2026/07/26 Update

Added merge TLK for ProectQ 2.2
Updated all merge TLKs for PRC8 v4.941
Updated CEP3 merge damagetype 2DAs.
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Jaysyn904
2026-07-26 17:54:51 -04:00
parent f6f56572ba
commit b53c02a071
29 changed files with 80817 additions and 957 deletions
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@@ -836,12 +836,12 @@ Special: Prior contact with an alienist or a pseudonatural creature.
CLASS FEATURES: CLASS FEATURES:
Level Level
1: Summon Alien - when casting any summon monster spell, Alienist summons "pseudonatural" version of a creature. 1: Summon Alien - when casting any summon creature spell, Alienist summons "pseudonatural" version of a creature.
2: Alien blessing - +1 insight bonus on all saving throws, but permanently loses 2 points of Wisdom. 2: Alien blessing - +1 insight bonus on all saving throws, but permanently loses 2 points of Wisdom.
3: Metamagic secret - bonus metamagic feat. 3: Metamagic secret - bonus metamagic feat.
4: Mad certainty - -2 penalty to saving throws, attack rolls, and Charisma based skill and ability checks against specified kind of creatures. 4: Mad certainty - -2 penalty to saving throws, attack rolls, and Charisma based skill and ability checks against specified kind of creatures.
5: Pseudonatural familiar - Alienists familiar gains the pseudonatural template. 5: Pseudonatural familiar - Alienists familiar gains the pseudonatural template.
6: Extra summoning - once pre day Alienist can cast summon monster spell at her highest spell level. 6: Extra summoning - once pre day Alienist can cast summon creature spell at her highest spell level.
7: Metamagic secret - bonus metamagic feat. 7: Metamagic secret - bonus metamagic feat.
8: Insane certainty - penalties increase to -6. 8: Insane certainty - penalties increase to -6.
9: Timeless secret - The Alienist learns the secret of perpetual youth. She no longer suffers ability penalties for aging and cannot be magically aged. 9: Timeless secret - The Alienist learns the secret of perpetual youth. She no longer suffers ability penalties for aging and cannot be magically aged.
@@ -3895,7 +3895,65 @@ Level Adjustment: Same as base creature +2.</entry>
Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.</entry> Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.</entry>
<entry id="13189" lang="en" sex="m">Archlich</entry> <entry id="13189" lang="en" sex="m">Archlich</entry>
<entry id="13190" lang="en" sex="m">Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation. <entry id="13190" lang="en" sex="m">Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation.
Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics. </entry> Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics.
A Archich has all the base creature's statistics and special abilities except as noted here.
Size and Type
The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Increase all current and future Hit Dice to d12s.
Armor Class
A Archich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.
Attack
A Archich has a touch attack that it can use once per round. If the base creature can use weapons, the Archich retains this ability. A creature with natural weapons retains those natural weapons. A Archich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A Archich armed with a weapon uses its touch or a weapon, as it desires.
Damage
A Archich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 Archich's HD + Archich's Cha modifier) halves the damage. A Archich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
Special Attacks
A Archich retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 Archich's HD + Archich's Cha modifier unless otherwise noted.
Fear Aura (Su)
Archiches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the Archich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the Archich's level. A creature that successfully saves cannot be affected again by the same Archich's aura for 24 hours.
Paralyzing Touch (Su)
Any living creature a Archich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a Archich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Spells
A Archich can cast any spells it could cast while alive.
Special Qualities
A Archich retains all the base creature's special qualities and gains those described below.
Turn Resistance (Ex)
A Archich has +4 turn resistance.
Damage Reduction (Su)
A Archich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex)
Archiches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Abilities
Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a Archich has no Constitution score.
Skills
Archiches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Challenge Rating
Same as the base creature + 2.
Alignment
Any good.
Level Adjustment
Same as the base creature +4.</entry>
<entry id="13191" lang="en" sex="m">Aligned Aura:Chaos</entry> <entry id="13191" lang="en" sex="m">Aligned Aura:Chaos</entry>
<entry id="13192" lang="en" sex="m">Aligned Aura:Evil</entry> <entry id="13192" lang="en" sex="m">Aligned Aura:Evil</entry>
<entry id="13193" lang="en" sex="m">Aligned Aura:Good</entry> <entry id="13193" lang="en" sex="m">Aligned Aura:Good</entry>
@@ -14054,6 +14112,24 @@ Special Abilities:
<entry id="42524" lang="en" sex="m">Spore: Group B (CODI)**</entry> <entry id="42524" lang="en" sex="m">Spore: Group B (CODI)**</entry>
<entry id="42983" lang="en" sex="m">CEPv2 placeables</entry> <entry id="42983" lang="en" sex="m">CEPv2 placeables</entry>
<entry id="42984" lang="en" sex="m">Stocks</entry> <entry id="42984" lang="en" sex="m">Stocks</entry>
<entry id="43120" lang="en" sex="m">Sanctified</entry>
<entry id="43121" lang="en" sex="m">Sanctified Damage</entry>
<entry id="43122" lang="en" sex="m">&lt;CUSTOM0&gt; Sanctified</entry>
<entry id="43123" lang="en" sex="m">Holy</entry>
<entry id="43124" lang="en" sex="m">Holy Damage</entry>
<entry id="43125" lang="en" sex="m">&lt;CUSTOM0&gt; Holy</entry>
<entry id="43126" lang="en" sex="m">Unholy</entry>
<entry id="43127" lang="en" sex="m">Unholy Damage</entry>
<entry id="43128" lang="en" sex="m">&lt;CUSTOM0&gt; Unholy</entry>
<entry id="43129" lang="en" sex="m">Falling</entry>
<entry id="43130" lang="en" sex="m">Falling Damage</entry>
<entry id="43131" lang="en" sex="m">&lt;CUSTOM0&gt; Falling</entry>
<entry id="43132" lang="en" sex="m">Ballistic</entry>
<entry id="43133" lang="en" sex="m">Ballistic Damage</entry>
<entry id="43134" lang="en" sex="m">&lt;CUSTOM0&gt; Ballistic</entry>
<entry id="43135" lang="en" sex="m">Dessication</entry>
<entry id="43136" lang="en" sex="m">Dessication Damage</entry>
<entry id="43137" lang="en" sex="m">&lt;CUSTOM0&gt; Dessication</entry>
<entry id="43138" lang="en" sex="m">Untyped</entry> <entry id="43138" lang="en" sex="m">Untyped</entry>
<entry id="43139" lang="en" sex="m">Untyped Damage</entry> <entry id="43139" lang="en" sex="m">Untyped Damage</entry>
<entry id="43140" lang="en" sex="m">&lt;CUSTOM0&gt; Untyped</entry> <entry id="43140" lang="en" sex="m">&lt;CUSTOM0&gt; Untyped</entry>
@@ -16244,7 +16320,7 @@ You make yourself - including clothing, armor, weapons and equipment - look diff
<entry id="45448" lang="en" sex="m">Disguise Self, Normal Form</entry> <entry id="45448" lang="en" sex="m">Disguise Self, Normal Form</entry>
<entry id="45449" lang="en" sex="m">Attune Gem</entry> <entry id="45449" lang="en" sex="m">Attune Gem</entry>
<entry id="45450" lang="en" sex="m">Type of Feat: Item Creation <entry id="45450" lang="en" sex="m">Type of Feat: Item Creation
Prerequisite: Intelligence 13, Arcane Spells level 2. Prerequisite: Intelligence 13, Craft (General) 1, Arcane Spells level 3.
Specifics: You can cast any arcane spell you have prepared as a gem. The caster must have the spell memorized to be able to create the gem. Crafting a gem costs Spell level * Caster level * 50 in gold pieces for a normal caster (half base cost). It also takes XP equal to 1/25th of the base cost. If you cannot pay the casting cost or the XP loss would drop you a level, the crafting will fail, and the spell will be lost. Crafting the gem requires a gem with a value of 50gp * spell level. A gem is permanent until used. Gems target those who activate them. Specifics: You can cast any arcane spell you have prepared as a gem. The caster must have the spell memorized to be able to create the gem. Crafting a gem costs Spell level * Caster level * 50 in gold pieces for a normal caster (half base cost). It also takes XP equal to 1/25th of the base cost. If you cannot pay the casting cost or the XP loss would drop you a level, the crafting will fail, and the spell will be lost. Crafting the gem requires a gem with a value of 50gp * spell level. A gem is permanent until used. Gems target those who activate them.
Use: Selected.</entry> Use: Selected.</entry>
<entry id="45451" lang="en" sex="m">Epic Scout</entry> <entry id="45451" lang="en" sex="m">Epic Scout</entry>
@@ -17246,7 +17322,7 @@ CLASS FEATURES:
Level Level
1: Shadow Sight - Gains Darkvision and Ultravision in darkness. 1: Shadow Sight - Gains Darkvision and Ultravision in darkness.
Shadow Jump - Dimension Door once per day per class level Shadow Jump - Dimension Door once per day per class level
2: Shadow Blur - In darkness gains the benefit of Blur spell (20 % concealment in the night, underground area or Darkness spell). 2: Shadow Blur - In darkness gains the benefit of Blur spell (20% concealment while above ground at night or in a Darkness spell).
4: Shadow Pounce - May make a full attack after teleporting 4: Shadow Pounce - May make a full attack after teleporting
5: Shadow Discorporation - When any damage reduces him to 0 or less, has a chance to use teleport. 5: Shadow Discorporation - When any damage reduces him to 0 or less, has a chance to use teleport.
6: Death Attack - gains a Death Attack +1d6. 6: Death Attack - gains a Death Attack +1d6.
@@ -27201,7 +27277,12 @@ Duration: 1 rd/lvl
Additional Counter Spells: Daylight Additional Counter Spells: Daylight
Save: Will negate or none Save: Will negate or none
Spell Resistance: Yes or No (object) Spell Resistance: Yes or No (object)
All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced by you.</entry>
You create an area of total darkness.
The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area. Creatures outside the spell's area, even you, cannot see through it. You can cast the spell on a point in space, but the effect is stationary unless you cast it cast on a mobile object. You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.
Blacklight counters or dispels any light spell of equal or lower level, such as daylight.</entry>
<entry id="48326" lang="en" sex="m">Dark Bolt (all Bolt)</entry> <entry id="48326" lang="en" sex="m">Dark Bolt (all Bolt)</entry>
<entry id="48327" lang="en" sex="m">Dark Bolt (1 Bolt/rnd)</entry> <entry id="48327" lang="en" sex="m">Dark Bolt (1 Bolt/rnd)</entry>
<entry id="48328" lang="en" sex="m">Anti-Paladin</entry> <entry id="48328" lang="en" sex="m">Anti-Paladin</entry>
@@ -36241,7 +36322,7 @@ Save: Will negates
Spell Resistance: Yes Spell Resistance: Yes
This spell calms agitated creatures. You have no control over the affected creatures, but Calm Emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell calms agitated creatures. You have no control over the affected creatures, but Calm Emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses any morale bonuses granted by spells such as Bless, Good Hope and Rage, as well as negating a Bard's ability to inspire courage or a Barbarian's rage ability. It also suppresses any feat effects and removes the Confused condition from all targets.</entry> This spell automatically suppresses any morale bonuses granted by spells such as Bless, Good Hope and Rage, as well as negating a Bard's ability to inspire courage or a Barbarian's rage ability. It also suppresses any fear effects and removes the Confused condition from all targets.</entry>
<entry id="51124" lang="en" sex="m">Repulsion</entry> <entry id="51124" lang="en" sex="m">Repulsion</entry>
<entry id="51125" lang="en" sex="m">School: Abjuration <entry id="51125" lang="en" sex="m">School: Abjuration
Level: Cleric/Healer 7, Sorcerer/Wizard 6 Level: Cleric/Healer 7, Sorcerer/Wizard 6
@@ -40458,11 +40539,12 @@ Cost:
<entry id="51911" lang="en" sex="m">Description: <entry id="51911" lang="en" sex="m">Description:
Skill Bonus: Hide +10 Skill Bonus: Hide +10
Disguise Self at will.
Prerequisites: Prerequisites:
Caster Level: 3 Caster Level: 3
Spell(s): Invisibility Spell(s): Invisibility, Disguise Self
Cost: Cost:
@@ -41298,7 +41380,7 @@ XP Cost: 1,000 XP.</entry>
Caster Level: Sorcerer/Wizard 6 Caster Level: Sorcerer/Wizard 6
Components: V, S Components: V, S
Range: Touch Range: Touch
Target: One creature Target: One living humaniod creature
Duration: Instantaneous Duration: Instantaneous
Saving Throw: Fortitude negates Saving Throw: Fortitude negates
Spell Resistance: Yes Spell Resistance: Yes
@@ -43561,7 +43643,7 @@ Material Component: An amber sphere worth at least 500 gp.</entry>
<entry id="52434" lang="en" sex="m">Blinding Glory</entry> <entry id="52434" lang="en" sex="m">Blinding Glory</entry>
<entry id="52435" lang="en" sex="m">Blinding Glory <entry id="52435" lang="en" sex="m">Blinding Glory
Conjuration (Creation) [Good] Conjuration (Creation) [Good]
Level: Glory 9, Sor/Wiz 9 Level: Sor/Wiz 9
Components: V, S, M/DF Components: V, S, M/DF
Casting Time: 1 hour Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels) Range: Close (25 ft. + 5 ft./2 levels)
@@ -43618,7 +43700,7 @@ castings return to their home plane.</entry>
<entry id="52440" lang="en" sex="m">Celestial Blood</entry> <entry id="52440" lang="en" sex="m">Celestial Blood</entry>
<entry id="52441" lang="en" sex="m">Celestial Blood <entry id="52441" lang="en" sex="m">Celestial Blood
Abjuration [Good] Abjuration [Good]
Level: Apostle of peace 6, Clr 6, Pleasure 6 Level: Clr 6
Components: V, S, M Components: V, S, M
Casting Time: 1 round Casting Time: 1 round
Range: Touch Range: Touch
@@ -43875,7 +43957,7 @@ The spell deals only half damage against creatures that are neither good nor evi
<entry id="52474" lang="en" sex="m">Starmantle</entry> <entry id="52474" lang="en" sex="m">Starmantle</entry>
<entry id="52475" lang="en" sex="m">Starmantle <entry id="52475" lang="en" sex="m">Starmantle
Abjuration Abjuration
Level: Joy 7, Sor/Wiz 6 Level: Sor/Wiz 6
Components: V, S, M Components: V, S, M
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Touch Range: Touch
@@ -55417,7 +55499,7 @@ When this invocation is activated, your eldritch blast does full damage to objec
Blast Shape Blast Shape
1st Level Spell 1st Level Spell
Your eldritch blast infuses your weapon. You make a single attack, and if you hit you do any damage and effects from your eldritch blast to the creature hit, in addition to any damage from the weapon itself.</entry> Your eldritch blast infuses your weapon. You make a single melee attack, and if you hit you do any damage and effects from your eldritch blast to the creature hit, in addition to any damage from the weapon itself.</entry>
<entry id="57128" lang="en" sex="m">Leaps and Bounds</entry> <entry id="57128" lang="en" sex="m">Leaps and Bounds</entry>
<entry id="57129" lang="en" sex="m">Least Invocation <entry id="57129" lang="en" sex="m">Least Invocation
2nd Level Spell 2nd Level Spell
@@ -56590,9 +56672,8 @@ Use: Selected</entry>
<entry id="57585" lang="en" sex="m">****</entry> <entry id="57585" lang="en" sex="m">****</entry>
<entry id="57586" lang="en" sex="m"> <entry id="57586" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57587" lang="en" sex="m">Default Swashbuckler</entry> <entry id="57587" lang="en" sex="m">****</entry>
<entry id="57588" lang="en" sex="m"> <entry id="57588" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57589" lang="en" sex="m">Default Hexblade</entry> <entry id="57589" lang="en" sex="m">Default Hexblade</entry>
<entry id="57590" lang="en" sex="m"> <entry id="57590" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
@@ -65314,7 +65395,7 @@ REQUIREMENTS:
Race: Dwarf. Race: Dwarf.
Alignment: Any nonevil. Alignment: Any nonevil.
Skills: Craft (armorsmithing) 8 ranks, Lore 2 ranks. Skills: Craft (armorsmithing) 8 ranks, Lore 2 ranks.
Meldshaping: Ability to shape soulmelds Meldshaping: Ability to shape soulmelds (requires a minimum of an 11 Constitution)
CLASS FEATURES: CLASS FEATURES:
@@ -75562,8 +75643,8 @@ Temples to evil deities sell cursed water at cost (making no profit).</entry>
<entry id="69117" lang="en" sex="m">Favoured Soul Regenerate Critical Wounds</entry> <entry id="69117" lang="en" sex="m">Favoured Soul Regenerate Critical Wounds</entry>
<entry id="69118" lang="en" sex="m">Favoured Soul Hallow</entry> <entry id="69118" lang="en" sex="m">Favoured Soul Hallow</entry>
<entry id="69119" lang="en" sex="m">Favoured Soul Chasing Perfection</entry> <entry id="69119" lang="en" sex="m">Favoured Soul Chasing Perfection</entry>
<entry id="69120" lang="en" sex="m">Sohei Silent Bless Weapon</entry> <entry id="69120" lang="en" sex="m">Favoured Soul Cloak of Chaos</entry>
<entry id="69121" lang="en" sex="m">Sohei Still Bless Weapon</entry> <entry id="69121" lang="en" sex="m">Favoured Soul Shield of Law</entry>
<entry id="69122" lang="en" sex="m">Sohei Detect Chaos</entry> <entry id="69122" lang="en" sex="m">Sohei Detect Chaos</entry>
<entry id="69123" lang="en" sex="m">Sohei Extended Detect Chaos</entry> <entry id="69123" lang="en" sex="m">Sohei Extended Detect Chaos</entry>
<entry id="69124" lang="en" sex="m">Sohei Silent Detect Chaos</entry> <entry id="69124" lang="en" sex="m">Sohei Silent Detect Chaos</entry>
@@ -77985,108 +78066,68 @@ Level Adjustment
A lich has all the base creature's statistics and special abilities except as noted here. A lich has all the base creature's statistics and special abilities except as noted here.
Size and Type Size and Type
The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice Hit Dice
Increase all current and future Hit Dice to d12s. Increase all current and future Hit Dice to d12s.
Armor Class Armor Class
A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better. A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.
Attack Attack
A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires. A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.
Full Attack
A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage Damage
A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich's HD + lich's Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich's HD + lich's Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
Special Attacks Special Attacks
A lich retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich's HD + lich's Cha modifier unless otherwise noted. A lich retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich's HD + lich's Cha modifier unless otherwise noted.
Fear Aura (Su) Fear Aura (Su)
Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich's level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich's level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours.
Paralyzing Touch (Su) Paralyzing Touch (Su)
Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.. The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Spells Spells
A lich can cast any spells it could cast while alive. A lich can cast any spells it could cast while alive.
Special Qualities Special Qualities
A lich retains all the base creature's special qualities and gains those described below. A lich retains all the base creature's special qualities and gains those described below.
Turn Resistance (Ex) Turn Resistance (Ex)
A lich has +4 turn resistance. A lich has +4 turn resistance.
Damage Reduction (Su) Damage Reduction (Su)
A lich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. A lich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex) Immunities (Ex)
Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Abilities Abilities
Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score. Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score.
Skills Skills
Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature. Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Organization
Solitary or troupe (1 lich, plus 2-4 vampires and 5-8 vampire spawn).
Challenge Rating Challenge Rating
Same as the base creature + 2. Same as the base creature + 2.
Treasure
Standard coins; double goods; double items.
Alignment Alignment
Any evil. Any evil.
Advancement
By character class.
Level Adjustment Level Adjustment
Same as the base creature +4. Same as the base creature +4.
Lich Characters Lich Characters
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class abilities it had in life. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class abilities it had in life.
The Lich's Phylactery The Lich's Phylactery
An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magicalphrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.</entry>
The most common form of phylactery is a sealed metal box containing strips of parchment on which magicalphrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
Other forms of phylacteries can exist, such as rings, amulets, or similar items.</entry>
<entry id="70434" lang="en" sex="m">Template: Demi-Lich</entry> <entry id="70434" lang="en" sex="m">Template: Demi-Lich</entry>
<entry id="70435" lang="en" sex="m">"Demilich" is a template that can be added to any lich. It uses all the lich's statistics and special abilities except as noted here. A demilich's form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below. <entry id="70435" lang="en" sex="m">"Demilich" is a template that can be added to any lich. It uses all the lich's statistics and special abilities except as noted here. A demilich's form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.
@@ -81946,9 +81987,7 @@ Weight 1 lb.</entry>
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
Constitution damage (Fort DC 17 half) per round of exposure. Constitution damage (Fort DC 17 half) per round of exposure.
Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks. Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.</entry>
Cost to Create: 2,250 gp, 180 XP, 5 days</entry>
<entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid. <entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
@@ -81959,13 +81998,131 @@ Constitution damage (Fort DC 17 half) per round of exposure.</entry>
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours. You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.
Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks. Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks.</entry>
Cost to Create: 675 gp, 54 XP, 2 days</entry>
<entry id="80124" lang="en" sex="m">The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead. <entry id="80124" lang="en" sex="m">The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead.
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.</entry> You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.</entry>
<entry id="80125" lang="en" sex="m">****</entry> <entry id="80125" lang="en" sex="m">****</entry>
<entry id="80126" lang="en" sex="m">Ring of Wizardry I</entry>
<entry id="80127" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80128" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
<entry id="80129" lang="en" sex="m">Ring of Wizardry II</entry>
<entry id="80130" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80131" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
<entry id="80132" lang="en" sex="m">Ring of Wizardry III</entry>
<entry id="80133" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80134" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
<entry id="80135" lang="en" sex="m">Ring of Wizardry IV</entry>
<entry id="80136" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80137" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
<entry id="80138" lang="en" sex="m">Ring of Epic Wizardry V</entry>
<entry id="80139" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80140" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80141" lang="en" sex="m">Ring of Epic Wizardry VI</entry>
<entry id="80142" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80143" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80144" lang="en" sex="m">Ring of Epic Wizardry VII</entry>
<entry id="80145" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80146" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80147" lang="en" sex="m">Ring of Epic Wizardry VIII</entry>
<entry id="80148" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80149" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80150" lang="en" sex="m">Ring of Epic Wizardry IX</entry>
<entry id="80151" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80152" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80153" lang="en" sex="m">****</entry>
<entry id="80154" lang="en" sex="m">Ring of Divinity I</entry>
<entry id="80155" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
Prerequisites: Forge Ring, hallow.</entry>
<entry id="80156" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
<entry id="80157" lang="en" sex="m">Ring of Divinity II</entry>
<entry id="80158" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
Prerequisites: Forge Ring, hallow.</entry>
<entry id="80159" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
<entry id="80160" lang="en" sex="m">Ring of Divinity III</entry>
<entry id="80161" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
Prerequisites: Forge Ring, hallow.</entry>
<entry id="80162" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
<entry id="80163" lang="en" sex="m">Ring of Divinity IV</entry>
<entry id="80164" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
Prerequisites: Forge Ring, hallow.</entry>
<entry id="80165" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
<entry id="80166" lang="en" sex="m">Epic Ring of Divinity V</entry>
<entry id="80167" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80168" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80169" lang="en" sex="m">Epic Ring of Divinity VI</entry>
<entry id="80170" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80171" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80172" lang="en" sex="m">Epic Ring of Divinity VII</entry>
<entry id="80173" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80174" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80175" lang="en" sex="m">Epic Ring of Divinity VIII</entry>
<entry id="80176" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80177" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80178" lang="en" sex="m">Epic Ring of Divinity IX</entry>
<entry id="80179" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80180" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80181" lang="en" sex="m">****</entry>
<entry id="80182" lang="en" sex="m">As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.</entry>
<entry id="80183" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance.</entry>
<entry id="80184" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A major ring of energy resistance grants 20 points of resistance.</entry>
<entry id="80185" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the rings resistance value from the damage dealt. A greater ring of energy resistance grants 30 points of resistance.</entry>
<entry id="80186" lang="en" sex="m">This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.</entry>
<entry id="80187" lang="en" sex="m">This ring functions as a ring of greater energy resistance for all types of energy-fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying.</entry>
<entry id="80188" lang="en" sex="m">This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.</entry>
<entry id="80189" lang="en" sex="m">This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.</entry>
<entry id="80190" lang="en" sex="m">This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.</entry>
<entry id="80191" lang="en" sex="m">By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.</entry>
<entry id="80192" lang="en" sex="m">This ring grants its wearer damage reduction 15/adamantine (+5). </entry>
<entry id="80193" lang="en" sex="m">This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.</entry>
<entry id="80194" lang="en" sex="m">This ring continually allows the wearer to leap about, providing a +10 competence bonus on all his Jump checks.</entry>
<entry id="80195" lang="en" sex="m">This ring offers continual magical protection in the form of the named deflection bonus to AC.</entry>
<entry id="80196" lang="en" sex="m">This white gold ring continually allows a living wearer to heal 1 point of damage per round.</entry>
<entry id="80197" lang="en" sex="m">This white gold ring continually allows a living wearer to heal 3 points of damage per round.</entry>
<entry id="80198" lang="en" sex="m">Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.</entry>
<entry id="80199" lang="en" sex="m">****</entry>
<entry id="80200" lang="en" sex="m">Ring of Virtuous Good</entry>
<entry id="80201" lang="en" sex="m"> The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.
Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, holy aura, creator must be good</entry>
<entry id="80202" lang="en" sex="m"> The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.</entry>
<entry id="80203" lang="en" sex="m">Ring of Ineffable Evil</entry>
<entry id="80204" lang="en" sex="m">The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.
Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, unholy aura, creator must be evil</entry>
<entry id="80205" lang="en" sex="m">The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.</entry>
<entry id="120000" lang="en" sex="m">***** Custom Weapon VFX *****</entry> <entry id="120000" lang="en" sex="m">***** Custom Weapon VFX *****</entry>
<entry id="120001" lang="en" sex="m">... Darkness / Shadow</entry> <entry id="120001" lang="en" sex="m">... Darkness / Shadow</entry>
<entry id="120002" lang="en" sex="m">... Psionic / Mind</entry> <entry id="120002" lang="en" sex="m">... Psionic / Mind</entry>
@@ -84525,12 +84682,117 @@ Transmuting energy spreads out around the targets, dealing 4d8 points of damage
<entry id="199264" lang="en" sex="m">Gaseous Form (10)</entry> <entry id="199264" lang="en" sex="m">Gaseous Form (10)</entry>
<entry id="199265" lang="en" sex="m">Gaseous Form (15)</entry> <entry id="199265" lang="en" sex="m">Gaseous Form (15)</entry>
<entry id="199266" lang="en" sex="m">****</entry> <entry id="199266" lang="en" sex="m">****</entry>
<entry id="199267" lang="en" sex="m">****</entry> <entry id="199267" lang="en" sex="m">Limited Wish</entry>
<entry id="199268" lang="en" sex="m">****</entry> <entry id="199268" lang="en" sex="m">Universal
<entry id="199269" lang="en" sex="m">****</entry> Level: Sor/Wiz 7
<entry id="199270" lang="en" sex="m">****</entry> Components: V, S, XP
<entry id="199271" lang="en" sex="m">****</entry> Casting time: 1 standard action
<entry id="199272" lang="en" sex="m">****</entry> Range: See text
Target, Effect,
or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: Yes
A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.
Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any sorcerer/wizard spell of 5th level or lower, even if its of a prohibited school.
Duplicate any other spell of 4th level or lower, even if its of a prohibited school.
Undo the harmful effects of many spells, such as geas/quest or insanity.
A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.
XP Cost: 300 XP or more (see above)</entry>
<entry id="199269" lang="en" sex="m">Limited Wish (14)</entry>
<entry id="199270" lang="en" sex="m">Sorcerer Limited Wish</entry>
<entry id="199271" lang="en" sex="m">Sublime Chord Repair Critical Damage</entry>
<entry id="199272" lang="en" sex="m">Sublime Chord Chasing Perfection</entry>
<entry id="199273" lang="en" sex="m">Sublime Chord Force Missiles</entry>
<entry id="199274" lang="en" sex="m">Sublime Chord Limited Wish</entry>
<entry id="199275" lang="en" sex="m">****</entry>
<entry id="199276" lang="en" sex="m">Cloak of Chaos</entry>
<entry id="199277" lang="en" sex="m">Abjuration [Chaotic]
Level: Chaos 8, Clr 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius
burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration blocks possession and mental influence, just as protection from law does.
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
Focus
A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp. </entry>
<entry id="199278" lang="en" sex="m">Cloak of Chaos (15)</entry>
<entry id="199279" lang="en" sex="m">Cloak of Chaos (20)</entry>
<entry id="199280" lang="en" sex="m">****</entry>
<entry id="199281" lang="en" sex="m">Shield of Law</entry>
<entry id="199282" lang="en" sex="m">Abjuration [Lawful]
Level: Clr 8, Law 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius
burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.
Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.
Third, the abjuration blocks possession and mental influence, just as protection from chaos does.
Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of laws save DC).
Focus
A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.</entry>
<entry id="199283" lang="en" sex="m">Shield of Law (15)</entry>
<entry id="199284" lang="en" sex="m">Shield of Law (20)</entry>
<entry id="199285" lang="en" sex="m">****</entry>
<entry id="199286" lang="en" sex="m">Caster Level(s): Cleric 8
Innate Level: 8
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius
burst centered on you
Duration: 1 round/level (D)
Additional Counter Spells:
Save: Harmless
Spell Resistance: Yes
When this spell is cast, the caster chooses to be protected from chaos, good or evil. Each warded creature receives a +4 deflection bonus to Armor Class, +4 to all saves, immunity to mind-affecting spells and spell-like abilities used by creatures of the chosen alignment, and spell resistance 25 against spells cast by creatures of the chosen alignment. They also gain the following ability according to the spell's alignment:
Good: if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy auras save DC).
Evil: if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).
Law: if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of laws save DC).
Chaos: if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).</entry>
<entry id="199287" lang="en" sex="m">****</entry>
<entry id="199999" lang="en" sex="m">#PRC8 RESERVED#</entry> <entry id="199999" lang="en" sex="m">#PRC8 RESERVED#</entry>
<entry id="200000" lang="en" sex="m">#START PRC8 MATERIAL RESERVE#</entry> <entry id="200000" lang="en" sex="m">#START PRC8 MATERIAL RESERVE#</entry>
<entry id="200001" lang="en" sex="m">Botanical</entry> <entry id="200001" lang="en" sex="m">Botanical</entry>
@@ -85619,13 +85881,13 @@ Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Pr
Hit Die: d8 Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier Skill Points at Each Additional Level: 2 + Int Modifier
Bonus Feats: The epic Hospitaler gains a bonus feat every three levels Bonus Feats: The epic Hospitaler gains a bonus feat every other level.
Special: Special:
Spellcasting: At each level the epic Hospitaler continues to increase in divine caster level (and spells known, if applicable). Spellcasting: At each level the epic Hospitaler continues to increase in divine caster level (and spells known, if applicable).
Epic Hospitaler Bonus Feats List: Epic Hospitaler Bonus Feats List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Devastating Critical, Epic Divine Might, Epic Divine Resistance, Epic Divine Shield, Epic Divine Vigor, Epic Prowess, Epic Reputation, Epic Spellcasting, Epic Spell Focus, Epic Spell Penetration,Epc Spellcasting, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Great Charisma, Great Smiting, Great Wisdom, Improved Combat Casting, Overwhelming Critical, Perfect Health, Planar Turning.</entry> Armor Skin, Devastating Critical, Epic Prowess, Epic Reputation, Epic Leadership, Epic Toughness, Epic Weapon Focus, Improved Combat Casting, Overwhelming Critical, Perfect Health, Planar Turning.</entry>
<entry id="205142" lang="en" sex="m">Epic Master of Shrouds</entry> <entry id="205142" lang="en" sex="m">Epic Master of Shrouds</entry>
<entry id="205143" lang="en" sex="m">At epic levels, the Master of Shrouds commands the dread powers of the grave with terrifying authority. Her ability to summon incorporeal undead grows to include even greater horrors, and her dominion over death magic becomes absolute. <entry id="205143" lang="en" sex="m">At epic levels, the Master of Shrouds commands the dread powers of the grave with terrifying authority. Her ability to summon incorporeal undead grows to include even greater horrors, and her dominion over death magic becomes absolute.
@@ -85940,7 +86202,7 @@ Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spe
Hit Die: d8 Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier Skill Points at Each Additional Level: 2 + Int Modifier
Bonus Feats: The epic Runecaster gains a bonus feat every four levels. Bonus Feats: The epic Runecaster gains a bonus feat every three levels.
Special: Special:
Rune Craft: The epic Runecaster continues to gain a +1 on Runecarving checks at every odd level. Rune Craft: The epic Runecaster continues to gain a +1 on Runecarving checks at every odd level.
@@ -85948,7 +86210,7 @@ Rune Power: The epic Runecaster's Rune Power ability continues to gain +1 to DC
Spellcasting: The epic Runecaster continues to increase in divine caster level (and spells known, if applicable). Spellcasting: The epic Runecaster continues to increase in divine caster level (and spells known, if applicable).
Epic Runecaster Bonus Feat List: Epic Runecaster Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Energy Resistance, Epic Fortitude, Epic Spell Focus, Epic Spell Penetration, Epic Prowess, Epic Toughness, Epic Spellcasting, Epic Weapon Focus, Fast Healing, Focused Spell Penetration, Improved Combat Casting, Inscribe Epic Runes, Great Charisma, Great Intelligence, Great Wisdom, Perfect Health, Planar Turning, Tenacious Magic.</entry> Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Epic Skill Focus (Craft [any]), Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Ignore Material Components, Improved Combat Casting, Inscribe Epic Rune, Tenacious Magic.</entry>
<entry id="205196" lang="en" sex="m">Epic Warchief</entry> <entry id="205196" lang="en" sex="m">Epic Warchief</entry>
<entry id="205197" lang="en" sex="m">The epic Warchief becomes the stuff of legend, feared and revered by entire nations. His warcries shake enemy lines, and his presence alone can rally tribes to conquer cities and kingdoms. As he grows in power, his influence spreads like wildfire, turning even the most fractured clans into an unstoppable force. Epic Warchiefs inspire absolute loyalty and demand unquestioning obedience, forging empires from chaos and blood. <entry id="205197" lang="en" sex="m">The epic Warchief becomes the stuff of legend, feared and revered by entire nations. His warcries shake enemy lines, and his presence alone can rally tribes to conquer cities and kingdoms. As he grows in power, his influence spreads like wildfire, turning even the most fractured clans into an unstoppable force. Epic Warchiefs inspire absolute loyalty and demand unquestioning obedience, forging empires from chaos and blood.
@@ -86961,7 +87223,7 @@ Scroll of Cure Light Wounds
<entry id="211527" lang="en" sex="m">Knight (Cavalier)</entry> <entry id="211527" lang="en" sex="m">Knight (Cavalier)</entry>
<entry id="211528" lang="en" sex="m">(STARTING PACKAGE) <entry id="211528" lang="en" sex="m">(STARTING PACKAGE)
The cavalier on commanding the battlefield through presence and discipline, leading from the front with mounted or charging tactics while using challenges and positioning to control enemy attention. The cavalier focuses on commanding the battlefield through presence and discipline, leading from the front with mounted or charging tactics while using challenges and positioning to control enemy attention.
Equipment: Equipment:
Torch Torch
@@ -87078,8 +87340,18 @@ Throwing Axes</entry>
<entry id="211614" lang="en" sex="m">SamuraiCW4</entry> <entry id="211614" lang="en" sex="m">SamuraiCW4</entry>
<entry id="211615" lang="en" sex="m">SamuraiCW5</entry> <entry id="211615" lang="en" sex="m">SamuraiCW5</entry>
<entry id="211616" lang="en" sex="m">SamuraiCW5</entry> <entry id="211616" lang="en" sex="m">SamuraiCW5</entry>
<entry id="211617" lang="en" sex="m">Scout1</entry> <entry id="211617" lang="en" sex="m">Scout (Sniper)</entry>
<entry id="211618" lang="en" sex="m">Scout1</entry> <entry id="211618" lang="en" sex="m">(STARTING PACKAGE)
The Sniper package focuses on making the Scout as deadly as possible with a light crossbow, with a hand axe as a fall back.
Equipment:
Torch
Studded Leather Armor
Hand Axe
Light Crossbow
2 Quarrels of Bolts
(3) Healer's Kits</entry>
<entry id="211619" lang="en" sex="m">Scout2</entry> <entry id="211619" lang="en" sex="m">Scout2</entry>
<entry id="211620" lang="en" sex="m">Scout2</entry> <entry id="211620" lang="en" sex="m">Scout2</entry>
<entry id="211621" lang="en" sex="m">Scout3</entry> <entry id="211621" lang="en" sex="m">Scout3</entry>
@@ -87138,8 +87410,21 @@ Throwing Axes</entry>
<entry id="211674" lang="en" sex="m">Soulknife4</entry> <entry id="211674" lang="en" sex="m">Soulknife4</entry>
<entry id="211675" lang="en" sex="m">Soulknife5</entry> <entry id="211675" lang="en" sex="m">Soulknife5</entry>
<entry id="211676" lang="en" sex="m">Soulknife5</entry> <entry id="211676" lang="en" sex="m">Soulknife5</entry>
<entry id="211677" lang="en" sex="m">Swashbuckler1</entry> <entry id="211677" lang="en" sex="m">Swashbuckler (Daring Outlaw)</entry>
<entry id="211678" lang="en" sex="m">Swashbuckler1</entry> <entry id="211678" lang="en" sex="m">(STARTING PACKAGE)
The Daring Outlaw package focuses on taking the Daring Outlaw(*) feat as soon as possible while improving two weapon fighting to increase offensive ability.
* Daring Outlaw requires a +2d6 Sneak Attack before it can be taken.
Equipment:
Torch
Studded Leather Armor
Rapier
Dagger
Shortbow
2 Quivers of Arrows
(3) Healer's Kits</entry>
<entry id="211679" lang="en" sex="m">Swashbuckler2</entry> <entry id="211679" lang="en" sex="m">Swashbuckler2</entry>
<entry id="211680" lang="en" sex="m">Swashbuckler2</entry> <entry id="211680" lang="en" sex="m">Swashbuckler2</entry>
<entry id="211681" lang="en" sex="m">Swashbuckler3</entry> <entry id="211681" lang="en" sex="m">Swashbuckler3</entry>
File diff suppressed because it is too large Load Diff
@@ -23,3 +23,9 @@
19 Force 282 **** 19 Force 282 ****
20 Untyped 288 **** 20 Untyped 288 ****
21 Vile 84 **** 21 Vile 84 ****
22 Sanctified 289 ****
23 Holy 289 ****
24 Unholy 288 ****
25 Falling **** ****
26 Ballistic **** ****
27 Desiccation 84 ****
@@ -20,3 +20,9 @@
16 Force 16820380 15 209 183 16 Force 16820380 15 209 183
17 Untyped 16820354 250 250 250 17 Untyped 16820354 250 250 250
18 Vile 16820357 185 32 38 18 Vile 16820357 185 32 38
19 Sanctified 16820336 255 215 0
20 Holy 16820339 250 250 210
21 Unholy 16820342 128 0 128
22 Falling 16820345 122 0 0
23 Ballistic 16820348 128 128 128
24 Desiccation 16820351 139 69 19
@@ -24,3 +24,8 @@
20 Untyped 16820355 17 20 Untyped 16820355 17
21 Vile 16820358 18 21 Vile 16820358 18
22 **** **** **** 22 **** **** ****
23 Holy 16820340 20
24 Unholy 16820343 21
25 Falling 16820346 22
26 Ballistic 16820349 23
27 Desiccation 16820352 24
@@ -25,3 +25,9 @@
21 16820366 Force 0.55 28 21 16820366 Force 0.55 28
22 16820354 Untyped 0.55 8 22 16820354 Untyped 0.55 8
23 16820357 Vile 0.55 9 23 16820357 Vile 0.55 9
24 16820336 Sanctified 0.55 5
25 16820339 Holy 0.55 5
26 16820342 Unholy 0.55 9
27 16820345 Falling 0.55 ****
28 16820348 Ballistic 0.55 ****
29 16820351 Desiccation 0.55 6
+300 -60
View File
@@ -3976,7 +3976,65 @@ Level Adjustment: Same as base creature +2.</entry>
Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.</entry> Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.</entry>
<entry id="13189" lang="en" sex="m">Archlich</entry> <entry id="13189" lang="en" sex="m">Archlich</entry>
<entry id="13190" lang="en" sex="m">Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation. <entry id="13190" lang="en" sex="m">Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation.
Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics. </entry> Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics.
A Archich has all the base creature's statistics and special abilities except as noted here.
Size and Type
The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Increase all current and future Hit Dice to d12s.
Armor Class
A Archich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.
Attack
A Archich has a touch attack that it can use once per round. If the base creature can use weapons, the Archich retains this ability. A creature with natural weapons retains those natural weapons. A Archich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A Archich armed with a weapon uses its touch or a weapon, as it desires.
Damage
A Archich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 Archich's HD + Archich's Cha modifier) halves the damage. A Archich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
Special Attacks
A Archich retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 Archich's HD + Archich's Cha modifier unless otherwise noted.
Fear Aura (Su)
Archiches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the Archich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the Archich's level. A creature that successfully saves cannot be affected again by the same Archich's aura for 24 hours.
Paralyzing Touch (Su)
Any living creature a Archich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a Archich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Spells
A Archich can cast any spells it could cast while alive.
Special Qualities
A Archich retains all the base creature's special qualities and gains those described below.
Turn Resistance (Ex)
A Archich has +4 turn resistance.
Damage Reduction (Su)
A Archich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex)
Archiches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Abilities
Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a Archich has no Constitution score.
Skills
Archiches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Challenge Rating
Same as the base creature + 2.
Alignment
Any good.
Level Adjustment
Same as the base creature +4.</entry>
<entry id="13191" lang="en" sex="m">Aligned Aura:Chaos</entry> <entry id="13191" lang="en" sex="m">Aligned Aura:Chaos</entry>
<entry id="13192" lang="en" sex="m">Aligned Aura:Evil</entry> <entry id="13192" lang="en" sex="m">Aligned Aura:Evil</entry>
<entry id="13193" lang="en" sex="m">Aligned Aura:Good</entry> <entry id="13193" lang="en" sex="m">Aligned Aura:Good</entry>
@@ -40770,11 +40828,12 @@ Cost:
<entry id="51911" lang="en" sex="m">Description: <entry id="51911" lang="en" sex="m">Description:
Skill Bonus: Hide +10 Skill Bonus: Hide +10
Disguise Self at will.
Prerequisites: Prerequisites:
Caster Level: 3 Caster Level: 3
Spell(s): Invisibility Spell(s): Invisibility, Disguise Self
Cost: Cost:
@@ -41610,7 +41669,7 @@ XP Cost: 1,000 XP.</entry>
Caster Level: Sorcerer/Wizard 6 Caster Level: Sorcerer/Wizard 6
Components: V, S Components: V, S
Range: Touch Range: Touch
Target: One creature Target: One living humaniod creature
Duration: Instantaneous Duration: Instantaneous
Saving Throw: Fortitude negates Saving Throw: Fortitude negates
Spell Resistance: Yes Spell Resistance: Yes
@@ -43930,7 +43989,7 @@ castings return to their home plane.</entry>
<entry id="52440" lang="en" sex="m">Celestial Blood</entry> <entry id="52440" lang="en" sex="m">Celestial Blood</entry>
<entry id="52441" lang="en" sex="m">Celestial Blood <entry id="52441" lang="en" sex="m">Celestial Blood
Abjuration [Good] Abjuration [Good]
Level: Apostle of peace 6, Clr 6, Pleasure 6 Level: Clr 6
Components: V, S, M Components: V, S, M
Casting Time: 1 round Casting Time: 1 round
Range: Touch Range: Touch
@@ -44187,7 +44246,7 @@ The spell deals only half damage against creatures that are neither good nor evi
<entry id="52474" lang="en" sex="m">Starmantle</entry> <entry id="52474" lang="en" sex="m">Starmantle</entry>
<entry id="52475" lang="en" sex="m">Starmantle <entry id="52475" lang="en" sex="m">Starmantle
Abjuration Abjuration
Level: Joy 7, Sor/Wiz 6 Level: Sor/Wiz 6
Components: V, S, M Components: V, S, M
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Touch Range: Touch
@@ -75873,8 +75932,8 @@ Temples to evil deities sell cursed water at cost (making no profit).</entry>
<entry id="69117" lang="en" sex="m">Favoured Soul Regenerate Critical Wounds</entry> <entry id="69117" lang="en" sex="m">Favoured Soul Regenerate Critical Wounds</entry>
<entry id="69118" lang="en" sex="m">Favoured Soul Hallow</entry> <entry id="69118" lang="en" sex="m">Favoured Soul Hallow</entry>
<entry id="69119" lang="en" sex="m">Favoured Soul Chasing Perfection</entry> <entry id="69119" lang="en" sex="m">Favoured Soul Chasing Perfection</entry>
<entry id="69120" lang="en" sex="m">Sohei Silent Bless Weapon</entry> <entry id="69120" lang="en" sex="m">Favoured Soul Cloak of Chaos</entry>
<entry id="69121" lang="en" sex="m">Sohei Still Bless Weapon</entry> <entry id="69121" lang="en" sex="m">Favoured Soul Shield of Law</entry>
<entry id="69122" lang="en" sex="m">Sohei Detect Chaos</entry> <entry id="69122" lang="en" sex="m">Sohei Detect Chaos</entry>
<entry id="69123" lang="en" sex="m">Sohei Extended Detect Chaos</entry> <entry id="69123" lang="en" sex="m">Sohei Extended Detect Chaos</entry>
<entry id="69124" lang="en" sex="m">Sohei Silent Detect Chaos</entry> <entry id="69124" lang="en" sex="m">Sohei Silent Detect Chaos</entry>
@@ -78296,108 +78355,68 @@ Level Adjustment
A lich has all the base creature's statistics and special abilities except as noted here. A lich has all the base creature's statistics and special abilities except as noted here.
Size and Type Size and Type
The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice Hit Dice
Increase all current and future Hit Dice to d12s. Increase all current and future Hit Dice to d12s.
Armor Class Armor Class
A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better. A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.
Attack Attack
A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires. A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.
Full Attack
A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage Damage
A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich's HD + lich's Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich's HD + lich's Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
Special Attacks Special Attacks
A lich retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich's HD + lich's Cha modifier unless otherwise noted. A lich retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich's HD + lich's Cha modifier unless otherwise noted.
Fear Aura (Su) Fear Aura (Su)
Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich's level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich's level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours.
Paralyzing Touch (Su) Paralyzing Touch (Su)
Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.. The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Spells Spells
A lich can cast any spells it could cast while alive. A lich can cast any spells it could cast while alive.
Special Qualities Special Qualities
A lich retains all the base creature's special qualities and gains those described below. A lich retains all the base creature's special qualities and gains those described below.
Turn Resistance (Ex) Turn Resistance (Ex)
A lich has +4 turn resistance. A lich has +4 turn resistance.
Damage Reduction (Su) Damage Reduction (Su)
A lich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. A lich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex) Immunities (Ex)
Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Abilities Abilities
Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score. Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score.
Skills Skills
Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature. Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Organization
Solitary or troupe (1 lich, plus 2-4 vampires and 5-8 vampire spawn).
Challenge Rating Challenge Rating
Same as the base creature + 2. Same as the base creature + 2.
Treasure
Standard coins; double goods; double items.
Alignment Alignment
Any evil. Any evil.
Advancement
By character class.
Level Adjustment Level Adjustment
Same as the base creature +4. Same as the base creature +4.
Lich Characters Lich Characters
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class abilities it had in life. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class abilities it had in life.
The Lich's Phylactery The Lich's Phylactery
An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magicalphrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.</entry>
The most common form of phylactery is a sealed metal box containing strips of parchment on which magicalphrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
Other forms of phylacteries can exist, such as rings, amulets, or similar items.</entry>
<entry id="70434" lang="en" sex="m">Template: Demi-Lich</entry> <entry id="70434" lang="en" sex="m">Template: Demi-Lich</entry>
<entry id="70435" lang="en" sex="m">"Demilich" is a template that can be added to any lich. It uses all the lich's statistics and special abilities except as noted here. A demilich's form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below. <entry id="70435" lang="en" sex="m">"Demilich" is a template that can be added to any lich. It uses all the lich's statistics and special abilities except as noted here. A demilich's form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.
@@ -82257,9 +82276,7 @@ Weight 1 lb.</entry>
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
Constitution damage (Fort DC 17 half) per round of exposure. Constitution damage (Fort DC 17 half) per round of exposure.
Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks. Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.</entry>
Cost to Create: 2,250 gp, 180 XP, 5 days</entry>
<entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid. <entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
@@ -82270,13 +82287,131 @@ Constitution damage (Fort DC 17 half) per round of exposure.</entry>
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours. You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.
Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks. Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks.</entry>
Cost to Create: 675 gp, 54 XP, 2 days</entry>
<entry id="80124" lang="en" sex="m">The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead. <entry id="80124" lang="en" sex="m">The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead.
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.</entry> You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.</entry>
<entry id="80125" lang="en" sex="m">****</entry> <entry id="80125" lang="en" sex="m">****</entry>
<entry id="80126" lang="en" sex="m">Ring of Wizardry I</entry>
<entry id="80127" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80128" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
<entry id="80129" lang="en" sex="m">Ring of Wizardry II</entry>
<entry id="80130" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80131" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
<entry id="80132" lang="en" sex="m">Ring of Wizardry III</entry>
<entry id="80133" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80134" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
<entry id="80135" lang="en" sex="m">Ring of Wizardry IV</entry>
<entry id="80136" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80137" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
<entry id="80138" lang="en" sex="m">Ring of Epic Wizardry V</entry>
<entry id="80139" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80140" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80141" lang="en" sex="m">Ring of Epic Wizardry VI</entry>
<entry id="80142" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80143" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80144" lang="en" sex="m">Ring of Epic Wizardry VII</entry>
<entry id="80145" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80146" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80147" lang="en" sex="m">Ring of Epic Wizardry VIII</entry>
<entry id="80148" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80149" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80150" lang="en" sex="m">Ring of Epic Wizardry IX</entry>
<entry id="80151" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80152" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80153" lang="en" sex="m">****</entry>
<entry id="80154" lang="en" sex="m">Ring of Divinity I</entry>
<entry id="80155" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
Prerequisites: Forge Ring, hallow.</entry>
<entry id="80156" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
<entry id="80157" lang="en" sex="m">Ring of Divinity II</entry>
<entry id="80158" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
Prerequisites: Forge Ring, hallow.</entry>
<entry id="80159" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
<entry id="80160" lang="en" sex="m">Ring of Divinity III</entry>
<entry id="80161" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
Prerequisites: Forge Ring, hallow.</entry>
<entry id="80162" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
<entry id="80163" lang="en" sex="m">Ring of Divinity IV</entry>
<entry id="80164" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
Prerequisites: Forge Ring, hallow.</entry>
<entry id="80165" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
<entry id="80166" lang="en" sex="m">Epic Ring of Divinity V</entry>
<entry id="80167" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80168" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80169" lang="en" sex="m">Epic Ring of Divinity VI</entry>
<entry id="80170" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80171" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80172" lang="en" sex="m">Epic Ring of Divinity VII</entry>
<entry id="80173" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80174" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80175" lang="en" sex="m">Epic Ring of Divinity VIII</entry>
<entry id="80176" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80177" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80178" lang="en" sex="m">Epic Ring of Divinity IX</entry>
<entry id="80179" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80180" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80181" lang="en" sex="m">****</entry>
<entry id="80182" lang="en" sex="m">As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.</entry>
<entry id="80183" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance.</entry>
<entry id="80184" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A major ring of energy resistance grants 20 points of resistance.</entry>
<entry id="80185" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the rings resistance value from the damage dealt. A greater ring of energy resistance grants 30 points of resistance.</entry>
<entry id="80186" lang="en" sex="m">This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.</entry>
<entry id="80187" lang="en" sex="m">This ring functions as a ring of greater energy resistance for all types of energy-fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying.</entry>
<entry id="80188" lang="en" sex="m">This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.</entry>
<entry id="80189" lang="en" sex="m">This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.</entry>
<entry id="80190" lang="en" sex="m">This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.</entry>
<entry id="80191" lang="en" sex="m">By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.</entry>
<entry id="80192" lang="en" sex="m">This ring grants its wearer damage reduction 15/adamantine (+5). </entry>
<entry id="80193" lang="en" sex="m">This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.</entry>
<entry id="80194" lang="en" sex="m">This ring continually allows the wearer to leap about, providing a +10 competence bonus on all his Jump checks.</entry>
<entry id="80195" lang="en" sex="m">This ring offers continual magical protection in the form of the named deflection bonus to AC.</entry>
<entry id="80196" lang="en" sex="m">This white gold ring continually allows a living wearer to heal 1 point of damage per round.</entry>
<entry id="80197" lang="en" sex="m">This white gold ring continually allows a living wearer to heal 3 points of damage per round.</entry>
<entry id="80198" lang="en" sex="m">Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.</entry>
<entry id="80199" lang="en" sex="m">****</entry>
<entry id="80200" lang="en" sex="m">Ring of Virtuous Good</entry>
<entry id="80201" lang="en" sex="m"> The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.
Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, holy aura, creator must be good</entry>
<entry id="80202" lang="en" sex="m"> The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.</entry>
<entry id="80203" lang="en" sex="m">Ring of Ineffable Evil</entry>
<entry id="80204" lang="en" sex="m">The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.
Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, unholy aura, creator must be evil</entry>
<entry id="80205" lang="en" sex="m">The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.</entry>
<entry id="120000" lang="en" sex="m">***** Custom Weapon VFX *****</entry> <entry id="120000" lang="en" sex="m">***** Custom Weapon VFX *****</entry>
<entry id="120001" lang="en" sex="m">CEP | Darkness / Shadow</entry> <entry id="120001" lang="en" sex="m">CEP | Darkness / Shadow</entry>
<entry id="120002" lang="en" sex="m">CEP | Psionic / Mind</entry> <entry id="120002" lang="en" sex="m">CEP | Psionic / Mind</entry>
@@ -84840,12 +84975,117 @@ Transmuting energy spreads out around the targets, dealing 4d8 points of damage
<entry id="199264" lang="en" sex="m">Gaseous Form (10)</entry> <entry id="199264" lang="en" sex="m">Gaseous Form (10)</entry>
<entry id="199265" lang="en" sex="m">Gaseous Form (15)</entry> <entry id="199265" lang="en" sex="m">Gaseous Form (15)</entry>
<entry id="199266" lang="en" sex="m">****</entry> <entry id="199266" lang="en" sex="m">****</entry>
<entry id="199267" lang="en" sex="m">****</entry> <entry id="199267" lang="en" sex="m">Limited Wish</entry>
<entry id="199268" lang="en" sex="m">****</entry> <entry id="199268" lang="en" sex="m">Universal
<entry id="199269" lang="en" sex="m">****</entry> Level: Sor/Wiz 7
<entry id="199270" lang="en" sex="m">****</entry> Components: V, S, XP
<entry id="199271" lang="en" sex="m">****</entry> Casting time: 1 standard action
<entry id="199272" lang="en" sex="m">****</entry> Range: See text
Target, Effect,
or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: Yes
A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.
Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any sorcerer/wizard spell of 5th level or lower, even if its of a prohibited school.
Duplicate any other spell of 4th level or lower, even if its of a prohibited school.
Undo the harmful effects of many spells, such as geas/quest or insanity.
A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.
XP Cost: 300 XP or more (see above)</entry>
<entry id="199269" lang="en" sex="m">Limited Wish (14)</entry>
<entry id="199270" lang="en" sex="m">Sorcerer Limited Wish</entry>
<entry id="199271" lang="en" sex="m">Sublime Chord Repair Critical Damage</entry>
<entry id="199272" lang="en" sex="m">Sublime Chord Chasing Perfection</entry>
<entry id="199273" lang="en" sex="m">Sublime Chord Force Missiles</entry>
<entry id="199274" lang="en" sex="m">Sublime Chord Limited Wish</entry>
<entry id="199275" lang="en" sex="m">****</entry>
<entry id="199276" lang="en" sex="m">Cloak of Chaos</entry>
<entry id="199277" lang="en" sex="m">Abjuration [Chaotic]
Level: Chaos 8, Clr 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius
burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration blocks possession and mental influence, just as protection from law does.
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
Focus
A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp. </entry>
<entry id="199278" lang="en" sex="m">Cloak of Chaos (15)</entry>
<entry id="199279" lang="en" sex="m">Cloak of Chaos (20)</entry>
<entry id="199280" lang="en" sex="m">****</entry>
<entry id="199281" lang="en" sex="m">Shield of Law</entry>
<entry id="199282" lang="en" sex="m">Abjuration [Lawful]
Level: Clr 8, Law 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius
burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.
Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.
Third, the abjuration blocks possession and mental influence, just as protection from chaos does.
Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of laws save DC).
Focus
A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.</entry>
<entry id="199283" lang="en" sex="m">Shield of Law (15)</entry>
<entry id="199284" lang="en" sex="m">Shield of Law (20)</entry>
<entry id="199285" lang="en" sex="m">****</entry>
<entry id="199286" lang="en" sex="m">Caster Level(s): Cleric 8
Innate Level: 8
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius
burst centered on you
Duration: 1 round/level (D)
Additional Counter Spells:
Save: Harmless
Spell Resistance: Yes
When this spell is cast, the caster chooses to be protected from chaos, good or evil. Each warded creature receives a +4 deflection bonus to Armor Class, +4 to all saves, immunity to mind-affecting spells and spell-like abilities used by creatures of the chosen alignment, and spell resistance 25 against spells cast by creatures of the chosen alignment. They also gain the following ability according to the spell's alignment:
Good: if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy auras save DC).
Evil: if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).
Law: if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of laws save DC).
Chaos: if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).</entry>
<entry id="199287" lang="en" sex="m">****</entry>
<entry id="199999" lang="en" sex="m">#PRC8 RESERVED#</entry> <entry id="199999" lang="en" sex="m">#PRC8 RESERVED#</entry>
<entry id="200000" lang="en" sex="m">#START PRC8 MATERIAL RESERVE#</entry> <entry id="200000" lang="en" sex="m">#START PRC8 MATERIAL RESERVE#</entry>
<entry id="200001" lang="en" sex="m">Botanical</entry> <entry id="200001" lang="en" sex="m">Botanical</entry>
+3
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cd _tools\
NWN.CLI.exe -k
cd ..
+4
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pushd _tools\
if exist ..\_tlk\prc4_pq22_merge.xml xml2tlk.exe ..\_tlk\prc4_pq22_merge.xml ..\output\prc4_pq22_merge.tlk
if exist ..\_tlk\prc8_pq22_merge.xml xml2tlk.exe ..\_tlk\prc8_pq22_merge.xml ..\output\prc8_pq22_merge.tlk
pause
+3
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pushd _tools\
if exist ..\_tlk\prc8_pq22_merge.tlk tlk2xml.exe ..\_tlk\prc8_pq22_merge.tlk ..\output\prc8_pq22_merge.xml
pause
+3
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@@ -0,0 +1,3 @@
pushd ..\_tools\
if exist ..\_tlk\prc8_pq22_merge.xml xml2tlk.exe ..\_tlk\prc8_pq22_merge.xml ..\_tlk\prc8_pq22_merge.tlk
pause
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{
"OutputPath": "../output/",
"HakList": [
{
"Name": "prc4_pq31_merge",
"Path": "../_hak/prc4_pq31_merge/",
"CompileModels": false
},
{
"Name": "prc8_pq31_merge",
"Path": "../_hak/prc8_pq31_merge/",
"CompileModels": false
},
]
}
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@@ -3895,7 +3895,65 @@ Level Adjustment: Same as base creature +2.</entry>
Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.</entry> Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.</entry>
<entry id="13189" lang="en" sex="m">Archlich</entry> <entry id="13189" lang="en" sex="m">Archlich</entry>
<entry id="13190" lang="en" sex="m">Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation. <entry id="13190" lang="en" sex="m">Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation.
Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics. </entry> Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics.
A Archich has all the base creature's statistics and special abilities except as noted here.
Size and Type
The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Increase all current and future Hit Dice to d12s.
Armor Class
A Archich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.
Attack
A Archich has a touch attack that it can use once per round. If the base creature can use weapons, the Archich retains this ability. A creature with natural weapons retains those natural weapons. A Archich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A Archich armed with a weapon uses its touch or a weapon, as it desires.
Damage
A Archich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 Archich's HD + Archich's Cha modifier) halves the damage. A Archich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
Special Attacks
A Archich retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 Archich's HD + Archich's Cha modifier unless otherwise noted.
Fear Aura (Su)
Archiches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the Archich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the Archich's level. A creature that successfully saves cannot be affected again by the same Archich's aura for 24 hours.
Paralyzing Touch (Su)
Any living creature a Archich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a Archich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Spells
A Archich can cast any spells it could cast while alive.
Special Qualities
A Archich retains all the base creature's special qualities and gains those described below.
Turn Resistance (Ex)
A Archich has +4 turn resistance.
Damage Reduction (Su)
A Archich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex)
Archiches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Abilities
Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a Archich has no Constitution score.
Skills
Archiches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Challenge Rating
Same as the base creature + 2.
Alignment
Any good.
Level Adjustment
Same as the base creature +4.</entry>
<entry id="13191" lang="en" sex="m">Aligned Aura:Chaos</entry> <entry id="13191" lang="en" sex="m">Aligned Aura:Chaos</entry>
<entry id="13192" lang="en" sex="m">Aligned Aura:Evil</entry> <entry id="13192" lang="en" sex="m">Aligned Aura:Evil</entry>
<entry id="13193" lang="en" sex="m">Aligned Aura:Good</entry> <entry id="13193" lang="en" sex="m">Aligned Aura:Good</entry>
@@ -5571,6 +5629,24 @@ Base Critical Threat: x2
Base Damage Type: Piercing Base Damage Type: Piercing
Weapon Size: Small Weapon Size: Small
Feats Required: Simple</entry> Feats Required: Simple</entry>
<entry id="43120" lang="en" sex="m">Sanctified</entry>
<entry id="43121" lang="en" sex="m">Sanctified Damage</entry>
<entry id="43122" lang="en" sex="m">&lt;CUSTOM0&gt; Sanctified</entry>
<entry id="43123" lang="en" sex="m">Holy</entry>
<entry id="43124" lang="en" sex="m">Holy Damage</entry>
<entry id="43125" lang="en" sex="m">&lt;CUSTOM0&gt; Holy</entry>
<entry id="43126" lang="en" sex="m">Unholy</entry>
<entry id="43127" lang="en" sex="m">Unholy Damage</entry>
<entry id="43128" lang="en" sex="m">&lt;CUSTOM0&gt; Unholy</entry>
<entry id="43129" lang="en" sex="m">Falling</entry>
<entry id="43130" lang="en" sex="m">Falling Damage</entry>
<entry id="43131" lang="en" sex="m">&lt;CUSTOM0&gt; Falling</entry>
<entry id="43132" lang="en" sex="m">Ballistic</entry>
<entry id="43133" lang="en" sex="m">Ballistic Damage</entry>
<entry id="43134" lang="en" sex="m">&lt;CUSTOM0&gt; Ballistic</entry>
<entry id="43135" lang="en" sex="m">Dessication</entry>
<entry id="43136" lang="en" sex="m">Dessication Damage</entry>
<entry id="43137" lang="en" sex="m">&lt;CUSTOM0&gt; Dessication</entry>
<entry id="43138" lang="en" sex="m">Untyped</entry> <entry id="43138" lang="en" sex="m">Untyped</entry>
<entry id="43139" lang="en" sex="m">Untyped Damage</entry> <entry id="43139" lang="en" sex="m">Untyped Damage</entry>
<entry id="43140" lang="en" sex="m">&lt;CUSTOM0&gt; Untyped</entry> <entry id="43140" lang="en" sex="m">&lt;CUSTOM0&gt; Untyped</entry>
@@ -7525,7 +7601,7 @@ You make yourself - including clothing, armor, weapons and equipment - look diff
<entry id="45448" lang="en" sex="m">Disguise Self, Normal Form</entry> <entry id="45448" lang="en" sex="m">Disguise Self, Normal Form</entry>
<entry id="45449" lang="en" sex="m">Attune Gem</entry> <entry id="45449" lang="en" sex="m">Attune Gem</entry>
<entry id="45450" lang="en" sex="m">Type of Feat: Item Creation <entry id="45450" lang="en" sex="m">Type of Feat: Item Creation
Prerequisite: Intelligence 13, Arcane Spells level 2. Prerequisite: Intelligence 13, Craft (General) 1, Arcane Spells level 3.
Specifics: You can cast any arcane spell you have prepared as a gem. The caster must have the spell memorized to be able to create the gem. Crafting a gem costs Spell level * Caster level * 50 in gold pieces for a normal caster (half base cost). It also takes XP equal to 1/25th of the base cost. If you cannot pay the casting cost or the XP loss would drop you a level, the crafting will fail, and the spell will be lost. Crafting the gem requires a gem with a value of 50gp * spell level. A gem is permanent until used. Gems target those who activate them. Specifics: You can cast any arcane spell you have prepared as a gem. The caster must have the spell memorized to be able to create the gem. Crafting a gem costs Spell level * Caster level * 50 in gold pieces for a normal caster (half base cost). It also takes XP equal to 1/25th of the base cost. If you cannot pay the casting cost or the XP loss would drop you a level, the crafting will fail, and the spell will be lost. Crafting the gem requires a gem with a value of 50gp * spell level. A gem is permanent until used. Gems target those who activate them.
Use: Selected.</entry> Use: Selected.</entry>
<entry id="45451" lang="en" sex="m">Epic Scout</entry> <entry id="45451" lang="en" sex="m">Epic Scout</entry>
@@ -8527,7 +8603,7 @@ CLASS FEATURES:
Level Level
1: Shadow Sight - Gains Darkvision and Ultravision in darkness. 1: Shadow Sight - Gains Darkvision and Ultravision in darkness.
Shadow Jump - Dimension Door once per day per class level Shadow Jump - Dimension Door once per day per class level
2: Shadow Blur - In darkness gains the benefit of Blur spell (20 % concealment in the night, underground area or Darkness spell). 2: Shadow Blur - In darkness gains the benefit of Blur spell (20% concealment while above ground at night or in a Darkness spell).
4: Shadow Pounce - May make a full attack after teleporting 4: Shadow Pounce - May make a full attack after teleporting
5: Shadow Discorporation - When any damage reduces him to 0 or less, has a chance to use teleport. 5: Shadow Discorporation - When any damage reduces him to 0 or less, has a chance to use teleport.
6: Death Attack - gains a Death Attack +1d6. 6: Death Attack - gains a Death Attack +1d6.
@@ -18482,7 +18558,12 @@ Duration: 1 rd/lvl
Additional Counter Spells: Daylight Additional Counter Spells: Daylight
Save: Will negate or none Save: Will negate or none
Spell Resistance: Yes or No (object) Spell Resistance: Yes or No (object)
All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced by you.</entry>
You create an area of total darkness.
The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area. Creatures outside the spell's area, even you, cannot see through it. You can cast the spell on a point in space, but the effect is stationary unless you cast it cast on a mobile object. You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.
Blacklight counters or dispels any light spell of equal or lower level, such as daylight.</entry>
<entry id="48326" lang="en" sex="m">Dark Bolt (all Bolt)</entry> <entry id="48326" lang="en" sex="m">Dark Bolt (all Bolt)</entry>
<entry id="48327" lang="en" sex="m">Dark Bolt (1 Bolt/rnd)</entry> <entry id="48327" lang="en" sex="m">Dark Bolt (1 Bolt/rnd)</entry>
<entry id="48328" lang="en" sex="m">Anti-Paladin</entry> <entry id="48328" lang="en" sex="m">Anti-Paladin</entry>
@@ -27522,7 +27603,7 @@ Save: Will negates
Spell Resistance: Yes Spell Resistance: Yes
This spell calms agitated creatures. You have no control over the affected creatures, but Calm Emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell calms agitated creatures. You have no control over the affected creatures, but Calm Emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses any morale bonuses granted by spells such as Bless, Good Hope and Rage, as well as negating a Bard's ability to inspire courage or a Barbarian's rage ability. It also suppresses any feat effects and removes the Confused condition from all targets.</entry> This spell automatically suppresses any morale bonuses granted by spells such as Bless, Good Hope and Rage, as well as negating a Bard's ability to inspire courage or a Barbarian's rage ability. It also suppresses any fear effects and removes the Confused condition from all targets.</entry>
<entry id="51124" lang="en" sex="m">Repulsion</entry> <entry id="51124" lang="en" sex="m">Repulsion</entry>
<entry id="51125" lang="en" sex="m">School: Abjuration <entry id="51125" lang="en" sex="m">School: Abjuration
Level: Cleric/Healer 7, Sorcerer/Wizard 6 Level: Cleric/Healer 7, Sorcerer/Wizard 6
@@ -31739,11 +31820,12 @@ Cost:
<entry id="51911" lang="en" sex="m">Description: <entry id="51911" lang="en" sex="m">Description:
Skill Bonus: Hide +10 Skill Bonus: Hide +10
Disguise Self at will.
Prerequisites: Prerequisites:
Caster Level: 3 Caster Level: 3
Spell(s): Invisibility Spell(s): Invisibility, Disguise Self
Cost: Cost:
@@ -32579,7 +32661,7 @@ XP Cost: 1,000 XP.</entry>
Caster Level: Sorcerer/Wizard 6 Caster Level: Sorcerer/Wizard 6
Components: V, S Components: V, S
Range: Touch Range: Touch
Target: One creature Target: One living humaniod creature
Duration: Instantaneous Duration: Instantaneous
Saving Throw: Fortitude negates Saving Throw: Fortitude negates
Spell Resistance: Yes Spell Resistance: Yes
@@ -34842,7 +34924,7 @@ Material Component: An amber sphere worth at least 500 gp.</entry>
<entry id="52434" lang="en" sex="m">Blinding Glory</entry> <entry id="52434" lang="en" sex="m">Blinding Glory</entry>
<entry id="52435" lang="en" sex="m">Blinding Glory <entry id="52435" lang="en" sex="m">Blinding Glory
Conjuration (Creation) [Good] Conjuration (Creation) [Good]
Level: Glory 9, Sor/Wiz 9 Level: Sor/Wiz 9
Components: V, S, M/DF Components: V, S, M/DF
Casting Time: 1 hour Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels) Range: Close (25 ft. + 5 ft./2 levels)
@@ -34899,7 +34981,7 @@ castings return to their home plane.</entry>
<entry id="52440" lang="en" sex="m">Celestial Blood</entry> <entry id="52440" lang="en" sex="m">Celestial Blood</entry>
<entry id="52441" lang="en" sex="m">Celestial Blood <entry id="52441" lang="en" sex="m">Celestial Blood
Abjuration [Good] Abjuration [Good]
Level: Apostle of peace 6, Clr 6, Pleasure 6 Level: Clr 6
Components: V, S, M Components: V, S, M
Casting Time: 1 round Casting Time: 1 round
Range: Touch Range: Touch
@@ -35156,7 +35238,7 @@ The spell deals only half damage against creatures that are neither good nor evi
<entry id="52474" lang="en" sex="m">Starmantle</entry> <entry id="52474" lang="en" sex="m">Starmantle</entry>
<entry id="52475" lang="en" sex="m">Starmantle <entry id="52475" lang="en" sex="m">Starmantle
Abjuration Abjuration
Level: Joy 7, Sor/Wiz 6 Level: Sor/Wiz 6
Components: V, S, M Components: V, S, M
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Touch Range: Touch
@@ -46698,7 +46780,7 @@ When this invocation is activated, your eldritch blast does full damage to objec
Blast Shape Blast Shape
1st Level Spell 1st Level Spell
Your eldritch blast infuses your weapon. You make a single attack, and if you hit you do any damage and effects from your eldritch blast to the creature hit, in addition to any damage from the weapon itself.</entry> Your eldritch blast infuses your weapon. You make a single melee attack, and if you hit you do any damage and effects from your eldritch blast to the creature hit, in addition to any damage from the weapon itself.</entry>
<entry id="57128" lang="en" sex="m">Leaps and Bounds</entry> <entry id="57128" lang="en" sex="m">Leaps and Bounds</entry>
<entry id="57129" lang="en" sex="m">Least Invocation <entry id="57129" lang="en" sex="m">Least Invocation
2nd Level Spell 2nd Level Spell
@@ -47871,9 +47953,8 @@ Use: Selected</entry>
<entry id="57585" lang="en" sex="m">****</entry> <entry id="57585" lang="en" sex="m">****</entry>
<entry id="57586" lang="en" sex="m"> <entry id="57586" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57587" lang="en" sex="m">Default Swashbuckler</entry> <entry id="57587" lang="en" sex="m">****</entry>
<entry id="57588" lang="en" sex="m"> <entry id="57588" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57589" lang="en" sex="m">Default Hexblade</entry> <entry id="57589" lang="en" sex="m">Default Hexblade</entry>
<entry id="57590" lang="en" sex="m"> <entry id="57590" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
@@ -56595,7 +56676,7 @@ REQUIREMENTS:
Race: Dwarf. Race: Dwarf.
Alignment: Any nonevil. Alignment: Any nonevil.
Skills: Craft (armorsmithing) 8 ranks, Lore 2 ranks. Skills: Craft (armorsmithing) 8 ranks, Lore 2 ranks.
Meldshaping: Ability to shape soulmelds Meldshaping: Ability to shape soulmelds (requires a minimum of an 11 Constitution)
CLASS FEATURES: CLASS FEATURES:
@@ -61115,6 +61196,125 @@ Temples to evil deities sell cursed water at cost (making no profit).</entry>
<entry id="63508" lang="en" sex="m">Vassal of Bahamut Sunmantle</entry> <entry id="63508" lang="en" sex="m">Vassal of Bahamut Sunmantle</entry>
<entry id="63509" lang="en" sex="m">Vassal of Bahamut Greater Luminous Armor</entry> <entry id="63509" lang="en" sex="m">Vassal of Bahamut Greater Luminous Armor</entry>
<entry id="63510" lang="en" sex="m">Sublime Chord Abyssal Might</entry> <entry id="63510" lang="en" sex="m">Sublime Chord Abyssal Might</entry>
<entry id="63076" lang="en" sex="m">Beguiler Daze</entry>
<entry id="63077" lang="en" sex="m">Beguiler Read Magic</entry>
<entry id="63078" lang="en" sex="m">Beguiler Charm Person</entry>
<entry id="63079" lang="en" sex="m">Beguiler Color Spray</entry>
<entry id="63080" lang="en" sex="m">Beguiler Disguise Self</entry>
<entry id="63081" lang="en" sex="m">Beguiler Disguise Self - Learn Shape</entry>
<entry id="63082" lang="en" sex="m">Beguiler Disguise Self - Options</entry>
<entry id="63083" lang="en" sex="m">Beguiler Disguise Self - Quickslot 1</entry>
<entry id="63084" lang="en" sex="m">Beguiler Disguise Self - Quickslot 2</entry>
<entry id="63085" lang="en" sex="m">Beguiler Disguise Self - Quickslot 3</entry>
<entry id="63086" lang="en" sex="m">Beguiler Drug Resistance</entry>
<entry id="63087" lang="en" sex="m">Beguiler Expeditious Retreat</entry>
<entry id="63088" lang="en" sex="m">Beguiler Mage Armor</entry>
<entry id="63089" lang="en" sex="m">Beguiler Nybor's Gentle Reminder</entry>
<entry id="63090" lang="en" sex="m">Beguiler Obscuring Mist</entry>
<entry id="63091" lang="en" sex="m">Beguiler Rouse</entry>
<entry id="63092" lang="en" sex="m">Beguiler Sleep</entry>
<entry id="63093" lang="en" sex="m">Beguiler Undetectable Alignment</entry>
<entry id="63094" lang="en" sex="m">Beguiler Addiction</entry>
<entry id="63095" lang="en" sex="m">Beguiler Addiction: Terran Brandy</entry>
<entry id="63096" lang="en" sex="m">Beguiler Addiction: Mushroom Powder</entry>
<entry id="63097" lang="en" sex="m">Beguiler Addiction: Vodare</entry>
<entry id="63098" lang="en" sex="m">Beguiler Addiction: Agony</entry>
<entry id="63099" lang="en" sex="m">Beguiler Blindness/Deafness</entry>
<entry id="63100" lang="en" sex="m">Beguiler Blur</entry>
<entry id="63101" lang="en" sex="m">Beguiler Continual Flame</entry>
<entry id="63102" lang="en" sex="m">Beguiler Daze Monster</entry>
<entry id="63103" lang="en" sex="m">Beguiler Fog Cloud</entry>
<entry id="63104" lang="en" sex="m">Beguiler Ghostly Visage</entry>
<entry id="63105" lang="en" sex="m">Beguiler Glitterdust</entry>
<entry id="63106" lang="en" sex="m">Beguiler Invisibility</entry>
<entry id="63107" lang="en" sex="m">Beguiler Knock</entry>
<entry id="63108" lang="en" sex="m">Beguiler Masochism</entry>
<entry id="63109" lang="en" sex="m">Beguiler Mirror Image</entry>
<entry id="63110" lang="en" sex="m">Beguiler See Invisibility</entry>
<entry id="63111" lang="en" sex="m">Beguiler Shadow Spray</entry>
<entry id="63112" lang="en" sex="m">Beguiler Silence</entry>
<entry id="63113" lang="en" sex="m">Beguiler Tasha's Hideous Laughter</entry>
<entry id="63114" lang="en" sex="m">Beguiler Touch of Idiocy</entry>
<entry id="63115" lang="en" sex="m">Beguiler Clairaudience/Clairvoyance</entry>
<entry id="63116" lang="en" sex="m">Beguiler Curse of the Putrid Husk</entry>
<entry id="63117" lang="en" sex="m">Beguiler Deep Slumber</entry>
<entry id="63118" lang="en" sex="m">Beguiler Dispel Magic</entry>
<entry id="63119" lang="en" sex="m">Beguiler Displacement</entry>
<entry id="63120" lang="en" sex="m">Beguiler Elation</entry>
<entry id="63121" lang="en" sex="m">Beguiler Evil Eye</entry>
<entry id="63122" lang="en" sex="m">Beguiler Glibness</entry>
<entry id="63123" lang="en" sex="m">Beguiler Halt</entry>
<entry id="63124" lang="en" sex="m">Beguiler Haste</entry>
<entry id="63125" lang="en" sex="m">Beguiler Heroism</entry>
<entry id="63126" lang="en" sex="m">Beguiler Hold Person</entry>
<entry id="63127" lang="en" sex="m">Beguiler Invisibility Sphere</entry>
<entry id="63128" lang="en" sex="m">Beguiler Nondetection</entry>
<entry id="63129" lang="en" sex="m">Beguiler Reality Blind</entry>
<entry id="63130" lang="en" sex="m">Beguiler Slow</entry>
<entry id="63131" lang="en" sex="m">Beguiler Charm Monster</entry>
<entry id="63132" lang="en" sex="m">Beguiler Confusion</entry>
<entry id="63133" lang="en" sex="m">Beguiler Crushing Despair</entry>
<entry id="63134" lang="en" sex="m">Beguiler Freedom of Movement</entry>
<entry id="63135" lang="en" sex="m">Beguiler Improved Invisibility</entry>
<entry id="63136" lang="en" sex="m">Beguiler Locate Creature</entry>
<entry id="63137" lang="en" sex="m">Beguiler Phantasmal Killer</entry>
<entry id="63138" lang="en" sex="m">Beguiler Rainbow Pattern</entry>
<entry id="63139" lang="en" sex="m">Beguiler Shadow Conjuration</entry>
<entry id="63140" lang="en" sex="m">Beguiler Shadow Conjuration, Summon Shadow</entry>
<entry id="63141" lang="en" sex="m">Beguiler Shadow Conjuration, Darkness</entry>
<entry id="63142" lang="en" sex="m">Beguiler Shadow Conjuration, Invisibility</entry>
<entry id="63143" lang="en" sex="m">Beguiler Shadow Conjuration, Mage Armor</entry>
<entry id="63144" lang="en" sex="m">Beguiler Shadow Conjuration, Magic Missile</entry>
<entry id="63145" lang="en" sex="m">Beguiler Solid Fog</entry>
<entry id="63146" lang="en" sex="m">Beguiler Break Enchantment</entry>
<entry id="63147" lang="en" sex="m">Beguiler Dominate Person</entry>
<entry id="63148" lang="en" sex="m">Beguiler Feeblemind</entry>
<entry id="63149" lang="en" sex="m">Beguiler Greater Shadow Conjuration</entry>
<entry id="63150" lang="en" sex="m">Beguiler Greater Shadow Conjuration, Summon Shadow</entry>
<entry id="63151" lang="en" sex="m">Beguiler Greater Shadow Conjuration, Acid Arrow</entry>
<entry id="63152" lang="en" sex="m">Beguiler Greater Shadow Conjuration, Ghostly Visage</entry>
<entry id="63153" lang="en" sex="m">Beguiler Greater Shadow Conjuration, Web</entry>
<entry id="63154" lang="en" sex="m">Beguiler Greater Shadow Conjuration, Minor Globe of Invulnerability</entry>
<entry id="63155" lang="en" sex="m">Beguiler Hold Monster</entry>
<entry id="63156" lang="en" sex="m">Beguiler Mind Fog</entry>
<entry id="63157" lang="en" sex="m">Beguiler Symbol of Sleep</entry>
<entry id="63158" lang="en" sex="m">Beguiler Ethereal Visage</entry>
<entry id="63159" lang="en" sex="m">Beguiler Greater Dispelling</entry>
<entry id="63160" lang="en" sex="m">Beguiler Greater Heroism</entry>
<entry id="63161" lang="en" sex="m">Beguiler Mass Haste</entry>
<entry id="63162" lang="en" sex="m">Beguiler Mislead</entry>
<entry id="63163" lang="en" sex="m">Beguiler Repulsion</entry>
<entry id="63164" lang="en" sex="m">Beguiler Shades</entry>
<entry id="63165" lang="en" sex="m">Beguiler Summon Shadow</entry>
<entry id="63166" lang="en" sex="m">Beguiler Shades, Cone of Cold</entry>
<entry id="63167" lang="en" sex="m">Beguiler Shades, Fireball</entry>
<entry id="63168" lang="en" sex="m">Beguiler Shades, Stoneskin</entry>
<entry id="63169" lang="en" sex="m">Beguiler Shades, Wall of Fire</entry>
<entry id="63170" lang="en" sex="m">Beguiler Symbol of Persuasion</entry>
<entry id="63171" lang="en" sex="m">Beguiler True Seeing</entry>
<entry id="63172" lang="en" sex="m">Beguiler Greater Sanctuary</entry>
<entry id="63173" lang="en" sex="m">Beguiler Insanity</entry>
<entry id="63174" lang="en" sex="m">Beguiler Mass Hold Person</entry>
<entry id="63175" lang="en" sex="m">Beguiler Nybor's Stern Reproof</entry>
<entry id="63176" lang="en" sex="m">Beguiler Power Word Blind</entry>
<entry id="63177" lang="en" sex="m">Beguiler Protection from Spells</entry>
<entry id="63178" lang="en" sex="m">Beguiler Shadow Shield</entry>
<entry id="63179" lang="en" sex="m">Beguiler Spell Turning</entry>
<entry id="63180" lang="en" sex="m">Beguiler Symbol of Stunning</entry>
<entry id="63181" lang="en" sex="m">Beguiler Discern Location</entry>
<entry id="63182" lang="en" sex="m">Beguiler Mass Blindness/Deafness</entry>
<entry id="63183" lang="en" sex="m">Beguiler Mass Charm</entry>
<entry id="63184" lang="en" sex="m">Beguiler Mind Blank</entry>
<entry id="63185" lang="en" sex="m">Beguiler Power Word, Stun</entry>
<entry id="63186" lang="en" sex="m">Beguiler Scintillating Pattern</entry>
<entry id="63187" lang="en" sex="m">Beguiler Symbol of Insanity</entry>
<entry id="63188" lang="en" sex="m">Beguiler Dominate Monster</entry>
<entry id="63189" lang="en" sex="m">Beguiler Foresight</entry>
<entry id="63190" lang="en" sex="m">Beguiler Mass Hold Monster</entry>
<entry id="63191" lang="en" sex="m">Beguiler Power Word, Kill</entry>
<entry id="63192" lang="en" sex="m">Beguiler Time Stop</entry>
<entry id="63193" lang="en" sex="m">Beguiler Weird</entry>
<entry id="63510" lang="en" sex="m">Sublime Chord Abyssal Might</entry>
<entry id="63511" lang="en" sex="m">Sublime Chord Acid Orb</entry> <entry id="63511" lang="en" sex="m">Sublime Chord Acid Orb</entry>
<entry id="63512" lang="en" sex="m">Sublime Chord Arcane Eye</entry> <entry id="63512" lang="en" sex="m">Sublime Chord Arcane Eye</entry>
<entry id="63513" lang="en" sex="m">Sublime Chord Bestow Curse</entry> <entry id="63513" lang="en" sex="m">Sublime Chord Bestow Curse</entry>
@@ -66724,8 +66924,8 @@ Temples to evil deities sell cursed water at cost (making no profit).</entry>
<entry id="69117" lang="en" sex="m">Favoured Soul Regenerate Critical Wounds</entry> <entry id="69117" lang="en" sex="m">Favoured Soul Regenerate Critical Wounds</entry>
<entry id="69118" lang="en" sex="m">Favoured Soul Hallow</entry> <entry id="69118" lang="en" sex="m">Favoured Soul Hallow</entry>
<entry id="69119" lang="en" sex="m">Favoured Soul Chasing Perfection</entry> <entry id="69119" lang="en" sex="m">Favoured Soul Chasing Perfection</entry>
<entry id="69120" lang="en" sex="m">Sohei Silent Bless Weapon</entry> <entry id="69120" lang="en" sex="m">Favoured Soul Cloak of Chaos</entry>
<entry id="69121" lang="en" sex="m">Sohei Still Bless Weapon</entry> <entry id="69121" lang="en" sex="m">Favoured Soul Shield of Law</entry>
<entry id="69122" lang="en" sex="m">Sohei Detect Chaos</entry> <entry id="69122" lang="en" sex="m">Sohei Detect Chaos</entry>
<entry id="69123" lang="en" sex="m">Sohei Extended Detect Chaos</entry> <entry id="69123" lang="en" sex="m">Sohei Extended Detect Chaos</entry>
<entry id="69124" lang="en" sex="m">Sohei Silent Detect Chaos</entry> <entry id="69124" lang="en" sex="m">Sohei Silent Detect Chaos</entry>
@@ -69147,108 +69347,68 @@ Level Adjustment
A lich has all the base creature's statistics and special abilities except as noted here. A lich has all the base creature's statistics and special abilities except as noted here.
Size and Type Size and Type
The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice Hit Dice
Increase all current and future Hit Dice to d12s. Increase all current and future Hit Dice to d12s.
Armor Class Armor Class
A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better. A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.
Attack Attack
A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires. A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.
Full Attack
A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage Damage
A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich's HD + lich's Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich's HD + lich's Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
Special Attacks Special Attacks
A lich retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich's HD + lich's Cha modifier unless otherwise noted. A lich retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich's HD + lich's Cha modifier unless otherwise noted.
Fear Aura (Su) Fear Aura (Su)
Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich's level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich's level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours.
Paralyzing Touch (Su) Paralyzing Touch (Su)
Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.. The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Spells Spells
A lich can cast any spells it could cast while alive. A lich can cast any spells it could cast while alive.
Special Qualities Special Qualities
A lich retains all the base creature's special qualities and gains those described below. A lich retains all the base creature's special qualities and gains those described below.
Turn Resistance (Ex) Turn Resistance (Ex)
A lich has +4 turn resistance. A lich has +4 turn resistance.
Damage Reduction (Su) Damage Reduction (Su)
A lich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. A lich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex) Immunities (Ex)
Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Abilities Abilities
Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score. Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score.
Skills Skills
Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature. Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Organization
Solitary or troupe (1 lich, plus 2-4 vampires and 5-8 vampire spawn).
Challenge Rating Challenge Rating
Same as the base creature + 2. Same as the base creature + 2.
Treasure
Standard coins; double goods; double items.
Alignment Alignment
Any evil. Any evil.
Advancement
By character class.
Level Adjustment Level Adjustment
Same as the base creature +4. Same as the base creature +4.
Lich Characters Lich Characters
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class abilities it had in life. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class abilities it had in life.
The Lich's Phylactery The Lich's Phylactery
An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magicalphrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.</entry>
The most common form of phylactery is a sealed metal box containing strips of parchment on which magicalphrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
Other forms of phylacteries can exist, such as rings, amulets, or similar items.</entry>
<entry id="70434" lang="en" sex="m">Template: Demi-Lich</entry> <entry id="70434" lang="en" sex="m">Template: Demi-Lich</entry>
<entry id="70435" lang="en" sex="m">"Demilich" is a template that can be added to any lich. It uses all the lich's statistics and special abilities except as noted here. A demilich's form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below. <entry id="70435" lang="en" sex="m">"Demilich" is a template that can be added to any lich. It uses all the lich's statistics and special abilities except as noted here. A demilich's form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.
@@ -73108,9 +73268,7 @@ Weight 1 lb.</entry>
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
Constitution damage (Fort DC 17 half) per round of exposure. Constitution damage (Fort DC 17 half) per round of exposure.
Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks. Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.</entry>
Cost to Create: 2,250 gp, 180 XP, 5 days</entry>
<entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid. <entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
@@ -73121,13 +73279,131 @@ Constitution damage (Fort DC 17 half) per round of exposure.</entry>
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours. You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.
Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks. Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks.</entry>
Cost to Create: 675 gp, 54 XP, 2 days</entry>
<entry id="80124" lang="en" sex="m">The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead. <entry id="80124" lang="en" sex="m">The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead.
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.</entry> You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.</entry>
<entry id="80125" lang="en" sex="m">****</entry> <entry id="80125" lang="en" sex="m">****</entry>
<entry id="80126" lang="en" sex="m">Ring of Wizardry I</entry>
<entry id="80127" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80128" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
<entry id="80129" lang="en" sex="m">Ring of Wizardry II</entry>
<entry id="80130" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80131" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
<entry id="80132" lang="en" sex="m">Ring of Wizardry III</entry>
<entry id="80133" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80134" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
<entry id="80135" lang="en" sex="m">Ring of Wizardry IV</entry>
<entry id="80136" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80137" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
<entry id="80138" lang="en" sex="m">Ring of Epic Wizardry V</entry>
<entry id="80139" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80140" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80141" lang="en" sex="m">Ring of Epic Wizardry VI</entry>
<entry id="80142" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80143" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80144" lang="en" sex="m">Ring of Epic Wizardry VII</entry>
<entry id="80145" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80146" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80147" lang="en" sex="m">Ring of Epic Wizardry VIII</entry>
<entry id="80148" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80149" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80150" lang="en" sex="m">Ring of Epic Wizardry IX</entry>
<entry id="80151" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80152" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearers arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80153" lang="en" sex="m">****</entry>
<entry id="80154" lang="en" sex="m">Ring of Divinity I</entry>
<entry id="80155" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
Prerequisites: Forge Ring, hallow.</entry>
<entry id="80156" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
<entry id="80157" lang="en" sex="m">Ring of Divinity II</entry>
<entry id="80158" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
Prerequisites: Forge Ring, hallow.</entry>
<entry id="80159" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
<entry id="80160" lang="en" sex="m">Ring of Divinity III</entry>
<entry id="80161" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
Prerequisites: Forge Ring, hallow.</entry>
<entry id="80162" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
<entry id="80163" lang="en" sex="m">Ring of Divinity IV</entry>
<entry id="80164" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
Prerequisites: Forge Ring, hallow.</entry>
<entry id="80165" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearers divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
<entry id="80166" lang="en" sex="m">Epic Ring of Divinity V</entry>
<entry id="80167" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80168" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80169" lang="en" sex="m">Epic Ring of Divinity VI</entry>
<entry id="80170" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80171" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80172" lang="en" sex="m">Epic Ring of Divinity VII</entry>
<entry id="80173" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80174" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80175" lang="en" sex="m">Epic Ring of Divinity VIII</entry>
<entry id="80176" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80177" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80178" lang="en" sex="m">Epic Ring of Divinity IX</entry>
<entry id="80179" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80180" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearers divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
<entry id="80181" lang="en" sex="m">****</entry>
<entry id="80182" lang="en" sex="m">As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.</entry>
<entry id="80183" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance.</entry>
<entry id="80184" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A major ring of energy resistance grants 20 points of resistance.</entry>
<entry id="80185" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the rings resistance value from the damage dealt. A greater ring of energy resistance grants 30 points of resistance.</entry>
<entry id="80186" lang="en" sex="m">This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.</entry>
<entry id="80187" lang="en" sex="m">This ring functions as a ring of greater energy resistance for all types of energy-fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying.</entry>
<entry id="80188" lang="en" sex="m">This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.</entry>
<entry id="80189" lang="en" sex="m">This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.</entry>
<entry id="80190" lang="en" sex="m">This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.</entry>
<entry id="80191" lang="en" sex="m">By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.</entry>
<entry id="80192" lang="en" sex="m">This ring grants its wearer damage reduction 15/adamantine (+5). </entry>
<entry id="80193" lang="en" sex="m">This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.</entry>
<entry id="80194" lang="en" sex="m">This ring continually allows the wearer to leap about, providing a +10 competence bonus on all his Jump checks.</entry>
<entry id="80195" lang="en" sex="m">This ring offers continual magical protection in the form of the named deflection bonus to AC.</entry>
<entry id="80196" lang="en" sex="m">This white gold ring continually allows a living wearer to heal 1 point of damage per round.</entry>
<entry id="80197" lang="en" sex="m">This white gold ring continually allows a living wearer to heal 3 points of damage per round.</entry>
<entry id="80198" lang="en" sex="m">Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.</entry>
<entry id="80199" lang="en" sex="m">****</entry>
<entry id="80200" lang="en" sex="m">Ring of Virtuous Good</entry>
<entry id="80201" lang="en" sex="m"> The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.
Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, holy aura, creator must be good</entry>
<entry id="80202" lang="en" sex="m"> The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.</entry>
<entry id="80203" lang="en" sex="m">Ring of Ineffable Evil</entry>
<entry id="80204" lang="en" sex="m">The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.
Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, unholy aura, creator must be evil</entry>
<entry id="80205" lang="en" sex="m">The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.</entry>
<entry id="128000" lang="en" sex="m">Time to kick some back!</entry> <entry id="128000" lang="en" sex="m">Time to kick some back!</entry>
<entry id="128001" lang="en" sex="m">If I were you, I'd be prepared to pick up yer teeth.</entry> <entry id="128001" lang="en" sex="m">If I were you, I'd be prepared to pick up yer teeth.</entry>
<entry id="128002" lang="en" sex="m">Try it, and I'll grind ya to powder!</entry> <entry id="128002" lang="en" sex="m">Try it, and I'll grind ya to powder!</entry>
@@ -74690,12 +74966,117 @@ Transmuting energy spreads out around the targets, dealing 4d8 points of damage
<entry id="199264" lang="en" sex="m">Gaseous Form (10)</entry> <entry id="199264" lang="en" sex="m">Gaseous Form (10)</entry>
<entry id="199265" lang="en" sex="m">Gaseous Form (15)</entry> <entry id="199265" lang="en" sex="m">Gaseous Form (15)</entry>
<entry id="199266" lang="en" sex="m">****</entry> <entry id="199266" lang="en" sex="m">****</entry>
<entry id="199267" lang="en" sex="m">****</entry> <entry id="199267" lang="en" sex="m">Limited Wish</entry>
<entry id="199268" lang="en" sex="m">****</entry> <entry id="199268" lang="en" sex="m">Universal
<entry id="199269" lang="en" sex="m">****</entry> Level: Sor/Wiz 7
<entry id="199270" lang="en" sex="m">****</entry> Components: V, S, XP
<entry id="199271" lang="en" sex="m">****</entry> Casting time: 1 standard action
<entry id="199272" lang="en" sex="m">****</entry> Range: See text
Target, Effect,
or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: Yes
A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.
Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any sorcerer/wizard spell of 5th level or lower, even if its of a prohibited school.
Duplicate any other spell of 4th level or lower, even if its of a prohibited school.
Undo the harmful effects of many spells, such as geas/quest or insanity.
A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.
XP Cost: 300 XP or more (see above)</entry>
<entry id="199269" lang="en" sex="m">Limited Wish (14)</entry>
<entry id="199270" lang="en" sex="m">Sorcerer Limited Wish</entry>
<entry id="199271" lang="en" sex="m">Sublime Chord Repair Critical Damage</entry>
<entry id="199272" lang="en" sex="m">Sublime Chord Chasing Perfection</entry>
<entry id="199273" lang="en" sex="m">Sublime Chord Force Missiles</entry>
<entry id="199274" lang="en" sex="m">Sublime Chord Limited Wish</entry>
<entry id="199275" lang="en" sex="m">****</entry>
<entry id="199276" lang="en" sex="m">Cloak of Chaos</entry>
<entry id="199277" lang="en" sex="m">Abjuration [Chaotic]
Level: Chaos 8, Clr 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius
burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration blocks possession and mental influence, just as protection from law does.
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
Focus
A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp. </entry>
<entry id="199278" lang="en" sex="m">Cloak of Chaos (15)</entry>
<entry id="199279" lang="en" sex="m">Cloak of Chaos (20)</entry>
<entry id="199280" lang="en" sex="m">****</entry>
<entry id="199281" lang="en" sex="m">Shield of Law</entry>
<entry id="199282" lang="en" sex="m">Abjuration [Lawful]
Level: Clr 8, Law 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius
burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.
Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.
Third, the abjuration blocks possession and mental influence, just as protection from chaos does.
Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of laws save DC).
Focus
A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.</entry>
<entry id="199283" lang="en" sex="m">Shield of Law (15)</entry>
<entry id="199284" lang="en" sex="m">Shield of Law (20)</entry>
<entry id="199285" lang="en" sex="m">****</entry>
<entry id="199286" lang="en" sex="m">Caster Level(s): Cleric 8
Innate Level: 8
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius
burst centered on you
Duration: 1 round/level (D)
Additional Counter Spells:
Save: Harmless
Spell Resistance: Yes
When this spell is cast, the caster chooses to be protected from chaos, good or evil. Each warded creature receives a +4 deflection bonus to Armor Class, +4 to all saves, immunity to mind-affecting spells and spell-like abilities used by creatures of the chosen alignment, and spell resistance 25 against spells cast by creatures of the chosen alignment. They also gain the following ability according to the spell's alignment:
Good: if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy auras save DC).
Evil: if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).
Law: if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of laws save DC).
Chaos: if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).</entry>
<entry id="199287" lang="en" sex="m">****</entry>
<entry id="199999" lang="en" sex="m">#PRC8 RESERVED#</entry> <entry id="199999" lang="en" sex="m">#PRC8 RESERVED#</entry>
<entry id="200000" lang="en" sex="m">#START PRC8 MATERIAL RESERVE#</entry> <entry id="200000" lang="en" sex="m">#START PRC8 MATERIAL RESERVE#</entry>
<entry id="200001" lang="en" sex="m">Botanical</entry> <entry id="200001" lang="en" sex="m">Botanical</entry>
@@ -75784,13 +76165,13 @@ Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Pr
Hit Die: d8 Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier Skill Points at Each Additional Level: 2 + Int Modifier
Bonus Feats: The epic Hospitaler gains a bonus feat every three levels Bonus Feats: The epic Hospitaler gains a bonus feat every other level.
Special: Special:
Spellcasting: At each level the epic Hospitaler continues to increase in divine caster level (and spells known, if applicable). Spellcasting: At each level the epic Hospitaler continues to increase in divine caster level (and spells known, if applicable).
Epic Hospitaler Bonus Feats List: Epic Hospitaler Bonus Feats List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Devastating Critical, Epic Divine Might, Epic Divine Resistance, Epic Divine Shield, Epic Divine Vigor, Epic Prowess, Epic Reputation, Epic Spellcasting, Epic Spell Focus, Epic Spell Penetration,Epc Spellcasting, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Great Charisma, Great Smiting, Great Wisdom, Improved Combat Casting, Overwhelming Critical, Perfect Health, Planar Turning.</entry> Armor Skin, Devastating Critical, Epic Prowess, Epic Reputation, Epic Leadership, Epic Toughness, Epic Weapon Focus, Improved Combat Casting, Overwhelming Critical, Perfect Health, Planar Turning.</entry>
<entry id="205142" lang="en" sex="m">Epic Master of Shrouds</entry> <entry id="205142" lang="en" sex="m">Epic Master of Shrouds</entry>
<entry id="205143" lang="en" sex="m">At epic levels, the Master of Shrouds commands the dread powers of the grave with terrifying authority. Her ability to summon incorporeal undead grows to include even greater horrors, and her dominion over death magic becomes absolute. <entry id="205143" lang="en" sex="m">At epic levels, the Master of Shrouds commands the dread powers of the grave with terrifying authority. Her ability to summon incorporeal undead grows to include even greater horrors, and her dominion over death magic becomes absolute.
@@ -76105,7 +76486,7 @@ Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spe
Hit Die: d8 Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier Skill Points at Each Additional Level: 2 + Int Modifier
Bonus Feats: The epic Runecaster gains a bonus feat every four levels. Bonus Feats: The epic Runecaster gains a bonus feat every three levels.
Special: Special:
Rune Craft: The epic Runecaster continues to gain a +1 on Runecarving checks at every odd level. Rune Craft: The epic Runecaster continues to gain a +1 on Runecarving checks at every odd level.
@@ -76113,7 +76494,7 @@ Rune Power: The epic Runecaster's Rune Power ability continues to gain +1 to DC
Spellcasting: The epic Runecaster continues to increase in divine caster level (and spells known, if applicable). Spellcasting: The epic Runecaster continues to increase in divine caster level (and spells known, if applicable).
Epic Runecaster Bonus Feat List: Epic Runecaster Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Energy Resistance, Epic Fortitude, Epic Spell Focus, Epic Spell Penetration, Epic Prowess, Epic Toughness, Epic Spellcasting, Epic Weapon Focus, Fast Healing, Focused Spell Penetration, Improved Combat Casting, Inscribe Epic Runes, Great Charisma, Great Intelligence, Great Wisdom, Perfect Health, Planar Turning, Tenacious Magic.</entry> Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Epic Skill Focus (Craft [any]), Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Ignore Material Components, Improved Combat Casting, Inscribe Epic Rune, Tenacious Magic.</entry>
<entry id="205196" lang="en" sex="m">Epic Warchief</entry> <entry id="205196" lang="en" sex="m">Epic Warchief</entry>
<entry id="205197" lang="en" sex="m">The epic Warchief becomes the stuff of legend, feared and revered by entire nations. His warcries shake enemy lines, and his presence alone can rally tribes to conquer cities and kingdoms. As he grows in power, his influence spreads like wildfire, turning even the most fractured clans into an unstoppable force. Epic Warchiefs inspire absolute loyalty and demand unquestioning obedience, forging empires from chaos and blood. <entry id="205197" lang="en" sex="m">The epic Warchief becomes the stuff of legend, feared and revered by entire nations. His warcries shake enemy lines, and his presence alone can rally tribes to conquer cities and kingdoms. As he grows in power, his influence spreads like wildfire, turning even the most fractured clans into an unstoppable force. Epic Warchiefs inspire absolute loyalty and demand unquestioning obedience, forging empires from chaos and blood.
@@ -77126,7 +77507,7 @@ Scroll of Cure Light Wounds
<entry id="211527" lang="en" sex="m">Knight (Cavalier)</entry> <entry id="211527" lang="en" sex="m">Knight (Cavalier)</entry>
<entry id="211528" lang="en" sex="m">(STARTING PACKAGE) <entry id="211528" lang="en" sex="m">(STARTING PACKAGE)
The cavalier on commanding the battlefield through presence and discipline, leading from the front with mounted or charging tactics while using challenges and positioning to control enemy attention. The cavalier focuses on commanding the battlefield through presence and discipline, leading from the front with mounted or charging tactics while using challenges and positioning to control enemy attention.
Equipment: Equipment:
Torch Torch
@@ -77243,8 +77624,18 @@ Throwing Axes</entry>
<entry id="211614" lang="en" sex="m">SamuraiCW4</entry> <entry id="211614" lang="en" sex="m">SamuraiCW4</entry>
<entry id="211615" lang="en" sex="m">SamuraiCW5</entry> <entry id="211615" lang="en" sex="m">SamuraiCW5</entry>
<entry id="211616" lang="en" sex="m">SamuraiCW5</entry> <entry id="211616" lang="en" sex="m">SamuraiCW5</entry>
<entry id="211617" lang="en" sex="m">Scout1</entry> <entry id="211617" lang="en" sex="m">Scout (Sniper)</entry>
<entry id="211618" lang="en" sex="m">Scout1</entry> <entry id="211618" lang="en" sex="m">(STARTING PACKAGE)
The Sniper package focuses on making the Scout as deadly as possible with a light crossbow, with a hand axe as a fall back.
Equipment:
Torch
Studded Leather Armor
Hand Axe
Light Crossbow
2 Quarrels of Bolts
(3) Healer's Kits</entry>
<entry id="211619" lang="en" sex="m">Scout2</entry> <entry id="211619" lang="en" sex="m">Scout2</entry>
<entry id="211620" lang="en" sex="m">Scout2</entry> <entry id="211620" lang="en" sex="m">Scout2</entry>
<entry id="211621" lang="en" sex="m">Scout3</entry> <entry id="211621" lang="en" sex="m">Scout3</entry>
@@ -77303,8 +77694,21 @@ Throwing Axes</entry>
<entry id="211674" lang="en" sex="m">Soulknife4</entry> <entry id="211674" lang="en" sex="m">Soulknife4</entry>
<entry id="211675" lang="en" sex="m">Soulknife5</entry> <entry id="211675" lang="en" sex="m">Soulknife5</entry>
<entry id="211676" lang="en" sex="m">Soulknife5</entry> <entry id="211676" lang="en" sex="m">Soulknife5</entry>
<entry id="211677" lang="en" sex="m">Swashbuckler1</entry> <entry id="211677" lang="en" sex="m">Swashbuckler (Daring Outlaw)</entry>
<entry id="211678" lang="en" sex="m">Swashbuckler1</entry> <entry id="211678" lang="en" sex="m">(STARTING PACKAGE)
The Daring Outlaw package focuses on taking the Daring Outlaw(*) feat as soon as possible while improving two weapon fighting to increase offensive ability.
* Daring Outlaw requires a +2d6 Sneak Attack before it can be taken.
Equipment:
Torch
Studded Leather Armor
Rapier
Dagger
Shortbow
2 Quivers of Arrows
(3) Healer's Kits</entry>
<entry id="211679" lang="en" sex="m">Swashbuckler2</entry> <entry id="211679" lang="en" sex="m">Swashbuckler2</entry>
<entry id="211680" lang="en" sex="m">Swashbuckler2</entry> <entry id="211680" lang="en" sex="m">Swashbuckler2</entry>
<entry id="211681" lang="en" sex="m">Swashbuckler3</entry> <entry id="211681" lang="en" sex="m">Swashbuckler3</entry>