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@ -30,15 +30,15 @@ VALUES
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(11,1,"37","Dwarven Weapon Expertise","Your dwarven affinity blends with your training, granting you great skill with dwarven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for battle axes, picks, warhammers, and all dwarven weapons in which you are trained."),
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(12,1,"40","Ancestral Longevity","You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat."),
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(13,1,"40","Elven Lore","You’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore."),
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(14,1,"40","Elven Weapon Familiarity","You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows."),
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(14,1,"40","Elven Weapon Familiarity","You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons."),
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(15,1,"40","Forlorn","Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead."),
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(16,1,"40","Nimble Elf","Your muscles are tightly honed. Your Speed increases by 5 feet."),
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(17,1,"40","Otherworldly Magic","Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up."),
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(18,1,"40","Unwavering Mien","Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round."),
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(19,1,"40","Ageless Patience","You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don’t treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime."),
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(18,1,"40","Unwavering Mien","Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious."),
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(19,1,"40","Ageless Patience","You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don’t treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. The GM might determine a situation doesn’t grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature."),
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(20,1,"41","Elven Weapon Elegance","You are attuned to the weapons of your elven ancestors and are particularly deadly when using them. Whenever you critically hit using an elf weapon or one of the weapons listed in Elven Weapon Familiarity, you apply the weapon’s critical specialization effect."),
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(21,1,"41","Elf Step","You move in a graceful dance, and even your steps are broad. You Step 5 feet twice."),
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(22,1,"41","Expert Longevity","You’ve continued to refine the knowledge and skills you’ve gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires."),
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(22,1,"41","Expert Longevity","You’ve continued to refine the knowledge and skills you’ve gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires. When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity."),
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(23,1,"41","Universal Longevity","You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with Elven Longevity and Expert Longevity."),
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(24,1,"41","Elven Weapon Expertise","Your elven affinity blends with your class training, granting you great skill with elven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and all elf weapons in which you are trained."),
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(25,1,"44","Animal Accomplice","You build a rapport with an animal, which becomes magically bonded to you. You gain a <%FAMILARS%%>familiar using the rules on page 217. The type of animal is up to you, but most gnomes choose animals with a burrow Speed."),
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@ -46,7 +46,7 @@ VALUES
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(27,1,"44","Fey Fellowship","Your enhanced fey connection affords you a warmer reception from creatures of the First World as well as tools to foil their tricks. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey."),
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(28,1,"44","First World Magic","Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up."),
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(29,1,"44","Gnome Obsession","You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background, if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them."),
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(30,1,"44","Gnome Weapon Familiarity","You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the glaive and kukri."),
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(30,1,"44","Gnome Weapon Familiarity","You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the glaive and kukri. In addition, you gain access to all uncommon gnome weapons. For the purpose of determining your proficiency, martial gnome weapons are simple weapons and advanced gnome weapons are martial weapons."),
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(31,1,"44","Illusion Sense","Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions. When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn’t spend an action to Interact with the illusion."),
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(32,1,"45","Animal Elocutionist","You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill)."),
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(33,1,"45","Energized Font","The magic within you provides increased energy you can use to focus. You regain 1 Focus Point, up to your usual maximum."),
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(40,1,"48","Goblin Lore","You’ve picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore."),
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(41,1,"48","Goblin Scuttle","You take advantage of your ally’s movement to adjust your position. You Step."),
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(42,1,"48","Goblin Song","You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency."),
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(43,1,"48","Goblin Weapon Familiarity","Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the dogslicer and horsechopper."),
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(44,1,"48","Junk Tinker","You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don’t take this penalty when using shoddy items you made."),
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(43,1,"48","Goblin Weapon Familiarity","Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the dogslicer and horsechopper. In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons."),
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(44,1,"48","Junk Tinker","You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don’t take this penalty when using shoddy items you made. You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM’s discretion, this might affect the item’s resale value depending on the buyer’s tastes."),
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(45,1,"48","Rough Rider","You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don’t meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount. You can always select a wolf as your animal companion, even if you would usually select an animal companion with the mount special ability, such as for a champion’s steed ally."),
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(46,1,"49","Very Sneaky","Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn."),
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(47,1,"49","Goblin Weapon Frenzy","You know how to wield your people’s vicious weapons. Whenever you score a critical hit using a goblin weapon, you apply the weapon’s critical specialization effect."),
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(52,1,"52","Distracting Shadows","You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can’t use such creatures as cover for other uses, such as the Take Cover action."),
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(53,1,"52","Halfling Lore","You’ve dutifully learned how to keep your balance and how to stick to the shadows where it’s safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore."),
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(54,1,"52","Halfling Luck","Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll."),
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(55,1,"52","Halfling Weapon Familiarity","You favor traditional halfling weapons, so you’ve learned how to use them more effectively. You have the trained proficiency with the sling, halfling sling staff, and shortsword."),
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(55,1,"52","Halfling Weapon Familiarity","You favor traditional halfling weapons, so you’ve learned how to use them more effectively. You have the trained proficiency with the sling, halfling sling staff, and shortsword. In addition, you gain access to all uncommon halfling weapons. For you, martial halfling weapons are simple weapons, and advanced halfling weapons are martial weapons."),
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(56,1,"52","Sure Feet","Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You’re not flat-footed when you attempt to Balance or Climb."),
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(57,1,"52","Titan Slinger","You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a sling against a Large or larger creature, increase the size of the weapon damage die by one step (details on increasing weapon damage die sizes can be found on page 279)."),
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(58,1,"52","Unfettered Halfling","You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you’ve since escaped and have trained to ensure you’ll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, they get a critical failure instead. If a creature uses the Grab ability on you, it must succeed at an Athletics check to grab you instead of automatically grabbing you."),
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(59,1,"52","Watchful Halfling","Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren’t actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the enchantment or possession anyway."),
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(59,1,"52","Watchful Halfling","Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren’t actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the enchantment or possession anyway. In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature’s saving throw or other check to overcome enchantment or possession. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect."),
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(60,1,"53","Cultural Adaptability","During your adventures, you’ve honed your ability to adapt to the culture of the predominant ancestry around you. You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat."),
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(61,1,"53","Halfling Weapon Trickster","You are particularly adept at fighting with your people’s favored weapons. Whenever you critically succeed at an attack roll using a shortsword, a sling, or a halfling weapon, you apply the weapon’s critical specialization effect."),
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(62,1,"53","Guiding Luck","Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger."),
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(63,1,"53","Irrepressible","You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an emotion effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an emotion effect, you get a failure instead."),
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(64,1,"53","Ceaseless Shadows","You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from creatures, you gain cover and can Take Cover, and if you would have cover from creatures, you gain greater cover."),
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(65,1,"53","Halfling Weapon Expertise","Your halfling affinity blends with your class training, granting you great skill with halfling weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the sling, halfling sling staff, shortsword, and all halfling weapons in which you are trained."),
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(66,1,"57","Adapted Cantrip","Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition."),
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(66,1,"57","Adapted Cantrip","Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one."),
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(67,1,"57","Cooperative Nature","The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid."),
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(68,1,"57","General Training","Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet."),
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(69,1,"57","Haughty Obstinacy","Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week)."),
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(70,1,"57","Natural Ambition","You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet."),
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(71,1,"57","Natural Skill","Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice."),
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(72,1,"57","Unconventional Weaponry","You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon."),
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(72,1,"57","Unconventional Weaponry","You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon."),
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(73,1,"57","Adaptive Adept","You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Spell. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-level spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire."),
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(74,1,"57","Clever Improviser","You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained."),
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(75,1,"57","Cooperataive Soul","You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, you get a success on any outcome rolled to Aid other than a critical success."),
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(76,1,"57","Incredible Improvisation","A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check."),
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(77,1,"58","Multitalented","You’ve learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat (for more about multiclass archetypes, see page 219), even if you normally couldn’t take another dedication feat until you take more feats from your current archetype."),
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(77,1,"58","Multitalented","You’ve learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat (for more about multiclass archetypes, see page 219), even if you normally couldn’t take another dedication feat until you take more feats from your current archetype. If you’re a half-elf, you don’t need to meet the feat’s ability score prerequisites."),
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(78,1,"58","Unconventional Expertise","You’ve continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry."),
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(79,1,"58","Elf Atavism","Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can’t select a heritage that depends on or improves an elven feature you don’t have. For example, you couldn’t gain the cavern elf’s darkvision ability if you didn’t have low-light vision. In these cases, at the GM’s discretion, you might gain a different benefit."),
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(80,1,"58","Inspire Imitation","Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so."),
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(83,1,"59","Orc Ferocity","Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1."),
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(84,1,"59","Orc Sight","Your orc blood is strong enough to grant you the keen vision of your orc forebears. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only."),
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(85,1,"59","Orc Superstition","You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect."),
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(86,1,"59","Orc Weapon Famailiarity","In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the falchion and greataxe. In addition, you gain access to all uncommon orc weapons."),
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(86,1,"59","Orc Weapon Famailiarity","In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the falchion and greataxe. In addition, you gain access to all uncommon orc weapons. For you, martial orc weapons are simple weapons, and advanced orc weapons are martial weapons."),
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(87,1,"59","Orc Weapon Carnage","You are brutally efficient with the weapons of your orc ancestors. Whenever you critically hit using a falchion, a greataxe, or an orc weapon, you apply the weapon’s critical specialization effect."),
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(88,1,"59","Victorious Vigor","Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer despite your wounds. You gain temporary Hit Points equal to your Constitution modifier until the end of your next turn."),
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(89,1,"59","Pervasive Superstition","You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and magical effects at all times."),
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(169,1,"93","Vengeful Strike","When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike."),
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(170,1,"93","Whirlwind Strike","You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks."),
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(171,1,"93","Collateral Thrash","When you Thrash a grabbed foe, you smack that foe into another nearby. Another foe adjacent to the grabbed foe also takes your Thrash damage, with a basic Reflex save against your class DC."),
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(172,1,"93","Dragon Transformation","You transform into a ferocious Large dragon, gaining the effects of 6th-level dragon form except that you use your own AC and attack modifier; you also apply your extra damage from Rage. The action to Dismiss the transformation gains the rage trait."),
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(172,1,"93","Dragon Transformation","You transform into a ferocious Large dragon, gaining the effects of 6th-level dragon form except that you use your own AC and attack modifier; you also apply your extra damage from Rage. The action to Dismiss the transformation gains the rage trait. At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon Strikes increases to +12, your breath weapon DC increases to 30, and you gain a +14 status bonus to your breath weapon damage."),
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(173,1,"93","Reckless Abandon","Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You gain a +2 circumstance bonus to attack rolls, a –2 penalty to AC, and a –1 penalty to saves. These bonuses and penalties last until your Rage ends or until you are above half Hit Points, whichever comes first."),
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(174,1,"93","Brutal Critical","Your critical hits are particularly devastating. On a critical hit, add one extra damage die. This is in addition to any extra dice you gain if the weapon is deadly or fatal. The target also takes persistent bleed damage equal to two damage dice."),
|
||||
(175,1,"93","Perfect Clarity","You burn out all of your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, use the better result, and resolve the effect. You then immediately stop raging."),
|
||||
|
@ -200,12 +200,12 @@ VALUES
|
|||
(181,1,"122","Reach Spell","You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet."),
|
||||
(182,1,"100","Versatile Performance","You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. You can use your proficiency rank in Performance to meet the requirements of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation."),
|
||||
(183,1,"100","Cantrip Expansion","A greater understanding of your magic broadens your range of simple spells."),
|
||||
(184,1,"100","Esoteric Polymath","You keep a book of occult spells, similar to a wizard’s spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the Occultism skill to Learn Spells (page 238) and add them to your spellbook by paying the appropriate cost, similar to a wizard."),
|
||||
(184,1,"100","Esoteric Polymath","You keep a book of occult spells, similar to a wizard’s spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the Occultism skill to Learn Spells (page 238) and add them to your spellbook by paying the appropriate cost, similar to a wizard. During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn’t in your repertoire, treat it as though it were until your next daily preparations."),
|
||||
(185,1,"100","Inspire Competence","You learn the inspire competence composition cantrip, which aids your allies’ skills."),
|
||||
(186,1,"100","Loremaster's Etude","You magically unlock memories, making them easier to recall. You learn the loremaster's etude composition spell. Increase the number of Focus Points in your focus pool by 1."),
|
||||
(187,1,"100","Multifarious Muse","Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose."),
|
||||
(188,1,"100","Inspire Defense","You learn the inspure defense composition cantrip (page 386), which protects you and allies."),
|
||||
(189,1,"101","Melodious Spell","You subtly weave your spellcasting into your performance. If the next action you take is to Cast a Spell, attempt a Performance check against all observers’ Perception DCs. If your Performance check is successful against an observer’s Perception DC, that observer doesn’t notice that you are Casting a Spell, even though normally spells have sensory manifestations that would make spellcasting obvious to those around you, and verbal, somatic, and material components are extremely overt. You hide all of these as part of an ordinary performance."),
|
||||
(189,1,"101","Melodious Spell","You subtly weave your spellcasting into your performance. If the next action you take is to Cast a Spell, attempt a Performance check against all observers’ Perception DCs. If your Performance check is successful against an observer’s Perception DC, that observer doesn’t notice that you are Casting a Spell, even though normally spells have sensory manifestations that would make spellcasting obvious to those around you, and verbal, somatic, and material components are extremely overt. You hide all of these as part of an ordinary performance. This hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish."),
|
||||
(190,1,"101","Triple Time","You learn the triple time composition cantrip, which speeds up you and your allies for a round."),
|
||||
(191,1,"101","Versatile Signature","While most bards are known for certain signature performances and spells, you’re always tweaking your available repertoire. When you make your daily preparations, you can change one of your signature spells to a different spell of that level from your repertoire."),
|
||||
(192,1,"101","Dirge of Doom","You learn the dirge of doom composition cantrip, which frightens your enemies."),
|
||||
|
@ -226,7 +226,7 @@ VALUES
|
|||
(207,1,"103","Studious Capacity","Your continued study of occult magic has increased your magical capacity, allowing you to cast spells even when it seems impossible. You can cast one spell each day even after you’ve run out of spell slots of the appropriate spell level, but you can’t use this ability to cast a spell of your highest spell level."),
|
||||
(208,1,"103","Deep Lore","Your repertoire is vast, containing far more spells than usual. Add one spell to your repertoire of each level you can cast."),
|
||||
(209,1,"103","Eternal Composition","The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn."),
|
||||
(210,1,"103","Impossible Polymath","Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don’t understand. As long as you’re trained in Arcana, you can add arcane spells to your book from Esoteric Polymath; as long as you’re trained in Nature, you can add primal spells to your book; and as long as you are trained in Religion, you can add divine spells to your book."),
|
||||
(210,1,"103","Impossible Polymath","Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don’t understand. As long as you’re trained in Arcana, you can add arcane spells to your book from Esoteric Polymath; as long as you’re trained in Nature, you can add primal spells to your book; and as long as you are trained in Religion, you can add divine spells to your book. Like your other spells in your book, you can add one of these spells from another tradition to your repertoire as an occult spell each day using Esoteric Polymath, but you can’t retain any spells from another tradition when you prepare again, even if you have Eclectic Polymath."),
|
||||
(211,1,"103","Fatal Aria","Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the fatal aria composition spell. Increase the number of Focus Points in your focus pool by 1."),
|
||||
(212,1,"103","Perfect Encore","You develop another incredible creation. You gain an additional 10th-level spell slot."),
|
||||
(213,1,"103","Symphony of the Muses","You are able to weave countless performances together into a solo symphony. You are no longer limited to a single composition each turn or a single composition at a time; when you use a new composition, all previous compositions’ effects continue for their remaining duration."),
|
||||
|
@ -235,9 +235,9 @@ VALUES
|
|||
(216,1,"109","Unimpeded Step","With a burst of divine liberation, your ally’s movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground."),
|
||||
(217,1,"110","Weight of Guilt","Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration."),
|
||||
(218,1,"110","Divine Grace","You call upon your deity’s grace, gaining a +2 circumstance bonus to the save."),
|
||||
(219,1,"110","Dragonslayer Oath","You’ve sworn to slay evil dragons. Add the following tenet to your code after the others: “You must slay evil dragons you encounter as long as you have a reasonable chance of success."),
|
||||
(220,1,"110","Fiendsbane Oath","You’ve sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your champion’s code after the other tenets: “You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don’t have to banish or kill it.”"),
|
||||
(221,1,"110","Shining Oath","You’ve sworn an oath to put the undead to rest. Add the following tenet to your champion’s code after the other tenets: “You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace.”"),
|
||||
(219,1,"110","Dragonslayer Oath","You’ve sworn to slay evil dragons. Add the following tenet to your code after the others: “You must slay evil dragons you encounter as long as you have a reasonable chance of success. Your Retributive Strike gains a +4 circumstance bonus to damage against an evil dragon, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an evil dragon is 7 + your level. If you use Liberating Step triggered by an evil dragon, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider evil dragons to be legitimate authorities, even in nations they rule."),
|
||||
(220,1,"110","Fiendsbane Oath","You’ve sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your champion’s code after the other tenets: “You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don’t have to banish or kill it.” Your Retributive Strike gains a +4 circumstance bonus to damage against a fiend, or a +6 circumstance bonus if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from a fiend is 7 + your level. If you use Liberating Step triggered by a fiend, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider fiends to be legitimate authorities, even in nations ruled by fiends."),
|
||||
(221,1,"110","Shining Oath","You’ve sworn an oath to put the undead to rest. Add the following tenet to your champion’s code after the other tenets: “You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace.” Your Retributive Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an undead is 7 + your level. If you use Liberating Step triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider undead to be legitimate authorities, even in nations ruled by undead."),
|
||||
(222,1,"111","Vengeful Oath","You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment. Add the following tenet to your code after the others: “You must hunt down and exterminate evil creatures that have committed heinous atrocities as long as you have a reasonable chance of success and aren’t engaged in a mission that would prevent your doing so.”"),
|
||||
(223,1,"111","Aura of Courage","You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet."),
|
||||
(224,1,"111","Divine Health","Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against diseases. In addition, if you roll a success on a save against a disease, you get a critical success instead."),
|
||||
|
@ -245,7 +245,7 @@ VALUES
|
|||
(227,1,"112","Litany Against Wrath","You excoriate a foe for its wrath against goodly creatures. You can cast the litany against wrath devotion spell. Increase the number of Focus Points in your focus pool by 1."),
|
||||
(228,1,"112","Loyal Warhouse","You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the divine ally class feature is now a mature animal companion (page 214). In addition, your mount never attacks you, even if it is magically compelled to do so."),
|
||||
(229,1,"112","Shield Warden","You use your shield to protect your allies. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block."),
|
||||
(230,1,"112","Smite Evil","Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your Strikes with the weapon your blade ally inhabits against that foe deal an extra 4 good damage, increasing to 6 if you have master proficiency with this weapon."),
|
||||
(230,1,"112","Smite Evil","Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your Strikes with the weapon your blade ally inhabits against that foe deal an extra 4 good damage, increasing to 6 if you have master proficiency with this weapon. If the foe attacks one of your allies, the duration extends to the end of that foe’s next turn. If the foe continues to attack your allies each turn, the duration continues to extend."),
|
||||
(231,1,"112","Advanced Deity's Domain","Through your conviction, you have glimpsed the deeper secrets of your deity’s domain. You gain an advanced domain spell from the domain you chose with Deity’s Domain. You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1."),
|
||||
(232,1,"112","Greater Mercy","Your faith enhances your ability to remove conditions. When you use Mercy, you can instead attempt to counteract the blinded, deafened, sickened, or slowed conditions."),
|
||||
(233,1,"113","Heal Mount","Your devotion to your mount manifests as a surge of positive energy. When you cast lay on hands on your mount, you can restore 10 Hit Points, plus 10 for each heightened level."),
|
||||
|
@ -271,12 +271,12 @@ VALUES
|
|||
(253,1,"115","Divine Reflexes","At the start of each of your turns, you gain an additional reaction that you can use only for your champion’s reaction."),
|
||||
(254,1,"115","Litany of Righteousness","You call upon righteousness to expose an evil foe’s weakness. You can cast the litany of righteousness devotion spell. Increase the number of Focus Points in your focus pool by 1."),
|
||||
(255,1,"115","Wyrmbane Aura","Your aura protects against destructive energies and dragons’ breath. You and all allies within 15 feet gain resistance equal to your Charisma modifier to acid, cold, electricity, fire, and poison. If the source of one of these types of damage is a dragon’s breath, increase the resistance to half your level."),
|
||||
(256,1,"115","Auspicious Mount","Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the divine ally class feature is now a specialized animal companion (page 217). You can select one of the usual specializations or the auspice specialization."),
|
||||
(256,1,"115","Auspicious Mount","Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the divine ally class feature is now a specialized animal companion (page 217). You can select one of the usual specializations or the auspice specialization. Auspice mounts gain the following benefits: Your companion is marked by your deity’s religious symbol as a sacred creature of your deity. Its proficiency rank in Religion increases to expert, it can speak the language associated with your deity’s servitors (Celestial for champions who follow the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom modifier by 1."),
|
||||
(257,1,"115","Instrument of Zeal","Divine energy fills your weapon. Whenever you critically hit a foe with Smite Evil or a Retributive Strike, your attack adds an extra damage die, and the target is slowed 1 on its next turn."),
|
||||
(258,1,"115","Shield of Grace","You protect an ally with both your shield and your body. Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself."),
|
||||
(259,1,"115","Celestial Form","You take on a celestial countenance, appearing like a type of celestial who serves your deity; for example, as an angel, you would gain a halo and feathery wings. You gain a fly Speed equal to your Speed. You gain darkvision if you don’t already have it, and you gain the celestial trait and the trait appropriate to the type of servitor you’ve become (archon, angel, or azata, for example)."),
|
||||
(260,1,"115","Ultimate Mercy","Your mercy transcends the bounds of life and death. When you use Mercy, you can cast lay on hands on a creature that died since your last turn to return it to life. The target returns to life with 1 hit point and becomes wounded 1. You can’t use Ultimate Mercy if the triggering effect was disintegrate or a death effect."),
|
||||
(261,1,"115","Celestial Mount","Your steed gains incredible celestial powers granted by your deity. It gains darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to evil damage."),
|
||||
(261,1,"115","Celestial Mount","Your steed gains incredible celestial powers granted by your deity. It gains darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to evil damage. Additionally, it grows wings appropriate to a servitor of your deity (such as metallic wings for an archon), granting it a fly Speed equal to its Speed. It gains the celestial trait and the trait appropriate to the type of servitor it has become (archon, angel, or azata, for example)."),
|
||||
(262,1,"115","Radiant Blade Master","Your divine ally turns your chosen weapon into a paragon of its type. When you choose the weapon for your blade divine ally during your preparations, add the following property runes to the list of effects you can choose from: dancing, greater disrupting, and keen."),
|
||||
(263,1,"115","Shield Paragon","Your shield is a vessel of divine protection. When you’re wielding your chosen shield, it is always raised, even without you using the Raise a Shield action. Your chosen shield doubles its HP and BT, rather than increasing them by half. If it would be destroyed, it vanishes to your deity’s realm instead, where your divine ally repairs it. During your next daily preparations, the shield returns to you fully repaired."),
|
||||
(264,1,"121","Deadly Simplicity","Your deity’s weapon is especially powerful in your hands. When you are wielding your deity’s favored weapon, increase the damage die size of that weapon by one step. If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6."),
|
||||
|
@ -355,7 +355,7 @@ VALUES
|
|||
(343,1,"138","Primal Summons","Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell."),
|
||||
(344,1,"139","Specialized Companion (Druid)","Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice. (See the Animal Companion section on page 214.)"),
|
||||
(345,1,"139","Timeless Nature","With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic."),
|
||||
(346,1,"139","Verdant Metamorphosis","You transform into a plant version of yourself. You gain the plant trait and lose any trait that’s inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the concentrate trait. This has the same effect as tree shape, except you can turn into any kind of non-creature plant and your AC is 30."),
|
||||
(346,1,"139","Verdant Metamorphosis","You transform into a plant version of yourself. You gain the plant trait and lose any trait that’s inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the concentrate trait. This has the same effect as tree shape, except you can turn into any kind of non-creature plant and your AC is 30. If you rest for 10 minutes while transformed into a non-creature plant during daylight hours under direct sunlight, you recover half your maximum Hit Points. If you take your daily rest in this way, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower."),
|
||||
(348,1,"139","Impaling Briars","You can fill an area with devastating briars that impale and impede your foes. You gain the impaling briars order spell. Increase the number of Focus Points in your focus pool by 1."),
|
||||
(349,1,"139","Monstrosity Shape","You can transform into a powerful magical creature. Add the purple worm and sea serpent forms listed in monstrosity form to your wild shape list. If you have Soaring Shape, add the phoenix form listed in aerial form to your wild shape list."),
|
||||
(350,1,"139","Invoke Disaster","You can invoke nature’s fury upon your foes. You gain the storm lord order spell. Increase the number of Focus Points in your focus pool by 1."),
|
||||
|
@ -364,7 +364,7 @@ VALUES
|
|||
(353,1,"139","Hierophant's Power","You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-level spell slot."),
|
||||
(354,1,"139","Leyline Conduit","You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don’t expend the prepared spell as you cast it."),
|
||||
(355,1,"139","True Shapeshifter","You transcend the limitations of form. While under the effects of wild shape, you can change into any other form on your wild shape list; if the durations of the forms would vary, use the shorter of the two durations. Once per day, you can transform into a kaiju, with the effects of nature incarnate; if you have Plant Shape, you can instead transform into a green man."),
|
||||
(356,1,"144","Double Slice","You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty."),
|
||||
(356,1,"144","Double Slice","You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty."),
|
||||
(357,1,"144","Exacting Strike","You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect."),
|
||||
(358,1,"144","Point-Blank Shot","You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment."),
|
||||
(359,1,"144","Power Attack","You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice."),
|
||||
|
@ -380,7 +380,7 @@ VALUES
|
|||
(370,1,"146","Double Shot","You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them."),
|
||||
(371,1,"146","Dual-Handed Assault","You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear on page 279.) If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon’s number of damage dice. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free."),
|
||||
(372,1,"146","Knockdown","You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them."),
|
||||
(373,1,"146","Powerful Shove","You can push larger foes around with your attack. You can use <%FEATS%Aggressive Block%%>Aggressive Block or <%FEATS%Brutish Shove%%>Brutish Shove against a creature up to two sizes larger than you."),
|
||||
(373,1,"146","Powerful Shove","You can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you. When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature."),
|
||||
(374,1,"146","Quick Reversal","You turn your foes’ flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn’t count toward your multiple attack penalty."),
|
||||
(375,1,"146","Shielded Stride","When your shield is up, your enemies’ blows can’t touch you. hen you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Attacks of Opportunity). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type."),
|
||||
(377,1,"147","Twin Parry","You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement."),
|
||||
|
@ -390,10 +390,10 @@ VALUES
|
|||
(381,1,"148","Furious Focus","You’ve learned to maintain your balance even when swinging furiously. When you make a Power Attack with a melee weapon you’re wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two."),
|
||||
(382,1,"148","Guardian's Deflection","You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss."),
|
||||
(383,1,"148","Reflexive Shield","You can use your shield to fend off the worst of area effects and other damage. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves. If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage."),
|
||||
(384,1,"148","Revealing Stab","You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. Make a Strike with the required melee weapon. You don’t have to attempt a flat check to hit a concealed creature, and you have to succeed at only a DC 5 flat check to target a hidden creature. If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You Release the weapon, and it becomes lodged in the target. If the target is concealed, other creatures don’t need to succeed at a flat check to hit it. If the target is hidden, other creatures have to succeed at only a DC 5 flat check to target it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can’t become undetected to anyone who sees your weapon. If the target is invisible, the weapon remains visible while lodged in it."),
|
||||
(384,1,"148","Revealing Stab","You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. Make a Strike with the required melee weapon. You don’t have to attempt a flat check to hit a concealed creature, and you have to succeed at only a DC 5 flat check to target a hidden creature. If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You Release the weapon, and it becomes lodged in the target. If the target is concealed, other creatures don’t need to succeed at a flat check to hit it. If the target is hidden, other creatures have to succeed at only a DC 5 flat check to target it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can’t become undetected to anyone who sees your weapon. If the target is invisible, the weapon remains visible while lodged in it. This benefit lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with 2 Interact actions."),
|
||||
(385,1,"149","Shatter Defenses","Your offense exploits your enemy’s fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes flat-footed until its frightened condition ends. If the target was already flat-footed to you when you damaged it with this Strike, it can’t reduce its frightened value below 1 until the start of your next turn."),
|
||||
(387,1,"149","Triple Shot","You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them."),
|
||||
(388,1,"173","Blind-Fight","Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not flat-footed to creatures that are hidden from you (unless you’re flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature."),
|
||||
(388,1,"173","Blind-Fight","Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not flat-footed to creatures that are hidden from you (unless you’re flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you."),
|
||||
(389,1,"149","Dueling Riposte","You riposte against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature."),
|
||||
(390,1,"149","Felling Strike","Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall. If the attack is a critical hit, the target can’t Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn."),
|
||||
(391,1,"149","Incredible Aim","By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition."),
|
||||
|
@ -406,7 +406,7 @@ VALUES
|
|||
(399,1,"150","Debilitating Shot","Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon Strike. If it hits and deals damage, the target is slowed 1 until the end of its next turn."),
|
||||
(400,1,"150","Disarming Twist","After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp. Make a melee Strike with the required weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect."),
|
||||
(401,1,"150","Disruptive Stance","The slightest distraction can provoke your wrath, and you’re prepared to foil enemies’ actions. As long as you are in this stance, you can use Attack of Opportunity when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it’s a critical hit)."),
|
||||
(402,1,"151","Fearsome Brute","Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to double the target’s frightened value."),
|
||||
(402,1,"151","Fearsome Brute","Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to double the target’s frightened value. If you have master proficiency in Intimidation, increase the bonus to triple the target’s frightened value."),
|
||||
(403,1,"151","Improved Knockdown","You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a Strike followed by a Trip, you can attempt a single Strike. If you do and your Strike hits, you also apply the critical success effect of a Trip. If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip."),
|
||||
(404,1,"151","Mirror Shield","You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success)."),
|
||||
(406,1,"151","Brutal Finish","Your final blow can make an impact even if it rebounds off a foe’s defenses. Make a Strike with the required weapon. After the Strike, your turn ends. The Strike deals one extra weapon damage die, or two extra weapon damage dice if you’re at least 18th level. The Strike also gains the following failure effect."),
|
||||
|
@ -418,7 +418,7 @@ VALUES
|
|||
(412,1,"151","Paragon's Guard","Once you’ve had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you’d used the Raise a Shield action, as long as you meet that action’s requirements."),
|
||||
(413,1,"152","Spring Attack","Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Spring Attack while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type."),
|
||||
(414,1,"152","Desperate Finisher","You throw everything into one last press. Use a single action that you know with the press trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn."),
|
||||
(415,1,"152","Determination","Your training allows you to shrug off your foes’ spells and conditions when the need is dire. Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (your level is your counteract level, and you attempt a Will save as your counteract check)."),
|
||||
(415,1,"152","Determination","Your training allows you to shrug off your foes’ spells and conditions when the need is dire. Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (your level is your counteract level, and you attempt a Will save as your counteract check).This doesn’t remove any Hit Point damage normally dealt by the spell or condition, and it doesn’t prevent the spell or debilitating effect from affecting other allies or the environment around you. It can’t remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can’t remove conditions from the situation (such as prone or flanked). If the effect comes from a creature, hazard, or item of 20th level or higher, Determination can’t remove its effect on you."),
|
||||
(416,1,"152","Guiding Finish","Using your weapon as a lever, you force your opponent to end up right where you want them. Make a Strike with the required weapon. If the Strike hits, you can move the target up to 10 feet into a space in your reach. You can move the target through your space during this movement. This follows the forced movement rules found on page 475. Your Strike gains the following failure effect."),
|
||||
(417,1,"153","Guiding Riposte","By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules found on page 475."),
|
||||
(418,1,"153","Improved Twin Riposte (Fighter)","Your weapons are a blur, blocking and biting at your foes. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry."),
|
||||
|
@ -432,14 +432,14 @@ VALUES
|
|||
(427,1,"153","Savage Critical","The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result is a success. This has no effect on a 19 if the result would be a failure."),
|
||||
(428,1,"153","Boudless Reprisals","With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy’s turn, you gain a reaction you can use only during that turn."),
|
||||
(429,1,"153","Weapon Supremacy","Your skill with weapons lets you attack swiftly at all times. You’re permanently quickened. You can use your extra action only to Strike."),
|
||||
(430,1,"158","Crane Stance","You enter the stance of a crane, holding your arms in an imitation of a crane’s wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits."),
|
||||
(431,1,"158","Dragon Stance","You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits."),
|
||||
(430,1,"158","Crane Stance","You enter the stance of a crane, holding your arms in an imitation of a crane’s wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically."),
|
||||
(431,1,"158","Dragon Stance","You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits. While in Dragon Stance, you can ignore the first square of difficult terrain while Striding."),
|
||||
(432,1,"158","Ki Rush","You can use ki to move with extraordinary speed and make yourself harder to hit. You gain the ki rush ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300."),
|
||||
(433,1,"158","Ki Strike","Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the ki strike ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300."),
|
||||
(434,1,"158","Monastic Weaponry","You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the monk trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well."),
|
||||
(435,1,"159","Mountain Stance","You enter the stance of an implacable mountain—a technique first discovered by dwarven monks—allowing you to strike with the weight of an avalanche. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits."),
|
||||
(436,1,"159","Tiger Stance","You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage."),
|
||||
(437,1,"159","Wolf Stance","You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits."),
|
||||
(434,1,"158","Monastic Weaponry","You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the monk trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance."),
|
||||
(435,1,"159","Mountain Stance","You enter the stance of an implacable mountain—a technique first discovered by dwarven monks—allowing you to strike with the weight of an avalanche. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits. While in Mountain Stance, you gain a +4 status bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, and your Speeds are all reduced by 5 feet."),
|
||||
(436,1,"159","Tiger Stance","You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage. As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet."),
|
||||
(437,1,"159","Wolf Stance","You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait."),
|
||||
(438,1,"160","Brawling Focus","You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have Monastic Weaponry, you also gain the critical specialization effects of all monk weapons in which you are trained."),
|
||||
(439,1,"160","Crushing Grab","Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty."),
|
||||
(440,1,"160","Dancing Leaf","You are as light as a leaf whirling in the breeze. When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don’t count any distance fallen while you are adjacent to a wall."),
|
||||
|
@ -453,7 +453,7 @@ VALUES
|
|||
(448,1,"160","Wholeness of Body","You can restore your health by tapping into your ki. You gain the wholeness of body ki spell. Increase the number of Focus Points in your focus pool by 1."),
|
||||
(449,1,"160","Abundant Step","You can teleport yourself a short distance. You gain the abundant step ki spell. Increase the number of Focus Points in your focus pool by 1."),
|
||||
(450,1,"161","Crane Flutter","You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make a crane wing Strike against the attacker at a –2 penalty, even if the attacker isn’t within your reach."),
|
||||
(451,1,"161","Dragon Roar","You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage."),
|
||||
(451,1,"161","Dragon Roar","You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage. After you use Dragon Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area of your roar are then temporarily immune for 1 minute."),
|
||||
(452,1,"161","Ki Blast","You can unleash an impactful cone of force by channeling your ki. You gain the ki blast ki spell. Increase the number of Focus Points in your focus pool by 1."),
|
||||
(453,1,"161","Mountain Stronghold","You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn."),
|
||||
(454,1,"161","Tiger Slash","You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw."),
|
||||
|
@ -463,7 +463,7 @@ VALUES
|
|||
(458,1,"162","Arrow Snatching ","You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Arrow, as part of that reaction, you can immediately make a ranged Strike against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack."),
|
||||
(459,1,"163","Ironblood Stance","You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits. While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level."),
|
||||
(460,1,"163","Mixed Maneuver","You combine two different maneuvers together into a single flowing whole. Choose any two of Grapple, Shove, and Trip. Attempt both of the attacks you chose against the same or different creatures, but don’t apply the multiple attack penalty until after resolving both attacks."),
|
||||
(461,1,"163","Tangled Forest Stance","You extend your arms like gnarled branches to interfere with your foes’ movements. You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits."),
|
||||
(461,1,"163","Tangled Forest Stance","You extend your arms like gnarled branches to interfere with your foes’ movements. You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While you’re in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, Acrobatics check, or Athletics check against your class DC or be immobilized for that action. If you prefer, you can allow the enemy to move."),
|
||||
(462,1,"163","Wall Run","You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall."),
|
||||
(463,1,"163","Wild Winds Initiate","You learn a mystical stance that lets you attack from a distance. You gain the wild winds stance ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance is a ki spell, the wind crash Strikes the stance grants are not, so you can use them as often as you like while in the stance."),
|
||||
(464,1,"163","Knockback Strike","You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn’t count toward your multiple attack penalty."),
|
||||
|
@ -490,7 +490,7 @@ VALUES
|
|||
(485,1,"165","Meditative Wellspring","When you clear your mind, your focus comes flowing back in a powerful rush. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1."),
|
||||
(486,1,"165","Swift River","You flow like water, avoiding all restraints. End one status penalty to your speed, or end one immobilized or slowed condition affecting you."),
|
||||
(487,1,"165","Enduring Quickness","You move as fast and as high as the wind itself. You’re permanently quickened. You can use your extra action to Stride or Leap, or to provide one of the actions needed for a High Jump or Long Jump."),
|
||||
(488,1,"165","Fuse Stance","You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions."),
|
||||
(488,1,"165","Fuse Stance","You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions. You can’t fuse stances with fundamentally incompatible requirements or restrictions (such as Ironblood Stance and Crane Stance, which both require using only one type of Strike)."),
|
||||
(489,1,"165","Impossible Technique","You execute a maneuver that defies possibility. If the triggering effect was an enemy’s attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result."),
|
||||
(491,1,"171","Crossbow Ace","You have a deep understanding of the crossbow. When you’re wielding a crossbow and use Hunt Prey or use Interact to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next Strike with that crossbow. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step (page 279). You must make the attack before the end of your next turn or these benefits are lost."),
|
||||
(492,1,"171","Hunted Shot","You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally."),
|
||||
|
@ -504,15 +504,15 @@ VALUES
|
|||
(500,1,"172","Companion's Cry","You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action."),
|
||||
(501,1,"172","Disrupt Prey","Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action."),
|
||||
(502,1,"172","Far Shot","Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons’ range increments."),
|
||||
(503,1,"172","Favored Enemy","You have studied a specific type of wild creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored enemy. When you roll initiative and can see an enemy that belongs to the chosen category, you can Hunt Prey as a free action, designating that enemy."),
|
||||
(503,1,"172","Favored Enemy","You have studied a specific type of wild creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored enemy. When you roll initiative and can see an enemy that belongs to the chosen category, you can Hunt Prey as a free action, designating that enemy. You can use this free action even if you haven’t identified the creature yet with Recall Knowledge. The benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored enemy."),
|
||||
(504,1,"172","Running Reload","You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload."),
|
||||
(505,1,"186","Scout's Warning","You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively."),
|
||||
(506,1,"172","Snare Specialist","You specialize in creating quick traps to obstruct your enemies on the battlefield. If your proficiency rank in Crafting is expert, you gain the formulas for three common or uncommon snares (page 589). If your rank is master, you gain 6. If your rank is legendary, you gain 9."),
|
||||
(506,1,"172","Snare Specialist","You specialize in creating quick traps to obstruct your enemies on the battlefield. If your proficiency rank in Crafting is expert, you gain the formulas for three common or uncommon snares (page 589). If your rank is master, you gain 6. If your rank is legendary, you gain 9. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you have master proficiency in Crafting and eight if you have legendary proficiency in Crafting. Snares prepared in this way don’t cost you any resources to Craft."),
|
||||
(508,1,"173","Mature Animal Companion (Ranger)","Your animal companion grows up, becoming a mature animal companion and gaining additional capabilities (page 214). If you have the Hunt Prey action, your animal companion assaults the prey even without your orders. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride toward or Strike your prey."),
|
||||
(509,1,"173","Quick Snares","You can rig a snare in only moments. You can Craft snares that normally take 1 minute to Craft with 3 Interact actions, even if you haven’t prepared them."),
|
||||
(510,1,"173","Skirmish Strike","Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step."),
|
||||
(511,1,"173","Snap Shot","You’ve learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction’s trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn’t allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike."),
|
||||
(512,1,"173","Swift Tracker","Your keen eyes catch signs of passage even when you’re moving. You can move at your full Speed while you Track. If you have master proficiency in Survival, you don’t need to attempt a new Survival check every hour while Tracking. If you have legendary proficiency in Survival, you can use another exploration activity while Tracking."),
|
||||
(512,1,"173","Swift Tracker","Your keen eyes catch signs of passage even when you’re moving. You can move at your full Speed while you Track. If you have master proficiency in Survival, you don’t need to attempt a new Survival check every hour while Tracking. If you have legendary proficiency in Survival, you can use another exploration activity while Tracking. If you roll Survival for initiative while tracking your hunted prey, when you start your first turn of the encounter, you can Stride toward your hunted prey as a free action."),
|
||||
(514,1,"174","Deadly Aim","You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged Strike against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This bonus increases to +6 at 11th level and +8 at 15th level."),
|
||||
(515,1,"174","Hazard Finder","You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to Perception checks to find traps and hazards, to AC against their attacks, and to saves against their effects. You can find hazards that would normally require you to Search even if you aren’t Searching."),
|
||||
(516,1,"174","Powerful Snares","Your snares are particularly difficult for enemies to avoid. When you set a snare, the saving throw DC for that snare is equal to its normal DC or your class DC, whichever is higher."),
|
||||
|
@ -549,7 +549,7 @@ VALUES
|
|||
(548,1,"177","Triple Threat","You can divide your attention three ways when hunting. When you use Hunt Prey, you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies."),
|
||||
(549,1,"177","Ultimate Skirmisher","You are so skilled at navigating the wild, your movement is completely unaffected by terrain. You ignore the effects of all difficult terrain, greater difficult terrain, and hazardous terrain, and you don’t trigger traps and hazards that are triggered by moving into an area (such as trip wires and pressure plates), unless you want to."),
|
||||
(550,1,"183","Nimble Dodge","You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack."),
|
||||
(551,1,"183","Trap Finder","You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap."),
|
||||
(551,1,"183","Trap Finder","You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2."),
|
||||
(552,1,"183","Twin Feint","You make a dazzling series of attacks with both weapons, using the first attack to throw your foe offguard against a second attack at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply your multiple attack penalty to the Strikes normally."),
|
||||
(553,1,"183","You're Next","After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger."),
|
||||
(554,1,"183","Brutal Beating","The brutality of your critical hits shakes your foes’ confidence. Whenever your Strike is a critical hit and deals damage, the target is frightened 1."),
|
||||
|
@ -571,13 +571,13 @@ VALUES
|
|||
(574,1,"187","Nimble Roll","You throw yourself into a roll to escape imminent danger. You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect."),
|
||||
(575,1,"187","Opportune Backstab","When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature."),
|
||||
(576,1,"187","Sidestep","You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target."),
|
||||
(577,1,"187","Slystriker","Your attacks deal more damage, even against creatures that aren’t flat-footed. When you succeed or critically succeed at a Strike against a creature that isn’t flat-footed, you also deal 1d6 precision damage. This applies only if you’re using a weapon or unarmed attack you could deal sneak attack damage with. At 14th level, if you would normally deal 3d6 or more sneak attack damage to flat-footed creatures, you deal 2d6 precision damage to creatures that aren’t flat-footed."),
|
||||
(577,1,"187","Slystriker","Your attacks deal more damage, even against creatures that aren’t flat-footed. When you succeed or critically succeed at a Strike against a creature that isn’t flat-footed, you also deal 1d6 precision damage. This applies only if you’re using a weapon or unarmed attack you could deal sneak attack damage with. At 14th level, if you would normally deal 3d6 or more sneak attack damage to flat-footed creatures, you deal 2d6 precision damage to creatures that aren’t flat-footed. When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type."),
|
||||
(578,1,"187","Precise Debilitation","You carefully aim and gracefully deliver your debilitations. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation: The target takes an additional 2d6 precision damage from your attacks. Debilitation: The target becomes flat-footed."),
|
||||
(579,1,"187","Sneak Savant","It is almost impossible to spot you without taking effort to look. When you roll a failure on a Sneak action, you get a success instead. You can still critically fail."),
|
||||
(580,1,"187","Tactical Debilitations","You learn new debilitations that grant you tactical advantages against your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike."),
|
||||
(581,1,"187","Vicious Debilitations","The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation: The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage. Debilitation: The target becomes clumsy 1."),
|
||||
(582,1,"187","Critical Debilitations","Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from. Debilitation: The target attempts a Fortitude save against your class DC with the following effects. Critical Success: The target is unaffected. Success: The target is slowed 1 until the end of your next turn. Failure: The target is slowed 2 until the end of your next turn. Critical Failure: The target is paralyzed until the end of your next turn."),
|
||||
(583,1,"188","Fantastic Leap","You launch yourself through the air at a foe. Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the distance you can travel using the scale of a Long Jump. At the end of your jump, you can make a melee Strike."),
|
||||
(583,1,"188","Fantastic Leap","You launch yourself through the air at a foe. Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the distance you can travel using the scale of a Long Jump. At the end of your jump, you can make a melee Strike. After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright."),
|
||||
(584,1,"188","Felling Shot","Your ranged attacks can shoot an unprepared foe right out of the air. Make a Strike with a ranged weapon or a thrown weapon against a flat-footed creature. If the Strike is a success and deals damage, the target must attempt a Reflex save against your class DC with the following effects. Success: The target is unaffected. Failure: The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall. Critical Failure: As failure, and the target can’t fiy, jump, levitate, or otherwise leave the ground until the end of your next turn."),
|
||||
(585,1,"188","Reactive Interference","Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction."),
|
||||
(586,1,"188","Spring from the Shadows","Leaping out from hiding, you assail your target when they least expect it. You Stride up to your Speed, but you must end your movement next to an enemy you’re hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type."),
|
||||
|
@ -598,7 +598,7 @@ VALUES
|
|||
(602,1,"198","Counterspell (Spontaneous)","When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to disrupt it. You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458). Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult)."),
|
||||
(603,1,"198","Dangerous Sorcery","Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level."),
|
||||
(604,1,"198","Familiar","You make a pact with creature that serves you and assists your spellcasting. You gain a familiar (page 217)."),
|
||||
(609,1,"199","Arcane Evolution","Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook."),
|
||||
(609,1,"199","Arcane Evolution","Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook. During your daily preparations, choose any one spell from your book of arcane spells. If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it’s already in your spell repertoire, add it as an additional signature spell for that day."),
|
||||
(610,1,"199","Bespell Weapon","You siphon the residual energy from the last spell you cast into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast. Abjuration: force damage, Conjuration or Transmutation: the same type as the weapon, Divination, Enchantment, or Illusion: mental damage, Evocation: a type the spell dealt, or force damage if the spell didn’t deal damage, Necromancy: negative damage"),
|
||||
(611,1,"199","Divine Evolution","The divine might provided by your bloodline fiows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire."),
|
||||
(612,1,"199","Occult Evolution","Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don’t know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later)."),
|
||||
|
@ -621,22 +621,22 @@ VALUES
|
|||
(633,1,"209","Counterspell (Prepared)","When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458)."),
|
||||
(634,1,"209","Eschew Materials","You can use clever workarounds to replicate the arcane essence of certain materials. When Casting a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn’t remove the need for any materials listed in the spell’s cost entry."),
|
||||
(636,1,"209","Hand of the Apprentice","You can magically hurl your weapon at your foe. You gain the hand of the apprentice universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point. See Arcane Schools on page 207 for more information about focus spells."),
|
||||
(640,1,"210","Conceal Spell","Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC. If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby."),
|
||||
(640,1,"210","Conceal Spell","Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC. If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air."),
|
||||
(643,1,"210","Linked Focus","You have linked your bonded item to the well of energy that powers your school spells. When you Drain your Bonded Item to cast a spell of your arcane school, you also regain 1 Focus Point."),
|
||||
(644,1,"210","Silent Spell","You’ve learned how to cast many of your spells without speaking the words of power you would normally need to provide. If the next action you use is Casting a Spell that has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can’t carry. However, the spell still has visual manifestations, so this doesn’t make the spell any less obvious to someone who sees you casting it. When you use Silent Spell, you can choose to gain the benefits of Conceal Spell, and you don’t need to attempt a Deception check because the spell has no verbal components."),
|
||||
(645,1,"210","Spell Penetration","You’ve studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells."),
|
||||
(647,1,"211","Advanced School Spell","You gain access to a powerful new school spell depending on your arcane school. If you’re an abjurer, you gain energy absorption; if you’re a conjurer, you gain dimensional steps; if you’re a diviner, you gain vigilant eye; if you’re an enchanter, you gain dread aura; if you’re an evoker, you gain elemental tempest; if you’re an illusionist, you gain invisibility cloak; if you’re a necromancer, you gain life siphon; and if you’re a transmuter, you gain shifting form. Increase the number of Focus Points in your focus pool by 1."),
|
||||
(648,1,"211","Bond Conservation","By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell. If the next action you use is to Cast a Spell using the energy from Drain Bonded Item, you gain an extra use of Drain Bonded Item. You must use this extra use of Drain Bonded Item before the end of your next turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels lower than the first spell cast with Drain Bonded Item."),
|
||||
(649,1,"211","Universal Versatility","You can access the fundamental abilities of any school of magic. During your daily preparations, choose one of the eight school spells gained by 1st-level specialist wizards. You can use that school spell until your next daily preparations. When you Refocus, you can choose a different school spell from among those eight school spells, replacing the previous one. Increase the number of Focus Points in your focus pool by 1."),
|
||||
(652,1,"211","Scroll Savant","During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. These scrolls follow the normal rules for scrolls (page 564), with some additional restrictions. Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value."),
|
||||
(652,1,"211","Scroll Savant","During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. These scrolls follow the normal rules for scrolls (page 564), with some additional restrictions. Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value. If you have master proficiency in arcane spell DCs, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls."),
|
||||
(653,1,"211","Clever Counterspell","You creatively apply your prepared spells to Counterspell a much wider variety of your opponents’ magic. Instead of being able to counter a foe’s spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook. When you use Counterspell in this way, the prepared spell you expend must share a trait other than its tradition with the triggering spell. At the GM’s discretion, you can instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using remove fear to counter a fear spell). Regardless of what spell you expend, you take a –2 penalty to your counteract check, though the GM can waive this penalty if the expended spell is especially appropriate."),
|
||||
(655,1,"211","Bonded Focus","Your connection to your bonded item increases your focus pool. If you have spent at least 2 Focus Points since the last time you Refocused and your bonded item is in your possession, you recover 2 Focus Points when you Refocus instead of 1."),
|
||||
(657,1,"212","Superior Bond","When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more levels lower than your highest-level spell."),
|
||||
(659,1,"212","Spell Tinker","You’ve learned to alter choices you make when casting spells on yourself. After casting a spell on only yourself that offers several choices of effect (such as resist energy, spell immunity, or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy). However, your tinkering weakens the spell’s integrity, reducing its remaining duration by half."),
|
||||
(659,1,"212","Spell Tinker","You’ve learned to alter choices you make when casting spells on yourself. After casting a spell on only yourself that offers several choices of effect (such as resist energy, spell immunity, or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy). However, your tinkering weakens the spell’s integrity, reducing its remaining duration by half. You can’t use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to."),
|
||||
(660,1,"212","Infinite Possibilities","You’ve found a way to prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that’s at least 2 levels lower than the slot you designate; the spell acts in all ways as a spell of 2 levels lower. You don’t have any particular spell prepared in that slot until you cast it."),
|
||||
(661,1,"212","Reprepare Spell","You’ve discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th level or lower and one that does not have a duration. You can reprepare a spell in this way even if you’ve already reprepared that spell previously in the same day. If you have the spell substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn’t have a duration. Once you’ve reprepared a spell in that slot even once, you can use your arcane thesis to substitute only spells without durations into that spell slot."),
|
||||
(662,1,"212","Archwizard's Might","You have mastered the greatest secrets of arcane magic. You gain an additional 10th-level spell slot."),
|
||||
(664,1,"212","Spell Combination","You can merge spells, producing multiple effects with a single casting. One slot of each level of spell you can cast, except 2nd level and 1st level, becomes a spell combination slot (this doesn’t apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell levels below the slot’s level, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack roll, require the same type of saving throw, or automatically affect the target."),
|
||||
(664,1,"212","Spell Combination","You can merge spells, producing multiple effects with a single casting. One slot of each level of spell you can cast, except 2nd level and 1st level, becomes a spell combination slot (this doesn’t apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell levels below the slot’s level, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack roll, require the same type of saving throw, or automatically affect the target. When you cast a combined spell, it affects only one target, even if the component spells normally affect more than one. If any spell in the combination has further restrictions (such as targeting only living creatures), you must abide by all restrictions. The combined spell uses the shorter of the component spells’ ranges. Resolve a combined spell as if were a single spell, but apply the effects of both component spells. For example, if the spell’s target succeeded at the save against a combined spell, it would apply the success effect of each spell, and if it critically failed, it would apply the critical failure effect of both spells."),
|
||||
(665,1,"220","Alchemist Dedication","You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC."),
|
||||
(666,1,"220","Basic Concoction","You gain a 1st- or 2nd-level alchemist feat."),
|
||||
(667,1,"220","Quick Alchemy","You gain the Quick Alchemy action."),
|
||||
|
@ -734,12 +734,12 @@ VALUES
|
|||
(759,1,"258","Battle Cry","When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll."),
|
||||
(760,1,"258","Battle Medicine","You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day."),
|
||||
(761,1,"258","Bizarre Magic","You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells. The DCs to Recognize Spells you cast and Identify Magic you use increase by 5."),
|
||||
(762,1,"259","Bonded Animal","You forge strong connections with animals. You can spend 7 days of downtime trying to bond with a normal animal (not a companion or other special animal). After this duration, attempt a DC 20 Nature check. If successful, you bond with the animal. The animal is permanently helpful to you, unless you do something egregious to break your bond. A helpful animal is easier to direct, as described under Command an Animal on page 249."),
|
||||
(762,1,"259","Bonded Animal","You forge strong connections with animals. You can spend 7 days of downtime trying to bond with a normal animal (not a companion or other special animal). After this duration, attempt a DC 20 Nature check. If successful, you bond with the animal. The animal is permanently helpful to you, unless you do something egregious to break your bond. A helpful animal is easier to direct, as described under Command an Animal on page 249. Bonding with a new animal ends any previous bond you had. You can’t have both a bonded animal and an animal companion (though you can have both a bonded animal and a familiar)."),
|
||||
(763,1,"259","Breath Control","You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead."),
|
||||
(764,1,"259","Canny Acumen","Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice."),
|
||||
(765,1,"259","Cat Fall","Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall."),
|
||||
(766,1,"259","Charming Liar","Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve."),
|
||||
(767,1,"260","Cloud Jump","Your unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don’t triple the distance."),
|
||||
(767,1,"260","Cloud Jump","Your unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don’t triple the distance. When you Long Jump or High Jump, you can also increase the number of actions you use (up to the number of actions you have remaining in your turn) to jump even further. For each extra action, add your Speed to the maximum distance you jump."),
|
||||
(768,1,"260","Combat Climber","Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb."),
|
||||
(769,1,"260","Confabulator","Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all."),
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(770,1,"260","Connections","You have social connections you can leverage to trade favors or meet important people. When you’re in an area with connections (typically a settlement where you’ve spent downtime building connections, or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important political figure or ask for a favor in exchange for a later favor of your contact’s choice. The GM decides the DC based on the difficulty of the favor and the figure’s prominence."),
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@ -758,8 +758,7 @@ VALUES
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(783,1,"261","Feather Step","You step carefully and quickly. You can Step into difficult terrain."),
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(784,1,"261","Fleet","You move more quickly on foot. Your Speed increases by 5 feet."),
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(785,1,"261","Foil Senses","You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 465)."),
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(786,1,"261","Forager","While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success."),
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(787,1,"261","Glad-Hand","First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result."),
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(786,1,"261","Forager","While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat. "),
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(788,1,"262","Group Coercion","When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary."),
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(789,1,"262","Group Impression","When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary."),
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(790,1,"262","Hefty Hauler","You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2."),
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@ -804,18 +803,18 @@ VALUES
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(830,1,"265","Quick Unlock","You can Pick a Lock using 1 action instead of 2."),
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(831,1,"265","Quiet Allies","You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls."),
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(832,1,"265","Rapid Mantel","You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge."),
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(833,1,"265","Read Lips","You can read lips of others nearby who you can clearly see. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know."),
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(833,1,"265","Read Lips","You can read lips of others nearby who you can clearly see. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know. If you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you."),
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(834,1,"265","Recognize Spell","If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success: You correctly recognize the spell. Failure: You fail to recognize the spell. Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice."),
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(835,1,"266","Ride","When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn. Page 249 has more on Command an Animal."),
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(836,1,"266","Robust Recovery","You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success."),
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(837,1,"266","Scare to Death","You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute."),
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(838,1,"266","Shameless Request","You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you."),
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(839,1,"266","Shield Block","You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."),
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(840,1,"266","Sign Language","You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory."),
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(840,1,"266","Sign Language","You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory. Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment."),
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(841,1,"266","Skill Training","You become trained in the skill of your choice."),
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(842,1,"266","Slippery Secrets","You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing."),
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(843,1,"266","Snare Crafting","You can use the Craft activity to create snares, using the rules from page 244. When you select this feat, you add the formulas for four common snares to your formula book."),
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(844,1,"266","Specialty Crafting","Your training focused on Crafting one particular kind of item. Select one of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking."),
|
||||
(844,1,"266","Specialty Crafting","Your training focused on Crafting one particular kind of item. Select one of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking. TODO table here???"),
|
||||
(845,1,"267","Steady Balance","You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge."),
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||||
(846,1,"267","Streetwise","You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally."),
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||||
(847,1,"267","Student of the Canon","You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead."),
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|
@ -833,7 +832,7 @@ VALUES
|
|||
(860,1,"268","Unmistakable Lore","You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual."),
|
||||
(861,1,"268","Untrained Improvisation","You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions."),
|
||||
(862,1,"268","Virtuosic Performer","You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides."),
|
||||
(863,1,"269","Wall Jump","You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity."),
|
||||
(863,1,"269","Wall Jump","You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity. You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn."),
|
||||
(864,1,"269","Ward Medic","You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets."),
|
||||
(865,1,"269","Wary Disarmament","If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap."),
|
||||
(866,1,"269","Weapon Proficiency","You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice."),
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Reference in New Issue