diff --git a/CEP1/_tlk/prc8_cep1_merge.xml b/CEP1/_tlk/prc8_cep1_merge.xml
index 3ee9989..0d9d656 100644
--- a/CEP1/_tlk/prc8_cep1_merge.xml
+++ b/CEP1/_tlk/prc8_cep1_merge.xml
@@ -5357,6 +5357,17 @@ Use: Selected.
Prerequisite: Monk level 13.
Specifics: The monk gains spell resistance equal to their class level + 10.
Use: Automatic.
+ Body Fuel
+ Type of Feat: Psionic
+
+You can expand your power point total at the expense of your health.
+
+Specifics: You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution. You can recover additional power points for a proportional cost; for example, you could choose to recover 6 power points by taking 3 points of ability burn damage to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.
+
+Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body (if you are under the effect of mind switch or metamorph, for example, you gain no benefit).
+
+Use: Selected.
+ <CUSTOM0> draws power points from their body.
++++++++++ ACP Styles ++++++++++
Kensai
Assassin
@@ -19395,7 +19406,7 @@ Base Attack Bonus: +3/4
Strong Saves: Reflex and Will
Level:
- 1: Mind blade, Weapon Focus(mind blade), Wild Talent
+ 1: Mind blade, Weapon Focus(mind blade), Wild Talent *or* Hidden Talent
2: Throw mind blade
3: Psychic strike +1d8
4: +1 mind blade
@@ -19484,20 +19495,20 @@ Level:
2: Elude Touch
3: Wild Surge +2
4: Surging Euphoria +1
-5: Volatile Mind (1 power point)
-6:
+5: Expanded Knowledge or Volatile Mind
+6: -
7: Wild Surge +3
-8:
-9: Volatile Mind (2 power points)
-10:
+8: -
+9: Expanded Knowledge II or Volatile Mind II depending on 5th level choice
+10: -
11: Wild Surge +4
12: Surging Euphoria +2
-13: Volatile Mind (3 power points)
-14:
+13: Expanded Knowledge III or Volatile Mind III depending on 5th level choice
+14: -
15: Wild Surge +5
-16:
-17: Volatile Mind (4 power points)
-18:
+16: -
+17: Expanded Knowledge IV or Volatile Mind IV depending on 5th level choice
+18: -
19: Wild Surge +6
20: Surging Euphoria +3
@@ -19547,6 +19558,12 @@ The extra cost is not a natural part of that power's cost. It does not augment t
At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points.
NWN implementation detail: This ability only affects powers manifested by a hostile manifester.
+Variant: Educated Wilder
+You have had formal psionic training.
+
+Level: 5th, 9th, 13th, and 17th.
+Replaces: You lose the volatile mind class ability at all levels listed above.
+Benefit: You have received some formal psionic training and as such, you have unlocked psionic powers most wilders never dream of. You gain the Expanded Knowledge feat at all of the above levels. But due to the training involved, your mind is not as untamed as most wilders and you lose the defensive ability volatile mind.
EPIC
The epic wilder's powers become even more volatile and unpredictable.
@@ -28372,7 +28389,7 @@ Use: Automatic.
Prerequisite: Man At Arms level 10
Specifics: Gains Weapon Focus in any four weapons.
Use: Selected.
- Bolt Xag-Ya
+ Bolt, Xag-Ya
Bolt deals 1d8 positive damage.
Fast Healing 3
Type of Feat: Class Specific
@@ -28392,7 +28409,7 @@ Use: Automatic.
Energon Companion
Type of Feat: Class Specific
Prerequisite: Soldier of Light level 4
-You may summon a Good Outsider.
+You may summon a xag-ya, a friendly outsider from the positive energy plane.
Use: Selected.
Fist of Iron
Type of Feat: General.
@@ -28428,7 +28445,7 @@ Level
2: Divine Grace - Applies Charisma bonus to all saving throws.
Smite Undead - May add Wisdom bonus to attack bonus against an undead target. If the strike hits, the blow deals 1 point of positive damage per point of Wisdom bonus. Usable 3/day, +1 per Charisma bonus/day.
3: Positive Fortitude - Gains +2 to all saving throws against necromantic spells and drain effects.
-4: Energon Companion - May summon a Xag-Ya companion (Good Outsider), 1/day.
+4: Energon Companion - May summon a Xag-Ya companion (positive energy outsider), 1/day.
5: Divine Vengeance - May spend 2 Turn Undead attempts to add +2d6 positive damage against Undead to the caster's weapon (1 round/Cha bonus, minimum 1 round).
6: -
7: Fast Healing 1 - Regenerate 1 HP/round.
@@ -29537,6 +29554,8 @@ In addition, scribing a Runescar is painful dealing 1d6 points of damage per spe
A Runescarred Berserker can bear no more then seven runescars at any one time: two on the chest, two on the upper arms, two on the backs of the hands, and one on the face.
Runescars can only affect the Runescarred Berserker when activated
+ ****
+ ****
Ritual Scarring
Through frequent disfiguration of their own skin a runescarred berserker gains a +1 natural armor bonus to AC at 3rd level. This increases to +2 at 6th and +3 at 9th.
Spawn of the Frost
@@ -29829,16 +29848,18 @@ CLASS FEATURES:
Level
1: Cat Familiar - Gain a cat as a familiar
Flirtation (Fascinate) - Once per day per class level, Fascinate creatures
-2: Rage - As barbarian
+2: Fury of the Tigress: Rage - As barbarian
3:
4: Flirtation (Confusion) - Confuse fascinated creature
5: Pounce of the Tigress - Gain Pounce at the end of charge
-6: Rage 2/day
+6: Fury of the Tigress 2/day
7: Sanctuary - You and allies gain sanctuary
8: Swiftness of the Tigress - Gain haste once a day
9:
-10: Rage 3/day
- Flirtation (Dominate) - Dominate fascinated creature
+10: Fury of the Tigress 3/day
+ Flirtation (Dominate) - Dominate fascinated creature
+
+ Spells: Beginning at 1st level, a celebrant of Sharess gains the ability to cast a number of arcane spells. To cast a spell, a celebrant must have a Charisma score of ate least 10 + the spell's level, so a celebrant with a Charisma of 10 or lower cannot cast these spells. Celebrant of Sharess bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the celebrant's Charisma bonus (if any). When the celebrant gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level celebrant), she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The celebrant's spell list appears below. A celebrant of Sharess casts spells just as a bard does.
Vow of Purity
Type of Feat: General
Prerequisite: Sacred Vow
@@ -32695,11 +32716,7 @@ Prerequisite: Artificer level 13
Specifics: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.
Use: Automatic
Epic Artificer
- The epic artificer remains a master of item creation, gaining
-an increasing craft reserve and plenty of bonus feats to
-learn the craft of epic item creation.
-
-Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of arcane lore for you, the epic wizard, to discover.
+ The epic artificer remains a master of item creation, gaining an increasing craft reserve and plenty of bonus feats to learn the craft of epic item creation.
Hit Die: d6
Skill Points at Each Additional Level: 4+ Int Modifier
@@ -33011,12 +33028,14 @@ Use: Selected
Rite of Waking (Other)
Mystic Phoenix Stance (Augmented)
Firebird Stance (Augmented)
+ ****
Humanoid
A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype.
- Proficient with all simple weapons, or by character class.
- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
-Humanoids breathe, eat, and sleep.
+ ****
**** 50,000 - 50,500 reserved for Race Pack Feats ****
Light Sensitivity
Type of Feat: Racial
@@ -34415,6 +34434,7 @@ Special Abilities:
- Naturally Psionic: Half-giants gain 2 free power points at first level.
- Psi-like Ability: Stomp - 1/day
- Giant: Half-giants are considered Giants for the purpose of spells.
+- Weapon and Armor Proficiency: A half-giant is automatically proficient with all simple and martial weapons, light and medium armor, and shields.
(The following may or may not be in use, depending on the module switch settings)
Level Adjustment: +1
@@ -34686,7 +34706,7 @@ Use: Automatic.
Type of Feat: Domain
Prerequisite: Access to the Spells domain.
Granted Power: You gain +2 Concentration and Spellcraft.
-Bonus Spells: The cleric gains access to the following spells at the specified spell level: Lesser Spell Breach (4), Spell Mantle (5), Greater Spell Breach (9), Protection From Spells (7)
+Bonus Spells: The cleric gains access to the following spells at the specified spell level: Lesser Spell Breach (4), Spell Mantle (5), Protection From Spells (7), Greater Spell Mantle (9)
Use: Automatic.
Detect Undead
Type of Feat: Domain
@@ -44300,7 +44320,7 @@ Use: Specified
AC Bonus
Type of Feat: Class Specific
Prerequisites: Swordsage 2.
-Specifics: AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
+Specifics: AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear no armor or light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
Use: Automatic
Sense Magic
Type of Feat: Class Specific
@@ -46838,7 +46858,7 @@ Duration: Stance.
You shout orders that help coordinate your allies' efforts. They harass their enemies, shield each other from attacks. and otherwise maximize the support they lend to each other.
-All allies gain a bonus while flanking equal to +1/2 per your initiator level.
+All allies gain a damage bonus while flanking equal to +1/2 per your initiator level.
War Leader's Charge
White Raven (Strike)
Level: Crusader 6, Warblade 6
@@ -54008,6 +54028,7 @@ Special Abilities:
+2 racial bonus on Sense Motive
Powerful Build - The Goliath is treated as a Large creature for wielding weapons and combat maneuvers such as grappling and tripping
Running Jump - Goliaths treat all jump checks as running
+Simple Weapon Proficiency - Goliaths can use all simple weapons.
Goliath count as monstrous humanoid for spells and abilities. They have a Level Adjustment of +1
Caster Level(s): Wizard / Sorcerer 8
@@ -55044,7 +55065,26 @@ Saving Throw: None (harmless)
Spell Resistance: No (harmless)
The goddess Shar is called the Mistress of the Night, the Lady of Loss, and the Dark Goddess. She is shadow; dark and secret. It is with little surprise that a gift from her to the caster of this spell would encompass such things. Upon completion of this spell, you receive an immensely powerful whip, created by the hands of Shar herself. It holds powerful enchantments, and also blinds its targets. In addition, shadow settles upon the battlefield wherever this whip is used. When the duration ends, the whip is left as a reminder to you, though all of its enchantments are stripped from it.
- ##START_OF_EPIC_SPELL_AND_ISC_RESERVE
+ Epic Spell: Summon Elemental Paragon
+ Researched Epic Spell: Summon Elemental Paragon
+ Conjuration (Summoning)
+Spellcraft DC: 87
+Components: V, S
+Casting Time: 1 minute
+Range: 75 ft.
+Effect: One summoned paragon elder elemental
+Duration: 17 hours
+Saving Throw: Will negates
+Spell Resistance: Yes
+
+The caster summons an elder elemental of the caster's choice: air, earth, fire, or water. The summoned elemental has the paragon template applied to it. The elemental appears where the caster designates and acts immediately, on the caster's turn. It attacks the caster's opponents to the best of its ability. The caster can direct the elemental's actions as normal for a summoned creature.
+
+Mitigating Factor: Burn 500 XP during casting (5 DC).
+ Summon Air Paragon
+ Summon Earth Paragon
+ Summon Fire Paragon
+ Summon Water Paragon
+ ##START_OF_EPIC_SPELL_AND_ISC_RESERVE
Weapon Focus (elven lightblade)
Epic Weapon Focus (elven lightblade)
Weapon Specialization (elven lightblade)
@@ -55438,7 +55478,16 @@ Special: Must be a Bard.
Cost:
+10000gp
- ##START OF WARLOCK INVOCATIONS##
+ ##START OF WARLOCK INVOCATIONS##
+ Repelling Blast
+ Greater Invocation
+6th level spell
+
+This eldritch essence invocation allows you to change your eldritch blast into a repelling blast. Any Medium or smaller creature struck by a repelling blast must make a Reflex save or be hurled 1d6×5 feet (1d6 squares) directly away from you and knocked prone by the energy of the attack.
+
+If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone.
+
+Movement from this blast does not provoke attacks of opportunity.
All Seeing Eyes
Least Invocation
2nd Level Spell
@@ -56675,28 +56724,26 @@ Use: Selected
Void of the Shadow Sun - Blast
Balance of Light and Dark - Drain
****
- ****
- ****
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- ****
- ****
- Default Hexblade
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Duskblade
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Scout
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ Volatile Mind I
+ Volatile Mind II
+ Volatile Mind III
+ Volatile Mind IV
+ Volatile Mind V
+ Volatile Mind VI
+ Volatile Mind VII
+ Volatile Mind VIII
+ Volatile Mind IX
+ Volatile Mind X
+ A wilder's temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent.
+The extra cost is not a natural part of that power's cost. It does not augment the power; it is simply a wasted power point. The wilder's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power's cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
+At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points. This pattern continues in epic levels.
+NWN implementation detail: This ability only affects powers manifested by a hostile manifester.
****
****
****
****
- Default Artificer
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ ****
+ ****
****
****
****
@@ -56705,72 +56752,52 @@ These packages do not give any special abilities to your character, they simply
****
****
****
- Default Samurai
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Ninja
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ ****
+ ****
+ ****
+ ****
****
****
- Default Dragonfire Adept
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Psion
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Psychic Warrior
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Soulknife
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Wilder
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Dread Necromancer
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
****
****
****
****
- Default Archivist
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Witch
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Shaman
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Favoured Soul
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Truenamer
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Shugenja
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Sohei
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Crusader
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Swordsage
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Warblade
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Warmage
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Knight
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
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+ ****
+ ****.
Defensive Manifestation
If you want to manifest a power without provoking attacks of opportunity, you need to dodge and weave. You must make a Concentration check (DC 15 + the level of the power you're manifesting) to succeed. You lose the power points without successful manifestation if you fail.
Two Weapon Pounce
@@ -64483,8 +64510,8 @@ REQUIREMENTS:
Alignment: Lawful
Meldshaping: Ability to shape three soulmelds
Spellcasting: Ability to cast 2nd-level divine spells
-Skills: Lore 4 ranks, Spellcraft 4 ranks
Essentia Pool: 3
+Special: Access to the Law domain.
CLASS FEATURES:
@@ -64549,7 +64576,7 @@ Level
7: Arcane or Psionic Investment 2
8: Chakra binds (arm, brow, shoulders)
9:
-10: Magic or Psionic Distillation
+10: Soul Distillation
BONUS SPELLS:
@@ -65378,10 +65405,11 @@ Psionic Slayer Favored Enemy bonuses continue to progress with Epic levels. Ever
Psionic Slayer: Favored Enemy [Shapechanger]
Psionic Slayer: Favored Enemy [Undead]
Psionic Slayer: Favored Enemy [Vermin]
- Magical Distillation
+ Soul Distillation
Type of Feat: General
Prerequisite: Soulcaster 10
-Specifics: Soulcaster: At 10th level, by sacrificing one arcane spell of the highest level you can cast, you gain points of bonus essentia equal to that spell's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next round. This ability is usable once per round as a free action.
+Specifics:
+Soulcaster: At 10th level, by sacrificing one arcane spell of the highest level you can cast, you gain points of bonus essentia equal to that spell's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next round. This ability is usable once per round as a free action.
Soulmanifester: At 10th level, by paying a number of power points equal to the base cost to manifest the highest-level power that you know, you gain points of essentia equal to that power's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next turn. This ability is usable once per round as a free action.
Use: Selected
@@ -67163,7 +67191,82 @@ Chakra Bind (Throat)
Your soulspark burns with a fierce blue-white light.
-If you bind soulspark familiar to your throat chakra, you create a greater soulspark.
+If you bind soulspark familiar to your throat chakra, you create a greater soulspark.
+
+Least Soulspark
+
+Tiny Outsider (Alignment, Incarnum, Native)
+
+HD 2d8+4 (13 hp); Init +5; Speed 20 ft., fly 30 ft. (perfect)
+AC 14, touch 12, flat-footed 13; BAB/Grapple +2/–6
+Attack Soul blast +5 ranged (1d4+1); Full Attack Soul blast +5 ranged (1d4+1)
+Space/Reach 2½ ft./0 ft.
+SA Soul blast
+SQ Amorphous; DR 1/alignment; essentia pool 2; evasion; incarnum shroud
+Saves Fort +5, Ref +4, Will +4
+Abilities Str 10, Dex 13, Con 15, Int 6, Wis 13, Cha 13
+Skills Diplomacy +3, Hide +14, Knowledge (history) +3, Listen +6, Move Silently +6, Sense Motive +6, Spot +6
+Feats Improved Initiative
+CR 1; Alignment Always CN, LN, NG, or NE
+Environment Any; Organization Solitary, pair, or flood (3–8)
+Advancement 3 HD (Tiny); LA —
+
+
+Lesser Soulspark
+
+Tiny Outsider (Alignment, Incarnum, Native)
+
+HD 4d8+8 (26 hp); Init +6; Speed 20 ft., fly 30 ft. (perfect)
+AC 16, touch 14, flat-footed 14; BAB/Grapple +4/–4
+Attack Soul blast +8 ranged (1d6+2); Full Attack Soul blast +8 ranged (1d6+2)
+Space/Reach 2½ ft./0 ft.
+SA Soul blast
+SQ Amorphous; DR 3/alignment; essentia pool 4; evasion; incarnum shroud
+Saves Fort +6, Ref +8, Will +5
+Abilities Str 10, Dex 15, Con 15, Int 6, Wis 13, Cha 15
+Skills Diplomacy +4, Hide +17, Knowledge (history) +5, Listen +8, Move Silently +9, Sense Motive +8, Spot +8
+Feats Improved Initiative, Lightning Reflexes
+CR 3; Alignment Always CN, LN, NG, or NE
+Environment Any; Organization Solitary, pair, or flood (3–8)
+Advancement 5 HD (Tiny); LA —
+
+
+Soulspark
+
+Tiny Outsider (Alignment, Incarnum, Native)
+
+HD 6d8+12 (39 hp); Init +8; Speed 20 ft., fly 30 ft. (perfect)
+AC 19, touch 16, flat-footed 15; BAB/Grapple +6/–1
+Attack Soul blast +13 ranged (1d8+3); Full Attack Soul blast +13 ranged (1d8+3)
+Space/Reach 2½ ft./0 ft.
+SA Soul blast
+SQ Amorphous; DR 5/alignment; essentia pool 6; evasion; incarnum shroud
+Saves Fort +7, Ref +11, Will +6
+Abilities Str 13, Dex 18, Con 15, Int 6, Wis 13, Cha 17
+Skills Diplomacy +5, Hide +21, Knowledge (history) +7, Listen +10, Move Silently +12, Sense Motive +10, Spot +10
+Feats Improved Initiative, Lightning Reflexes, Weapon Focus (soul blast)
+CR 5; Alignment Always CN, LN, NG, or NE
+Environment Any; Organization Solitary, pair, or flood (3–8)
+Advancement 7 HD (Tiny); LA —
+
+
+Greater Soulspark
+
+Tiny Outsider (Alignment, Incarnum, Native)
+
+HD 8d8+16 (52 hp); Init +9; Speed 20 ft., fly 30 ft. (perfect)
+AC 21, touch 17, flat-footed 16; BAB/Grapple +8/+0
+Attack Soul blast +16 ranged (1d12+5); Full Attack Soul blast +16 ranged (1d12+5)
+Space/Reach 2½ ft./0 ft.
+SA Soul blast
+SQ Amorphous; DR 10/alignment; evasion; essentia pool 8; incarnum shroud
+Saves Fort +8, Ref +13, Will +7
+Abilities Str 13, Dex 21, Con 15, Int 6, Wis 13, Cha 21
+Skills Diplomacy +7, Hide +24, Knowledge (history) +9, Listen +12, Move Silently +16, Sense Motive +12, Spot +12
+Feats Improved Initiative, Lightning Reflexes, Weapon Focus (soul blast)
+CR 7; Alignment Always CN, LN, NG, or NE
+Environment Any; Organization Solitary, pair, or flood (3–8)
+Advancement 9–12 HD (Tiny); 13–20 HD (Small); LA —
Soulspark Familiar Essentia Choice
Type of Feat: Incarnum
Prerequisite: Soulspark Familiar
@@ -80009,7 +80112,7 @@ Use: Activated
Summon Elemental
Type of Feat: Reserve
Prerequisite: Ability to cast 4th-level spells
-Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon creature spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells.
+Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon creature spell. The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells.
Use: Activated
Dimensional Reach
Type of Feat: Reserve
@@ -81638,6 +81741,7 @@ Special Abilities:
Combat Medic Spellcasting (Paladin)
Morninglord of Lathander Spellcasting (Sohei)
Thrall of Orcus Spellcasting (Ur-Priest)
+ Morninglord of Lathander Spellcasting (Archivist)
Bardic Casting: Gloura cast spells as a Bard of their hit dice (7th level).
Sorcerous Casting: Driders cast spells as a Sorcerer of their hit dice (6th level).
Sorcerous Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level).
@@ -81885,7 +81989,7 @@ Use: Selected.
(PRESTIGE CLASS)
Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid's search for global understanding of nature's secrets to focus all his energies on the world's plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It's almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves.
-Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals, -right up until someone lights a torch and threatens living plants.
+Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals, right up until someone lights a torch and threatens living plants.
- Hit Die: d8
- Proficiencies: A verdant lord does not gain any additional weapon or armor proficiencies.
@@ -82061,7 +82165,9 @@ Weight 1 lb.
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.
-Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.
+Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.
+
+Cost to Create: 2,250 gp, 180 XP, 5 days
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
@@ -82072,107 +82178,109 @@ Constitution damage (Fort DC 17 half) per round of exposure.
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.
+
+Cost to Create: 675 gp, 54 XP, 2 days
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.
****
Ring of Wizardry I
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Wizardry II
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Wizardry III
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Wizardry IV
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Epic Wizardry V
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
Ring of Epic Wizardry VI
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
Ring of Epic Wizardry VII
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
Ring of Epic Wizardry VIII
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
Ring of Epic Wizardry IX
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
****
Ring of Divinity I
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Divinity II
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Divinity III
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Divinity IV
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
- Epic Ring of Divinity V
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ 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 wearer's 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.
+ Ring of Epic Divinity V
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
- Epic Ring of Divinity VI
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
+ Ring of Epic Divinity VI
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
- Epic Ring of Divinity VII
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
+ Ring of Epic Divinity VII
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
- Epic Ring of Divinity VIII
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
+ Ring of Epic Divinity VIII
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
- Epic Ring of Divinity IX
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
+ Ring of Epic Divinity IX
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
****
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.
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.
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.
- 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 greater ring of energy resistance grants 30 points of resistance.
+ 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 greater ring of energy resistance grants 30 points of resistance.
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.
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.
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.
@@ -84409,7 +84517,7 @@ Spell Resistance: Yes
This spell functions like creeping cold, causing intense cold to accumulate inside the target's body, but with extended duration and increased damage.
-You turn the subject's sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on-dealing 3d6 on the third round and 4d6 on the fourth.
+You turn the subject's sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on, dealing 3d6 on the third round and 4d6 on the fourth.
If the caster is at least 15th level, the spell continues for a fifth round, dealing 5d6 cold damage. At 20th level or higher, a sixth round is added, dealing 6d6 cold damage. The spell never deals more than 6d6 damage in any round, and it ends early if the target dies.
@@ -84773,9 +84881,9 @@ A limited wish lets you create nearly any type of effect. For example, a limited
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 it’s of a prohibited school.
+ Duplicate any sorcerer/wizard spell of 5th level or lower, even if it's of a prohibited school.
- Duplicate any other spell of 4th level or lower, even if it’s of a prohibited school.
+ Duplicate any other spell of 4th level or lower, even if it's of a prohibited school.
Undo the harmful effects of many spells, such as geas/quest or insanity.
@@ -84836,7 +84944,7 @@ Second, a warded creature gains spell resistance 25 against chaotic spells and s
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 law’s save DC).
+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 law's 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.
@@ -84859,11 +84967,11 @@ 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 aura’s save DC).
+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 aura's 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 law’s save DC).
+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 law's 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).
****
@@ -85070,6 +85178,8 @@ A character can gain this feat multiple times. Its effects do not stack. Each ti
Ability Focus (Steal Summoning)
Ability Focus (Eldritch Blast)
Ability Focus (Word of Changing)
+ Ability Focus (Repeling Blast)
+ Ability Focus (Vitrolic Blast)
### Start PRC8 Prestige Class Epic Expansion ###
Epic Eye of Gruumsh
You are the living embodiment of Gruumsh's savage fury, a one-eyed martyr whose terrible sacrifice has unlocked epic levels of brutal power. Your scarred visage and impaired sight serve as a constant reminder of your oath, granting you a glimpse into your deity's blind rage. In the heat of battle, your ferocity and unholy devotion enable you to strike terror into the hearts of your foes, as you channel the very essence of an orcish legend.
@@ -85141,7 +85251,7 @@ Bard Song: The epic virtuoso's bard song continues into epic levels.
Epic Virtuoso Bonus Feat List:
Combat Casting, Curse Song, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus, Epic Spell Focus, Epic Spellcasting, Extra Music, Great Charisma, Great Intelligence, Improved Combat Casting, Lasting Inspiration, Lingering Song, Master Staff, Master Wand, Tenacious Magic, Eldritch Sculptor, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadowmaster, Verminlord, Epic Eldritch Blast, Epic Extra Invocation, Epic Fiendish Resilience.
Epic Spellsword
- At epic levels, you have perfected the art of melding martial might with potent arcane force. No longer hampered by the clashing demands of armor and magic, your mastery of arcane combat has reached new heights. Your weapon becomes a flawless conduit for your spells-each strike unleashing stored arcane power with lethal precision, and your "Channel Spell" ability continues to deliver devastating magical strikes in the thick of battle.
+ At epic levels, you have perfected the art of melding martial might with potent arcane force. No longer hampered by the clashing demands of armor and magic, your mastery of arcane combat has reached new heights. Your weapon becomes a flawless conduit for your spells, each strike unleashing stored arcane power with lethal precision, and your "Channel Spell" ability continues to deliver devastating magical strikes in the thick of battle.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Intelligence modifier
@@ -85188,7 +85298,7 @@ Sneak Attack: The epic unseen seer's sneak attack continues to increase by 1d6 e
Epic Unseen Seer Bonus Feat List:
Arcane Defense, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Great Charisma, Great Intelligence, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Spell Focus, Spell Penetration, Tenacious Magic, Blinding Speed, Epic Dodge, Epic Skill Focus, Improved Sneak Attack, Lingering Damage, Self-Concealment, Superior Initiative, Eldritch Sculptor, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadowmaster, Verminlord, Epic Eldritch Blast, Epic Extra Invocation, Epic Fiendish Resilience.
Epic Celebrant Sharess
- At epic levels, you transcend the ordinary revelry to become a living embodiment of Sharess's dual nature-a mesmerizing blend of irresistible charm and fierce martial prowess.
+ At epic levels, you transcend the ordinary revelry to become a living embodiment of Sharess's dual nature, a mesmerizing blend of irresistible charm and fierce martial prowess.
Hit Die: d6
Skill Points at Each Additional Level: 6 + Int Modifier
@@ -85228,7 +85338,7 @@ Fiendslaying: The epic Knight of the Chalice becomes a righteous engine of dest
Epic Knight of the Chalice Bonus Feat List:
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Divine Might, Epic Divine Resistance, Epic Divine Shield, Epic Divine Vigor, Epic Energy Resistance, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Will, Overwhelming Critical, Epic Fortitude, Great Smiting, Improved Combat Casting, Improved Initiative, Superior Initiative, Epic Leadership, Improved Manyshot, Improved Whirlwind Attack, Legendary Commander, Legendary Wrestler, Planar Turning, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend.
Epic Hathran
- At epic levels, your mastery of both arcane and divine magic crowns you as an exalted Hathran -a beacon of healing and leadership in Rashemen. You embody the sacred legacy of the learned sisters, extending your nurturing miracles and commanding spells that both protect your people and instill awe in your foes.
+ At epic levels, your mastery of both arcane and divine magic crowns you as an exalted Hathran, a beacon of healing and leadership in Rashemen. You embody the sacred legacy of the learned sisters, extending your nurturing miracles and commanding spells that both protect your people and instill awe in your foes.
Hit Die: d4
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -85692,7 +85802,7 @@ Visage of Terror - At 10th level you gain Visage of Terror and that increases by
Epic Ravager Bonus Feat List:
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Prowess, Epic Skill Focus, Epic Toughness, Epic Weapon Focus, Great Charisma, Great Dexterity, Great Strength, Improved Sneak Attack, Overwhelming Critical, Superior Initiative.
Epic Runescarred Berserker
- Epic Runescarred Berserkers are living weapons of wrath and arcane resilience. Their rune-covered flesh blazes with potent magic, their fury eclipsing mortal limits. As chosen champions of Rashemen, they channel raw pain into devastating power-each scar a rune, each scream a spell, each rage an unstoppable storm.
+ Epic Runescarred Berserkers are living weapons of wrath and arcane resilience. Their rune-covered flesh blazes with potent magic, their fury eclipsing mortal limits. As chosen champions of Rashemen, they channel raw pain into devastating power, each scar a rune, each scream a spell, each rage an unstoppable storm.
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
@@ -85706,7 +85816,7 @@ Ritual Scarring : The epic Runescarred Berzerker continues to gain +1 Natural AC
Epic Runescarred Berserkers Bonus Feat List:
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Energy Reduction, Epic Prowess, Epic Toughness, Epic Weapon Focus, Fast Healing, Legendary Wrestler, Mighty Rage, Overwhelming Critical, Terrifying Rage, Thundering Rage
Epic Talontar Blightlord
- Epic Talontar Blightlords are avatars of pestilence and decay, their very presence a walking plague. With blighted blood and cursed glaives, they corrupt nature itself, spreading Talona's rot across forests and flesh alike. No longer truly mortal, these twisted priests become vessels of contagion-, unfeeling, unyielding, and unstoppable harbingers of a diseased apocalypse.
+ Epic Talontar Blightlords are avatars of pestilence and decay, their very presence a walking plague. With blighted blood and cursed glaives, they corrupt nature itself, spreading Talona's rot across forests and flesh alike. No longer truly mortal, these twisted priests become vessels of contagion, unfeeling, unyielding, and unstoppable harbingers of a diseased apocalypse.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -85719,7 +85829,7 @@ Spellcasting: The epic Talontar Blightlord continues to increase in divine caste
Epic Talontar Blightlords Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Damage Reduction, Epic Energy Resistance, Epic Prowess, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Focused Spell Penetration, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Planar Turning.
Epic Child of Night
- Epic Children of Night transcend mortal shadow and step fully into the realm of darkness. With bodies cloaked in ever-shifting umbra and minds untethered from the concerns of the flesh, they weave mysteries that distort perception and unravel reality. No longer bound by day or death, they are whispers given form-walking veils between this world and the shadow that lies beyond.
+ Epic Children of Night transcend mortal shadow and step fully into the realm of darkness. With bodies cloaked in ever-shifting umbra and minds untethered from the concerns of the flesh, they weave mysteries that distort perception and unravel reality. No longer bound by day or death, they are whispers given form, walking veils between this world and the shadow that lies beyond.
Hit Die: d6
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -85732,7 +85842,7 @@ Mysteries: The epic Child of Night continues to increase in mystery caster level
Epic Child of Night Bonus Feat List:
Armor Skin, Blinding Speed, Epic Energy Resistance, Epic Self-Concealment, Epic Skill Focus, Favored Mystery, Great Charisma, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Cast, Superior Initiative, and any metashadow feat.
Epic Master of Shadow
- Epic Masters of Shadow are no longer mere commanders of darkness-they are its avatars. Their shadow servants swell into entities of primordial gloom, answering unspoken commands with lethal grace. Cloaked in absolute cold and bolstered by unfathomable shadow-magic, these lords of twilight weave darkness into weapons, armor, and essence. In the deep, where no light dares tread, they reign supreme.
+ Epic Masters of Shadow are no longer mere commanders of darkness, they are its avatars. Their shadow servants swell into entities of primordial gloom, answering unspoken commands with lethal grace. Cloaked in absolute cold and bolstered by unfathomable shadow-magic, these lords of twilight weave darkness into weapons, armor, and essence. In the deep, where no light dares tread, they reign supreme.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -85758,7 +85868,7 @@ Spellcasting: The epic Noctumancer continues to increase in caster level (and sp
Epic Noctumancer Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Favored Mystery, Focused Spell Penetration, Great Charisma, Great Intelligence, Greater Path Focus, Ignore Material Components, Improved Combat Casting, Nocturnal Caster, Path Focus, Shadow Cast, Superior Initiative, Tenacious Magic, and any metashadow feat.
Epic Totem Rager
- An epic totem rager is the living embodiment of primal fury and spiritual instinct. At this level, rage and soulmeld are no longer separate forces-they are one. Her body channels the raw power of magical beasts, while her spirit roars with ancestral might. As she charges into battle, the ground trembles and the air thickens with incarnum, a visible aura of bestial power surrounding her.
+ An epic totem rager is the living embodiment of primal fury and spiritual instinct. At this level, rage and soulmeld are no longer separate forces, they are one. Her body channels the raw power of magical beasts, while her spirit roars with ancestral might. As she charges into battle, the ground trembles and the air thickens with incarnum, a visible aura of bestial power surrounding her.
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
@@ -85824,7 +85934,7 @@ Spellcasting: The epic Red Wizard continues to increase in caster level (and spe
Epic Red Wizard Bonus Feat List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Craft Epic Magic Arms and Armor, Craft Epic Staff, Craft Epic Wondrous Item, Epic Leadership, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Focused Spell Penetration, Forge Epic Ring, Great Intelligence Ignore Material Components, Improved Combat Casting, Tenacious Magic.
Epic True Necromancer
- At epic levels, the True Necromancer transcends the boundaries between life and death, becoming a living conduit of necrotic power. No longer merely a manipulator of the dead, they embody death itself-an enduring presence whose will animates entire graveyards. Feared by the living and revered by the dead, their passage darkens the land, and even other necromancers whisper their name with dread.
+ At epic levels, the True Necromancer transcends the boundaries between life and death, becoming a living conduit of necrotic power. No longer merely a manipulator of the dead, they embody death itself, an enduring presence whose will animates entire graveyards. Feared by the living and revered by the dead, their passage darkens the land, and even other necromancers whisper their name with dread.
Hit Die: d4
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -85941,7 +86051,7 @@ Spellcasting: At each even level the epic Black Flame Zealot continues to increa
Epic Black Flame Zealot Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Prowess, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Epic Weapon Focus, Focused Spell Penetration, Great Wisdom, Great Charisma, Ignore Material Components, Improved Combat Casting, Improved Sneak Attack, Lingering Damage, Planar Turning.
Epic Knight of Middle Circle
- You are a sworn protector of celestial wisdom and earthly honor. As a Knight of the Middle Circle, your blade defends the Stargazers' sacred charge while your presence extends their reach. You are both herald and guardian-trusted with secrets, tasked with missions few can know, and bound by duty to serve the light of knowledge and the cause of good.
+ You are a sworn protector of celestial wisdom and earthly honor. As a Knight of the Middle Circle, your blade defends the Stargazers' sacred charge while your presence extends their reach. You are both herald and guardian, trusted with secrets, tasked with missions few can know, and bound by duty to serve the light of knowledge and the cause of good.
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
@@ -88093,7 +88203,7 @@ Special: Once you take this feat, you may not take it again, nor can you take ei
(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
Plant Defiance
Type of Feat: General
-Prerequisite: Ability to cast detect animals or plants. (Archivist, Druid or Ranger)
+Prerequisite: Ability to cast detect animals or plants. (Archivist, Druid, Ranger or Plant Domain)
Benefit: You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn plants.
Plant Control
Type of Feat: General
@@ -88115,6 +88225,17 @@ Prerequisite: 21st level, Weapon Focus: Touch Attack.
Specifics: The character gains a +2 bonus to all attack rolls with touch attack spells.
Use: Automatic
+ Song of the Heart
+ Type of Feat: General
+Prerequisite: Bard Song, Perform 6
+Specifics: When you use Bardic Music, any bonus granted by your music increases by +1. Thus, a 15th-level bard with this feat grants his allies a +4 bonus on attack rolls, damage rolls, and saving throws against fear when he uses Bardic Music, rather than the +3 he would normally grant. If he uses Bardic Musics, the same bard grants up to three allies 3 bonus Hit Dice, a +3 bonus on attack rolls, and a +2 bonus on Fortitude saves. Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1. If you have the Haunting Melody feat, the saving throw DC for that effect also increases by 1. If you have the Music of Growth feat, the bonus bestowed by that feat increases to +6. If you have the Music of Making feat, the bonus on Craft checks bestowed by that feat increases to +6. If you have the Soothe the Beast feat, you gain a +2 circumstance bonus on your Perform check to improve the attitude of an animal or magical beast.
+Use: Automatic
+ Music of Growth
+ Type of Feat: General
+Prerequisite: Bard Song, Perform 12
+Specifics: By playing this music, you grant a +4 enhancement bonus to the Strength and Constitution scores of every creature of the animal or plant type within 30 feet of you.
+Use: Selected
+ <CUSTOM0> performs the music of growth.
Investigator
Type of Feat: General
Benefit: You get a +2 bonus on all Sense Motive and Search checks.
diff --git a/CEP2/2.71/_hak/prc8_cep271_mrg/baseitems.2da b/CEP2/2.71/_hak/prc8_cep271_mrg/baseitems.2da
index b981fb9..0a5db43 100644
--- a/CEP2/2.71/_hak/prc8_cep271_mrg/baseitems.2da
+++ b/CEP2/2.71/_hak/prc8_cep271_mrg/baseitems.2da
@@ -1,513 +1,513 @@
2DA V2.0
- Name label InvSlotWidth InvSlotHeight EquipableSlots CanRotateIcon ModelType ItemClass GenderSpecific Part1EnvMap Part2EnvMap Part3EnvMap DefaultModel DefaultIcon Container WeaponWield WeaponType WeaponSize RangedWeapon PrefAttackDist MinRange MaxRange NumDice DieToRoll CritThreat CritHitMult Category BaseCost Stacking ItemMultiplier Description InvSoundType MaxProps MinProps PropColumn StorePanel ReqFeat0 ReqFeat1 ReqFeat2 ReqFeat3 ReqFeat4 AC_Enchant BaseAC ArmorCheckPen BaseItemStatRef ChargesStarting RotateOnGround TenthLBS WeaponMatType AmmunitionType QBBehaviour ArcaneSpellFailure %AnimSlashL %AnimSlashR %AnimSlashS StorePanelSort ILRStackSize WeaponFocusFeat EpicWeaponFocusFeat WeaponSpecializationFeat EpicWeaponSpecializationFeat WeaponImprovedCriticalFeat EpicWeaponOverwhelmingCriticalFeat EpicWeaponDevastatingCriticalFeat WeaponOfChoiceFeat IsMonkWeapon WeaponFinesseMinimumCreatureSize
-0 106 shortsword 1 2 0x1C030 1 2 WSwSs 0 1 1 1 it_bag iwswss 0 **** 1 2 **** 1.2 10 255 1 6 2 2 1 10 1 2 1684 8 8 0 0 1 **** **** **** **** **** 4 0 0 5410 0 1 30 1 **** **** **** 35 35 65 19 1 103 633 141 671 65 723 509 925 **** 2
-1 166 longsword 1 4 0x1C030 1 2 WSwLs 0 1 1 1 it_bag iwswls 0 **** 3 3 **** 1.5 10 255 1 8 2 2 1 15 1 2 1687 9 8 0 0 1 **** **** **** **** **** 4 0 0 5417 0 1 40 1 **** **** **** 50 50 50 70 1 106 636 144 674 68 726 512 928 **** ****
-2 169 battleaxe 2 3 0x1C030 1 2 WAxBt 0 1 1 1 it_bag iwaxbt 0 **** 3 3 **** 1.2 10 255 1 8 1 3 1 10 1 2 1685 9 8 0 0 1 **** **** **** **** **** 4 0 0 5415 0 1 70 16 **** **** **** 100 100 0 41 1 110 640 148 678 72 730 516 931 **** ****
-3 168 bastardsword 2 4 0x1C030 1 2 WSwBs 0 1 1 1 it_bag iwswbs 0 **** 3 3 **** 1.6 10 255 1 10 2 2 1 35 1 2 2288 9 8 0 0 1 **** **** **** **** **** 4 0 0 5434 0 1 100 11 **** **** **** 65 65 35 71 1 123 652 161 690 85 742 528 940 **** ****
-4 176 lightflail 1 3 0x1C030 1 2 WBlFl 0 1 1 1 it_bag iwblfl 0 **** 2 3 **** 1.4 10 255 1 8 1 2 1 8 1 2 1686 11 8 0 0 1 **** **** **** **** **** 4 0 0 5416 0 1 50 3 **** **** **** 100 100 0 42 1 114 644 152 682 76 734 520 935 **** ****
-5 178 warhammer 2 3 0x1C030 1 2 WBlHw 0 1 1 1 it_bag iwblhw 0 **** 2 3 **** 1.2 10 255 1 8 1 3 1 12 1 2 1690 14 8 0 0 1 **** **** **** **** **** 4 0 0 5420 0 1 80 12 **** **** **** 100 100 0 43 1 115 645 153 683 77 735 521 936 **** ****
-6 173 heavycrossbow 2 4 0x1C010 1 2 WBwXh 0 1 1 1 it_bag iwbwxh 0 6 1 3 25 30 10 255 1 10 2 2 2 50 1 2 1679 20 8 0 1 1 **** **** **** **** **** 4 0 0 5414 0 2 90 15 2 **** **** **** **** **** 99 1 92 622 130 660 54 712 498 **** **** ****
-7 174 lightcrossbow 2 3 0x1C010 1 2 WBwXl 0 1 1 1 it_bag iwbwxl 0 6 1 2 25 30 10 255 1 8 2 2 2 35 1 2 1674 19 8 0 1 1 **** **** **** **** **** 4 0 0 5402 0 2 60 9 2 **** **** **** **** **** 29 1 93 623 131 661 55 713 499 **** **** ****
-8 170 longbow 2 4 0x1C010 1 2 WBwLn 0 0 0 0 it_bag iwbwln 0 5 1 3 20 30 10 255 1 8 1 3 2 75 1 2 1697 19 8 0 1 1 **** **** **** **** **** 4 0 0 5429 0 1 30 14 1 **** **** **** **** **** 72 1 101 631 139 669 63 721 507 **** **** ****
-9 177 lightmace 1 2 0x1C030 1 2 WBlMl 0 0 0 1 it_bag iwblml 0 **** 2 2 **** 1.2 10 255 1 6 1 2 1 5 1 2 1668 13 8 0 0 1 **** **** **** **** **** 4 0 0 5399 0 1 60 2 **** **** **** 100 100 0 44 1 94 624 132 662 56 714 500 921 **** 2
-10 175 halberd 2 5 0x1C030 1 2 WPlHb 0 0 0 1 it_bag iwplhb 0 4 4 3 **** 1.7 10 255 1 10 1 3 1 10 1 2 1694 15 8 0 0 1 **** **** **** **** **** 4 0 0 5428 0 1 150 17 **** **** **** 35 35 65 99 1 112 642 150 680 74 732 518 933 **** ****
-11 171 shortbow 2 3 0x1C010 1 2 WBwSh 0 0 0 0 it_bag iwbwsh 0 5 1 3 20 30 10 255 1 6 1 3 2 30 1 2 1695 19 8 0 1 1 **** **** **** **** **** 4 0 0 5421 0 1 20 5 1 **** **** **** **** **** 25 1 102 632 140 670 64 722 508 **** **** ****
-12 172 twobladedsword 2 5 0x1C010 1 2 WDbSw 0 1 1 1 it_bag iwdbsw 0 8 3 4 **** 1.5 10 255 1 8 2 2 1 100 1 2 1702 10 8 0 0 1 **** **** **** **** **** 4 0 0 5431 0 1 150 11 **** **** **** 50 50 50 99 1 127 655 165 693 89 745 531 943 **** ****
-13 167 greatsword 2 5 0x1C030 1 2 WSwGs 0 1 1 1 it_bag iwswgs 0 **** 3 3 **** 1.8 10 255 2 6 2 2 1 50 1 2 1693 9 8 0 0 1 **** **** **** **** **** 4 0 0 5427 0 1 150 11 **** **** **** 65 65 35 99 1 107 637 145 675 69 727 513 929 **** ****
-14 179 smallshield 2 2 0x00020 0 0 AShSw 0 1 1 1 it_bag iashsw 0 7 0 **** **** **** 10 255 **** **** **** **** 3 9 1 1 2287 16 8 0 6 0 32 4565 **** **** **** 3 1 -1 5443 0 1 60 **** **** **** 5 **** **** **** 7 1 **** **** **** **** **** **** **** **** **** ****
-15 180 torch 1 3 0x00020 1 0 it_torch 0 **** **** **** it_bag iit_torch_000 0 1 0 2 **** **** 0 255 **** **** **** **** 20 1 1 0.02 1725 17 8 0 20 4 **** **** **** **** **** **** 0 0 5444 0 1 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** 1 ****
-16 335 armor 2 3 0x00002 0 3 AArCl 1 1 **** **** gifp iit_chest 0 **** 0 **** **** **** 0 255 **** **** **** **** 4 **** 1 1 **** 30 8 0 6 0 **** **** **** **** **** 2 0 0 **** 0 0 100 **** **** **** **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
-17 182 helmet 2 2 0x00001 0 1 helm 0 1 **** **** it_bag ihelm 0 **** 0 **** **** **** 0 255 **** **** **** **** 5 3 1 1 1710 0 8 0 7 0 **** **** **** **** **** 4 0 0 5445 0 0 20 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
-18 515 greataxe 2 4 0x1C030 1 2 WAxGr 0 1 1 1 it_bag iwaxgr 0 **** 3 3 **** 1.4 10 255 1 12 1 3 1 20 1 2 1692 9 8 0 0 1 **** **** **** **** **** 4 0 0 5426 0 1 200 17 **** **** **** 100 100 0 73 1 111 641 149 679 73 731 517 932 **** ****
-19 1516 amulet 1 2 0x00200 0 0 it_neck 0 1 **** **** doa_amulet iit_neck 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1 1715 25 8 0 16 3 **** **** **** **** **** 1 0 0 5446 0 0 5 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
-20 1517 arrow 1 2 0x00800 0 2 WAmAr 1 1 1 1 GI_WAmAr_001 iwamar 0 **** 0 **** **** **** 10 255 **** **** **** **** 6 1 99 0.01 1696 18 8 0 5 1 **** **** **** **** **** **** 0 0 5422 0 0 0 **** **** **** **** **** **** **** 0 99 **** **** **** **** **** **** **** **** **** ****
-21 1518 belt 2 1 0x00400 0 0 it_belt 0 1 **** **** doa_belt iit_belt 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1 1714 2 8 0 16 0 **** **** **** **** **** 4 0 0 5447 0 0 10 **** **** **** **** **** **** **** 3 1 **** **** **** **** **** **** **** **** **** ****
-22 191 dagger 1 1 0x1C030 0 2 WSwDg 0 1 1 1 it_bag iwswdg 0 **** 1 1 **** 1.1 10 255 1 4 2 2 1 2 1 2 1667 7 8 0 0 1 **** **** **** **** **** 4 0 0 5395 0 1 10 18 **** **** **** 65 65 35 9 1 90 620 128 658 52 710 496 920 **** 1
-23 0 DELETED 2 1 0x00000 0 0 it_sbox 0 **** **** **** it_bag **** 1 **** 0 **** **** **** 0 255 **** **** **** **** 17 5 1 1 2285 30 8 0 15 **** **** **** **** **** **** **** 0 0 **** 0 1 100 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-24 192 miscsmall 1 1 0x00000 0 0 it_smlmisc 0 1 1 1 it_bag iinvalid_1x1 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 1 1 1726 28 8 0 15 4 **** **** **** **** **** **** 0 0 5448 0 0 3 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-25 1519 bolt 1 2 0x02000 1 2 WAmBo 0 1 1 1 GI_WAmBo_001 iwambo 0 **** 0 **** **** **** 0 255 **** **** **** **** 6 1 99 0.01 1675 18 8 0 5 1 **** **** **** **** **** **** 0 0 5403 0 0 0 **** **** **** **** **** **** **** 0 99 **** **** **** **** **** **** **** **** **** ****
-26 1520 boots 2 2 0x00004 0 2 it_boots 0 1 **** **** doa_boots iit_boots 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1 1713 2 8 0 16 0 **** **** **** **** **** 0 0 0 **** 0 0 5 **** **** **** **** **** **** **** 2 1 **** **** **** **** **** **** **** **** **** ****
-27 1521 bullet 1 1 0x01000 0 0 WAmBu 0 1 1 1 GI_WAmBu_001 iwambu 0 **** 0 **** **** **** 0 255 **** **** **** **** 6 1 99 0.01 1678 28 8 0 5 1 **** **** **** **** **** **** 0 0 5406 0 0 0 **** **** **** **** **** **** **** 0 99 **** **** **** **** **** **** **** **** **** ****
-28 1522 club 1 3 0x1C030 1 2 WBlCl 0 1 1 1 it_bag iwblcl 0 **** 2 3 **** 1.1 10 255 1 6 1 2 1 1 1 2 1670 17 8 0 0 1 **** **** **** **** **** 4 0 0 61890 0 1 30 4 **** **** **** 100 100 0 26 1 43 619 47 657 15 709 495 919 **** ****
-29 1523 miscmedium 2 2 0x00000 0 0 it_midmisc 0 1 1 1 it_bag iinvalid_2x2 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 1 1 1726 29 8 0 15 4 **** **** **** **** **** **** 0 0 5449 0 0 5 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-30 0 DELETED 2 3 0x00030 1 2 WBwXr 0 1 1 1 it_bag iinvalid_2x3 0 6 0 3 **** **** 10 255 1 8 2 2 2 250 1 2 1706 4 8 0 1 **** **** **** **** **** **** 4 0 0 **** 0 1 100 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-31 1525 dart 1 1 0x00010 0 0 WThDt 0 1 1 1 it_dart_000 iwthdt 0 11 1 2 31 30 0 255 1 4 1 2 7 0.1 50 0.01 1676 18 8 0 2 1 **** **** **** **** **** **** 0 0 5404 0 1 1 7 4 **** **** **** **** **** 12 50 91 621 129 659 53 711 497 **** **** ****
-32 1526 diremace 2 4 0x1C010 1 2 WDbMa 0 1 1 1 it_bag iwdbma 0 8 2 4 **** 2 10 255 1 8 1 2 1 40 1 2 1703 14 8 0 0 1 **** **** **** **** **** 4 0 0 5433 0 1 200 2 **** **** **** 65 65 35 99 1 125 653 163 691 87 743 529 941 **** ****
-33 1527 doubleaxe 2 4 0x1C010 1 2 WDbAx 0 1 1 1 it_bag iwdbax 0 8 3 4 **** 1.5 10 255 1 8 1 3 1 30 1 2 1701 10 8 0 0 1 **** **** **** **** **** 4 0 0 5430 0 1 250 **** **** **** **** 100 100 0 99 1 126 654 164 692 88 744 530 942 **** ****
-34 1528 misclarge 2 3 0x00000 0 0 it_talmisc 0 1 1 1 it_bag iinvalid_2x3 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 1 1 1726 30 8 0 15 4 **** **** **** **** **** **** 0 0 5450 0 0 5 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-35 1529 heavyflail 2 4 0x1C030 1 2 WBlFh 0 1 1 1 it_bag iwblfh 0 **** 2 3 **** 1.5 10 255 1 10 2 2 1 15 1 2 1691 12 8 0 0 1 **** **** **** **** **** 4 0 0 5424 0 1 200 13 **** **** **** 100 100 0 74 1 116 646 154 684 78 736 522 937 **** ****
-36 1530 gloves 2 1 0x00008 0 0 it_glove 0 1 1 1 doa_glove iit_glove 0 **** 2 **** **** **** 0 255 **** **** **** **** 1 1 1 1 1712 3 8 0 21 0 **** **** **** **** **** 4 0 0 5451 0 0 10 **** **** **** **** **** **** **** 0 1 100 630 138 668 62 720 506 **** **** 1
-37 1531 lighthammer 1 2 0x1C030 1 2 WBlHl 0 1 1 1 it_bag iwblhl 0 **** 2 2 **** 1.1 10 255 1 4 1 2 1 1 1 2 1681 13 8 0 0 1 **** **** **** **** **** 4 0 0 5408 0 1 20 2 **** **** **** 100 100 0 27 1 113 643 151 681 75 733 519 934 **** 2
-38 1532 handaxe 1 2 0x1C030 1 2 WAxHn 0 1 1 1 it_bag iwaxhn 0 **** 3 2 **** 1.1 10 255 1 6 1 3 1 6 1 2 1682 8 8 0 0 1 **** **** **** **** **** 4 0 0 5409 0 1 50 17 **** **** **** 100 100 0 14 1 108 638 146 676 70 728 514 930 **** 2
-39 1533 healerskit 2 1 0x00000 0 0 it_medkit 0 **** **** **** doa_healkit iit_medkit_001 0 **** 0 **** **** **** 0 255 **** **** **** **** 19 50 10 1 1720 29 8 0 19 4 **** **** **** **** **** **** 0 0 5452 0 0 5 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-40 1534 kama 2 2 0x1C030 0 2 WSpKa 0 1 1 1 it_bag iwspka 0 **** 3 2 **** 1.1 10 255 1 6 1 2 1 2 1 2 1699 8 8 0 0 1 **** **** **** **** **** 4 0 0 5396 0 1 10 18 **** **** **** 100 100 0 16 1 117 647 155 685 79 737 523 880 1 2
-41 1535 katana 2 3 0x1C030 1 2 WSwKa 0 1 1 1 it_bag iwswka 0 **** 3 3 **** 1.3 10 255 1 10 2 2 1 40 1 2 1704 8 8 0 0 1 **** **** **** **** **** 4 0 0 5423 0 1 100 1 **** **** **** 50 50 50 75 1 122 651 160 689 84 741 527 939 **** ****
-42 1536 kukri 1 2 0x1C030 1 2 WSpKu 0 1 1 1 it_bag iwspku 0 **** 3 1 **** 1.2 10 255 1 4 3 2 1 8 1 2 2284 8 8 0 0 1 **** **** **** **** **** 4 0 0 5442 0 1 30 18 **** **** **** 65 65 35 18 1 118 648 156 686 80 738 524 881 **** 1
-43 **** DELETED **** **** 0x00000 **** **** **** **** **** **** **** it_bag **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-44 1538 magicrod 1 3 0x00000 1 2 WMgRd 0 1 1 1 it_bag iwmgrd 0 **** **** **** **** **** 10 255 **** **** **** **** 8 1 1 1 1708 16 8 0 4 3 **** **** **** **** **** **** 0 0 66197 50 1 20 **** **** 1 **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
-45 1539 magicstaff 1 5 0x1C010 1 2 WMgSt 0 1 1 1 it_bag iwmgst 0 4 2 3 **** 1.6 10 255 1 6 1 2 8 1 1 1 1709 15 8 3 3 3 **** **** **** **** **** 4 0 0 76436 50 1 40 4 **** **** **** 50 50 50 10 1 96 626 134 664 58 716 502 923 **** ****
-46 1540 magicwand 1 2 0x1C030 1 2 WMgWn 0 1 1 1 it_bag iwmgwn 0 1 2 1 **** **** 0 255 1 1 1 1 8 1 1 1 1707 16 1 1 10 3 **** **** **** **** **** **** 0 0 66196 50 1 10 4 **** 1 **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
-47 1541 morningstar 1 3 0x1C030 1 2 WBlMs 0 1 1 1 it_bag iwblms 0 **** 5 3 **** 1.4 10 255 1 8 1 2 1 8 1 2 1671 11 8 0 0 1 **** **** **** **** **** 4 0 0 5412 0 1 80 3 **** **** **** 100 100 0 20 1 95 625 133 663 57 715 501 922 **** ****
-48 0 DELETED 2 2 0x1C030 0 2 WSpNn 0 1 1 1 it_bag **** 0 **** 0 2 **** **** 10 255 1 6 1 2 **** 2 1 2 1700 30 8 0 0 **** **** **** **** **** **** 4 0 0 5397 0 1 20 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-49 1543 potions 1 2 0x00000 0 2 it_potion 0 **** **** **** it_potion_000 iit_potion 0 1 0 **** **** **** 10 255 **** **** **** **** 9 1 10 0.2 1719 24 1 0 8 2 **** **** **** **** **** **** 0 0 5455 0 2 1 **** **** 2 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-50 1544 quarterstaff 1 4 0x1C010 1 2 WDbQs 0 1 1 1 it_bag iwdbqs 0 4 2 3 **** 1.6 10 255 1 6 1 2 1 1 1 2 1673 15 8 0 0 1 **** **** **** **** **** 4 0 0 5413 0 1 40 4 **** **** **** 50 50 50 99 1 96 626 134 664 58 716 502 923 1 ****
-51 1545 rapier 1 3 0x1C030 1 2 WSwRp 0 1 1 1 it_bag iwswrp 0 **** 1 3 **** 1.4 10 255 1 6 3 2 1 20 1 2 1688 7 8 0 0 1 **** **** **** **** **** 4 0 0 5418 0 1 30 18 **** **** **** 35 35 65 28 1 104 634 142 672 66 724 510 926 **** 3
-52 1546 ring 1 1 0x00180 0 0 it_ring 0 **** **** **** doa_ring iit_ring 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1.25 1716 23 8 0 16 3 **** **** **** **** **** 4 0 0 5456 0 0 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-53 1547 scimitar 1 3 0x1C030 1 2 WSwSc 0 1 1 1 it_bag iwswsc 0 **** 3 3 **** 1.3 10 255 1 6 3 2 1 15 1 2 1689 8 8 0 0 1 **** **** **** **** **** 4 0 0 5419 0 1 40 1 **** **** **** 65 65 35 29 1 105 635 143 673 67 725 511 927 **** ****
-54 0 DELETED 1 1 0x00000 0 0 it_spscroll 0 **** **** **** gi_scrl **** 0 1 0 **** **** **** 0 255 **** **** **** **** 10 1 10 0.25 5022 30 1 1 9 **** **** **** **** **** **** **** 0 0 5457 0 1 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-55 1549 scythe 2 4 0x1C030 1 2 WPlSc 0 1 1 1 it_bag iwplsc 0 4 4 3 **** 1.5 10 255 2 4 1 4 1 18 1 2 2290 9 8 0 0 1 **** **** **** **** **** 4 0 0 5425 0 1 120 17 **** **** **** 100 100 0 99 1 121 650 159 688 83 740 526 938 **** ****
-56 1550 largeshield 2 3 0x00020 0 0 AShLw 0 1 1 1 it_bag iashlw 0 7 0 **** **** **** 10 255 **** **** **** **** 3 20 1 1 2286 30 8 0 6 0 32 **** **** **** **** 3 2 -2 5458 0 1 150 **** **** **** 15 **** **** **** 7 1 **** **** **** **** **** **** **** **** **** ****
-57 1551 towershield 2 4 0x00020 0 0 AShTo 0 1 1 1 it_bag iashto 0 7 0 **** **** **** 10 255 **** **** **** **** 3 30 1 1 1717 6 8 0 6 0 32 **** **** **** **** 3 3 -10 5459 0 1 450 **** **** **** 50 **** **** **** 7 1 **** **** **** **** **** **** **** **** **** ****
-58 16823549 shortspear 1 4 0x1C030 1 2 WPlSs 0 1 1 1 it_bag iwplss 0 **** 1 2 **** 1.4 10 255 1 6 1 2 1 1 1 2 16823550 15 8 0 0 1 **** **** **** **** **** 4 0 0 16823551 0 1 30 17 **** **** **** 35 35 65 76 1 97 627 135 665 59 717 503 924 **** ****
-59 1553 shuriken 1 1 0x00010 0 0 WThSh 0 1 **** **** it_bag iwthsh 0 11 1 1 59 30 0 255 1 3 1 2 7 1 50 0.01 1705 7 8 0 2 1 **** **** **** **** **** **** 0 0 5398 0 1 0 7 5 **** **** **** **** **** 0 50 120 649 158 687 82 739 525 **** 1 ****
-60 1554 sickle 2 2 0x1C030 0 2 WSpSc 0 1 1 1 it_bag iwspsc 0 **** 3 2 **** 1.1 10 255 1 6 1 2 1 6 1 2 1669 8 8 0 0 1 **** **** **** **** **** 4 0 0 5400 0 1 30 18 **** **** **** 100 100 0 22 1 98 628 136 666 60 718 504 879 **** 2
-61 1555 sling 1 2 0x00030 0 0 WBwSl 0 **** **** **** it_bag iwbwsl 0 10 2 2 27 30 0 255 1 4 1 2 2 1 1 2 1677 3 8 0 1 1 **** **** **** **** **** 4 0 0 5405 0 1 1 6 3 **** **** **** **** **** 10 1 99 629 137 667 61 719 505 **** **** ****
-62 1556 thievestools 1 2 0x00000 0 0 it_picks 0 **** **** **** doa_thtools iit_picks_001 0 1 0 **** **** **** 0 255 **** **** **** **** 11 1 10 0.25 1722 22 8 0 11 4 **** **** **** **** **** **** 0 0 5460 0 0 5 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-63 1557 throwingaxe 1 2 0x00010 1 2 WThAx 0 1 1 1 it_bag iwthax 0 11 3 2 63 30 10 255 1 6 1 2 7 1 50 0.01 1680 8 8 0 2 1 **** **** **** **** **** **** 0 0 5407 0 1 10 8 6 **** **** **** **** **** 24 50 109 639 147 677 71 729 515 **** **** ****
-64 1558 trapkit 2 2 0x00000 0 0 it_trap 0 **** **** **** it_trap_001 iit_trap_009 0 1 0 **** **** **** 0 255 **** **** **** **** 15 1 1 1 1721 1 1 1 12 4 **** **** **** **** **** **** 0 0 5461 0 0 5 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-65 1560 key 1 2 0x00000 0 2 it_key 0 **** **** **** doa_key iit_key 0 **** 0 **** **** **** 10 255 **** **** **** **** 16 0 1 1 1723 22 8 0 15 4 **** **** **** **** **** **** 0 0 5462 0 0 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-66 1562 largebox 2 2 0x00000 0 0 it_bigbox 0 **** **** **** it_bag iit_bigbox_001 1 **** 0 **** **** **** 0 255 **** **** **** **** 17 15 1 1 2289 1 8 0 18 4 **** **** **** **** **** **** 0 0 5463 0 0 10 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
-67 0 DELETED 1 1 0x00000 0 0 it_bag 0 **** **** **** it_bag **** 1 **** 0 **** **** **** 0 255 **** **** **** **** 17 5 1 1 1724 30 8 0 15 **** **** **** **** **** **** **** 0 0 **** 0 0 100 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-68 **** DELETED **** **** 0x00000 **** **** **** **** **** **** **** it_bag **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-69 534 cslashweapon 2 2 0x1C000 0 0 it_cr_sla 0 1 1 1 it_bag iit_cr_sla_001 0 9 3 **** **** **** 0 255 0 0 1 2 **** **** 1 2 5027 30 8 0 14 1 **** **** **** **** **** 3 0 0 5465 0 0 1 1 **** **** **** 50 50 50 0 1 291 656 290 694 292 746 532 **** **** 1
-70 2188 cpiercweapon 2 2 0x1C000 0 0 it_cr_prc 0 1 1 1 it_bag iit_cr_prc_001 0 9 1 **** **** **** 0 255 0 0 1 2 **** **** 1 2 5028 30 8 0 14 1 **** **** **** **** **** 3 0 0 5466 0 0 1 1 **** **** **** 50 50 50 0 1 291 656 290 694 292 746 532 **** **** 1
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-295 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-296 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-297 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-298 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-299 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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-337 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-338 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-339 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-340 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-341 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-342 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-343 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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-346 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-347 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-348 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-349 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-350 16808049 ring_2 1 1 0x00180 0 0 it_ring2 0 **** **** **** doa_ring iit_ring 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1.25 1716 23 8 0 16 3 **** **** **** **** **** 4 0 0 5456 0 0 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-351 16808050 amulet_2 1 2 0x00200 0 0 it_neck2 0 1 **** **** doa_amulet iit_neck 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1 1715 25 8 0 16 3 **** **** **** **** **** 1 0 0 5446 0 0 5 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
-352 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-353 16808053 ring_armor 1 1 0x00180 0 0 it_ring 0 **** **** **** doa_ring iit_ring 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1.25 1716 23 8 0 16 3 **** **** **** **** **** 2 0 0 5456 0 0 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-354 16808054 ring_natural 1 1 0x00180 0 0 it_ring 0 **** **** **** doa_ring iit_ring 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1.25 1716 23 8 0 16 3 **** **** **** **** **** 1 0 0 5456 0 0 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-355 16808055 ring_shield 1 1 0x00180 0 0 it_ring 0 **** **** **** doa_ring iit_ring 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1.25 1716 23 8 0 16 3 **** **** **** **** **** 3 0 0 5456 0 0 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
-356 16808056 amulet_armor 1 2 0x00200 0 0 it_neck 0 1 **** **** doa_amulet iit_neck 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1 1715 25 8 0 16 3 **** **** **** **** **** 2 0 0 5446 0 0 5 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
-357 16808057 amulet_deflect 1 2 0x00200 0 0 it_neck 0 1 **** **** doa_amulet iit_neck 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1 1715 25 8 0 16 3 **** **** **** **** **** 4 0 0 5446 0 0 5 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
-358 16808058 amulet_shield 1 2 0x00200 0 0 it_neck 0 1 **** **** doa_amulet iit_neck 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1 1715 25 8 0 16 3 **** **** **** **** **** 3 0 0 5446 0 0 5 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
-359 16808059 belt_armor 2 1 0x00400 0 0 it_belt 0 1 **** **** doa_belt iit_belt 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1 1714 2 8 0 16 0 **** **** **** **** **** 2 0 0 5447 0 0 10 **** **** **** **** **** **** **** 3 1 **** **** **** **** **** **** **** **** **** ****
-360 16808060 belt_natural 2 1 0x00400 0 0 it_belt 0 1 **** **** doa_belt iit_belt 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1 1714 2 8 0 16 0 **** **** **** **** **** 1 0 0 5447 0 0 10 **** **** **** **** **** **** **** 3 1 **** **** **** **** **** **** **** **** **** ****
-361 16808061 belt_shield 2 1 0x00400 0 0 it_belt 0 1 **** **** doa_belt iit_belt 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1 1714 2 8 0 16 0 **** **** **** **** **** 3 0 0 5447 0 0 10 **** **** **** **** **** **** **** 3 1 **** **** **** **** **** **** **** **** **** ****
-362 16808062 bracer_shield 2 1 0x00008 0 0 it_bracer 0 1 1 1 doa_bracer iit_bracer 0 **** 2 **** **** **** 0 255 **** **** **** **** 4 1 1 1 1711 0 8 0 16 0 **** **** **** **** **** 3 0 0 5473 0 0 10 **** **** **** **** **** **** **** 1 1 **** **** **** **** **** **** **** **** **** ****
-363 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-364 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-365 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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-465 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-466 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-467 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-468 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-469 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-470 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-471 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-472 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-473 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-474 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-475 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-476 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-477 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-478 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-479 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-480 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-481 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-482 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-483 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-484 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-485 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-486 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-487 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-488 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-489 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-490 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-491 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-492 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-493 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-494 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-495 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-496 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-497 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-498 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-499 **** CEP_RESERVED **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-500 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-501 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-502 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-503 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-504 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-505 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-506 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-507 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-508 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-509 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
+ Name label InvSlotWidth InvSlotHeight EquipableSlots CanRotateIcon ModelType ItemClass GenderSpecific Part1EnvMap Part2EnvMap Part3EnvMap DefaultModel DefaultIcon Container WeaponWield WeaponType WeaponSize RangedWeapon PrefAttackDist MinRange MaxRange NumDice DieToRoll CritThreat CritHitMult Category BaseCost Stacking ItemMultiplier Description InvSoundType MaxProps MinProps PropColumn StorePanel ReqFeat0 ReqFeat1 ReqFeat2 ReqFeat3 ReqFeat4 AC_Enchant BaseAC ArmorCheckPen BaseItemStatRef ChargesStarting RotateOnGround TenthLBS WeaponMatType AmmunitionType QBBehaviour ArcaneSpellFailure %AnimSlashL %AnimSlashR %AnimSlashS StorePanelSort ILRStackSize WeaponFocusFeat EpicWeaponFocusFeat WeaponSpecializationFeat EpicWeaponSpecializationFeat WeaponImprovedCriticalFeat EpicWeaponOverwhelmingCriticalFeat EpicWeaponDevastatingCriticalFeat WeaponOfChoiceFeat IsMonkWeapon WeaponFinesseMinimumCreatureSize
+0 106 shortsword 1 2 0x1C030 1 2 WSwSs 0 1 1 1 it_bag iwswss 0 **** 1 2 **** 1.2 10 255 1 6 2 2 1 10 1 2 1684 8 8 0 0 1 **** **** **** **** **** 4 0 0 5410 0 1 30 1 **** **** **** 35 35 65 19 1 103 633 141 671 65 723 509 925 **** 2
+1 166 longsword 1 4 0x1C030 1 2 WSwLs 0 1 1 1 it_bag iwswls 0 **** 3 3 **** 1.5 10 255 1 8 2 2 1 15 1 2 1687 9 8 0 0 1 **** **** **** **** **** 4 0 0 5417 0 1 40 1 **** **** **** 50 50 50 70 1 106 636 144 674 68 726 512 928 **** ****
+2 169 battleaxe 2 3 0x1C030 1 2 WAxBt 0 1 1 1 it_bag iwaxbt 0 **** 3 3 **** 1.2 10 255 1 8 1 3 1 10 1 2 1685 9 8 0 0 1 **** **** **** **** **** 4 0 0 5415 0 1 70 16 **** **** **** 100 100 0 41 1 110 640 148 678 72 730 516 931 **** ****
+3 168 bastardsword 2 4 0x1C030 1 2 WSwBs 0 1 1 1 it_bag iwswbs 0 **** 3 3 **** 1.6 10 255 1 10 2 2 1 35 1 2 2288 9 8 0 0 1 **** **** **** **** **** 4 0 0 5434 0 1 100 11 **** **** **** 65 65 35 71 1 123 652 161 690 85 742 528 940 **** ****
+4 176 lightflail 1 3 0x1C030 1 2 WBlFl 0 1 1 1 it_bag iwblfl 0 **** 2 3 **** 1.4 10 255 1 8 1 2 1 8 1 2 1686 11 8 0 0 1 **** **** **** **** **** 4 0 0 5416 0 1 50 3 **** **** **** 100 100 0 42 1 114 644 152 682 76 734 520 935 **** ****
+5 178 warhammer 2 3 0x1C030 1 2 WBlHw 0 1 1 1 it_bag iwblhw 0 **** 2 3 **** 1.2 10 255 1 8 1 3 1 12 1 2 1690 14 8 0 0 1 **** **** **** **** **** 4 0 0 5420 0 1 80 12 **** **** **** 100 100 0 43 1 115 645 153 683 77 735 521 936 **** ****
+6 173 heavycrossbow 2 4 0x1C010 1 2 WBwXh 0 1 1 1 it_bag iwbwxh 0 6 1 3 25 30 10 255 1 10 2 2 2 50 1 2 1679 20 8 0 1 1 **** **** **** **** **** 4 0 0 5414 0 2 90 15 2 **** **** **** **** **** 99 1 92 622 130 660 54 712 498 **** **** ****
+7 174 lightcrossbow 2 3 0x1C010 1 2 WBwXl 0 1 1 1 it_bag iwbwxl 0 6 1 2 25 30 10 255 1 8 2 2 2 35 1 2 1674 19 8 0 1 1 **** **** **** **** **** 4 0 0 5402 0 2 60 9 2 **** **** **** **** **** 29 1 93 623 131 661 55 713 499 **** **** ****
+8 170 longbow 2 4 0x1C010 1 2 WBwLn 0 0 0 0 it_bag iwbwln 0 5 1 3 20 30 10 255 1 8 1 3 2 75 1 2 1697 19 8 0 1 1 **** **** **** **** **** 4 0 0 5429 0 1 30 14 1 **** **** **** **** **** 72 1 101 631 139 669 63 721 507 **** **** ****
+9 177 lightmace 1 2 0x1C030 1 2 WBlMl 0 0 0 1 it_bag iwblml 0 **** 2 2 **** 1.2 10 255 1 6 1 2 1 5 1 2 1668 13 8 0 0 1 **** **** **** **** **** 4 0 0 5399 0 1 60 2 **** **** **** 100 100 0 44 1 94 624 132 662 56 714 500 921 **** 2
+10 175 halberd 2 5 0x1C030 1 2 WPlHb 0 0 0 1 it_bag iwplhb 0 4 4 3 **** 1.7 10 255 1 10 1 3 1 10 1 2 1694 15 8 0 0 1 **** **** **** **** **** 4 0 0 5428 0 1 150 17 **** **** **** 35 35 65 99 1 112 642 150 680 74 732 518 933 **** ****
+11 171 shortbow 2 3 0x1C010 1 2 WBwSh 0 0 0 0 it_bag iwbwsh 0 5 1 3 20 30 10 255 1 6 1 3 2 30 1 2 1695 19 8 0 1 1 **** **** **** **** **** 4 0 0 5421 0 1 20 5 1 **** **** **** **** **** 25 1 102 632 140 670 64 722 508 **** **** ****
+12 172 twobladedsword 2 5 0x1C010 1 2 WDbSw 0 1 1 1 it_bag iwdbsw 0 8 3 4 **** 1.5 10 255 1 8 2 2 1 100 1 2 1702 10 8 0 0 1 **** **** **** **** **** 4 0 0 5431 0 1 150 11 **** **** **** 50 50 50 99 1 127 655 165 693 89 745 531 943 **** ****
+13 167 greatsword 2 5 0x1C030 1 2 WSwGs 0 1 1 1 it_bag iwswgs 0 **** 3 3 **** 1.8 10 255 2 6 2 2 1 50 1 2 1693 9 8 0 0 1 **** **** **** **** **** 4 0 0 5427 0 1 150 11 **** **** **** 65 65 35 99 1 107 637 145 675 69 727 513 929 **** ****
+14 179 smallshield 2 2 0x00020 0 0 AShSw 0 1 1 1 it_bag iashsw 0 7 0 **** **** **** 10 255 **** **** **** **** 3 9 1 1 2287 16 8 0 6 0 32 4565 **** **** **** 3 1 -1 5443 0 1 60 **** **** **** 5 **** **** **** 7 1 **** **** **** **** **** **** **** **** **** ****
+15 180 torch 1 3 0x00020 1 0 it_torch 0 **** **** **** it_bag iit_torch_000 0 1 0 2 **** **** 0 255 **** **** **** **** 20 1 1 0.02 1725 17 8 0 20 4 **** **** **** **** **** **** 0 0 5444 0 1 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** 1 ****
+16 335 armor 2 3 0x00002 0 3 AArCl 1 1 **** **** gifp iit_chest 0 **** 0 **** **** **** 0 255 **** **** **** **** 4 **** 1 1 **** 30 8 0 6 0 **** **** **** **** **** 2 0 0 **** 0 0 100 **** **** **** **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
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+19 1516 amulet 1 2 0x00200 0 0 it_neck 0 1 **** **** doa_amulet iit_neck 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1 1715 25 8 0 16 3 **** **** **** **** **** 1 0 0 5446 0 0 5 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
+20 1517 arrow 1 2 0x00800 0 2 WAmAr 1 1 1 1 GI_WAmAr_001 iwamar 0 **** 0 **** **** **** 10 255 **** **** **** **** 6 1 99 0.01 1696 18 8 0 5 1 **** **** **** **** **** **** 0 0 5422 0 0 0 **** **** **** **** **** **** **** 0 99 **** **** **** **** **** **** **** **** **** ****
+21 1518 belt 2 1 0x00400 0 0 it_belt 0 1 **** **** doa_belt iit_belt 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1 1714 2 8 0 16 0 **** **** **** **** **** 4 0 0 5447 0 0 10 **** **** **** **** **** **** **** 3 1 **** **** **** **** **** **** **** **** **** ****
+22 191 dagger 1 1 0x1C030 0 2 WSwDg 0 1 1 1 it_bag iwswdg 0 **** 1 1 **** 1.1 10 255 1 4 2 2 1 2 1 2 1667 7 8 0 0 1 **** **** **** **** **** 4 0 0 5395 0 1 10 18 **** **** **** 65 65 35 9 1 90 620 128 658 52 710 496 920 **** 1
+23 0 DELETED 2 1 0x00000 0 0 it_sbox 0 **** **** **** it_bag **** 1 **** 0 **** **** **** 0 255 **** **** **** **** 17 5 1 1 2285 30 8 0 15 **** **** **** **** **** **** **** 0 0 **** 0 1 100 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
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+25 1519 bolt 1 2 0x02000 1 2 WAmBo 0 1 1 1 GI_WAmBo_001 iwambo 0 **** 0 **** **** **** 0 255 **** **** **** **** 6 1 99 0.01 1675 18 8 0 5 1 **** **** **** **** **** **** 0 0 5403 0 0 0 **** **** **** **** **** **** **** 0 99 **** **** **** **** **** **** **** **** **** ****
+26 1520 boots 2 2 0x00004 0 2 it_boots 0 1 **** **** doa_boots iit_boots 0 **** 0 **** **** **** 0 255 **** **** **** **** 12 1 1 1 1713 2 8 0 16 0 **** **** **** **** **** 0 0 0 **** 0 0 5 **** **** **** **** **** **** **** 2 1 **** **** **** **** **** **** **** **** **** ****
+27 1521 bullet 1 1 0x01000 0 0 WAmBu 0 1 1 1 GI_WAmBu_001 iwambu 0 **** 0 **** **** **** 0 255 **** **** **** **** 6 1 99 0.01 1678 28 8 0 5 1 **** **** **** **** **** **** 0 0 5406 0 0 0 **** **** **** **** **** **** **** 0 99 **** **** **** **** **** **** **** **** **** ****
+28 1522 club 1 3 0x1C030 1 2 WBlCl 0 1 1 1 it_bag iwblcl 0 **** 2 3 **** 1.1 10 255 1 6 1 2 1 1 1 2 1670 17 8 0 0 1 **** **** **** **** **** 4 0 0 61890 0 1 30 4 **** **** **** 100 100 0 26 1 43 619 47 657 15 709 495 919 **** ****
+29 1523 miscmedium 2 2 0x00000 0 0 it_midmisc 0 1 1 1 it_bag iinvalid_2x2 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 1 1 1726 29 8 0 15 4 **** **** **** **** **** **** 0 0 5449 0 0 5 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
+30 0 DELETED 2 3 0x00030 1 2 WBwXr 0 1 1 1 it_bag iinvalid_2x3 0 6 0 3 **** **** 10 255 1 8 2 2 2 250 1 2 1706 4 8 0 1 **** **** **** **** **** **** 4 0 0 **** 0 1 100 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
+31 1525 dart 1 1 0x00010 0 0 WThDt 0 1 1 1 it_dart_000 iwthdt 0 11 1 2 31 30 0 255 1 4 1 2 7 0.1 50 0.01 1676 18 8 0 2 1 **** **** **** **** **** **** 0 0 5404 0 1 1 7 4 **** **** **** **** **** 12 50 91 621 129 659 53 711 497 **** **** ****
+32 1526 diremace 2 4 0x1C010 1 2 WDbMa 0 1 1 1 it_bag iwdbma 0 8 2 4 **** 2 10 255 1 8 1 2 1 40 1 2 1703 14 8 0 0 1 **** **** **** **** **** 4 0 0 5433 0 1 200 2 **** **** **** 65 65 35 99 1 125 653 163 691 87 743 529 941 **** ****
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+34 1528 misclarge 2 3 0x00000 0 0 it_talmisc 0 1 1 1 it_bag iinvalid_2x3 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 1 1 1726 30 8 0 15 4 **** **** **** **** **** **** 0 0 5450 0 0 5 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
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+39 1533 healerskit 2 1 0x00000 0 0 it_medkit 0 **** **** **** doa_healkit iit_medkit_001 0 **** 0 **** **** **** 0 255 **** **** **** **** 19 50 10 1 1720 29 8 0 19 4 **** **** **** **** **** **** 0 0 5452 0 0 5 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
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+150 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** 1 1 716 Use_Limitation_Gender
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+152 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** D20MODERN_RESERVED
+153 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** D20MODERN_RESERVED
+154 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** D20MODERN_RESERVED
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diff --git a/CEP2/2.71/_tlk/prc8_cep271_mrg.xml b/CEP2/2.71/_tlk/prc8_cep271_mrg.xml
index 5c6621d..3908709 100644
--- a/CEP2/2.71/_tlk/prc8_cep271_mrg.xml
+++ b/CEP2/2.71/_tlk/prc8_cep271_mrg.xml
@@ -3897,7 +3897,7 @@ Holy Touch (Su): A saint's entire being is suffused with holy power, which likew
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.
-An Archich has all the base creature's statistics and special abilities except as noted here.
+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.
@@ -5357,6 +5357,17 @@ Use: Selected.
Prerequisite: Monk level 13.
Specifics: The monk gains spell resistance equal to their class level + 10.
Use: Automatic.
+ Body Fuel
+ Type of Feat: Psionic
+
+You can expand your power point total at the expense of your health.
+
+Specifics: You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution. You can recover additional power points for a proportional cost; for example, you could choose to recover 6 power points by taking 3 points of ability burn damage to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.
+
+Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body (if you are under the effect of mind switch or metamorph, for example, you gain no benefit).
+
+Use: Selected.
+ <CUSTOM0> draws power points from their body.
++++++++++ ACP Styles ++++++++++
Kensai
Assassin
@@ -19403,7 +19414,7 @@ Base Attack Bonus: +3/4
Strong Saves: Reflex and Will
Level:
- 1: Mind blade, Weapon Focus(mind blade), Wild Talent
+ 1: Mind blade, Weapon Focus(mind blade), Wild Talent *or* Hidden Talent
2: Throw mind blade
3: Psychic strike +1d8
4: +1 mind blade
@@ -19492,20 +19503,20 @@ Level:
2: Elude Touch
3: Wild Surge +2
4: Surging Euphoria +1
-5: Volatile Mind (1 power point)
-6:
+5: Expanded Knowledge or Volatile Mind
+6: -
7: Wild Surge +3
-8:
-9: Volatile Mind (2 power points)
-10:
+8: -
+9: Expanded Knowledge II or Volatile Mind II depending on 5th level choice
+10: -
11: Wild Surge +4
12: Surging Euphoria +2
-13: Volatile Mind (3 power points)
-14:
+13: Expanded Knowledge III or Volatile Mind III depending on 5th level choice
+14: -
15: Wild Surge +5
-16:
-17: Volatile Mind (4 power points)
-18:
+16: -
+17: Expanded Knowledge IV or Volatile Mind IV depending on 5th level choice
+18: -
19: Wild Surge +6
20: Surging Euphoria +3
@@ -19555,6 +19566,12 @@ The extra cost is not a natural part of that power's cost. It does not augment t
At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points.
NWN implementation detail: This ability only affects powers manifested by a hostile manifester.
+Variant: Educated Wilder
+You have had formal psionic training.
+
+Level: 5th, 9th, 13th, and 17th.
+Replaces: You lose the volatile mind class ability at all levels listed above.
+Benefit: You have received some formal psionic training and as such, you have unlocked psionic powers most wilders never dream of. You gain the Expanded Knowledge feat at all of the above levels. But due to the training involved, your mind is not as untamed as most wilders and you lose the defensive ability volatile mind.
EPIC
The epic wilder's powers become even more volatile and unpredictable.
@@ -28380,7 +28397,7 @@ Use: Automatic.
Prerequisite: Man At Arms level 10
Specifics: Gains Weapon Focus in any four weapons.
Use: Selected.
- Bolt Xag-Ya
+ Bolt, Xag-Ya
Bolt deals 1d8 positive damage.
Fast Healing 3
Type of Feat: Class Specific
@@ -28400,7 +28417,7 @@ Use: Automatic.
Energon Companion
Type of Feat: Class Specific
Prerequisite: Soldier of Light level 4
-You may summon a Good Outsider.
+You may summon a xag-ya, a friendly outsider from the positive energy plane.
Use: Selected.
Fist of Iron
Type of Feat: General.
@@ -28436,7 +28453,7 @@ Level
2: Divine Grace - Applies Charisma bonus to all saving throws.
Smite Undead - May add Wisdom bonus to attack bonus against an undead target. If the strike hits, the blow deals 1 point of positive damage per point of Wisdom bonus. Usable 3/day, +1 per Charisma bonus/day.
3: Positive Fortitude - Gains +2 to all saving throws against necromantic spells and drain effects.
-4: Energon Companion - May summon a Xag-Ya companion (Good Outsider), 1/day.
+4: Energon Companion - May summon a Xag-Ya companion (positive energy outsider), 1/day.
5: Divine Vengeance - May spend 2 Turn Undead attempts to add +2d6 positive damage against Undead to the caster's weapon (1 round/Cha bonus, minimum 1 round).
6: -
7: Fast Healing 1 - Regenerate 1 HP/round.
@@ -29545,6 +29562,8 @@ In addition, scribing a Runescar is painful dealing 1d6 points of damage per spe
A Runescarred Berserker can bear no more then seven runescars at any one time: two on the chest, two on the upper arms, two on the backs of the hands, and one on the face.
Runescars can only affect the Runescarred Berserker when activated
+ ****
+ ****
Ritual Scarring
Through frequent disfiguration of their own skin a runescarred berserker gains a +1 natural armor bonus to AC at 3rd level. This increases to +2 at 6th and +3 at 9th.
Spawn of the Frost
@@ -29837,16 +29856,18 @@ CLASS FEATURES:
Level
1: Cat Familiar - Gain a cat as a familiar
Flirtation (Fascinate) - Once per day per class level, Fascinate creatures
-2: Rage - As barbarian
+2: Fury of the Tigress: Rage - As barbarian
3:
4: Flirtation (Confusion) - Confuse fascinated creature
5: Pounce of the Tigress - Gain Pounce at the end of charge
-6: Rage 2/day
+6: Fury of the Tigress 2/day
7: Sanctuary - You and allies gain sanctuary
8: Swiftness of the Tigress - Gain haste once a day
9:
-10: Rage 3/day
- Flirtation (Dominate) - Dominate fascinated creature
+10: Fury of the Tigress 3/day
+ Flirtation (Dominate) - Dominate fascinated creature
+
+ Spells: Beginning at 1st level, a celebrant of Sharess gains the ability to cast a number of arcane spells. To cast a spell, a celebrant must have a Charisma score of ate least 10 + the spell's level, so a celebrant with a Charisma of 10 or lower cannot cast these spells. Celebrant of Sharess bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the celebrant's Charisma bonus (if any). When the celebrant gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level celebrant), she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The celebrant's spell list appears below. A celebrant of Sharess casts spells just as a bard does.
Vow of Purity
Type of Feat: General
Prerequisite: Sacred Vow
@@ -32703,11 +32724,7 @@ Prerequisite: Artificer level 13
Specifics: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.
Use: Automatic
Epic Artificer
- The epic artificer remains a master of item creation, gaining
-an increasing craft reserve and plenty of bonus feats to
-learn the craft of epic item creation.
-
-Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of arcane lore for you, the epic wizard, to discover.
+ The epic artificer remains a master of item creation, gaining an increasing craft reserve and plenty of bonus feats to learn the craft of epic item creation.
Hit Die: d6
Skill Points at Each Additional Level: 4+ Int Modifier
@@ -33019,12 +33036,14 @@ Use: Selected
Rite of Waking (Other)
Mystic Phoenix Stance (Augmented)
Firebird Stance (Augmented)
+ ****
Humanoid
A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype.
- Proficient with all simple weapons, or by character class.
- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
-Humanoids breathe, eat, and sleep.
+ ****
**** 50,000 - 50,500 reserved for Race Pack Feats ****
Light Sensitivity
Type of Feat: Racial
@@ -46846,7 +46865,7 @@ Duration: Stance.
You shout orders that help coordinate your allies' efforts. They harass their enemies, shield each other from attacks. and otherwise maximize the support they lend to each other.
-All allies gain a bonus while flanking equal to +1/2 per your initiator level.
+All allies gain a damage bonus while flanking equal to +1/2 per your initiator level.
War Leader's Charge
White Raven (Strike)
Level: Crusader 6, Warblade 6
@@ -55052,7 +55071,26 @@ Saving Throw: None (harmless)
Spell Resistance: No (harmless)
The goddess Shar is called the Mistress of the Night, the Lady of Loss, and the Dark Goddess. She is shadow; dark and secret. It is with little surprise that a gift from her to the caster of this spell would encompass such things. Upon completion of this spell, you receive an immensely powerful whip, created by the hands of Shar herself. It holds powerful enchantments, and also blinds its targets. In addition, shadow settles upon the battlefield wherever this whip is used. When the duration ends, the whip is left as a reminder to you, though all of its enchantments are stripped from it.
- ##START_OF_EPIC_SPELL_AND_ISC_RESERVE
+ Epic Spell: Summon Elemental Paragon
+ Researched Epic Spell: Summon Elemental Paragon
+ Conjuration (Summoning)
+Spellcraft DC: 87
+Components: V, S
+Casting Time: 1 minute
+Range: 75 ft.
+Effect: One summoned paragon elder elemental
+Duration: 17 hours
+Saving Throw: Will negates
+Spell Resistance: Yes
+
+The caster summons an elder elemental of the caster's choice: air, earth, fire, or water. The summoned elemental has the paragon template applied to it. The elemental appears where the caster designates and acts immediately, on the caster's turn. It attacks the caster's opponents to the best of its ability. The caster can direct the elemental's actions as normal for a summoned creature.
+
+Mitigating Factor: Burn 500 XP during casting (5 DC).
+ Summon Air Paragon
+ Summon Earth Paragon
+ Summon Fire Paragon
+ Summon Water Paragon
+ ##START_OF_EPIC_SPELL_AND_ISC_RESERVE
##CEP Weapon Proficiencies##
Weapon Focus (shortspear)
Epic Weapon Focus (shortspear)
@@ -55487,7 +55525,16 @@ Special: Must be a Bard.
Cost:
+10000gp
- ##START OF WARLOCK INVOCATIONS##
+ ##START OF WARLOCK INVOCATIONS##
+ Repelling Blast
+ Greater Invocation
+6th level spell
+
+This eldritch essence invocation allows you to change your eldritch blast into a repelling blast. Any Medium or smaller creature struck by a repelling blast must make a Reflex save or be hurled 1d6×5 feet (1d6 squares) directly away from you and knocked prone by the energy of the attack.
+
+If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone.
+
+Movement from this blast does not provoke attacks of opportunity.
All Seeing Eyes
Least Invocation
2nd Level Spell
@@ -56724,28 +56771,26 @@ Use: Selected
Void of the Shadow Sun - Blast
Balance of Light and Dark - Drain
****
- ****
- ****
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- ****
- ****
- Default Hexblade
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Duskblade
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Scout
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ Volatile Mind I
+ Volatile Mind II
+ Volatile Mind III
+ Volatile Mind IV
+ Volatile Mind V
+ Volatile Mind VI
+ Volatile Mind VII
+ Volatile Mind VIII
+ Volatile Mind IX
+ Volatile Mind X
+ A wilder's temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent.
+The extra cost is not a natural part of that power's cost. It does not augment the power; it is simply a wasted power point. The wilder's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power's cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
+At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points. This pattern continues in epic levels.
+NWN implementation detail: This ability only affects powers manifested by a hostile manifester.
****
****
****
****
- Default Artificer
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ ****
+ ****
****
****
****
@@ -56754,72 +56799,52 @@ These packages do not give any special abilities to your character, they simply
****
****
****
- Default Samurai
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Ninja
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ ****
+ ****
+ ****
+ ****
****
****
- Default Dragonfire Adept
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Psion
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Psychic Warrior
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Soulknife
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Wilder
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Dread Necromancer
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
****
****
****
****
- Default Archivist
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Witch
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Shaman
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Favoured Soul
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Truenamer
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Shugenja
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Sohei
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Crusader
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Swordsage
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Warblade
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Warmage
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Knight
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ ****
+ ****
+ ****
+ ****
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+ ****
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+ ****
+ ****.
Defensive Manifestation
If you want to manifest a power without provoking attacks of opportunity, you need to dodge and weave. You must make a Concentration check (DC 15 + the level of the power you're manifesting) to succeed. You lose the power points without successful manifestation if you fail.
Two Weapon Pounce
@@ -64532,8 +64557,8 @@ REQUIREMENTS:
Alignment: Lawful
Meldshaping: Ability to shape three soulmelds
Spellcasting: Ability to cast 2nd-level divine spells
-Skills: Lore 4 ranks, Spellcraft 4 ranks
Essentia Pool: 3
+Special: Access to the Law domain.
CLASS FEATURES:
@@ -67212,7 +67237,82 @@ Chakra Bind (Throat)
Your soulspark burns with a fierce blue-white light.
-If you bind soulspark familiar to your throat chakra, you create a greater soulspark.
+If you bind soulspark familiar to your throat chakra, you create a greater soulspark.
+
+Least Soulspark
+
+Tiny Outsider (Alignment, Incarnum, Native)
+
+HD 2d8+4 (13 hp); Init +5; Speed 20 ft., fly 30 ft. (perfect)
+AC 14, touch 12, flat-footed 13; BAB/Grapple +2/–6
+Attack Soul blast +5 ranged (1d4+1); Full Attack Soul blast +5 ranged (1d4+1)
+Space/Reach 2½ ft./0 ft.
+SA Soul blast
+SQ Amorphous; DR 1/alignment; essentia pool 2; evasion; incarnum shroud
+Saves Fort +5, Ref +4, Will +4
+Abilities Str 10, Dex 13, Con 15, Int 6, Wis 13, Cha 13
+Skills Diplomacy +3, Hide +14, Knowledge (history) +3, Listen +6, Move Silently +6, Sense Motive +6, Spot +6
+Feats Improved Initiative
+CR 1; Alignment Always CN, LN, NG, or NE
+Environment Any; Organization Solitary, pair, or flood (3–8)
+Advancement 3 HD (Tiny); LA —
+
+
+Lesser Soulspark
+
+Tiny Outsider (Alignment, Incarnum, Native)
+
+HD 4d8+8 (26 hp); Init +6; Speed 20 ft., fly 30 ft. (perfect)
+AC 16, touch 14, flat-footed 14; BAB/Grapple +4/–4
+Attack Soul blast +8 ranged (1d6+2); Full Attack Soul blast +8 ranged (1d6+2)
+Space/Reach 2½ ft./0 ft.
+SA Soul blast
+SQ Amorphous; DR 3/alignment; essentia pool 4; evasion; incarnum shroud
+Saves Fort +6, Ref +8, Will +5
+Abilities Str 10, Dex 15, Con 15, Int 6, Wis 13, Cha 15
+Skills Diplomacy +4, Hide +17, Knowledge (history) +5, Listen +8, Move Silently +9, Sense Motive +8, Spot +8
+Feats Improved Initiative, Lightning Reflexes
+CR 3; Alignment Always CN, LN, NG, or NE
+Environment Any; Organization Solitary, pair, or flood (3–8)
+Advancement 5 HD (Tiny); LA —
+
+
+Soulspark
+
+Tiny Outsider (Alignment, Incarnum, Native)
+
+HD 6d8+12 (39 hp); Init +8; Speed 20 ft., fly 30 ft. (perfect)
+AC 19, touch 16, flat-footed 15; BAB/Grapple +6/–1
+Attack Soul blast +13 ranged (1d8+3); Full Attack Soul blast +13 ranged (1d8+3)
+Space/Reach 2½ ft./0 ft.
+SA Soul blast
+SQ Amorphous; DR 5/alignment; essentia pool 6; evasion; incarnum shroud
+Saves Fort +7, Ref +11, Will +6
+Abilities Str 13, Dex 18, Con 15, Int 6, Wis 13, Cha 17
+Skills Diplomacy +5, Hide +21, Knowledge (history) +7, Listen +10, Move Silently +12, Sense Motive +10, Spot +10
+Feats Improved Initiative, Lightning Reflexes, Weapon Focus (soul blast)
+CR 5; Alignment Always CN, LN, NG, or NE
+Environment Any; Organization Solitary, pair, or flood (3–8)
+Advancement 7 HD (Tiny); LA —
+
+
+Greater Soulspark
+
+Tiny Outsider (Alignment, Incarnum, Native)
+
+HD 8d8+16 (52 hp); Init +9; Speed 20 ft., fly 30 ft. (perfect)
+AC 21, touch 17, flat-footed 16; BAB/Grapple +8/+0
+Attack Soul blast +16 ranged (1d12+5); Full Attack Soul blast +16 ranged (1d12+5)
+Space/Reach 2½ ft./0 ft.
+SA Soul blast
+SQ Amorphous; DR 10/alignment; evasion; essentia pool 8; incarnum shroud
+Saves Fort +8, Ref +13, Will +7
+Abilities Str 13, Dex 21, Con 15, Int 6, Wis 13, Cha 21
+Skills Diplomacy +7, Hide +24, Knowledge (history) +9, Listen +12, Move Silently +16, Sense Motive +12, Spot +12
+Feats Improved Initiative, Lightning Reflexes, Weapon Focus (soul blast)
+CR 7; Alignment Always CN, LN, NG, or NE
+Environment Any; Organization Solitary, pair, or flood (3–8)
+Advancement 9–12 HD (Tiny); 13–20 HD (Small); LA —
Soulspark Familiar Essentia Choice
Type of Feat: Incarnum
Prerequisite: Soulspark Familiar
@@ -80058,7 +80158,7 @@ Use: Activated
Summon Elemental
Type of Feat: Reserve
Prerequisite: Ability to cast 4th-level spells
-Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon creature spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells.
+Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon creature spell. The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells.
Use: Activated
Dimensional Reach
Type of Feat: Reserve
@@ -81687,6 +81787,7 @@ Special Abilities:
Combat Medic Spellcasting (Paladin)
Morninglord of Lathander Spellcasting (Sohei)
Thrall of Orcus Spellcasting (Ur-Priest)
+ Morninglord of Lathander Spellcasting (Archivist)
Bardic Casting: Gloura cast spells as a Bard of their hit dice (7th level).
Sorcerous Casting: Driders cast spells as a Sorcerer of their hit dice (6th level).
Sorcerous Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level).
@@ -82110,7 +82211,9 @@ Weight 1 lb.
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.
-Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.
+Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.
+
+Cost to Create: 2,250 gp, 180 XP, 5 days
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
@@ -82121,107 +82224,109 @@ Constitution damage (Fort DC 17 half) per round of exposure.
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.
+
+Cost to Create: 675 gp, 54 XP, 2 days
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.
****
Ring of Wizardry I
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Wizardry II
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Wizardry III
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Wizardry IV
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Epic Wizardry V
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
Ring of Epic Wizardry VI
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
Ring of Epic Wizardry VII
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
Ring of Epic Wizardry VIII
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
Ring of Epic Wizardry IX
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
****
Ring of Divinity I
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Divinity II
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Divinity III
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Divinity IV
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
- Epic Ring of Divinity V
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ 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 wearer's 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.
+ Ring of Epic Divinity V
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
- Epic Ring of Divinity VI
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
+ Ring of Epic Divinity VI
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
- Epic Ring of Divinity VII
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
+ Ring of Epic Divinity VII
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
- Epic Ring of Divinity VIII
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
+ Ring of Epic Divinity VIII
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
- Epic Ring of Divinity IX
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
+ Ring of Epic Divinity IX
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
****
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.
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.
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.
- 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 greater ring of energy resistance grants 30 points of resistance.
+ 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 greater ring of energy resistance grants 30 points of resistance.
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.
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.
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.
@@ -84145,7 +84250,7 @@ Feats Required: Simple, or Druid
[CEP] Door 1497
[CEP] Door 1498
[CEP] Door 1499
- [CEP] Door 1500
+ [CEP] Door 1500
Summon Nature's Ally I
Conjuration (Summoning)
Level: Druid 1, Shaman 1, Ranger 1
@@ -84463,7 +84568,7 @@ Spell Resistance: Yes
This spell functions like creeping cold, causing intense cold to accumulate inside the target's body, but with extended duration and increased damage.
-You turn the subject's sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on-dealing 3d6 on the third round and 4d6 on the fourth.
+You turn the subject's sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on, dealing 3d6 on the third round and 4d6 on the fourth.
If the caster is at least 15th level, the spell continues for a fifth round, dealing 5d6 cold damage. At 20th level or higher, a sixth round is added, dealing 6d6 cold damage. The spell never deals more than 6d6 damage in any round, and it ends early if the target dies.
@@ -84827,9 +84932,9 @@ A limited wish lets you create nearly any type of effect. For example, a limited
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 it’s of a prohibited school.
+ Duplicate any sorcerer/wizard spell of 5th level or lower, even if it's of a prohibited school.
- Duplicate any other spell of 4th level or lower, even if it’s of a prohibited school.
+ Duplicate any other spell of 4th level or lower, even if it's of a prohibited school.
Undo the harmful effects of many spells, such as geas/quest or insanity.
@@ -84890,7 +84995,7 @@ Second, a warded creature gains spell resistance 25 against chaotic spells and s
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 law’s save DC).
+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 law's 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.
@@ -84913,11 +85018,11 @@ 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 aura’s save DC).
+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 aura's 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 law’s save DC).
+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 law's 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).
****
@@ -85124,6 +85229,8 @@ A character can gain this feat multiple times. Its effects do not stack. Each ti
Ability Focus (Steal Summoning)
Ability Focus (Eldritch Blast)
Ability Focus (Word of Changing)
+ Ability Focus (Repeling Blast)
+ Ability Focus (Vitrolic Blast)
### Start PRC8 Prestige Class Epic Expansion ###
Epic Eye of Gruumsh
You are the living embodiment of Gruumsh's savage fury, a one-eyed martyr whose terrible sacrifice has unlocked epic levels of brutal power. Your scarred visage and impaired sight serve as a constant reminder of your oath, granting you a glimpse into your deity's blind rage. In the heat of battle, your ferocity and unholy devotion enable you to strike terror into the hearts of your foes, as you channel the very essence of an orcish legend.
@@ -85195,7 +85302,7 @@ Bard Song: The epic virtuoso's bard song continues into epic levels.
Epic Virtuoso Bonus Feat List:
Combat Casting, Curse Song, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus, Epic Spell Focus, Epic Spellcasting, Extra Music, Great Charisma, Great Intelligence, Improved Combat Casting, Lasting Inspiration, Lingering Song, Master Staff, Master Wand, Tenacious Magic, Eldritch Sculptor, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadowmaster, Verminlord, Epic Eldritch Blast, Epic Extra Invocation, Epic Fiendish Resilience.
Epic Spellsword
- At epic levels, you have perfected the art of melding martial might with potent arcane force. No longer hampered by the clashing demands of armor and magic, your mastery of arcane combat has reached new heights. Your weapon becomes a flawless conduit for your spells-each strike unleashing stored arcane power with lethal precision, and your "Channel Spell" ability continues to deliver devastating magical strikes in the thick of battle.
+ At epic levels, you have perfected the art of melding martial might with potent arcane force. No longer hampered by the clashing demands of armor and magic, your mastery of arcane combat has reached new heights. Your weapon becomes a flawless conduit for your spells, each strike unleashing stored arcane power with lethal precision, and your "Channel Spell" ability continues to deliver devastating magical strikes in the thick of battle.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Intelligence modifier
@@ -85242,7 +85349,7 @@ Sneak Attack: The epic unseen seer's sneak attack continues to increase by 1d6 e
Epic Unseen Seer Bonus Feat List:
Arcane Defense, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Great Charisma, Great Intelligence, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Spell Focus, Spell Penetration, Tenacious Magic, Blinding Speed, Epic Dodge, Epic Skill Focus, Improved Sneak Attack, Lingering Damage, Self-Concealment, Superior Initiative, Eldritch Sculptor, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadowmaster, Verminlord, Epic Eldritch Blast, Epic Extra Invocation, Epic Fiendish Resilience.
Epic Celebrant Sharess
- At epic levels, you transcend the ordinary revelry to become a living embodiment of Sharess's dual nature-a mesmerizing blend of irresistible charm and fierce martial prowess.
+ At epic levels, you transcend the ordinary revelry to become a living embodiment of Sharess's dual nature, a mesmerizing blend of irresistible charm and fierce martial prowess.
Hit Die: d6
Skill Points at Each Additional Level: 6 + Int Modifier
@@ -85760,7 +85867,7 @@ Ritual Scarring : The epic Runescarred Berzerker continues to gain +1 Natural AC
Epic Runescarred Berserkers Bonus Feat List:
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Energy Reduction, Epic Prowess, Epic Toughness, Epic Weapon Focus, Fast Healing, Legendary Wrestler, Mighty Rage, Overwhelming Critical, Terrifying Rage, Thundering Rage
Epic Talontar Blightlord
- Epic Talontar Blightlords are avatars of pestilence and decay, their very presence a walking plague. With blighted blood and cursed glaives, they corrupt nature itself, spreading Talona's rot across forests and flesh alike. No longer truly mortal, these twisted priests become vessels of contagion-, unfeeling, unyielding, and unstoppable harbingers of a diseased apocalypse.
+ Epic Talontar Blightlords are avatars of pestilence and decay, their very presence a walking plague. With blighted blood and cursed glaives, they corrupt nature itself, spreading Talona's rot across forests and flesh alike. No longer truly mortal, these twisted priests become vessels of contagion, unfeeling, unyielding, and unstoppable harbingers of a diseased apocalypse.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -85773,7 +85880,7 @@ Spellcasting: The epic Talontar Blightlord continues to increase in divine caste
Epic Talontar Blightlords Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Damage Reduction, Epic Energy Resistance, Epic Prowess, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Focused Spell Penetration, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Planar Turning.
Epic Child of Night
- Epic Children of Night transcend mortal shadow and step fully into the realm of darkness. With bodies cloaked in ever-shifting umbra and minds untethered from the concerns of the flesh, they weave mysteries that distort perception and unravel reality. No longer bound by day or death, they are whispers given form-walking veils between this world and the shadow that lies beyond.
+ Epic Children of Night transcend mortal shadow and step fully into the realm of darkness. With bodies cloaked in ever-shifting umbra and minds untethered from the concerns of the flesh, they weave mysteries that distort perception and unravel reality. No longer bound by day or death, they are whispers given form, walking veils between this world and the shadow that lies beyond.
Hit Die: d6
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -85786,7 +85893,7 @@ Mysteries: The epic Child of Night continues to increase in mystery caster level
Epic Child of Night Bonus Feat List:
Armor Skin, Blinding Speed, Epic Energy Resistance, Epic Self-Concealment, Epic Skill Focus, Favored Mystery, Great Charisma, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Cast, Superior Initiative, and any metashadow feat.
Epic Master of Shadow
- Epic Masters of Shadow are no longer mere commanders of darkness-they are its avatars. Their shadow servants swell into entities of primordial gloom, answering unspoken commands with lethal grace. Cloaked in absolute cold and bolstered by unfathomable shadow-magic, these lords of twilight weave darkness into weapons, armor, and essence. In the deep, where no light dares tread, they reign supreme.
+ Epic Masters of Shadow are no longer mere commanders of darkness, they are its avatars. Their shadow servants swell into entities of primordial gloom, answering unspoken commands with lethal grace. Cloaked in absolute cold and bolstered by unfathomable shadow-magic, these lords of twilight weave darkness into weapons, armor, and essence. In the deep, where no light dares tread, they reign supreme.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -85812,7 +85919,7 @@ Spellcasting: The epic Noctumancer continues to increase in caster level (and sp
Epic Noctumancer Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Favored Mystery, Focused Spell Penetration, Great Charisma, Great Intelligence, Greater Path Focus, Ignore Material Components, Improved Combat Casting, Nocturnal Caster, Path Focus, Shadow Cast, Superior Initiative, Tenacious Magic, and any metashadow feat.
Epic Totem Rager
- An epic totem rager is the living embodiment of primal fury and spiritual instinct. At this level, rage and soulmeld are no longer separate forces-they are one. Her body channels the raw power of magical beasts, while her spirit roars with ancestral might. As she charges into battle, the ground trembles and the air thickens with incarnum, a visible aura of bestial power surrounding her.
+ An epic totem rager is the living embodiment of primal fury and spiritual instinct. At this level, rage and soulmeld are no longer separate forces, they are one. Her body channels the raw power of magical beasts, while her spirit roars with ancestral might. As she charges into battle, the ground trembles and the air thickens with incarnum, a visible aura of bestial power surrounding her.
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
@@ -85878,7 +85985,7 @@ Spellcasting: The epic Red Wizard continues to increase in caster level (and spe
Epic Red Wizard Bonus Feat List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Craft Epic Magic Arms and Armor, Craft Epic Staff, Craft Epic Wondrous Item, Epic Leadership, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Focused Spell Penetration, Forge Epic Ring, Great Intelligence Ignore Material Components, Improved Combat Casting, Tenacious Magic.
Epic True Necromancer
- At epic levels, the True Necromancer transcends the boundaries between life and death, becoming a living conduit of necrotic power. No longer merely a manipulator of the dead, they embody death itself-an enduring presence whose will animates entire graveyards. Feared by the living and revered by the dead, their passage darkens the land, and even other necromancers whisper their name with dread.
+ At epic levels, the True Necromancer transcends the boundaries between life and death, becoming a living conduit of necrotic power. No longer merely a manipulator of the dead, they embody death itself, an enduring presence whose will animates entire graveyards. Feared by the living and revered by the dead, their passage darkens the land, and even other necromancers whisper their name with dread.
Hit Die: d4
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -85995,7 +86102,7 @@ Spellcasting: At each even level the epic Black Flame Zealot continues to increa
Epic Black Flame Zealot Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Prowess, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Epic Weapon Focus, Focused Spell Penetration, Great Wisdom, Great Charisma, Ignore Material Components, Improved Combat Casting, Improved Sneak Attack, Lingering Damage, Planar Turning.
Epic Knight of Middle Circle
- You are a sworn protector of celestial wisdom and earthly honor. As a Knight of the Middle Circle, your blade defends the Stargazers' sacred charge while your presence extends their reach. You are both herald and guardian-trusted with secrets, tasked with missions few can know, and bound by duty to serve the light of knowledge and the cause of good.
+ You are a sworn protector of celestial wisdom and earthly honor. As a Knight of the Middle Circle, your blade defends the Stargazers' sacred charge while your presence extends their reach. You are both herald and guardian, trusted with secrets, tasked with missions few can know, and bound by duty to serve the light of knowledge and the cause of good.
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
@@ -88147,7 +88254,7 @@ Special: Once you take this feat, you may not take it again, nor can you take ei
(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
Plant Defiance
Type of Feat: General
-Prerequisite: Ability to cast detect animals or plants. (Archivist, Druid or Ranger)
+Prerequisite: Ability to cast detect animals or plants. (Archivist, Druid, Ranger or Plant Domain)
Benefit: You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn plants.
Plant Control
Type of Feat: General
@@ -88169,6 +88276,17 @@ Prerequisite: 21st level, Weapon Focus: Touch Attack.
Specifics: The character gains a +2 bonus to all attack rolls with touch attack spells.
Use: Automatic
+ Song of the Heart
+ Type of Feat: General
+Prerequisite: Bard Song, Perform 6
+Specifics: When you use Bardic Music, any bonus granted by your music increases by +1. Thus, a 15th-level bard with this feat grants his allies a +4 bonus on attack rolls, damage rolls, and saving throws against fear when he uses Bardic Music, rather than the +3 he would normally grant. If he uses Bardic Musics, the same bard grants up to three allies 3 bonus Hit Dice, a +3 bonus on attack rolls, and a +2 bonus on Fortitude saves. Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1. If you have the Haunting Melody feat, the saving throw DC for that effect also increases by 1. If you have the Music of Growth feat, the bonus bestowed by that feat increases to +6. If you have the Music of Making feat, the bonus on Craft checks bestowed by that feat increases to +6. If you have the Soothe the Beast feat, you gain a +2 circumstance bonus on your Perform check to improve the attitude of an animal or magical beast.
+Use: Automatic
+ Music of Growth
+ Type of Feat: General
+Prerequisite: Bard Song, Perform 12
+Specifics: By playing this music, you grant a +4 enhancement bonus to the Strength and Constitution scores of every creature of the animal or plant type within 30 feet of you.
+Use: Selected
+ <CUSTOM0> performs the music of growth.
Investigator
Type of Feat: General
Benefit: You get a +2 bonus on all Sense Motive and Search checks.
diff --git a/CEP3/_tlk/prc8_cep3_merge.xml b/CEP3/_tlk/prc8_cep3_merge.xml
index 55ea0c9..73aa193 100644
--- a/CEP3/_tlk/prc8_cep3_merge.xml
+++ b/CEP3/_tlk/prc8_cep3_merge.xml
@@ -5438,6 +5438,17 @@ Use: Selected.
Prerequisite: Monk level 13.
Specifics: The monk gains spell resistance equal to their class level + 10.
Use: Automatic.
+ Body Fuel
+ Type of Feat: Psionic
+
+You can expand your power point total at the expense of your health.
+
+Specifics: You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution. You can recover additional power points for a proportional cost; for example, you could choose to recover 6 power points by taking 3 points of ability burn damage to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.
+
+Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body (if you are under the effect of mind switch or metamorph, for example, you gain no benefit).
+
+Use: Selected.
+ <CUSTOM0> draws power points from their body.
++++++++++ ACP Styles ++++++++++
Kensai
Assassin
@@ -19684,7 +19695,7 @@ Base Attack Bonus: +3/4
Strong Saves: Reflex and Will
Level:
- 1: Mind blade, Weapon Focus(mind blade), Wild Talent
+ 1: Mind blade, Weapon Focus(mind blade), Wild Talent *or* Hidden Talent
2: Throw mind blade
3: Psychic strike +1d8
4: +1 mind blade
@@ -19773,20 +19784,20 @@ Level:
2: Elude Touch
3: Wild Surge +2
4: Surging Euphoria +1
-5: Volatile Mind (1 power point)
-6:
+5: Expanded Knowledge or Volatile Mind
+6: -
7: Wild Surge +3
-8:
-9: Volatile Mind (2 power points)
-10:
+8: -
+9: Expanded Knowledge II or Volatile Mind II depending on 5th level choice
+10: -
11: Wild Surge +4
12: Surging Euphoria +2
-13: Volatile Mind (3 power points)
-14:
+13: Expanded Knowledge III or Volatile Mind III depending on 5th level choice
+14: -
15: Wild Surge +5
-16:
-17: Volatile Mind (4 power points)
-18:
+16: -
+17: Expanded Knowledge IV or Volatile Mind IV depending on 5th level choice
+18: -
19: Wild Surge +6
20: Surging Euphoria +3
@@ -19836,6 +19847,12 @@ The extra cost is not a natural part of that power's cost. It does not augment t
At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points.
NWN implementation detail: This ability only affects powers manifested by a hostile manifester.
+Variant: Educated Wilder
+You have had formal psionic training.
+
+Level: 5th, 9th, 13th, and 17th.
+Replaces: You lose the volatile mind class ability at all levels listed above.
+Benefit: You have received some formal psionic training and as such, you have unlocked psionic powers most wilders never dream of. You gain the Expanded Knowledge feat at all of the above levels. But due to the training involved, your mind is not as untamed as most wilders and you lose the defensive ability volatile mind.
EPIC
The epic wilder's powers become even more volatile and unpredictable.
@@ -28661,7 +28678,7 @@ Use: Automatic.
Prerequisite: Man At Arms level 10
Specifics: Gains Weapon Focus in any four weapons.
Use: Selected.
- Bolt Xag-Ya
+ Bolt, Xag-Ya
Bolt deals 1d8 positive damage.
Fast Healing 3
Type of Feat: Class Specific
@@ -28681,7 +28698,7 @@ Use: Automatic.
Energon Companion
Type of Feat: Class Specific
Prerequisite: Soldier of Light level 4
-You may summon a Good Outsider.
+You may summon a xag-ya, a friendly outsider from the positive energy plane.
Use: Selected.
Fist of Iron
Type of Feat: General.
@@ -28717,7 +28734,7 @@ Level
2: Divine Grace - Applies Charisma bonus to all saving throws.
Smite Undead - May add Wisdom bonus to attack bonus against an undead target. If the strike hits, the blow deals 1 point of positive damage per point of Wisdom bonus. Usable 3/day, +1 per Charisma bonus/day.
3: Positive Fortitude - Gains +2 to all saving throws against necromantic spells and drain effects.
-4: Energon Companion - May summon a Xag-Ya companion (Good Outsider), 1/day.
+4: Energon Companion - May summon a Xag-Ya companion (positive energy outsider), 1/day.
5: Divine Vengeance - May spend 2 Turn Undead attempts to add +2d6 positive damage against Undead to the caster's weapon (1 round/Cha bonus, minimum 1 round).
6: -
7: Fast Healing 1 - Regenerate 1 HP/round.
@@ -29826,6 +29843,8 @@ In addition, scribing a Runescar is painful dealing 1d6 points of damage per spe
A Runescarred Berserker can bear no more then seven runescars at any one time: two on the chest, two on the upper arms, two on the backs of the hands, and one on the face.
Runescars can only affect the Runescarred Berserker when activated
+ ****
+ ****
Ritual Scarring
Through frequent disfiguration of their own skin a runescarred berserker gains a +1 natural armor bonus to AC at 3rd level. This increases to +2 at 6th and +3 at 9th.
Spawn of the Frost
@@ -30118,16 +30137,18 @@ CLASS FEATURES:
Level
1: Cat Familiar - Gain a cat as a familiar
Flirtation (Fascinate) - Once per day per class level, Fascinate creatures
-2: Rage - As barbarian
+2: Fury of the Tigress: Rage - As barbarian
3:
4: Flirtation (Confusion) - Confuse fascinated creature
5: Pounce of the Tigress - Gain Pounce at the end of charge
-6: Rage 2/day
+6: Fury of the Tigress 2/day
7: Sanctuary - You and allies gain sanctuary
8: Swiftness of the Tigress - Gain haste once a day
9:
-10: Rage 3/day
- Flirtation (Dominate) - Dominate fascinated creature
+10: Fury of the Tigress 3/day
+ Flirtation (Dominate) - Dominate fascinated creature
+
+ Spells: Beginning at 1st level, a celebrant of Sharess gains the ability to cast a number of arcane spells. To cast a spell, a celebrant must have a Charisma score of ate least 10 + the spell's level, so a celebrant with a Charisma of 10 or lower cannot cast these spells. Celebrant of Sharess bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the celebrant's Charisma bonus (if any). When the celebrant gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level celebrant), she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The celebrant's spell list appears below. A celebrant of Sharess casts spells just as a bard does.
Vow of Purity
Type of Feat: General
Prerequisite: Sacred Vow
@@ -32984,11 +33005,7 @@ Prerequisite: Artificer level 13
Specifics: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.
Use: Automatic
Epic Artificer
- The epic artificer remains a master of item creation, gaining
-an increasing craft reserve and plenty of bonus feats to
-learn the craft of epic item creation.
-
-Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of arcane lore for you, the epic wizard, to discover.
+ The epic artificer remains a master of item creation, gaining an increasing craft reserve and plenty of bonus feats to learn the craft of epic item creation.
Hit Die: d6
Skill Points at Each Additional Level: 4+ Int Modifier
@@ -33300,12 +33317,14 @@ Use: Selected
Rite of Waking (Other)
Mystic Phoenix Stance (Augmented)
Firebird Stance (Augmented)
+ ****
Humanoid
A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype.
- Proficient with all simple weapons, or by character class.
- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
-Humanoids breathe, eat, and sleep.
+ ****
**** 50,000 - 50,500 reserved for Race Pack Feats ****
Light Sensitivity
Type of Feat: Racial
@@ -34704,6 +34723,7 @@ Special Abilities:
- Naturally Psionic: Half-giants gain 2 free power points at first level.
- Psi-like Ability: Stomp - 1/day
- Giant: Half-giants are considered Giants for the purpose of spells.
+- Weapon and Armor Proficiency: A half-giant is automatically proficient with all simple and martial weapons, light and medium armor, and shields.
(The following may or may not be in use, depending on the module switch settings)
Level Adjustment: +1
@@ -34975,7 +34995,7 @@ Use: Automatic.
Type of Feat: Domain
Prerequisite: Access to the Spells domain.
Granted Power: You gain +2 Concentration and Spellcraft.
-Bonus Spells: The cleric gains access to the following spells at the specified spell level: Lesser Spell Breach (4), Spell Mantle (5), Greater Spell Breach (9), Protection From Spells (7)
+Bonus Spells: The cleric gains access to the following spells at the specified spell level: Lesser Spell Breach (4), Spell Mantle (5), Protection From Spells (7), Greater Spell Mantle (9)
Use: Automatic.
Detect Undead
Type of Feat: Domain
@@ -44589,7 +44609,7 @@ Use: Specified
AC Bonus
Type of Feat: Class Specific
Prerequisites: Swordsage 2.
-Specifics: AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
+Specifics: AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear no armor or light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
Use: Automatic
Sense Magic
Type of Feat: Class Specific
@@ -47127,7 +47147,7 @@ Duration: Stance.
You shout orders that help coordinate your allies' efforts. They harass their enemies, shield each other from attacks. and otherwise maximize the support they lend to each other.
-All allies gain a bonus while flanking equal to +1/2 per your initiator level.
+All allies gain a damage bonus while flanking equal to +1/2 per your initiator level.
War Leader's Charge
White Raven (Strike)
Level: Crusader 6, Warblade 6
@@ -54297,6 +54317,7 @@ Special Abilities:
+2 racial bonus on Sense Motive
Powerful Build - The Goliath is treated as a Large creature for wielding weapons and combat maneuvers such as grappling and tripping
Running Jump - Goliaths treat all jump checks as running
+Simple Weapon Proficiency - Goliaths can use all simple weapons.
Goliath count as monstrous humanoid for spells and abilities. They have a Level Adjustment of +1
Caster Level(s): Wizard / Sorcerer 8
@@ -55333,7 +55354,26 @@ Saving Throw: None (harmless)
Spell Resistance: No (harmless)
The goddess Shar is called the Mistress of the Night, the Lady of Loss, and the Dark Goddess. She is shadow; dark and secret. It is with little surprise that a gift from her to the caster of this spell would encompass such things. Upon completion of this spell, you receive an immensely powerful whip, created by the hands of Shar herself. It holds powerful enchantments, and also blinds its targets. In addition, shadow settles upon the battlefield wherever this whip is used. When the duration ends, the whip is left as a reminder to you, though all of its enchantments are stripped from it.
- ##START_OF_EPIC_SPELL_AND_ISC_RESERVE
+ Epic Spell: Summon Elemental Paragon
+ Researched Epic Spell: Summon Elemental Paragon
+ Conjuration (Summoning)
+Spellcraft DC: 87
+Components: V, S
+Casting Time: 1 minute
+Range: 75 ft.
+Effect: One summoned paragon elder elemental
+Duration: 17 hours
+Saving Throw: Will negates
+Spell Resistance: Yes
+
+The caster summons an elder elemental of the caster's choice: air, earth, fire, or water. The summoned elemental has the paragon template applied to it. The elemental appears where the caster designates and acts immediately, on the caster's turn. It attacks the caster's opponents to the best of its ability. The caster can direct the elemental's actions as normal for a summoned creature.
+
+Mitigating Factor: Burn 500 XP during casting (5 DC).
+ Summon Air Paragon
+ Summon Earth Paragon
+ Summon Fire Paragon
+ Summon Water Paragon
+ ##START_OF_EPIC_SPELL_AND_ISC_RESERVE
Weapon Focus (elven lightblade)
Epic Weapon Focus (elven lightblade)
Weapon Specialization (elven lightblade)
@@ -55727,7 +55767,16 @@ Special: Must be a Bard.
Cost:
+10000gp
- ##START OF WARLOCK INVOCATIONS##
+ ##START OF WARLOCK INVOCATIONS##
+ Repelling Blast
+ Greater Invocation
+6th level spell
+
+This eldritch essence invocation allows you to change your eldritch blast into a repelling blast. Any Medium or smaller creature struck by a repelling blast must make a Reflex save or be hurled 1d6×5 feet (1d6 squares) directly away from you and knocked prone by the energy of the attack.
+
+If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone.
+
+Movement from this blast does not provoke attacks of opportunity.
All Seeing Eyes
Least Invocation
2nd Level Spell
@@ -56964,28 +57013,26 @@ Use: Selected
Void of the Shadow Sun - Blast
Balance of Light and Dark - Drain
****
- ****
- ****
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- ****
- ****
- Default Hexblade
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Duskblade
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Scout
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ Volatile Mind I
+ Volatile Mind II
+ Volatile Mind III
+ Volatile Mind IV
+ Volatile Mind V
+ Volatile Mind VI
+ Volatile Mind VII
+ Volatile Mind VIII
+ Volatile Mind IX
+ Volatile Mind X
+ A wilder's temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent.
+The extra cost is not a natural part of that power's cost. It does not augment the power; it is simply a wasted power point. The wilder's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power's cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
+At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points. This pattern continues in epic levels.
+NWN implementation detail: This ability only affects powers manifested by a hostile manifester.
****
****
****
****
- Default Artificer
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ ****
+ ****
****
****
****
@@ -56994,72 +57041,52 @@ These packages do not give any special abilities to your character, they simply
****
****
****
- Default Samurai
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Ninja
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ ****
+ ****
+ ****
+ ****
****
****
- Default Dragonfire Adept
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Psion
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Psychic Warrior
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Soulknife
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Wilder
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Dread Necromancer
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
****
****
****
****
- Default Archivist
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Witch
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Shaman
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Favoured Soul
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Truenamer
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Shugenja
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Sohei
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Crusader
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Swordsage
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Warblade
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Warmage
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
- Default Knight
-
-These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****
+ ****.
Defensive Manifestation
If you want to manifest a power without provoking attacks of opportunity, you need to dodge and weave. You must make a Concentration check (DC 15 + the level of the power you're manifesting) to succeed. You lose the power points without successful manifestation if you fail.
Two Weapon Pounce
@@ -64772,8 +64799,8 @@ REQUIREMENTS:
Alignment: Lawful
Meldshaping: Ability to shape three soulmelds
Spellcasting: Ability to cast 2nd-level divine spells
-Skills: Lore 4 ranks, Spellcraft 4 ranks
Essentia Pool: 3
+Special: Access to the Law domain.
CLASS FEATURES:
@@ -64838,7 +64865,7 @@ Level
7: Arcane or Psionic Investment 2
8: Chakra binds (arm, brow, shoulders)
9:
-10: Magic or Psionic Distillation
+10: Soul Distillation
BONUS SPELLS:
@@ -65667,10 +65694,11 @@ Psionic Slayer Favored Enemy bonuses continue to progress with Epic levels. Ever
Psionic Slayer: Favored Enemy [Shapechanger]
Psionic Slayer: Favored Enemy [Undead]
Psionic Slayer: Favored Enemy [Vermin]
- Magical Distillation
+ Soul Distillation
Type of Feat: General
Prerequisite: Soulcaster 10
-Specifics: Soulcaster: At 10th level, by sacrificing one arcane spell of the highest level you can cast, you gain points of bonus essentia equal to that spell's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next round. This ability is usable once per round as a free action.
+Specifics:
+Soulcaster: At 10th level, by sacrificing one arcane spell of the highest level you can cast, you gain points of bonus essentia equal to that spell's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next round. This ability is usable once per round as a free action.
Soulmanifester: At 10th level, by paying a number of power points equal to the base cost to manifest the highest-level power that you know, you gain points of essentia equal to that power's level for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next turn. This ability is usable once per round as a free action.
Use: Selected
@@ -67452,7 +67480,82 @@ Chakra Bind (Throat)
Your soulspark burns with a fierce blue-white light.
-If you bind soulspark familiar to your throat chakra, you create a greater soulspark.
+If you bind soulspark familiar to your throat chakra, you create a greater soulspark.
+
+Least Soulspark
+
+Tiny Outsider (Alignment, Incarnum, Native)
+
+HD 2d8+4 (13 hp); Init +5; Speed 20 ft., fly 30 ft. (perfect)
+AC 14, touch 12, flat-footed 13; BAB/Grapple +2/–6
+Attack Soul blast +5 ranged (1d4+1); Full Attack Soul blast +5 ranged (1d4+1)
+Space/Reach 2½ ft./0 ft.
+SA Soul blast
+SQ Amorphous; DR 1/alignment; essentia pool 2; evasion; incarnum shroud
+Saves Fort +5, Ref +4, Will +4
+Abilities Str 10, Dex 13, Con 15, Int 6, Wis 13, Cha 13
+Skills Diplomacy +3, Hide +14, Knowledge (history) +3, Listen +6, Move Silently +6, Sense Motive +6, Spot +6
+Feats Improved Initiative
+CR 1; Alignment Always CN, LN, NG, or NE
+Environment Any; Organization Solitary, pair, or flood (3–8)
+Advancement 3 HD (Tiny); LA —
+
+
+Lesser Soulspark
+
+Tiny Outsider (Alignment, Incarnum, Native)
+
+HD 4d8+8 (26 hp); Init +6; Speed 20 ft., fly 30 ft. (perfect)
+AC 16, touch 14, flat-footed 14; BAB/Grapple +4/–4
+Attack Soul blast +8 ranged (1d6+2); Full Attack Soul blast +8 ranged (1d6+2)
+Space/Reach 2½ ft./0 ft.
+SA Soul blast
+SQ Amorphous; DR 3/alignment; essentia pool 4; evasion; incarnum shroud
+Saves Fort +6, Ref +8, Will +5
+Abilities Str 10, Dex 15, Con 15, Int 6, Wis 13, Cha 15
+Skills Diplomacy +4, Hide +17, Knowledge (history) +5, Listen +8, Move Silently +9, Sense Motive +8, Spot +8
+Feats Improved Initiative, Lightning Reflexes
+CR 3; Alignment Always CN, LN, NG, or NE
+Environment Any; Organization Solitary, pair, or flood (3–8)
+Advancement 5 HD (Tiny); LA —
+
+
+Soulspark
+
+Tiny Outsider (Alignment, Incarnum, Native)
+
+HD 6d8+12 (39 hp); Init +8; Speed 20 ft., fly 30 ft. (perfect)
+AC 19, touch 16, flat-footed 15; BAB/Grapple +6/–1
+Attack Soul blast +13 ranged (1d8+3); Full Attack Soul blast +13 ranged (1d8+3)
+Space/Reach 2½ ft./0 ft.
+SA Soul blast
+SQ Amorphous; DR 5/alignment; essentia pool 6; evasion; incarnum shroud
+Saves Fort +7, Ref +11, Will +6
+Abilities Str 13, Dex 18, Con 15, Int 6, Wis 13, Cha 17
+Skills Diplomacy +5, Hide +21, Knowledge (history) +7, Listen +10, Move Silently +12, Sense Motive +10, Spot +10
+Feats Improved Initiative, Lightning Reflexes, Weapon Focus (soul blast)
+CR 5; Alignment Always CN, LN, NG, or NE
+Environment Any; Organization Solitary, pair, or flood (3–8)
+Advancement 7 HD (Tiny); LA —
+
+
+Greater Soulspark
+
+Tiny Outsider (Alignment, Incarnum, Native)
+
+HD 8d8+16 (52 hp); Init +9; Speed 20 ft., fly 30 ft. (perfect)
+AC 21, touch 17, flat-footed 16; BAB/Grapple +8/+0
+Attack Soul blast +16 ranged (1d12+5); Full Attack Soul blast +16 ranged (1d12+5)
+Space/Reach 2½ ft./0 ft.
+SA Soul blast
+SQ Amorphous; DR 10/alignment; evasion; essentia pool 8; incarnum shroud
+Saves Fort +8, Ref +13, Will +7
+Abilities Str 13, Dex 21, Con 15, Int 6, Wis 13, Cha 21
+Skills Diplomacy +7, Hide +24, Knowledge (history) +9, Listen +12, Move Silently +16, Sense Motive +12, Spot +12
+Feats Improved Initiative, Lightning Reflexes, Weapon Focus (soul blast)
+CR 7; Alignment Always CN, LN, NG, or NE
+Environment Any; Organization Solitary, pair, or flood (3–8)
+Advancement 9–12 HD (Tiny); 13–20 HD (Small); LA —
Soulspark Familiar Essentia Choice
Type of Feat: Incarnum
Prerequisite: Soulspark Familiar
@@ -80298,7 +80401,7 @@ Use: Activated
Summon Elemental
Type of Feat: Reserve
Prerequisite: Ability to cast 4th-level spells
-Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon creature spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells.
+Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon creature spell. The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells.
Use: Activated
Dimensional Reach
Type of Feat: Reserve
@@ -81927,6 +82030,7 @@ Special Abilities:
Combat Medic Spellcasting (Paladin)
Morninglord of Lathander Spellcasting (Sohei)
Thrall of Orcus Spellcasting (Ur-Priest)
+ Morninglord of Lathander Spellcasting (Archivist)
Bardic Casting: Gloura cast spells as a Bard of their hit dice (7th level).
Sorcerous Casting: Driders cast spells as a Sorcerer of their hit dice (6th level).
Sorcerous Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level).
@@ -82174,7 +82278,7 @@ Use: Selected.
(PRESTIGE CLASS)
Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid's search for global understanding of nature's secrets to focus all his energies on the world's plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It's almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves.
-Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals, -right up until someone lights a torch and threatens living plants.
+Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals, right up until someone lights a torch and threatens living plants.
- Hit Die: d8
- Proficiencies: A verdant lord does not gain any additional weapon or armor proficiencies.
@@ -82347,10 +82451,11 @@ Weight 1 lb.
Aroma of Curdled Death
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
-Constitution damage (Fort DC 17 half) per round of exposure.
+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.
-Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.
+Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.
+
+Cost to Create: 2,250 gp, 180 XP, 5 days
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
@@ -82361,107 +82466,109 @@ Constitution damage (Fort DC 17 half) per round of exposure.
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.
+
+Cost to Create: 675 gp, 54 XP, 2 days
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.
****
Ring of Wizardry I
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Wizardry II
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Wizardry III
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Wizardry IV
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Epic Wizardry V
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
Ring of Epic Wizardry VI
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
Ring of Epic Wizardry VII
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
Ring of Epic Wizardry VIII
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
Ring of Epic Wizardry IX
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
- Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s 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.
+ Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's 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.
****
Ring of Divinity I
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Divinity II
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Divinity III
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
+ 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 wearer's 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.
Ring of Divinity IV
- 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 wearer’s 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.
+ 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 wearer's 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.
- 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 wearer’s 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.
- Epic Ring of Divinity V
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ 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 wearer's 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.
+ Ring of Epic Divinity V
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
- Epic Ring of Divinity VI
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
+ Ring of Epic Divinity VI
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
- Epic Ring of Divinity VII
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
+ Ring of Epic Divinity VII
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
- Epic Ring of Divinity VIII
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
+ Ring of Epic Divinity VIII
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
- Epic Ring of Divinity IX
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
+ Ring of Epic Divinity IX
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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
- Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s 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.
+ Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer's 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.
****
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.
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.
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.
- 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 greater ring of energy resistance grants 30 points of resistance.
+ 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 greater ring of energy resistance grants 30 points of resistance.
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.
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.
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.
@@ -84702,7 +84809,7 @@ Spell Resistance: Yes
This spell functions like creeping cold, causing intense cold to accumulate inside the target's body, but with extended duration and increased damage.
-You turn the subject's sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on-dealing 3d6 on the third round and 4d6 on the fourth.
+You turn the subject's sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on, dealing 3d6 on the third round and 4d6 on the fourth.
If the caster is at least 15th level, the spell continues for a fifth round, dealing 5d6 cold damage. At 20th level or higher, a sixth round is added, dealing 6d6 cold damage. The spell never deals more than 6d6 damage in any round, and it ends early if the target dies.
@@ -85066,9 +85173,9 @@ A limited wish lets you create nearly any type of effect. For example, a limited
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 it’s of a prohibited school.
+ Duplicate any sorcerer/wizard spell of 5th level or lower, even if it's of a prohibited school.
- Duplicate any other spell of 4th level or lower, even if it’s of a prohibited school.
+ Duplicate any other spell of 4th level or lower, even if it's of a prohibited school.
Undo the harmful effects of many spells, such as geas/quest or insanity.
@@ -85129,7 +85236,7 @@ Second, a warded creature gains spell resistance 25 against chaotic spells and s
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 law’s save DC).
+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 law's 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.
@@ -85152,11 +85259,11 @@ 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 aura’s save DC).
+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 aura's 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 law’s save DC).
+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 law's 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).
****
@@ -85363,6 +85470,8 @@ A character can gain this feat multiple times. Its effects do not stack. Each ti
Ability Focus (Steal Summoning)
Ability Focus (Eldritch Blast)
Ability Focus (Word of Changing)
+ Ability Focus (Repeling Blast)
+ Ability Focus (Vitrolic Blast)
### Start PRC8 Prestige Class Epic Expansion ###
Epic Eye of Gruumsh
You are the living embodiment of Gruumsh's savage fury, a one-eyed martyr whose terrible sacrifice has unlocked epic levels of brutal power. Your scarred visage and impaired sight serve as a constant reminder of your oath, granting you a glimpse into your deity's blind rage. In the heat of battle, your ferocity and unholy devotion enable you to strike terror into the hearts of your foes, as you channel the very essence of an orcish legend.
@@ -85434,7 +85543,7 @@ Bard Song: The epic virtuoso's bard song continues into epic levels.
Epic Virtuoso Bonus Feat List:
Combat Casting, Curse Song, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus, Epic Spell Focus, Epic Spellcasting, Extra Music, Great Charisma, Great Intelligence, Improved Combat Casting, Lasting Inspiration, Lingering Song, Master Staff, Master Wand, Tenacious Magic, Eldritch Sculptor, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadowmaster, Verminlord, Epic Eldritch Blast, Epic Extra Invocation, Epic Fiendish Resilience.
Epic Spellsword
- At epic levels, you have perfected the art of melding martial might with potent arcane force. No longer hampered by the clashing demands of armor and magic, your mastery of arcane combat has reached new heights. Your weapon becomes a flawless conduit for your spells-each strike unleashing stored arcane power with lethal precision, and your "Channel Spell" ability continues to deliver devastating magical strikes in the thick of battle.
+ At epic levels, you have perfected the art of melding martial might with potent arcane force. No longer hampered by the clashing demands of armor and magic, your mastery of arcane combat has reached new heights. Your weapon becomes a flawless conduit for your spells, each strike unleashing stored arcane power with lethal precision, and your "Channel Spell" ability continues to deliver devastating magical strikes in the thick of battle.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Intelligence modifier
@@ -85481,7 +85590,7 @@ Sneak Attack: The epic unseen seer's sneak attack continues to increase by 1d6 e
Epic Unseen Seer Bonus Feat List:
Arcane Defense, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Great Charisma, Great Intelligence, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Spell Focus, Spell Penetration, Tenacious Magic, Blinding Speed, Epic Dodge, Epic Skill Focus, Improved Sneak Attack, Lingering Damage, Self-Concealment, Superior Initiative, Eldritch Sculptor, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadowmaster, Verminlord, Epic Eldritch Blast, Epic Extra Invocation, Epic Fiendish Resilience.
Epic Celebrant Sharess
- At epic levels, you transcend the ordinary revelry to become a living embodiment of Sharess's dual nature-a mesmerizing blend of irresistible charm and fierce martial prowess.
+ At epic levels, you transcend the ordinary revelry to become a living embodiment of Sharess's dual nature, a mesmerizing blend of irresistible charm and fierce martial prowess.
Hit Die: d6
Skill Points at Each Additional Level: 6 + Int Modifier
@@ -85521,7 +85630,7 @@ Fiendslaying: The epic Knight of the Chalice becomes a righteous engine of dest
Epic Knight of the Chalice Bonus Feat List:
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Divine Might, Epic Divine Resistance, Epic Divine Shield, Epic Divine Vigor, Epic Energy Resistance, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Will, Overwhelming Critical, Epic Fortitude, Great Smiting, Improved Combat Casting, Improved Initiative, Superior Initiative, Epic Leadership, Improved Manyshot, Improved Whirlwind Attack, Legendary Commander, Legendary Wrestler, Planar Turning, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend.
Epic Hathran
- At epic levels, your mastery of both arcane and divine magic crowns you as an exalted Hathran -a beacon of healing and leadership in Rashemen. You embody the sacred legacy of the learned sisters, extending your nurturing miracles and commanding spells that both protect your people and instill awe in your foes.
+ At epic levels, your mastery of both arcane and divine magic crowns you as an exalted Hathran, a beacon of healing and leadership in Rashemen. You embody the sacred legacy of the learned sisters, extending your nurturing miracles and commanding spells that both protect your people and instill awe in your foes.
Hit Die: d4
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -85985,7 +86094,7 @@ Visage of Terror - At 10th level you gain Visage of Terror and that increases by
Epic Ravager Bonus Feat List:
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Prowess, Epic Skill Focus, Epic Toughness, Epic Weapon Focus, Great Charisma, Great Dexterity, Great Strength, Improved Sneak Attack, Overwhelming Critical, Superior Initiative.
Epic Runescarred Berserker
- Epic Runescarred Berserkers are living weapons of wrath and arcane resilience. Their rune-covered flesh blazes with potent magic, their fury eclipsing mortal limits. As chosen champions of Rashemen, they channel raw pain into devastating power-each scar a rune, each scream a spell, each rage an unstoppable storm.
+ Epic Runescarred Berserkers are living weapons of wrath and arcane resilience. Their rune-covered flesh blazes with potent magic, their fury eclipsing mortal limits. As chosen champions of Rashemen, they channel raw pain into devastating power, each scar a rune, each scream a spell, each rage an unstoppable storm.
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
@@ -85999,7 +86108,7 @@ Ritual Scarring : The epic Runescarred Berzerker continues to gain +1 Natural AC
Epic Runescarred Berserkers Bonus Feat List:
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Energy Reduction, Epic Prowess, Epic Toughness, Epic Weapon Focus, Fast Healing, Legendary Wrestler, Mighty Rage, Overwhelming Critical, Terrifying Rage, Thundering Rage
Epic Talontar Blightlord
- Epic Talontar Blightlords are avatars of pestilence and decay, their very presence a walking plague. With blighted blood and cursed glaives, they corrupt nature itself, spreading Talona's rot across forests and flesh alike. No longer truly mortal, these twisted priests become vessels of contagion-, unfeeling, unyielding, and unstoppable harbingers of a diseased apocalypse.
+ Epic Talontar Blightlords are avatars of pestilence and decay, their very presence a walking plague. With blighted blood and cursed glaives, they corrupt nature itself, spreading Talona's rot across forests and flesh alike. No longer truly mortal, these twisted priests become vessels of contagion, unfeeling, unyielding, and unstoppable harbingers of a diseased apocalypse.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -86012,7 +86121,7 @@ Spellcasting: The epic Talontar Blightlord continues to increase in divine caste
Epic Talontar Blightlords Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Damage Reduction, Epic Energy Resistance, Epic Prowess, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Focused Spell Penetration, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Planar Turning.
Epic Child of Night
- Epic Children of Night transcend mortal shadow and step fully into the realm of darkness. With bodies cloaked in ever-shifting umbra and minds untethered from the concerns of the flesh, they weave mysteries that distort perception and unravel reality. No longer bound by day or death, they are whispers given form-walking veils between this world and the shadow that lies beyond.
+ Epic Children of Night transcend mortal shadow and step fully into the realm of darkness. With bodies cloaked in ever-shifting umbra and minds untethered from the concerns of the flesh, they weave mysteries that distort perception and unravel reality. No longer bound by day or death, they are whispers given form, walking veils between this world and the shadow that lies beyond.
Hit Die: d6
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -86025,7 +86134,7 @@ Mysteries: The epic Child of Night continues to increase in mystery caster level
Epic Child of Night Bonus Feat List:
Armor Skin, Blinding Speed, Epic Energy Resistance, Epic Self-Concealment, Epic Skill Focus, Favored Mystery, Great Charisma, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Cast, Superior Initiative, and any metashadow feat.
Epic Master of Shadow
- Epic Masters of Shadow are no longer mere commanders of darkness-they are its avatars. Their shadow servants swell into entities of primordial gloom, answering unspoken commands with lethal grace. Cloaked in absolute cold and bolstered by unfathomable shadow-magic, these lords of twilight weave darkness into weapons, armor, and essence. In the deep, where no light dares tread, they reign supreme.
+ Epic Masters of Shadow are no longer mere commanders of darkness, they are its avatars. Their shadow servants swell into entities of primordial gloom, answering unspoken commands with lethal grace. Cloaked in absolute cold and bolstered by unfathomable shadow-magic, these lords of twilight weave darkness into weapons, armor, and essence. In the deep, where no light dares tread, they reign supreme.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -86051,7 +86160,7 @@ Spellcasting: The epic Noctumancer continues to increase in caster level (and sp
Epic Noctumancer Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Favored Mystery, Focused Spell Penetration, Great Charisma, Great Intelligence, Greater Path Focus, Ignore Material Components, Improved Combat Casting, Nocturnal Caster, Path Focus, Shadow Cast, Superior Initiative, Tenacious Magic, and any metashadow feat.
Epic Totem Rager
- An epic totem rager is the living embodiment of primal fury and spiritual instinct. At this level, rage and soulmeld are no longer separate forces-they are one. Her body channels the raw power of magical beasts, while her spirit roars with ancestral might. As she charges into battle, the ground trembles and the air thickens with incarnum, a visible aura of bestial power surrounding her.
+ An epic totem rager is the living embodiment of primal fury and spiritual instinct. At this level, rage and soulmeld are no longer separate forces, they are one. Her body channels the raw power of magical beasts, while her spirit roars with ancestral might. As she charges into battle, the ground trembles and the air thickens with incarnum, a visible aura of bestial power surrounding her.
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
@@ -86117,7 +86226,7 @@ Spellcasting: The epic Red Wizard continues to increase in caster level (and spe
Epic Red Wizard Bonus Feat List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Craft Epic Magic Arms and Armor, Craft Epic Staff, Craft Epic Wondrous Item, Epic Leadership, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Focused Spell Penetration, Forge Epic Ring, Great Intelligence Ignore Material Components, Improved Combat Casting, Tenacious Magic.
Epic True Necromancer
- At epic levels, the True Necromancer transcends the boundaries between life and death, becoming a living conduit of necrotic power. No longer merely a manipulator of the dead, they embody death itself-an enduring presence whose will animates entire graveyards. Feared by the living and revered by the dead, their passage darkens the land, and even other necromancers whisper their name with dread.
+ At epic levels, the True Necromancer transcends the boundaries between life and death, becoming a living conduit of necrotic power. No longer merely a manipulator of the dead, they embody death itself, an enduring presence whose will animates entire graveyards. Feared by the living and revered by the dead, their passage darkens the land, and even other necromancers whisper their name with dread.
Hit Die: d4
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -86234,7 +86343,7 @@ Spellcasting: At each even level the epic Black Flame Zealot continues to increa
Epic Black Flame Zealot Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Prowess, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Epic Weapon Focus, Focused Spell Penetration, Great Wisdom, Great Charisma, Ignore Material Components, Improved Combat Casting, Improved Sneak Attack, Lingering Damage, Planar Turning.
Epic Knight of Middle Circle
- You are a sworn protector of celestial wisdom and earthly honor. As a Knight of the Middle Circle, your blade defends the Stargazers' sacred charge while your presence extends their reach. You are both herald and guardian-trusted with secrets, tasked with missions few can know, and bound by duty to serve the light of knowledge and the cause of good.
+ You are a sworn protector of celestial wisdom and earthly honor. As a Knight of the Middle Circle, your blade defends the Stargazers' sacred charge while your presence extends their reach. You are both herald and guardian, trusted with secrets, tasked with missions few can know, and bound by duty to serve the light of knowledge and the cause of good.
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
@@ -88386,7 +88495,7 @@ Special: Once you take this feat, you may not take it again, nor can you take ei
(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
Plant Defiance
Type of Feat: General
-Prerequisite: Ability to cast detect animals or plants. (Archivist, Druid or Ranger)
+Prerequisite: Ability to cast detect animals or plants. (Archivist, Druid, Ranger or Plant Domain)
Benefit: You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn plants.
Plant Control
Type of Feat: General
@@ -88408,6 +88517,17 @@ Prerequisite: 21st level, Weapon Focus: Touch Attack.
Specifics: The character gains a +2 bonus to all attack rolls with touch attack spells.
Use: Automatic
+ Song of the Heart
+ Type of Feat: General
+Prerequisite: Bard Song, Perform 6
+Specifics: When you use Bardic Music, any bonus granted by your music increases by +1. Thus, a 15th-level bard with this feat grants his allies a +4 bonus on attack rolls, damage rolls, and saving throws against fear when he uses Bardic Music, rather than the +3 he would normally grant. If he uses Bardic Musics, the same bard grants up to three allies 3 bonus Hit Dice, a +3 bonus on attack rolls, and a +2 bonus on Fortitude saves. Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1. If you have the Haunting Melody feat, the saving throw DC for that effect also increases by 1. If you have the Music of Growth feat, the bonus bestowed by that feat increases to +6. If you have the Music of Making feat, the bonus on Craft checks bestowed by that feat increases to +6. If you have the Soothe the Beast feat, you gain a +2 circumstance bonus on your Perform check to improve the attitude of an animal or magical beast.
+Use: Automatic
+ Music of Growth
+ Type of Feat: General
+Prerequisite: Bard Song, Perform 12
+Specifics: By playing this music, you grant a +4 enhancement bonus to the Strength and Constitution scores of every creature of the animal or plant type within 30 feet of you.
+Use: Selected
+ <CUSTOM0> performs the music of growth.
Investigator
Type of Feat: General
Benefit: You get a +2 bonus on all Sense Motive and Search checks.
diff --git a/cep2_blueprints/_hak/prc_add_sb/z217_behold.nss b/cep2_blueprints/_hak/prc_add_sb/z217_behold.nss
index c7c95f0..cd5bdee 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z217_behold.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z217_behold.nss
@@ -9,6 +9,11 @@
// Created By: Zarathustra217 //
// Created On: Jan 28. 2003 //
///////////////////////////////////////////////////
+#include "prc_inc_spells"
+#include "prc_inc_sp_tch"
+
+// object OBJECT_SELF = OBJECT_SELF; <- Just here for testing
+
float ConvAngle(float fAngle)
{
while(fAngle<0.0)
@@ -66,8 +71,8 @@ int GetSpellCasterLvl(object oTarget)
//Angle relative to beholder calculater
float CalcAngle(object oTarget)
{
- float fBangle=GetFacing(oBeholder);
- vector vBpos=GetPosition(oBeholder);
+ float fBangle=GetFacing(OBJECT_SELF);
+ vector vBpos=GetPosition(OBJECT_SELF);
vector vTpos=GetPosition(oTarget);
vector vAngelvector=Vector(vTpos.x-vBpos.x,vTpos.y-vBpos.y,0.0);
float fAngle=fBangle-VectorToAngle(vAngelvector);
@@ -97,48 +102,50 @@ int CalcArc(object oTarget)
return 0;
}
}
-//Ranged touch
-int RangedTouch(object oTarget,int nBeam)
+//Ranged touch <-- Using the PRC's PRCDoRangedTouchAttack instead
+/* int RangedTouch(object oTarget,int nBeam)
{
//Debug String
- //AssignCommand(oTarget,SpeakString(GetName(oBeholder)+" attemps ranged touch on "+GetName(oTarget)));
+ //AssignCommand(oTarget,SpeakString(GetName(OBJECT_SELF)+" attemps ranged touch on "+GetName(oTarget)));
int nDef=10+GetAbilityModifier(ABILITY_DEXTERITY,oTarget);
- int nAtt=GetAbilityModifier(ABILITY_DEXTERITY,oBeholder)+GetLevelByPosition(1,oBeholder)+GetCreatureSize(oTarget)-3;
+ int nAtt=GetAbilityModifier(ABILITY_DEXTERITY,OBJECT_SELF)+GetLevelByPosition(1,OBJECT_SELF)+PRCGetCreatureSize(oTarget)-3;
int nDice=20-Random(20);
if(nDice==20)
{
//Debug String
//AssignCommand(oTarget,SpeakString("Critical Hit!"+IntToString(nDice)));
- ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectBeam(nBeam,oBeholder,BODY_NODE_CHEST),oTarget,0.50);
+ ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectBeam(nBeam,OBJECT_SELF,BODY_NODE_CHEST),oTarget,0.50);
return 2;
}
else if(nDice==1)
{
//Debug String
//AssignCommand(oTarget,SpeakString("Miss!"+IntToString(nDice)));
- ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectBeam(nBeam,oBeholder,BODY_NODE_CHEST,TRUE),oTarget,0.50);
+ ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectBeam(nBeam,OBJECT_SELF,BODY_NODE_CHEST,TRUE),oTarget,0.50);
return 0;
}
else if(nDef<=nAtt+nDice)
{
//Debug String
//AssignCommand(oTarget,SpeakString("Hit!"+IntToString(nDice)));
- ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectBeam(nBeam,oBeholder,BODY_NODE_CHEST),oTarget,0.50);
+ ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectBeam(nBeam,OBJECT_SELF,BODY_NODE_CHEST),oTarget,0.50);
return 1;
}
else
{
//Debug String
//AssignCommand(oTarget,SpeakString("Miss!"+IntToString(nDice)));
- ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectBeam(nBeam,oBeholder,BODY_NODE_CHEST,TRUE),oTarget,0.50);
+ ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectBeam(nBeam,OBJECT_SELF,BODY_NODE_CHEST,TRUE),oTarget,0.50);
return 0;
}
}
+ */
+
//Charm Person function... Some Leeched from nw_s0_charmper
void CharmPer(object oTarget)
{
// SetLocalInt(OBJECT_SELF,"CharmPerUsed",1);
- if(RangedTouch(oTarget,VFX_BEAM_HOLY)!=0)
+ if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_HOLY)!=0)
{
//Declare major variables
effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
@@ -148,13 +155,13 @@ void CharmPer(object oTarget)
//Link persistant effects
effect eLink = EffectLinkEffects(eMind, eCharm);
eLink = EffectLinkEffects(eLink, eDur);
- int nCasterLevel = GetLevelByPosition(1,oBeholder);
+ int nCasterLevel = GetLevelByPosition(1,OBJECT_SELF);
int nDuration = 3 + nCasterLevel/3;
- int nRacial = GetRacialType(oTarget);
+ int nRacial = MyPRCGetRacialType(oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CHARM_PERSON, FALSE));
//Make SR Check
- if (!ResistSpell(oBeholder, oTarget))
+ if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{
//Verify that the Racial Type is humanoid
if ((nRacial == RACIAL_TYPE_DWARF) ||
@@ -180,11 +187,12 @@ void CharmPer(object oTarget)
}
}
}
+
//Charm Monster function... Some Leeched from nw_s0_charmper
void CharmMon(object oTarget)
{
// SetLocalInt(OBJECT_SELF,"CharmMonUsed",1);
- if(RangedTouch(oTarget,VFX_BEAM_HOLY)!=0)
+ if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_HOLY)!=0)
{
//Declare major variables
effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
@@ -194,12 +202,12 @@ void CharmMon(object oTarget)
//Link persistant effects
effect eLink = EffectLinkEffects(eMind, eCharm);
eLink = EffectLinkEffects(eLink, eDur);
- int nCasterLevel = GetLevelByPosition(1,oBeholder);
+ int nCasterLevel = GetLevelByPosition(1,OBJECT_SELF);
int nDuration = 3 + nCasterLevel/3;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CHARM_PERSON, FALSE));
//Make SR Check
- if (!ResistSpell(oBeholder, oTarget))
+ if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{
//Make a Will Save check
if (WillSave(oTarget,18,SAVING_THROW_TYPE_MIND_SPELLS)==0)
@@ -211,11 +219,12 @@ void CharmMon(object oTarget)
}
}
}
+
//Sleep... Some Leeched from nw_s0_charmper and nw_s0_sleep
void Sleep(object oTarget)
{
// SetLocalInt(OBJECT_SELF,"SleepUsed",1);
- if(RangedTouch(oTarget,VFX_BEAM_ODD)!=0)
+ if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_ODD)!=0)
{
//Declare major variables
effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20);
@@ -226,12 +235,12 @@ void Sleep(object oTarget)
effect eLink = EffectLinkEffects(eSleep, eMind);
eLink = EffectLinkEffects(eLink, eDur);
eLink = EffectLinkEffects(eLink, eVis);
- int nCasterLevel = GetLevelByPosition(1,oBeholder);
+ int nCasterLevel = GetLevelByPosition(1,OBJECT_SELF);
int nDuration = 3 + nCasterLevel;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SLEEP));
//Make SR Check
- if (!ResistSpell(oBeholder, oTarget))
+ if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{
//Make a Will Save check
if (WillSave(oTarget,18,SAVING_THROW_TYPE_MIND_SPELLS)==0)
@@ -242,10 +251,11 @@ void Sleep(object oTarget)
}
}
}
+
//Flesh To Stone
void FleshToStone(object oTarget)
{
- if(RangedTouch(oTarget,VFX_BEAM_ODD)!=0)
+ if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_ODD)!=0)
{
//Declare major variables
effect eImpact = EffectVisualEffect(VFX_FNF_IMPLOSION);
@@ -258,22 +268,23 @@ void FleshToStone(object oTarget)
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE));
//Make SR Check
- if (!ResistSpell(oBeholder, oTarget))
+ if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{
//Make a Fortitude Save check
if (FortitudeSave(oTarget,18)==0)
{
//Apply impact and linked effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
- SetIsTemporaryNeutral(oTarget,oBeholder,TRUE,600.0);
- SetIsTemporaryNeutral(oBeholder,oTarget,TRUE,600.0);
+ SetIsTemporaryNeutral(oTarget,OBJECT_SELF,TRUE,600.0);
+ SetIsTemporaryNeutral(OBJECT_SELF,oTarget,TRUE,600.0);
}
}
}
}
+
void Disintegrate(object oTarget)
{
- if(RangedTouch(oTarget,VFX_BEAM_EVIL)!=0)
+ if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_EVIL)!=0)
{
//Declare major variables
effect eSmoke=EffectVisualEffect(VFX_FNF_SMOKE_PUFF);
@@ -282,7 +293,7 @@ void Disintegrate(object oTarget)
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE));
//Make SR Check
- if (!ResistSpell(oBeholder, oTarget))
+ if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{
//Make a Fortitude Save check
int nFort=FortitudeSave(oTarget,18);
@@ -299,10 +310,11 @@ void Disintegrate(object oTarget)
}
}
}
+
//Fear
void Fear(object oTarget)
{
- if(RangedTouch(oTarget,VFX_BEAM_HOLY)!=0)
+ if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_HOLY)!=0)
{
//Declare major variables
effect eImpact = EffectVisualEffect(VFX_IMP_FEAR_S);
@@ -310,12 +322,12 @@ void Fear(object oTarget)
effect eFear =EffectFrightened();
effect eLink = EffectLinkEffects(eImpact, eDur);
eLink = EffectLinkEffects(eLink, eFear);
- int nCasterLevel=GetLevelByPosition(1,oBeholder);
+ int nCasterLevel=GetLevelByPosition(1,OBJECT_SELF);
int nDuration=nCasterLevel;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FEAR));
//Make SR Check
- if (!ResistSpell(oBeholder, oTarget))
+ if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{
//Make a Will Save check
if (WillSave(oTarget,18,SAVING_THROW_TYPE_MIND_SPELLS)==0)
@@ -323,7 +335,7 @@ void Fear(object oTarget)
//Apply impact and linked effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget,RoundsToSeconds(nDuration));
AssignCommand(oTarget,ClearAllActions());
- AssignCommand(oTarget,ActionMoveAwayFromObject(oBeholder,TRUE,50.0));
+ AssignCommand(oTarget,ActionMoveAwayFromObject(OBJECT_SELF,TRUE,50.0));
}
}
}
@@ -331,7 +343,7 @@ void Fear(object oTarget)
//Slow
void Slow(object oTarget)
{
- if(RangedTouch(oTarget,VFX_BEAM_HOLY)!=0)
+ if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_HOLY)!=0)
{
//Declare major variables
effect eImpact = EffectVisualEffect(VFX_IMP_SLOW);
@@ -339,12 +351,12 @@ void Slow(object oTarget)
effect eSlow =EffectSlow();
effect eLink = EffectLinkEffects(eImpact, eDur);
eLink = EffectLinkEffects(eLink, eSlow);
- int nCasterLevel=GetCasterLevel(oBeholder);
+ int nCasterLevel=PRCGetCasterLevel(OBJECT_SELF);
int nDuration=nCasterLevel;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SLOW));
//Make SR Check
- if (!ResistSpell(oBeholder, oTarget))
+ if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{
//Make a Will Save check
if (WillSave(oTarget,18)==0)
@@ -355,10 +367,12 @@ void Slow(object oTarget)
}
}
}
+
//Inflict moderate wounds
void InflictModerateWounds(object oTarget)
{
- if(RangedTouch(oTarget,VFX_BEAM_FIRE)!=0)
+ //if(RangedTouch(oTarget,VFX_BEAM_FIRE)!=0)
+ if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_FIRE)!=0)
{
//Declare major variables
effect eNeg=EffectVisualEffect(VFX_COM_HIT_NEGATIVE);
@@ -369,7 +383,7 @@ void InflictModerateWounds(object oTarget)
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE));
//Make SR Check
- if (!ResistSpell(oBeholder, oTarget))
+ if (!ResistSpell(OBJECT_SELF, oTarget))
{
//Make a Will Save check
int nWill=WillSave(oTarget,18);
@@ -385,10 +399,11 @@ void InflictModerateWounds(object oTarget)
}
}
}
+
//Finger of death
void FingerOfDeath(object oTarget)
{
- if(RangedTouch(oTarget,VFX_BEAM_COLD)!=0)
+ if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_COLD)!=0)
{
//Declare major variables
effect eNeg=EffectVisualEffect(VFX_COM_HIT_NEGATIVE);
@@ -399,7 +414,7 @@ void FingerOfDeath(object oTarget)
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FINGER_OF_DEATH));
//Make SR Check
- if (!ResistSpell(oBeholder, oTarget))
+ if (!ResistSpell(OBJECT_SELF, oTarget))
{
//Make a Fortitude Save check
int nFort=FortitudeSave(oTarget,18);
@@ -415,11 +430,12 @@ void FingerOfDeath(object oTarget)
}
}
}
+
//Telekinesis
void Telekinesis(object oTarget)
{
// SetLocalInt(OBJECT_SELF,"TelekinesisUsed",1);
- if(RangedTouch(oTarget,VFX_BEAM_ODD)!=0)
+ if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_ODD)!=0)
{
//Declare major variables
effect eVFX=EffectVisualEffect(VFX_FNF_SCREEN_BUMP);
@@ -432,7 +448,7 @@ void Telekinesis(object oTarget)
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE));
//Make SR Check
- if (!ResistSpell(oBeholder, oTarget))
+ if (!ResistSpell(OBJECT_SELF, oTarget))
{
//Make a Will Save check
if (WillSave(oTarget,18)==0)
@@ -444,6 +460,7 @@ void Telekinesis(object oTarget)
}
}
}
+
void CentalEyeRay(object oTarget)
{
if(CalcArc(oTarget)==1)
@@ -467,7 +484,7 @@ void CentalEyeRay(object oTarget)
eTemp=GetNextEffect(oTarget);
}
//Applies the effects
- if(!GetIsFriend(oTarget,oBeholder))
+ if(!GetIsFriend(oTarget,OBJECT_SELF))
{
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SILENCE));
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
@@ -503,107 +520,109 @@ void CentalEyeRay(object oTarget)
}
}
}
+
void AssignBestAction()
{
//Get threat of near enemies.
- object oNearestE=GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY,oBeholder,1,CREATURE_TYPE_IS_ALIVE,TRUE);
+ object oNearestE=GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY,OBJECT_SELF,1,CREATURE_TYPE_IS_ALIVE,TRUE);
object oTemp=oNearestE;
object oFacing=GetLocalObject(OBJECT_SELF,"Facing");
int nCount=1;
int nCloseEnemy=0;
float fPrefDist=10.0;
- while(GetDistanceBetween(oBeholder,oTemp)3.0)
+ if(GetDistanceBetween(OBJECT_SELF,oFacing)>3.0)
{
//Debug String
- //AssignCommand(oBeholder,SpeakString("This position is good!"));
+ //AssignCommand(OBJECT_SELF,SpeakString("This position is good!"));
//ID:1
- if(GetLocalInt(oBeholder,"CurrentAction")!=1)
+ if(GetLocalInt(OBJECT_SELF,"CurrentAction")!=1)
{
- SetLocalInt(oBeholder,"CurrentAction",1);
- AssignCommand(oBeholder,ClearAllActions());
- AssignCommand(oBeholder,SetFacingPoint(GetPosition(oFacing)));
- AssignCommand(oBeholder,ActionAttack(oFacing,TRUE));
+ SetLocalInt(OBJECT_SELF,"CurrentAction",1);
+ AssignCommand(OBJECT_SELF,ClearAllActions());
+ AssignCommand(OBJECT_SELF,SetFacingPoint(GetPosition(oFacing)));
+ AssignCommand(OBJECT_SELF,ActionAttack(oFacing,TRUE));
}
else
{
- AssignCommand(oBeholder,ActionAttack(oFacing,TRUE));
+ AssignCommand(OBJECT_SELF,ActionAttack(oFacing,TRUE));
}
}
else
{
//Debug String
- //AssignCommand(oBeholder,SpeakString("This position is ok!"));
+ //AssignCommand(OBJECT_SELF,SpeakString("This position is ok!"));
//ID:2
- if(GetLocalInt(oBeholder,"CurrentAction")!=2)
+ if(GetLocalInt(OBJECT_SELF,"CurrentAction")!=2)
{
- SetLocalInt(oBeholder,"CurrentAction",2);
- AssignCommand(oBeholder,ClearAllActions());
- AssignCommand(oBeholder,ActionAttack(oFacing,FALSE));
+ SetLocalInt(OBJECT_SELF,"CurrentAction",2);
+ AssignCommand(OBJECT_SELF,ClearAllActions());
+ AssignCommand(OBJECT_SELF,ActionAttack(oFacing,FALSE));
}
else
{
- AssignCommand(oBeholder,ActionAttack(oFacing,FALSE));
+ AssignCommand(OBJECT_SELF,ActionAttack(oFacing,FALSE));
}
}
- //AssignCommand(oBeholder,ActionAttack(oFacing,TRUE));
+ //AssignCommand(OBJECT_SELF,ActionAttack(oFacing,TRUE));
}
else
{
//Debug String
- //AssignCommand(oBeholder,SpeakString("I'll just eat you!"));
+ //AssignCommand(OBJECT_SELF,SpeakString("I'll just eat you!"));
//ID:3
- if(GetLocalInt(oBeholder,"CurrentAction")!=3)
+ if(GetLocalInt(OBJECT_SELF,"CurrentAction")!=3)
{
- SetLocalInt(oBeholder,"CurrentAction",3);
- AssignCommand(oBeholder,ClearAllActions());
- AssignCommand(oBeholder,ActionAttack(oNearestE,FALSE));
+ SetLocalInt(OBJECT_SELF,"CurrentAction",3);
+ AssignCommand(OBJECT_SELF,ClearAllActions());
+ AssignCommand(OBJECT_SELF,ActionAttack(oNearestE,FALSE));
}
else
{
- AssignCommand(oBeholder,ActionAttack(oNearestE,FALSE));
+ AssignCommand(OBJECT_SELF,ActionAttack(oNearestE,FALSE));
}
}
}
else
{
//Debug String
- //AssignCommand(oBeholder,SpeakString("This position is bad!"));
+ //AssignCommand(OBJECT_SELF,SpeakString("This position is bad!"));
//ID:4
- if(GetLocalInt(oBeholder,"CurrentAction")!=4||GetCurrentAction(oBeholder)!=ACTION_MOVETOPOINT)
+ if(GetLocalInt(OBJECT_SELF,"CurrentAction")!=4||GetCurrentAction(OBJECT_SELF)!=ACTION_MOVETOPOINT)
{
- SetLocalInt(oBeholder,"CurrentAction",4);
- AssignCommand(oBeholder,ClearAllActions());
- if(GetDistanceBetween(oBeholder,oFacing)>fPrefDist)
+ SetLocalInt(OBJECT_SELF,"CurrentAction",4);
+ AssignCommand(OBJECT_SELF,ClearAllActions());
+ if(GetDistanceBetween(OBJECT_SELF,oFacing)>fPrefDist)
{
- AssignCommand(oBeholder,ActionAttack(oFacing,FALSE));
+ AssignCommand(OBJECT_SELF,ActionAttack(oFacing,FALSE));
}
else
{
- AssignCommand(oBeholder,ActionMoveAwayFromObject(oNearestE,TRUE,1.5*fPrefDist));
+ AssignCommand(OBJECT_SELF,ActionMoveAwayFromObject(oNearestE,TRUE,1.5*fPrefDist));
}
}
else
{
- if(GetDistanceBetween(oBeholder,oFacing)>fPrefDist)
+ if(GetDistanceBetween(OBJECT_SELF,oFacing)>fPrefDist)
{
- AssignCommand(oBeholder,ActionAttack(oFacing,FALSE));
+ AssignCommand(OBJECT_SELF,ActionAttack(oFacing,FALSE));
}
else
{
- AssignCommand(oBeholder,ActionMoveAwayFromObject(oNearestE,TRUE,1.5*fPrefDist));
+ AssignCommand(OBJECT_SELF,ActionMoveAwayFromObject(oNearestE,TRUE,1.5*fPrefDist));
}
}
}
}
+//:: void main (){}
\ No newline at end of file
diff --git a/cep2_blueprints/_hak/prc_add_sb/z217_beholda.ncs b/cep2_blueprints/_hak/prc_add_sb/z217_beholda.ncs
new file mode 100644
index 0000000..8a2ca14
Binary files /dev/null and b/cep2_blueprints/_hak/prc_add_sb/z217_beholda.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z217_beholda.nss b/cep2_blueprints/_hak/prc_add_sb/z217_beholda.nss
new file mode 100644
index 0000000..6ed3986
--- /dev/null
+++ b/cep2_blueprints/_hak/prc_add_sb/z217_beholda.nss
@@ -0,0 +1,463 @@
+///////////////////////////////////////////////////
+// Beholder Ray: On enter //
+///////////////////////////////////////////////////
+/*
+ The beholder has a frontal arc, which dispels all magic.
+ In addition each smaller eye also have functions,
+ and luckly these have the same range as the frontal arc.
+*/
+///////////////////////////////////////////////////
+// Created By: Zarathustra217 //
+// Created On: Okt 7. 2002 //
+///////////////////////////////////////////////////
+#include "z217_behold"
+void main()
+{
+ object oTarget=GetEnteringObject();
+ object oBeholder=GetAreaOfEffectCreator();
+ if(oTarget!=oBeholder&&(GetIsInCombat(oBeholder)||(GetIsEnemy(oTarget,oBeholder)&&GetObjectSeen(oTarget,oBeholder))))
+ {
+ if(GetLocalInt(oBeholder,"ArcTargetsDone")==0)
+ {
+ //Area Array
+ int nCreatureCount=0;
+ int nCreatureCountE=0;
+ int nCreatureCountESC=0;
+ int nCreatureCountF=0;
+ int nCreatureCountFSC=0;
+ object oTemp=GetFirstInPersistentObject();
+ while(oTemp!=OBJECT_INVALID)
+ {
+ if(oTemp!=oBeholder)
+ {
+ nCreatureCount++;
+ SetLocalObject(OBJECT_SELF,"AreaArray"+IntToString(nCreatureCount),oTemp);
+ if(GetIsEnemy(oTemp,oBeholder))
+ {
+ nCreatureCountE++;
+ SetLocalObject(OBJECT_SELF,"AreaArrayE"+IntToString(nCreatureCountE),oTemp);
+ if(GetSpellCasterLvl(oTemp)>0)
+ {
+ nCreatureCountESC++;
+ SetLocalObject(OBJECT_SELF,"AreaArrayESC"+IntToString(nCreatureCountESC),oTemp);
+ }
+ }
+ else if(GetIsFriend(oTemp,oBeholder))
+ {
+ nCreatureCountF++;
+ SetLocalObject(OBJECT_SELF,"AreaArrayF"+IntToString(nCreatureCountF),oTemp);
+ if(GetSpellCasterLvl(oTemp)>0)
+ {
+ nCreatureCountFSC++;
+ SetLocalObject(OBJECT_SELF,"AreaArrayFSC"+IntToString(nCreatureCountFSC),oTemp);
+ }
+ }
+ //Debug String
+ //AssignCommand(oBeholder,SpeakString(GetName(oTemp)+" is in array."));
+ //AssignCommand(oBeholder,SpeakString(GetName(oTemp)+"'s spellcasterlevel is "+IntToString(GetSpellCasterLvl(oTemp))));
+ }
+ oTemp=GetNextInPersistentObject();
+ }
+ //Debug String
+ //AssignCommand(oBeholder,SpeakString(GetName(oBeholder)+"'s Area Array done."));
+ //Calculate best facing of Beholder
+ int nCount=1;
+ int nMaxPriority=0;
+ int nPriority=0;
+ int nESCInArc=0;
+ int nBestESCInArc=0;
+ object oFacing=oTarget;
+ oTemp=GetLocalObject(OBJECT_SELF,"AreaArrayESC"+IntToString(nCount));
+ while(oTemp!=OBJECT_INVALID)
+ {
+ //Debug String
+ //AssignCommand(oBeholder,SpeakString("Checks to see if "+GetName(oTemp)+" is a good creature to face."));
+ int nCount2=1;
+ object oTemp2=GetLocalObject(OBJECT_SELF,"AreaArrayESC"+IntToString(nCount2));
+ while(oTemp2!=OBJECT_INVALID)
+ {
+ float fAngle=ConvAngle(CalcAngle(oTemp2)-CalcAngle(oTemp));
+ if(fAngle<45.0||fAngle>315.0)
+ {
+ nPriority+=GetSpellCasterLvl(oTemp2);
+ nESCInArc++;
+ }
+ nCount2++;
+ oTemp2=GetLocalObject(OBJECT_SELF,"AreaArrayESC"+IntToString(nCount2));
+ }
+ nCount2=1;
+ oTemp2=GetLocalObject(OBJECT_SELF,"AreaArrayFSC"+IntToString(nCount2));
+ while(oTemp2!=OBJECT_INVALID)
+ {
+ float fAngle=ConvAngle(CalcAngle(oTemp2)-CalcAngle(oTemp));
+ if(fAngle<45.0||fAngle>315.0)
+ {
+ nPriority-=GetSpellCasterLvl(oTemp2);
+ }
+ nCount2++;
+ oTemp2=GetLocalObject(OBJECT_SELF,"AreaArrayFSC"+IntToString(nCount2));
+ }
+ //Debug String
+ //AssignCommand(oBeholder,SpeakString(GetName(oTemp)+"'s Priority is "+IntToString(nPriority)+"."));
+
+ if(nPriority>nMaxPriority)
+ {
+ oFacing=oTemp;
+ nMaxPriority=nPriority;
+ nBestESCInArc=nESCInArc;
+ }
+ nCount++;
+ oTemp=GetLocalObject(OBJECT_SELF,"AreaArrayESC"+IntToString(nCount));
+ }
+ if(nMaxPriority>0)
+ {
+ SetLocalInt(OBJECT_SELF,"EyeOpen",1);
+ }
+ SetLocalInt(OBJECT_SELF,"SpellCastersInFacingArc",nBestESCInArc);
+ SetLocalObject(OBJECT_SELF,"Facing",oFacing);
+ AssignCommand(oBeholder,ClearAllActions());
+ AssignCommand(oBeholder,SetFacingPoint(GetPosition(oFacing)));
+ if(GetIsEnemy(oFacing,oBeholder))
+ {
+ if(nBestESCInArc>1&&GetDistanceBetween(oBeholder,oFacing)>5.0&&GetLocalInt(OBJECT_SELF,"EyeOpen"))
+ {
+ AssignCommand(oBeholder,ActionAttack(oFacing,TRUE));
+ }
+ else
+ {
+ AssignCommand(oBeholder,ActionAttack(oFacing,FALSE));
+ }
+ }
+ //Calculate arc targets
+ nCount=1;
+ oTemp=GetLocalObject(OBJECT_SELF,"AreaArrayE"+IntToString(nCount));
+ while (oTemp!=OBJECT_INVALID)
+ {
+ int nArc=CalcArc(oTemp);
+ SetLocalInt(OBJECT_SELF,"ArcTargets"+IntToString(nArc),nCount);
+ nCount++;
+ oTemp=GetLocalObject(OBJECT_SELF,"AreaArrayE"+IntToString(nCount));
+ }
+ if(GetLocalInt(OBJECT_SELF,"EyeOpen"))
+ {
+ AssignCommand(oBeholder,SpeakString(GetName(oBeholder)+" uses it's central eye ray this round."));
+ }
+ else
+ {
+ AssignCommand(oBeholder,SpeakString(GetName(oBeholder)+" doesn't use it's central eye ray this round."));
+ }
+ SetLocalInt(oBeholder,"ArcTargetsDone",1);
+ }
+ //Rays
+ if(CalcArc(oTarget)==3&&GetIsEnemy(oTarget,oBeholder))
+ {
+ int nArcTargets=GetLocalInt(OBJECT_SELF,"ArcTargets3");
+ int nRaysToBeUsed=4;
+ int nRaysLeft=4-GetLocalInt(OBJECT_SELF,"CharmPerUsed")-GetLocalInt(OBJECT_SELF,"CharmMonUsed")-GetLocalInt(OBJECT_SELF,"InflictModerateWoundsUsed")-GetLocalInt(OBJECT_SELF,"FleshToStoneUsed");
+ if(nArcTargets==2||nArcTargets==3)
+ {
+ nRaysToBeUsed=2;
+ }
+ else if(nArcTargets>3)
+ {
+ nRaysToBeUsed=1;
+ }
+ if(nRaysToBeUsed>nRaysLeft)
+ {
+ nRaysToBeUsed=nRaysLeft;
+ }
+ int nRandom=d4();
+ int nDebug=0;
+ while(nRaysToBeUsed>0&&nDebug<4)
+ {
+ if(nRandom>4)
+ {
+ nRandom=1;
+ }
+ if(nRandom==4)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"CharmPerUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"CharmPerUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,CharmPer(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ else if(nRandom==3)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"CharmMonUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"CharmMonUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,CharmMon(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ else if(nRandom==2)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"InflictModerateWoundsUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"InflictModerateWoundsUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,InflictModerateWounds(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ else if(nRandom==1)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"FleshToStoneUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"FleshToStoneUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,FleshToStone(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ nDebug++;
+ }
+ }
+ else if(CalcArc(oTarget)==4&&GetIsEnemy(oTarget,oBeholder))
+ {
+ int nArcTargets=GetLocalInt(OBJECT_SELF,"ArcTargets4");
+ int nRaysToBeUsed=3;
+ int nRaysLeft=3-GetLocalInt(OBJECT_SELF,"FingerOfDeathUsed")-GetLocalInt(OBJECT_SELF,"FearUsed")-GetLocalInt(OBJECT_SELF,"InflictModerateWoundsUsed");
+ if(nArcTargets==2)
+ {
+ nRaysToBeUsed=2;
+ }
+ else if(nArcTargets>2)
+ {
+ nRaysToBeUsed=1;
+ }
+ if(nRaysToBeUsed>nRaysLeft)
+ {
+ nRaysToBeUsed=nRaysLeft;
+ }
+ int nRandom=d3();
+ int nDebug=0;
+ while(nRaysToBeUsed>0&&nDebug<3)
+ {
+ if(nRandom>3)
+ {
+ nRandom=1;
+ }
+ if(nRandom==3)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"FingerOfDeathUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"FingerOfDeathUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,FingerOfDeath(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ else if(nRandom==2)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"InflictModerateWoundsUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"InflictModerateWoundsUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,InflictModerateWounds(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ else if(nRandom==1)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"FearUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"FearUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,Fear(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ nDebug++;
+ }
+ }
+ else if(CalcArc(oTarget)==2&&GetIsEnemy(oTarget,oBeholder))
+ {
+ int nArcTargets=GetLocalInt(OBJECT_SELF,"ArcTargets2");
+ int nRaysToBeUsed=3;
+ int nRaysLeft=3-GetLocalInt(OBJECT_SELF,"FleshToStoneUsed")-GetLocalInt(OBJECT_SELF,"TelekinesisUsed")-GetLocalInt(OBJECT_SELF,"DisintegrateUsed");
+ if(nArcTargets==2)
+ {
+ nRaysToBeUsed=2;
+ }
+ else if(nArcTargets>2)
+ {
+ nRaysToBeUsed=1;
+ }
+ if(nRaysToBeUsed>nRaysLeft)
+ {
+ nRaysToBeUsed=nRaysLeft;
+ }
+ int nRandom=d3();
+ int nDebug=0;
+ while(nRaysToBeUsed>0&&nDebug<3)
+ {
+ if(nRandom>3)
+ {
+ nRandom=1;
+ }
+ if(nRandom==3)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"FleshToStoneUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"FleshToStoneUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,FleshToStone(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ else if(nRandom==2)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"TelekinesisUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"TelekinesisUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,Telekinesis(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ else if(nRandom==1)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"DisintegrateUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"DisintegrateUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,Disintegrate(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ nDebug++;
+ }
+ }
+ else if(CalcArc(oTarget)==1&&!GetLocalInt(OBJECT_SELF,"EyeOpen")&&GetIsEnemy(oTarget,oBeholder))
+ {
+ int nArcTargets=GetLocalInt(OBJECT_SELF,"ArcTargets1");
+ int nRaysToBeUsed=4;
+ int nRaysLeft=4-GetLocalInt(OBJECT_SELF,"DisintegrateUsed")-GetLocalInt(OBJECT_SELF,"FigerOfDeathUsed")-GetLocalInt(OBJECT_SELF,"SleepUsed")-GetLocalInt(OBJECT_SELF,"SlowUsed");
+ if(nArcTargets==2||nArcTargets==3)
+ {
+ nRaysToBeUsed=2;
+ }
+ else if(nArcTargets>3)
+ {
+ nRaysToBeUsed=1;
+ }
+ if(nRaysToBeUsed>nRaysLeft)
+ {
+ nRaysToBeUsed=nRaysLeft;
+ }
+ int nRandom=d4();
+ int nDebug=0;
+ while(nRaysToBeUsed>0&&nDebug<4)
+ {
+ if(nRandom>4)
+ {
+ nRandom=1;
+ }
+ if(nRandom==4)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"DisintegrateUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"DisintegrateUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,Disintegrate(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ else if(nRandom==3)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"FingerOfDeathUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"FingerOfDeathUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,FingerOfDeath(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ else if(nRandom==2)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"SleepUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"SleepUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,Sleep(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ else if(nRandom==1)
+ {
+ if(!GetLocalInt(OBJECT_SELF,"SlowUsed"))
+ {
+ SetLocalInt(OBJECT_SELF,"SlowUsed",1);
+ float fCurrentDelay=GetLocalFloat(OBJECT_SELF,"RayDelay");
+ DelayCommand(fCurrentDelay,Slow(oTarget));
+ nRaysToBeUsed--;
+ nRandom++;
+ fCurrentDelay=fCurrentDelay+0.2;
+ SetLocalFloat(OBJECT_SELF,"RayDelay",fCurrentDelay);
+ }
+ }
+ nDebug++;
+ }
+ }
+ //Central eye ray
+ if(GetLocalInt(OBJECT_SELF,"EyeOpen"))
+ {
+ CentalEyeRay(oTarget);
+ DelayCommand(0.5,CentalEyeRay(oTarget));
+ DelayCommand(1.0,CentalEyeRay(oTarget));
+ DelayCommand(1.5,CentalEyeRay(oTarget));
+ DelayCommand(2.0,CentalEyeRay(oTarget));
+ DelayCommand(2.5,CentalEyeRay(oTarget));
+ DelayCommand(3.0,CentalEyeRay(oTarget));
+ DelayCommand(3.5,CentalEyeRay(oTarget));
+ DelayCommand(4.0,CentalEyeRay(oTarget));
+ DelayCommand(4.5,CentalEyeRay(oTarget));
+ DelayCommand(5.0,CentalEyeRay(oTarget));
+ }
+ }
+}
+
diff --git a/cep2_blueprints/_hak/prc_add_sb/z217_beholdb.ncs b/cep2_blueprints/_hak/prc_add_sb/z217_beholdb.ncs
new file mode 100644
index 0000000..4b587ce
Binary files /dev/null and b/cep2_blueprints/_hak/prc_add_sb/z217_beholdb.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z217_beholdb.nss b/cep2_blueprints/_hak/prc_add_sb/z217_beholdb.nss
new file mode 100644
index 0000000..07797b1
--- /dev/null
+++ b/cep2_blueprints/_hak/prc_add_sb/z217_beholdb.nss
@@ -0,0 +1,39 @@
+///////////////////////////////////////////////////
+// Beholder Ray: On exit //
+///////////////////////////////////////////////////
+/*
+ Removes the silence effect caused by the
+ beholder's central eye ray.
+*/
+///////////////////////////////////////////////////
+// Created By: Zarathustra217 //
+// Created On: Okt 7. 2002 //
+///////////////////////////////////////////////////
+#include "NW_I0_SPELLS"
+
+void main()
+{
+ object oTarget = GetExitingObject();
+ int bValid = FALSE;
+ effect eAOE;
+ eAOE = GetFirstEffect(oTarget);
+ while (GetIsEffectValid(eAOE) && bValid == FALSE)
+ {
+ //Debug String
+ //AssignCommand(oTarget, SpeakString("Effect is valid"));
+ if (GetEffectCreator(eAOE) == GetAreaOfEffectCreator())
+ {
+ //Debug String
+ //AssignCommand(oTarget, SpeakString("Effect creator is true"));
+ if(GetEffectType(eAOE) == EFFECT_TYPE_SILENCE)
+ {
+ //Debug String
+ //AssignCommand(oTarget, SpeakString("Effect type is silence"));
+ //AssignCommand(oTarget, SpeakString("Removing effects"));
+ RemoveEffect(oTarget, eAOE);
+ bValid = TRUE;
+ }
+ }
+ eAOE = GetNextEffect(oTarget);
+ }
+}
diff --git a/cep2_blueprints/_hak/prc_add_sb/z217_beholdc.nss b/cep2_blueprints/_hak/prc_add_sb/z217_beholdc.nss
new file mode 100644
index 0000000..eaca547
--- /dev/null
+++ b/cep2_blueprints/_hak/prc_add_sb/z217_beholdc.nss
@@ -0,0 +1,40 @@
+///////////////////////////////////////////////////
+// Beholder Ray: On Heartbeat //
+///////////////////////////////////////////////////
+/*
+ The persistent area of effect is destroyed each
+ round and recreated if needed...
+*/
+///////////////////////////////////////////////////
+// Created By: Zarathustra217 //
+// Created On: Okt 7. 2002 //
+///////////////////////////////////////////////////
+#include "NW_I0_SPELLS"
+
+void main()
+{
+ object oBeholder = GetAreaOfEffectCreator();
+ object oFacing=GetLocalObject(OBJECT_SELF,"Facing");
+ if(GetIsInCombat(oBeholder))
+ {
+ if(!GetIsDead(oBeholder)||!GetIsObjectValid(oBeholder)||!GetIsDead(oFacing)||!GetIsObjectValid(oFacing))
+ {
+ AssignCommand(oBeholder,ClearAllActions());
+ AssignCommand(oBeholder,SetFacingPoint(GetPosition(oFacing)));
+ int nESCInFacingArc=GetLocalInt(OBJECT_SELF,"SpellCastersInFacingArc");
+ if(GetIsEnemy(oFacing,oBeholder))
+ {
+ if(nESCInFacingArc>1&&GetDistanceBetween(oBeholder,oFacing)>5.0&&GetLocalInt(OBJECT_SELF,"EyeOpen"))
+ {
+ AssignCommand(oBeholder,ActionAttack(oFacing,TRUE));
+ }
+ else
+ {
+ AssignCommand(oBeholder,ActionAttack(oFacing,FALSE));
+ }
+ }
+ }
+ }
+ DestroyObject(OBJECT_SELF, 0.0);
+}
+
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default1.ncs b/cep2_blueprints/_hak/prc_add_sb/z_c2_default1.ncs
index 9e1fc5f..5e29aba 100644
Binary files a/cep2_blueprints/_hak/prc_add_sb/z_c2_default1.ncs and b/cep2_blueprints/_hak/prc_add_sb/z_c2_default1.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default1.nss b/cep2_blueprints/_hak/prc_add_sb/z_c2_default1.nss
index b4174ee..1d222f4 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z_c2_default1.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z_c2_default1.nss
@@ -13,9 +13,12 @@
//:: Modified by Zarathstra217
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
+#include "inc_utility"
+
void main()
{
SetLocalInt(OBJECT_SELF,"ArcTargetsDone",0);
+ ExecuteScript("prc_npc_hb", OBJECT_SELF);
effect eAOE = EffectAreaOfEffect(50);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY))
@@ -48,7 +51,7 @@ void main()
}
}
- if(!GetHasEffect(EFFECT_TYPE_SLEEP))
+ if(!PRCGetHasEffect(EFFECT_TYPE_SLEEP))
{
if(!GetIsPostOrWalking())
{
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default2.ncs b/cep2_blueprints/_hak/prc_add_sb/z_c2_default2.ncs
index f9a0ee7..3b59dbc 100644
Binary files a/cep2_blueprints/_hak/prc_add_sb/z_c2_default2.ncs and b/cep2_blueprints/_hak/prc_add_sb/z_c2_default2.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default2.nss b/cep2_blueprints/_hak/prc_add_sb/z_c2_default2.nss
index e5c6b38..a6063d3 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z_c2_default2.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z_c2_default2.nss
@@ -18,7 +18,9 @@
void main()
{
- object oPercieved=GetLastPerceived();
+ ExecuteScript("prc_npc_percep", OBJECT_SELF);
+
+ object oPercieved=GetLastPerceived();
if(GetIsEnemy(oPercieved)&&!GetIsInCombat()&&!GetIsFighting(OBJECT_SELF))
{
ActionAttack(oPercieved);
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default3.ncs b/cep2_blueprints/_hak/prc_add_sb/z_c2_default3.ncs
index 5bf4aef..f648292 100644
Binary files a/cep2_blueprints/_hak/prc_add_sb/z_c2_default3.ncs and b/cep2_blueprints/_hak/prc_add_sb/z_c2_default3.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default3.nss b/cep2_blueprints/_hak/prc_add_sb/z_c2_default3.nss
index a9304ba..06ab729 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z_c2_default3.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z_c2_default3.nss
@@ -15,6 +15,7 @@
#include "NW_I0_GENERIC"
void main()
{
+ ExecuteScript("prc_npc_combat", OBJECT_SELF);
}
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default4.ncs b/cep2_blueprints/_hak/prc_add_sb/z_c2_default4.ncs
index b6b81d0..061dddc 100644
Binary files a/cep2_blueprints/_hak/prc_add_sb/z_c2_default4.ncs and b/cep2_blueprints/_hak/prc_add_sb/z_c2_default4.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default4.nss b/cep2_blueprints/_hak/prc_add_sb/z_c2_default4.nss
index 1e318ae..50b6e7e 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z_c2_default4.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z_c2_default4.nss
@@ -21,6 +21,8 @@ void main()
int nMatch = GetListenPatternNumber();
object oShouter = GetLastSpeaker();
object oIntruder;
+
+ ExecuteScript("prc_npc_conv", OBJECT_SELF);
if (nMatch == -1 && GetCommandable(OBJECT_SELF))
{
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default5.ncs b/cep2_blueprints/_hak/prc_add_sb/z_c2_default5.ncs
index 5bf4aef..628aebf 100644
Binary files a/cep2_blueprints/_hak/prc_add_sb/z_c2_default5.ncs and b/cep2_blueprints/_hak/prc_add_sb/z_c2_default5.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default5.nss b/cep2_blueprints/_hak/prc_add_sb/z_c2_default5.nss
index ebebe0f..83cb1a4 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z_c2_default5.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z_c2_default5.nss
@@ -16,7 +16,9 @@
#include "NW_I0_GENERIC"
void main()
-{/*
+{
+ ExecuteScript("prc_npc_physatt", OBJECT_SELF);
+ /*
if(!GetFleeToExit())
{
if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default6.ncs b/cep2_blueprints/_hak/prc_add_sb/z_c2_default6.ncs
index 5bf4aef..5818293 100644
Binary files a/cep2_blueprints/_hak/prc_add_sb/z_c2_default6.ncs and b/cep2_blueprints/_hak/prc_add_sb/z_c2_default6.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default6.nss b/cep2_blueprints/_hak/prc_add_sb/z_c2_default6.nss
index 0f25472..8557439 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z_c2_default6.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z_c2_default6.nss
@@ -16,7 +16,9 @@
#include "NW_I0_GENERIC"
void main()
-{/*
+{
+ ExecuteScript("prc_npc_damaged", OBJECT_SELF);
+ /*
if(!GetFleeToExit())
{
if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default7.ncs b/cep2_blueprints/_hak/prc_add_sb/z_c2_default7.ncs
index 57874e5..1996bd2 100644
Binary files a/cep2_blueprints/_hak/prc_add_sb/z_c2_default7.ncs and b/cep2_blueprints/_hak/prc_add_sb/z_c2_default7.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default7.nss b/cep2_blueprints/_hak/prc_add_sb/z_c2_default7.nss
index ccc8662..8e3cf2b 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z_c2_default7.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z_c2_default7.nss
@@ -15,7 +15,8 @@
void main()
{
- int nClass = GetLevelByClass(CLASS_TYPE_COMMONER);
+
+ int nClass = GetLevelByClass(CLASS_TYPE_COMMONER);
int nAlign = GetAlignmentGoodEvil(OBJECT_SELF);
if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL))
{
@@ -30,4 +31,7 @@ void main()
{
SignalEvent(OBJECT_SELF, EventUserDefined(1007));
}
+
+ ExecuteScript("prc_npc_death", OBJECT_SELF);
+ //ExecuteScript("prc_pwondeath", OBJECT_SELF);
}
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default8.ncs b/cep2_blueprints/_hak/prc_add_sb/z_c2_default8.ncs
index 5bf4aef..5ef1554 100644
Binary files a/cep2_blueprints/_hak/prc_add_sb/z_c2_default8.ncs and b/cep2_blueprints/_hak/prc_add_sb/z_c2_default8.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default8.nss b/cep2_blueprints/_hak/prc_add_sb/z_c2_default8.nss
index 76483a6..e8ca685 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z_c2_default8.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z_c2_default8.nss
@@ -19,7 +19,10 @@
#include "NW_I0_GENERIC"
void main()
-{/*
+{
+
+ ExecuteScript("prc_npc_disturb", OBJECT_SELF);
+ /*
object oTarget = GetLastDisturbed();
if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default9.ncs b/cep2_blueprints/_hak/prc_add_sb/z_c2_default9.ncs
index 54e573f..ed7534a 100644
Binary files a/cep2_blueprints/_hak/prc_add_sb/z_c2_default9.ncs and b/cep2_blueprints/_hak/prc_add_sb/z_c2_default9.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_default9.nss b/cep2_blueprints/_hak/prc_add_sb/z_c2_default9.nss
index 4229202..bb0115d 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z_c2_default9.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z_c2_default9.nss
@@ -1,3 +1,4 @@
+
//::///////////////////////////////////////////////
//:: Default: On Spawn In
//:: NW_C2_DEFAULT9
@@ -74,6 +75,7 @@ void main()
SetLocalInt(OBJECT_SELF,"ArcTargetsDone",0);
effect eAOE = EffectAreaOfEffect(50);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
+ ExecuteScript("prc_npc_spawn", OBJECT_SELF);
}
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulta.ncs b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulta.ncs
index f869d46..bb9b17a 100644
Binary files a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulta.ncs and b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulta.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulta.nss b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulta.nss
index e4f3af1..0263726 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulta.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulta.nss
@@ -15,7 +15,7 @@
void main()
{
// enter desired behaviour here
-
+ ExecuteScript("prc_npc_rested", OBJECT_SELF);
+
return;
-
-}
+}
\ No newline at end of file
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultb.ncs b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultb.ncs
index 5bf4aef..2aa01c7 100644
Binary files a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultb.ncs and b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultb.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultb.nss b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultb.nss
index cc59e4f..292f819 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultb.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultb.nss
@@ -16,7 +16,9 @@
#include "NW_I0_GENERIC"
void main()
-{/*
+{
+ ExecuteScript("prc_npc_spellat", OBJECT_SELF);
+ /*
object oCaster = GetLastSpellCaster();
if(GetLastSpellHarmful())
{
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultd.ncs b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultd.ncs
index f869d46..ebb5d1e 100644
Binary files a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultd.ncs and b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultd.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultd.nss b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultd.nss
index 3f3ed16..6db4735 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultd.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaultd.nss
@@ -15,7 +15,7 @@
void main()
{
// enter desired behaviour here
+ ExecuteScript("prc_npc_userdef", OBJECT_SELF);
return;
-
-}
+}
\ No newline at end of file
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulte.ncs b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulte.ncs
index 06b5312..b010cdb 100644
Binary files a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulte.ncs and b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulte.ncs differ
diff --git a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulte.nss b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulte.nss
index d05b173..3983f84 100644
--- a/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulte.nss
+++ b/cep2_blueprints/_hak/prc_add_sb/z_c2_defaulte.nss
@@ -1,5 +1,5 @@
//::///////////////////////////////////////////////
-//:: Default On Heartbeat
+//:: Default On Blocked
//:: NW_C2_DEFAULTE
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
@@ -18,6 +18,8 @@ object oBeholder=GetAreaOfEffectCreator();
void main()
{
object oDoor = GetBlockingDoor();
+
+ ExecuteScript("prc_npc_blocked", OBJECT_SELF);
if(GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 5)
{