added in feats with missing names

merge-requests/26/head
James DeVore 2019-08-09 14:53:44 -04:00
parent 6f4237b54d
commit 64da2753e9
1 changed files with 3 additions and 3 deletions

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@ -140,14 +140,14 @@ VALUES
(121,1,"81","Genius Mutagen","Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens. When youre affected by a cognitive mutagen you created, you also gain the mutagens item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you."), (121,1,"81","Genius Mutagen","Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens. When youre affected by a cognitive mutagen you created, you also gain the mutagens item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you."),
(122,1,"81","Persistent Mutagen","Youve trained your physical form to remain stable within the a given altered state. Once per day, when you consume an alchemical item with the infused and mutagen traits that you have crafted, you can retain its effects until the next time you make your daily preparations instead of its normal duration."), (122,1,"81","Persistent Mutagen","Youve trained your physical form to remain stable within the a given altered state. Once per day, when you consume an alchemical item with the infused and mutagen traits that you have crafted, you can retain its effects until the next time you make your daily preparations instead of its normal duration."),
(123,1,"81","Improbable Elixirs","Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to Craft these potions as alchemical items with the elixir trait. When Crafting these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemists tools instead of any other required tool kits. Other than that, the formula does not change. Once youve chosen the potion formulas, they cant be changed."), (123,1,"81","Improbable Elixirs","Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to Craft these potions as alchemical items with the elixir trait. When Crafting these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemists tools instead of any other required tool kits. Other than that, the formula does not change. Once youve chosen the potion formulas, they cant be changed."),
(124,1,"81","With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When youre affected by a serene mutagen you created, detection, revelation, and scrying effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, detect magic would still detect other magic in the area, but not any magic on you."), (124,1,"81","Mindblank Mutagen""With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When youre affected by a serene mutagen you created, detection, revelation, and scrying effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, detect magic would still detect other magic in the area, but not any magic on you."),
(125,1,"81","Miracle Worker","Your alchemical mastery can resuscitate the recently slain. You can administer a true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1."), (125,1,"81","Miracle Worker","Your alchemical mastery can resuscitate the recently slain. You can administer a true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1."),
(126,1,"81","Perfect Debilitation","You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw."), (126,1,"81","Perfect Debilitation","You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw."),
(127,1,"81","Craft Philosopher's Stone","Your research has paid off, culminating in the legendary philosophers stone. You learn the formula for the philosophers stone and can add it to your formula book."), (127,1,"81","Craft Philosopher's Stone","Your research has paid off, culminating in the legendary philosophers stone. You learn the formula for the philosophers stone and can add it to your formula book."),
(128,1,"81","Mega Bomb","You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power. You use an Interact action to throw the mega bomb, rather than Strike, and you dont make an attack roll. The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The bomb deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as flat-footed from bottled lightning). While all targets in the area take splash damage as primary targets, there is no further splash beyond that area. If your next action after creating a mega bomb isnt an Interact action to throw it, the mega bomb denatures and loses all effects."), (128,1,"81","Mega Bomb","You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power. You use an Interact action to throw the mega bomb, rather than Strike, and you dont make an attack roll. The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The bomb deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as flat-footed from bottled lightning). While all targets in the area take splash damage as primary targets, there is no further splash beyond that area. If your next action after creating a mega bomb isnt an Interact action to throw it, the mega bomb denatures and loses all effects."),
(129,1,"81","Perfect Mutagen","You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a mutagen you crafted, you do not suffer its drawback."), (129,1,"81","Perfect Mutagen","You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a mutagen you crafted, you do not suffer its drawback."),
(130,1,"88","Acute Vision","When you are raging, your visual senses improve, granting you darkvision."), (130,1,"88","Acute Vision","When you are raging, your visual senses improve, granting you darkvision."),
(131,1,"88","You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions dont have the rage trait."), (131,1,"88","Moment of Clarity","You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions dont have the rage trait."),
(132,1,"88","Raging Intimidation","Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats."), (132,1,"88","Raging Intimidation","Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats."),
(133,1,"88","Raging Thrower","Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks."), (133,1,"88","Raging Thrower","Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks."),
(134,1,"88","Sudden Charge","With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type."), (134,1,"88","Sudden Charge","With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type."),
@ -299,7 +299,7 @@ VALUES
(283,1,"123","Selective Energy","As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell."), (283,1,"123","Selective Energy","As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell."),
(285,1,"123","Advanced Domain","Your studies or prayers have unlocked deeper secrets of your deitys domain. You gain an advanced domain spell from one of your domains (as listed in Table 82: Domains on page 441). Increase the number of Focus Points in your focus pool by 1."), (285,1,"123","Advanced Domain","Your studies or prayers have unlocked deeper secrets of your deitys domain. You gain an advanced domain spell from one of your domains (as listed in Table 82: Domains on page 441). Increase the number of Focus Points in your focus pool by 1."),
(286,1,"124","Align Armament","You bring a weapon into metaphysical concordance with your deitys beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deitys alignment components. This action has the trait corresponding to the chosen alignment component."), (286,1,"124","Align Armament","You bring a weapon into metaphysical concordance with your deitys beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deitys alignment components. This action has the trait corresponding to the chosen alignment component."),
(287,1,"124","You can remove conditions with divine grace. You can sacrifice one heal spell youve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed."), (287,1,"124","Channeled Succor","You can remove conditions with divine grace. You can sacrifice one heal spell youve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed."),
(288,1,"124","Cremate Undead","Your positive energy sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spells level."), (288,1,"124","Cremate Undead","Your positive energy sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spells level."),
(289,1,"124","Emblazon Energy","With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options."), (289,1,"124","Emblazon Energy","With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options."),
(290,1,"125","Castigating Weapon","The force of your deitys castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a heal spell, your weapon or unarmed Strikes deal extra good damage to fiends equal to half the level of the heal spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune)."), (290,1,"125","Castigating Weapon","The force of your deitys castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a heal spell, your weapon or unarmed Strikes deal extra good damage to fiends equal to half the level of the heal spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune)."),