staggered for 1 round.
Soothing Performance KEY:Ashavic Dancer ~ Soothing Performance CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialQuality.Supernatural.BardicPerformance.Bardic Performance SOURCEPAGE:p.5 DESC:An Ashavic dancer gains the soothing performance bardic performance. ABILITY:Special Ability|AUTOMATIC|Bardic Performance ~ Soothing Performance BONUS:VAR|SoothingPerformanceLVL|AshavicDancerLVL
-Exorcist's Waltz KEY:Ashavic Dancer ~ Exorcist's Waltz CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialQuality.Supernatural.BardicPerformance.Bardic Performance SOURCEPAGE:p.5 DESC:An Ashavic dancer can use his Ashavic performance to attempt to end an ongoing compulsion or possession effect. Using this ability requires 4 rounds of consecutive performance, and the target must be able to see the dancer perform and be within 30 feet. If the target is possessed, the target gains a new saving throw to end the possession effect; otherwise, this functions as break enchantment, using the Ashavic dancer’s caster level for the effect. Any possessing entity cast out in this manner cannot attempt to possess that target again for 24 hours.
-True Spark's Guidance KEY:Ashavic Dancer ~ True Spark's Guidance CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialAttack.Supernatural.BardicPerformance.Bardic Performance SOURCEPAGE:p.5 DESC:An Ashavic dancer can lure the dead back into their graves. He can target one undead creature within 60 feet each round he maintains this performancethe targeted undead can resist the effects with a successful Will save (DC %1). If the creature first became undead within the affected area, or if an open grave under the effects of hallow or consecrate is in the area, the undead takes a –4 penalty on this saving throw. On a successful saving throw, the target’s speed is halved for 1 round (this includes all forms of movement such as fly or swim). If the undead fails its save, it immediately takes 100 points of damage and is staggered for 1 round, and it takes a –4 penalty on future saving throws against this performance for 24 hours.|10+AshavicDancerLVL+CHA
+Exorcist's Waltz KEY:Ashavic Dancer ~ Exorcist's Waltz CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialQuality.Supernatural.BardicPerformance.Bardic Performance SOURCEPAGE:p.5 DESC:An Ashavic dancer can use his Ashavic performance to attempt to end an ongoing compulsion or possession effect. Using this ability requires 4 rounds of consecutive performance, and the target must be able to see the dancer perform and be within 30 feet. If the target is possessed, the target gains a new saving throw to end the possession effect; otherwise, this functions as break enchantment, using the Ashavic dancer's caster level for the effect. Any possessing entity cast out in this manner cannot attempt to possess that target again for 24 hours.
+True Spark's Guidance KEY:Ashavic Dancer ~ True Spark's Guidance CATEGORY:Special Ability TYPE:ClassFeatures.Ashavic Dancer Class Feature.SpecialAttack.Supernatural.BardicPerformance.Bardic Performance SOURCEPAGE:p.5 DESC:An Ashavic dancer can lure the dead back into their graves. He can target one undead creature within 60 feet each round he maintains this performancethe targeted undead can resist the effects with a successful Will save (DC %1). If the creature first became undead within the affected area, or if an open grave under the effects of hallow or consecrate is in the area, the undead takes a -4 penalty on this saving throw. On a successful saving throw, the target's speed is halved for 1 round (this includes all forms of movement such as fly or swim). If the undead fails its save, it immediately takes 100 points of damage and is staggered for 1 round, and it takes a -4 penalty on future saving throws against this performance for 24 hours.|10+AshavicDancerLVL+CHA
Peerless Dancer (Acrobatics/Fly) KEY:Peerless Dancer ~ Acrobatics/Fly CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.5 DESC:You can use your bonus in the Perform (Dance) skill in place of your bonus in the Acrobatics or Fly skills. When substituting in this way, you use your total Perform (Dance) skill bonus, including class skill bonus, in place of your Acrobatics or Fly skill bonus, whether or not you have ranks in that skill or if it is a class skill. BONUS:SKILL|Acrobatics (Perform (Dance))|var("SKILL.Perform (Dance).MISC") BONUS:SKILL|Fly (Perform (Dance))|var("SKILL.Perform (Dance).MISC") BONUS:SKILLRANK|Acrobatics (Perform (Dance))|skillinfo("TOTALRANK", "Perform (Dance)")|TYPE=SkillGranted|PREABILITY:1,CATEGORY=Special Ability,Peerless Dancer ~ Acrobatics/Fly BONUS:SKILLRANK|Fly (Perform (Dance))|skillinfo("TOTALRANK", "Perform (Dance)")|TYPE=SkillGranted|PREABILITY:1,CATEGORY=Special Ability,Peerless Dancer ~ Acrobatics/Fly
Peerless Dancer (Bluff) KEY:Peerless Dancer ~ Bluff CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.PeerlessDancer SOURCEPAGE:p.5 DESC:You can use your bonus in the Perform (Dance) skill in place of your bonus in the Bluff skill as well. BONUS:SKILL|Bluff (Perform (Dance))|var("SKILL.Perform (Dance).MISC") BONUS:SKILLRANK|Bluff (Perform (Dance))|skillinfo("TOTALRANK", "Perform (Dance)")|TYPE=SkillGranted|PREABILITY:1,CATEGORY=Special Ability,Peerless Dancer ~ Bluff
@@ -25,15 +25,15 @@ Peerless Dancer (Sense Motive) KEY:Peerless Dancer ~ Sense Motive CATEGORY
# Brewkeeper Prestige Class
# ==============================
-Distilled Spells KEY:Brewkeeper ~ Distilled Spells CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.6 DESC:A brewkeeper can spend 1 minute distilling an extract or spell she has prepared or an unused spell slot into a draught. When she does so with an alchemist extract, the draught functions as if enhanced by the infusion discovery. Spells can be distilled only if they qualify to be created as a potion or oil from the spell but without the limitation of being a 3rd- or lower-level spell. Once a draught is created, it persists for up to 24 hours, even if it is no longer in the brewkeeper’s possession. After this point, the draught becomes inert and the brewkeeper regains the use of that extract or spell slot (although she must still prepare that slot normally, as if she had cast the spell or used the extract from that slot during the day). As long as the draught remains potent, it continues to occupy one of the brewkeeper’s daily extract or spell slots. A draught functions as a potion or oil, and can be used by any creature.
+Distilled Spells KEY:Brewkeeper ~ Distilled Spells CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.6 DESC:A brewkeeper can spend 1 minute distilling an extract or spell she has prepared or an unused spell slot into a draught. When she does so with an alchemist extract, the draught functions as if enhanced by the infusion discovery. Spells can be distilled only if they qualify to be created as a potion or oil from the spell but without the limitation of being a 3rd- or lower-level spell. Once a draught is created, it persists for up to 24 hours, even if it is no longer in the brewkeeper's possession. After this point, the draught becomes inert and the brewkeeper regains the use of that extract or spell slot (although she must still prepare that slot normally, as if she had cast the spell or used the extract from that slot during the day). As long as the draught remains potent, it continues to occupy one of the brewkeeper's daily extract or spell slots. A draught functions as a potion or oil, and can be used by any creature.
Faithful Drinker KEY:Brewkeeper ~ Faithful Drinker CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.6 DESC:When a brewkeeper drinks a potion, elixir, mutagen, draught, or other magical beverage, the brewkeeper gains a +2 sacred bonus on Will saves for 1 round.
Brew Reservoir KEY:Brewkeeper ~ Brew Reservoir CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialQuality.Supernatural DEFINE:BrewReservoir|0 SOURCEPAGE:p.6 DESC:A brewkeeper gains a reservoir of brew points that she can use to apply helpful or harmful homebrews to her draughts, extracts, and spells. A brewkeeper can add only one such effect to a single draught, extract, or spell at a time. The number of points in a brew reservoir is %1. The brew reservoir is replenished whenever the brewkeeper prepares her spells or extracts.|BrewReservoir BONUS:VAR|BrewReservoir|3+BrewkeeperLVL ASPECT:CheckCount|%1|BrewReservoir ASPECT:CheckType|Rounds per days ASPECT:MasterAbility|Brew Reservoir
-Helpful Homebrew KEY:Brewkeeper ~ Helpful Homebrew CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.6 DESC:At 2nd level and every 2 class levels thereafter, a brewkeeper can select one of a select few metamagic feats. She can spend points from her brew reservoir as a swift action to add a metamagic effect to a spell as she casts it, an extract as she drinks it, or a draught as she creates it. She does not need to meet the feat’s prerequisites in order to select the effect. Using this ability costs a number of brew points equal to the metamagic feat’s level increase (minimum 1). BONUS:ABILITYPOOL|Helpful Homebrew Feat|BrewkeeperLVL/2
-Harmful Homebrew KEY:Brewkeeper ~ Harmful Homebrew CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialAttack.Supernatural SOURCEPAGE:p.7 DESC:A brewkeeper can enhance her attacks with a harmful homebrew. Whenever she hits a creature with a splash weapon or a touch spell, she can spend 1 brew point as a swift action to add an effect to the spell or splash weapon. These additional effects caused by a harmful homebrew apply regardless of whether or not the target succeeds at any saving throws associated with the touch spell or splash weapon’s normal affects. The target can attempt a Fortitude save to avoid the effect of the harmful homebrew (DC = 10 + 1/2 the brewkeeper’s caster level + the brewkeeper’s highest mental ability score modifier). On a successful save, the target becomes sickened for 1 round (as if suffering, temporarily, the effects of intoxication), but on a failed save, the target is afflicted with the harmful homebrew’s effect, as chosen by the brewkeeper from the options below. Conditions inflicted by hindering homebrews don’t stack. At 3rd level, the brewkeeper can select one of the following effects when she successfully affects a creature with a harmful homebrew. Every 3 class levels thereafter, the brewkeeper can apply an additional harmful homebrew effect to her touch spell or splash weapon, for a total of three effects at 9th level.&nl; Entangled - The target becomes entangled in its gear until it spends a full-round action adjusting itself.&nl; Fatigued - The target is fatigued for 1 round.&nl; Prone- The target falls prone.&nl; DESC:Confused - The target is confused for 1 round.&nl; Dazed - The target is dazed for 1 round.&nl; Staggered - The target is staggered for 1 round.&nl;|PREVARGTEQ:BrewkeeperLVL,6 DESC:Exhausted - The target is exhausted for 1 round, and then fatigued for 1 round after that. The brewkeeper must have applied the fatigued condition to the harmful homebrew before selecting this effect.&nl; Nauseated - The target is nauseated for 1 round.|PREVARGTEQ:BrewkeeperLVL,9
-Potion Master KEY:Brewkeeper ~ Potion Master CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.7 DESC:A brewkeeper can, as a move action, add a chaser of alcohol when she drinks a potion or administers a potion to a willing creature. If she does so, she uses her own caster level instead of the potion’s caster level when determining the effects of the potion. She can also apply the effects of a helpful homebrew to a potion at this time as if it were a draught she had created.
-Brew Specialization KEY:Brewkeeper ~ Brew Specialization CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.7 DESC:A brewkeeper can apply the effects of two helpful homebrews or harmful homebrews instead of one when she takes a swift action to apply a homebrew’s effect. She must still pay the full brew point cost for the homebrews she applies.
+Helpful Homebrew KEY:Brewkeeper ~ Helpful Homebrew CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.6 DESC:At 2nd level and every 2 class levels thereafter, a brewkeeper can select one of a select few metamagic feats. She can spend points from her brew reservoir as a swift action to add a metamagic effect to a spell as she casts it, an extract as she drinks it, or a draught as she creates it. She does not need to meet the feat's prerequisites in order to select the effect. Using this ability costs a number of brew points equal to the metamagic feat's level increase (minimum 1). BONUS:ABILITYPOOL|Helpful Homebrew Feat|BrewkeeperLVL/2
+Harmful Homebrew KEY:Brewkeeper ~ Harmful Homebrew CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialAttack.Supernatural SOURCEPAGE:p.7 DESC:A brewkeeper can enhance her attacks with a harmful homebrew. Whenever she hits a creature with a splash weapon or a touch spell, she can spend 1 brew point as a swift action to add an effect to the spell or splash weapon. These additional effects caused by a harmful homebrew apply regardless of whether or not the target succeeds at any saving throws associated with the touch spell or splash weapon's normal affects. The target can attempt a Fortitude save to avoid the effect of the harmful homebrew (DC = 10 + 1/2 the brewkeeper's caster level + the brewkeeper's highest mental ability score modifier). On a successful save, the target becomes sickened for 1 round (as if suffering, temporarily, the effects of intoxication), but on a failed save, the target is afflicted with the harmful homebrew's effect, as chosen by the brewkeeper from the options below. Conditions inflicted by hindering homebrews don't stack. At 3rd level, the brewkeeper can select one of the following effects when she successfully affects a creature with a harmful homebrew. Every 3 class levels thereafter, the brewkeeper can apply an additional harmful homebrew effect to her touch spell or splash weapon, for a total of three effects at 9th level.&nl; Entangled - The target becomes entangled in its gear until it spends a full-round action adjusting itself.&nl; Fatigued - The target is fatigued for 1 round.&nl; Prone- The target falls prone.&nl; DESC:Confused - The target is confused for 1 round.&nl; Dazed - The target is dazed for 1 round.&nl; Staggered - The target is staggered for 1 round.&nl;|PREVARGTEQ:BrewkeeperLVL,6 DESC:Exhausted - The target is exhausted for 1 round, and then fatigued for 1 round after that. The brewkeeper must have applied the fatigued condition to the harmful homebrew before selecting this effect.&nl; Nauseated - The target is nauseated for 1 round.|PREVARGTEQ:BrewkeeperLVL,9
+Potion Master KEY:Brewkeeper ~ Potion Master CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.7 DESC:A brewkeeper can, as a move action, add a chaser of alcohol when she drinks a potion or administers a potion to a willing creature. If she does so, she uses her own caster level instead of the potion's caster level when determining the effects of the potion. She can also apply the effects of a helpful homebrew to a potion at this time as if it were a draught she had created.
+Brew Specialization KEY:Brewkeeper ~ Brew Specialization CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.7 DESC:A brewkeeper can apply the effects of two helpful homebrews or harmful homebrews instead of one when she takes a swift action to apply a homebrew's effect. She must still pay the full brew point cost for the homebrews she applies.
Quick Brewing KEY:Brewkeeper ~ Quick Brewing CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.7 DESC:A brewkeeper can create a draught as a full-round action.
-True Brewkeeper KEY:Brewkeeper ~ True Brewkeeper CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.7 DESC:A brewkeeper can create a draught as part of a spell’s normal casting time or as part of the action to draw an extract, effectively allowing her to spontaneously create draughts. In addition, she can apply up to three homebrew effects at once. When the brewkeeper uses her faithful drinker ability, the sacred bonus granted applies to all saving throws for 1 round.
+True Brewkeeper KEY:Brewkeeper ~ True Brewkeeper CATEGORY:Special Ability TYPE:ClassFeatures.Brewkeeper Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.7 DESC:A brewkeeper can create a draught as part of a spell's normal casting time or as part of the action to draw an extract, effectively allowing her to spontaneously create draughts. In addition, she can apply up to three homebrew effects at once. When the brewkeeper uses her faithful drinker ability, the sacred bonus granted applies to all saving throws for 1 round.
Empower Spell KEY:Helpful Homebrew ~ Empower Spell CATEGORY:Special Ability TYPE:HelpfulHomebrew.SpecialQuality.Supernatural PREVARGTEQ:BrewkeeperLVL,4 ABILITY:FEAT|AUTOMATIC|Empower Spell
Extend Spell KEY:Helpful Homebrew ~ Extend Spell CATEGORY:Special Ability TYPE:HelpfulHomebrew.SpecialQuality.Supernatural PREVARGTEQ:BrewkeeperLVL,2 ABILITY:FEAT|AUTOMATIC|Extend Spell
@@ -44,14 +44,14 @@ Silent Spell KEY:Helpful Homebrew ~ Silent Spell CATEGORY:Special Abili
# Darechaser Prestige Class
# ==============================
-Adrenaline Rush KEY:Darechaser ~ Adrenaline Rush CATEGORY:Special Ability TYPE:ClassFeatures.Darechaser Class Feature.SpecialQuality.Extraordinary DEFINE:DarechaserAdrenalineCount|0 SOURCEPAGE:p.10 DESC:A darechaser can call upon her inner reserves of strength and speed as a free action to overcome otherwise insurmountable obstacles. A darechaser can harness this energy for %1 rounds per day. Temporary increases to Constitution do not allow her to use this ability for additional rounds per day. If she has the rage class feature, she can expend rounds of rage to activate and sustain her adrenaline rush (e.g. for making Constitution checks). While experiencing an adrenaline rush, a darechaser gains a +%2 bonus on Acrobatics, Climb, Constitution, Dexterity, Escape Artist, Ride, Strength, and Swim checks. A darechaser can end her adrenaline rush as a free action and is fatigued afterward for a number of rounds equal to double the number of rounds she used this ability. A darechaser can’t begin an adrenaline rush while fatigued or exhausted. If she falls unconscious, she can choose to continue her adrenaline rush.|DarechaserAdrenalineCount|(DarechaserLVL+1)/2 BONUS:VAR|DarechaserAdrenalineCount|2+DarechaserLVL*2+CON ASPECT:CheckCount|%1|DarechaserAdrenalineCount ASPECT:CheckType|Rounds per days ASPECT:MasterAbility|Adrenaline Rush
-Dare KEY:Darechaser ~ Dare CATEGORY:Special Ability TYPE:ClassFeatures.Darechaser Class Feature.SpecialQuality.Extraordinary DEFINE:DarechaserDieSize|0 SOURCEPAGE:p.10 DESC:As a swift action while using her adrenaline rush, a darechaser can expend a round of her adrenaline rush to dare herself to accomplish a great deed. Although many announce these dares aloud, the ability functions as long as she can coherently and mentally articulate her dare; she cannot use this ability while confused, dazed, stunned, or panicked. She can use it while using the rage class feature, but only if she loudly announces the dare (treat this as having audible componentsit can be defeated by magical silence). Once she declares her dare, the darechaser can add 1d%1 to the result of any one attack roll, saving throw, or other check that directly helps her fulfill the dare. If the result of the d%1 roll is a natural %1, she can roll another 1d%1 and add it to the check. She can continue to do this as long as she rolls natural %1s, up to %1 times. A darechaser thrives on challenging herself to accomplish difficult goals, and she receives little satisfaction when fulfilling easy objectives. If her check succeeded only because of the additional die’s (or dice’s) result, she benefits from one of the following effects (chosen by her) immediately after fulfilling the dare. If she succeeds at the check despite the added die’s result, she gains no additional benefit. &nl; [Daring Endurance] The darechaser immediately gains temporary hit points equal to 1d8+%3. These temporary hit points last for the duration of her adrenaline rush and stack with any temporary hit points granted by the unstoppable adrenaline deed. &nl; [Daring Finish] The darechaser doesn’t become fatigued if she ends her adrenaline rush before the end of her next turn. &nl; [Daring Persistence] The darechaser immediately regains 1d2 rounds of her adrenaline rush ability.|DarechaserDieSize|max(1,CON)|DarechaserLVL BONUS:VAR|DarechaserDieSize|6 BONUS:VAR|DarechaserDieSize|2|PREVARGTEQ:DarechaserLVL,5 BONUS:VAR|DarechaserDieSize|2|PREVARGTEQ:DarechaserLVL,10
-Adrenaline Deed KEY:Darechaser ~ Adrenaline Deed CATEGORY:Special Ability TYPE:ClassFeatures.Darechaser Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.11 DESC:As a darechaser gains experience, she learns to leverage her adrenaline in new ways. At 2nd level and every 2 levels thereafter, she gains an adrenaline deed that grants her additional benefits while she is using her adrenaline rush ability. She can’t choose an individual adrenaline deed more than once. BONUS:ABILITYPOOL|Adrenaline Deed Choice|DarechaserLVL/2
+Adrenaline Rush KEY:Darechaser ~ Adrenaline Rush CATEGORY:Special Ability TYPE:ClassFeatures.Darechaser Class Feature.SpecialQuality.Extraordinary DEFINE:DarechaserAdrenalineCount|0 SOURCEPAGE:p.10 DESC:A darechaser can call upon her inner reserves of strength and speed as a free action to overcome otherwise insurmountable obstacles. A darechaser can harness this energy for %1 rounds per day. Temporary increases to Constitution do not allow her to use this ability for additional rounds per day. If she has the rage class feature, she can expend rounds of rage to activate and sustain her adrenaline rush (e.g. for making Constitution checks). While experiencing an adrenaline rush, a darechaser gains a +%2 bonus on Acrobatics, Climb, Constitution, Dexterity, Escape Artist, Ride, Strength, and Swim checks. A darechaser can end her adrenaline rush as a free action and is fatigued afterward for a number of rounds equal to double the number of rounds she used this ability. A darechaser can't begin an adrenaline rush while fatigued or exhausted. If she falls unconscious, she can choose to continue her adrenaline rush.|DarechaserAdrenalineCount|(DarechaserLVL+1)/2 BONUS:VAR|DarechaserAdrenalineCount|2+DarechaserLVL*2+CON ASPECT:CheckCount|%1|DarechaserAdrenalineCount ASPECT:CheckType|Rounds per days ASPECT:MasterAbility|Adrenaline Rush
+Dare KEY:Darechaser ~ Dare CATEGORY:Special Ability TYPE:ClassFeatures.Darechaser Class Feature.SpecialQuality.Extraordinary DEFINE:DarechaserDieSize|0 SOURCEPAGE:p.10 DESC:As a swift action while using her adrenaline rush, a darechaser can expend a round of her adrenaline rush to dare herself to accomplish a great deed. Although many announce these dares aloud, the ability functions as long as she can coherently and mentally articulate her dare; she cannot use this ability while confused, dazed, stunned, or panicked. She can use it while using the rage class feature, but only if she loudly announces the dare (treat this as having audible componentsit can be defeated by magical silence). Once she declares her dare, the darechaser can add 1d%1 to the result of any one attack roll, saving throw, or other check that directly helps her fulfill the dare. If the result of the d%1 roll is a natural %1, she can roll another 1d%1 and add it to the check. She can continue to do this as long as she rolls natural %1s, up to %1 times. A darechaser thrives on challenging herself to accomplish difficult goals, and she receives little satisfaction when fulfilling easy objectives. If her check succeeded only because of the additional die's (or dice's) result, she benefits from one of the following effects (chosen by her) immediately after fulfilling the dare. If she succeeds at the check despite the added die's result, she gains no additional benefit. &nl; [Daring Endurance] The darechaser immediately gains temporary hit points equal to 1d8+%3. These temporary hit points last for the duration of her adrenaline rush and stack with any temporary hit points granted by the unstoppable adrenaline deed. &nl; [Daring Finish] The darechaser doesn't become fatigued if she ends her adrenaline rush before the end of her next turn. &nl; [Daring Persistence] The darechaser immediately regains 1d2 rounds of her adrenaline rush ability.|DarechaserDieSize|max(1,CON)|DarechaserLVL BONUS:VAR|DarechaserDieSize|6 BONUS:VAR|DarechaserDieSize|2|PREVARGTEQ:DarechaserLVL,5 BONUS:VAR|DarechaserDieSize|2|PREVARGTEQ:DarechaserLVL,10
+Adrenaline Deed KEY:Darechaser ~ Adrenaline Deed CATEGORY:Special Ability TYPE:ClassFeatures.Darechaser Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.11 DESC:As a darechaser gains experience, she learns to leverage her adrenaline in new ways. At 2nd level and every 2 levels thereafter, she gains an adrenaline deed that grants her additional benefits while she is using her adrenaline rush ability. She can't choose an individual adrenaline deed more than once. BONUS:ABILITYPOOL|Adrenaline Deed Choice|DarechaserLVL/2
Record Breaker KEY:Darechaser ~ Record Breaker CATEGORY:Special Ability TYPE:ClassFeatures.Darechaser Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.11 DESC:A darechaser can push herself to surpass known mortal limits. Once per day, she can use her dare ability to add 2 × the normal number of bonus dice to a d20 roll. If she applies this benefit to a check modified by her adrenaline rush, she instead rolls and adds 3 × the number of bonus dice.
Dare-Driven KEY:Adrenaline Deed ~ Dare-Driven CATEGORY:Special Ability TYPE:AdrenalineDeed.SpecialQuality.Extraordinary SOURCEPAGE:p.11 DESC:If the darechaser adds 1d8 to a roll as a part of a dare, she can roll again and add the result if she rolls a natural 7 or 8 (not just an 8). If she rolls 1d10, she instead rolls again on a result of a natural 9 or 10.
Diehard Performer KEY:Adrenaline Deed ~ Diehard Performer CATEGORY:Special Ability TYPE:AdrenalineDeed.SpecialQuality.Extraordinary SOURCEPAGE:p.11 DESC:The darechaser adds her adrenaline rush bonus on all Perform checks and performance combat checks (Pathfinder RPG Ultimate Combat 153).
-Impossible Speed KEY:Adrenaline Deed ~ Impossible Speed CATEGORY:Special Ability TYPE:AdrenalineDeed.SpecialQuality.Extraordinary SOURCEPAGE:p.11 DESC:The darechaser’s base speed increases by DESC:10 feet.|PREVARLT:DarechaserLVL,6 DESC:20 feet.|PREVARGTEQ:DarechaserLVL,6|PREVARLT:DarechaserLVL,10 DESC:30 feet.|PREVARGTEQ:DarechaserLVL,10
+Impossible Speed KEY:Adrenaline Deed ~ Impossible Speed CATEGORY:Special Ability TYPE:AdrenalineDeed.SpecialQuality.Extraordinary SOURCEPAGE:p.11 DESC:The darechaser's base speed increases by DESC:10 feet.|PREVARLT:DarechaserLVL,6 DESC:20 feet.|PREVARGTEQ:DarechaserLVL,6|PREVARLT:DarechaserLVL,10 DESC:30 feet.|PREVARGTEQ:DarechaserLVL,10
Mounted Adrenaline KEY:Adrenaline Deed ~ Mounted Adrenaline CATEGORY:Special Ability TYPE:AdrenalineDeed.SpecialQuality.Extraordinary SOURCEPAGE:p.11 DESC:The darechaser shares the base effects of her adrenaline surge (but not any adrenaline deeds) with her mount, as long as the darechaser is mounted on it or adjacent to it.
Powerful Climber KEY:Adrenaline Deed ~ Powerful Climber CATEGORY:Special Ability TYPE:AdrenalineDeed.SpecialQuality.Extraordinary SOURCEPAGE:p.11 DESC:The darechaser gains a natural climb speed equal to her land speed.
Powerful Leaper KEY:Adrenaline Deed ~ Powerful Leaper CATEGORY:Special Ability TYPE:AdrenalineDeed.SpecialQuality.Extraordinary SOURCEPAGE:p.11 DESC:The darechaser always counts as having a running start when jumping, and she triples her adrenaline rush bonus on Acrobatics checks to jump.
@@ -64,10 +64,10 @@ Untouchable KEY:Adrenaline Deed ~ Untouchable CATEGORY:Special Ability
# ==============================
Artful Defense KEY:Devoted Muse ~ Artful Defense CATEGORY:Special Ability TYPE:ClassFeatures.Devoted Muse Class Feature.SpecialQuality.Extraordinary DEFINE:DevotedMuseAC|0 SOURCEPAGE:p.14 DESC:When wearing light or no armor and not using a shield, a devoted muse adds 1 point of her Charisma bonus (if any) per class level as a dodge bonus to her Armor Class. If she is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. BONUS:VAR|DevotedMuseAC|min(max(0,CHA),DevotedMuseLVL) BONUS:COMBAT|AC|DevotedMuseAC|TYPE=Dodge|PREVARLT:ENCUMBERANCE,1,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.MEDIUM]"),1,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
-Deeds KEY:Devoted Muse ~ Deeds CATEGORY:Special Ability TYPE:ClassFeatures.Devoted Muse Class Feature.SpecialQuality.Extraordinary.Deeds DEFINE:DeedsLVL|0 DEFINE:SwashbucklerDeedsLVL|0 SOURCEPAGE:p.14 DESC:This ability functions exactly as the swashbuckler ability of the same name with two exceptions. First, the devoted muse qualifies for and benefits from deeds as if she were a swashbuckler 3 levels lower than her class level (minimum 1). Second, the devoted muse doesn’t gain the opportune parry and riposte deed until 4th level. For the purpose of this ability, a devoted muse’s class levels otherwise stack with levels in any other class that grants the deeds ability. BONUS:VAR|DeedsLVL|DevotedMuseLVL BONUS:VAR|SwashbucklerDeedsLVL|DevotedMuseLVL
-Panache KEY:Devoted Muse ~ Panache CATEGORY:Special Ability TYPE:ClassFeatures.Devoted Muse Class Feature.SpecialQuality.Extraordinary.Panache SOURCEPAGE:p.14 DESC:This ability functions exactly as the swashbuckler ability of the same name. For the purpose of this ability, a devoted muse’s class levels stack with levels in any other class that grants the panache ability. ABILITY:Internal|AUTOMATIC|Panache Tracker ABILITY:Special Ability|AUTOMATIC|Swashbuckler ~ Panache
+Deeds KEY:Devoted Muse ~ Deeds CATEGORY:Special Ability TYPE:ClassFeatures.Devoted Muse Class Feature.SpecialQuality.Extraordinary.Deeds DEFINE:DeedsLVL|0 DEFINE:SwashbucklerDeedsLVL|0 SOURCEPAGE:p.14 DESC:This ability functions exactly as the swashbuckler ability of the same name with two exceptions. First, the devoted muse qualifies for and benefits from deeds as if she were a swashbuckler 3 levels lower than her class level (minimum 1). Second, the devoted muse doesn't gain the opportune parry and riposte deed until 4th level. For the purpose of this ability, a devoted muse's class levels otherwise stack with levels in any other class that grants the deeds ability. BONUS:VAR|DeedsLVL|DevotedMuseLVL BONUS:VAR|SwashbucklerDeedsLVL|DevotedMuseLVL
+Panache KEY:Devoted Muse ~ Panache CATEGORY:Special Ability TYPE:ClassFeatures.Devoted Muse Class Feature.SpecialQuality.Extraordinary.Panache SOURCEPAGE:p.14 DESC:This ability functions exactly as the swashbuckler ability of the same name. For the purpose of this ability, a devoted muse's class levels stack with levels in any other class that grants the panache ability. ABILITY:Internal|AUTOMATIC|Panache Tracker ABILITY:Special Ability|AUTOMATIC|Swashbuckler ~ Panache
Artistic Flourish KEY:Devoted Muse ~ Artistic Flourish CATEGORY:Special Ability TYPE:ClassFeatures.Devoted Muse Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.14 DESC:When a devoted muse has at least 1 panache point and successfully feints against an opponent in combat, instead of denying the opponent its Dexterity bonus, she can instead create one of the following effects (all of which are mind-affecting effects). A creature can be affected by only one such effect at a time, and imposing a second effect immediately ends the first. The DC of any saving throws to resist these effects is %1. &nl; [Distracted] The target treats all other creatures as though they had concealment, suffering a 20%% miss chance on all attack rolls (even if the creature has blindsight). This effect lasts for %2 rounds, though a successful Will save reduces the duration to 1 round.|10+DevotedMuseLVL+CHA|CHA DESC: &nl; [Confused] The devoted muse can cause the target to be confused for 1 round (Will negates). Whether or not the save is successful, a creature cannot be the target of this artistic flourish again for 1 day. &nl; [Staggered] The devoted muse can cause the target to be staggered for 1 round (Will negates). Whether or not the save is successful, a creature cannot be the target of this artistic flourish again for 1 day.|PREVARGTEQ:DevotedMuseLVL,5 DESC: &nl; [Dazed] The devoted muse can spend 1 panache point to cause the target to be dazed for 1 round (Will negates). Whether or not the save is successful, a creature cannot be the target of this artistic flourish again for 1 day.|PREVARGTEQ:DevotedMuseLVL,8
-Harmonious Strike KEY:Devoted Muse ~ Harmonious Strike CATEGORY:Special Ability TYPE:ClassFeatures.Devoted Muse Class Feature.SpecialAttack.Supernatural SOURCEPAGE:p.15 DESC:When a devoted muse hits a creature affected by her artistic flourish ability, she can spend 1 panache point to perform an especially elegant attack. She selects one of the effects below to modify this harmonious strike. &nl; [Circling Strike] After the attack, the devoted muse can move 5 feet as a free action as long as she ends her movement within the target’s reach (or former reach, if the attack incapacitated it). This movement does not provoke attacks of opportunity and does not count as a 5-foot step. If she attacked with a weapon whose critical multiplier is ×3 or higher, she can instead move 10 feet in this way. &nl; [Deadly Strike] The attack deals an additional %1d4 points of damage. This is precision damage and isn’t multiplied on a critical hit. If her weapon’s critical multiplier is ×3, the size of these bonus damage dice increases by one step to %1d6. If her weapon’s critical hit multiplier is ×4, the die size increases to %1d8.|DevotedMuseLVL/2 DESC: &nl; [Inspirational Strike] The devoted muse can inspire her comrades with her attack, granting her allies (including herself) within 30 feet a competence bonus on attack and weapon damage rolls until the end of her next turn. This bonus is equal to her weapon’s critical modifier (i.e., +2 for ×2, +3 for ×3, etc.). If her attack was a critical hit, these benefits last %1 rounds.|CHA|PREVARGTEQ:DevotedMuseLVL,6 DESC: &nl; [Masterful Strike] The devoted muse can feint against one creature within her reach as a free action after resolving the attack. If she performs an artistic flourish with this feint against a distracted target, the target’s miss chance against the devoted muse increases by an amount equal to 5 × her weapon’s critical multiplier.|PREVARGTEQ:DevotedMuseLVL,10
+Harmonious Strike KEY:Devoted Muse ~ Harmonious Strike CATEGORY:Special Ability TYPE:ClassFeatures.Devoted Muse Class Feature.SpecialAttack.Supernatural SOURCEPAGE:p.15 DESC:When a devoted muse hits a creature affected by her artistic flourish ability, she can spend 1 panache point to perform an especially elegant attack. She selects one of the effects below to modify this harmonious strike. &nl; [Circling Strike] After the attack, the devoted muse can move 5 feet as a free action as long as she ends her movement within the target's reach (or former reach, if the attack incapacitated it). This movement does not provoke attacks of opportunity and does not count as a 5-foot step. If she attacked with a weapon whose critical multiplier is ×3 or higher, she can instead move 10 feet in this way. &nl; [Deadly Strike] The attack deals an additional %1d4 points of damage. This is precision damage and isn't multiplied on a critical hit. If her weapon's critical multiplier is ×3, the size of these bonus damage dice increases by one step to %1d6. If her weapon's critical hit multiplier is ×4, the die size increases to %1d8.|DevotedMuseLVL/2 DESC: &nl; [Inspirational Strike] The devoted muse can inspire her comrades with her attack, granting her allies (including herself) within 30 feet a competence bonus on attack and weapon damage rolls until the end of her next turn. This bonus is equal to her weapon's critical modifier (i.e., +2 for ×2, +3 for ×3, etc.). If her attack was a critical hit, these benefits last %1 rounds.|CHA|PREVARGTEQ:DevotedMuseLVL,6 DESC: &nl; [Masterful Strike] The devoted muse can feint against one creature within her reach as a free action after resolving the attack. If she performs an artistic flourish with this feint against a distracted target, the target's miss chance against the devoted muse increases by an amount equal to 5 × her weapon's critical multiplier.|PREVARGTEQ:DevotedMuseLVL,10
Feinting Feat KEY:Devoted Muse ~ Feinting Feat CATEGORY:Special Ability TYPE:ClassFeatures.Devoted Muse Class Feature.SpecialQuality SOURCEPAGE:p.15 DESC:At 3rd level and every 3 class levels thereafter, a devoted muse gains one of the following as a bonus feat: Disengaging Feint, Disengaging Flourish, Feint Partner, Greater Feint, Improved Feint Partner, Passing Trick, Skill Focus (Bluff), Twinned Feint, or Wave Strike. The devoted muse must meet the prerequisites for the feat selected. BONUS:ABILITYPOOL|Devoted Muse Feat|DevotedMuseLVL/3
Limitless Art KEY:Devoted Muse ~ Limitless Art CATEGORY:Special Ability TYPE:ClassFeatures.Devoted Muse Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.15 DESC:At 4th level, a devoted muse starts each day with 1 additional panache point, and her maximum number of panache points increases by 1. At 7th level and again at 10th level, the number of additional panache points increases by 1. BONUS:VAR|PanachePoints|1+(DevotedMuseLVL>=7)+(DevotedMuseLVL>=10) BONUS:VAR|Panache_Max|1+(DevotedMuseLVL>=7)+(DevotedMuseLVL>=10)
@@ -87,15 +87,15 @@ CATEGORY=Special Ability|Devoted Muse ~ Deeds.MOD ABILITY:Special Ability|AUTO
# ==============================
Skill and Heart as One KEY:Heritor Knight ~ Skill and Heart as One CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.16 DESC:If the heritor knight has the weapon training class feature, her heritor knight levels stack with her fighter levels for the purpose of that ability. In addition, heritor knight levels stack with fighter levels for the purpose of feat prerequisites. BONUS:VAR|FighterWeaponTrainingLVL|HeritorKnightLVL BONUS:VAR|FighterWeaponQualifyLVL|HeritorKnightLVL
-Savior of the Swallowed KEY:Heritor Knight ~ Savior of the Swallowed CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialAttack.Extraordinary SOURCEPAGE:p.16 DESC:As a standard action, a heritor knight can make a melee attack with a longsword against a creature that is physically restraining an ally. This includes grappling, pinning, swallowing whole, and similar effects (at the GM’s discretion). Resolve the attack normally, but if the attack roll equals or exceeds the creature’s CMD, the restraining effect is immediately ended.
-Heritor's Honor KEY:Heritor Knight ~ Heritor's Honor CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.16 DESC:A heritor knight gains a bonus on Will saving throws that’s equal to her Charisma modifier. The bonus from this ability doesn’t stack with those from similar effects. BONUS:SAVE|WILL|CHA
+Savior of the Swallowed KEY:Heritor Knight ~ Savior of the Swallowed CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialAttack.Extraordinary SOURCEPAGE:p.16 DESC:As a standard action, a heritor knight can make a melee attack with a longsword against a creature that is physically restraining an ally. This includes grappling, pinning, swallowing whole, and similar effects (at the GM's discretion). Resolve the attack normally, but if the attack roll equals or exceeds the creature's CMD, the restraining effect is immediately ended.
+Heritor's Honor KEY:Heritor Knight ~ Heritor's Honor CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.16 DESC:A heritor knight gains a bonus on Will saving throws that's equal to her Charisma modifier. The bonus from this ability doesn't stack with those from similar effects. BONUS:SAVE|WILL|CHA
Witches' Woe KEY:Heritor Knight ~ Witches' Woe CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialQuality.SpellLike.Supernatural SOURCEPAGE:p.16 DESC:A heritor knight gains a bonus equal to half her class level on saves against hexes and curse effects. In addition, once per day, she can cast remove curse as a spell-like ability, with a caster level equal to her character level. SPELLS:Innate|TIMES=1|CASTERLEVEL=HeritorKnightLVL|Remove Curse,13+CHA ASPECT:SaveBonus|+%1 on saves vs. hexes and curse effects.|HeritorKnightLVL/2
-Skyreaver KEY:Heritor Knight ~ Skyreaver CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialAttack.Supernatural SOURCEPAGE:p.16 DESC:As a standard action, a heritor knight can make a melee attack with a longsword against a flying creature (regardless of its method of flight). Resolve the attack normally, but any damage dealt is halved; in addition, if the attack roll equals or exceeds the creature’s CMD, the creature immediately stops flying and falls to the ground. For %1 rounds, the target creature takes a –20 penalty on all of its Fly checks.|CHA
+Skyreaver KEY:Heritor Knight ~ Skyreaver CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialAttack.Supernatural SOURCEPAGE:p.16 DESC:As a standard action, a heritor knight can make a melee attack with a longsword against a flying creature (regardless of its method of flight). Resolve the attack normally, but any damage dealt is halved; in addition, if the attack roll equals or exceeds the creature's CMD, the creature immediately stops flying and falls to the ground. For %1 rounds, the target creature takes a -20 penalty on all of its Fly checks.|CHA
Wraithwall KEY:Heritor Knight ~ Wraithwall CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.17 DESC:Once per day as a standard action, a heritor knight can inspire allies within 30 feet. Allies inspired this way treat all armor they wear as having the ghost touch special ability. In addition, inspired allies gain a +4 sacred bonus on saving throws against effects that would cause ability damage, ability drain, or negative levels. This effect lasts for 1 minute.
Mohrgbreaker KEY:Heritor Knight ~ Mohrgbreaker CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialAttack.Supernatural SOURCEPAGE:p.17 DESC:As a standard action, a heritor knight can make a melee attack with a longsword against an undead creature. Resolve the attack normally, but the creature must succeed at a Will saving throw (DC %1) or lose all special attacks associated with its natural weapons or touch attacks for %2 rounds.|10+HeritorKnightLVL+CHA|10|CHA
-Mighty Strike KEY:Heritor Knight ~ Mighty Strike CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.17 DESC:A heritor knight gains Vital Strike and Improved Vital Strike as bonus feats. Whenever the heritor knight makes a melee attack as a standard action, she can apply the effects of Improved Vital Strike to that attack. If she has Greater Vital Strike, she can apply that feat’s effects instead. ABILITY:FEAT|AUTOMATIC|Vital Strike|Improved Vital Strike
+Mighty Strike KEY:Heritor Knight ~ Mighty Strike CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.17 DESC:A heritor knight gains Vital Strike and Improved Vital Strike as bonus feats. Whenever the heritor knight makes a melee attack as a standard action, she can apply the effects of Improved Vital Strike to that attack. If she has Greater Vital Strike, she can apply that feat's effects instead. ABILITY:FEAT|AUTOMATIC|Vital Strike|Improved Vital Strike
Reforged Heart KEY:Heritor Knight ~ Reforged Heart CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialQuality.SpellLike.Supernatural SOURCEPAGE:p.17 DESC:Once per day, a heritor knight can cast greater make whole as a spell-like ability, with a caster level equal to her character level. SPELLS:Innate|TIMES=1|CASTERLEVEL=HeritorKnightLVL|Make Whole (Greater),14+CHA
-Image of Divinity KEY:Heritor Knight ~ Image of Divinity CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.17 DESC:A humanoid heritor knight’s appearance changes to superficially resemble the Inheritor herself, although she is still recognizable to those who know her, and her statistics do not change. Nonhumanoids do not change in appearance in this way. Three times per day as a swift action, the heritor knight can touch a creature. If the touched creature is good-aligned, it regains %1d6 hit points; evil-aligned creatures instead take that amount of damage. If this ability heals the target, the target is also affected by restoration. If this ability damages the target, the target must succeed at a Fortitude save (DC %2) or become staggered for %3 rounds. Neutral-aligned creatures are unaffected.|HeritorKnightLVL|10+HeritorKnightLVL+CHA|max(1,CHA)
+Image of Divinity KEY:Heritor Knight ~ Image of Divinity CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.17 DESC:A humanoid heritor knight's appearance changes to superficially resemble the Inheritor herself, although she is still recognizable to those who know her, and her statistics do not change. Nonhumanoids do not change in appearance in this way. Three times per day as a swift action, the heritor knight can touch a creature. If the touched creature is good-aligned, it regains %1d6 hit points; evil-aligned creatures instead take that amount of damage. If this ability heals the target, the target is also affected by restoration. If this ability damages the target, the target must succeed at a Fortitude save (DC %2) or become staggered for %3 rounds. Neutral-aligned creatures are unaffected.|HeritorKnightLVL|10+HeritorKnightLVL+CHA|max(1,CHA)
Redeemer of Undeath KEY:Heritor Knight ~ Redeemer of Undeath CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialAttack.Supernatural SOURCEPAGE:p.17 DESC:As a standard action, a heritor knight can make a melee attack with a longsword against an undead creature. Resolve the attack normally, but if the attack hits and the undead was good-aligned in life, it must succeed at a Will save (DC %1) or be destroyed and redeemed of the evils of undeath, allowing the soul to reach a righteous afterlife. If the creature succeeds, it is immune to this ability for 24 hours.|10+HeritorKnightLVL+CHA
Freed by Blood KEY:Heritor Knight ~ Freed by Blood CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.17 DESC:When an ally within 30 feet attempts a saving throw against a death, paralysis, or compulsion effect, the heritor knight can take up to 9 points of damage as an immediate action. The ally gains a sacred bonus on the saving throw equal to the damage taken. This ability must be used before the saving throw is rolled, and can be used three times per day.
Sky Stride KEY:Heritor Knight ~ Sky Stride CATEGORY:Special Ability TYPE:ClassFeatures.Heritor Knight Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.17 DESC:A heritor knight is constantly under the effects of air walk. When the heritor knight moves through the air, her steps appear to be supported by crimson cloth that appears beneath her feet. Activating or deactivating this ability is a free action.
@@ -107,21 +107,21 @@ Unveiling Mistress KEY:Heritor Knight ~ Unveiling Mistress CATEGORY:Speci
Weapon and Armor Proficiency KEY:Hinterlander ~ Weapon and Armor Proficiency CATEGORY:Internal TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality AUTO:WEAPONPROF|Longbow ABILITY:Internal|AUTOMATIC|Weapon Prof ~ Auto|Weapon Prof ~ Simple|Armor Prof ~ Light|Armor Prof ~ Medium|Shield Prof
Favored Enemy KEY:Hinterlander ~ Favored Enemy CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.Extraordinary DEFINE:HinterlanderFavoredEnemyCount|0 DEFINE:HinterlanderFavoredBonusCount|0 SOURCEPAGE:p.18 DESC:A hinterlander chooses a favored enemy. This functions like the ranger class feature of the same name, except that the hinterlander gains an additional ability corresponding with the favored enemy chosen. Additionally, at 8th level, he can select a new favored enemy and the bonus for one such enemy increases by 2 (rather than at 5th and 10th levels). ABILITY:Special Ability|AUTOMATIC|Basic Favored Enemy BONUS:ABILITYPOOL|Hinterlander Favored Enemy|HinterlanderFavoredEnemyCount BONUS:ABILITYPOOL|Hinterlander Favored Bonus|HinterlanderFavoredBonusCount BONUS:VAR|HinterlanderFavoredEnemyCount|1+(HinterlanderLVL>=8) BONUS:VAR|HinterlanderFavoredBonusCount|1|PREVARGTEQ:HinterlanderLVL,8 TEMPBONUS:PC|COMBAT|TOHIT|%CHOICE TEMPBONUS:PC|COMBAT|DAMAGE.Melee,DAMAGE.Ranged|%CHOICE TEMPBONUS:PC|SKILL|Bluff,Perception,Sense Motive,Survival|%CHOICE TEMPBONUS:PC|SKILL|TYPE=Knowledge|%CHOICE TEMPVALUE:MIN=2|MAX=10|TITLE=Choose favored enemy bonus
-Master Archer KEY:Hinterlander ~ Master Archer CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.18 DESC:At 1st level, and again at 3rd and 5th levels, a hinterlander gains a bonus feat from the following list, even if he doesn’t meet the prerequisites: Erastil’s Blessing, Far Shot, Focused Shot, Point Blank Shot, and Rapid Shot. At 3rd level, he adds Improved Precise Shot, Parting Shot, Point Blank Master, and Manyshot to the list. At 5th level, he adds Pinpoint Targeting and Shot on the Run to the list. The benefits of these feats apply only when the hinterlander wears light, medium, or no armor. BONUS:ABILITYPOOL|Hinterlander Bonus Feat|1+(HinterlanderLVL>=3)+(HinterlanderLVL>=5)
-Fast Movement KEY:Hinterlander ~ Fast Movement CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.19 DESC:A hinterlander’s base land speed increases by 10 feet. BONUS:MOVEADD|TYPE=Walk|10
-Favored Terrain (Hinterland) KEY:Hinterlander ~ Favored Terrain (Hinterland) CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.Extraordinary DEFINE:HinterlanderTerrainBonus|0 DEFINE:HinterlanderTerrainRange|0 SOURCEPAGE:p.19 DESC:When a hinterlander is within a %1-mile radius of a settlement with a population of 2,000 or fewer individuals, he gains a +%2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks. A hinterlander traveling through this terrain leaves no trail and can’t be tracked (although he can leave a trail if he so desires).|HinterlanderTerrainRange|HinterlanderTerrainBonus BONUS:VAR|HinterlanderTerrainBonus|2 BONUS:VAR|HinterlanderTerrainBonus|2|PREVARGTEQ:HinterlanderLVL,9 BONUS:VAR|HinterlanderTerrainRange|10 BONUS:VAR|HinterlanderTerrainRange|10|PREVARGTEQ:HinterlanderLVL,9 ASPECT:SkillBonus|+%1 on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks when within %2 miles of a settlement of less than 2,000 individuals.|HinterlanderTerrainBonus|HinterlanderTerrainRange
+Master Archer KEY:Hinterlander ~ Master Archer CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.18 DESC:At 1st level, and again at 3rd and 5th levels, a hinterlander gains a bonus feat from the following list, even if he doesn't meet the prerequisites: Erastil's Blessing, Far Shot, Focused Shot, Point Blank Shot, and Rapid Shot. At 3rd level, he adds Improved Precise Shot, Parting Shot, Point Blank Master, and Manyshot to the list. At 5th level, he adds Pinpoint Targeting and Shot on the Run to the list. The benefits of these feats apply only when the hinterlander wears light, medium, or no armor. BONUS:ABILITYPOOL|Hinterlander Bonus Feat|1+(HinterlanderLVL>=3)+(HinterlanderLVL>=5)
+Fast Movement KEY:Hinterlander ~ Fast Movement CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.19 DESC:A hinterlander's base land speed increases by 10 feet. BONUS:MOVEADD|TYPE=Walk|10
+Favored Terrain (Hinterland) KEY:Hinterlander ~ Favored Terrain (Hinterland) CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.Extraordinary DEFINE:HinterlanderTerrainBonus|0 DEFINE:HinterlanderTerrainRange|0 SOURCEPAGE:p.19 DESC:When a hinterlander is within a %1-mile radius of a settlement with a population of 2,000 or fewer individuals, he gains a +%2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks. A hinterlander traveling through this terrain leaves no trail and can't be tracked (although he can leave a trail if he so desires).|HinterlanderTerrainRange|HinterlanderTerrainBonus BONUS:VAR|HinterlanderTerrainBonus|2 BONUS:VAR|HinterlanderTerrainBonus|2|PREVARGTEQ:HinterlanderLVL,9 BONUS:VAR|HinterlanderTerrainRange|10 BONUS:VAR|HinterlanderTerrainRange|10|PREVARGTEQ:HinterlanderLVL,9 ASPECT:SkillBonus|+%1 on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks when within %2 miles of a settlement of less than 2,000 individuals.|HinterlanderTerrainBonus|HinterlanderTerrainRange
Hinterland Stride KEY:Hinterlander ~ Hinterland Stride CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.19 DESC:A hinterlander moves with ease through natural and agrarian environments. This functions exactly like woodland stride, except that a hinterlander also moves normally through any nonmagical difficult terrain in settled areas with a population of 2,000 or less individuals, such as a farm or village.
-Chosen Kin KEY:Hinterlander ~ Chosen Kin CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.Supernatural DEFINE:HinterlanderKinRange|0 SOURCEPAGE:p.19 DESC:As a standard action, a hinterlander can designate up to %1 allies to be his chosen kin. Allies so designated gain half the hinterlander’s favored terrain (hinterland) bonus (+%2) and half of the bonuses granted by defended hearth (+%3). Members of his chosen kin must remain within %4 feet of the hinterlander in order to gain these benefits.|3+WIS|HinterlanderTerrainBonus/2|DefendedHearthBonus/2|HinterlanderKinRange BONUS:VAR|HinterlanderKinRange|30 BONUS:VAR|HinterlanderKinRange|30|PREVARGTEQ:HinterlanderLVL,7
-Defended Hearth KEY:Hinterlander ~ Defended Hearth CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.Supernatural DEFINE:DefendedHearthBonus|0 SOURCEPAGE:p.19 DESC:A hinterlander can designate a settlement as a defended hearth, allowing him to sense the presence of unnatural creatures within 5 miles of it. Aberrations, constructs, dragons, magical beasts, monstrous humanoids, outsiders, and undead constitute unnatural presences for this purpose. Though the hinterlander is aware of potential danger, he doesn’t know the exact nature or location of the creature unless he can perceive it. The defended hearth must be a settled area with a population of 2,000 or fewer individuals, and the hinterlander must spend 24 hours carefully studying the entire area to activate this ability, after which he gains a +%1 favored terrain bonus in that settlement, which stacks with any other favored terrain bonus he receives in that area. A hinterlander can have %2 defended hearths. When he reaches his maximum number of defended hearths, he can select a new defended hearth by abandoning an existing one and performing the ritual for a new area.|DefendedHearthBonus|max(1,WIS) BONUS:VAR|DefendedHearthBonus|2 BONUS:VAR|DefendedHearthBonus|2|PREVARGTEQ:HinterlanderLVL,10
+Chosen Kin KEY:Hinterlander ~ Chosen Kin CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.Supernatural DEFINE:HinterlanderKinRange|0 SOURCEPAGE:p.19 DESC:As a standard action, a hinterlander can designate up to %1 allies to be his chosen kin. Allies so designated gain half the hinterlander's favored terrain (hinterland) bonus (+%2) and half of the bonuses granted by defended hearth (+%3). Members of his chosen kin must remain within %4 feet of the hinterlander in order to gain these benefits.|3+WIS|HinterlanderTerrainBonus/2|DefendedHearthBonus/2|HinterlanderKinRange BONUS:VAR|HinterlanderKinRange|30 BONUS:VAR|HinterlanderKinRange|30|PREVARGTEQ:HinterlanderLVL,7
+Defended Hearth KEY:Hinterlander ~ Defended Hearth CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.Supernatural DEFINE:DefendedHearthBonus|0 SOURCEPAGE:p.19 DESC:A hinterlander can designate a settlement as a defended hearth, allowing him to sense the presence of unnatural creatures within 5 miles of it. Aberrations, constructs, dragons, magical beasts, monstrous humanoids, outsiders, and undead constitute unnatural presences for this purpose. Though the hinterlander is aware of potential danger, he doesn't know the exact nature or location of the creature unless he can perceive it. The defended hearth must be a settled area with a population of 2,000 or fewer individuals, and the hinterlander must spend 24 hours carefully studying the entire area to activate this ability, after which he gains a +%1 favored terrain bonus in that settlement, which stacks with any other favored terrain bonus he receives in that area. A hinterlander can have %2 defended hearths. When he reaches his maximum number of defended hearths, he can select a new defended hearth by abandoning an existing one and performing the ritual for a new area.|DefendedHearthBonus|max(1,WIS) BONUS:VAR|DefendedHearthBonus|2 BONUS:VAR|DefendedHearthBonus|2|PREVARGTEQ:HinterlanderLVL,10
Imbue Arrow KEY:Hinterlander ~ Imbue Arrow CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.19 DESC:A hinterlander gains the ability to place a spell that affects an area upon an arrow. This functions exactly like the arcane archer ability of the same name.
Waymarker Travel KEY:Hinterlander ~ Waymarker Travel CATEGORY:Special Ability TYPE:ClassFeatures.Hinterlander Class Feature.SpecialQuality.SpellLike SOURCEPAGE:p.19 DESC:A hinterlander gains the ability to create a waymarker anywhere within the area of a defended hearth. The hinterlander can maintain up to five waymarkers at a timeif the hinterlander creates a sixth waymarker, he chooses which of the previous five deactivates. Once per day as a move action, the hinterlander can cast word of recall as a spell-like ability to teleport to any of his active waymarkers.
CATEGORY=Special Ability|Hinterlander ~ Favored Enemy.MOD DESC: &nl; [Aberrations] The hinterlander gains a +2 bonus on all saves against spells, spell-like abilities, and supernatural abilities used by aberrations.|PREVARGTEQ:FavoredAberration,2
-CATEGORY=Special Ability|Hinterlander ~ Favored Enemy.MOD DESC: &nl; [Constructs] The hinterlander’s ranged attacks ignore the first 10 points of a construct’s DR or hardness.|PREVARGTEQ:FavoredConstruct,2
-CATEGORY=Special Ability|Hinterlander ~ Favored Enemy.MOD DESC: &nl; [Evil Outsiders] The hinterlander’s ranged attacks are treated as good weapons for the purposes of overcoming damage reduction.|PREVARGTEQ:FavoredOutsiderEvil,2
+CATEGORY=Special Ability|Hinterlander ~ Favored Enemy.MOD DESC: &nl; [Constructs] The hinterlander's ranged attacks ignore the first 10 points of a construct's DR or hardness.|PREVARGTEQ:FavoredConstruct,2
+CATEGORY=Special Ability|Hinterlander ~ Favored Enemy.MOD DESC: &nl; [Evil Outsiders] The hinterlander's ranged attacks are treated as good weapons for the purposes of overcoming damage reduction.|PREVARGTEQ:FavoredOutsiderEvil,2
CATEGORY=Special Ability|Hinterlander ~ Favored Enemy.MOD DESC: &nl; [Magical Beasts] The hinterlander can improve the attitude of a magical beast regardless of its Intelligence score. This ability functions like wild empathy, except the hinterlander takes no penalty for attempting this check.|PREVARGTEQ:FavoredMagicalBeast,2
CATEGORY=Special Ability|Hinterlander ~ Favored Enemy.MOD DESC: &nl; [Monstrous Humanoids] The hinterlander gains a +2 bonus on all saves against spells, spell-like abilities, and supernatural abilities used by monstrous humanoids.|PREVARGTEQ:FavoredMonstrousHumanoid,2
-CATEGORY=Special Ability|Hinterlander ~ Favored Enemy.MOD DESC: &nl; [Undead] Arrows loosed from a hinterlander’s bow are infused with divine power and deal full damage to any undead that are incorporeal, as if the arrows had the ghost touch weapon special ability.|PREVARGTEQ:FavoredUndead,2
+CATEGORY=Special Ability|Hinterlander ~ Favored Enemy.MOD DESC: &nl; [Undead] Arrows loosed from a hinterlander's bow are infused with divine power and deal full damage to any undead that are incorporeal, as if the arrows had the ghost touch weapon special ability.|PREVARGTEQ:FavoredUndead,2
CATEGORY=Special Ability|Favored Enemy ~ Aberration.MOD TYPE:HinterlanderFavoredEnemy
CATEGORY=Special Ability|Favored Enemy ~ Construct.MOD TYPE:HinterlanderFavoredEnemy
@@ -144,9 +144,9 @@ CATEGORY=Special Ability|Favored Enemy Bonus ~ Undead.MOD TYPE:HinterlanderFa
Anonymity KEY:Rose Warden ~ Anonymity CATEGORY:Special Ability TYPE:ClassFeatures.Rose Warden Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.20 DESC:A rose warden gains a +%1 bonus on any Bluff and Disguise checks to conceal her true identity.|RoseWardenLVL
Insurgent Technique KEY:Rose Warden ~ Insurgent Technique CATEGORY:Special Ability TYPE:ClassFeatures.Rose Warden Class Feature.SpecialQuality SOURCEPAGE:p.20 BONUS:ABILITYPOOL|Rose Warden Insurgent Technique|(RoseWardenLVL+1)/2
Liberated Mind KEY:Rose Warden ~ Liberated Mind CATEGORY:Special Ability TYPE:ClassFeatures.Rose Warden Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.20 DESC:A rose warden gains a +%1 bonus on saving throws to resist charm, compulsion, and fear effects.|2+(2*((RoseWardenLVL>=5) ASPECT:SaveBonus|+%1 on saves vs. charm, compulsion, and fear effects.|2+(2*((RoseWardenLVL>=5)
-Street Sentinel KEY:Rose Warden ~ Street Sentinel CATEGORY:Special Ability TYPE:ClassFeatures.Rose Warden Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.20 DESC:A rose warden gains a +%1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival checks when she is in an urban area. Whenever she is traveling in urban terrain, a rose warden leaves no trail and can’t be tracked (though she can leave a trail if she chooses).|2+(2*((RoseWardenLVL>=6)
+Street Sentinel KEY:Rose Warden ~ Street Sentinel CATEGORY:Special Ability TYPE:ClassFeatures.Rose Warden Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.20 DESC:A rose warden gains a +%1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival checks when she is in an urban area. Whenever she is traveling in urban terrain, a rose warden leaves no trail and can't be tracked (though she can leave a trail if she chooses).|2+(2*((RoseWardenLVL>=6)
Sneak Attack KEY:Rose Warden ~ Sneak Attack CATEGORY:Special Ability TYPE:ClassFeatures.Rose Warden Class Feature.SpecialAttack.Extraordinary DEFINE:SneakAttackDice|0 SOURCEPAGE:p.20 DESC:This ability is exactly like the rogue ability of the same name. If a rose warden gets sneak attack bonuses from other sources, the bonuses on damage rolls stack. BONUS:VAR|SneakAttackDice|RoseWardenLVL/2 ABILITY:Special Ability|AUTOMATIC|Sneak Attack
-Voice of the Masses KEY:Rose Warden ~ Voice of the Masses CATEGORY:Special Ability TYPE:ClassFeatures.Rose Warden Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.20 DESC:A rose warden’s movement is not impeded by crowds, and she gains a bonus equal to her rose warden level on checks to influence crowds.
+Voice of the Masses KEY:Rose Warden ~ Voice of the Masses CATEGORY:Special Ability TYPE:ClassFeatures.Rose Warden Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.20 DESC:A rose warden's movement is not impeded by crowds, and she gains a bonus equal to her rose warden level on checks to influence crowds.
Cunning Disarm KEY:Rose Warden ~ Cunning Disarm CATEGORY:Special Ability TYPE:ClassFeatures.Rose Warden Class Feature.SpecialAttack.Extraordinary SOURCEPAGE:p.21 DESC:A rose warden can use Sleight of Hand in place of a combat maneuver check to disarm a foe. This does not provoke an attack of opportunity.
Insurrectionist KEY:Rose Warden ~ Insurrectionist CATEGORY:Special Ability TYPE:ClassFeatures.Rose Warden Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.21 DESC:A rose warden can ignore impediments to her mobility. For %1 rounds per day, she can move normally regardless of magical effects that impede movement, as if she were affected by freedom of movement. These rounds do not need to be consecutive. In addition, once per day she can grant this ability to all allies within 30 feet. This effect occurs automatically as soon as it applies.|RoseWardenLVL
Obfuscate KEY:Rose Warden ~ Obfuscate CATEGORY:Special Ability TYPE:ClassFeatures.Rose Warden Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.21 DESC:A rose warden can use the Stealth skill even while she is being observed. While she is in an urban area, a rose warden can hide in the open even without actually having anything to hide behind.
@@ -166,32 +166,32 @@ Wall of Roses KEY:Insurgent Technique ~ Wall of Roses CATEGORY:Special A
# Sacred Sentinel Prestige Class
# ==============================
-Code of Torag NAMEISPI:YES KEY:Sacred Sentinel ~ Code of Torag CATEGORY:Special Ability TYPE:ClassFeatures.Sacred Sentinel Class Feature.SpecialQuality.Supernatural DESCISPI:YES SOURCEPAGE:p.24 DESC:A sacred sentinel has dedicated her life to serving as a protective shield of Torag, and this is her first and highest calling. Though not all sacred sentinels are paladins, they all must follow the paladin’s code of Torag (Pathfinder Campaign Setting: Inner Sea Gods 150). Cavaliers who become sacred sentinels are given special dispensation by their cavalier orders to act as agents of Torag within their orders, and treat Torag’s paladin code of conduct as their cavalier’s edict (replacing the normal edicts for their orders). A sacred sentinel who violates this code loses all class features of this prestige class other than skill points and class skills for 24 hours.
-Strategic Protection KEY:Sacred Sentinel ~ Strategic Protection CATEGORY:Special Ability TYPE:ClassFeatures.Sacred Sentinel Class Feature.SpecialQuality.Supernatural DEFINE:StrategicProtectionBonus|0 SOURCEPAGE:p.24 DESC:As a move action, a sacred sentinel can establish a magic aura that protects one or more of her allies. When she establishes her aura, she selects up to %1 allies that she can see and that are within 20 feet. As long as these allies remain within %2 feet of the sacred sentinel, they gain a +%3 bonus to their CMDs and on Constitution checks to stabilize when dying. The bonuses from strategic protection last until the beginning of the sacred sentinel’s next turn.|CHA|StrategicProtectionBonus*10|StrategicProtectionBonus BONUS:VAR|StrategicProtectionBonus|3+(SacredSentinelLVL>=4)+(SacredSentinelLVL>=7)+(SacredSentinelLVL>=10)
+Code of Torag NAMEISPI:YES KEY:Sacred Sentinel ~ Code of Torag CATEGORY:Special Ability TYPE:ClassFeatures.Sacred Sentinel Class Feature.SpecialQuality.Supernatural DESCISPI:YES SOURCEPAGE:p.24 DESC:A sacred sentinel has dedicated her life to serving as a protective shield of Torag, and this is her first and highest calling. Though not all sacred sentinels are paladins, they all must follow the paladin's code of Torag (Pathfinder Campaign Setting: Inner Sea Gods 150). Cavaliers who become sacred sentinels are given special dispensation by their cavalier orders to act as agents of Torag within their orders, and treat Torag's paladin code of conduct as their cavalier's edict (replacing the normal edicts for their orders). A sacred sentinel who violates this code loses all class features of this prestige class other than skill points and class skills for 24 hours.
+Strategic Protection KEY:Sacred Sentinel ~ Strategic Protection CATEGORY:Special Ability TYPE:ClassFeatures.Sacred Sentinel Class Feature.SpecialQuality.Supernatural DEFINE:StrategicProtectionBonus|0 SOURCEPAGE:p.24 DESC:As a move action, a sacred sentinel can establish a magic aura that protects one or more of her allies. When she establishes her aura, she selects up to %1 allies that she can see and that are within 20 feet. As long as these allies remain within %2 feet of the sacred sentinel, they gain a +%3 bonus to their CMDs and on Constitution checks to stabilize when dying. The bonuses from strategic protection last until the beginning of the sacred sentinel's next turn.|CHA|StrategicProtectionBonus*10|StrategicProtectionBonus BONUS:VAR|StrategicProtectionBonus|3+(SacredSentinelLVL>=4)+(SacredSentinelLVL>=7)+(SacredSentinelLVL>=10)
Renewed Bonds KEY:Sacred Sentinel ~ Renewed Bonds CATEGORY:Special Ability TYPE:ClassFeatures.Sacred Sentinel Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.24 DESC:[NOT IMPLEMENTED]A sacred sentinel is able to maintain strong bonds from her life before becoming a divine guardian. If the sacred sentinel has levels in a class with an animal companion, familiar, or a class feature with “bond” in the name (such as arcane bond, divine bond, or sacred bond), she selects one such class upon gaining her 1st level of sacred sentinel. Sacred sentinel levels stack with levels in the selected class when determining the effectiveness of her familiar, animal companion, or bond class feature. Whenever the sacred sentinel uses strategic protection, her familiar, animal companion, or bonded companion is automatically included in its protection if in range, without counting toward the maximum number of creatures the sacred sentinel can affect. A sacred sentinel without an appropriate class feature from another class instead increases the number of creatures she can protect with her bastion of protection by 1 upon gaining this class feature, and by another 1 at 6th level. If the sacred sentinel has cavalier, paladin, or warpriest class levels, she selects one of those classes and adds half her sacred sentinel level to those class levels to determine her effective class level for a specific class feature. For cavaliers, this determines the effectiveness of her challenge class feature. For paladins, this determines the effectiveness of her smite evil class feature. For warpriests, this determines how many times per day she can use her blessings.
Healing Touch KEY:Sacred Sentinel ~ Healing Touch CATEGORY:Special Ability TYPE:ClassFeatures.Sacred Sentinel Class Feature.SpecialQuality.Supernatural.LayOnHands.Lay on Hands DEFINE:SacredSentinelHealing|0 SOURCEPAGE:p.25 DESC:A sacred sentinel can heal wounds (her own or those of others) by her touch. Each day, she can use this ability %1 times. If she has established her strategic protection, she can use this ability on a selected ally within range of the aura without having to successfully touch the ally. This ability restores %2d8 hit points. Healing touch qualifies as the lay on hands ability for the purpose of prerequisites requiring lay on hands, and abilities that work with lay on hands (such as mercies).|1+(SacredSentinelLVL/2)|SacredSentinelHealing BONUS:VAR|SacredSentinelHealing|3+(SacredSentinelLVL>=4)+(SacredSentinelLVL>=9) SERVESAS:ABILITY=Special Ability|Paladin ~ Lay on Hands
Tempering Touch KEY:Sacred Sentinel ~ Tempering Touch CATEGORY:Special Ability TYPE:ClassFeatures.Sacred Sentinel Class Feature.SpecialQuality.Supernatural DEFINE:TemperingTouchBonus|0 SOURCEPAGE:p.25 DESC:A sacred sentinel knows that the best way to defend allies is to temper them to be stronger. When a sacred sentinel uses a spell or class feature (but not a magic item or the Heal skill) to heal an ally, the ally gains a defensive bonus. For %1 rounds, whenever the ally fights defensively, uses the full defense action, or uses Combat Expertise, the ally gains a +%2 deflection bonus to AC and a +%2 sacred bonus on saving throws.|SacredSentinelLVL|TemperingTouchBonus BONUS:VAR|TemperingTouchBonus|1+(SacredSentinelLVL>=6)+(SacredSentinelLVL>=9)
Uncanny Dodge KEY:Sacred Sentinel ~ Uncanny Dodge CATEGORY:Special Ability TYPE:ClassFeatures.Sacred Sentinel Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.25 DESC:A sacred sentinel gains the ability to react to danger before her senses would normally allow her to do so. She gains uncanny dodge, as per the rogue class feature. If the character gains uncanny dodge from another class, she automatically gains improved uncanny dodge (as per the rogue talent). ABILITY:Special Ability|AUTOMATIC|Uncanny Dodge ~ Base BONUS:VAR|UncannyDodgeLVL|1 BONUS:VAR|UncannyDodgeFlankingLevel|SacredSentinelLVL|TYPE=EachClass.STACK
Swift Shield Other KEY:Sacred Sentinel ~ Swift Shield Other CATEGORY:Special Ability TYPE:ClassFeatures.Sacred Sentinel Class Feature.SpecialQuality.SpellLike SOURCEPAGE:p.25 DESC:A sacred sentinel can use shield other as a quickened spell-like ability %1 times per day.|max(1,CHA) SPELLS:Innate|TIMES=max(1,CHA)|CASTERLEVEL=SacredSentinelLVL|Shield Other,12+CHA
-Unyielding KEY:Sacred Sentinel ~ Unyielding CATEGORY:Special Ability TYPE:ClassFeatures.Sacred Sentinel Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.25 DESC:A sacred sentinel’s devotion to protecting those under her charge is great enough to temporarily hold off death. If the sacred sentinel has her strategic protection active and is killed through any means, she does not immediately die. Instead she remains alive and active until the beginning of her next turn, at which point she dies normally. Breath of life, if applied before this time runs out, can save the sacred sentinel, but other healing effects that restore hit points cannot hold off death.
+Unyielding KEY:Sacred Sentinel ~ Unyielding CATEGORY:Special Ability TYPE:ClassFeatures.Sacred Sentinel Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.25 DESC:A sacred sentinel's devotion to protecting those under her charge is great enough to temporarily hold off death. If the sacred sentinel has her strategic protection active and is killed through any means, she does not immediately die. Instead she remains alive and active until the beginning of her next turn, at which point she dies normally. Breath of life, if applied before this time runs out, can save the sacred sentinel, but other healing effects that restore hit points cannot hold off death.
# ==============================
# Scar Seeker Prestige Class
# ==============================
Enduring Scar KEY:Scar Seeker ~ Enduring Scar CATEGORY:Special Ability TYPE:ClassFeatures.Scar Seeker Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.26 DESC:As a scar seeker gains levels, he accumulates scars of supernatural significance. He can activate his enduring scars abilities in any combination %1 times per day. At 1st level and every 2 class levels thereafter, the scar seeker awakens a new enduring scar.|ScarSeekerLVL/2+CHA BONUS:ABILITYPOOL|Enduring Scar Choice|(1+ScarSeekerLVL)/2
-Painful Purification KEY:Scar Seeker ~ Painful Purification CATEGORY:Special Ability TYPE:ClassFeatures.Scar Seeker Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.27 DESC:A scar seeker can relive his past sacrifices in order to activate an enduring scar’s ability, even if he has expended all his daily uses of the ability. Rather than expend a daily use of enduring scars, he can activate a scar by taking %1 points of damage. This damage can’t be healed by any means other than getting a full night’s rest, which removes all damage dealt in this fashion. This damage cannot be ignored, reduced, or redirected.|TL
-Lay on Hands KEY:Scar Seeker ~ Lay on Hands CATEGORY:Special Ability TYPE:ClassFeatures.Scar Seeker Class Feature.SpecialQuality.Supernatural.LayOnHands.Lay on Hands SOURCEPAGE:p.27 DESC:A scar seeker gains the ability to lay on hands. This ability functions as the paladin ability of the same name. For the purpose of this ability, a scar seeker’s class levels stack with levels in any other class that grants the lay on hands ability. BONUS:VAR|LayOnHandsLVL|ScarSeekerLVL ABILITY:Special Ability|AUTOMATIC|Paladin ~ Lay on Hands
-Smite Evil KEY:Scar Seeker ~ Smite Evil CATEGORY:Special Ability TYPE:ClassFeatures.Scar Seeker Class Feature.SpecialAttack.Supernatural.Smite Evil SOURCEPAGE:p.27 DESC:A scar seeker gains the ability to smite evil. This ability functions like the paladin ability of the same name, but the scar seeker’s effective paladin level equals his class level – 3 (minimum 1). For the purpose of this ability, a scar seeker’s class levels stack with levels in any other class that grants the smite evil ability. He gains another use per day of this ability at 8th level. BONUS:VAR|SmiteEvilTimes|1+(ScarSeekerLVL>=8) BONUS:VAR|SmiteEvilDamageBonus|ScarSeekerLVL-3 ABILITY:Special Ability|AUTOMATIC|Paladin ~ Smite Evil
+Painful Purification KEY:Scar Seeker ~ Painful Purification CATEGORY:Special Ability TYPE:ClassFeatures.Scar Seeker Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.27 DESC:A scar seeker can relive his past sacrifices in order to activate an enduring scar's ability, even if he has expended all his daily uses of the ability. Rather than expend a daily use of enduring scars, he can activate a scar by taking %1 points of damage. This damage can't be healed by any means other than getting a full night's rest, which removes all damage dealt in this fashion. This damage cannot be ignored, reduced, or redirected.|TL
+Lay on Hands KEY:Scar Seeker ~ Lay on Hands CATEGORY:Special Ability TYPE:ClassFeatures.Scar Seeker Class Feature.SpecialQuality.Supernatural.LayOnHands.Lay on Hands SOURCEPAGE:p.27 DESC:A scar seeker gains the ability to lay on hands. This ability functions as the paladin ability of the same name. For the purpose of this ability, a scar seeker's class levels stack with levels in any other class that grants the lay on hands ability. BONUS:VAR|LayOnHandsLVL|ScarSeekerLVL ABILITY:Special Ability|AUTOMATIC|Paladin ~ Lay on Hands
+Smite Evil KEY:Scar Seeker ~ Smite Evil CATEGORY:Special Ability TYPE:ClassFeatures.Scar Seeker Class Feature.SpecialAttack.Supernatural.Smite Evil SOURCEPAGE:p.27 DESC:A scar seeker gains the ability to smite evil. This ability functions like the paladin ability of the same name, but the scar seeker's effective paladin level equals his class level - 3 (minimum 1). For the purpose of this ability, a scar seeker's class levels stack with levels in any other class that grants the smite evil ability. He gains another use per day of this ability at 8th level. BONUS:VAR|SmiteEvilTimes|1+(ScarSeekerLVL>=8) BONUS:VAR|SmiteEvilDamageBonus|ScarSeekerLVL-3 ABILITY:Special Ability|AUTOMATIC|Paladin ~ Smite Evil
Sanguine Sacrifice KEY:Scar Seeker ~ Sanguine Sacrifice CATEGORY:Special Ability TYPE:ClassFeatures.Scar Seeker Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.27 DESC:When a scar seeker uses the painful purification ability, he gains a +1 morale bonus on attack rolls, skill checks, ability checks, and saving throws for 1 hour. Multiple uses of this ability increase the morale bonus by 1 (maximum one-third his class level).
True Martyr KEY:Scar Seeker ~ True Martyr CATEGORY:Special Ability TYPE:ClassFeatures.Scar Seeker Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.27 DESC:A scar seeker can embrace death in a final act of defiance. As an immediate action, he can take half the damage dealt to all allies within 60 feet by a single effect, such as a breath weapon, melee attack, or cave-in. If this damage would kill the scar seeker, his blood coalesces in his space in the form of a lawful good monadic deva (Pathfinder RPG Bestiary 2 27) that fights in his place for 1 minute before dissipating. A scar seeker can use this ability once per week.
Blood KEY:Enduring Scar ~ Blood CATEGORY:Special Ability TYPE:EnduringScar.SpecialQuality SOURCEPAGE:p.26 DESC:As a swift action, the scar seeker can imbue a melee weapon he wields with the vicious weapon special ability for %1 rounds.|max(1,CHA) DESC:He can select this scar a second time to increase the extra damage to 2d8 and the damage received to 1d8.|PREVARGTEQ:ScarSeekerLVL,5 DESC:He can select the scar a third time to increase the extra damage to 2d10 and damage received to 1d10.|PREVARGTEQ:ScarSeekerLVL,9
Healing KEY:Enduring Scar ~ Healing CATEGORY:Special Ability TYPE:EnduringScar.SpecialQuality SOURCEPAGE:p.26 DESC:When the scar seeker uses his lay on hands ability to heal another creature, the scar seeker can use this scar to heal double the normal amount of damage; however, the scar seeker immediately takes damage equal to half the amount he healed, and this damage cannot be reduced or otherwise prevented in any way.
Martyr KEY:Enduring Scar ~ Martyr CATEGORY:Special Ability TYPE:EnduringScar.SpecialQuality PREVARGTEQ:ScarSeekerLVL,5 SOURCEPAGE:p.26 DESC:When the scar seeker is brought below 0 hit points, he can expend all his remaining uses of lay on hands (minimum 1) as an immediate action in order to heal his allies and harm evil enemies in a 30-foot radius. He restores or deals an amount of damage equal to 4d6+%1, and the damage increases by 1d6 for each use of lay on hands he expends; a creature takes half damage if it succeeds at a Will save (DC %2). The damage dealt by this ability comes from holy power and is not subject to damage reduction, energy immunities, or any energy resistances.|ScarSeekerLVL|10+ScarSeekerLVL+CHA
-Mercy KEY:Enduring Scar ~ Mercy CATEGORY:Special Ability TYPE:EnduringScar.SpecialQuality PREVARGTEQ:ScarSeekerLVL,3 SOURCEPAGE:p.27 DESC:When the scar seeker uses his lay on hands ability, he can use this scar to apply the benefits of a paladin mercy he doesn’t have but for which he qualifies. A scar seeker’s class levels stack with levels in any other class that grants the mercy ability. BONUS:VAR|MercyLVL|ScarSeekerLVL
+Mercy KEY:Enduring Scar ~ Mercy CATEGORY:Special Ability TYPE:EnduringScar.SpecialQuality PREVARGTEQ:ScarSeekerLVL,3 SOURCEPAGE:p.27 DESC:When the scar seeker uses his lay on hands ability, he can use this scar to apply the benefits of a paladin mercy he doesn't have but for which he qualifies. A scar seeker's class levels stack with levels in any other class that grants the mercy ability. BONUS:VAR|MercyLVL|ScarSeekerLVL
Sacrifice KEY:Enduring Scar ~ Sacrifice CATEGORY:Special Ability TYPE:EnduringScar.SpecialQuality PREVARGTEQ:ScarSeekerLVL,3 SOURCEPAGE:p.27 DESC:As an immediate action, the scar seeker can share the damage taken by one ally he can see within 30 feet. This functions as per shield other, but lasts only until the end of his next turn or until his ally moves farther than 30 feet from the scar seeker.
-Suffering KEY:Enduring Scar ~ Suffering CATEGORY:Special Ability TYPE:EnduringScar.SpecialQuality SOURCEPAGE:p.27 DESC:As a swift action, the scar seeker’s skin and nerves harden until the beginning of his next turn, granting him DR 2/ and a +2 bonus on saving throws against spells and effects with the emotion or fear descriptor. DESC:He can select this scar a second time to increase the damage reduction and saving throw bonus to %1.|ScarSeekerLVL/2|PREVARGTEQ:ScarSeekerLVL,7
+Suffering KEY:Enduring Scar ~ Suffering CATEGORY:Special Ability TYPE:EnduringScar.SpecialQuality SOURCEPAGE:p.27 DESC:As a swift action, the scar seeker's skin and nerves harden until the beginning of his next turn, granting him DR 2/ and a +2 bonus on saving throws against spells and effects with the emotion or fear descriptor. DESC:He can select this scar a second time to increase the damage reduction and saving throw bonus to %1.|ScarSeekerLVL/2|PREVARGTEQ:ScarSeekerLVL,7
Tenacity KEY:Enduring Scar ~ Tenacity CATEGORY:Special Ability TYPE:EnduringScar.SpecialQuality SOURCEPAGE:p.27 DESC:When a scar seeker is struck by a critical hit or sneak attack, the scar seeker can gain a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for %1 rounds as an immediate action. If the scar seeker already receives a morale bonus on one or more of these rolls, the morale bonus increases by 1 while this ability lasts.|CHA
# ==============================
diff --git a/data/pathfinder/paizo/player_companion/paths_of_the_righteous/support/pathr_abilities_class_ui.lst b/data/pathfinder/paizo/player_companion/paths_of_the_righteous/support/pathr_abilities_class_ui.lst
index 5eb90f3993e..9b72be7df8b 100644
--- a/data/pathfinder/paizo/player_companion/paths_of_the_righteous/support/pathr_abilities_class_ui.lst
+++ b/data/pathfinder/paizo/player_companion/paths_of_the_righteous/support/pathr_abilities_class_ui.lst
@@ -11,24 +11,28 @@ Tenacious Spell KEY:Helpful Homebrew ~ Tenacious Spell CATEGORY:Special
# ==============================
#Uses ISG
Guiding Light KEY:Stargazer ~ Guiding Light CATEGORY:Special Ability TYPE:ClassFeatures.Stargazer Class Feature.SpecialQuality.Supernatural DEFINE:ArcaneBondLVL|0 SOURCEPAGE:p.30 DESC:The stargazer gains a familiar, treating his stargazer level as his wizard level. ABILITY:Special Ability|AUTOMATIC|Arcane Bond ~ Familiar BONUS:VAR|ArcaneBondLVL|StargazerLVL
-Mystery Magic KEY:Stargazer ~ Mystery Magic CATEGORY:Special Ability TYPE:ClassFeatures.Stargazer Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.30 DESC:At 1st and 9th levels, the stargazer gains a hex from the witch’s list of hexes. His stargazer levels count as (and stack with) witch levels when determining the effects of hexes. In addition, the stargazer adds all hexes available to a shaman with the heavens spirit (Pathfinder RPG Advanced Class Guide 40) to the witch list. DESC:The stargazer gains the Stars subdomain in addition to any domains he already has. His stargazer levels count as (and stack with) cleric levels when determining which domain abilities he gains and their effects. If he isn’t a cleric, the subdomain’s spells are added to his class spell list (if necessary) and to his spells known, spellbook, familiar, or similar source. Spells added this way may be cast only once per day, unless using the stars are right ability. He can use the stars are right ability regardless of his spellcasting class.|PREVARGTEQ:StargazerLVL,3 DESC:A stargazer gains certain abilities from the heavens oracle mystery (Pathfinder Roleplaying Game Advanced Player’s Guide 48) as he gains levels as well. At 5th level, the stargazer gains the coat of many stars oracle revelation.|PREVARGTEQ:StargazerLVL,5 DESC:He also gains the star chart revelation.|PREVARGTEQ:StargazerLVL,7 DESC:His stargazer levels and cleric levels count as (and stack with) oracle levels when he is determining the effects of these revelations.|PREVARGTEQ:StargazerLVL,5 ABILITY:Special Ability|AUTOMATIC|Domains BONUS:ABILITYPOOL|Stargazer Mystery Magic|1+(StargazerLVL>=9) BONUS:VAR|DomainLVL|StargazerLVL ABILITY:Special Ability|AUTOMATIC|Heavens Mystery ~ Coat of Many Stars|PREVARGTEQ:StargazerLVL,5 ABILITY:Special Ability|AUTOMATIC|Heavens Mystery ~ Star Chart|PREVARGTEQ:StargazerLVL,7 BONUS:VAR|OracleCoatofManyStarsACBonus|4+2*max(0,floor((StargazerLVL-3)/4)) BONUS:VAR|OracleCoatofManyStarsDuration|StargazerLVL
+Mystery Magic KEY:Stargazer ~ Mystery Magic CATEGORY:Special Ability TYPE:ClassFeatures.Stargazer Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.30 DESC:At 1st and 9th levels, the stargazer gains a hex from the witch's list of hexes. His stargazer levels count as (and stack with) witch levels when determining the effects of hexes. In addition, the stargazer adds all hexes available to a shaman with the heavens spirit (Pathfinder RPG Advanced Class Guide 40) to the witch list. DESC:The stargazer gains the Stars subdomain in addition to any domains he already has. His stargazer levels count as (and stack with) cleric levels when determining which domain abilities he gains and their effects. If he isn't a cleric, the subdomain's spells are added to his class spell list (if necessary) and to his spells known, spellbook, familiar, or similar source. Spells added this way may be cast only once per day, unless using the stars are right ability. He can use the stars are right ability regardless of his spellcasting class.|PREVARGTEQ:StargazerLVL,3 DESC:A stargazer gains certain abilities from the heavens oracle mystery (Pathfinder Roleplaying Game Advanced Player's Guide 48) as he gains levels as well. At 5th level, the stargazer gains the coat of many stars oracle revelation.|PREVARGTEQ:StargazerLVL,5 DESC:He also gains the star chart revelation.|PREVARGTEQ:StargazerLVL,7 DESC:His stargazer levels and cleric levels count as (and stack with) oracle levels when he is determining the effects of these revelations.|PREVARGTEQ:StargazerLVL,5 ABILITY:Special Ability|AUTOMATIC|Domains BONUS:ABILITYPOOL|Stargazer Mystery Magic|1+(StargazerLVL>=9) BONUS:VAR|DomainLVL|StargazerLVL ABILITY:Special Ability|AUTOMATIC|Heavens Mystery ~ Coat of Many Stars|PREVARGTEQ:StargazerLVL,5 ABILITY:Special Ability|AUTOMATIC|Heavens Mystery ~ Star Chart|PREVARGTEQ:StargazerLVL,7 BONUS:VAR|OracleCoatofManyStarsACBonus|4+2*max(0,floor((StargazerLVL-3)/4)) BONUS:VAR|OracleCoatofManyStarsDuration|StargazerLVL
Sidereal Arcana KEY:Stargazer ~ Sidereal Arcana CATEGORY:Special Ability TYPE:ClassFeatures.Stargazer Class Feature.SpecialQuality.Supernatural.SpellLike SOURCEPAGE:p.30 DESC:As he studies the skies, the stargazer binds himself to constellations from the Cosmic Caravan, drawing on their unearthly power. At 2nd level and every 2 class levels thereafter, the stargazer gains one sidereal arcana of his choice from the list below. BONUS:ABILITYPOOL|Sidereal Arcana|StargazerLVL/2
-Stars' Dance KEY:Stargazer ~ Stars' Dance CATEGORY:Special Ability TYPE:ClassFeatures.Stargazer Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.31 DESC:The stargazer’s mastery of the Cosmic Caravan reaches its zenith. Once per day, the stargazer can replace one of his sidereal arcana with any other one. The new sidereal arcana can also be replaced using this ability, but the change is otherwise permanent.
+Stars' Dance KEY:Stargazer ~ Stars' Dance CATEGORY:Special Ability TYPE:ClassFeatures.Stargazer Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.31 DESC:The stargazer's mastery of the Cosmic Caravan reaches its zenith. Once per day, the stargazer can replace one of his sidereal arcana with any other one. The new sidereal arcana can also be replaced using this ability, but the change is otherwise permanent.
-The Bridge KEY:Sidereal Arcana ~ The Bridge CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.30 DESC:The stargazer is warded against winter’s darkness. He gains cold resistance 5 and darkvision with a range of 30 feet. The stargazer can see through darkness created by demons without penalty. BONUS:VAR|ColdResistanceBonus|5|TYPE=Resistance BONUS:VAR|DarkvisionRange|30|TYPE=Base
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+
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+The Bridge KEY:Sidereal Arcana ~ The Bridge CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.30 DESC:The stargazer is warded against winter's darkness. He gains cold resistance 5 and darkvision with a range of 30 feet. The stargazer can see through darkness created by demons without penalty. BONUS:VAR|ColdResistanceBonus|5|TYPE=Resistance BONUS:VAR|DarkvisionRange|30|TYPE=Base
The Daughter KEY:Sidereal Arcana ~ The Daughter CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.30 DESC:The Daughter emboldens hearts with the promise of springtime and new life. The stargazer and allies within 10 feet gain a +4 morale bonus on saving throws against fear, and the DC to demoralize them via Intimidate increases by 4. The stargazer is immune to fear effects created by demons. ASPECT:SaveBonus|+4 vs. fear.
The Follower KEY:Sidereal Arcana ~ The Follower CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.30 DESC:The specter of death follows the stargazer, shielding him from doom. The stargazer gains a +4 bonus on saves against death effects. In addition, he is immune to all death effects, negative energy effects, and negative levels created by demons. ASPECT:SaveBonus|+4 vs. death effects.
-The Lantern Bearer KEY:Sidereal Arcana ~ The Lantern Bearer CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The stargazer’s ability to conjure light increases. The radius of any light source he creates via magic increases by 10 feet, and its spell level is considered to be 2 higher.
+The Lantern Bearer KEY:Sidereal Arcana ~ The Lantern Bearer CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The stargazer's ability to conjure light increases. The radius of any light source he creates via magic increases by 10 feet, and its spell level is considered to be 2 higher.
The Mother KEY:Sidereal Arcana ~ The Mother CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The stargazer channels the nurturing heart of the Caravan. Whenever the stargazer casts a cure spell, casts breath of life, or uses the healing hex, he adds twice his class level to the hit points restored. If the stargazer is a cleric with channel positive energy, his stargazer levels stack with his cleric levels to determine its effects.
The Newlyweds KEY:Sidereal Arcana ~ The Newlyweds CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The sign of intertwined lovers grants the stargazer a romantic mystique. Whenever he uses a charm or language-dependent effect against someone who could be romantically attracted to him, the save DC increases by 2. In addition, he gains a +2 bonus on Bluff and Diplomacy checks against such individuals. Finally, the stargazer gains a +2 morale bonus on saving throws against charm effects created by demons.
The Pack KEY:Sidereal Arcana ~ The Pack CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The stargazer becomes attuned to the beasts that follow the Caravan. He gains a +2 bonus on Handle Animal checks. In addition, whenever he casts a summoning spell that conjures multiple creatures of the animal type, he summons an additional animal of that type. BONUS:SKILL|Handle Animal|2
The Patriarch KEY:Sidereal Arcana ~ The Patriarch CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The stargazer gains an innate sense of direction. He always knows which way north lies, and gains a +4 bonus on skill checks made to navigate or find his way. The stargazer also becomes immune to maze and similar effects.
The Rider KEY:Sidereal Arcana ~ The Rider CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The stargazer can conjure a steed that deters those who would harm him. Once per day, the stargazer can use phantom steed as a spell-like ability; this spell-like ability has the light descriptor, and only the stargazer can ride the mount. The steed is made of starlight, and sheds light as a torch. While riding his star-steed, he is under the effects of sanctuary heightened to 4th level; if he breaks this sanctuary, he can reactivate it after 1 minute. The caster level of these effects is equal to his character level. SPELLS:Sidereal Arcana|TIMES=1|CASTERLEVEL=TL|Phantom Steed
The Stargazer KEY:Sidereal Arcana ~ The Stargazer CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The constellation that shares his name warns the stargazer of danger. The stargazer gains a +2 insight bonus on initiative checks and is not considered flat-footed before he acts in combat, although this does not allow him to act if he could not otherwise do so. BONUS:COMBAT|INITIATIVE|2|TYPE=Insight
-The Stranger KEY:Sidereal Arcana ~ The Stranger CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The stargazer learns to blend seamlessly into others’ cultures. He can use cultural adaptation as a spell-like ability three times per day with a caster level equal to his character level. While under the effects of this ability, details of his body’s appearance change as well, making him physically appear as the appropriate race or ethnicity (although his statistics do not change). SPELLS:Sidereal Arcana|TIMES=3|CASTERLEVEL=TL|Cultural Adaptation
-The Thrush KEY:Sidereal Arcana ~ The Thrush CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The stargazer’s voice becomes harmonious. The stargazer gains a bonus equal to half his class level on Diplomacy and Perform (sing) checks. BONUS:SKILL|Diplomacy,Perform (sing)|StargazerLVL/2
-The Wagon KEY:Sidereal Arcana ~ The Wagon CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The stargazer’s movement becomes swift and steady. He gains a +10-foot enhancement bonus to his movement speed, and can take 5-foot steps in difficult terrain. In addition, three times per day as a swift action, he can gain the effects of freedom of movement for 1 round, but only against effects created by demons. BONUS:MOVEADD|TYPE.All|10
+The Stranger KEY:Sidereal Arcana ~ The Stranger CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The stargazer learns to blend seamlessly into others' cultures. He can use cultural adaptation as a spell-like ability three times per day with a caster level equal to his character level. While under the effects of this ability, details of his body's appearance change as well, making him physically appear as the appropriate race or ethnicity (although his statistics do not change). SPELLS:Sidereal Arcana|TIMES=3|CASTERLEVEL=TL|Cultural Adaptation
+The Thrush KEY:Sidereal Arcana ~ The Thrush CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The stargazer's voice becomes harmonious. The stargazer gains a bonus equal to half his class level on Diplomacy and Perform (sing) checks. BONUS:SKILL|Diplomacy,Perform (sing)|StargazerLVL/2
+The Wagon KEY:Sidereal Arcana ~ The Wagon CATEGORY:Special Ability TYPE:SiderealArcana.SpecialQuality SOURCEPAGE:p.31 DESC:The stargazer's movement becomes swift and steady. He gains a +10-foot enhancement bonus to his movement speed, and can take 5-foot steps in difficult terrain. In addition, three times per day as a swift action, he can gain the effects of freedom of movement for 1 round, but only against effects created by demons. BONUS:MOVEADD|TYPE.All|10
+CATEGORY=Special Ability|Stargazer ~ Mystery Magic.MOD DEFINE:ShamanHeavensSpirit|0 BONUS:VAR|ShamanHeavensSpirit|1|TYPE=Base DEFINE:WitchHexStat|0 DEFINE:WitchHexAbilityLVL|0 DEFINE:WitchHexDC|0 DEFINE:WitchMinorHexQualify|0 DEFINE:WitchMajorHexQualify|0 DEFINE:WitchGrandHexQualify|0 BONUS:VAR|WitchHexStat|INT|TYPE=Base BONUS:VAR|WitchHexAbilityLVL|StargazerLVL|TYPE=Base BONUS:VAR|WitchHexDC|10+WitchHexStat+(WitchHexAbilityLVL/2)|TYPE=Base BONUS:VAR|WitchHexDC|2|PREABILITY:1,CATEGORY=FEAT,Ability Focus (Witch Hex) BONUS:VAR|WitchMinorHexQualify|1 BONUS:VAR|WitchMajorHexQualify|(StargazerLVL>=10) BONUS:VAR|WitchGrandHexQualify|(StargazerLVL>=18)
CATEGORY=Special Ability|Shaman Spirit Hex ~ Enveloping Void.MOD TYPE:StargazerHex
CATEGORY=Special Ability|Shaman Spirit Hex ~ Guiding Star.MOD TYPE:StargazerHex
CATEGORY=Special Ability|Shaman Spirit Hex ~ Heaven's Leap.MOD TYPE:StargazerHex
diff --git a/data/pathfinder/paizo/roleplaying_game/horror_adventures/ha_abilities.lst b/data/pathfinder/paizo/roleplaying_game/horror_adventures/ha_abilities.lst
index fe21c575985..eb8be676073 100644
--- a/data/pathfinder/paizo/roleplaying_game/horror_adventures/ha_abilities.lst
+++ b/data/pathfinder/paizo/roleplaying_game/horror_adventures/ha_abilities.lst
@@ -24,7 +24,7 @@ Allow 2nd Corruption KEY:Rules ~ Allow 2nd Corruption CATEGORY:Internal
Accursed KEY:Corruption ~ Accursed CATEGORY:Special Ability TYPE:CorruptionType DEFINE:AccursedCorruptionResistance|0 SOURCEPAGE:p.16 DESC:A foul curse has a deep hold on your body and soul. Your resentment toward the one who cursed you has taken on a life of its own. You notice slights against you by everyone around you, and can gain solace only by punishing them. The progression is tied to spiteful actions you take that have lasting consequences. When you inflict a permanent or long-lasting curse, such as bestow curse, or engage in brutal retaliation (what constitutes brutal retaliation is up to the GM, but usually includes disproportionate acts of violence against living creatures), you must attempt a Will saving throw (DC %1). You must also attempt a saving throw after any month in which you have failed to perform a number of spiteful retaliations equal to or greater than your manifestation level. If you fail any of these saving throws, you must use the most severe punishment at your disposal against the next creature that wrongs you, even in a minor way. If you fail the save but your allies or others prevent you from exacting your retribution for three consecutive slights, you shake off this urge. You avoid having to exact retribution for the time being, and your corruption doesn't progress. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack each time you shake off this urge, and they last until your corruption reaches the next corruption stage.|15+AccursedManifestationLevel DESC:You gain a +%1 circumstance bonus on saving throws related to the corruption progressing.|AccursedCorruptionResistance|PREVARGTEQ:AccursedCorruptionResistance,1 ABILITY:Internal|AUTOMATIC|Accursed Corruption Counter
Accursed Corruption Counter CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Accursed Corruption Stages ABILITY:Special Ability|AUTOMATIC|Accursed Manifestation Level ABILITY:Special Ability|AUTOMATIC|Accursed Manifestation Count
-Accursed Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Accursed Corruption Stage DEFINE:AccursedCorruptionStage|0 SOURCEPAGE:p.16 TEMPBONUS:PC|VAR|AccursedCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. Corruption Stage 1-The first time you engage in disproportionate punishment (voluntarily or because of a failed save), your alignment shifts one step toward evil and your face changes, making you memorably ugly or beautiful. Corruption Stage 2-The second time you engage in this behavior, your alignment shifts another step toward evil and you take on an inhuman appearance, increasingly resembling the type of creature that cursed you. Corruption Stage 3-The third time you engage in this behavior, you are utterly consumed by your hatred and become an NPC under the GM's control. ASPECT:Ability Benefit|Current Accursed Corruption Stage %1|AccursedCorruptionStage
+Accursed Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Accursed Corruption Stage DEFINE:AccursedCorruptionStage|0 SOURCEPAGE:p.16 TEMPBONUS:PC|VAR|AccursedCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. DESC:&nl;Corruption Stage 1-The first time you engage in disproportionate punishment (voluntarily or because of a failed save), your alignment shifts one step toward evil and your face changes, making you memorably ugly or beautiful. DESC:&nl;Corruption Stage 2-The second time you engage in this behavior, your alignment shifts another step toward evil and you take on an inhuman appearance, increasingly resembling the type of creature that cursed you. DESC:&nl;Corruption Stage 3-The third time you engage in this behavior, you are utterly consumed by your hatred and become an NPC under the GM's control. ASPECT:Ability Benefit|Current Accursed Corruption Stage %1|AccursedCorruptionStage
Accursed Manifestation Level CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Accursed Manifestation Level DEFINE:AccursedManifestationLevel|0 TEMPBONUS:PC|VAR|AccursedManifestationLevel|%CHOICE DESC:Your Accursed corruption is level %1.|AccursedManifestationLevel
Accursed Manifestation Count CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Accursed Manifestation Count DEFINE:AccursedManifestationCount|0 TEMPBONUS:PC|VAR|AccursedManifestationCount|%CHOICE BONUS:ABILITYPOOL|Accursed Manifestation Choice|AccursedManifestationCount
@@ -107,7 +107,7 @@ No Wish Peddler Stain KEY:Accursed Corruption ~ No Wish Peddler Stain CATE
Deep One KEY:Corruption ~ Deep One CATEGORY:Special Ability TYPE:CorruptionType DEFINE:DeepOneCorruptionResistance|0 SOURCEPAGE:p.18 DESC:The waves call to you, like a siren's song echoing across crashing surf. Once the deep one corruption has taken root, the summons calling you to the deep ones' cold, lightless realm becomes a constant thrum in the back of your mind. Exposure to sea water becomes increasingly important to you. Each day that you don't spend at least %1 hours fully immersed in the ocean or a salt-water sea, you must succeed at a Will save (DC %2). You also need to attempt such a Will save whenever you are a target of (or in the area of) a divine spell or spell-like ability with the evil descriptor.|DeepOneManifestationLevel|15+DeepOneManifestationLevel DESC:You gain a +%1 circumstance bonus on saving throws related to the corruption progressing.|Deep OneCorruptionResistance|PREVARGTEQ:Deep OneCorruptionResistance,1 ABILITY:Internal|AUTOMATIC|Deep One Corruption Counter
Deep One Corruption Counter CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Deep One Corruption Stages ABILITY:Special Ability|AUTOMATIC|Deep One Manifestation Level ABILITY:Special Ability|AUTOMATIC|Deep One Manifestation Count
-Deep One Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Deep One Corruption Stage DEFINE:DeepOneCorruptionStage|0 SOURCEPAGE:p.18 TEMPBONUS:PC|VAR|DeepOneCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. Corruption Stage 1-The first time you fail, you lose control of yourself for 24 hours. When you regain your senses, you find yourself in the sea or an ocean, or at least on your way to such a place if you were too far away to reach it. Either way, your alignment shifts one step towards chaotic evil. Corruption Stage 2-The second time you fail, you lose control again, and you find that you have made contact with an alien entity during the missing time. Your alignment shifts to chaotic evil and your race changes to deep one hybrid (Bestiary 5 p70), if it wasn't already. If you are already over the venerable age for a deep one hybrid (60 years), you experience the final change as per the race's ability, becoming an NPC deep one under the GM's control. Corruption Stage 3-The third time you fail, you experience the final change early, becoming an NPC deep one under the GM's control. ASPECT:Ability Benefit|Current Deep One Corruption Stage %1|DeepOneCorruptionStage
+Deep One Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Deep One Corruption Stage DEFINE:DeepOneCorruptionStage|0 SOURCEPAGE:p.18 TEMPBONUS:PC|VAR|DeepOneCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. DESC:&nl;Corruption Stage 1-The first time you fail, you lose control of yourself for 24 hours. When you regain your senses, you find yourself in the sea or an ocean, or at least on your way to such a place if you were too far away to reach it. Either way, your alignment shifts one step towards chaotic evil. DESC:&nl;Corruption Stage 2-The second time you fail, you lose control again, and you find that you have made contact with an alien entity during the missing time. Your alignment shifts to chaotic evil and your race changes to deep one hybrid (Bestiary 5 p70), if it wasn't already. If you are already over the venerable age for a deep one hybrid (60 years), you experience the final change as per the race's ability, becoming an NPC deep one under the GM's control. DESC:&nl;Corruption Stage 3-The third time you fail, you experience the final change early, becoming an NPC deep one under the GM's control. ASPECT:Ability Benefit|Current Deep One Corruption Stage %1|DeepOneCorruptionStage
Deep One Manifestation Level CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Deep One Manifestation Level DEFINE:DeepOneManifestationLevel|0 TEMPBONUS:PC|VAR|DeepOneManifestationLevel|%CHOICE DESC:Your Deep One corruption is level %1.|DeepOneManifestationLevel
Deep One Manifestation Count CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Deep One Manifestation Count DEFINE:DeepOneManifestationCount|0 TEMPBONUS:PC|VAR|DeepOneManifestationCount|%CHOICE BONUS:ABILITYPOOL|Deep One Manifestation Choice|DeepOneManifestationCount
@@ -201,7 +201,7 @@ Added Swim Speed KEY:Deep One Corruption ~ Swim Speed (Full Land Speed) CAT
Ghoul KEY:Corruption ~ Ghoul CATEGORY:Special Ability TYPE:CorruptionType DEFINE:GhoulCorruptionResistance|0 SOURCEPAGE:p.20 DESC:A hunger for the flesh of the living grows more every day, until every sentient creature seems no more than a meal. Each week, you need to consume one portion of flesh from a sentient creature. A creature one size category smaller than you counts as one portion, a creature of your size category counts as four portions, and a creature one size larger counts as 16 portions. The extra meat from Huge or larger creatures spoils quickly enough that it can't all be consumed within a week. After a week, if you haven't consumed enough flesh, you must succeed at a Will saving throw (DC %1) each day until you've eaten enough. If you fail the save, the next time you rest your corruption takes over and you unconsciously hunt and feed, devouring a living sentient creature completely. In this state, you can't differentiate between creatures and might consume an innocent; if you do so, your corruption progresses to the next stage. If circumstances make it impossible to feed (such as if you are tied down or in a locale with nothing to feed upon), you start to starve as if you had not eaten in 3 days (Core Rulebook 445), and you continue to hunger for flesh and struggle to escape and feed until you have received five times the amount of flesh from sentient creatures you normally require. If your allies are able to restrain and feed you flesh from sentient creatures, your corruption doesn't progress. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack each time this occurs, and they last until your corruption reaches the next corruption stage. In addition to starvation, close brushes with death also increase your craving for flesh. Whenever you are dropped below 0 hit points, you must attempt a single saving throw as if you hadn't eaten enough flesh that week.|15+GhoulManifestationLevel DESC:You gain a +%1 circumstance bonus on saving throws related to the corruption progressing.|GhoulCorruptionResistance|PREVARGTEQ:GhoulCorruptionResistance,1 ABILITY:Internal|AUTOMATIC|Ghoul Corruption Counter
Ghoul Corruption Counter CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Ghoul Corruption Stages ABILITY:Special Ability|AUTOMATIC|Ghoul Manifestation Level ABILITY:Special Ability|AUTOMATIC|Ghoul Manifestation Count
-Ghoul Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Ghoul Corruption Stage DEFINE:GhoulCorruptionStage|0 SOURCEPAGE:p.20 TEMPBONUS:PC|VAR|GhoulCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. Corruption Stage 1-Once you feed on an innocent sentient creature-either willingly or because you failed a saving throw-your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you're still a living creature. Other spells and effects don't treat you as undead. Corruption Stage 2-Your alignment shifts another step toward evil and you are affected by spells and abilities as if your creature type were undead (including effects like bane and the favored enemy class feature). This doesn't grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you. Corruption Stage 3-You become an NPC ghoul under the GM's control. ASPECT:Ability Benefit|Current Ghoul Corruption Stage %1|GhoulCorruptionStage
+Ghoul Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Ghoul Corruption Stage DEFINE:GhoulCorruptionStage|0 SOURCEPAGE:p.20 TEMPBONUS:PC|VAR|GhoulCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. DESC:&nl;Corruption Stage 1-Once you feed on an innocent sentient creature-either willingly or because you failed a saving throw-your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you're still a living creature. Other spells and effects don't treat you as undead. DESC:&nl;Corruption Stage 2-Your alignment shifts another step toward evil and you are affected by spells and abilities as if your creature type were undead (including effects like bane and the favored enemy class feature). This doesn't grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you. DESC:&nl;Corruption Stage 3-You become an NPC ghoul under the GM's control. ASPECT:Ability Benefit|Current Ghoul Corruption Stage %1|GhoulCorruptionStage
Ghoul Manifestation Level CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Ghoul Manifestation Level DEFINE:GhoulManifestationLevel|0 TEMPBONUS:PC|VAR|GhoulManifestationLevel|%CHOICE DESC:Your Ghoul corruption is level %1.|GhoulManifestationLevel
Ghoul Manifestation Count CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Ghoul Manifestation Count DEFINE:GhoulManifestationCount|0 TEMPBONUS:PC|VAR|GhoulManifestationCount|%CHOICE BONUS:ABILITYPOOL|Ghoul Manifestation Choice|GhoulManifestationCount
@@ -290,7 +290,7 @@ Stench of the Grave Stain KEY:Ghoul Corruption ~ Stench of the Grave Stain C
Hellbound KEY:Corruption ~ Hellbound CATEGORY:Special Ability TYPE:CorruptionType DEFINE:HellboundCorruptionResistance|0 SOURCEPAGE:p.22 DESC:The pit of Hell waits for your damned soul. Your diabolic patron's portfolio determines what makes your corruption progress. When an opportunity to carry out a significant action that matches the devil's portfolio comes up, you are tempted to take it. The action might include oppressing people using your authority or tempting someone closer to lawful evil. You must succeed at a Will save (DC %1) or succumb to temptation and perform the action. What counts as significant is up to the GM. Usually, an act that wouldn't harm anyone doesn't count. If something prevents you from performing this act, the GM chooses a time over the next week when you're compelled to further the cause of lawful evil.|15+HellboundManifestationLevel DESC:You gain a +%1 circumstance bonus on saving throws related to the corruption progressing.|HellboundCorruptionResistance|PREVARGTEQ:HellboundCorruptionResistance,1 ABILITY:Internal|AUTOMATIC|Hellbound Corruption Counter
Hellbound Corruption Counter CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Hellbound Corruption Stages ABILITY:Special Ability|AUTOMATIC|Hellbound Manifestation Level ABILITY:Special Ability|AUTOMATIC|Hellbound Manifestation Count
-Hellbound Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Hellbound Corruption Stage DEFINE:HellboundCorruptionStage|0 SOURCEPAGE:p.22 TEMPBONUS:PC|VAR|HellboundCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. Corruption Stage 1-The first time you perform a significant act that matches the devil's portfolio (either willingly or because you failed your save), your alignment shifts one step toward lawful evil (toward evil first, if you aren't yet evil). Any attempt to raise you from the dead requires a successful caster level check (DC %1). Corruption Stage 2-The second time you perform such an act, your alignment shifts to lawful evil. Corruption Stage 3-The third time you perform such an act, your contract comes due or you become a thrall to Hell-a living devil under the GM's control.|15+2*HellboundManifestationLevel ASPECT:Ability Benefit|Current Hellbound Corruption Stage %1|HellboundCorruptionStage
+Hellbound Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Hellbound Corruption Stage DEFINE:HellboundCorruptionStage|0 SOURCEPAGE:p.22 TEMPBONUS:PC|VAR|HellboundCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. DESC:&nl;Corruption Stage 1-The first time you perform a significant act that matches the devil's portfolio (either willingly or because you failed your save), your alignment shifts one step toward lawful evil (toward evil first, if you aren't yet evil). Any attempt to raise you from the dead requires a successful caster level check (DC %1).|15+2*HellboundManifestationLevel DESC:&nl;Corruption Stage 2-The second time you perform such an act, your alignment shifts to lawful evil. DESC:&nl;Corruption Stage 3-The third time you perform such an act, your contract comes due or you become a thrall to Hell-a living devil under the GM's control. ASPECT:Ability Benefit|Current Hellbound Corruption Stage %1|HellboundCorruptionStage
Hellbound Manifestation Level CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Hellbound Manifestation Level DEFINE:HellboundManifestationLevel|0 TEMPBONUS:PC|VAR|HellboundManifestationLevel|%CHOICE DESC:Your Hellbound corruption is level %1.|HellboundManifestationLevel
Hellbound Manifestation Count CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Hellbound Manifestation Count DEFINE:HellboundManifestationCount|0 TEMPBONUS:PC|VAR|HellboundManifestationCount|%CHOICE BONUS:ABILITYPOOL|Hellbound Manifestation Choice|HellboundManifestationCount
@@ -372,7 +372,7 @@ No Tenuous Soul Stain KEY:Hellbound Corruption ~ No Tenuous Soul Stain CATE
Hive KEY:Corruption ~ Hive CATEGORY:Special Ability TYPE:CorruptionType DEFINE:HiveCorruptionResistance|0 SOURCEPAGE:p.24 DESC:You were infested with hive larvae (likely from a hive larva swarm; see page 236), but your body has metabolized the larvae and mutated you into something new. A hive infestation increases over time as your body adapts. Each month, your infestation surges at unpredictable intervals a number of times equal to your manifestation level. Each episode lasts about an hour, during which you're racked by pain and must attempt a Fortitude save (DC %1). On a success, you weather the episode. If you fail, your corruption progresses to the next stage, but you don't need to attempt any further saves until the next month.|15+HiveManifestationLevel DESC:You gain a +%1 circumstance bonus on saving throws related to the corruption progressing.|HiveCorruptionResistance|PREVARGTEQ:HiveCorruptionResistance,1 ABILITY:Internal|AUTOMATIC|Hive Corruption Counter
Hive Corruption Counter CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Hive Corruption Stages ABILITY:Special Ability|AUTOMATIC|Hive Manifestation Level ABILITY:Special Ability|AUTOMATIC|Hive Manifestation Count
-Hive Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Hive Corruption Stage DEFINE:HiveCorruptionStage|0 SOURCEPAGE:p.24 TEMPBONUS:PC|VAR|HiveCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. Corruption Stage 1-The first time you fail the Fortitude save, your features shifts into an alien visage. You take a -2 penalty on Diplomacy, Disguise, and Handle Animal checks. Your alignment shifts one step toward neutral evil. Corruption Stage 2-The second time you fail, your body transforms. You are affected by spells and abilities as if your creature type were aberration. Your mental link with the hive shifts your alignment to neutral evil. Corruption Stage 3-The third time you fail, you succumb to the link. You seek out an isolated place and wrap yourself in a cocoon of resinous mucous, in which your body dissolves into hive larva swarms, which erupt after 24 hours. ASPECT:Ability Benefit|Current Hive Corruption Stage %1|HiveCorruptionStage BONUS:SKILL|Diplomacy,Disguise,Handle Animal|-2|PREVARGTEQ:HiveCorruptionStage,1
+Hive Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Hive Corruption Stage DEFINE:HiveCorruptionStage|0 SOURCEPAGE:p.24 TEMPBONUS:PC|VAR|HiveCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. DESC:&nl;Corruption Stage 1-The first time you fail the Fortitude save, your features shifts into an alien visage. You take a -2 penalty on Diplomacy, Disguise, and Handle Animal checks. Your alignment shifts one step toward neutral evil. DESC:&nl;Corruption Stage 2-The second time you fail, your body transforms. You are affected by spells and abilities as if your creature type were aberration. Your mental link with the hive shifts your alignment to neutral evil. DESC:&nl;Corruption Stage 3-The third time you fail, you succumb to the link. You seek out an isolated place and wrap yourself in a cocoon of resinous mucous, in which your body dissolves into hive larva swarms, which erupt after 24 hours. ASPECT:Ability Benefit|Current Hive Corruption Stage %1|HiveCorruptionStage BONUS:SKILL|Diplomacy,Disguise,Handle Animal|-2|PREVARGTEQ:HiveCorruptionStage,1
Hive Manifestation Level CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Hive Manifestation Level DEFINE:HiveManifestationLevel|0 TEMPBONUS:PC|VAR|HiveManifestationLevel|%CHOICE DESC:Your Hive corruption is level %1.|HiveManifestationLevel
Hive Manifestation Count CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Hive Manifestation Count DEFINE:HiveManifestationCount|0 TEMPBONUS:PC|VAR|HiveManifestationCount|%CHOICE BONUS:ABILITYPOOL|Hive Manifestation Choice|HiveManifestationCount
@@ -459,7 +459,7 @@ No Transformed Flesh Stain KEY:Hive Corruption ~ No Transformed Flesh Stain
Lich KEY:Corruption ~ Lich CATEGORY:Special Ability TYPE:CorruptionType DEFINE:LichCorruptionResistance|0 SOURCEPAGE:p.26 DESC:This corruption originates from an unsuccessful attempt at lichdom. You might have lacked sufficient power or used a flawed phylactery. If you're not a spellcaster, you could have been an innocent bystander or become corrupted upon destroying a particularly powerful lich's phylactery. Lich corruptions are rarely stable, and cause incredible mental and physical strain. Whenever you fail a saving throw against a necromancy effect, learn how to cast a new spell or spells, or are exposed to 25 points of negative energy damage or more from a single source (whether it heals or harms you), you must succeed at a Fortitude save (DC %1) or become spiritually disjoined. You also need to make a saving throw whenever anyone successfully casts the death ward spell on you. After a failed save, your spirit and body disconnect, leaving your corporeal form helpless and your mind trapped within the Negative Energy Plane. This state lasts for %2 hours; if you are killed during this time, you rise 24 hours later as a wraith under the GM's control.|15+LichManifestationLevel|LichManifestationLevel DESC:You gain a +%1 circumstance bonus on saving throws related to the corruption progressing.|LichCorruptionResistance|PREVARGTEQ:LichCorruptionResistance,1 ABILITY:Internal|AUTOMATIC|Lich Corruption Counter
Lich Corruption Counter CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Lich Corruption Stages ABILITY:Special Ability|AUTOMATIC|Lich Manifestation Level ABILITY:Special Ability|AUTOMATIC|Lich Manifestation Count
-Lich Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Lich Corruption Stage DEFINE:LichCorruptionStage|0 SOURCEPAGE:p.26 TEMPBONUS:PC|VAR|LichCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. Corruption Stage 1-The first time you recover from this disconnected state, you return diminished, taking a permanent -2 penalty to your Charisma score, and your alignment shifts one step toward evil. Corruption Stage 2-The second time this happens, your alignment shifts another step toward evil and you take an additional -2 penalty to your Charisma score. Corruption Stage 3-The third time this happens, you die and your soul is consumed by the Negative Energy Plane. You can't be raised or resurrected except by powerful magic such as miracle or wish. Even if you do get brought back, you are an evil lich NPC under the GM's control. ASPECT:Ability Benefit|Current Lich Corruption Stage %1|LichCorruptionStage BONUS:STAT|CHA|-2 BONUS:STAT|CHA|-2|PREVARGTEQ:LichCorruptionStage,2
+Lich Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Lich Corruption Stage DEFINE:LichCorruptionStage|0 SOURCEPAGE:p.26 TEMPBONUS:PC|VAR|LichCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. DESC:&nl;Corruption Stage 1-The first time you recover from this disconnected state, you return diminished, taking a permanent -2 penalty to your Charisma score, and your alignment shifts one step toward evil. DESC:&nl;Corruption Stage 2-The second time this happens, your alignment shifts another step toward evil and you take an additional -2 penalty to your Charisma score. DESC:&nl;Corruption Stage 3-The third time this happens, you die and your soul is consumed by the Negative Energy Plane. You can't be raised or resurrected except by powerful magic such as miracle or wish. Even if you do get brought back, you are an evil lich NPC under the GM's control. ASPECT:Ability Benefit|Current Lich Corruption Stage %1|LichCorruptionStage BONUS:STAT|CHA|-2 BONUS:STAT|CHA|-2|PREVARGTEQ:LichCorruptionStage,2
Lich Manifestation Level CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Lich Manifestation Level DEFINE:LichManifestationLevel|0 TEMPBONUS:PC|VAR|LichManifestationLevel|%CHOICE DESC:Your Lich corruption is level %1.|LichManifestationLevel
Lich Manifestation Count CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Lich Manifestation Count DEFINE:LichManifestationCount|0 TEMPBONUS:PC|VAR|LichManifestationCount|%CHOICE BONUS:ABILITYPOOL|Lich Manifestation Choice|LichManifestationCount
@@ -542,7 +542,7 @@ No Necromantic Knowledge Stain KEY:Lich Corruption ~ No Necromantic Knowledge S
Lycanthropy KEY:Corruption ~ Lycanthropy CATEGORY:Special Ability TYPE:CorruptionType DEFINE:LycanthropyCorruptionResistance|0 SOURCEPAGE:p.28 DESC:Lycanthropy is contracted from being savagely wounded by the teeth or claws of a lycanthrope, typically when reduced to less than 10%% of your maximum hit points in a single combat with one. (This can vary with the power of the creature.) When you contract this corruption, note the animal associated with the lycanthrope, as that is the kind if lycanthrope you will become. Lycanthropy's progress is tied to the phases of the moon. Each month, the moon is considered full for three nights. At the onset of the corruption, you must attempt a Will saving throw during one of the nights chosen by the GM. For each stage of lycanthropy corruption you have, you must attempt a save on one additional night, eventually needing to save on nights leading up to and possibly after the full moon. The DC of this save is %1. If you fail a save, you don't need to attempt more until the next full moon. Failing a saving throw against this corruption causes you to black out, losing control of your character. During this time, your form becomes that of the associated creature and you give into your animalistic urges, hunting and killing with abandon. The next morning, you regain control, typically in the wilderness without any gear and soaked in blood. If you fail the save but your inner animal is prevented from running free, perhaps because you were restrained, you transform and attempt to run free without a save on the remaining full moon nights, and you also go out of control any time you shift forms during the days of that full moon. If you last through it and remain restrained, your corruption doesn't progress to the next stage. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack each time this occurs, and they last until your corruption reaches the next stage.|15+LycanthropyManifestationLevel DESC:You gain a +%1 circumstance bonus on saving throws related to the corruption progressing.|LycanthropyCorruptionResistance|PREVARGTEQ:LycanthropyCorruptionResistance,1 ABILITY:Internal|AUTOMATIC|Lycanthropy Corruption Counter
Lycanthropy Corruption Counter CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Lycanthropy Corruption Stages ABILITY:Special Ability|AUTOMATIC|Lycanthropy Manifestation Level ABILITY:Special Ability|AUTOMATIC|Lycanthropy Manifestation Count
-Lycanthropy Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Lycanthropy Corruption Stage DEFINE:LycanthropyCorruptionStage|0 SOURCEPAGE:p.28 TEMPBONUS:PC|VAR|LycanthropyCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. Corruption Stage 1-The first time you lose control, you kill defenseless small animals, such as birds, rodents, and possibly even a dog. Corruption Stage 2-The second time this occurs, you kill larger animals, such as a horse, a cow, or a pig. Corruption Stage 3-The third time this happens, you kill a nearby sentient humanoid, at which point the corruption becomes incurable and you are doomed to live a life of lycanthropy, forever turning evil and becoming an NPC under the GM's control. ASPECT:Ability Benefit|Current Lycanthropy Corruption Stage %1|LycanthropyCorruptionStage
+Lycanthropy Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Lycanthropy Corruption Stage DEFINE:LycanthropyCorruptionStage|0 SOURCEPAGE:p.28 TEMPBONUS:PC|VAR|LycanthropyCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. DESC:&nl;Corruption Stage 1-The first time you lose control, you kill defenseless small animals, such as birds, rodents, and possibly even a dog. DESC:&nl;Corruption Stage 2-The second time this occurs, you kill larger animals, such as a horse, a cow, or a pig. DESC:&nl;Corruption Stage 3-The third time this happens, you kill a nearby sentient humanoid, at which point the corruption becomes incurable and you are doomed to live a life of lycanthropy, forever turning evil and becoming an NPC under the GM's control. ASPECT:Ability Benefit|Current Lycanthropy Corruption Stage %1|LycanthropyCorruptionStage
Lycanthropy Manifestation Level CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Lycanthropy Manifestation Level DEFINE:LycanthropyManifestationLevel|0 TEMPBONUS:PC|VAR|LycanthropyManifestationLevel|%CHOICE DESC:Your Lycanthropy corruption is level %1.|LycanthropyManifestationLevel
Lycanthropy Manifestation Count CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Lycanthropy Manifestation Count DEFINE:LycanthropyManifestationCount|0 TEMPBONUS:PC|VAR|LycanthropyManifestationCount|%CHOICE BONUS:ABILITYPOOL|Lycanthropy Manifestation Choice|LycanthropyManifestationCount
@@ -623,7 +623,7 @@ No Silver Allergy Stain KEY:Lycanthropy Corruption ~ No Silver Allergy Stain
Possessed KEY:Corruption ~ Possessed CATEGORY:Special Ability TYPE:CorruptionType DEFINE:PossessedCorruptionResistance|0 SOURCEPAGE:p.30 DESC:An evil spirit, soul, or personality-hereafter referred to as a spirit-has taken up residence within your body. The corruption progresses when you give up control to use the spirit's power. Like a medium's spirits (Occult Adventures p30), the spirit possessing you can give you more power when you give it influence (this doesn't interact with medium spirits; the influence is separate). Each day at sunrise, the number of points of influence the spirit has over you returns to 1. The spirit gains 1 point of influence whenever you fall asleep (or perform your daily rest) or become confused, dazed, frightened, panicked, or stunned. You lose any immunity to confusion, daze, fear, and stun. When the spirit has at least 3 points of influence, you have visible difficulty controlling your body, and you shift back and forth between your own personality and a blend with the spirit. When the spirit has 5 points of influence, you must attempt a Will save (DC %1). If you succeed, influence drops to 4 points; otherwise, the corruption progresses to the next stage. If you must attempt this saving throw again before the next sunrise, the DC increases by 2 for every previous attempt.|15+PossessedManifestationLevel DESC:You gain a +%1 circumstance bonus on saving throws related to the corruption progressing.|PossessedCorruptionResistance|PREVARGTEQ:PossessedCorruptionResistance,1 ABILITY:Internal|AUTOMATIC|Possessed Corruption Counter
Possessed Corruption Counter CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Possessed Corruption Stages ABILITY:Special Ability|AUTOMATIC|Possessed Manifestation Level ABILITY:Special Ability|AUTOMATIC|Possessed Manifestation Count
-Possessed Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Possessed Corruption Stage DEFINE:PossessedCorruptionStage|0 SOURCEPAGE:p.30 TEMPBONUS:PC|VAR|PossessedCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. Corruption Stage 1-The first time you fail, you move one step closer to the spirit's alignment (GM's choice) and the spirit controls your actions until the next sunrise. Corruption Stage 2-The second time you fail, your alignment changes to match the spirit's, the spirit controls your actions until the next sunrise, and you have lapses of control and personality regardless of influence. Corruption Stage 3-The third time you fail the saving throw, the spirit steals full control of your body and you become an NPC under the GM's control. This NPC has the possessed corruption with you as the possessing spirit. ASPECT:Ability Benefit|Current Possessed Corruption Stage %1|PossessedCorruptionStage
+Possessed Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Possessed Corruption Stage DEFINE:PossessedCorruptionStage|0 SOURCEPAGE:p.30 TEMPBONUS:PC|VAR|PossessedCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. DESC:&nl;Corruption Stage 1-The first time you fail, you move one step closer to the spirit's alignment (GM's choice) and the spirit controls your actions until the next sunrise. DESC:&nl;Corruption Stage 2-The second time you fail, your alignment changes to match the spirit's, the spirit controls your actions until the next sunrise, and you have lapses of control and personality regardless of influence. DESC:&nl;Corruption Stage 3-The third time you fail the saving throw, the spirit steals full control of your body and you become an NPC under the GM's control. This NPC has the possessed corruption with you as the possessing spirit. ASPECT:Ability Benefit|Current Possessed Corruption Stage %1|PossessedCorruptionStage
Possessed Manifestation Level CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Possessed Manifestation Level DEFINE:PossessedManifestationLevel|0 TEMPBONUS:PC|VAR|PossessedManifestationLevel|%CHOICE DESC:Your Possessed corruption is level %1.|PossessedManifestationLevel
Possessed Manifestation Count CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Possessed Manifestation Count DEFINE:PossessedManifestationCount|0 TEMPBONUS:PC|VAR|PossessedManifestationCount|%CHOICE BONUS:ABILITYPOOL|Possessed Manifestation Choice|PossessedManifestationCount
@@ -706,7 +706,7 @@ No Weightlessness Stain KEY:Possessed Corruption ~ No Weightlessness Stain
Promethean KEY:Corruption ~ Promethean CATEGORY:Special Ability TYPE:CorruptionType DEFINE:PrometheanCorruptionResistance|0 SOURCEPAGE:p.32 DESC:Your body is slowly wasting away. As your body decays, you must gradually replace more and more of it with artificial components--corpse flesh, bone, wood, metal, or other exotic materials. Whenever you fail a Fortitude save against any effect or fall below 0 hit points, you must attempt a Fortitude save (DC %1). If you fail that save, some of the living components of your body begin to fail. Within the next 3 days, you or someone you trust must spend 8 hours replacing more of your body with construct parts. If you don't do so, you die, and even if you are brought back from the dead with resurrection or true resurrection (which are necessary since your body isn't viable), you still must perform the operation or you die again in 3 days. After an operation, there is a 50%% chance your corruption progresses to the next stage. If it doesn't, the DC of the above Fortitude save increases by 2 until your corruption reaches the next stage. These increases stack. While your body parts are failing (after you've failed the Fort save but before you've repaired your body), you don't have to attempt additional saves when you fail a Fortitude save or fall below 0 hit points. Once you've been repaired, you need to attempt saves in these circumstances again.|15+PrometheanManifestationLevel DESC:You gain a +%1 circumstance bonus on saving throws related to the corruption progressing.|PrometheanCorruptionResistance|PREVARGTEQ:PrometheanCorruptionResistance,1 ABILITY:Internal|AUTOMATIC|Promethean Corruption Counter
Promethean Corruption Counter CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Promethean Corruption Stages ABILITY:Special Ability|AUTOMATIC|Promethean Manifestation Level ABILITY:Special Ability|AUTOMATIC|Promethean Manifestation Count
-Promethean Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Promethean Corruption Stage DEFINE:PrometheanCorruptionStage|0 SOURCEPAGE:p.32 TEMPBONUS:PC|VAR|PrometheanCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. Corruption Stage 1-The first time your corruption progresses, you fall into routines easily, performing repetitive actions. Your alignment shifts one step toward neutral. Corruption Stage 2-The second time your corruption progresses, you find you can't bring yourself to care about things or even to love. Your alignment shifts to neutral. Corruption Stage 3-The third time your corruption progresses, too much of your body is gone for your soul to remain. You become a mindless, destructive automaton or free-willed evil construct under the GM's control. ASPECT:Ability Benefit|Current Promethean Corruption Stage %1|PrometheanCorruptionStage
+Promethean Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Promethean Corruption Stage DEFINE:PrometheanCorruptionStage|0 SOURCEPAGE:p.32 TEMPBONUS:PC|VAR|PrometheanCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. DESC:&nl;Corruption Stage 1-The first time your corruption progresses, you fall into routines easily, performing repetitive actions. Your alignment shifts one step toward neutral. DESC:&nl;Corruption Stage 2-The second time your corruption progresses, you find you can't bring yourself to care about things or even to love. Your alignment shifts to neutral. DESC:&nl;Corruption Stage 3-The third time your corruption progresses, too much of your body is gone for your soul to remain. You become a mindless, destructive automaton or free-willed evil construct under the GM's control. ASPECT:Ability Benefit|Current Promethean Corruption Stage %1|PrometheanCorruptionStage
Promethean Manifestation Level CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Promethean Manifestation Level DEFINE:PrometheanManifestationLevel|0 TEMPBONUS:PC|VAR|PrometheanManifestationLevel|%CHOICE DESC:Your Promethean corruption is level %1.|PrometheanManifestationLevel
Promethean Manifestation Count CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Promethean Manifestation Count DEFINE:PrometheanManifestationCount|0 TEMPBONUS:PC|VAR|PrometheanManifestationCount|%CHOICE BONUS:ABILITYPOOL|Promethean Manifestation Choice|PrometheanManifestationCount
@@ -793,7 +793,7 @@ No Shattered Mind Stain KEY:Promethean Corruption ~ No Shattered Mind Stain
Shadowbound KEY:Corruption ~ Shadowbound CATEGORY:Special Ability TYPE:CorruptionType DEFINE:ShadowboundCorruptionResistance|0 SOURCEPAGE:p.34 DESC:Shadowbound corruption occurs after a month or more of exposure to the Shadow Plane or shadow magic, or contact with cruel kytons, aberrations, undead, or shadowy fey. Corruption sets in only if it is used to torment or disillusion you at least six times in a month in a deeply personal manner. The corruption progresses when you're tortured by shadow again, when you destroy a thing of beauty or joy because your melancholy makes it unbearable, or when you sow fear. Every month you must spend at least %1 entire days away from all light and other life. If you don't, at the end of the month you must attempt a Will saving throw (DC %2). If you fail, sometime in the next 24 hours you go berserk and destroy something precious. You also need to attempt such a saving throw the first time each day you come across a being or object of great beauty, or a being or object with a strong or overwhelming aura of good (this includes yourself, so to avoid the save, you might need to ruin or tarnish your own beauty). If allies are able to restrain you for 24 hours or otherwise prevent you from destroying anything precious during that time, your corruption doesn't progress. However, the DC of the Will save to prevent your corruption from progressing increases by 2. These increases stack each time this occurs, and they last until your corruption reaches the next corruption stage. The precious thing you destroy when you fail your save depends on your corruption stage, as noted below. If you voluntarily destroy a being or object related to a later corruption stage, you automatically progress to that stage (you might skip over intervening stages in this manner). For example, the first time that you intentionally terrorize innocents or destroy an important object of beauty, you then immediately proceed to stage 2. Repeating your actions doesn't cause your corruption stage to progress further (if you terrorize innocents again, you don't progress to stage 3).|ShadowboundManifestationLevel*2|15+ShadowboundManifestationLevel DESC:You gain a +%1 circumstance bonus on saving throws related to the corruption progressing.|ShadowboundCorruptionResistance|PREVARGTEQ:ShadowboundCorruptionResistance,1 ABILITY:Internal|AUTOMATIC|Shadowbound Corruption Counter
Shadowbound Corruption Counter CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Shadowbound Corruption Stages ABILITY:Special Ability|AUTOMATIC|Shadowbound Manifestation Level ABILITY:Special Ability|AUTOMATIC|Shadowbound Manifestation Count
-Shadowbound Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Shadowbound Corruption Stage DEFINE:ShadowboundCorruptionStage|0 SOURCEPAGE:p.34 TEMPBONUS:PC|VAR|ShadowboundCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. Corruption Stage 1-The first time you fail the saving throw, you destroy a reliable source of light, joy, or beauty, such as a piece of art or bit of natural beauty. Corruption Stage 2-The second time you fail the saving throw, you terrorize innocent people or destroy an important object of beauty, light, or joy. Corruption Stage 3-The third time you fail the saving throw, you destroy one of the pillars that has helped you retain yourself in the face of the corruption, either by killing someone whose support has been essential or destroying an object of vital personal importance. You lose your identity entirely, becoming an NPC under the GM's control. ASPECT:Ability Benefit|Current Shadowbound Corruption Stage %1|ShadowboundCorruptionStage
+Shadowbound Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Shadowbound Corruption Stage DEFINE:ShadowboundCorruptionStage|0 SOURCEPAGE:p.34 TEMPBONUS:PC|VAR|ShadowboundCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. DESC:&nl;Corruption Stage 1-The first time you fail the saving throw, you destroy a reliable source of light, joy, or beauty, such as a piece of art or bit of natural beauty. DESC:&nl;Corruption Stage 2-The second time you fail the saving throw, you terrorize innocent people or destroy an important object of beauty, light, or joy. DESC:&nl;Corruption Stage 3-The third time you fail the saving throw, you destroy one of the pillars that has helped you retain yourself in the face of the corruption, either by killing someone whose support has been essential or destroying an object of vital personal importance. You lose your identity entirely, becoming an NPC under the GM's control. ASPECT:Ability Benefit|Current Shadowbound Corruption Stage %1|ShadowboundCorruptionStage
Shadowbound Manifestation Level CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Shadowbound Manifestation Level DEFINE:ShadowboundManifestationLevel|0 TEMPBONUS:PC|VAR|ShadowboundManifestationLevel|%CHOICE DESC:Your Shadowbound corruption is level %1.|ShadowboundManifestationLevel
Shadowbound Manifestation Count CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Shadowbound Manifestation Count DEFINE:ShadowboundManifestationCount|0 TEMPBONUS:PC|VAR|ShadowboundManifestationCount|%CHOICE BONUS:ABILITYPOOL|Shadowbound Manifestation Choice|ShadowboundManifestationCount
@@ -876,7 +876,7 @@ No Wretched Pain Stain KEY:Shadowbound Corruption ~ No Wretched Pain Stain
Vampirism KEY:Corruption ~ Vampirism CATEGORY:Special Ability TYPE:CorruptionType DEFINE:VampirismCorruptionResistance|0 SOURCEPAGE:p.36 DESC:Being drained-but not killed-at least six times by a vampire within a month or less causes this corruption. Powerful vampires or curses can cause this corruption more rapidly. Vampirism progresses when you feed off and kill a sentient creature. Each week, you need to drink the blood of sentient creatures one size category smaller than you or larger until you drain enough to deal Constitution damage equal to your manifestation level. If you don't have the fangs manifestation, you must feed on a helpless or willing creature. If you haven't drunk enough blood after a week, you must succeed at a Will save (DC %1) each day until you have. If you fail, the next time you rest, your corruption takes over and you unconsciously hunt and feed, drinking a sentient creature dry. If circumstances make it impossible to feed (such as if you are tied down or in a locale with nothing to feed upon) you start to starve as if you had not eaten in 3 days (Core Rulebook 445), and you continue to thirst for blood and struggle to escape and feed until you have received five times the amount of blood from sentient creatures you normally require. If your allies are able to restrain and feed you, your corruption doesn't progress. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack, and last until your corruption reaches the next stage. Whenever you drop below 0 hit points, you must attempt a save as if you hadn't drunk enough blood that week.|15+VampirismManifestationLevel DESC:You gain a +%1 circumstance bonus on saving throws related to the corruption progressing.|VampirismCorruptionResistance|PREVARGTEQ:VampirismCorruptionResistance,1 ABILITY:Internal|AUTOMATIC|Vampirism Corruption Counter
Vampirism Corruption Counter CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Vampirism Corruption Stages ABILITY:Special Ability|AUTOMATIC|Vampirism Manifestation Level ABILITY:Special Ability|AUTOMATIC|Vampirism Manifestation Count
-Vampirism Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Vampirism Corruption Stage DEFINE:VampirismCorruptionStage|0 SOURCEPAGE:p.36 TEMPBONUS:PC|VAR|VampirismCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. Corruption Stage 1-Once you feed on an innocent sentient creature, your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you're still a living creature. Other spells and effects don't treat you as undead. Corruption Stage 2-The second time this happens, your alignment shifts another step toward evil and you are affected by spells and abilities as if your creature type were undead (including bane and the favored enemy class feature). This doesn't grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you. Corruption Stage 3-The third time this occurs, you become an NPC vampire under the GM's control. ASPECT:Ability Benefit|Current Vampirism Corruption Stage %1|VampirismCorruptionStage
+Vampirism Corruption Stages CATEGORY:Special Ability TYPE:SpecialQuality TEMPVALUE:MIN=0|MAX=3|TITLE=Vampirism Corruption Stage DEFINE:VampirismCorruptionStage|0 SOURCEPAGE:p.36 TEMPBONUS:PC|VAR|VampirismCorruptionStage|%CHOICE DESC:Corruption Stage 0-You suffer no direct penalties due to your corruption as yet. DESC:&nl;Corruption Stage 1-Once you feed on an innocent sentient creature, your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you're still a living creature. Other spells and effects don't treat you as undead. DESC:&nl;Corruption Stage 2-The second time this happens, your alignment shifts another step toward evil and you are affected by spells and abilities as if your creature type were undead (including bane and the favored enemy class feature). This doesn't grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you. DESC:&nl;Corruption Stage 3-The third time this occurs, you become an NPC vampire under the GM's control. ASPECT:Ability Benefit|Current Vampirism Corruption Stage %1|VampirismCorruptionStage
Vampirism Manifestation Level CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Vampirism Manifestation Level DEFINE:VampirismManifestationLevel|0 TEMPBONUS:PC|VAR|VampirismManifestationLevel|%CHOICE DESC:Your Vampirism corruption is level %1.|VampirismManifestationLevel
Vampirism Manifestation Count CATEGORY:Special Ability TEMPVALUE:MIN=1|MAX=9|TITLE=Vampirism Manifestation Count DEFINE:VampirismManifestationCount|0 TEMPBONUS:PC|VAR|VampirismManifestationCount|%CHOICE BONUS:ABILITYPOOL|Vampirism Manifestation Choice|VampirismManifestationCount
diff --git a/data/pathfinder/paizo/roleplaying_game/pathfinder_unchained/pu_skills.lst b/data/pathfinder/paizo/roleplaying_game/pathfinder_unchained/pu_skills.lst
index 411275e0b9d..52f1bfa880d 100644
--- a/data/pathfinder/paizo/roleplaying_game/pathfinder_unchained/pu_skills.lst
+++ b/data/pathfinder/paizo/roleplaying_game/pathfinder_unchained/pu_skills.lst
@@ -84,7 +84,7 @@ Profession (Woodcutter).MOD TYPE:Background
###Block: New Skills
# Skill Name Key Stat Untrained? Classes Type Required Var. value
Artistry KEYSTAT:INT TYPE:Intelligence.Base.Background PREVAREQ:UsePathfinderUnchainedSkills,1
-Lore ( ) KEYSTAT:INT USEUNTRAINED:NO CLASSES:ALL TYPE:Intelligence.Base.Background.Lore PREVAREQ:UsePathfinderUnchainedSkills,1
+Lore (_______________________) KEYSTAT:INT USEUNTRAINED:NO CLASSES:ALL TYPE:Intelligence.Base.Background.Lore PREVAREQ:UsePathfinderUnchainedSkills,1
Lore (A particular small city) KEYSTAT:INT USEUNTRAINED:NO CLASSES:ALL TYPE:Intelligence.Base.Background.Lore PREVAREQ:UsePathfinderUnchainedSkills,1
Lore (One district of a large city or metropolis) KEYSTAT:INT USEUNTRAINED:NO CLASSES:ALL TYPE:Intelligence.Base.Background.Lore PREVAREQ:UsePathfinderUnchainedSkills,1
diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_campaign/uca_abilities_traits.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_campaign/uca_abilities_traits.lst
index 7b8a48bf0b6..04e52932203 100644
--- a/data/pathfinder/paizo/roleplaying_game/ultimate_campaign/uca_abilities_traits.lst
+++ b/data/pathfinder/paizo/roleplaying_game/ultimate_campaign/uca_abilities_traits.lst
@@ -88,7 +88,7 @@ Planar Savant KEY:Trait ~ Planar Savant CATEGORY:Special Ability TYPE:Trai
Principled KEY:Trait ~ Principled CATEGORY:Special Ability TYPE:Trait.BasicTrait.FaithTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Principled],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.FaithTrait] DESC:You hold yourself to a strict code of behavior that guides all of your decisions and actions. You take a -2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects. BONUS:SKILL|Bluff|-2 ASPECT:SaveBonus|+2 trait bonus on saving throws against charm, compulsion, and emotion effects.
Prophesied KEY:Trait ~ Prophesied CATEGORY:Special Ability TYPE:Trait.BasicTrait.FaithTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Prophesied],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.FaithTrait] DESC:Your coming was foretold in prophecy, and people familiar with your legend regard you with awe and fear. You gain a +1 trait bonus on Diplomacy checks and Intimidate checks when interacting with anyone familiar with you or your reputation. ASPECT:SkillBonus|+1 trait bonus on Diplomacy checks and Intimidate checks when interacting with anyone familiar with you or your reputation.
Reincarnated KEY:Trait ~ Reincarnated CATEGORY:Special Ability TYPE:Trait.BasicTrait.FaithTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Reincarnated],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.FaithTrait] DESC:You lived a previous life as someone-or something- else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects. ASPECT:SaveBonus|+2 trait bonus on saving throws against fear and death effects.
-Sacred Conduit KEY:Trait ~ Sacred Conduit CATEGORY:Special Ability TYPE:Trait.BasicTrait.FaithTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Sacred Conduit],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.FaithTrait] DESC:Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. BONUS:VAR|OracleChannelDC|1|TYPE=Trait BONUS:VAR|UndeadServitudeDC|1|TYPE=Trait BONUS:VAR|ClericChannelPositiveEnergyDC|1|TYPE=Trait BONUS:VAR|PaladinChannelPositiveEnergyDC|1|TYPE=Trait BONUS:VAR|ClericChannelNegativeEnergyDC|1|TYPE=Trait BONUS:VAR|PowerOverUndeadCommandUndeadDC|1|TYPE=Trait BONUS:VAR|PowerOverUndeadTurnDC|1|TYPE=Trait
+Sacred Conduit KEY:Trait ~ Sacred Conduit CATEGORY:Special Ability TYPE:Trait.BasicTrait.FaithTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Sacred Conduit],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.FaithTrait] DESC:Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. BONUS:VAR|OracleChannelDC|1|TYPE=Trait BONUS:VAR|UndeadServitudeDC|1|TYPE=Trait BONUS:VAR|ClericChannelPositiveEnergyDC|1|TYPE=Trait BONUS:VAR|PaladinChannelPositiveEnergyDC|1|TYPE=Trait BONUS:VAR|ClericChannelNegativeEnergyDC|1|TYPE=Trait BONUS:VAR|PowerOverUndeadCommandUndeadDC|1|TYPE=Trait BONUS:VAR|PowerOverUndeadTurnDC|1|TYPE=Trait
Sacred Touch KEY:Trait ~ Sacred Touch CATEGORY:Special Ability TYPE:Trait.BasicTrait.FaithTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Sacred Touch],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.FaithTrait] DESC:You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
Scholar of the Great Beyond KEY:Trait ~ Scholar of the Great Beyond CATEGORY:Special Ability TYPE:Trait.BasicTrait.FaithTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Scholar of the Great Beyond],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.FaithTrait] DESC:Your greatest interests as a child did not lie with current events or the mundane- you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you. MULT:YES CHOOSE:NUMCHOICES=1|SKILL|Knowledge (History)|Knowledge (Planes) BONUS:SKILL|Knowledge (History),Knowledge (Planes)|1|TYPE=Trait CSKILL:LIST
Schooled Inquisitor KEY:Trait ~ Schooled Inquisitor CATEGORY:Special Ability TYPE:Trait.BasicTrait.FaithTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Schooled Inquisitor],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.FaithTrait] DESC:Your additional training aids in identifying the wiles of your faith's enemies. You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures. ASPECT:SkillBonus|+2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures
diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
index c4bfcf3cf34..d3e63f62396 100644
--- a/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
+++ b/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
@@ -750,7 +750,7 @@ Improved Buckler Defense KEY:Thunderstriker ~ Improved Buckler Defense CATEGORY
# TOWER SHIELD SPECIALIST
Burst Barrier KEY:Tower Shield Specialist ~ Burst Barrier CATEGORY:Special Ability TYPE:FighterClassFeatures.Extraordinary.ArchetypeAbility.SpecialQuality DESC:At 2nd level, a tower shield specialist can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery. SOURCEPAGE:p.48
-Tower Shield Training KEY:Tower Shield Specialist ~ Tower Shield Training CATEGORY:Special Ability TYPE:FighterClassFeatures.Extraordinary.ArchetypeAbility.SpecialQuality DESC:At 3rd level, a tower shield specialist gains armor training as normal, but while he employs a tower shield, the armor penalty is reduced by 3 and the maximum Dexterity bonus allowed by his armor increases by 2. The benefit increases every four levels thereafter as per standard armor training; if the tower shield specialist is not employing a tower shield, the benefits to armor training revert to the normal bonuses. BONUS:MISC|MAXDEX|1|PREMULT:2,[PREEQUIP:1,TYPE=Tower],[PREVARGTEQ:ArmorTrainingTier,1] BONUS:MISC|ACCHECK|2|PREEQUIP:1,TYPE=Tower SOURCEPAGE:p.48
+Tower Shield Training KEY:Tower Shield Specialist ~ Tower Shield Training CATEGORY:Special Ability TYPE:FighterClassFeatures.Extraordinary.ArchetypeAbility.SpecialQuality DESC:At 3rd level, a tower shield specialist gains armor training as normal, but while he employs a tower shield, the armor penalty is reduced by 3 and the maximum Dexterity bonus allowed by his armor increases by 2. The benefit increases every four levels thereafter as per standard armor training; if the tower shield specialist is not employing a tower shield, the benefits to armor training revert to the normal bonuses. BONUS:MISC|MAXDEX|1|PREMULT:2,[PREEQUIP:1,TYPE=Tower],[PREVARGTEQ:ArmorTrainingTier,1] BONUS:MISC|ACCHECK|2|PREEQUIP:1,TYPE=Tower SOURCEPAGE:p.48
Tower Shield Specialist KEY:Tower Shield Specialist ~ Tower Shield Specialist CATEGORY:Special Ability TYPE:FighterClassFeatures.Extraordinary.ArchetypeAbility.SpecialQuality DESC:At 5th level, when a tower shield specialist employs a tower shield in combat, he does not take the -2 penalty on attack rolls because of the shield's encumbrance. This ability replaces weapon training 1. BONUS:COMBAT|TOHIT|2|PREABILITY:1,CATEGORY=FEAT,Tower Shield Proficiency SOURCEPAGE:p.48
Tower Shield Defense KEY:Tower Shield Specialist ~ Tower Shield Defense CATEGORY:Special Ability TYPE:FighterClassFeatures.Extraordinary.ArchetypeAbility.SpecialQuality DESC:At 9th level, while using a tower shield, a tower shield specialist gains his shield bonus against touch attacks. This ability replaces weapon training 2. SOURCEPAGE:p.48
Immediate Repositioning KEY:Tower Shield Specialist ~ Immediate Repositioning CATEGORY:Special Ability TYPE:FighterClassFeatures.Extraordinary.ArchetypeAbility.SpecialQuality DESC:At 13th level, as an immediate action, a tower shield specialist can reposition his tower shield to another facing, but he cannot use this ability to interrupt an attack. This ability replaces weapon training 3. SOURCEPAGE:p.48
diff --git a/data/sagaborn_rpg/lone_wanderer_entertainment/campaign/srs__sizes.lst b/data/sagaborn_rpg/lone_wanderer_entertainment/campaign/srs__sizes.lst
index 08d3b604ed3..5dd7143f67e 100644
--- a/data/sagaborn_rpg/lone_wanderer_entertainment/campaign/srs__sizes.lst
+++ b/data/sagaborn_rpg/lone_wanderer_entertainment/campaign/srs__sizes.lst
@@ -11,14 +11,14 @@ F.MOD BONUS:LOADMULT|TYPE=Size|0.125|PRELEGSGTEQ:4
F.MOD BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|1|TYPE=Base
#
Diminutive ABB:D DISPLAYNAME:Diminutive
-D.MOD BONUS:ITEMCOST|TYPE=Ammunition,TYPE=Armor,TYPE=Shield,TYPE=Weapon|0.5
-D.MOD BONUS:ITEMWEIGHT|TYPE=Ammunition,TYPE=Armor,TYPE=Shield,TYPE=Weapon|0.1 BONUS:ITEMWEIGHT|TYPE=Goods|0.25
-D.MOD BONUS:COMBAT|AC|4|TYPE=Size BONUS:COMBAT|TOHIT|4|TYPE=Size
-D.MOD BONUS:ITEMCAPACITY|TYPE=Goods|0.25
-#D.MOD BONUS:SKILL|Fly|6|TYPE=Size
+D.MOD BONUS:ITEMCOST|TYPE=Ammunition,TYPE=Armor,TYPE=Shield,TYPE=Weapon|0.5
+D.MOD BONUS:ITEMWEIGHT|TYPE=Ammunition,TYPE=Armor,TYPE=Shield,TYPE=Weapon|0.1 BONUS:ITEMWEIGHT|TYPE=Goods|0.25
+D.MOD BONUS:COMBAT|AC|4|TYPE=Size BONUS:COMBAT|TOHIT|4|TYPE=Size
+D.MOD BONUS:ITEMCAPACITY|TYPE=Goods|0.25
+#D.MOD BONUS:SKILL|Fly|6|TYPE=Size
#BONUS:SKILL|Stealth|12|TYPE=Size BONUS:SKILL|Climb|DEX-STR
-D.MOD BONUS:LOADMULT|TYPE=Size|0.25|PRELEGSGTEQ:4
-D.MOD BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|1|TYPE=Base
+D.MOD BONUS:LOADMULT|TYPE=Size|0.25|PRELEGSGTEQ:4
+D.MOD BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|1|TYPE=Base
#
Tiny ABB:T DISPLAYNAME:Tiny
T.MOD BONUS:ITEMCOST|TYPE=Ammunition,TYPE=Armor,TYPE=Shield,TYPE=Weapon|0.5
@@ -66,13 +66,13 @@ H.MOD BONUS:LOADMULT|TYPE=Size|2|PRELEGSGTEQ:4
H.MOD BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|8|TYPE=Base
#
Gargantuan ABB:G DISPLAYNAME:Gargantuan
-G.MOD BONUS:ITEMCOST|TYPE=Ammunition,TYPE=Armor,TYPE=Shield,TYPE=Weapon|8
-G.MOD BONUS:ITEMWEIGHT|TYPE=Ammunition,TYPE=Armor,TYPE=Shield,TYPE=Weapon|8 BONUS:ITEMWEIGHT|TYPE=Goods|1
-G.MOD BONUS:COMBAT|AC|-4|TYPE=Size BONUS:COMBAT|TOHIT|-4|TYPE=SIZE
-G.MOD BONUS:ITEMCAPACITY|TYPE=Goods|1
-#G.MOD BONUS:SKILL|Fly|-6|TYPE=Size BONUS:SKILL|Stealth|-12|TYPE=Size
-G.MOD BONUS:LOADMULT|TYPE=Size|4|PRELEGSGTEQ:4
-G.MOD BONUS:VAR|PrimaryAttackDamageDice|2|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|6|TYPE=Base
+G.MOD BONUS:ITEMCOST|TYPE=Ammunition,TYPE=Armor,TYPE=Shield,TYPE=Weapon|8
+G.MOD BONUS:ITEMWEIGHT|TYPE=Ammunition,TYPE=Armor,TYPE=Shield,TYPE=Weapon|8 BONUS:ITEMWEIGHT|TYPE=Goods|1
+G.MOD BONUS:COMBAT|AC|-4|TYPE=Size BONUS:COMBAT|TOHIT|-4|TYPE=SIZE
+G.MOD BONUS:ITEMCAPACITY|TYPE=Goods|1
+#G.MOD BONUS:SKILL|Fly|-6|TYPE=Size BONUS:SKILL|Stealth|-12|TYPE=Size
+G.MOD BONUS:LOADMULT|TYPE=Size|4|PRELEGSGTEQ:4
+G.MOD BONUS:VAR|PrimaryAttackDamageDice|2|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|6|TYPE=Base
#
Colossal ABB:C DISPLAYNAME:Colossal
C.MOD BONUS:ITEMCOST|TYPE=Ammunition,TYPE=Armor,TYPE=Shield,TYPE=Weapon|16
diff --git a/data/starfinder/paizo/core/scr__sizes.lst b/data/starfinder/paizo/core/scr__sizes.lst
index 98aa62c4a90..4fbbd443727 100644
--- a/data/starfinder/paizo/core/scr__sizes.lst
+++ b/data/starfinder/paizo/core/scr__sizes.lst
@@ -20,7 +20,7 @@ Medium ABB:M DISPLAYNAME:Medium BONUS:ITEMCOST|TYPE=Ammunition,TYPE=Armor,TYPE
M.MOD BONUS:ITEMWEIGHT|TYPE=Ammunition,TYPE=Armor,TYPE=Shield,TYPE=Weapon|1 BONUS:ITEMWEIGHT|TYPE=Goods|1
M.MOD BONUS:ITEMCAPACITY|TYPE=Goods|1 ISDEFAULTSIZE:Y
M.MOD BONUS:LOADMULT|TYPE=SIZE|0.5|PRELEGSGTEQ:4 BONUS:VAR|PCSizeTier|4|TYPE=Base
-M.MOD TEMPLATE:Medium
+M.MOD TEMPLATE:Medium
#
Large ABB:L DISPLAYNAME:Large
L.MOD BONUS:ITEMWEIGHT|TYPE=Ammunition,TYPE=Armor,TYPE=Shield,TYPE=Weapon|1 BONUS:ITEMWEIGHT|TYPE=Goods|1
diff --git a/data/starfinder/paizo/core/scr_abilities.lst b/data/starfinder/paizo/core/scr_abilities.lst
index 336f84ee2df..0a94efadcb7 100644
--- a/data/starfinder/paizo/core/scr_abilities.lst
+++ b/data/starfinder/paizo/core/scr_abilities.lst
@@ -1279,13 +1279,13 @@ Dexterity KEY:Soldier Key Ability ~ DEX CATEGORY:Internal TYPE:Soldier Key Abi
# Ability Name Unique Key SORTKEY Category of Ability Type Description Stackable? Multiple? Choose Ability Bonus Ability Pool Modify VAR Source Page Aspects
Envoy SORTKEY:Envoy_ClassBase CATEGORY:Class Feature TYPE:Class Feature ASPECT:MasterAbility|Envoy
Envoy Improvisation KEY:Envoy Class Feature ~ ENVOY IMPROVISATION SORTKEY:Envoy1 SORTKEY:Envoy_ClassBase CATEGORY:Class Feature TYPE:Class Feature.Envoy Class Feature DESC:You took an archetype that replaced this class feature removing Envoy Improvisations at levels 2, 4, 6, 12 and 18.|PREFACT:1,ABILITIES,EnvoyArchetype=True DESC:As you gain experience, you learn envoy improvisations-little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck. You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter. The list of envoy improvisations appears on page 62. If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your envoy level + your Charisma modifier. Some envoy improvisations are language-dependent, mindaffecting, sense-dependent, or some combination of any or all of these. These terms are defined on page 270.|!PREFACT:1,ABILITIES,EnvoyArchetype=True BONUS:ABILITYPOOL|Envoy Improvisation|EnvoyImprovisationCount BONUS:VAR|EnvoyImprovisationCount|1+floor(EnvoyLVL/2)|!PREFACT:1,ABILITIES,EnvoyArchetype=True BONUS:VAR|EnvoyImprovisationCount|1+(EnvoyLVL>=8)+(EnvoyLVL>=10)+(EnvoyLVL>=14)+(EnvoyLVL>=16)+(EnvoyLVL>=20)|PREFACT:1,ABILITIES,EnvoyArchetype=True SOURCEPAGE:p.61 ASPECT:ChildAbility|Envoy
-Expertise KEY:Envoy Class Feature ~ EXPERTISE SORTKEY:Envoy2 SORTKEY:Envoy_ClassBase CATEGORY:Class Feature TYPE:Class Feature.Envoy Class Feature.Extraordinary DESC:You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6. Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results. SOURCEPAGE:p.61 ASPECT:ChildAbility|Envoy
+Expertise KEY:Envoy Class Feature ~ EXPERTISE SORTKEY:Envoy2 SORTKEY:Envoy_ClassBase CATEGORY:Class Feature TYPE:Class Feature.Envoy Class Feature.Extraordinary DESC:You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6. Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results. SOURCEPAGE:p.61 ASPECT:ChildAbility|Envoy ABILITY:Class Feature|AUTOMATIC|Skill Expertise(Sense Motive)
Skill Expertise KEY:Envoy Class Feature ~ SKILL EXPERTISE SORTKEY:Envoy3 SORTKEY:Envoy_ClassBase CATEGORY:Class Feature TYPE:Class Feature.Envoy Class Feature.Extraordinary DESC:At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int). BONUS:ABILITYPOOL|Skill Expertise|1+floor((EnvoyLVL-1)/4) BONUS:ABILITYPOOL|Skill Expertise|-1|PREPCLEVEL:MIN=9|PREFACT:1,ABILITIES,EnvoyArchetype=True SOURCEPAGE:p.61 ASPECT:ChildAbility|Envoy
Expertise Talent KEY:Envoy Class Feature ~ EXPERTISE TALENT SORTKEY:Envoy4 SORTKEY:Envoy_ClassBase CATEGORY:Class Feature TYPE:Class Feature.Envoy Class Feature DESC:At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269-270. BONUS:ABILITYPOOL|Expertise Talent|floor((EnvoyLVL+1)/4) SOURCEPAGE:p.61 ASPECT:ChildAbility|Envoy
Weapon Specialization KEY:Envoy Class Feature ~ WEAPON SPECIALIZATION SORTKEY:Envoy5 SORTKEY:Envoy_ClassBase CATEGORY:Class Feature TYPE:Class Feature.Envoy Class Feature.Extraordinary DESC:You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. ABILITY:Weapon Specialization Selection|AUTOMATIC|Weapon Specialization ~ Basic Melee Weapons|Weapon Specialization ~ Small Arms SOURCEPAGE:p.61 ASPECT:ChildAbility|Envoy
True Expertise KEY:Envoy Class Feature ~ TRUE EXPERTISE SORTKEY:Envoy6 SORTKEY:Envoy_ClassBase CATEGORY:Class Feature TYPE:Class Feature.Envoy Class Feature.Extraordinary DESC:[Not Implemented]You gain total mastery over one of your envoy improvisations and can use it with but a thought. When you gain this ability, choose one improvisation you know that has an effect when you spend 1 Resolve Point. As long as you have at least 1 Resolve Point remaining, you can gain the improvisation's effect without spending the Resolve Point. This ability has no benefit if the improvisation requires more than 1 Resolve Point. In addition, when you roll your expertise die, you can add 2d8 rather than 1d8+4 to the result of your skill check. If, for some reason, your bonus gained from expertise isn't 1d8+4, you can't use this option. SOURCEPAGE:p.61 ASPECT:ChildAbility|Envoy
#
-Skill Expertise KEY:Skill Expertise CATEGORY:Class Feature TYPE:Skill Expertise STACK:NO MULT:YES CHOOSE:SKILL|Bluff|Computers|Culture|Diplomacy|Disguise|Engineering|Intimidate|Medicine
+Skill Expertise KEY:Skill Expertise CATEGORY:Class Feature TYPE:Skill Expertise STACK:NO MULT:YES CHOOSE:SKILL|Bluff|Computers|Culture|Diplomacy|Disguise|Engineering|Intimidate|Medicine|Sense Motive
###BLOCK-------------------------------------------------------------------------------------------------------------
diff --git a/outputsheets/d20/5e/htmlxml/csheet_5e_xml_generic.html.ftl b/outputsheets/d20/5e/htmlxml/csheet_5e_xml_generic.html.ftl
index 6decfa8c0e9..ea93bffbc8b 100644
--- a/outputsheets/d20/5e/htmlxml/csheet_5e_xml_generic.html.ftl
+++ b/outputsheets/d20/5e/htmlxml/csheet_5e_xml_generic.html.ftl
@@ -1465,6 +1465,15 @@
Test New FACT Export
+ + + + +Test New INFO Export
+ +Test for INFO using 'Wildness' = + <#if (pcstring('pc.race.info.wildness') != "")> + ${pc.race.info.wildness} + #if> +
+ Created using PCGen ${pcstring('EXPORT.VERSION')} on ${pcstring('EXPORT.DATE')} diff --git a/preview/d20/starfinder/common/common-pathfinder.ftl b/preview/d20/starfinder/common/common-starfinder.ftl similarity index 95% rename from preview/d20/starfinder/common/common-pathfinder.ftl rename to preview/d20/starfinder/common/common-starfinder.ftl index 29e45b13f47..3e4ea2a7798 100644 --- a/preview/d20/starfinder/common/common-pathfinder.ftl +++ b/preview/d20/starfinder/common/common-starfinder.ftl @@ -63,102 +63,42 @@ ${pcstring('TEXT.LOWERCASE.ABILITYALL.Special Ability.VISIBLE.${specialAbilities-AC ${pcstring('AC.Total')}, touch ${pcstring('AC.Touch')}, flat-footed ${pcstring('AC.Flatfooted')} (<#t> +EAC ${pcstring('AC.EAC')}(<#t> <#t> -<#if (pcstring("AC.Armor") = "0")> -<#else> -${pcstring('AC.Armor.SIGN')} armor<#t> -#if> -<#if (pcstring("AC.Armor") = "0")> -<#else> -<#if (pcvar("AC.Deflection") = 0 && pcvar("AC.Ability") = 0 && pcvar("AC.Dodge") = 0 && pcvar("AC.NaturalArmor") = 0 && pcvar("AC.Size") = 0 && pcvar("AC.Shield") = 0 && pcvar("AC.Misc") = 0) > -<#else> -, <#t> -#if> -#if> -<#t> -<#if (pcstring("AC.Deflection") = "0")> -<#else> -${pcstring('AC.Deflection.SIGN')} deflection<#t> -#if> -<#if (pcstring("AC.Deflection") = "0")> -<#else> -<#if (pcvar("AC.Ability") = 0 && pcvar("AC.Dodge") = 0 && pcvar("AC.NaturalArmor") = 0 && pcvar("AC.Size") = 0 && pcvar("AC.Shield") = 0 && pcvar("AC.Misc") = 0) > -<#else> -, <#t> -#if> -#if> +${pcstring('AC.BASE')} Base<#t> <#t> -<#if (pcstring("AC.Ability") = "0")> -<#else> ${pcstring('AC.Ability.SIGN')} Dex<#t> -#if> -<#if (pcstring("AC.Ability") = "0")> -<#else> -<#if (pcvar("AC.Dodge") = 0 && pcvar("AC.NaturalArmor") = 0 && pcvar("AC.Size") = 0 && pcvar("AC.Shield") = 0 && pcvar("AC.Misc") = 0) > +<#if (pcstring("AC.EAC_Armor") = "0")> <#else> -, <#t> -#if> +${pcstring('AC.EAC_Armor.SIGN')} EAC Armor<#t> #if> <#t> -<#if (pcstring("AC.Dodge") = "0")> -<#else> -${pcstring('AC.Dodge.SIGN')} dodge<#t> -#if> -<#if (pcstring("AC.Dodge") = "0")> -<#else> -<#if (pcvar("AC.NaturalArmor") = 0 && pcvar("AC.Size") = 0 && pcvar("AC.Shield") = 0 && pcvar("AC.Misc") = 0) > -<#else> -, <#t> -#if> -#if> +${pcstring('AC.Misc.SIGN')} Misc<#t> +)<#lt> + +
++KAC ${pcstring('AC.KAC')}(<#t> <#t> -<#if (pcstring("AC.NaturalArmor") = "0")> -<#else> -${pcstring('AC.NaturalArmor.SIGN')} natural<#t> -#if> -<#if (pcstring("AC.NaturalArmor") = "0")> -<#else> -<#if (pcvar("AC.Size") = 0 && pcvar("AC.Shield") = 0 && pcvar("AC.Misc") = 0) > -<#else> -, <#t> -#if> -#if> +${pcstring('AC.BASE')} Base<#t> <#t> -<#if (pcstring("AC.Size") = "0")> -<#else> -${pcstring('AC.Size.SIGN')} size<#t> -#if> -<#if (pcstring("AC.Size") = "0")> -<#else> -<#if (pcvar("AC.Shield") = 0 && pcvar("AC.Misc") = 0) > -<#else> -, <#t> -#if> -#if> +${pcstring('AC.Ability.SIGN')} Dex<#t> <#t> -<#if (pcstring("AC.Shield") = "0")> +<#if (pcstring("AC.KAC_Armor") = "0")> <#else> -${pcstring('AC.Shield.SIGN')} shield<#t> -#if> -<#if (pcstring("AC.Shield") = "0")> -<#else> -<#if (pcstring("AC.Misc") = "0")> -<#else> -, <#t> -#if> +${pcstring('AC.KAC_Armor.SIGN')} EAC Armor<#t> #if> <#t> -<#if (pcstring("AC.Misc") = "0")> -<#else> -${pcstring('AC.Misc.SIGN')} misc -#if> +${pcstring('AC.Misc.SIGN')} Misc<#t> )<#lt>
+ -hp ${pcstring('HP')} (${pcstring('HITDICE.MEDIUM')})<#t> +Stamina ${pcstring('ALTHP')}
+hp ${pcstring('HP')} (${pcstring('HITDICE.MEDIUM')})<#t> Resolve ${pcvar('VAR.Resolve')} <#t> + <#t> <@loop from=0 to=pcvar('countdistinct("ABILITIES","CATEGORY=Special Ability","TYPE=ModifyHP","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")-1') ; specialHitPoints , specialHitPoints_has_next> <#if (specialHitPoints_has_next) > diff --git a/preview/d20/starfinder/statblock_starfinder.htm.ftl b/preview/d20/starfinder/statblock_starfinder.htm.ftl new file mode 100644 index 00000000000..452af7c4a46 --- /dev/null +++ b/preview/d20/starfinder/statblock_starfinder.htm.ftl @@ -0,0 +1,158 @@ +<#ftl encoding="UTF-8" strip_whitespace=true > + + + +<#include "common/misc.ftl" /> + +${pcstring('TEXT.UPPER.NAME')} | +CR +<@compress single_line=true> +<#if (pcstring("CR") = "0")> +— +<#else> +${pcstring('CR')} +#if> +<#if (pcvar("MR") != 0)> +/MR${" "}${pcstring("VAR.MR.INTVAL")} +#if> +@compress> + + | +
+XP ${pcstring("XPAWARD")} +
+#if> + + ++<#if (pcstring("NAME") = pcstring("RACE") && pcvar("COUNT[TEMPLATES]") = 0)><#-- |IIF(NAME:RACE.AND.VAR.COUNT[TEMPLATES]:0.0)| --> +<#else> +${pcstring('GENDER.LONG')} +<@loop from=0 to=pcvar('COUNT[TEMPLATES]-1') ; template , template_has_next> +${pcstring('TEXT.LOWERCASE.TEMPLATE.${template}.APPLIEDNAME')} +@loop> +<#if (pcstring("AGE.CATEGORY") = "Adult")> +<#else> +${pcstring('TEXT.LOWERCASE.AGE.CATEGORY')} +#if> +${pcstring('TEXT.LOWERCASE.RACE')} +<@loop from=0 to=pcvar('COUNT[CLASSES]-1') ; class , class_has_next> +<#if (pcstring("CLASS.${class}.ISMONSTER") = "N")> +${pcstring('TEXT.LOWERCASE.CLASS.${class}')} +<#if (pcstring("CLASS.${class}")?lower_case?contains("cleric"))> +of ${pcstring('DEITY')} +#if> +<@loop from=0 to=pcvar('countdistinct("ABILITIES","CATEGORY=Archetype","TYPE=Archetype","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")-1') ; archetype , archetype_has_next> +<#if (pcstring("ABILITYALL.Archetype.VISIBLE.${archetype}.TYPE=Archetype.TYPE")?lower_case?contains(pcstring("CLASS.${class}")?lower_case)) > +(${pcstring("TEXT.LOWERCASE.ABILITYALL.Archetype.VISIBLE.${archetype}.TYPE=Archetype")}) +#if> +@loop> + +${pcstring('CLASS.${class}.LEVEL')} +<#if (class_has_next) > +/ +#if> +#if> +@loop> +#if> +
+ + ++<#if (pcstring("ALIGNMENT.SHORT") = "TN")> +N +<#else> +${pcstring('ALIGNMENT.SHORT')} +#if> +${pcstring('SIZELONG')} +<#if (pcstring("RACETYPE") = "None")> +${pcstring('TEXT.LOWER.TYPE')} +<#else> +${pcstring('TEXT.LOWER.RACETYPE')} +#if> +<#if (pcvar("COUNT[RACESUBTYPES]")= 0)> +<#else> +(<#t> +<@loop from=0 to=pcvar('COUNT[RACESUBTYPES]-1') ; subtype , subtype_has_next> +${pcstring('TEXT.LOWER.RACESUBTYPE.${subtype}')}<#if (subtype_has_next)>, #if><#t> +@loop> +) +#if> +
+ +<#include "common/common-starfinder.ftl"> + + + diff --git a/system/gameModes/5e/base.xml.ftl b/system/gameModes/5e/base.xml.ftl index 6decfa8c0e9..ea93bffbc8b 100644 --- a/system/gameModes/5e/base.xml.ftl +++ b/system/gameModes/5e/base.xml.ftl @@ -1465,6 +1465,15 @@