2026/10/01

Updated CEP2 & CEP3 tlks to parity with PRC8 v4.987
Updated CEP2 AI scripts to call PRC events.
This commit is contained in:
Jaysyn904 committed 2026-10-01 22:07:48 -04:00
1 parent 498312c474
commit e55d25171f
37 files changed
+1559 -614

No files matched your search

+295 -174
View File
@@ -5357,6 +5357,17 @@ Use: Selected.</entry>
Prerequisite: Monk level 13. Prerequisite: Monk level 13.
Specifics: The monk gains spell resistance equal to their class level + 10. Specifics: The monk gains spell resistance equal to their class level + 10.
Use: Automatic.</entry> Use: Automatic.</entry>
<entry id="16574" lang="en" sex="m">Body Fuel</entry>
<entry id="16575" lang="en" sex="m">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.</entry>
<entry id="16576" lang="en" sex="m">&lt;CUSTOM0&gt; draws power points from their body.</entry>
<entry id="20400" lang="en" sex="m">++++++++++ ACP Styles ++++++++++</entry> <entry id="20400" lang="en" sex="m">++++++++++ ACP Styles ++++++++++</entry>
<entry id="20401" lang="en" sex="m">Kensai</entry> <entry id="20401" lang="en" sex="m">Kensai</entry>
<entry id="20402" lang="en" sex="m">Assassin</entry> <entry id="20402" lang="en" sex="m">Assassin</entry>
@@ -19395,7 +19406,7 @@ Base Attack Bonus: +3/4
Strong Saves: Reflex and Will Strong Saves: Reflex and Will
Level: 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 2: Throw mind blade
3: Psychic strike +1d8 3: Psychic strike +1d8
4: +1 mind blade 4: +1 mind blade
@@ -19484,20 +19495,20 @@ Level:
2: Elude Touch 2: Elude Touch
3: Wild Surge +2 3: Wild Surge +2
4: Surging Euphoria +1 4: Surging Euphoria +1
5: Volatile Mind (1 power point) 5: Expanded Knowledge or Volatile Mind
6: 6: -
7: Wild Surge +3 7: Wild Surge +3
8: 8: -
9: Volatile Mind (2 power points) 9: Expanded Knowledge II or Volatile Mind II depending on 5th level choice
10: 10: -
11: Wild Surge +4 11: Wild Surge +4
12: Surging Euphoria +2 12: Surging Euphoria +2
13: Volatile Mind (3 power points) 13: Expanded Knowledge III or Volatile Mind III depending on 5th level choice
14: 14: -
15: Wild Surge +5 15: Wild Surge +5
16: 16: -
17: Volatile Mind (4 power points) 17: Expanded Knowledge IV or Volatile Mind IV depending on 5th level choice
18: 18: -
19: Wild Surge +6 19: Wild Surge +6
20: Surging Euphoria +3 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. 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. 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 EPIC
The epic wilder's powers become even more volatile and unpredictable. The epic wilder's powers become even more volatile and unpredictable.
@@ -28372,7 +28389,7 @@ Use: Automatic.</entry>
Prerequisite: Man At Arms level 10 Prerequisite: Man At Arms level 10
Specifics: Gains Weapon Focus in any four weapons. Specifics: Gains Weapon Focus in any four weapons.
Use: Selected.</entry> Use: Selected.</entry>
<entry id="48644" lang="en" sex="m">Bolt Xag-Ya</entry> <entry id="48644" lang="en" sex="m">Bolt, Xag-Ya</entry>
<entry id="48645" lang="en" sex="m">Bolt deals 1d8 positive damage.</entry> <entry id="48645" lang="en" sex="m">Bolt deals 1d8 positive damage.</entry>
<entry id="48646" lang="en" sex="m">Fast Healing 3</entry> <entry id="48646" lang="en" sex="m">Fast Healing 3</entry>
<entry id="48647" lang="en" sex="m">Type of Feat: Class Specific <entry id="48647" lang="en" sex="m">Type of Feat: Class Specific
@@ -28392,7 +28409,7 @@ Use: Automatic.</entry>
<entry id="48652" lang="en" sex="m">Energon Companion</entry> <entry id="48652" lang="en" sex="m">Energon Companion</entry>
<entry id="48653" lang="en" sex="m">Type of Feat: Class Specific <entry id="48653" lang="en" sex="m">Type of Feat: Class Specific
Prerequisite: Soldier of Light level 4 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. </entry> Use: Selected. </entry>
<entry id="48654" lang="en" sex="m">Fist of Iron</entry> <entry id="48654" lang="en" sex="m">Fist of Iron</entry>
<entry id="48655" lang="en" sex="m">Type of Feat: General. <entry id="48655" lang="en" sex="m">Type of Feat: General.
@@ -28428,7 +28445,7 @@ Level
2: Divine Grace - Applies Charisma bonus to all saving throws. 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. 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. 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). 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: - 6: -
7: Fast Healing 1 - Regenerate 1 HP/round. 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. 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</entry> Runescars can only affect the Runescarred Berserker when activated</entry>
<entry id="48977" lang="en" sex="m">****</entry>
<entry id="48978" lang="en" sex="m">****</entry>
<entry id="48979" lang="en" sex="m">Ritual Scarring</entry> <entry id="48979" lang="en" sex="m">Ritual Scarring</entry>
<entry id="48980" lang="en" sex="m">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.</entry> <entry id="48980" lang="en" sex="m">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.</entry>
<entry id="48981" lang="en" sex="m">Spawn of the Frost</entry> <entry id="48981" lang="en" sex="m">Spawn of the Frost</entry>
@@ -29829,16 +29848,18 @@ CLASS FEATURES:
Level Level
1: Cat Familiar - Gain a cat as a familiar 1: Cat Familiar - Gain a cat as a familiar
Flirtation (Fascinate) - Once per day per class level, Fascinate creatures Flirtation (Fascinate) - Once per day per class level, Fascinate creatures
2: Rage - As barbarian 2: Fury of the Tigress: Rage - As barbarian
3: 3:
4: Flirtation (Confusion) - Confuse fascinated creature 4: Flirtation (Confusion) - Confuse fascinated creature
5: Pounce of the Tigress - Gain Pounce at the end of charge 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 7: Sanctuary - You and allies gain sanctuary
8: Swiftness of the Tigress - Gain haste once a day 8: Swiftness of the Tigress - Gain haste once a day
9: 9:
10: Rage 3/day 10: Fury of the Tigress 3/day
Flirtation (Dominate) - Dominate fascinated creature</entry> 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.</entry>
<entry id="49109" lang="en" sex="m">Vow of Purity</entry> <entry id="49109" lang="en" sex="m">Vow of Purity</entry>
<entry id="49110" lang="en" sex="m">Type of Feat: General <entry id="49110" lang="en" sex="m">Type of Feat: General
Prerequisite: Sacred Vow 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. 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</entry> Use: Automatic</entry>
<entry id="49902" lang="en" sex="m">Epic Artificer</entry> <entry id="49902" lang="en" sex="m">Epic Artificer</entry>
<entry id="49903" lang="en" sex="m">The epic artificer remains a master of item creation, gaining <entry id="49903" lang="en" sex="m">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.
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.
Hit Die: d6 Hit Die: d6
Skill Points at Each Additional Level: 4+ Int Modifier Skill Points at Each Additional Level: 4+ Int Modifier
@@ -33011,12 +33028,14 @@ Use: Selected</entry>
<entry id="49992" lang="en" sex="m">Rite of Waking (Other)</entry> <entry id="49992" lang="en" sex="m">Rite of Waking (Other)</entry>
<entry id="49993" lang="en" sex="m">Mystic Phoenix Stance (Augmented)</entry> <entry id="49993" lang="en" sex="m">Mystic Phoenix Stance (Augmented)</entry>
<entry id="49994" lang="en" sex="m">Firebird Stance (Augmented)</entry> <entry id="49994" lang="en" sex="m">Firebird Stance (Augmented)</entry>
<entry id="49995" lang="en" sex="m">****</entry>
<entry id="49996" lang="en" sex="m">Humanoid</entry> <entry id="49996" lang="en" sex="m">Humanoid</entry>
<entry id="49997" lang="en" sex="m"> 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. <entry id="49997" lang="en" sex="m"> 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 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. - 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.</entry> -Humanoids breathe, eat, and sleep.</entry>
<entry id="49998" lang="en" sex="m">****</entry>
<entry id="49999" lang="en" sex="m">**** 50,000 - 50,500 reserved for Race Pack Feats ****</entry> <entry id="49999" lang="en" sex="m">**** 50,000 - 50,500 reserved for Race Pack Feats ****</entry>
<entry id="50000" lang="en" sex="m">Light Sensitivity</entry> <entry id="50000" lang="en" sex="m">Light Sensitivity</entry>
<entry id="50001" lang="en" sex="m">Type of Feat: Racial <entry id="50001" lang="en" sex="m">Type of Feat: Racial
@@ -34415,6 +34434,7 @@ Special Abilities:
- Naturally Psionic: Half-giants gain 2 free power points at first level. - Naturally Psionic: Half-giants gain 2 free power points at first level.
- Psi-like Ability: Stomp - 1/day - Psi-like Ability: Stomp - 1/day
- Giant: Half-giants are considered Giants for the purpose of spells. - 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) (The following may or may not be in use, depending on the module switch settings)
Level Adjustment: +1 Level Adjustment: +1
@@ -34686,7 +34706,7 @@ Use: Automatic.</entry>
<entry id="50553" lang="en" sex="m">Type of Feat: Domain <entry id="50553" lang="en" sex="m">Type of Feat: Domain
Prerequisite: Access to the Spells domain. Prerequisite: Access to the Spells domain.
Granted Power: You gain +2 Concentration and Spellcraft. 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.</entry> Use: Automatic.</entry>
<entry id="50554" lang="en" sex="m">Detect Undead</entry> <entry id="50554" lang="en" sex="m">Detect Undead</entry>
<entry id="50555" lang="en" sex="m">Type of Feat: Domain <entry id="50555" lang="en" sex="m">Type of Feat: Domain
@@ -44300,7 +44320,7 @@ Use: Specified</entry>
<entry id="52528" lang="en" sex="m">AC Bonus</entry> <entry id="52528" lang="en" sex="m">AC Bonus</entry>
<entry id="52529" lang="en" sex="m">Type of Feat: Class Specific <entry id="52529" lang="en" sex="m">Type of Feat: Class Specific
Prerequisites: Swordsage 2. 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</entry> Use: Automatic</entry>
<entry id="52530" lang="en" sex="m">Sense Magic</entry> <entry id="52530" lang="en" sex="m">Sense Magic</entry>
<entry id="52531" lang="en" sex="m">Type of Feat: Class Specific <entry id="52531" lang="en" sex="m">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. 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. </entry> All allies gain a damage bonus while flanking equal to +1/2 per your initiator level. </entry>
<entry id="52981" lang="en" sex="m">War Leader's Charge</entry> <entry id="52981" lang="en" sex="m">War Leader's Charge</entry>
<entry id="52982" lang="en" sex="m">White Raven (Strike) <entry id="52982" lang="en" sex="m">White Raven (Strike)
Level: Crusader 6, Warblade 6 Level: Crusader 6, Warblade 6
@@ -54008,6 +54028,7 @@ Special Abilities:
+2 racial bonus on Sense Motive +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 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 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</entry> Goliath count as monstrous humanoid for spells and abilities. They have a Level Adjustment of +1</entry>
<entry id="55956" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 8 <entry id="55956" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 8
@@ -55044,7 +55065,26 @@ Saving Throw: None (harmless)
Spell Resistance: No (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. </entry> 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. </entry>
<entry id="56314" lang="en" sex="m">##START_OF_EPIC_SPELL_AND_ISC_RESERVE</entry> <entry id="56314" lang="en" sex="m">Epic Spell: Summon Elemental Paragon</entry>
<entry id="56315" lang="en" sex="m">Researched Epic Spell: Summon Elemental Paragon</entry>
<entry id="56316" lang="en" sex="m">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).</entry>
<entry id="56317" lang="en" sex="m">Summon Air Paragon</entry>
<entry id="56318" lang="en" sex="m">Summon Earth Paragon</entry>
<entry id="56319" lang="en" sex="m">Summon Fire Paragon</entry>
<entry id="56320" lang="en" sex="m">Summon Water Paragon</entry>
<entry id="56321" lang="en" sex="m">##START_OF_EPIC_SPELL_AND_ISC_RESERVE</entry>
<entry id="56865" lang="en" sex="m">Weapon Focus (elven lightblade)</entry> <entry id="56865" lang="en" sex="m">Weapon Focus (elven lightblade)</entry>
<entry id="56866" lang="en" sex="m">Epic Weapon Focus (elven lightblade)</entry> <entry id="56866" lang="en" sex="m">Epic Weapon Focus (elven lightblade)</entry>
<entry id="56867" lang="en" sex="m">Weapon Specialization (elven lightblade)</entry> <entry id="56867" lang="en" sex="m">Weapon Specialization (elven lightblade)</entry>
@@ -55438,7 +55478,16 @@ Special: Must be a Bard.
Cost: Cost:
+10000gp</entry> +10000gp</entry>
<entry id="57100" lang="en" sex="m">##START OF WARLOCK INVOCATIONS##</entry> <entry id="57098" lang="en" sex="m">##START OF WARLOCK INVOCATIONS##</entry>
<entry id="57099" lang="en" sex="m">Repelling Blast</entry>
<entry id="57100" lang="en" sex="m">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.</entry>
<entry id="57101" lang="en" sex="m">All Seeing Eyes</entry> <entry id="57101" lang="en" sex="m">All Seeing Eyes</entry>
<entry id="57102" lang="en" sex="m">Least Invocation <entry id="57102" lang="en" sex="m">Least Invocation
2nd Level Spell 2nd Level Spell
@@ -56675,28 +56724,26 @@ Use: Selected</entry>
<entry id="57581" lang="en" sex="m">Void of the Shadow Sun - Blast</entry> <entry id="57581" lang="en" sex="m">Void of the Shadow Sun - Blast</entry>
<entry id="57582" lang="en" sex="m">Balance of Light and Dark - Drain</entry> <entry id="57582" lang="en" sex="m">Balance of Light and Dark - Drain</entry>
<entry id="57583" lang="en" sex="m">****</entry> <entry id="57583" lang="en" sex="m">****</entry>
<entry id="57584" lang="en" sex="m">****</entry> <entry id="57584" lang="en" sex="m">Volatile Mind I</entry>
<entry id="57585" lang="en" sex="m">****</entry> <entry id="57585" lang="en" sex="m">Volatile Mind II</entry>
<entry id="57586" lang="en" sex="m"> <entry id="57586" lang="en" sex="m">Volatile Mind III</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57587" lang="en" sex="m">Volatile Mind IV</entry>
<entry id="57587" lang="en" sex="m">****</entry> <entry id="57588" lang="en" sex="m">Volatile Mind V</entry>
<entry id="57588" lang="en" sex="m">****</entry> <entry id="57589" lang="en" sex="m">Volatile Mind VI</entry>
<entry id="57589" lang="en" sex="m">Default Hexblade</entry> <entry id="57590" lang="en" sex="m">Volatile Mind VII</entry>
<entry id="57590" lang="en" sex="m"> <entry id="57591" lang="en" sex="m">Volatile Mind VIII</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57592" lang="en" sex="m">Volatile Mind IX</entry>
<entry id="57591" lang="en" sex="m">Default Duskblade</entry> <entry id="57593" lang="en" sex="m">Volatile Mind X</entry>
<entry id="57592" lang="en" sex="m"> <entry id="57594" lang="en" sex="m">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.
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> 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.
<entry id="57593" lang="en" sex="m">Default Scout</entry> 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.
<entry id="57594" lang="en" sex="m"> NWN implementation detail: This ability only affects powers manifested by a hostile manifester.</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57595" lang="en" sex="m">****</entry> <entry id="57595" lang="en" sex="m">****</entry>
<entry id="57596" lang="en" sex="m">****</entry> <entry id="57596" lang="en" sex="m">****</entry>
<entry id="57597" lang="en" sex="m">****</entry> <entry id="57597" lang="en" sex="m">****</entry>
<entry id="57598" lang="en" sex="m">****</entry> <entry id="57598" lang="en" sex="m">****</entry>
<entry id="57599" lang="en" sex="m">Default Artificer</entry> <entry id="57599" lang="en" sex="m">****</entry>
<entry id="57600" lang="en" sex="m"> <entry id="57600" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57601" lang="en" sex="m">****</entry> <entry id="57601" lang="en" sex="m">****</entry>
<entry id="57602" lang="en" sex="m">****</entry> <entry id="57602" lang="en" sex="m">****</entry>
<entry id="57603" lang="en" sex="m">****</entry> <entry id="57603" lang="en" sex="m">****</entry>
@@ -56705,72 +56752,52 @@ These packages do not give any special abilities to your character, they simply
<entry id="57606" lang="en" sex="m">****</entry> <entry id="57606" lang="en" sex="m">****</entry>
<entry id="57607" lang="en" sex="m">****</entry> <entry id="57607" lang="en" sex="m">****</entry>
<entry id="57608" lang="en" sex="m">****</entry> <entry id="57608" lang="en" sex="m">****</entry>
<entry id="57609" lang="en" sex="m">Default Samurai</entry> <entry id="57609" lang="en" sex="m">****</entry>
<entry id="57610" lang="en" sex="m"> <entry id="57610" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57611" lang="en" sex="m">****</entry>
<entry id="57611" lang="en" sex="m">Default Ninja</entry> <entry id="57612" lang="en" sex="m">****</entry>
<entry id="57612" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57613" lang="en" sex="m">****</entry> <entry id="57613" lang="en" sex="m">****</entry>
<entry id="57614" lang="en" sex="m">****</entry> <entry id="57614" lang="en" sex="m">****</entry>
<entry id="57615" lang="en" sex="m">Default Dragonfire Adept</entry> <entry id="57615" lang="en" sex="m">****</entry>
<entry id="57616" lang="en" sex="m"> <entry id="57616" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57617" lang="en" sex="m">****</entry>
<entry id="57617" lang="en" sex="m">Default Psion</entry> <entry id="57618" lang="en" sex="m">****</entry>
<entry id="57618" lang="en" sex="m"> <entry id="57619" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57620" lang="en" sex="m">****</entry>
<entry id="57619" lang="en" sex="m">Default Psychic Warrior</entry> <entry id="57621" lang="en" sex="m">****</entry>
<entry id="57620" lang="en" sex="m"> <entry id="57622" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57623" lang="en" sex="m">****</entry>
<entry id="57621" lang="en" sex="m">Default Soulknife</entry> <entry id="57624" lang="en" sex="m">****</entry>
<entry id="57622" lang="en" sex="m"> <entry id="57625" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57626" lang="en" sex="m">****</entry>
<entry id="57623" lang="en" sex="m">Default Wilder</entry>
<entry id="57624" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57625" lang="en" sex="m">Default Dread Necromancer</entry>
<entry id="57626" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57627" lang="en" sex="m">****</entry> <entry id="57627" lang="en" sex="m">****</entry>
<entry id="57628" lang="en" sex="m">****</entry> <entry id="57628" lang="en" sex="m">****</entry>
<entry id="57629" lang="en" sex="m">****</entry> <entry id="57629" lang="en" sex="m">****</entry>
<entry id="57630" lang="en" sex="m">****</entry> <entry id="57630" lang="en" sex="m">****</entry>
<entry id="57631" lang="en" sex="m">Default Archivist</entry> <entry id="57631" lang="en" sex="m">****</entry>
<entry id="57632" lang="en" sex="m"> <entry id="57632" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57633" lang="en" sex="m">****</entry>
<entry id="57633" lang="en" sex="m">Default Witch</entry> <entry id="57634" lang="en" sex="m">****</entry>
<entry id="57634" lang="en" sex="m"> <entry id="57635" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57636" lang="en" sex="m">****</entry>
<entry id="57635" lang="en" sex="m">Default Shaman</entry> <entry id="57637" lang="en" sex="m">****</entry>
<entry id="57636" lang="en" sex="m"> <entry id="57638" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57639" lang="en" sex="m">****</entry>
<entry id="57637" lang="en" sex="m">Default Favoured Soul</entry> <entry id="57640" lang="en" sex="m">****</entry>
<entry id="57638" lang="en" sex="m"> <entry id="57641" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57642" lang="en" sex="m">****</entry>
<entry id="57639" lang="en" sex="m">Default Truenamer</entry> <entry id="57643" lang="en" sex="m">****</entry>
<entry id="57640" lang="en" sex="m"> <entry id="57644" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57645" lang="en" sex="m">****</entry>
<entry id="57641" lang="en" sex="m">Default Shugenja</entry> <entry id="57646" lang="en" sex="m">****</entry>
<entry id="57642" lang="en" sex="m"> <entry id="57647" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57648" lang="en" sex="m">****</entry>
<entry id="57643" lang="en" sex="m">Default Sohei</entry> <entry id="57649" lang="en" sex="m">****</entry>
<entry id="57644" lang="en" sex="m"> <entry id="57650" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57651" lang="en" sex="m">****</entry>
<entry id="57645" lang="en" sex="m">Default Crusader</entry> <entry id="57652" lang="en" sex="m">****</entry>
<entry id="57646" lang="en" sex="m"> <entry id="57653" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57654" lang="en" sex="m">****.</entry>
<entry id="57647" lang="en" sex="m">Default Swordsage</entry>
<entry id="57648" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57649" lang="en" sex="m">Default Warblade</entry>
<entry id="57650" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57651" lang="en" sex="m">Default Warmage</entry>
<entry id="57652" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57653" lang="en" sex="m">Default Knight</entry>
<entry id="57654" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57655" lang="en" sex="m">Defensive Manifestation</entry> <entry id="57655" lang="en" sex="m">Defensive Manifestation</entry>
<entry id="57656" lang="en" sex="m">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. </entry> <entry id="57656" lang="en" sex="m">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. </entry>
<entry id="57657" lang="en" sex="m">Two Weapon Pounce</entry> <entry id="57657" lang="en" sex="m">Two Weapon Pounce</entry>
@@ -64483,8 +64510,8 @@ REQUIREMENTS:
Alignment: Lawful Alignment: Lawful
Meldshaping: Ability to shape three soulmelds Meldshaping: Ability to shape three soulmelds
Spellcasting: Ability to cast 2nd-level divine spells Spellcasting: Ability to cast 2nd-level divine spells
Skills: Lore 4 ranks, Spellcraft 4 ranks
Essentia Pool: 3 Essentia Pool: 3
Special: Access to the Law domain.
CLASS FEATURES: CLASS FEATURES:
@@ -64549,7 +64576,7 @@ Level
7: Arcane or Psionic Investment 2 7: Arcane or Psionic Investment 2
8: Chakra binds (arm, brow, shoulders) 8: Chakra binds (arm, brow, shoulders)
9: 9:
10: Magic or Psionic Distillation 10: Soul Distillation
BONUS SPELLS: BONUS SPELLS:
@@ -65378,10 +65405,11 @@ Psionic Slayer Favored Enemy bonuses continue to progress with Epic levels. Ever
<entry id="60594" lang="en" sex="m">Psionic Slayer: Favored Enemy [Shapechanger]</entry> <entry id="60594" lang="en" sex="m">Psionic Slayer: Favored Enemy [Shapechanger]</entry>
<entry id="60595" lang="en" sex="m">Psionic Slayer: Favored Enemy [Undead]</entry> <entry id="60595" lang="en" sex="m">Psionic Slayer: Favored Enemy [Undead]</entry>
<entry id="60596" lang="en" sex="m">Psionic Slayer: Favored Enemy [Vermin]</entry> <entry id="60596" lang="en" sex="m">Psionic Slayer: Favored Enemy [Vermin]</entry>
<entry id="60597" lang="en" sex="m">Magical Distillation</entry> <entry id="60597" lang="en" sex="m">Soul Distillation</entry>
<entry id="60598" lang="en" sex="m">Type of Feat: General <entry id="60598" lang="en" sex="m">Type of Feat: General
Prerequisite: Soulcaster 10 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. 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</entry> Use: Selected</entry>
@@ -67163,7 +67191,82 @@ Chakra Bind (Throat)
Your soulspark burns with a fierce blue-white light. Your soulspark burns with a fierce blue-white light.
If you bind soulspark familiar to your throat chakra, you create a greater soulspark.</entry> 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 —</entry>
<entry id="60918" lang="en" sex="m">Soulspark Familiar Essentia Choice</entry> <entry id="60918" lang="en" sex="m">Soulspark Familiar Essentia Choice</entry>
<entry id="60919" lang="en" sex="m">Type of Feat: Incarnum <entry id="60919" lang="en" sex="m">Type of Feat: Incarnum
Prerequisite: Soulspark Familiar Prerequisite: Soulspark Familiar
@@ -80009,7 +80112,7 @@ Use: Activated</entry>
<entry id="75044" lang="en" sex="m">Summon Elemental</entry> <entry id="75044" lang="en" sex="m">Summon Elemental</entry>
<entry id="75045" lang="en" sex="m">Type of Feat: Reserve <entry id="75045" lang="en" sex="m">Type of Feat: Reserve
Prerequisite: Ability to cast 4th-level spells 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</entry> Use: Activated</entry>
<entry id="75046" lang="en" sex="m">Dimensional Reach</entry> <entry id="75046" lang="en" sex="m">Dimensional Reach</entry>
<entry id="75047" lang="en" sex="m">Type of Feat: Reserve <entry id="75047" lang="en" sex="m">Type of Feat: Reserve
@@ -81638,6 +81741,7 @@ Special Abilities:
<entry id="77094" lang="en" sex="m">Combat Medic Spellcasting (Paladin)</entry> <entry id="77094" lang="en" sex="m">Combat Medic Spellcasting (Paladin)</entry>
<entry id="77095" lang="en" sex="m">Morninglord of Lathander Spellcasting (Sohei)</entry> <entry id="77095" lang="en" sex="m">Morninglord of Lathander Spellcasting (Sohei)</entry>
<entry id="77096" lang="en" sex="m">Thrall of Orcus Spellcasting (Ur-Priest)</entry> <entry id="77096" lang="en" sex="m">Thrall of Orcus Spellcasting (Ur-Priest)</entry>
<entry id="77097" lang="en" sex="m">Morninglord of Lathander Spellcasting (Archivist)</entry>
<entry id="77100" lang="en" sex="m">Bardic Casting: Gloura cast spells as a Bard of their hit dice (7th level).</entry> <entry id="77100" lang="en" sex="m">Bardic Casting: Gloura cast spells as a Bard of their hit dice (7th level).</entry>
<entry id="77101" lang="en" sex="m">Sorcerous Casting: Driders cast spells as a Sorcerer of their hit dice (6th level).</entry> <entry id="77101" lang="en" sex="m">Sorcerous Casting: Driders cast spells as a Sorcerer of their hit dice (6th level).</entry>
<entry id="77102" lang="en" sex="m">Sorcerous Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level).</entry> <entry id="77102" lang="en" sex="m">Sorcerous Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level).</entry>
@@ -81885,7 +81989,7 @@ Use: Selected.</entry>
<entry id="78034" lang="en" sex="m">(PRESTIGE CLASS) <entry id="78034" lang="en" sex="m">(PRESTIGE CLASS)
Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid's search for global understanding of nature's secrets to focus all his energies on the world's plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It's almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves. Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid's search for global understanding of nature's secrets to focus all his energies on the world's plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It's almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves.
Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals, -right up until someone lights a torch and threatens living plants. Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals, right up until someone lights a torch and threatens living plants.
- Hit Die: d8 - Hit Die: d8
- Proficiencies: A verdant lord does not gain any additional weapon or armor proficiencies. - Proficiencies: A verdant lord does not gain any additional weapon or armor proficiencies.
@@ -82061,7 +82165,9 @@ Weight 1 lb.</entry>
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
Constitution damage (Fort DC 17 half) per round of exposure. Constitution damage (Fort DC 17 half) per round of exposure.
Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.</entry> Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.
Cost to Create: 2,250 gp, 180 XP, 5 days</entry>
<entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid. <entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
@@ -82072,107 +82178,109 @@ Constitution damage (Fort DC 17 half) per round of exposure.</entry>
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours. You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.
Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks.</entry> Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks.
Cost to Create: 675 gp, 54 XP, 2 days</entry>
<entry id="80124" lang="en" sex="m">The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead. <entry id="80124" lang="en" sex="m">The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead.
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.</entry> You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.</entry>
<entry id="80125" lang="en" sex="m">****</entry> <entry id="80125" lang="en" sex="m">****</entry>
<entry id="80126" lang="en" sex="m">Ring of Wizardry I</entry> <entry id="80126" lang="en" sex="m">Ring of Wizardry I</entry>
<entry id="80127" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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. <entry id="80127" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80128" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> <entry id="80128" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry>
<entry id="80129" lang="en" sex="m">Ring of Wizardry II</entry> <entry id="80129" lang="en" sex="m">Ring of Wizardry II</entry>
<entry id="80130" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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. <entry id="80130" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80131" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> <entry id="80131" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry>
<entry id="80132" lang="en" sex="m">Ring of Wizardry III</entry> <entry id="80132" lang="en" sex="m">Ring of Wizardry III</entry>
<entry id="80133" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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. <entry id="80133" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80134" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> <entry id="80134" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry>
<entry id="80135" lang="en" sex="m">Ring of Wizardry IV</entry> <entry id="80135" lang="en" sex="m">Ring of Wizardry IV</entry>
<entry id="80136" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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. <entry id="80136" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80137" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> <entry id="80137" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry>
<entry id="80138" lang="en" sex="m">Ring of Epic Wizardry V</entry> <entry id="80138" lang="en" sex="m">Ring of Epic Wizardry V</entry>
<entry id="80139" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80139" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80140" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80140" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80141" lang="en" sex="m">Ring of Epic Wizardry VI</entry> <entry id="80141" lang="en" sex="m">Ring of Epic Wizardry VI</entry>
<entry id="80142" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80142" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80143" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80143" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80144" lang="en" sex="m">Ring of Epic Wizardry VII</entry> <entry id="80144" lang="en" sex="m">Ring of Epic Wizardry VII</entry>
<entry id="80145" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80145" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80146" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80146" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80147" lang="en" sex="m">Ring of Epic Wizardry VIII</entry> <entry id="80147" lang="en" sex="m">Ring of Epic Wizardry VIII</entry>
<entry id="80148" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80148" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80149" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80149" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80150" lang="en" sex="m">Ring of Epic Wizardry IX</entry> <entry id="80150" lang="en" sex="m">Ring of Epic Wizardry IX</entry>
<entry id="80151" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80151" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80152" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80152" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80153" lang="en" sex="m">****</entry> <entry id="80153" lang="en" sex="m">****</entry>
<entry id="80154" lang="en" sex="m">Ring of Divinity I</entry> <entry id="80154" lang="en" sex="m">Ring of Divinity I</entry>
<entry id="80155" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. <entry id="80155" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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.</entry> Prerequisites: Forge Ring, hallow.</entry>
<entry id="80156" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry> <entry id="80156" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry>
<entry id="80157" lang="en" sex="m">Ring of Divinity II</entry> <entry id="80157" lang="en" sex="m">Ring of Divinity II</entry>
<entry id="80158" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. <entry id="80158" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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.</entry> Prerequisites: Forge Ring, hallow.</entry>
<entry id="80159" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry> <entry id="80159" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry>
<entry id="80160" lang="en" sex="m">Ring of Divinity III</entry> <entry id="80160" lang="en" sex="m">Ring of Divinity III</entry>
<entry id="80161" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. <entry id="80161" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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.</entry> Prerequisites: Forge Ring, hallow.</entry>
<entry id="80162" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry> <entry id="80162" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry>
<entry id="80163" lang="en" sex="m">Ring of Divinity IV</entry> <entry id="80163" lang="en" sex="m">Ring of Divinity IV</entry>
<entry id="80164" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. <entry id="80164" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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.</entry> Prerequisites: Forge Ring, hallow.</entry>
<entry id="80165" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry> <entry id="80165" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry>
<entry id="80166" lang="en" sex="m">Epic Ring of Divinity V</entry> <entry id="80166" lang="en" sex="m">Ring of Epic Divinity V</entry>
<entry id="80167" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80167" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80168" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80168" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80169" lang="en" sex="m">Epic Ring of Divinity VI</entry> <entry id="80169" lang="en" sex="m">Ring of Epic Divinity VI</entry>
<entry id="80170" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80170" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80171" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80171" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80172" lang="en" sex="m">Epic Ring of Divinity VII</entry> <entry id="80172" lang="en" sex="m">Ring of Epic Divinity VII</entry>
<entry id="80173" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80173" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80174" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80174" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80175" lang="en" sex="m">Epic Ring of Divinity VIII</entry> <entry id="80175" lang="en" sex="m">Ring of Epic Divinity VIII</entry>
<entry id="80176" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80176" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80177" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80177" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80178" lang="en" sex="m">Epic Ring of Divinity IX</entry> <entry id="80178" lang="en" sex="m">Ring of Epic Divinity IX</entry>
<entry id="80179" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80179" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80180" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80180" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80181" lang="en" sex="m">****</entry> <entry id="80181" lang="en" sex="m">****</entry>
<entry id="80182" lang="en" sex="m">As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.</entry> <entry id="80182" lang="en" sex="m">As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.</entry>
<entry id="80183" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance.</entry> <entry id="80183" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance.</entry>
<entry id="80184" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A major ring of energy resistance grants 20 points of resistance.</entry> <entry id="80184" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A major ring of energy resistance grants 20 points of resistance.</entry>
<entry id="80185" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt. A greater ring of energy resistance grants 30 points of resistance.</entry> <entry id="80185" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A greater ring of energy resistance grants 30 points of resistance.</entry>
<entry id="80186" lang="en" sex="m">This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.</entry> <entry id="80186" lang="en" sex="m">This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.</entry>
<entry id="80187" lang="en" sex="m">This ring functions as a ring of greater energy resistance for all types of energy-fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying.</entry> <entry id="80187" lang="en" sex="m">This ring functions as a ring of greater energy resistance for all types of energy-fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying.</entry>
<entry id="80188" lang="en" sex="m">This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.</entry> <entry id="80188" lang="en" sex="m">This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.</entry>
@@ -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. 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. 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 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. 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. 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 Focus
A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.</entry> A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.</entry>
@@ -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: 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). 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).</entry> Chaos: if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).</entry>
<entry id="199287" lang="en" sex="m">****</entry> <entry id="199287" lang="en" sex="m">****</entry>
@@ -85070,6 +85178,8 @@ A character can gain this feat multiple times. Its effects do not stack. Each ti
<entry id="202061" lang="en" sex="m">Ability Focus (Steal Summoning)</entry> <entry id="202061" lang="en" sex="m">Ability Focus (Steal Summoning)</entry>
<entry id="202062" lang="en" sex="m">Ability Focus (Eldritch Blast)</entry> <entry id="202062" lang="en" sex="m">Ability Focus (Eldritch Blast)</entry>
<entry id="202063" lang="en" sex="m">Ability Focus (Word of Changing)</entry> <entry id="202063" lang="en" sex="m">Ability Focus (Word of Changing)</entry>
<entry id="202064" lang="en" sex="m">Ability Focus (Repeling Blast)</entry>
<entry id="202065" lang="en" sex="m">Ability Focus (Vitrolic Blast)</entry>
<entry id="204999" lang="en" sex="m">### Start PRC8 Prestige Class Epic Expansion ###</entry> <entry id="204999" lang="en" sex="m">### Start PRC8 Prestige Class Epic Expansion ###</entry>
<entry id="205000" lang="en" sex="m">Epic Eye of Gruumsh</entry> <entry id="205000" lang="en" sex="m">Epic Eye of Gruumsh</entry>
<entry id="205001" lang="en" sex="m">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. <entry id="205001" lang="en" sex="m">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: 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.</entry> 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.</entry>
<entry id="205014" lang="en" sex="m">Epic Spellsword</entry> <entry id="205014" lang="en" sex="m">Epic Spellsword</entry>
<entry id="205015" lang="en" sex="m">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. <entry id="205015" lang="en" sex="m">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 Hit Die: d8
Skill Points at Each Additional Level: 2 + Intelligence modifier 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: 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.</entry> 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.</entry>
<entry id="205020" lang="en" sex="m">Epic Celebrant Sharess</entry> <entry id="205020" lang="en" sex="m">Epic Celebrant Sharess</entry>
<entry id="205021" lang="en" sex="m">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. <entry id="205021" lang="en" sex="m">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 Hit Die: d6
Skill Points at Each Additional Level: 6 + Int Modifier 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: 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.</entry> 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.</entry>
<entry id="205026" lang="en" sex="m">Epic Hathran</entry> <entry id="205026" lang="en" sex="m">Epic Hathran</entry>
<entry id="205027" lang="en" sex="m">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. <entry id="205027" lang="en" sex="m">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 Hit Die: d4
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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.</entry> 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.</entry>
<entry id="205098" lang="en" sex="m">Epic Runescarred Berserker</entry> <entry id="205098" lang="en" sex="m">Epic Runescarred Berserker</entry>
<entry id="205099" lang="en" sex="m">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. <entry id="205099" lang="en" sex="m">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. Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier. 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: 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</entry> 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</entry>
<entry id="205100" lang="en" sex="m">Epic Talontar Blightlord</entry> <entry id="205100" lang="en" sex="m">Epic Talontar Blightlord</entry>
<entry id="205101" lang="en" sex="m">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. <entry id="205101" lang="en" sex="m">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 Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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.</entry> 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.</entry>
<entry id="205102" lang="en" sex="m">Epic Child of Night</entry> <entry id="205102" lang="en" sex="m">Epic Child of Night</entry>
<entry id="205103" lang="en" sex="m">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. <entry id="205103" lang="en" sex="m">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 Hit Die: d6
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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. </entry> 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. </entry>
<entry id="205104" lang="en" sex="m">Epic Master of Shadow</entry> <entry id="205104" lang="en" sex="m">Epic Master of Shadow</entry>
<entry id="205105" lang="en" sex="m">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. <entry id="205105" lang="en" sex="m">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 Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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. </entry> 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. </entry>
<entry id="205108" lang="en" sex="m">Epic Totem Rager</entry> <entry id="205108" lang="en" sex="m">Epic Totem Rager</entry>
<entry id="205109" lang="en" sex="m">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. <entry id="205109" lang="en" sex="m">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. Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier. 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: 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.</entry> 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.</entry>
<entry id="205118" lang="en" sex="m">Epic True Necromancer</entry> <entry id="205118" lang="en" sex="m">Epic True Necromancer</entry>
<entry id="205119" lang="en" sex="m">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. <entry id="205119" lang="en" sex="m">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 Hit Die: d4
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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.</entry> 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.</entry>
<entry id="205136" lang="en" sex="m">Epic Knight of Middle Circle</entry> <entry id="205136" lang="en" sex="m">Epic Knight of Middle Circle</entry>
<entry id="205137" lang="en" sex="m">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. <entry id="205137" lang="en" sex="m">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. Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier. 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.)</entry> (*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.)</entry>
<entry id="213102" lang="en" sex="m">Plant Defiance</entry> <entry id="213102" lang="en" sex="m">Plant Defiance</entry>
<entry id="213103" lang="en" sex="m">Type of Feat: General <entry id="213103" lang="en" sex="m">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.</entry> 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.</entry>
<entry id="213104" lang="en" sex="m">Plant Control</entry> <entry id="213104" lang="en" sex="m">Plant Control</entry>
<entry id="213105" lang="en" sex="m">Type of Feat: General <entry id="213105" lang="en" sex="m">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. Specifics: The character gains a +2 bonus to all attack rolls with touch attack spells.
Use: Automatic Use: Automatic
</entry> </entry>
<entry id="213114" lang="en" sex="m">Song of the Heart</entry>
<entry id="213115" lang="en" sex="m">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</entry>
<entry id="213116" lang="en" sex="m">Music of Growth</entry>
<entry id="213117" lang="en" sex="m">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</entry>
<entry id="213118" lang="en" sex="m">&lt;CUSTOM0&gt; performs the music of growth.</entry>
<entry id="213198" lang="en" sex="m">Investigator</entry> <entry id="213198" lang="en" sex="m">Investigator</entry>
<entry id="213199" lang="en" sex="m">Type of Feat: General <entry id="213199" lang="en" sex="m">Type of Feat: General
Benefit: You get a +2 bonus on all Sense Motive and Search checks. Benefit: You get a +2 bonus on all Sense Motive and Search checks.
+7 -7
View File
@@ -46,7 +46,7 @@
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 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 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 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 **** **** **** **** **** **** **** **** **** **** 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 **** **** 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 1 ****
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 **** **** **** **** **** **** **** **** **** **** 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 **** **** 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 **** **** **** **** **** **** **** **** **** **** 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 **** **** **** **** **** **** **** **** **** ****
@@ -202,7 +202,7 @@
198 16789979 cloak_old 2 3 0x00040 0 0 it_cloak 0 1 **** **** it_bag **** 0 **** 0 **** **** **** 0 255 **** **** **** **** 4 1 1 1 5023 3 8 0 16 0 **** **** **** **** **** 4 0 0 5475 0 0 30 **** **** **** **** **** **** **** 15 1 **** **** **** **** **** **** **** **** **** **** 198 16789979 cloak_old 2 3 0x00040 0 0 it_cloak 0 1 **** **** it_bag **** 0 **** 0 **** **** **** 0 255 **** **** **** **** 4 1 1 1 5023 3 8 0 16 0 **** **** **** **** **** 4 0 0 5475 0 0 30 **** **** **** **** **** **** **** 15 1 **** **** **** **** **** **** **** **** **** ****
199 16829096 craft_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 **** **** **** **** **** **** **** **** **** **** 199 16829096 craft_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 **** **** **** **** **** **** **** **** **** ****
200 16967216 Wood 2 2 0x00000 0 0 it_midmis3 0 1 1 1 rom_wood iinvalid_2x2 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 1 1 16967217 29 8 0 15 4 **** **** **** **** **** **** 0 0 5449 0 0 100 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** **** 200 16967216 Wood 2 2 0x00000 0 0 it_midmis3 0 1 1 1 rom_wood iinvalid_2x2 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 1 1 16967217 29 8 0 15 4 **** **** **** **** **** **** 0 0 5449 0 0 100 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
201 16829097 craft_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 0 3 3 **** **** **** **** **** 4 0 0 76436 50 1 40 4 **** **** **** 50 50 50 10 1 **** **** **** **** **** **** **** **** **** **** 201 16829097 craft_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 0 3 3 **** **** **** **** **** 4 0 0 76436 50 1 40 4 **** **** **** 50 50 50 10 1 96 626 134 664 58 716 502 923 1 ****
202 16827706 elf_lightblade 1 2 0x1C030 1 2 WSwSs 0 1 1 1 it_bag iwswss 0 **** 1 2 **** 1.2 10 255 1 6 3 2 1 25 1 2 16827712 8 8 0 0 1 **** **** **** **** **** 4 0 0 16827709 0 1 10 1 **** **** **** 35 35 65 19 1 24697 24698 24699 24700 24701 24702 24703 24704 **** 2 202 16827706 elf_lightblade 1 2 0x1C030 1 2 WSwSs 0 1 1 1 it_bag iwswss 0 **** 1 2 **** 1.2 10 255 1 6 3 2 1 25 1 2 16827712 8 8 0 0 1 **** **** **** **** **** 4 0 0 16827709 0 1 10 1 **** **** **** 35 35 65 19 1 24697 24698 24699 24700 24701 24702 24703 24704 **** 2
203 16827707 elf_thinblade 1 4 0x1C030 1 2 WSwLs 0 1 1 1 it_bag iwswls 0 **** 1 3 **** 1.5 10 255 1 8 3 2 1 50 1 2 16827713 9 8 0 0 1 **** **** **** **** **** 4 0 0 16827710 0 1 30 1 **** **** **** 35 35 65 70 1 24705 24706 24707 24708 24709 24710 24711 24712 **** 3 203 16827707 elf_thinblade 1 4 0x1C030 1 2 WSwLs 0 1 1 1 it_bag iwswls 0 **** 1 3 **** 1.5 10 255 1 8 3 2 1 50 1 2 16827713 9 8 0 0 1 **** **** **** **** **** 4 0 0 16827710 0 1 30 1 **** **** **** 35 35 65 70 1 24705 24706 24707 24708 24709 24710 24711 24712 **** 3
204 16827708 elf_courtblade 2 5 0x1C030 1 2 WSwGs 0 1 1 1 it_bag iwswgs 0 **** 4 3 **** 1.8 10 255 1 10 3 2 1 75 1 2 16827714 9 8 0 0 1 **** **** **** **** **** 4 0 0 16827711 0 1 60 11 **** **** **** 50 50 50 99 1 24713 24714 24715 24716 24717 24718 24719 24720 **** 3 204 16827708 elf_courtblade 2 5 0x1C030 1 2 WSwGs 0 1 1 1 it_bag iwswgs 0 **** 4 3 **** 1.8 10 255 1 10 3 2 1 75 1 2 16827714 9 8 0 0 1 **** **** **** **** **** 4 0 0 16827711 0 1 60 11 **** **** **** 50 50 50 99 1 24713 24714 24715 24716 24717 24718 24719 24720 **** 3
@@ -211,7 +211,7 @@
207 16967219 stacksmall1 1 1 0x00000 0 0 it_smlmisc 0 1 1 1 it_bag iinvalid_1x1 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 10 0.01 1726 28 8 0 15 4 **** **** **** **** **** **** 0 0 5448 0 0 1 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** **** 207 16967219 stacksmall1 1 1 0x00000 0 0 it_smlmisc 0 1 1 1 it_bag iinvalid_1x1 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 10 0.01 1726 28 8 0 15 4 **** **** **** **** **** **** 0 0 5448 0 0 1 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
208 16967214 PeltLarge 2 3 0x00000 0 0 it_peltlrg 0 1 1 1 zlc_j33 iinvalid_2x3 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 1 0.01 16967185 30 8 0 15 4 **** **** **** **** **** **** 0 0 5450 0 0 50 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** **** 208 16967214 PeltLarge 2 3 0x00000 0 0 it_peltlrg 0 1 1 1 zlc_j33 iinvalid_2x3 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 1 0.01 16967185 30 8 0 15 4 **** **** **** **** **** **** 0 0 5450 0 0 50 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
209 16967215 PeltThin 1 2 0x00000 0 0 it_peltthn 0 1 1 1 it_bag iinvalid_1x2 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 1 1 16967185 29 8 0 15 4 **** **** **** **** **** **** 0 0 5474 0 0 5 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** **** 209 16967215 PeltThin 1 2 0x00000 0 0 it_peltthn 0 1 1 1 it_bag iinvalid_1x2 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 1 1 16967185 29 8 0 15 4 **** **** **** **** **** **** 0 0 5474 0 0 5 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
210 16967237 CEP_Short_Spear 1 4 0x1C030 1 2 WPlSs 0 1 1 1 it_bag iwplss 0 4 1 3 **** 1.2 10 255 1 6 1 3 1 1 1 2 16967238 15 8 0 0 1 46 48 **** **** **** 4 0 0 16967239 0 1 20 17 **** **** **** 35 35 65 76 1 **** **** **** **** **** **** **** **** **** **** 210 16967237 CEP_Short_Spear 1 4 0x1C030 1 2 WPlSs 0 1 1 1 it_bag iwplss 0 4 1 3 **** 1.2 10 255 1 6 1 3 1 1 1 2 16967238 15 8 0 0 1 46 48 **** **** **** 4 0 0 16967239 0 1 20 17 **** **** **** 35 35 65 76 1 97 627 135 665 59 717 503 924 **** ****
211 16967240 miscsmall3 1 1 0x00000 0 0 it_smlmis3 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 **** **** **** **** **** **** **** **** **** **** 211 16967240 miscsmall3 1 1 0x00000 0 0 it_smlmis3 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 **** **** **** **** **** **** **** **** **** ****
212 16967241 miscmedium3 2 2 0x00000 0 0 it_midmis3 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 **** **** **** **** **** **** **** **** **** **** 212 16967241 miscmedium3 2 2 0x00000 0 0 it_midmis3 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 **** **** **** **** **** **** **** **** **** ****
213 16967220 Widget 1 1 0x00000 0 0 it_crpwdgt 0 1 1 1 it_bag iinvalid_1x1 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 1 0.01 1726 28 8 0 15 4 **** **** **** **** **** **** 0 0 5448 0 0 0 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** **** 213 16967220 Widget 1 1 0x00000 0 0 it_crpwdgt 0 1 1 1 it_bag iinvalid_1x1 0 1 0 **** **** **** 0 255 **** **** **** **** 16 0 1 0.01 1726 28 8 0 15 4 **** **** **** **** **** **** 0 0 5448 0 0 0 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
@@ -304,8 +304,8 @@
300 16817233 fuscina_trident_1h 1 4 0x1C030 1 2 WPlTr 0 1 1 1 it_bag iwpltr 0 4 1 3 **** 1.4 10 255 1 8 1 2 1 15 1 2 16807219 15 8 0 0 1 45 **** **** **** **** 4 0 0 16807220 0 1 50 17 **** **** **** 35 35 65 76 1 24734 24739 24744 24749 24754 24759 24764 24769 **** **** 300 16817233 fuscina_trident_1h 1 4 0x1C030 1 2 WPlTr 0 1 1 1 it_bag iwpltr 0 4 1 3 **** 1.4 10 255 1 8 1 2 1 15 1 2 16807219 15 8 0 0 1 45 **** **** **** **** 4 0 0 16807220 0 1 50 17 **** **** **** 35 35 65 76 1 24734 24739 24744 24749 24754 24759 24764 24769 **** ****
301 16807221 heavypick 2 4 0x1C010 1 2 WBlPh 0 1 1 1 it_bag iwblph 0 **** 1 3 **** 1.4 10 255 1 6 1 4 1 8 1 2 16807222 9 8 0 0 1 45 **** **** **** **** 4 0 0 16807223 0 1 60 17 **** **** **** 100 100 0 73 1 24602 24614 24626 24638 24650 24662 24674 24686 **** **** 301 16807221 heavypick 2 4 0x1C010 1 2 WBlPh 0 1 1 1 it_bag iwblph 0 **** 1 3 **** 1.4 10 255 1 6 1 4 1 8 1 2 16807222 9 8 0 0 1 45 **** **** **** **** 4 0 0 16807223 0 1 60 17 **** **** **** 100 100 0 73 1 24602 24614 24626 24638 24650 24662 24674 24686 **** ****
302 16807224 lightpick 1 2 0x1C030 1 2 WBlPl 0 1 1 1 it_bag iwblpl 0 **** 1 2 **** 1.1 10 255 1 4 1 4 1 4 1 2 16807225 13 8 0 0 1 45 **** **** **** **** 4 0 0 16807226 0 1 40 2 **** **** **** 100 100 0 27 1 24603 24615 24627 24639 24651 24663 24675 24687 **** **** 302 16807224 lightpick 1 2 0x1C030 1 2 WBlPl 0 1 1 1 it_bag iwblpl 0 **** 1 2 **** 1.1 10 255 1 4 1 4 1 4 1 2 16807225 13 8 0 0 1 45 **** **** **** **** 4 0 0 16807226 0 1 40 2 **** **** **** 100 100 0 27 1 24603 24615 24627 24639 24651 24663 24675 24687 **** ****
303 16807227 sai 1 1 0x1C030 0 2 WSwSi 0 1 1 1 it_bag iwswdg 0 **** 2 1 **** 1.1 10 255 1 4 2 2 1 3 1 2 16807228 7 8 0 0 1 44 49 **** **** **** 4 0 0 16807229 0 1 10 18 **** **** **** 100 100 0 9 1 24604 24616 24628 24640 24652 24664 24676 24688 **** 1 303 16807227 sai 1 1 0x1C030 0 2 WSwSi 0 1 1 1 it_bag iwswdg 0 **** 2 1 **** 1.1 10 255 1 4 2 2 1 3 1 2 16807228 7 8 0 0 1 44 49 **** **** **** 4 0 0 16807229 0 1 10 18 **** **** **** 100 100 0 9 1 24604 24616 24628 24640 24652 24664 24676 24688 1 1
304 16807230 nunchaku 1 3 0x1C030 1 2 WBlNn 0 1 1 1 it_bag iwblnn 0 **** 2 2 **** 1.4 10 255 1 6 1 2 1 2 1 2 16807231 12 8 0 0 1 44 49 **** **** **** 4 0 0 16807232 0 1 20 3 **** **** **** 100 100 0 74 1 24605 24617 24629 24641 24653 24665 24677 24689 **** **** 304 16807230 nunchaku 1 3 0x1C030 1 2 WBlNn 0 1 1 1 it_bag iwblnn 0 **** 2 2 **** 1.4 10 255 1 6 1 2 1 2 1 2 16807231 12 8 0 0 1 44 49 **** **** **** 4 0 0 16807232 0 1 20 3 **** **** **** 100 100 0 74 1 24605 24617 24629 24641 24653 24665 24677 24689 1 ****
305 16807233 falchion 2 4 0x1C010 1 2 WSwFa 0 1 1 1 it_bag iwswfa 0 **** 4 4 **** 1.6 10 255 2 4 3 2 1 36 1 2.09 16807234 9 8 0 0 1 45 **** **** **** **** 4 0 0 16807235 0 1 160 11 **** **** **** 100 100 0 99 1 24606 24618 24630 24642 24654 24666 24678 24690 **** **** 305 16807233 falchion 2 4 0x1C010 1 2 WSwFa 0 1 1 1 it_bag iwswfa 0 **** 4 4 **** 1.6 10 255 2 4 3 2 1 36 1 2.09 16807234 9 8 0 0 1 45 **** **** **** **** 4 0 0 16807235 0 1 160 11 **** **** **** 100 100 0 99 1 24606 24618 24630 24642 24654 24666 24678 24690 **** ****
306 16807236 smallbox 1 1 0x00000 0 0 it_smlbx 0 **** **** **** it_bag iit_bag_001 1 **** 0 **** **** **** 0 255 **** **** **** **** 17 15 1 1 2289 1 8 0 18 4 **** **** **** **** **** **** 0 0 5463 0 0 10 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** **** 306 16807236 smallbox 1 1 0x00000 0 0 it_smlbx 0 **** **** **** it_bag iit_bag_001 1 **** 0 **** **** **** 0 255 **** **** **** **** 17 15 1 1 2289 1 8 0 18 4 **** **** **** **** **** **** 0 0 5463 0 0 10 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
307 16807239 miscmedium2 2 2 0x00000 0 0 it_misc 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 **** **** **** **** **** **** **** **** **** **** 307 16807239 miscmedium2 2 2 0x00000 0 0 it_misc 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 **** **** **** **** **** **** **** **** **** ****
@@ -324,10 +324,10 @@
320 16807281 mercurial_greatsword 2 5 0x1C010 1 2 WSwGs 0 1 1 1 it_bag iwswgs 0 **** 4 4 **** 1.8 10 255 2 6 1 4 1 300 1 2 16807282 9 8 0 0 1 44 **** **** **** **** 4 0 0 16807283 0 1 170 11 **** **** **** 65 65 35 99 1 107 637 145 675 69 727 513 929 **** **** 320 16807281 mercurial_greatsword 2 5 0x1C010 1 2 WSwGs 0 1 1 1 it_bag iwswgs 0 **** 4 4 **** 1.8 10 255 2 6 1 4 1 300 1 2 16807282 9 8 0 0 1 44 **** **** **** **** 4 0 0 16807283 0 1 170 11 **** **** **** 65 65 35 99 1 107 637 145 675 69 727 513 929 **** ****
321 16807275 scimitar_double 2 5 0x1C010 1 2 WxDbSc 0 1 1 1 it_bag iwdbsw 0 8 3 4 **** 1.5 10 255 1 6 3 2 1 63 1 1.99 16807276 10 8 0 0 1 44 **** **** **** **** 4 0 0 16807277 0 1 150 11 **** **** **** 50 50 50 99 1 24611 24623 24635 24647 24659 24671 24683 24695 **** **** 321 16807275 scimitar_double 2 5 0x1C010 1 2 WxDbSc 0 1 1 1 it_bag iwdbsw 0 8 3 4 **** 1.5 10 255 1 6 3 2 1 63 1 1.99 16807276 10 8 0 0 1 44 **** **** **** **** 4 0 0 16807277 0 1 150 11 **** **** **** 50 50 50 99 1 24611 24623 24635 24647 24659 24671 24683 24695 **** ****
322 16807284 goad 2 2 0x1C030 0 2 WSpGd 0 1 1 1 it_bag iwspgd 0 **** 1 2 **** 1.1 10 255 1 6 1 2 1 6 1 2 16807285 8 8 0 0 1 44 **** **** **** **** 4 0 0 16807286 0 1 30 18 **** **** **** 35 35 65 22 1 24612 24624 24636 24648 24660 24672 24684 24696 **** **** 322 16807284 goad 2 2 0x1C030 0 2 WSpGd 0 1 1 1 it_bag iwspgd 0 **** 1 2 **** 1.1 10 255 1 6 1 2 1 6 1 2 16807285 8 8 0 0 1 44 **** **** **** **** 4 0 0 16807286 0 1 30 18 **** **** **** 35 35 65 22 1 24612 24624 24636 24648 24660 24672 24684 24696 **** ****
323 16807287 windfirewheel 2 2 0x1C030 0 2 WSpWf 0 1 1 1 it_bag iwspwf 0 **** 3 2 **** 1.1 10 255 1 4 2 2 1 2 1 2 16807288 7 8 0 0 1 44 49 **** **** **** 4 0 0 16807289 0 1 10 18 **** **** **** 100 100 0 9 1 90 620 128 658 52 710 496 920 **** **** 323 16807287 cutting_wheel 2 2 0x1C030 0 2 WSpWf 0 1 1 1 it_bag iwspwf 0 **** 3 2 **** 1.1 10 255 1 4 2 2 1 2 1 2 16807288 7 8 0 0 1 44 49 **** **** **** 4 0 0 16807289 0 1 10 18 **** **** **** 100 100 0 9 1 90 620 128 658 52 710 496 920 **** ****
324 16807942 maugdoublesword 1 4 0x1C030 1 2 WMaDs 0 1 1 1 it_bag iwdbsw 0 8 4 3 **** 1.5 10 255 1 8 2 2 1 15 1 2 16807944 9 8 0 0 1 44 **** **** **** **** 4 0 0 16807945 0 1 40 1 **** **** **** 50 50 50 70 1 127 655 165 693 89 745 531 943 **** **** 324 16807942 maugdoublesword 1 4 0x1C030 1 2 WMaDs 0 1 1 1 it_bag iwdbsw 0 8 4 3 **** 1.5 10 255 1 8 2 2 1 15 1 2 16807944 9 8 0 0 1 44 **** **** **** **** 4 0 0 16807945 0 1 40 1 **** **** **** 50 50 50 70 1 127 655 165 693 89 745 531 943 **** ****
325 16807237 Flowers 1 2 0x1C010 1 2 WFlwr 0 0 0 0 it_bag iwclfr_m_011 0 4 2 3 **** 1.6 10 255 1 6 1 2 8 1 1 1 198 3 8 0 3 4 **** **** **** **** **** 4 0 0 59 50 0 1 **** **** **** **** 50 50 50 10 1 **** **** **** **** **** **** **** **** **** **** 325 16807237 Flowers 1 2 0x1C010 1 2 WFlwr 0 0 0 0 it_bag iwclfr_m_011 0 4 2 3 **** 1.6 10 255 1 6 1 2 8 1 1 1 198 3 8 0 3 4 **** **** **** **** **** 4 0 0 59 50 0 1 **** **** **** **** 50 50 50 10 1 **** **** **** **** **** **** **** **** **** ****
326 16808089 useable_torch 1 3 0x1c030 1 2 hrtorch 0 1 1 1 it_bag ihrtorch 0 **** 2 2 **** 1.1 10 255 **** **** **** **** 1 1 1 0.02 1725 17 8 0 20 4 **** **** **** **** **** **** 0 0 5408 0 1 1 2 **** **** **** 100 100 0 0 1 **** **** **** **** **** **** **** **** **** **** 326 16808089 useable_torch 1 3 0x1c030 1 2 hrtorch 0 1 1 1 it_bag ihrtorch 0 **** 2 2 **** 1.1 10 255 **** **** **** **** 1 1 1 0.02 1725 17 8 0 20 4 **** **** **** **** **** **** 0 0 5408 0 1 1 2 **** **** **** 100 100 0 0 1 **** **** **** **** **** **** **** **** 1 ****
327 16807240 Flowers_Crystal 1 2 0x1C010 1 2 WClfr 0 1 1 1 it_bag iwclfr_m_011 0 4 2 3 **** 1.6 10 255 1 6 1 2 8 1 1 1 198 1 8 0 3 4 **** **** **** **** **** 4 0 0 59 50 0 5 **** **** **** **** 50 50 50 10 1 **** **** **** **** **** **** **** **** **** **** 327 16807240 Flowers_Crystal 1 2 0x1C010 1 2 WClfr 0 1 1 1 it_bag iwclfr_m_011 0 4 2 3 **** 1.6 10 255 1 6 1 2 8 1 1 1 198 1 8 0 3 4 **** **** **** **** **** 4 0 0 59 50 0 5 **** **** **** **** 50 50 50 10 1 **** **** **** **** **** **** **** **** **** ****
328 16808096 neckwear_scarf 1 2 0x00200 0 0 it_scarf 0 **** **** **** it_scarf iit_scarf 0 **** 0 **** **** **** 0 50 **** **** **** **** 12 1 1 1 1715 25 8 0 16 3 **** **** **** **** **** 1 0 0 5446 0 0 5 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** **** 328 16808096 neckwear_scarf 1 2 0x00200 0 0 it_scarf 0 **** **** **** it_scarf iit_scarf 0 **** 0 **** **** **** 0 50 **** **** **** **** 12 1 1 1 1715 25 8 0 16 3 **** **** **** **** **** 1 0 0 5446 0 0 5 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
329 16808094 tool_2handed 2 4 0x1C010 1 2 wtool2h 0 0 0 0 it_bag iwtool2h_b_011 0 4 2 4 **** 1.6 10 100 1 3 1 2 1 4 1 1 16808095 15 8 0 0 4 46 48 49 50 51 4 0 0 59 0 0 60 4 **** **** **** 50 50 0 10 1 **** **** **** **** **** **** **** **** **** **** 329 16808094 tool_2handed 2 4 0x1C010 1 2 wtool2h 0 0 0 0 it_bag iwtool2h_b_011 0 4 2 4 **** 1.6 10 100 1 3 1 2 1 4 1 1 16808095 15 8 0 0 4 46 48 49 50 51 4 0 0 59 0 0 60 4 **** **** **** 50 50 0 10 1 **** **** **** **** **** **** **** **** **** ****
+7 -7
View File
@@ -7,10 +7,10 @@
3 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 654 AC_Bonus_vs_Damage_Type 3 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 654 AC_Bonus_vs_Damage_Type
4 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 651 AC_Bonus_vs_Racial_Group 4 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 651 AC_Bonus_vs_Racial_Group
5 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 655 AC_Bonus_vs_Specific_Alignment 5 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 655 AC_Bonus_vs_Specific_Alignment
6 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 659 Enhancement_Bonus 6 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 0 659 Enhancement_Bonus
7 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 656 Enhancement_Bonus_vs_Alignment_Group 7 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 0 656 Enhancement_Bonus_vs_Alignment_Group
8 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 657 Enchancement_Bonus_vs_Racial_Group 8 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 0 657 Enchancement_Bonus_vs_Racial_Group
9 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 658 Enhancement_Bonus_vs_Specific_Alignement 9 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 0 658 Enhancement_Bonus_vs_Specific_Alignement
10 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** 1 1 660 Attack_Penalty 10 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** 1 1 660 Attack_Penalty
11 1 1 1 1 1 1 1 1 **** **** 1 **** **** **** **** 1 1 **** 1 **** 1 1 661 Base_Item_Weight_Reduction 11 1 1 1 1 1 1 1 1 **** **** 1 **** **** **** **** 1 1 **** 1 **** 1 1 661 Base_Item_Weight_Reduction
12 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 662 Bonus_Feat 12 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 662 Bonus_Feat
@@ -58,9 +58,9 @@
54 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 730 Spell_School_Immunity 54 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 730 Spell_School_Immunity
55 **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** **** **** **** 1492 Thieves_Tools 55 **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** **** **** **** 1492 Thieves_Tools
56 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** 1 **** **** **** 1 1 735 Attack_Bonus 56 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** 1 **** **** **** 1 1 735 Attack_Bonus
57 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** 1 **** **** **** **** **** 734 Attack_Bonus_vs_Alignment_Group 57 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** 1 **** **** **** **** 1 734 Attack_Bonus_vs_Alignment_Group
58 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** 1 **** **** **** **** **** 737 Attack_Bonus_vs_Racial_Group 58 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** 1 **** **** **** **** 1 737 Attack_Bonus_vs_Racial_Group
59 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** 1 **** **** **** **** **** 738 Attack_Bonus_vsSpecific_Alignment 59 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** 1 **** **** **** **** 1 738 Attack_Bonus_vsSpecific_Alignment
60 1 1 1 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 1 736 To_Hit_Penalty 60 1 1 1 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 1 736 To_Hit_Penalty
61 **** 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 739 Unlimited_Ammunition 61 **** 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 739 Unlimited_Ammunition
62 1 1 1 1 1 1 1 1 1 1 1 **** **** **** **** 1 1 **** **** **** 1 1 715 Use_Limitation_Alignment_Group 62 1 1 1 1 1 1 1 1 1 1 1 **** **** **** **** 1 1 **** **** **** 1 1 715 Use_Limitation_Alignment_Group
+285 -167
View File
@@ -3897,7 +3897,7 @@ Holy Touch (Su): A saint's entire being is suffused with holy power, which likew
<entry id="13190" lang="en" sex="m">Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation. <entry id="13190" lang="en" sex="m">Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation.
Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics. 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 Size and Type
The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
@@ -5357,6 +5357,17 @@ Use: Selected.</entry>
Prerequisite: Monk level 13. Prerequisite: Monk level 13.
Specifics: The monk gains spell resistance equal to their class level + 10. Specifics: The monk gains spell resistance equal to their class level + 10.
Use: Automatic.</entry> Use: Automatic.</entry>
<entry id="16574" lang="en" sex="m">Body Fuel</entry>
<entry id="16575" lang="en" sex="m">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.</entry>
<entry id="16576" lang="en" sex="m">&lt;CUSTOM0&gt; draws power points from their body.</entry>
<entry id="20400" lang="en" sex="m">++++++++++ ACP Styles ++++++++++</entry> <entry id="20400" lang="en" sex="m">++++++++++ ACP Styles ++++++++++</entry>
<entry id="20401" lang="en" sex="m">Kensai</entry> <entry id="20401" lang="en" sex="m">Kensai</entry>
<entry id="20402" lang="en" sex="m">Assassin</entry> <entry id="20402" lang="en" sex="m">Assassin</entry>
@@ -19403,7 +19414,7 @@ Base Attack Bonus: +3/4
Strong Saves: Reflex and Will Strong Saves: Reflex and Will
Level: 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 2: Throw mind blade
3: Psychic strike +1d8 3: Psychic strike +1d8
4: +1 mind blade 4: +1 mind blade
@@ -19492,20 +19503,20 @@ Level:
2: Elude Touch 2: Elude Touch
3: Wild Surge +2 3: Wild Surge +2
4: Surging Euphoria +1 4: Surging Euphoria +1
5: Volatile Mind (1 power point) 5: Expanded Knowledge or Volatile Mind
6: 6: -
7: Wild Surge +3 7: Wild Surge +3
8: 8: -
9: Volatile Mind (2 power points) 9: Expanded Knowledge II or Volatile Mind II depending on 5th level choice
10: 10: -
11: Wild Surge +4 11: Wild Surge +4
12: Surging Euphoria +2 12: Surging Euphoria +2
13: Volatile Mind (3 power points) 13: Expanded Knowledge III or Volatile Mind III depending on 5th level choice
14: 14: -
15: Wild Surge +5 15: Wild Surge +5
16: 16: -
17: Volatile Mind (4 power points) 17: Expanded Knowledge IV or Volatile Mind IV depending on 5th level choice
18: 18: -
19: Wild Surge +6 19: Wild Surge +6
20: Surging Euphoria +3 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. 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. 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 EPIC
The epic wilder's powers become even more volatile and unpredictable. The epic wilder's powers become even more volatile and unpredictable.
@@ -28380,7 +28397,7 @@ Use: Automatic.</entry>
Prerequisite: Man At Arms level 10 Prerequisite: Man At Arms level 10
Specifics: Gains Weapon Focus in any four weapons. Specifics: Gains Weapon Focus in any four weapons.
Use: Selected.</entry> Use: Selected.</entry>
<entry id="48644" lang="en" sex="m">Bolt Xag-Ya</entry> <entry id="48644" lang="en" sex="m">Bolt, Xag-Ya</entry>
<entry id="48645" lang="en" sex="m">Bolt deals 1d8 positive damage.</entry> <entry id="48645" lang="en" sex="m">Bolt deals 1d8 positive damage.</entry>
<entry id="48646" lang="en" sex="m">Fast Healing 3</entry> <entry id="48646" lang="en" sex="m">Fast Healing 3</entry>
<entry id="48647" lang="en" sex="m">Type of Feat: Class Specific <entry id="48647" lang="en" sex="m">Type of Feat: Class Specific
@@ -28400,7 +28417,7 @@ Use: Automatic.</entry>
<entry id="48652" lang="en" sex="m">Energon Companion</entry> <entry id="48652" lang="en" sex="m">Energon Companion</entry>
<entry id="48653" lang="en" sex="m">Type of Feat: Class Specific <entry id="48653" lang="en" sex="m">Type of Feat: Class Specific
Prerequisite: Soldier of Light level 4 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. </entry> Use: Selected. </entry>
<entry id="48654" lang="en" sex="m">Fist of Iron</entry> <entry id="48654" lang="en" sex="m">Fist of Iron</entry>
<entry id="48655" lang="en" sex="m">Type of Feat: General. <entry id="48655" lang="en" sex="m">Type of Feat: General.
@@ -28436,7 +28453,7 @@ Level
2: Divine Grace - Applies Charisma bonus to all saving throws. 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. 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. 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). 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: - 6: -
7: Fast Healing 1 - Regenerate 1 HP/round. 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. 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</entry> Runescars can only affect the Runescarred Berserker when activated</entry>
<entry id="48977" lang="en" sex="m">****</entry>
<entry id="48978" lang="en" sex="m">****</entry>
<entry id="48979" lang="en" sex="m">Ritual Scarring</entry> <entry id="48979" lang="en" sex="m">Ritual Scarring</entry>
<entry id="48980" lang="en" sex="m">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.</entry> <entry id="48980" lang="en" sex="m">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.</entry>
<entry id="48981" lang="en" sex="m">Spawn of the Frost</entry> <entry id="48981" lang="en" sex="m">Spawn of the Frost</entry>
@@ -29837,16 +29856,18 @@ CLASS FEATURES:
Level Level
1: Cat Familiar - Gain a cat as a familiar 1: Cat Familiar - Gain a cat as a familiar
Flirtation (Fascinate) - Once per day per class level, Fascinate creatures Flirtation (Fascinate) - Once per day per class level, Fascinate creatures
2: Rage - As barbarian 2: Fury of the Tigress: Rage - As barbarian
3: 3:
4: Flirtation (Confusion) - Confuse fascinated creature 4: Flirtation (Confusion) - Confuse fascinated creature
5: Pounce of the Tigress - Gain Pounce at the end of charge 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 7: Sanctuary - You and allies gain sanctuary
8: Swiftness of the Tigress - Gain haste once a day 8: Swiftness of the Tigress - Gain haste once a day
9: 9:
10: Rage 3/day 10: Fury of the Tigress 3/day
Flirtation (Dominate) - Dominate fascinated creature</entry> 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.</entry>
<entry id="49109" lang="en" sex="m">Vow of Purity</entry> <entry id="49109" lang="en" sex="m">Vow of Purity</entry>
<entry id="49110" lang="en" sex="m">Type of Feat: General <entry id="49110" lang="en" sex="m">Type of Feat: General
Prerequisite: Sacred Vow 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. 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</entry> Use: Automatic</entry>
<entry id="49902" lang="en" sex="m">Epic Artificer</entry> <entry id="49902" lang="en" sex="m">Epic Artificer</entry>
<entry id="49903" lang="en" sex="m">The epic artificer remains a master of item creation, gaining <entry id="49903" lang="en" sex="m">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.
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.
Hit Die: d6 Hit Die: d6
Skill Points at Each Additional Level: 4+ Int Modifier Skill Points at Each Additional Level: 4+ Int Modifier
@@ -33019,12 +33036,14 @@ Use: Selected</entry>
<entry id="49992" lang="en" sex="m">Rite of Waking (Other)</entry> <entry id="49992" lang="en" sex="m">Rite of Waking (Other)</entry>
<entry id="49993" lang="en" sex="m">Mystic Phoenix Stance (Augmented)</entry> <entry id="49993" lang="en" sex="m">Mystic Phoenix Stance (Augmented)</entry>
<entry id="49994" lang="en" sex="m">Firebird Stance (Augmented)</entry> <entry id="49994" lang="en" sex="m">Firebird Stance (Augmented)</entry>
<entry id="49995" lang="en" sex="m">****</entry>
<entry id="49996" lang="en" sex="m">Humanoid</entry> <entry id="49996" lang="en" sex="m">Humanoid</entry>
<entry id="49997" lang="en" sex="m"> 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. <entry id="49997" lang="en" sex="m"> 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 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. - 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.</entry> -Humanoids breathe, eat, and sleep.</entry>
<entry id="49998" lang="en" sex="m">****</entry>
<entry id="49999" lang="en" sex="m">**** 50,000 - 50,500 reserved for Race Pack Feats ****</entry> <entry id="49999" lang="en" sex="m">**** 50,000 - 50,500 reserved for Race Pack Feats ****</entry>
<entry id="50000" lang="en" sex="m">Light Sensitivity</entry> <entry id="50000" lang="en" sex="m">Light Sensitivity</entry>
<entry id="50001" lang="en" sex="m">Type of Feat: Racial <entry id="50001" lang="en" sex="m">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. 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. </entry> All allies gain a damage bonus while flanking equal to +1/2 per your initiator level. </entry>
<entry id="52981" lang="en" sex="m">War Leader's Charge</entry> <entry id="52981" lang="en" sex="m">War Leader's Charge</entry>
<entry id="52982" lang="en" sex="m">White Raven (Strike) <entry id="52982" lang="en" sex="m">White Raven (Strike)
Level: Crusader 6, Warblade 6 Level: Crusader 6, Warblade 6
@@ -55052,7 +55071,26 @@ Saving Throw: None (harmless)
Spell Resistance: No (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. </entry> 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. </entry>
<entry id="56314" lang="en" sex="m">##START_OF_EPIC_SPELL_AND_ISC_RESERVE</entry> <entry id="56314" lang="en" sex="m">Epic Spell: Summon Elemental Paragon</entry>
<entry id="56315" lang="en" sex="m">Researched Epic Spell: Summon Elemental Paragon</entry>
<entry id="56316" lang="en" sex="m">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).</entry>
<entry id="56317" lang="en" sex="m">Summon Air Paragon</entry>
<entry id="56318" lang="en" sex="m">Summon Earth Paragon</entry>
<entry id="56319" lang="en" sex="m">Summon Fire Paragon</entry>
<entry id="56320" lang="en" sex="m">Summon Water Paragon</entry>
<entry id="56321" lang="en" sex="m">##START_OF_EPIC_SPELL_AND_ISC_RESERVE</entry>
<entry id="56800" lang="en" sex="m">##CEP Weapon Proficiencies##</entry> <entry id="56800" lang="en" sex="m">##CEP Weapon Proficiencies##</entry>
<entry id="56801" lang="en" sex="m">Weapon Focus (shortspear)</entry> <entry id="56801" lang="en" sex="m">Weapon Focus (shortspear)</entry>
<entry id="56802" lang="en" sex="m">Epic Weapon Focus (shortspear)</entry> <entry id="56802" lang="en" sex="m">Epic Weapon Focus (shortspear)</entry>
@@ -55487,7 +55525,16 @@ Special: Must be a Bard.
Cost: Cost:
+10000gp</entry> +10000gp</entry>
<entry id="57100" lang="en" sex="m">##START OF WARLOCK INVOCATIONS##</entry> <entry id="57098" lang="en" sex="m">##START OF WARLOCK INVOCATIONS##</entry>
<entry id="57099" lang="en" sex="m">Repelling Blast</entry>
<entry id="57100" lang="en" sex="m">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.</entry>
<entry id="57101" lang="en" sex="m">All Seeing Eyes</entry> <entry id="57101" lang="en" sex="m">All Seeing Eyes</entry>
<entry id="57102" lang="en" sex="m">Least Invocation <entry id="57102" lang="en" sex="m">Least Invocation
2nd Level Spell 2nd Level Spell
@@ -56724,28 +56771,26 @@ Use: Selected</entry>
<entry id="57581" lang="en" sex="m">Void of the Shadow Sun - Blast</entry> <entry id="57581" lang="en" sex="m">Void of the Shadow Sun - Blast</entry>
<entry id="57582" lang="en" sex="m">Balance of Light and Dark - Drain</entry> <entry id="57582" lang="en" sex="m">Balance of Light and Dark - Drain</entry>
<entry id="57583" lang="en" sex="m">****</entry> <entry id="57583" lang="en" sex="m">****</entry>
<entry id="57584" lang="en" sex="m">****</entry> <entry id="57584" lang="en" sex="m">Volatile Mind I</entry>
<entry id="57585" lang="en" sex="m">****</entry> <entry id="57585" lang="en" sex="m">Volatile Mind II</entry>
<entry id="57586" lang="en" sex="m"> <entry id="57586" lang="en" sex="m">Volatile Mind III</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57587" lang="en" sex="m">Volatile Mind IV</entry>
<entry id="57587" lang="en" sex="m">****</entry> <entry id="57588" lang="en" sex="m">Volatile Mind V</entry>
<entry id="57588" lang="en" sex="m">****</entry> <entry id="57589" lang="en" sex="m">Volatile Mind VI</entry>
<entry id="57589" lang="en" sex="m">Default Hexblade</entry> <entry id="57590" lang="en" sex="m">Volatile Mind VII</entry>
<entry id="57590" lang="en" sex="m"> <entry id="57591" lang="en" sex="m">Volatile Mind VIII</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57592" lang="en" sex="m">Volatile Mind IX</entry>
<entry id="57591" lang="en" sex="m">Default Duskblade</entry> <entry id="57593" lang="en" sex="m">Volatile Mind X</entry>
<entry id="57592" lang="en" sex="m"> <entry id="57594" lang="en" sex="m">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.
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> 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.
<entry id="57593" lang="en" sex="m">Default Scout</entry> 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.
<entry id="57594" lang="en" sex="m"> NWN implementation detail: This ability only affects powers manifested by a hostile manifester.</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57595" lang="en" sex="m">****</entry> <entry id="57595" lang="en" sex="m">****</entry>
<entry id="57596" lang="en" sex="m">****</entry> <entry id="57596" lang="en" sex="m">****</entry>
<entry id="57597" lang="en" sex="m">****</entry> <entry id="57597" lang="en" sex="m">****</entry>
<entry id="57598" lang="en" sex="m">****</entry> <entry id="57598" lang="en" sex="m">****</entry>
<entry id="57599" lang="en" sex="m">Default Artificer</entry> <entry id="57599" lang="en" sex="m">****</entry>
<entry id="57600" lang="en" sex="m"> <entry id="57600" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57601" lang="en" sex="m">****</entry> <entry id="57601" lang="en" sex="m">****</entry>
<entry id="57602" lang="en" sex="m">****</entry> <entry id="57602" lang="en" sex="m">****</entry>
<entry id="57603" lang="en" sex="m">****</entry> <entry id="57603" lang="en" sex="m">****</entry>
@@ -56754,72 +56799,52 @@ These packages do not give any special abilities to your character, they simply
<entry id="57606" lang="en" sex="m">****</entry> <entry id="57606" lang="en" sex="m">****</entry>
<entry id="57607" lang="en" sex="m">****</entry> <entry id="57607" lang="en" sex="m">****</entry>
<entry id="57608" lang="en" sex="m">****</entry> <entry id="57608" lang="en" sex="m">****</entry>
<entry id="57609" lang="en" sex="m">Default Samurai</entry> <entry id="57609" lang="en" sex="m">****</entry>
<entry id="57610" lang="en" sex="m"> <entry id="57610" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57611" lang="en" sex="m">****</entry>
<entry id="57611" lang="en" sex="m">Default Ninja</entry> <entry id="57612" lang="en" sex="m">****</entry>
<entry id="57612" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57613" lang="en" sex="m">****</entry> <entry id="57613" lang="en" sex="m">****</entry>
<entry id="57614" lang="en" sex="m">****</entry> <entry id="57614" lang="en" sex="m">****</entry>
<entry id="57615" lang="en" sex="m">Default Dragonfire Adept</entry> <entry id="57615" lang="en" sex="m">****</entry>
<entry id="57616" lang="en" sex="m"> <entry id="57616" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57617" lang="en" sex="m">****</entry>
<entry id="57617" lang="en" sex="m">Default Psion</entry> <entry id="57618" lang="en" sex="m">****</entry>
<entry id="57618" lang="en" sex="m"> <entry id="57619" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57620" lang="en" sex="m">****</entry>
<entry id="57619" lang="en" sex="m">Default Psychic Warrior</entry> <entry id="57621" lang="en" sex="m">****</entry>
<entry id="57620" lang="en" sex="m"> <entry id="57622" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57623" lang="en" sex="m">****</entry>
<entry id="57621" lang="en" sex="m">Default Soulknife</entry> <entry id="57624" lang="en" sex="m">****</entry>
<entry id="57622" lang="en" sex="m"> <entry id="57625" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57626" lang="en" sex="m">****</entry>
<entry id="57623" lang="en" sex="m">Default Wilder</entry>
<entry id="57624" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57625" lang="en" sex="m">Default Dread Necromancer</entry>
<entry id="57626" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57627" lang="en" sex="m">****</entry> <entry id="57627" lang="en" sex="m">****</entry>
<entry id="57628" lang="en" sex="m">****</entry> <entry id="57628" lang="en" sex="m">****</entry>
<entry id="57629" lang="en" sex="m">****</entry> <entry id="57629" lang="en" sex="m">****</entry>
<entry id="57630" lang="en" sex="m">****</entry> <entry id="57630" lang="en" sex="m">****</entry>
<entry id="57631" lang="en" sex="m">Default Archivist</entry> <entry id="57631" lang="en" sex="m">****</entry>
<entry id="57632" lang="en" sex="m"> <entry id="57632" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57633" lang="en" sex="m">****</entry>
<entry id="57633" lang="en" sex="m">Default Witch</entry> <entry id="57634" lang="en" sex="m">****</entry>
<entry id="57634" lang="en" sex="m"> <entry id="57635" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57636" lang="en" sex="m">****</entry>
<entry id="57635" lang="en" sex="m">Default Shaman</entry> <entry id="57637" lang="en" sex="m">****</entry>
<entry id="57636" lang="en" sex="m"> <entry id="57638" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57639" lang="en" sex="m">****</entry>
<entry id="57637" lang="en" sex="m">Default Favoured Soul</entry> <entry id="57640" lang="en" sex="m">****</entry>
<entry id="57638" lang="en" sex="m"> <entry id="57641" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57642" lang="en" sex="m">****</entry>
<entry id="57639" lang="en" sex="m">Default Truenamer</entry> <entry id="57643" lang="en" sex="m">****</entry>
<entry id="57640" lang="en" sex="m"> <entry id="57644" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57645" lang="en" sex="m">****</entry>
<entry id="57641" lang="en" sex="m">Default Shugenja</entry> <entry id="57646" lang="en" sex="m">****</entry>
<entry id="57642" lang="en" sex="m"> <entry id="57647" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57648" lang="en" sex="m">****</entry>
<entry id="57643" lang="en" sex="m">Default Sohei</entry> <entry id="57649" lang="en" sex="m">****</entry>
<entry id="57644" lang="en" sex="m"> <entry id="57650" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57651" lang="en" sex="m">****</entry>
<entry id="57645" lang="en" sex="m">Default Crusader</entry> <entry id="57652" lang="en" sex="m">****</entry>
<entry id="57646" lang="en" sex="m"> <entry id="57653" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57654" lang="en" sex="m">****.</entry>
<entry id="57647" lang="en" sex="m">Default Swordsage</entry>
<entry id="57648" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57649" lang="en" sex="m">Default Warblade</entry>
<entry id="57650" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57651" lang="en" sex="m">Default Warmage</entry>
<entry id="57652" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57653" lang="en" sex="m">Default Knight</entry>
<entry id="57654" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57655" lang="en" sex="m">Defensive Manifestation</entry> <entry id="57655" lang="en" sex="m">Defensive Manifestation</entry>
<entry id="57656" lang="en" sex="m">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. </entry> <entry id="57656" lang="en" sex="m">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. </entry>
<entry id="57657" lang="en" sex="m">Two Weapon Pounce</entry> <entry id="57657" lang="en" sex="m">Two Weapon Pounce</entry>
@@ -64532,8 +64557,8 @@ REQUIREMENTS:
Alignment: Lawful Alignment: Lawful
Meldshaping: Ability to shape three soulmelds Meldshaping: Ability to shape three soulmelds
Spellcasting: Ability to cast 2nd-level divine spells Spellcasting: Ability to cast 2nd-level divine spells
Skills: Lore 4 ranks, Spellcraft 4 ranks
Essentia Pool: 3 Essentia Pool: 3
Special: Access to the Law domain.
CLASS FEATURES: CLASS FEATURES:
@@ -67212,7 +67237,82 @@ Chakra Bind (Throat)
Your soulspark burns with a fierce blue-white light. Your soulspark burns with a fierce blue-white light.
If you bind soulspark familiar to your throat chakra, you create a greater soulspark.</entry> 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 —</entry>
<entry id="60918" lang="en" sex="m">Soulspark Familiar Essentia Choice</entry> <entry id="60918" lang="en" sex="m">Soulspark Familiar Essentia Choice</entry>
<entry id="60919" lang="en" sex="m">Type of Feat: Incarnum <entry id="60919" lang="en" sex="m">Type of Feat: Incarnum
Prerequisite: Soulspark Familiar Prerequisite: Soulspark Familiar
@@ -80058,7 +80158,7 @@ Use: Activated</entry>
<entry id="75044" lang="en" sex="m">Summon Elemental</entry> <entry id="75044" lang="en" sex="m">Summon Elemental</entry>
<entry id="75045" lang="en" sex="m">Type of Feat: Reserve <entry id="75045" lang="en" sex="m">Type of Feat: Reserve
Prerequisite: Ability to cast 4th-level spells 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</entry> Use: Activated</entry>
<entry id="75046" lang="en" sex="m">Dimensional Reach</entry> <entry id="75046" lang="en" sex="m">Dimensional Reach</entry>
<entry id="75047" lang="en" sex="m">Type of Feat: Reserve <entry id="75047" lang="en" sex="m">Type of Feat: Reserve
@@ -81687,6 +81787,7 @@ Special Abilities:
<entry id="77094" lang="en" sex="m">Combat Medic Spellcasting (Paladin)</entry> <entry id="77094" lang="en" sex="m">Combat Medic Spellcasting (Paladin)</entry>
<entry id="77095" lang="en" sex="m">Morninglord of Lathander Spellcasting (Sohei)</entry> <entry id="77095" lang="en" sex="m">Morninglord of Lathander Spellcasting (Sohei)</entry>
<entry id="77096" lang="en" sex="m">Thrall of Orcus Spellcasting (Ur-Priest)</entry> <entry id="77096" lang="en" sex="m">Thrall of Orcus Spellcasting (Ur-Priest)</entry>
<entry id="77097" lang="en" sex="m">Morninglord of Lathander Spellcasting (Archivist)</entry>
<entry id="77100" lang="en" sex="m">Bardic Casting: Gloura cast spells as a Bard of their hit dice (7th level).</entry> <entry id="77100" lang="en" sex="m">Bardic Casting: Gloura cast spells as a Bard of their hit dice (7th level).</entry>
<entry id="77101" lang="en" sex="m">Sorcerous Casting: Driders cast spells as a Sorcerer of their hit dice (6th level).</entry> <entry id="77101" lang="en" sex="m">Sorcerous Casting: Driders cast spells as a Sorcerer of their hit dice (6th level).</entry>
<entry id="77102" lang="en" sex="m">Sorcerous Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level).</entry> <entry id="77102" lang="en" sex="m">Sorcerous Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level).</entry>
@@ -82110,7 +82211,9 @@ Weight 1 lb.</entry>
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
Constitution damage (Fort DC 17 half) per round of exposure. Constitution damage (Fort DC 17 half) per round of exposure.
Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.</entry> Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.
Cost to Create: 2,250 gp, 180 XP, 5 days</entry>
<entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid. <entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
@@ -82121,107 +82224,109 @@ Constitution damage (Fort DC 17 half) per round of exposure.</entry>
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours. You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.
Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks.</entry> Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks.
Cost to Create: 675 gp, 54 XP, 2 days</entry>
<entry id="80124" lang="en" sex="m">The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead. <entry id="80124" lang="en" sex="m">The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead.
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.</entry> You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.</entry>
<entry id="80125" lang="en" sex="m">****</entry> <entry id="80125" lang="en" sex="m">****</entry>
<entry id="80126" lang="en" sex="m">Ring of Wizardry I</entry> <entry id="80126" lang="en" sex="m">Ring of Wizardry I</entry>
<entry id="80127" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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. <entry id="80127" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80128" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> <entry id="80128" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry>
<entry id="80129" lang="en" sex="m">Ring of Wizardry II</entry> <entry id="80129" lang="en" sex="m">Ring of Wizardry II</entry>
<entry id="80130" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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. <entry id="80130" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80131" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> <entry id="80131" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry>
<entry id="80132" lang="en" sex="m">Ring of Wizardry III</entry> <entry id="80132" lang="en" sex="m">Ring of Wizardry III</entry>
<entry id="80133" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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. <entry id="80133" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80134" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> <entry id="80134" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry>
<entry id="80135" lang="en" sex="m">Ring of Wizardry IV</entry> <entry id="80135" lang="en" sex="m">Ring of Wizardry IV</entry>
<entry id="80136" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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. <entry id="80136" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80137" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> <entry id="80137" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry>
<entry id="80138" lang="en" sex="m">Ring of Epic Wizardry V</entry> <entry id="80138" lang="en" sex="m">Ring of Epic Wizardry V</entry>
<entry id="80139" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80139" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80140" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80140" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80141" lang="en" sex="m">Ring of Epic Wizardry VI</entry> <entry id="80141" lang="en" sex="m">Ring of Epic Wizardry VI</entry>
<entry id="80142" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80142" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80143" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80143" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80144" lang="en" sex="m">Ring of Epic Wizardry VII</entry> <entry id="80144" lang="en" sex="m">Ring of Epic Wizardry VII</entry>
<entry id="80145" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80145" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80146" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80146" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80147" lang="en" sex="m">Ring of Epic Wizardry VIII</entry> <entry id="80147" lang="en" sex="m">Ring of Epic Wizardry VIII</entry>
<entry id="80148" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80148" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80149" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80149" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80150" lang="en" sex="m">Ring of Epic Wizardry IX</entry> <entry id="80150" lang="en" sex="m">Ring of Epic Wizardry IX</entry>
<entry id="80151" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80151" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80152" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80152" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80153" lang="en" sex="m">****</entry> <entry id="80153" lang="en" sex="m">****</entry>
<entry id="80154" lang="en" sex="m">Ring of Divinity I</entry> <entry id="80154" lang="en" sex="m">Ring of Divinity I</entry>
<entry id="80155" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. <entry id="80155" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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.</entry> Prerequisites: Forge Ring, hallow.</entry>
<entry id="80156" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry> <entry id="80156" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry>
<entry id="80157" lang="en" sex="m">Ring of Divinity II</entry> <entry id="80157" lang="en" sex="m">Ring of Divinity II</entry>
<entry id="80158" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. <entry id="80158" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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.</entry> Prerequisites: Forge Ring, hallow.</entry>
<entry id="80159" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry> <entry id="80159" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry>
<entry id="80160" lang="en" sex="m">Ring of Divinity III</entry> <entry id="80160" lang="en" sex="m">Ring of Divinity III</entry>
<entry id="80161" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. <entry id="80161" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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.</entry> Prerequisites: Forge Ring, hallow.</entry>
<entry id="80162" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry> <entry id="80162" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry>
<entry id="80163" lang="en" sex="m">Ring of Divinity IV</entry> <entry id="80163" lang="en" sex="m">Ring of Divinity IV</entry>
<entry id="80164" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. <entry id="80164" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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.</entry> Prerequisites: Forge Ring, hallow.</entry>
<entry id="80165" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry> <entry id="80165" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry>
<entry id="80166" lang="en" sex="m">Epic Ring of Divinity V</entry> <entry id="80166" lang="en" sex="m">Ring of Epic Divinity V</entry>
<entry id="80167" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80167" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80168" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80168" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80169" lang="en" sex="m">Epic Ring of Divinity VI</entry> <entry id="80169" lang="en" sex="m">Ring of Epic Divinity VI</entry>
<entry id="80170" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80170" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80171" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80171" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80172" lang="en" sex="m">Epic Ring of Divinity VII</entry> <entry id="80172" lang="en" sex="m">Ring of Epic Divinity VII</entry>
<entry id="80173" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80173" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80174" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80174" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80175" lang="en" sex="m">Epic Ring of Divinity VIII</entry> <entry id="80175" lang="en" sex="m">Ring of Epic Divinity VIII</entry>
<entry id="80176" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80176" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80177" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80177" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80178" lang="en" sex="m">Epic Ring of Divinity IX</entry> <entry id="80178" lang="en" sex="m">Ring of Epic Divinity IX</entry>
<entry id="80179" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80179" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80180" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80180" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80181" lang="en" sex="m">****</entry> <entry id="80181" lang="en" sex="m">****</entry>
<entry id="80182" lang="en" sex="m">As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.</entry> <entry id="80182" lang="en" sex="m">As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.</entry>
<entry id="80183" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance.</entry> <entry id="80183" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance.</entry>
<entry id="80184" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A major ring of energy resistance grants 20 points of resistance.</entry> <entry id="80184" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A major ring of energy resistance grants 20 points of resistance.</entry>
<entry id="80185" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt. A greater ring of energy resistance grants 30 points of resistance.</entry> <entry id="80185" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A greater ring of energy resistance grants 30 points of resistance.</entry>
<entry id="80186" lang="en" sex="m">This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.</entry> <entry id="80186" lang="en" sex="m">This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.</entry>
<entry id="80187" lang="en" sex="m">This ring functions as a ring of greater energy resistance for all types of energy-fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying.</entry> <entry id="80187" lang="en" sex="m">This ring functions as a ring of greater energy resistance for all types of energy-fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying.</entry>
<entry id="80188" lang="en" sex="m">This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.</entry> <entry id="80188" lang="en" sex="m">This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.</entry>
@@ -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. 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. 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 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. 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. 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 Focus
A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.</entry> A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.</entry>
@@ -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: 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). 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).</entry> Chaos: if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).</entry>
<entry id="199287" lang="en" sex="m">****</entry> <entry id="199287" lang="en" sex="m">****</entry>
@@ -85124,6 +85229,8 @@ A character can gain this feat multiple times. Its effects do not stack. Each ti
<entry id="202061" lang="en" sex="m">Ability Focus (Steal Summoning)</entry> <entry id="202061" lang="en" sex="m">Ability Focus (Steal Summoning)</entry>
<entry id="202062" lang="en" sex="m">Ability Focus (Eldritch Blast)</entry> <entry id="202062" lang="en" sex="m">Ability Focus (Eldritch Blast)</entry>
<entry id="202063" lang="en" sex="m">Ability Focus (Word of Changing)</entry> <entry id="202063" lang="en" sex="m">Ability Focus (Word of Changing)</entry>
<entry id="202064" lang="en" sex="m">Ability Focus (Repeling Blast)</entry>
<entry id="202065" lang="en" sex="m">Ability Focus (Vitrolic Blast)</entry>
<entry id="204999" lang="en" sex="m">### Start PRC8 Prestige Class Epic Expansion ###</entry> <entry id="204999" lang="en" sex="m">### Start PRC8 Prestige Class Epic Expansion ###</entry>
<entry id="205000" lang="en" sex="m">Epic Eye of Gruumsh</entry> <entry id="205000" lang="en" sex="m">Epic Eye of Gruumsh</entry>
<entry id="205001" lang="en" sex="m">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. <entry id="205001" lang="en" sex="m">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: 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.</entry> 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.</entry>
<entry id="205014" lang="en" sex="m">Epic Spellsword</entry> <entry id="205014" lang="en" sex="m">Epic Spellsword</entry>
<entry id="205015" lang="en" sex="m">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. <entry id="205015" lang="en" sex="m">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 Hit Die: d8
Skill Points at Each Additional Level: 2 + Intelligence modifier 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: 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.</entry> 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.</entry>
<entry id="205020" lang="en" sex="m">Epic Celebrant Sharess</entry> <entry id="205020" lang="en" sex="m">Epic Celebrant Sharess</entry>
<entry id="205021" lang="en" sex="m">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. <entry id="205021" lang="en" sex="m">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 Hit Die: d6
Skill Points at Each Additional Level: 6 + Int Modifier 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: 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</entry> 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</entry>
<entry id="205100" lang="en" sex="m">Epic Talontar Blightlord</entry> <entry id="205100" lang="en" sex="m">Epic Talontar Blightlord</entry>
<entry id="205101" lang="en" sex="m">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. <entry id="205101" lang="en" sex="m">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 Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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.</entry> 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.</entry>
<entry id="205102" lang="en" sex="m">Epic Child of Night</entry> <entry id="205102" lang="en" sex="m">Epic Child of Night</entry>
<entry id="205103" lang="en" sex="m">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. <entry id="205103" lang="en" sex="m">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 Hit Die: d6
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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. </entry> 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. </entry>
<entry id="205104" lang="en" sex="m">Epic Master of Shadow</entry> <entry id="205104" lang="en" sex="m">Epic Master of Shadow</entry>
<entry id="205105" lang="en" sex="m">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. <entry id="205105" lang="en" sex="m">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 Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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. </entry> 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. </entry>
<entry id="205108" lang="en" sex="m">Epic Totem Rager</entry> <entry id="205108" lang="en" sex="m">Epic Totem Rager</entry>
<entry id="205109" lang="en" sex="m">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. <entry id="205109" lang="en" sex="m">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. Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier. 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: 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.</entry> 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.</entry>
<entry id="205118" lang="en" sex="m">Epic True Necromancer</entry> <entry id="205118" lang="en" sex="m">Epic True Necromancer</entry>
<entry id="205119" lang="en" sex="m">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. <entry id="205119" lang="en" sex="m">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 Hit Die: d4
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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.</entry> 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.</entry>
<entry id="205136" lang="en" sex="m">Epic Knight of Middle Circle</entry> <entry id="205136" lang="en" sex="m">Epic Knight of Middle Circle</entry>
<entry id="205137" lang="en" sex="m">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. <entry id="205137" lang="en" sex="m">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. Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier. 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.)</entry> (*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.)</entry>
<entry id="213102" lang="en" sex="m">Plant Defiance</entry> <entry id="213102" lang="en" sex="m">Plant Defiance</entry>
<entry id="213103" lang="en" sex="m">Type of Feat: General <entry id="213103" lang="en" sex="m">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.</entry> 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.</entry>
<entry id="213104" lang="en" sex="m">Plant Control</entry> <entry id="213104" lang="en" sex="m">Plant Control</entry>
<entry id="213105" lang="en" sex="m">Type of Feat: General <entry id="213105" lang="en" sex="m">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. Specifics: The character gains a +2 bonus to all attack rolls with touch attack spells.
Use: Automatic Use: Automatic
</entry> </entry>
<entry id="213114" lang="en" sex="m">Song of the Heart</entry>
<entry id="213115" lang="en" sex="m">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</entry>
<entry id="213116" lang="en" sex="m">Music of Growth</entry>
<entry id="213117" lang="en" sex="m">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</entry>
<entry id="213118" lang="en" sex="m">&lt;CUSTOM0&gt; performs the music of growth.</entry>
<entry id="213198" lang="en" sex="m">Investigator</entry> <entry id="213198" lang="en" sex="m">Investigator</entry>
<entry id="213199" lang="en" sex="m">Type of Feat: General <entry id="213199" lang="en" sex="m">Type of Feat: General
Benefit: You get a +2 bonus on all Sense Motive and Search checks. Benefit: You get a +2 bonus on all Sense Motive and Search checks.
+296 -176
View File
@@ -5438,6 +5438,17 @@ Use: Selected.</entry>
Prerequisite: Monk level 13. Prerequisite: Monk level 13.
Specifics: The monk gains spell resistance equal to their class level + 10. Specifics: The monk gains spell resistance equal to their class level + 10.
Use: Automatic.</entry> Use: Automatic.</entry>
<entry id="16574" lang="en" sex="m">Body Fuel</entry>
<entry id="16575" lang="en" sex="m">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.</entry>
<entry id="16576" lang="en" sex="m">&lt;CUSTOM0&gt; draws power points from their body.</entry>
<entry id="20400" lang="en" sex="m">++++++++++ ACP Styles ++++++++++</entry> <entry id="20400" lang="en" sex="m">++++++++++ ACP Styles ++++++++++</entry>
<entry id="20401" lang="en" sex="m">Kensai</entry> <entry id="20401" lang="en" sex="m">Kensai</entry>
<entry id="20402" lang="en" sex="m">Assassin</entry> <entry id="20402" lang="en" sex="m">Assassin</entry>
@@ -19684,7 +19695,7 @@ Base Attack Bonus: +3/4
Strong Saves: Reflex and Will Strong Saves: Reflex and Will
Level: 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 2: Throw mind blade
3: Psychic strike +1d8 3: Psychic strike +1d8
4: +1 mind blade 4: +1 mind blade
@@ -19773,20 +19784,20 @@ Level:
2: Elude Touch 2: Elude Touch
3: Wild Surge +2 3: Wild Surge +2
4: Surging Euphoria +1 4: Surging Euphoria +1
5: Volatile Mind (1 power point) 5: Expanded Knowledge or Volatile Mind
6: 6: -
7: Wild Surge +3 7: Wild Surge +3
8: 8: -
9: Volatile Mind (2 power points) 9: Expanded Knowledge II or Volatile Mind II depending on 5th level choice
10: 10: -
11: Wild Surge +4 11: Wild Surge +4
12: Surging Euphoria +2 12: Surging Euphoria +2
13: Volatile Mind (3 power points) 13: Expanded Knowledge III or Volatile Mind III depending on 5th level choice
14: 14: -
15: Wild Surge +5 15: Wild Surge +5
16: 16: -
17: Volatile Mind (4 power points) 17: Expanded Knowledge IV or Volatile Mind IV depending on 5th level choice
18: 18: -
19: Wild Surge +6 19: Wild Surge +6
20: Surging Euphoria +3 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. 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. 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 EPIC
The epic wilder's powers become even more volatile and unpredictable. The epic wilder's powers become even more volatile and unpredictable.
@@ -28661,7 +28678,7 @@ Use: Automatic.</entry>
Prerequisite: Man At Arms level 10 Prerequisite: Man At Arms level 10
Specifics: Gains Weapon Focus in any four weapons. Specifics: Gains Weapon Focus in any four weapons.
Use: Selected.</entry> Use: Selected.</entry>
<entry id="48644" lang="en" sex="m">Bolt Xag-Ya</entry> <entry id="48644" lang="en" sex="m">Bolt, Xag-Ya</entry>
<entry id="48645" lang="en" sex="m">Bolt deals 1d8 positive damage.</entry> <entry id="48645" lang="en" sex="m">Bolt deals 1d8 positive damage.</entry>
<entry id="48646" lang="en" sex="m">Fast Healing 3</entry> <entry id="48646" lang="en" sex="m">Fast Healing 3</entry>
<entry id="48647" lang="en" sex="m">Type of Feat: Class Specific <entry id="48647" lang="en" sex="m">Type of Feat: Class Specific
@@ -28681,7 +28698,7 @@ Use: Automatic.</entry>
<entry id="48652" lang="en" sex="m">Energon Companion</entry> <entry id="48652" lang="en" sex="m">Energon Companion</entry>
<entry id="48653" lang="en" sex="m">Type of Feat: Class Specific <entry id="48653" lang="en" sex="m">Type of Feat: Class Specific
Prerequisite: Soldier of Light level 4 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. </entry> Use: Selected. </entry>
<entry id="48654" lang="en" sex="m">Fist of Iron</entry> <entry id="48654" lang="en" sex="m">Fist of Iron</entry>
<entry id="48655" lang="en" sex="m">Type of Feat: General. <entry id="48655" lang="en" sex="m">Type of Feat: General.
@@ -28717,7 +28734,7 @@ Level
2: Divine Grace - Applies Charisma bonus to all saving throws. 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. 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. 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). 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: - 6: -
7: Fast Healing 1 - Regenerate 1 HP/round. 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. 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</entry> Runescars can only affect the Runescarred Berserker when activated</entry>
<entry id="48977" lang="en" sex="m">****</entry>
<entry id="48978" lang="en" sex="m">****</entry>
<entry id="48979" lang="en" sex="m">Ritual Scarring</entry> <entry id="48979" lang="en" sex="m">Ritual Scarring</entry>
<entry id="48980" lang="en" sex="m">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.</entry> <entry id="48980" lang="en" sex="m">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.</entry>
<entry id="48981" lang="en" sex="m">Spawn of the Frost</entry> <entry id="48981" lang="en" sex="m">Spawn of the Frost</entry>
@@ -30118,16 +30137,18 @@ CLASS FEATURES:
Level Level
1: Cat Familiar - Gain a cat as a familiar 1: Cat Familiar - Gain a cat as a familiar
Flirtation (Fascinate) - Once per day per class level, Fascinate creatures Flirtation (Fascinate) - Once per day per class level, Fascinate creatures
2: Rage - As barbarian 2: Fury of the Tigress: Rage - As barbarian
3: 3:
4: Flirtation (Confusion) - Confuse fascinated creature 4: Flirtation (Confusion) - Confuse fascinated creature
5: Pounce of the Tigress - Gain Pounce at the end of charge 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 7: Sanctuary - You and allies gain sanctuary
8: Swiftness of the Tigress - Gain haste once a day 8: Swiftness of the Tigress - Gain haste once a day
9: 9:
10: Rage 3/day 10: Fury of the Tigress 3/day
Flirtation (Dominate) - Dominate fascinated creature</entry> 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.</entry>
<entry id="49109" lang="en" sex="m">Vow of Purity</entry> <entry id="49109" lang="en" sex="m">Vow of Purity</entry>
<entry id="49110" lang="en" sex="m">Type of Feat: General <entry id="49110" lang="en" sex="m">Type of Feat: General
Prerequisite: Sacred Vow 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. 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</entry> Use: Automatic</entry>
<entry id="49902" lang="en" sex="m">Epic Artificer</entry> <entry id="49902" lang="en" sex="m">Epic Artificer</entry>
<entry id="49903" lang="en" sex="m">The epic artificer remains a master of item creation, gaining <entry id="49903" lang="en" sex="m">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.
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.
Hit Die: d6 Hit Die: d6
Skill Points at Each Additional Level: 4+ Int Modifier Skill Points at Each Additional Level: 4+ Int Modifier
@@ -33300,12 +33317,14 @@ Use: Selected</entry>
<entry id="49992" lang="en" sex="m">Rite of Waking (Other)</entry> <entry id="49992" lang="en" sex="m">Rite of Waking (Other)</entry>
<entry id="49993" lang="en" sex="m">Mystic Phoenix Stance (Augmented)</entry> <entry id="49993" lang="en" sex="m">Mystic Phoenix Stance (Augmented)</entry>
<entry id="49994" lang="en" sex="m">Firebird Stance (Augmented)</entry> <entry id="49994" lang="en" sex="m">Firebird Stance (Augmented)</entry>
<entry id="49995" lang="en" sex="m">****</entry>
<entry id="49996" lang="en" sex="m">Humanoid</entry> <entry id="49996" lang="en" sex="m">Humanoid</entry>
<entry id="49997" lang="en" sex="m"> 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. <entry id="49997" lang="en" sex="m"> 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 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. - 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.</entry> -Humanoids breathe, eat, and sleep.</entry>
<entry id="49998" lang="en" sex="m">****</entry>
<entry id="49999" lang="en" sex="m">**** 50,000 - 50,500 reserved for Race Pack Feats ****</entry> <entry id="49999" lang="en" sex="m">**** 50,000 - 50,500 reserved for Race Pack Feats ****</entry>
<entry id="50000" lang="en" sex="m">Light Sensitivity</entry> <entry id="50000" lang="en" sex="m">Light Sensitivity</entry>
<entry id="50001" lang="en" sex="m">Type of Feat: Racial <entry id="50001" lang="en" sex="m">Type of Feat: Racial
@@ -34704,6 +34723,7 @@ Special Abilities:
- Naturally Psionic: Half-giants gain 2 free power points at first level. - Naturally Psionic: Half-giants gain 2 free power points at first level.
- Psi-like Ability: Stomp - 1/day - Psi-like Ability: Stomp - 1/day
- Giant: Half-giants are considered Giants for the purpose of spells. - 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) (The following may or may not be in use, depending on the module switch settings)
Level Adjustment: +1 Level Adjustment: +1
@@ -34975,7 +34995,7 @@ Use: Automatic.</entry>
<entry id="50553" lang="en" sex="m">Type of Feat: Domain <entry id="50553" lang="en" sex="m">Type of Feat: Domain
Prerequisite: Access to the Spells domain. Prerequisite: Access to the Spells domain.
Granted Power: You gain +2 Concentration and Spellcraft. 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.</entry> Use: Automatic.</entry>
<entry id="50554" lang="en" sex="m">Detect Undead</entry> <entry id="50554" lang="en" sex="m">Detect Undead</entry>
<entry id="50555" lang="en" sex="m">Type of Feat: Domain <entry id="50555" lang="en" sex="m">Type of Feat: Domain
@@ -44589,7 +44609,7 @@ Use: Specified</entry>
<entry id="52528" lang="en" sex="m">AC Bonus</entry> <entry id="52528" lang="en" sex="m">AC Bonus</entry>
<entry id="52529" lang="en" sex="m">Type of Feat: Class Specific <entry id="52529" lang="en" sex="m">Type of Feat: Class Specific
Prerequisites: Swordsage 2. 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</entry> Use: Automatic</entry>
<entry id="52530" lang="en" sex="m">Sense Magic</entry> <entry id="52530" lang="en" sex="m">Sense Magic</entry>
<entry id="52531" lang="en" sex="m">Type of Feat: Class Specific <entry id="52531" lang="en" sex="m">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. 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. </entry> All allies gain a damage bonus while flanking equal to +1/2 per your initiator level. </entry>
<entry id="52981" lang="en" sex="m">War Leader's Charge</entry> <entry id="52981" lang="en" sex="m">War Leader's Charge</entry>
<entry id="52982" lang="en" sex="m">White Raven (Strike) <entry id="52982" lang="en" sex="m">White Raven (Strike)
Level: Crusader 6, Warblade 6 Level: Crusader 6, Warblade 6
@@ -54297,6 +54317,7 @@ Special Abilities:
+2 racial bonus on Sense Motive +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 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 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</entry> Goliath count as monstrous humanoid for spells and abilities. They have a Level Adjustment of +1</entry>
<entry id="55956" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 8 <entry id="55956" lang="en" sex="m">Caster Level(s): Wizard / Sorcerer 8
@@ -55333,7 +55354,26 @@ Saving Throw: None (harmless)
Spell Resistance: No (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. </entry> 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. </entry>
<entry id="56314" lang="en" sex="m">##START_OF_EPIC_SPELL_AND_ISC_RESERVE</entry> <entry id="56314" lang="en" sex="m">Epic Spell: Summon Elemental Paragon</entry>
<entry id="56315" lang="en" sex="m">Researched Epic Spell: Summon Elemental Paragon</entry>
<entry id="56316" lang="en" sex="m">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).</entry>
<entry id="56317" lang="en" sex="m">Summon Air Paragon</entry>
<entry id="56318" lang="en" sex="m">Summon Earth Paragon</entry>
<entry id="56319" lang="en" sex="m">Summon Fire Paragon</entry>
<entry id="56320" lang="en" sex="m">Summon Water Paragon</entry>
<entry id="56321" lang="en" sex="m">##START_OF_EPIC_SPELL_AND_ISC_RESERVE</entry>
<entry id="56865" lang="en" sex="m">Weapon Focus (elven lightblade)</entry> <entry id="56865" lang="en" sex="m">Weapon Focus (elven lightblade)</entry>
<entry id="56866" lang="en" sex="m">Epic Weapon Focus (elven lightblade)</entry> <entry id="56866" lang="en" sex="m">Epic Weapon Focus (elven lightblade)</entry>
<entry id="56867" lang="en" sex="m">Weapon Specialization (elven lightblade)</entry> <entry id="56867" lang="en" sex="m">Weapon Specialization (elven lightblade)</entry>
@@ -55727,7 +55767,16 @@ Special: Must be a Bard.
Cost: Cost:
+10000gp</entry> +10000gp</entry>
<entry id="57100" lang="en" sex="m">##START OF WARLOCK INVOCATIONS##</entry> <entry id="57098" lang="en" sex="m">##START OF WARLOCK INVOCATIONS##</entry>
<entry id="57099" lang="en" sex="m">Repelling Blast</entry>
<entry id="57100" lang="en" sex="m">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.</entry>
<entry id="57101" lang="en" sex="m">All Seeing Eyes</entry> <entry id="57101" lang="en" sex="m">All Seeing Eyes</entry>
<entry id="57102" lang="en" sex="m">Least Invocation <entry id="57102" lang="en" sex="m">Least Invocation
2nd Level Spell 2nd Level Spell
@@ -56964,28 +57013,26 @@ Use: Selected</entry>
<entry id="57581" lang="en" sex="m">Void of the Shadow Sun - Blast</entry> <entry id="57581" lang="en" sex="m">Void of the Shadow Sun - Blast</entry>
<entry id="57582" lang="en" sex="m">Balance of Light and Dark - Drain</entry> <entry id="57582" lang="en" sex="m">Balance of Light and Dark - Drain</entry>
<entry id="57583" lang="en" sex="m">****</entry> <entry id="57583" lang="en" sex="m">****</entry>
<entry id="57584" lang="en" sex="m">****</entry> <entry id="57584" lang="en" sex="m">Volatile Mind I</entry>
<entry id="57585" lang="en" sex="m">****</entry> <entry id="57585" lang="en" sex="m">Volatile Mind II</entry>
<entry id="57586" lang="en" sex="m"> <entry id="57586" lang="en" sex="m">Volatile Mind III</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57587" lang="en" sex="m">Volatile Mind IV</entry>
<entry id="57587" lang="en" sex="m">****</entry> <entry id="57588" lang="en" sex="m">Volatile Mind V</entry>
<entry id="57588" lang="en" sex="m">****</entry> <entry id="57589" lang="en" sex="m">Volatile Mind VI</entry>
<entry id="57589" lang="en" sex="m">Default Hexblade</entry> <entry id="57590" lang="en" sex="m">Volatile Mind VII</entry>
<entry id="57590" lang="en" sex="m"> <entry id="57591" lang="en" sex="m">Volatile Mind VIII</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57592" lang="en" sex="m">Volatile Mind IX</entry>
<entry id="57591" lang="en" sex="m">Default Duskblade</entry> <entry id="57593" lang="en" sex="m">Volatile Mind X</entry>
<entry id="57592" lang="en" sex="m"> <entry id="57594" lang="en" sex="m">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.
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> 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.
<entry id="57593" lang="en" sex="m">Default Scout</entry> 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.
<entry id="57594" lang="en" sex="m"> NWN implementation detail: This ability only affects powers manifested by a hostile manifester.</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57595" lang="en" sex="m">****</entry> <entry id="57595" lang="en" sex="m">****</entry>
<entry id="57596" lang="en" sex="m">****</entry> <entry id="57596" lang="en" sex="m">****</entry>
<entry id="57597" lang="en" sex="m">****</entry> <entry id="57597" lang="en" sex="m">****</entry>
<entry id="57598" lang="en" sex="m">****</entry> <entry id="57598" lang="en" sex="m">****</entry>
<entry id="57599" lang="en" sex="m">Default Artificer</entry> <entry id="57599" lang="en" sex="m">****</entry>
<entry id="57600" lang="en" sex="m"> <entry id="57600" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57601" lang="en" sex="m">****</entry> <entry id="57601" lang="en" sex="m">****</entry>
<entry id="57602" lang="en" sex="m">****</entry> <entry id="57602" lang="en" sex="m">****</entry>
<entry id="57603" lang="en" sex="m">****</entry> <entry id="57603" lang="en" sex="m">****</entry>
@@ -56994,72 +57041,52 @@ These packages do not give any special abilities to your character, they simply
<entry id="57606" lang="en" sex="m">****</entry> <entry id="57606" lang="en" sex="m">****</entry>
<entry id="57607" lang="en" sex="m">****</entry> <entry id="57607" lang="en" sex="m">****</entry>
<entry id="57608" lang="en" sex="m">****</entry> <entry id="57608" lang="en" sex="m">****</entry>
<entry id="57609" lang="en" sex="m">Default Samurai</entry> <entry id="57609" lang="en" sex="m">****</entry>
<entry id="57610" lang="en" sex="m"> <entry id="57610" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57611" lang="en" sex="m">****</entry>
<entry id="57611" lang="en" sex="m">Default Ninja</entry> <entry id="57612" lang="en" sex="m">****</entry>
<entry id="57612" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57613" lang="en" sex="m">****</entry> <entry id="57613" lang="en" sex="m">****</entry>
<entry id="57614" lang="en" sex="m">****</entry> <entry id="57614" lang="en" sex="m">****</entry>
<entry id="57615" lang="en" sex="m">Default Dragonfire Adept</entry> <entry id="57615" lang="en" sex="m">****</entry>
<entry id="57616" lang="en" sex="m"> <entry id="57616" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57617" lang="en" sex="m">****</entry>
<entry id="57617" lang="en" sex="m">Default Psion</entry> <entry id="57618" lang="en" sex="m">****</entry>
<entry id="57618" lang="en" sex="m"> <entry id="57619" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57620" lang="en" sex="m">****</entry>
<entry id="57619" lang="en" sex="m">Default Psychic Warrior</entry> <entry id="57621" lang="en" sex="m">****</entry>
<entry id="57620" lang="en" sex="m"> <entry id="57622" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57623" lang="en" sex="m">****</entry>
<entry id="57621" lang="en" sex="m">Default Soulknife</entry> <entry id="57624" lang="en" sex="m">****</entry>
<entry id="57622" lang="en" sex="m"> <entry id="57625" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57626" lang="en" sex="m">****</entry>
<entry id="57623" lang="en" sex="m">Default Wilder</entry>
<entry id="57624" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57625" lang="en" sex="m">Default Dread Necromancer</entry>
<entry id="57626" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57627" lang="en" sex="m">****</entry> <entry id="57627" lang="en" sex="m">****</entry>
<entry id="57628" lang="en" sex="m">****</entry> <entry id="57628" lang="en" sex="m">****</entry>
<entry id="57629" lang="en" sex="m">****</entry> <entry id="57629" lang="en" sex="m">****</entry>
<entry id="57630" lang="en" sex="m">****</entry> <entry id="57630" lang="en" sex="m">****</entry>
<entry id="57631" lang="en" sex="m">Default Archivist</entry> <entry id="57631" lang="en" sex="m">****</entry>
<entry id="57632" lang="en" sex="m"> <entry id="57632" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57633" lang="en" sex="m">****</entry>
<entry id="57633" lang="en" sex="m">Default Witch</entry> <entry id="57634" lang="en" sex="m">****</entry>
<entry id="57634" lang="en" sex="m"> <entry id="57635" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57636" lang="en" sex="m">****</entry>
<entry id="57635" lang="en" sex="m">Default Shaman</entry> <entry id="57637" lang="en" sex="m">****</entry>
<entry id="57636" lang="en" sex="m"> <entry id="57638" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57639" lang="en" sex="m">****</entry>
<entry id="57637" lang="en" sex="m">Default Favoured Soul</entry> <entry id="57640" lang="en" sex="m">****</entry>
<entry id="57638" lang="en" sex="m"> <entry id="57641" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57642" lang="en" sex="m">****</entry>
<entry id="57639" lang="en" sex="m">Default Truenamer</entry> <entry id="57643" lang="en" sex="m">****</entry>
<entry id="57640" lang="en" sex="m"> <entry id="57644" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57645" lang="en" sex="m">****</entry>
<entry id="57641" lang="en" sex="m">Default Shugenja</entry> <entry id="57646" lang="en" sex="m">****</entry>
<entry id="57642" lang="en" sex="m"> <entry id="57647" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57648" lang="en" sex="m">****</entry>
<entry id="57643" lang="en" sex="m">Default Sohei</entry> <entry id="57649" lang="en" sex="m">****</entry>
<entry id="57644" lang="en" sex="m"> <entry id="57650" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57651" lang="en" sex="m">****</entry>
<entry id="57645" lang="en" sex="m">Default Crusader</entry> <entry id="57652" lang="en" sex="m">****</entry>
<entry id="57646" lang="en" sex="m"> <entry id="57653" lang="en" sex="m">****</entry>
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry> <entry id="57654" lang="en" sex="m">****.</entry>
<entry id="57647" lang="en" sex="m">Default Swordsage</entry>
<entry id="57648" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57649" lang="en" sex="m">Default Warblade</entry>
<entry id="57650" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57651" lang="en" sex="m">Default Warmage</entry>
<entry id="57652" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57653" lang="en" sex="m">Default Knight</entry>
<entry id="57654" lang="en" sex="m">
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
<entry id="57655" lang="en" sex="m">Defensive Manifestation</entry> <entry id="57655" lang="en" sex="m">Defensive Manifestation</entry>
<entry id="57656" lang="en" sex="m">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. </entry> <entry id="57656" lang="en" sex="m">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. </entry>
<entry id="57657" lang="en" sex="m">Two Weapon Pounce</entry> <entry id="57657" lang="en" sex="m">Two Weapon Pounce</entry>
@@ -64772,8 +64799,8 @@ REQUIREMENTS:
Alignment: Lawful Alignment: Lawful
Meldshaping: Ability to shape three soulmelds Meldshaping: Ability to shape three soulmelds
Spellcasting: Ability to cast 2nd-level divine spells Spellcasting: Ability to cast 2nd-level divine spells
Skills: Lore 4 ranks, Spellcraft 4 ranks
Essentia Pool: 3 Essentia Pool: 3
Special: Access to the Law domain.
CLASS FEATURES: CLASS FEATURES:
@@ -64838,7 +64865,7 @@ Level
7: Arcane or Psionic Investment 2 7: Arcane or Psionic Investment 2
8: Chakra binds (arm, brow, shoulders) 8: Chakra binds (arm, brow, shoulders)
9: 9:
10: Magic or Psionic Distillation 10: Soul Distillation
BONUS SPELLS: BONUS SPELLS:
@@ -65667,10 +65694,11 @@ Psionic Slayer Favored Enemy bonuses continue to progress with Epic levels. Ever
<entry id="60594" lang="en" sex="m">Psionic Slayer: Favored Enemy [Shapechanger]</entry> <entry id="60594" lang="en" sex="m">Psionic Slayer: Favored Enemy [Shapechanger]</entry>
<entry id="60595" lang="en" sex="m">Psionic Slayer: Favored Enemy [Undead]</entry> <entry id="60595" lang="en" sex="m">Psionic Slayer: Favored Enemy [Undead]</entry>
<entry id="60596" lang="en" sex="m">Psionic Slayer: Favored Enemy [Vermin]</entry> <entry id="60596" lang="en" sex="m">Psionic Slayer: Favored Enemy [Vermin]</entry>
<entry id="60597" lang="en" sex="m">Magical Distillation</entry> <entry id="60597" lang="en" sex="m">Soul Distillation</entry>
<entry id="60598" lang="en" sex="m">Type of Feat: General <entry id="60598" lang="en" sex="m">Type of Feat: General
Prerequisite: Soulcaster 10 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. 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</entry> Use: Selected</entry>
@@ -67452,7 +67480,82 @@ Chakra Bind (Throat)
Your soulspark burns with a fierce blue-white light. Your soulspark burns with a fierce blue-white light.
If you bind soulspark familiar to your throat chakra, you create a greater soulspark.</entry> 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 —</entry>
<entry id="60918" lang="en" sex="m">Soulspark Familiar Essentia Choice</entry> <entry id="60918" lang="en" sex="m">Soulspark Familiar Essentia Choice</entry>
<entry id="60919" lang="en" sex="m">Type of Feat: Incarnum <entry id="60919" lang="en" sex="m">Type of Feat: Incarnum
Prerequisite: Soulspark Familiar Prerequisite: Soulspark Familiar
@@ -80298,7 +80401,7 @@ Use: Activated</entry>
<entry id="75044" lang="en" sex="m">Summon Elemental</entry> <entry id="75044" lang="en" sex="m">Summon Elemental</entry>
<entry id="75045" lang="en" sex="m">Type of Feat: Reserve <entry id="75045" lang="en" sex="m">Type of Feat: Reserve
Prerequisite: Ability to cast 4th-level spells 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</entry> Use: Activated</entry>
<entry id="75046" lang="en" sex="m">Dimensional Reach</entry> <entry id="75046" lang="en" sex="m">Dimensional Reach</entry>
<entry id="75047" lang="en" sex="m">Type of Feat: Reserve <entry id="75047" lang="en" sex="m">Type of Feat: Reserve
@@ -81927,6 +82030,7 @@ Special Abilities:
<entry id="77094" lang="en" sex="m">Combat Medic Spellcasting (Paladin)</entry> <entry id="77094" lang="en" sex="m">Combat Medic Spellcasting (Paladin)</entry>
<entry id="77095" lang="en" sex="m">Morninglord of Lathander Spellcasting (Sohei)</entry> <entry id="77095" lang="en" sex="m">Morninglord of Lathander Spellcasting (Sohei)</entry>
<entry id="77096" lang="en" sex="m">Thrall of Orcus Spellcasting (Ur-Priest)</entry> <entry id="77096" lang="en" sex="m">Thrall of Orcus Spellcasting (Ur-Priest)</entry>
<entry id="77097" lang="en" sex="m">Morninglord of Lathander Spellcasting (Archivist)</entry>
<entry id="77100" lang="en" sex="m">Bardic Casting: Gloura cast spells as a Bard of their hit dice (7th level).</entry> <entry id="77100" lang="en" sex="m">Bardic Casting: Gloura cast spells as a Bard of their hit dice (7th level).</entry>
<entry id="77101" lang="en" sex="m">Sorcerous Casting: Driders cast spells as a Sorcerer of their hit dice (6th level).</entry> <entry id="77101" lang="en" sex="m">Sorcerous Casting: Driders cast spells as a Sorcerer of their hit dice (6th level).</entry>
<entry id="77102" lang="en" sex="m">Sorcerous Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level).</entry> <entry id="77102" lang="en" sex="m">Sorcerous Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level).</entry>
@@ -82174,7 +82278,7 @@ Use: Selected.</entry>
<entry id="78034" lang="en" sex="m">(PRESTIGE CLASS) <entry id="78034" lang="en" sex="m">(PRESTIGE CLASS)
Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid's search for global understanding of nature's secrets to focus all his energies on the world's plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It's almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves. Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid's search for global understanding of nature's secrets to focus all his energies on the world's plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It's almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves.
Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals, -right up until someone lights a torch and threatens living plants. Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals, right up until someone lights a torch and threatens living plants.
- Hit Die: d8 - Hit Die: d8
- Proficiencies: A verdant lord does not gain any additional weapon or armor proficiencies. - Proficiencies: A verdant lord does not gain any additional weapon or armor proficiencies.
@@ -82347,10 +82451,11 @@ Weight 1 lb.</entry>
<entry id="80118" lang="en" sex="m">Aroma of Curdled Death</entry> <entry id="80118" lang="en" sex="m">Aroma of Curdled Death</entry>
<entry id="80119" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid. <entry id="80119" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of Constitution damage (Fort DC 17 half) per round of exposure.
Constitution damage (Fort DC 17 half) per round of exposure.
Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.</entry> Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.
Cost to Create: 2,250 gp, 180 XP, 5 days</entry>
<entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid. <entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
@@ -82361,107 +82466,109 @@ Constitution damage (Fort DC 17 half) per round of exposure.</entry>
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours. You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.
Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks.</entry> Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks.
Cost to Create: 675 gp, 54 XP, 2 days</entry>
<entry id="80124" lang="en" sex="m">The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead. <entry id="80124" lang="en" sex="m">The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead.
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.</entry> You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.</entry>
<entry id="80125" lang="en" sex="m">****</entry> <entry id="80125" lang="en" sex="m">****</entry>
<entry id="80126" lang="en" sex="m">Ring of Wizardry I</entry> <entry id="80126" lang="en" sex="m">Ring of Wizardry I</entry>
<entry id="80127" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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. <entry id="80127" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80128" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> <entry id="80128" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry>
<entry id="80129" lang="en" sex="m">Ring of Wizardry II</entry> <entry id="80129" lang="en" sex="m">Ring of Wizardry II</entry>
<entry id="80130" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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. <entry id="80130" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80131" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> <entry id="80131" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry>
<entry id="80132" lang="en" sex="m">Ring of Wizardry III</entry> <entry id="80132" lang="en" sex="m">Ring of Wizardry III</entry>
<entry id="80133" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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. <entry id="80133" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80134" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> <entry id="80134" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry>
<entry id="80135" lang="en" sex="m">Ring of Wizardry IV</entry> <entry id="80135" lang="en" sex="m">Ring of Wizardry IV</entry>
<entry id="80136" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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. <entry id="80136" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, limited wish.</entry>
<entry id="80137" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry> <entry id="80137" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The 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.</entry>
<entry id="80138" lang="en" sex="m">Ring of Epic Wizardry V</entry> <entry id="80138" lang="en" sex="m">Ring of Epic Wizardry V</entry>
<entry id="80139" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80139" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80140" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80140" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80141" lang="en" sex="m">Ring of Epic Wizardry VI</entry> <entry id="80141" lang="en" sex="m">Ring of Epic Wizardry VI</entry>
<entry id="80142" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80142" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80143" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80143" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80144" lang="en" sex="m">Ring of Epic Wizardry VII</entry> <entry id="80144" lang="en" sex="m">Ring of Epic Wizardry VII</entry>
<entry id="80145" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80145" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80146" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80146" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80147" lang="en" sex="m">Ring of Epic Wizardry VIII</entry> <entry id="80147" lang="en" sex="m">Ring of Epic Wizardry VIII</entry>
<entry id="80148" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80148" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80149" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80149" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80150" lang="en" sex="m">Ring of Epic Wizardry IX</entry> <entry id="80150" lang="en" sex="m">Ring of Epic Wizardry IX</entry>
<entry id="80151" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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. <entry id="80151" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
<entry id="80152" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry> <entry id="80152" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The 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.</entry>
<entry id="80153" lang="en" sex="m">****</entry> <entry id="80153" lang="en" sex="m">****</entry>
<entry id="80154" lang="en" sex="m">Ring of Divinity I</entry> <entry id="80154" lang="en" sex="m">Ring of Divinity I</entry>
<entry id="80155" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. <entry id="80155" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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.</entry> Prerequisites: Forge Ring, hallow.</entry>
<entry id="80156" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry> <entry id="80156" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry>
<entry id="80157" lang="en" sex="m">Ring of Divinity II</entry> <entry id="80157" lang="en" sex="m">Ring of Divinity II</entry>
<entry id="80158" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. <entry id="80158" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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.</entry> Prerequisites: Forge Ring, hallow.</entry>
<entry id="80159" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry> <entry id="80159" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry>
<entry id="80160" lang="en" sex="m">Ring of Divinity III</entry> <entry id="80160" lang="en" sex="m">Ring of Divinity III</entry>
<entry id="80161" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. <entry id="80161" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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.</entry> Prerequisites: Forge Ring, hallow.</entry>
<entry id="80162" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry> <entry id="80162" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry>
<entry id="80163" lang="en" sex="m">Ring of Divinity IV</entry> <entry id="80163" lang="en" sex="m">Ring of Divinity IV</entry>
<entry id="80164" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. <entry id="80164" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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.</entry> Prerequisites: Forge Ring, hallow.</entry>
<entry id="80165" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry> <entry id="80165" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The 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. </entry>
<entry id="80166" lang="en" sex="m">Epic Ring of Divinity V</entry> <entry id="80166" lang="en" sex="m">Ring of Epic Divinity V</entry>
<entry id="80167" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80167" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80168" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80168" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80169" lang="en" sex="m">Epic Ring of Divinity VI</entry> <entry id="80169" lang="en" sex="m">Ring of Epic Divinity VI</entry>
<entry id="80170" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80170" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80171" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80171" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80172" lang="en" sex="m">Epic Ring of Divinity VII</entry> <entry id="80172" lang="en" sex="m">Ring of Epic Divinity VII</entry>
<entry id="80173" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80173" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80174" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80174" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80175" lang="en" sex="m">Epic Ring of Divinity VIII</entry> <entry id="80175" lang="en" sex="m">Ring of Epic Divinity VIII</entry>
<entry id="80176" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80176" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80177" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80177" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80178" lang="en" sex="m">Epic Ring of Divinity IX</entry> <entry id="80178" lang="en" sex="m">Ring of Epic Divinity IX</entry>
<entry id="80179" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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. <entry id="80179" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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</entry> Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
<entry id="80180" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry> <entry id="80180" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The 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.</entry>
<entry id="80181" lang="en" sex="m">****</entry> <entry id="80181" lang="en" sex="m">****</entry>
<entry id="80182" lang="en" sex="m">As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.</entry> <entry id="80182" lang="en" sex="m">As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.</entry>
<entry id="80183" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance.</entry> <entry id="80183" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance.</entry>
<entry id="80184" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A major ring of energy resistance grants 20 points of resistance.</entry> <entry id="80184" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A major ring of energy resistance grants 20 points of resistance.</entry>
<entry id="80185" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt. A greater ring of energy resistance grants 30 points of resistance.</entry> <entry id="80185" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A greater ring of energy resistance grants 30 points of resistance.</entry>
<entry id="80186" lang="en" sex="m">This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.</entry> <entry id="80186" lang="en" sex="m">This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.</entry>
<entry id="80187" lang="en" sex="m">This ring functions as a ring of greater energy resistance for all types of energy-fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying.</entry> <entry id="80187" lang="en" sex="m">This ring functions as a ring of greater energy resistance for all types of energy-fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying.</entry>
<entry id="80188" lang="en" sex="m">This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.</entry> <entry id="80188" lang="en" sex="m">This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.</entry>
@@ -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. 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. 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 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. 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. 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 Focus
A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.</entry> A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.</entry>
@@ -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: 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). 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).</entry> Chaos: if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).</entry>
<entry id="199287" lang="en" sex="m">****</entry> <entry id="199287" lang="en" sex="m">****</entry>
@@ -85363,6 +85470,8 @@ A character can gain this feat multiple times. Its effects do not stack. Each ti
<entry id="202061" lang="en" sex="m">Ability Focus (Steal Summoning)</entry> <entry id="202061" lang="en" sex="m">Ability Focus (Steal Summoning)</entry>
<entry id="202062" lang="en" sex="m">Ability Focus (Eldritch Blast)</entry> <entry id="202062" lang="en" sex="m">Ability Focus (Eldritch Blast)</entry>
<entry id="202063" lang="en" sex="m">Ability Focus (Word of Changing)</entry> <entry id="202063" lang="en" sex="m">Ability Focus (Word of Changing)</entry>
<entry id="202064" lang="en" sex="m">Ability Focus (Repeling Blast)</entry>
<entry id="202065" lang="en" sex="m">Ability Focus (Vitrolic Blast)</entry>
<entry id="204999" lang="en" sex="m">### Start PRC8 Prestige Class Epic Expansion ###</entry> <entry id="204999" lang="en" sex="m">### Start PRC8 Prestige Class Epic Expansion ###</entry>
<entry id="205000" lang="en" sex="m">Epic Eye of Gruumsh</entry> <entry id="205000" lang="en" sex="m">Epic Eye of Gruumsh</entry>
<entry id="205001" lang="en" sex="m">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. <entry id="205001" lang="en" sex="m">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: 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.</entry> 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.</entry>
<entry id="205014" lang="en" sex="m">Epic Spellsword</entry> <entry id="205014" lang="en" sex="m">Epic Spellsword</entry>
<entry id="205015" lang="en" sex="m">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. <entry id="205015" lang="en" sex="m">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 Hit Die: d8
Skill Points at Each Additional Level: 2 + Intelligence modifier 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: 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.</entry> 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.</entry>
<entry id="205020" lang="en" sex="m">Epic Celebrant Sharess</entry> <entry id="205020" lang="en" sex="m">Epic Celebrant Sharess</entry>
<entry id="205021" lang="en" sex="m">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. <entry id="205021" lang="en" sex="m">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 Hit Die: d6
Skill Points at Each Additional Level: 6 + Int Modifier 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: 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.</entry> 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.</entry>
<entry id="205026" lang="en" sex="m">Epic Hathran</entry> <entry id="205026" lang="en" sex="m">Epic Hathran</entry>
<entry id="205027" lang="en" sex="m">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. <entry id="205027" lang="en" sex="m">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 Hit Die: d4
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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.</entry> 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.</entry>
<entry id="205098" lang="en" sex="m">Epic Runescarred Berserker</entry> <entry id="205098" lang="en" sex="m">Epic Runescarred Berserker</entry>
<entry id="205099" lang="en" sex="m">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. <entry id="205099" lang="en" sex="m">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. Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier. 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: 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</entry> 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</entry>
<entry id="205100" lang="en" sex="m">Epic Talontar Blightlord</entry> <entry id="205100" lang="en" sex="m">Epic Talontar Blightlord</entry>
<entry id="205101" lang="en" sex="m">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. <entry id="205101" lang="en" sex="m">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 Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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.</entry> 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.</entry>
<entry id="205102" lang="en" sex="m">Epic Child of Night</entry> <entry id="205102" lang="en" sex="m">Epic Child of Night</entry>
<entry id="205103" lang="en" sex="m">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. <entry id="205103" lang="en" sex="m">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 Hit Die: d6
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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. </entry> 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. </entry>
<entry id="205104" lang="en" sex="m">Epic Master of Shadow</entry> <entry id="205104" lang="en" sex="m">Epic Master of Shadow</entry>
<entry id="205105" lang="en" sex="m">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. <entry id="205105" lang="en" sex="m">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 Hit Die: d8
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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. </entry> 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. </entry>
<entry id="205108" lang="en" sex="m">Epic Totem Rager</entry> <entry id="205108" lang="en" sex="m">Epic Totem Rager</entry>
<entry id="205109" lang="en" sex="m">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. <entry id="205109" lang="en" sex="m">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. Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier. 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: 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.</entry> 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.</entry>
<entry id="205118" lang="en" sex="m">Epic True Necromancer</entry> <entry id="205118" lang="en" sex="m">Epic True Necromancer</entry>
<entry id="205119" lang="en" sex="m">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. <entry id="205119" lang="en" sex="m">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 Hit Die: d4
Skill Points at Each Additional Level: 2 + Int Modifier 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: 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.</entry> 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.</entry>
<entry id="205136" lang="en" sex="m">Epic Knight of Middle Circle</entry> <entry id="205136" lang="en" sex="m">Epic Knight of Middle Circle</entry>
<entry id="205137" lang="en" sex="m">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. <entry id="205137" lang="en" sex="m">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. Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier. 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.)</entry> (*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.)</entry>
<entry id="213102" lang="en" sex="m">Plant Defiance</entry> <entry id="213102" lang="en" sex="m">Plant Defiance</entry>
<entry id="213103" lang="en" sex="m">Type of Feat: General <entry id="213103" lang="en" sex="m">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.</entry> 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.</entry>
<entry id="213104" lang="en" sex="m">Plant Control</entry> <entry id="213104" lang="en" sex="m">Plant Control</entry>
<entry id="213105" lang="en" sex="m">Type of Feat: General <entry id="213105" lang="en" sex="m">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. Specifics: The character gains a +2 bonus to all attack rolls with touch attack spells.
Use: Automatic Use: Automatic
</entry> </entry>
<entry id="213114" lang="en" sex="m">Song of the Heart</entry>
<entry id="213115" lang="en" sex="m">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</entry>
<entry id="213116" lang="en" sex="m">Music of Growth</entry>
<entry id="213117" lang="en" sex="m">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</entry>
<entry id="213118" lang="en" sex="m">&lt;CUSTOM0&gt; performs the music of growth.</entry>
<entry id="213198" lang="en" sex="m">Investigator</entry> <entry id="213198" lang="en" sex="m">Investigator</entry>
<entry id="213199" lang="en" sex="m">Type of Feat: General <entry id="213199" lang="en" sex="m">Type of Feat: General
Benefit: You get a +2 bonus on all Sense Motive and Search checks. Benefit: You get a +2 bonus on all Sense Motive and Search checks.
+94 -75
View File
@@ -9,6 +9,11 @@
// Created By: Zarathustra217 // // Created By: Zarathustra217 //
// Created On: Jan 28. 2003 // // 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) float ConvAngle(float fAngle)
{ {
while(fAngle<0.0) while(fAngle<0.0)
@@ -66,8 +71,8 @@ int GetSpellCasterLvl(object oTarget)
//Angle relative to beholder calculater //Angle relative to beholder calculater
float CalcAngle(object oTarget) float CalcAngle(object oTarget)
{ {
float fBangle=GetFacing(oBeholder); float fBangle=GetFacing(OBJECT_SELF);
vector vBpos=GetPosition(oBeholder); vector vBpos=GetPosition(OBJECT_SELF);
vector vTpos=GetPosition(oTarget); vector vTpos=GetPosition(oTarget);
vector vAngelvector=Vector(vTpos.x-vBpos.x,vTpos.y-vBpos.y,0.0); vector vAngelvector=Vector(vTpos.x-vBpos.x,vTpos.y-vBpos.y,0.0);
float fAngle=fBangle-VectorToAngle(vAngelvector); float fAngle=fBangle-VectorToAngle(vAngelvector);
@@ -97,48 +102,50 @@ int CalcArc(object oTarget)
return 0; return 0;
} }
} }
//Ranged touch //Ranged touch <-- Using the PRC's PRCDoRangedTouchAttack instead
int RangedTouch(object oTarget,int nBeam) /* int RangedTouch(object oTarget,int nBeam)
{ {
//Debug String //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 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); int nDice=20-Random(20);
if(nDice==20) if(nDice==20)
{ {
//Debug String //Debug String
//AssignCommand(oTarget,SpeakString("Critical Hit!"+IntToString(nDice))); //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; return 2;
} }
else if(nDice==1) else if(nDice==1)
{ {
//Debug String //Debug String
//AssignCommand(oTarget,SpeakString("Miss!"+IntToString(nDice))); //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; return 0;
} }
else if(nDef<=nAtt+nDice) else if(nDef<=nAtt+nDice)
{ {
//Debug String //Debug String
//AssignCommand(oTarget,SpeakString("Hit!"+IntToString(nDice))); //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; return 1;
} }
else else
{ {
//Debug String //Debug String
//AssignCommand(oTarget,SpeakString("Miss!"+IntToString(nDice))); //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; return 0;
} }
} }
*/
//Charm Person function... Some Leeched from nw_s0_charmper //Charm Person function... Some Leeched from nw_s0_charmper
void CharmPer(object oTarget) void CharmPer(object oTarget)
{ {
// SetLocalInt(OBJECT_SELF,"CharmPerUsed",1); // SetLocalInt(OBJECT_SELF,"CharmPerUsed",1);
if(RangedTouch(oTarget,VFX_BEAM_HOLY)!=0) if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_HOLY)!=0)
{ {
//Declare major variables //Declare major variables
effect eVis = EffectVisualEffect(VFX_IMP_CHARM); effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
@@ -148,13 +155,13 @@ void CharmPer(object oTarget)
//Link persistant effects //Link persistant effects
effect eLink = EffectLinkEffects(eMind, eCharm); effect eLink = EffectLinkEffects(eMind, eCharm);
eLink = EffectLinkEffects(eLink, eDur); eLink = EffectLinkEffects(eLink, eDur);
int nCasterLevel = GetLevelByPosition(1,oBeholder); int nCasterLevel = GetLevelByPosition(1,OBJECT_SELF);
int nDuration = 3 + nCasterLevel/3; int nDuration = 3 + nCasterLevel/3;
int nRacial = GetRacialType(oTarget); int nRacial = MyPRCGetRacialType(oTarget);
//Fire cast spell at event for the specified target //Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CHARM_PERSON, FALSE)); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CHARM_PERSON, FALSE));
//Make SR Check //Make SR Check
if (!ResistSpell(oBeholder, oTarget)) if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{ {
//Verify that the Racial Type is humanoid //Verify that the Racial Type is humanoid
if ((nRacial == RACIAL_TYPE_DWARF) || if ((nRacial == RACIAL_TYPE_DWARF) ||
@@ -180,11 +187,12 @@ void CharmPer(object oTarget)
} }
} }
} }
//Charm Monster function... Some Leeched from nw_s0_charmper //Charm Monster function... Some Leeched from nw_s0_charmper
void CharmMon(object oTarget) void CharmMon(object oTarget)
{ {
// SetLocalInt(OBJECT_SELF,"CharmMonUsed",1); // SetLocalInt(OBJECT_SELF,"CharmMonUsed",1);
if(RangedTouch(oTarget,VFX_BEAM_HOLY)!=0) if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_HOLY)!=0)
{ {
//Declare major variables //Declare major variables
effect eVis = EffectVisualEffect(VFX_IMP_CHARM); effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
@@ -194,12 +202,12 @@ void CharmMon(object oTarget)
//Link persistant effects //Link persistant effects
effect eLink = EffectLinkEffects(eMind, eCharm); effect eLink = EffectLinkEffects(eMind, eCharm);
eLink = EffectLinkEffects(eLink, eDur); eLink = EffectLinkEffects(eLink, eDur);
int nCasterLevel = GetLevelByPosition(1,oBeholder); int nCasterLevel = GetLevelByPosition(1,OBJECT_SELF);
int nDuration = 3 + nCasterLevel/3; int nDuration = 3 + nCasterLevel/3;
//Fire cast spell at event for the specified target //Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CHARM_PERSON, FALSE)); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CHARM_PERSON, FALSE));
//Make SR Check //Make SR Check
if (!ResistSpell(oBeholder, oTarget)) if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{ {
//Make a Will Save check //Make a Will Save check
if (WillSave(oTarget,18,SAVING_THROW_TYPE_MIND_SPELLS)==0) 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 //Sleep... Some Leeched from nw_s0_charmper and nw_s0_sleep
void Sleep(object oTarget) void Sleep(object oTarget)
{ {
// SetLocalInt(OBJECT_SELF,"SleepUsed",1); // SetLocalInt(OBJECT_SELF,"SleepUsed",1);
if(RangedTouch(oTarget,VFX_BEAM_ODD)!=0) if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_ODD)!=0)
{ {
//Declare major variables //Declare major variables
effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20); effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20);
@@ -226,12 +235,12 @@ void Sleep(object oTarget)
effect eLink = EffectLinkEffects(eSleep, eMind); effect eLink = EffectLinkEffects(eSleep, eMind);
eLink = EffectLinkEffects(eLink, eDur); eLink = EffectLinkEffects(eLink, eDur);
eLink = EffectLinkEffects(eLink, eVis); eLink = EffectLinkEffects(eLink, eVis);
int nCasterLevel = GetLevelByPosition(1,oBeholder); int nCasterLevel = GetLevelByPosition(1,OBJECT_SELF);
int nDuration = 3 + nCasterLevel; int nDuration = 3 + nCasterLevel;
//Fire cast spell at event for the specified target //Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SLEEP)); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SLEEP));
//Make SR Check //Make SR Check
if (!ResistSpell(oBeholder, oTarget)) if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{ {
//Make a Will Save check //Make a Will Save check
if (WillSave(oTarget,18,SAVING_THROW_TYPE_MIND_SPELLS)==0) if (WillSave(oTarget,18,SAVING_THROW_TYPE_MIND_SPELLS)==0)
@@ -242,10 +251,11 @@ void Sleep(object oTarget)
} }
} }
} }
//Flesh To Stone //Flesh To Stone
void FleshToStone(object oTarget) void FleshToStone(object oTarget)
{ {
if(RangedTouch(oTarget,VFX_BEAM_ODD)!=0) if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_ODD)!=0)
{ {
//Declare major variables //Declare major variables
effect eImpact = EffectVisualEffect(VFX_FNF_IMPLOSION); effect eImpact = EffectVisualEffect(VFX_FNF_IMPLOSION);
@@ -258,22 +268,23 @@ void FleshToStone(object oTarget)
//Fire cast spell at event for the specified target //Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE)); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE));
//Make SR Check //Make SR Check
if (!ResistSpell(oBeholder, oTarget)) if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{ {
//Make a Fortitude Save check //Make a Fortitude Save check
if (FortitudeSave(oTarget,18)==0) if (FortitudeSave(oTarget,18)==0)
{ {
//Apply impact and linked effects //Apply impact and linked effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
SetIsTemporaryNeutral(oTarget,oBeholder,TRUE,600.0); SetIsTemporaryNeutral(oTarget,OBJECT_SELF,TRUE,600.0);
SetIsTemporaryNeutral(oBeholder,oTarget,TRUE,600.0); SetIsTemporaryNeutral(OBJECT_SELF,oTarget,TRUE,600.0);
} }
} }
} }
} }
void Disintegrate(object oTarget) void Disintegrate(object oTarget)
{ {
if(RangedTouch(oTarget,VFX_BEAM_EVIL)!=0) if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_EVIL)!=0)
{ {
//Declare major variables //Declare major variables
effect eSmoke=EffectVisualEffect(VFX_FNF_SMOKE_PUFF); effect eSmoke=EffectVisualEffect(VFX_FNF_SMOKE_PUFF);
@@ -282,7 +293,7 @@ void Disintegrate(object oTarget)
//Fire cast spell at event for the specified target //Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE)); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE));
//Make SR Check //Make SR Check
if (!ResistSpell(oBeholder, oTarget)) if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{ {
//Make a Fortitude Save check //Make a Fortitude Save check
int nFort=FortitudeSave(oTarget,18); int nFort=FortitudeSave(oTarget,18);
@@ -299,10 +310,11 @@ void Disintegrate(object oTarget)
} }
} }
} }
//Fear //Fear
void Fear(object oTarget) void Fear(object oTarget)
{ {
if(RangedTouch(oTarget,VFX_BEAM_HOLY)!=0) if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_HOLY)!=0)
{ {
//Declare major variables //Declare major variables
effect eImpact = EffectVisualEffect(VFX_IMP_FEAR_S); effect eImpact = EffectVisualEffect(VFX_IMP_FEAR_S);
@@ -310,12 +322,12 @@ void Fear(object oTarget)
effect eFear =EffectFrightened(); effect eFear =EffectFrightened();
effect eLink = EffectLinkEffects(eImpact, eDur); effect eLink = EffectLinkEffects(eImpact, eDur);
eLink = EffectLinkEffects(eLink, eFear); eLink = EffectLinkEffects(eLink, eFear);
int nCasterLevel=GetLevelByPosition(1,oBeholder); int nCasterLevel=GetLevelByPosition(1,OBJECT_SELF);
int nDuration=nCasterLevel; int nDuration=nCasterLevel;
//Fire cast spell at event for the specified target //Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FEAR)); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FEAR));
//Make SR Check //Make SR Check
if (!ResistSpell(oBeholder, oTarget)) if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{ {
//Make a Will Save check //Make a Will Save check
if (WillSave(oTarget,18,SAVING_THROW_TYPE_MIND_SPELLS)==0) if (WillSave(oTarget,18,SAVING_THROW_TYPE_MIND_SPELLS)==0)
@@ -323,7 +335,7 @@ void Fear(object oTarget)
//Apply impact and linked effects //Apply impact and linked effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget,RoundsToSeconds(nDuration)); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget,RoundsToSeconds(nDuration));
AssignCommand(oTarget,ClearAllActions()); 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 //Slow
void Slow(object oTarget) void Slow(object oTarget)
{ {
if(RangedTouch(oTarget,VFX_BEAM_HOLY)!=0) if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_HOLY)!=0)
{ {
//Declare major variables //Declare major variables
effect eImpact = EffectVisualEffect(VFX_IMP_SLOW); effect eImpact = EffectVisualEffect(VFX_IMP_SLOW);
@@ -339,12 +351,12 @@ void Slow(object oTarget)
effect eSlow =EffectSlow(); effect eSlow =EffectSlow();
effect eLink = EffectLinkEffects(eImpact, eDur); effect eLink = EffectLinkEffects(eImpact, eDur);
eLink = EffectLinkEffects(eLink, eSlow); eLink = EffectLinkEffects(eLink, eSlow);
int nCasterLevel=GetCasterLevel(oBeholder); int nCasterLevel=PRCGetCasterLevel(OBJECT_SELF);
int nDuration=nCasterLevel; int nDuration=nCasterLevel;
//Fire cast spell at event for the specified target //Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SLOW)); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SLOW));
//Make SR Check //Make SR Check
if (!ResistSpell(oBeholder, oTarget)) if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
{ {
//Make a Will Save check //Make a Will Save check
if (WillSave(oTarget,18)==0) if (WillSave(oTarget,18)==0)
@@ -355,10 +367,12 @@ void Slow(object oTarget)
} }
} }
} }
//Inflict moderate wounds //Inflict moderate wounds
void InflictModerateWounds(object oTarget) 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 //Declare major variables
effect eNeg=EffectVisualEffect(VFX_COM_HIT_NEGATIVE); effect eNeg=EffectVisualEffect(VFX_COM_HIT_NEGATIVE);
@@ -369,7 +383,7 @@ void InflictModerateWounds(object oTarget)
//Fire cast spell at event for the specified target //Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE)); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE));
//Make SR Check //Make SR Check
if (!ResistSpell(oBeholder, oTarget)) if (!ResistSpell(OBJECT_SELF, oTarget))
{ {
//Make a Will Save check //Make a Will Save check
int nWill=WillSave(oTarget,18); int nWill=WillSave(oTarget,18);
@@ -385,10 +399,11 @@ void InflictModerateWounds(object oTarget)
} }
} }
} }
//Finger of death //Finger of death
void FingerOfDeath(object oTarget) void FingerOfDeath(object oTarget)
{ {
if(RangedTouch(oTarget,VFX_BEAM_COLD)!=0) if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_COLD)!=0)
{ {
//Declare major variables //Declare major variables
effect eNeg=EffectVisualEffect(VFX_COM_HIT_NEGATIVE); effect eNeg=EffectVisualEffect(VFX_COM_HIT_NEGATIVE);
@@ -399,7 +414,7 @@ void FingerOfDeath(object oTarget)
//Fire cast spell at event for the specified target //Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FINGER_OF_DEATH)); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FINGER_OF_DEATH));
//Make SR Check //Make SR Check
if (!ResistSpell(oBeholder, oTarget)) if (!ResistSpell(OBJECT_SELF, oTarget))
{ {
//Make a Fortitude Save check //Make a Fortitude Save check
int nFort=FortitudeSave(oTarget,18); int nFort=FortitudeSave(oTarget,18);
@@ -415,11 +430,12 @@ void FingerOfDeath(object oTarget)
} }
} }
} }
//Telekinesis //Telekinesis
void Telekinesis(object oTarget) void Telekinesis(object oTarget)
{ {
// SetLocalInt(OBJECT_SELF,"TelekinesisUsed",1); // SetLocalInt(OBJECT_SELF,"TelekinesisUsed",1);
if(RangedTouch(oTarget,VFX_BEAM_ODD)!=0) if(PRCDoRangedTouchAttack(oTarget,VFX_BEAM_ODD)!=0)
{ {
//Declare major variables //Declare major variables
effect eVFX=EffectVisualEffect(VFX_FNF_SCREEN_BUMP); effect eVFX=EffectVisualEffect(VFX_FNF_SCREEN_BUMP);
@@ -432,7 +448,7 @@ void Telekinesis(object oTarget)
//Fire cast spell at event for the specified target //Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE)); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE));
//Make SR Check //Make SR Check
if (!ResistSpell(oBeholder, oTarget)) if (!ResistSpell(OBJECT_SELF, oTarget))
{ {
//Make a Will Save check //Make a Will Save check
if (WillSave(oTarget,18)==0) if (WillSave(oTarget,18)==0)
@@ -444,6 +460,7 @@ void Telekinesis(object oTarget)
} }
} }
} }
void CentalEyeRay(object oTarget) void CentalEyeRay(object oTarget)
{ {
if(CalcArc(oTarget)==1) if(CalcArc(oTarget)==1)
@@ -467,7 +484,7 @@ void CentalEyeRay(object oTarget)
eTemp=GetNextEffect(oTarget); eTemp=GetNextEffect(oTarget);
} }
//Applies the effects //Applies the effects
if(!GetIsFriend(oTarget,oBeholder)) if(!GetIsFriend(oTarget,OBJECT_SELF))
{ {
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SILENCE)); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SILENCE));
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
@@ -503,107 +520,109 @@ void CentalEyeRay(object oTarget)
} }
} }
} }
void AssignBestAction() void AssignBestAction()
{ {
//Get threat of near enemies. //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 oTemp=oNearestE;
object oFacing=GetLocalObject(OBJECT_SELF,"Facing"); object oFacing=GetLocalObject(OBJECT_SELF,"Facing");
int nCount=1; int nCount=1;
int nCloseEnemy=0; int nCloseEnemy=0;
float fPrefDist=10.0; float fPrefDist=10.0;
while(GetDistanceBetween(oBeholder,oTemp)<fPrefDist&&oTemp!=OBJECT_INVALID) while(GetDistanceBetween(OBJECT_SELF,oTemp)<fPrefDist&&oTemp!=OBJECT_INVALID)
{ {
nCloseEnemy+=(GetLevel(oTemp)-GetSpellCasterLvl(oTemp)); nCloseEnemy+=(GetLevel(oTemp)-GetSpellCasterLvl(oTemp));
nCount++; nCount++;
oTemp=GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY,oBeholder,nCount,CREATURE_TYPE_IS_ALIVE,TRUE); oTemp=GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY,OBJECT_SELF,nCount,CREATURE_TYPE_IS_ALIVE,TRUE);
} }
//Assign what to do. //Assign what to do.
if(nCloseEnemy<GetLevel(oBeholder)) if(nCloseEnemy<GetLevel(OBJECT_SELF))
{ {
if(GetLocalInt(OBJECT_SELF,"EyeOpen")) if(GetLocalInt(OBJECT_SELF,"EyeOpen"))
{ {
if(GetDistanceBetween(oBeholder,oFacing)>3.0) if(GetDistanceBetween(OBJECT_SELF,oFacing)>3.0)
{ {
//Debug String //Debug String
//AssignCommand(oBeholder,SpeakString("This position is good!")); //AssignCommand(OBJECT_SELF,SpeakString("This position is good!"));
//ID:1 //ID:1
if(GetLocalInt(oBeholder,"CurrentAction")!=1) if(GetLocalInt(OBJECT_SELF,"CurrentAction")!=1)
{ {
SetLocalInt(oBeholder,"CurrentAction",1); SetLocalInt(OBJECT_SELF,"CurrentAction",1);
AssignCommand(oBeholder,ClearAllActions()); AssignCommand(OBJECT_SELF,ClearAllActions());
AssignCommand(oBeholder,SetFacingPoint(GetPosition(oFacing))); AssignCommand(OBJECT_SELF,SetFacingPoint(GetPosition(oFacing)));
AssignCommand(oBeholder,ActionAttack(oFacing,TRUE)); AssignCommand(OBJECT_SELF,ActionAttack(oFacing,TRUE));
} }
else else
{ {
AssignCommand(oBeholder,ActionAttack(oFacing,TRUE)); AssignCommand(OBJECT_SELF,ActionAttack(oFacing,TRUE));
} }
} }
else else
{ {
//Debug String //Debug String
//AssignCommand(oBeholder,SpeakString("This position is ok!")); //AssignCommand(OBJECT_SELF,SpeakString("This position is ok!"));
//ID:2 //ID:2
if(GetLocalInt(oBeholder,"CurrentAction")!=2) if(GetLocalInt(OBJECT_SELF,"CurrentAction")!=2)
{ {
SetLocalInt(oBeholder,"CurrentAction",2); SetLocalInt(OBJECT_SELF,"CurrentAction",2);
AssignCommand(oBeholder,ClearAllActions()); AssignCommand(OBJECT_SELF,ClearAllActions());
AssignCommand(oBeholder,ActionAttack(oFacing,FALSE)); AssignCommand(OBJECT_SELF,ActionAttack(oFacing,FALSE));
} }
else else
{ {
AssignCommand(oBeholder,ActionAttack(oFacing,FALSE)); AssignCommand(OBJECT_SELF,ActionAttack(oFacing,FALSE));
} }
} }
//AssignCommand(oBeholder,ActionAttack(oFacing,TRUE)); //AssignCommand(OBJECT_SELF,ActionAttack(oFacing,TRUE));
} }
else else
{ {
//Debug String //Debug String
//AssignCommand(oBeholder,SpeakString("I'll just eat you!")); //AssignCommand(OBJECT_SELF,SpeakString("I'll just eat you!"));
//ID:3 //ID:3
if(GetLocalInt(oBeholder,"CurrentAction")!=3) if(GetLocalInt(OBJECT_SELF,"CurrentAction")!=3)
{ {
SetLocalInt(oBeholder,"CurrentAction",3); SetLocalInt(OBJECT_SELF,"CurrentAction",3);
AssignCommand(oBeholder,ClearAllActions()); AssignCommand(OBJECT_SELF,ClearAllActions());
AssignCommand(oBeholder,ActionAttack(oNearestE,FALSE)); AssignCommand(OBJECT_SELF,ActionAttack(oNearestE,FALSE));
} }
else else
{ {
AssignCommand(oBeholder,ActionAttack(oNearestE,FALSE)); AssignCommand(OBJECT_SELF,ActionAttack(oNearestE,FALSE));
} }
} }
} }
else else
{ {
//Debug String //Debug String
//AssignCommand(oBeholder,SpeakString("This position is bad!")); //AssignCommand(OBJECT_SELF,SpeakString("This position is bad!"));
//ID:4 //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); SetLocalInt(OBJECT_SELF,"CurrentAction",4);
AssignCommand(oBeholder,ClearAllActions()); AssignCommand(OBJECT_SELF,ClearAllActions());
if(GetDistanceBetween(oBeholder,oFacing)>fPrefDist) if(GetDistanceBetween(OBJECT_SELF,oFacing)>fPrefDist)
{ {
AssignCommand(oBeholder,ActionAttack(oFacing,FALSE)); AssignCommand(OBJECT_SELF,ActionAttack(oFacing,FALSE));
} }
else else
{ {
AssignCommand(oBeholder,ActionMoveAwayFromObject(oNearestE,TRUE,1.5*fPrefDist)); AssignCommand(OBJECT_SELF,ActionMoveAwayFromObject(oNearestE,TRUE,1.5*fPrefDist));
} }
} }
else else
{ {
if(GetDistanceBetween(oBeholder,oFacing)>fPrefDist) if(GetDistanceBetween(OBJECT_SELF,oFacing)>fPrefDist)
{ {
AssignCommand(oBeholder,ActionAttack(oFacing,FALSE)); AssignCommand(OBJECT_SELF,ActionAttack(oFacing,FALSE));
} }
else else
{ {
AssignCommand(oBeholder,ActionMoveAwayFromObject(oNearestE,TRUE,1.5*fPrefDist)); AssignCommand(OBJECT_SELF,ActionMoveAwayFromObject(oNearestE,TRUE,1.5*fPrefDist));
} }
} }
} }
} }
//:: void main (){}
Binary file not shown.
@@ -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));
}
}
}
Binary file not shown.
@@ -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);
}
}
@@ -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);
}
Binary file not shown.
@@ -13,9 +13,12 @@
//:: Modified by Zarathstra217 //:: Modified by Zarathstra217
//::////////////////////////////////////////////// //:://////////////////////////////////////////////
#include "NW_I0_GENERIC" #include "NW_I0_GENERIC"
#include "inc_utility"
void main() void main()
{ {
SetLocalInt(OBJECT_SELF,"ArcTargetsDone",0); SetLocalInt(OBJECT_SELF,"ArcTargetsDone",0);
ExecuteScript("prc_npc_hb", OBJECT_SELF);
effect eAOE = EffectAreaOfEffect(50); effect eAOE = EffectAreaOfEffect(50);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100)); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) 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()) if(!GetIsPostOrWalking())
{ {
Binary file not shown.
@@ -18,6 +18,8 @@
void main() void main()
{ {
ExecuteScript("prc_npc_percep", OBJECT_SELF);
object oPercieved=GetLastPerceived(); object oPercieved=GetLastPerceived();
if(GetIsEnemy(oPercieved)&&!GetIsInCombat()&&!GetIsFighting(OBJECT_SELF)) if(GetIsEnemy(oPercieved)&&!GetIsInCombat()&&!GetIsFighting(OBJECT_SELF))
{ {
Binary file not shown.
@@ -15,6 +15,7 @@
#include "NW_I0_GENERIC" #include "NW_I0_GENERIC"
void main() void main()
{ {
ExecuteScript("prc_npc_combat", OBJECT_SELF);
} }
Binary file not shown.
@@ -22,6 +22,8 @@ void main()
object oShouter = GetLastSpeaker(); object oShouter = GetLastSpeaker();
object oIntruder; object oIntruder;
ExecuteScript("prc_npc_conv", OBJECT_SELF);
if (nMatch == -1 && GetCommandable(OBJECT_SELF)) if (nMatch == -1 && GetCommandable(OBJECT_SELF))
{ {
ClearAllActions(); ClearAllActions();
Binary file not shown.
@@ -16,7 +16,9 @@
#include "NW_I0_GENERIC" #include "NW_I0_GENERIC"
void main() void main()
{/* {
ExecuteScript("prc_npc_physatt", OBJECT_SELF);
/*
if(!GetFleeToExit()) if(!GetFleeToExit())
{ {
if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
Binary file not shown.
@@ -16,7 +16,9 @@
#include "NW_I0_GENERIC" #include "NW_I0_GENERIC"
void main() void main()
{/* {
ExecuteScript("prc_npc_damaged", OBJECT_SELF);
/*
if(!GetFleeToExit()) if(!GetFleeToExit())
{ {
if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
Binary file not shown.
@@ -15,6 +15,7 @@
void main() void main()
{ {
int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); int nClass = GetLevelByClass(CLASS_TYPE_COMMONER);
int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); int nAlign = GetAlignmentGoodEvil(OBJECT_SELF);
if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL))
@@ -30,4 +31,7 @@ void main()
{ {
SignalEvent(OBJECT_SELF, EventUserDefined(1007)); SignalEvent(OBJECT_SELF, EventUserDefined(1007));
} }
ExecuteScript("prc_npc_death", OBJECT_SELF);
//ExecuteScript("prc_pwondeath", OBJECT_SELF);
} }
Binary file not shown.
@@ -19,7 +19,10 @@
#include "NW_I0_GENERIC" #include "NW_I0_GENERIC"
void main() void main()
{/* {
ExecuteScript("prc_npc_disturb", OBJECT_SELF);
/*
object oTarget = GetLastDisturbed(); object oTarget = GetLastDisturbed();
if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
Binary file not shown.
@@ -1,3 +1,4 @@
//:://///////////////////////////////////////////// //::///////////////////////////////////////////////
//:: Default: On Spawn In //:: Default: On Spawn In
//:: NW_C2_DEFAULT9 //:: NW_C2_DEFAULT9
@@ -74,6 +75,7 @@ void main()
SetLocalInt(OBJECT_SELF,"ArcTargetsDone",0); SetLocalInt(OBJECT_SELF,"ArcTargetsDone",0);
effect eAOE = EffectAreaOfEffect(50); effect eAOE = EffectAreaOfEffect(50);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100)); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
ExecuteScript("prc_npc_spawn", OBJECT_SELF);
} }
Binary file not shown.
@@ -15,7 +15,7 @@
void main() void main()
{ {
// enter desired behaviour here // enter desired behaviour here
ExecuteScript("prc_npc_rested", OBJECT_SELF);
return; return;
} }
Binary file not shown.
@@ -16,7 +16,9 @@
#include "NW_I0_GENERIC" #include "NW_I0_GENERIC"
void main() void main()
{/* {
ExecuteScript("prc_npc_spellat", OBJECT_SELF);
/*
object oCaster = GetLastSpellCaster(); object oCaster = GetLastSpellCaster();
if(GetLastSpellHarmful()) if(GetLastSpellHarmful())
{ {
Binary file not shown.
@@ -15,7 +15,7 @@
void main() void main()
{ {
// enter desired behaviour here // enter desired behaviour here
ExecuteScript("prc_npc_userdef", OBJECT_SELF);
return; return;
} }
Binary file not shown.
@@ -1,5 +1,5 @@
//:://///////////////////////////////////////////// //::///////////////////////////////////////////////
//:: Default On Heartbeat //:: Default On Blocked
//:: NW_C2_DEFAULTE //:: NW_C2_DEFAULTE
//:: Copyright (c) 2001 Bioware Corp. //:: Copyright (c) 2001 Bioware Corp.
//::////////////////////////////////////////////// //:://////////////////////////////////////////////
@@ -19,6 +19,8 @@ void main()
{ {
object oDoor = GetBlockingDoor(); object oDoor = GetBlockingDoor();
ExecuteScript("prc_npc_blocked", OBJECT_SELF);
if(GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 5) if(GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 5)
{ {
if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_OPEN) && GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 7 ) if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_OPEN) && GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 7 )