From be685c4d0fd872993bc52b60ba8569cfe4497ac0 Mon Sep 17 00:00:00 2001 From: James DeVore Date: Thu, 8 Aug 2019 22:36:05 -0400 Subject: [PATCH] removed all undefineds --- data/feats.sql | 124 ++++++++++++++++++++++++------------------------- 1 file changed, 62 insertions(+), 62 deletions(-) diff --git a/data/feats.sql b/data/feats.sql index cee2155..e89d21f 100644 --- a/data/feats.sql +++ b/data/feats.sql @@ -97,7 +97,7 @@ VALUES (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."), (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."), (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."), -(81,1,"58","Supernatural Charm","The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-level undefined as an arcane innate spell once per day."), +(81,1,"58","Supernatural Charm","The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-level charm as an arcane innate spell once per day."), (82,1,"59","Monstrous Peacemaker","Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to Diplomacy checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM’s discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception checks to Sense the Motives of such creatures."), (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."), (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."), @@ -164,10 +164,10 @@ VALUES (145,1,"90","Attack of Opportunity","You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike."), (146,1,"90","Brutal Bully","You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip."), (147,1,"90","Cleave","You swing clear through one foe and into another. Make a melee Strike against the second foe."), -(148,1,"90","Dragon's Rage Breath","You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing 1d6 damage per level. The area and damage type match those of your dragon (see Table 3–4. If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels). Each creature in the area must attempt a basic Reflex save.Table 3-4: Dragon Instinctsundefined"), +(148,1,"90","Dragon's Rage Breath","You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing 1d6 damage per level. The area and damage type match those of your dragon (see Table 3–4. If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels). Each creature in the area must attempt a basic Reflex save."), (149,1,"91","Giant's Stature","You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition (page 618) until you stop raging. Your equipment grows with you."), (150,1,"91","Spirits' Interference","You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect."), -(151,1,"91","Animal Rage","You transform into your animal. You gain the effects of the 3rd-level undefined spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear. If your animal is a frog, your tongue’s reach increases to 15 feet. Dismissing the transformation gains the rage trait."), +(151,1,"91","Animal Rage","You transform into your animal. You gain the effects of the 3rd-level animal form spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear. If your animal is a frog, your tongue’s reach increases to 15 feet. Dismissing the transformation gains the rage trait."), (152,1,"91","Furious Bully","You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack actions."), (153,1,"91","Renewed Vigor","You pause to recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier."), (154,1,"91","Share Rage","You stoke an ally’s fury. While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use concentrate actions."), @@ -188,46 +188,46 @@ VALUES (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."), (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."), (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."), -(172,1,"93","Dragon Transformation","You transform into a ferocious Large dragon, gaining the effects of 6th-level undefined 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."), +(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."), (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."), (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."), (176,1,"93","Vicious Evisceration","You make a vicious attack that maims your enemy. Make a melee Strike. If the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical success."), (177,1,"93","Contagious Rage","You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on Share Rage, using it multiple times in a Rage. Allies affected by Share Rage who accept your anathema for the duration of the Rage gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization."), -(178,1,"93","Quaking Stomp","You stomp the ground with such force that it creates a minor earthquake, with the effects of the undefined spell."), +(178,1,"93","Quaking Stomp","You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell."), (179,1,"99","Bardic Lore","Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means."), -(180,1,"99","Lingering Composition","By adding a flourish, you make your compositions last longer. You learn the undefined focus spell. Increase the number of Focus Points in your focus pool by 1."), +(180,1,"99","Lingering Composition","By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Increase the number of Focus Points in your focus pool by 1."), (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."), -(185,1,"100","Inspire Competence","You learn the undefined 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 undefined composition spell. Increase the number of Focus Points in your focus pool by 1."), +(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 undefined composition cantrip (page 386), which protects you and allies."), +(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."), -(190,1,"101","Triple Time","You learn the undefined composition cantrip, which speeds up you and your allies for a round."), +(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 undefined composition cantrip, which frightens your enemies."), +(192,1,"101","Dirge of Doom","You learn the dirge of doom composition cantrip, which frightens your enemies."), (193,1,"101","Harmonize","You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect."), (194,1,"211","Steady Spellcasting","Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 fiat check. If you succeed, your action isn’t disrupted."), (195,1,"101","Eclectic Skill","Your broad experiences translate to a range of skills. You add your level to all skill checks in which you are untrained. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in Occultism, you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained."), -(196,1,"102","Inspire Heroics","Your performances inspire even greater deeds in your allies. You learn the undefined metamagic focus spell. Increase the number of Focus Points in your focus pool by 1."), +(196,1,"102","Inspire Heroics","Your performances inspire even greater deeds in your allies. You learn the inspire heroics metamagic focus spell. Increase the number of Focus Points in your focus pool by 1."), (197,1,"102","Know-It-All","When you succeed at a Knowledge check, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM’s discretion you might gain even more additional information or context than normal."), -(198,1,"102","House of Imaginary Walls","You erect an imaginary barrier others believe to be real. You learn the undefined composition cantrip."), +(198,1,"102","House of Imaginary Walls","You erect an imaginary barrier others believe to be real. You learn the house of imaginary walls composition cantrip."), (199,1,"102","Quickened Casting","If your next action is to cast a cantrip or a spell that is at least 2 levels lower than the highest level spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). Special This can only be used on a cantrip or spell from the class matching the one you gained this feat from."), (200,1,"102","Unusual Composition","You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell, you can use a different kind of performance than usual for the composition to change any of its somatic components to verbal components or vice versa. As usual for composition spells, this changes whether the composition is auditory or visual."), (201,1,"102","Eclectic Polymath","Your flexible mind can quickly shift spells. If you add a spell to your repertoire during your daily preparations using Esoteric Polymath, when you prepare again, you can choose to keep the new spell from Esoteric Polymath in your repertoire and instead lose access to another spell of the same level in your repertoire."), (202,1,"103","Inspirational Focus","Your connection to your muse has granted you unusual focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1."), -(203,1,"103","Allegro","You can quicken your allies with a fast-paced performance. You learn the undefined composition cantrip."), -(204,1,"103","Soothing Ballad","You soothe your allies’ wounds with the power of your performance. You learn the undefined composition spell. Increase the number of Focus Points in your focus pool by 1."), +(203,1,"103","Allegro","You can quicken your allies with a fast-paced performance. You learn the allegro composition cantrip."), +(204,1,"103","Soothing Ballad","You soothe your allies’ wounds with the power of your performance. You learn the soothing ballad composition spell. Increase the number of Focus Points in your focus pool by 1."), (205,1,"103","True Hypercognition","Your mind works at an incredible pace. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can’t use them for these actions."), (206,1,"103","Effortless Concentration","You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells."), (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."), -(211,1,"103","Fatal Aria","Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the undefined composition spell. Increase the number of Focus Points in your focus pool by 1."), +(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."), (214,1,"109","Deity's Domain","You embody an aspect of your deity. Choose one of your deity’s domains from those listed on page 441. You gain the domain’s initial domain spell as a devotion spell."), @@ -242,25 +242,25 @@ VALUES (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."), (225,1,"111","Mercy","Your touch relieves fear and restores movement. If the next action you use is to cast lay on hands, you can attempt to counteract a fear effect or an effect imposing the paralyzed condition on the target, in addition to the other benefits of lay on hands."), -(227,1,"112","Litany Against Wrath","You excoriate a foe for its wrath against goodly creatures. You can cast the undefined devotion spell. Increase the number of Focus Points in your focus pool by 1."), +(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."), (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 undefined on your mount, you can restore 10 Hit Points, plus 10 for each heightened level."), +(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."), (234,1,"113","Quick Block","You can block with your shield instinctively. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Shield Block."), (235,1,"113","Second Ally","Your inner grace attracts the attention of a second protective spirit. Choose a second type of divine ally and gain its benefits."), (236,1,"113","Sense Evil","You sense evil as a queasy or foreboding feeling. When in the presence of an aura of evil that is powerful or overwhelming (page 328), you eventually detect the aura, though you might not do so instantly, and you can’t pinpoint the location. This acts as a vague sense, similar to humans’ sense of smell. An evil creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day."), (237,1,"113","Devoted Focus","Your devotion is strong enough to increase your focus to incredible heights. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1."), (238,1,"113","Imposing Destrier","Under your care, your mount has realized its innate potential. The mount you gained through the divine ally class feature is now a nimble or savage animal companion (page 214). During an encounter, even if you don’t use the Command an Animal action, your mount can still use 1 action on your turn to Stride or Strike."), -(239,1,"113","Litany Against Sloth","You rail against the sin of sloth, turning a foe’s laziness against it. You can cast the undefined devotion spell. Increase the number of Focus Points in your focus pool by 1."), -(240,1,"113","Radiant Blade Spirit","Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: undefined and any aligned properties ("), +(239,1,"113","Litany Against Sloth","You rail against the sin of sloth, turning a foe’s laziness against it. You can cast the litany against sloth devotion spell. Increase the number of Focus Points in your focus pool by 1."), +(240,1,"113","Radiant Blade Spirit","Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: flaming and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your cause's alignment"), (241,1,"113","Shield of Reckoning","When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion’s reaction against the foe that attacked your ally."), (242,1,"113","Affliction Mercy","The divine grace that flows through you grants reprieve from an affliction. When you use Mercy, you can instead attempt to counteract a curse, disease, or poison."), (243,1,"113","Aura of Faith","You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your Strikes deal an extra 1 good damage against evil creatures. Also, each good-aligned ally within 15 feet gains this benefit on their first Strike that hits an evil creature each round."), (244,1,"113","Blade of Justice","You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent. The Strike deals two extra weapon damage dice if the target of your Strike is evil. Whether or not the target is evil, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite), and you can convert all the physical damage from the attack into good damage."), -(245,1,"114","Champion's Sacrifice","You can suffer so that others might live. You can cast the undefined devotion spell. Increase the number of Focus Points in your focus pool by 1."), +(245,1,"114","Champion's Sacrifice","You can suffer so that others might live. You can cast the champion's sacrifice devotion spell. Increase the number of Focus Points in your focus pool by 1."), (246,1,"114","Divine Wall","You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies."), (247,1,"114","Lasting Doubt","When you cast doubt upon your foes, the effect lasts longer than usual. After being enfeebled 2 by your Glimpse of Redemption, the foe is enfeebled 1 for 1 minute. If you have Weight of Guilt, after being stupefied 2 by your Glimpse of Redemption, the foe is stupefied 1 for 1 minute or until the flat check from stupefied causes it to lose a spell, whichever comes first."), (248,1,"114","Liberating Stride","Instead of you taking a Step at the end of your Liberating Step, the triggering ally can Stride up to half their Speed. Even if you have exalt, only the triggering ally gains this benefit."), @@ -269,7 +269,7 @@ VALUES (251,1,"114","Aura of Righteousness","Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5."), (252,1,"114","Aura of Vengeance","When you call upon others to take retribution, you also guide their aim. When you use Retributive Strike, your allies who make Strikes take only a –2 penalty, instead of a –5 penalty."), (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 undefined devotion spell. Increase the number of Focus Points in your focus pool by 1."), +(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."), (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."), @@ -281,13 +281,13 @@ VALUES (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."), (265,1,"121","Domain Initiate","Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain’s theme and domain spells appear in Table 8–2: Domains on page 441."), -(266,1,"121","Harming Hands","The mordant power of your negative energy grows. When you cast undefined, you roll d10s instead of d8s."), -(267,1,"121","Healing Hands","Your positive energy is even more vibrant and restorative. When you cast undefined, you roll d10s instead of d8s."), -(268,1,"121","Holy Castigation","You combine holy energy with positive energy to damage demons, devils, and their evil ilk. undefined spells you cast damage fiends as though they were undead."), +(266,1,"121","Harming Hands","The mordant power of your negative energy grows. When you cast harm, you roll d10s instead of d8s."), +(267,1,"121","Healing Hands","Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s."), +(268,1,"121","Holy Castigation","You combine holy energy with positive energy to damage demons, devils, and their evil ilk. Heal spells you cast damage fiends as though they were undead."), (271,1,"122","Communal Healing","You’re a conduit for positive energy, and as you cit through you, it heals some of your minor injuries. When you cast the heal spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the heal spell."), (272,1,"122","Emblazon Armament","Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents."), (273,1,"122","Sap Life","You draw the life force out of your enemies to heal your own wounds. When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell level of your harm spell. If you aren’t a living creature, you gain no benefit from this feat."), -(274,1,"122","Turn Undead","Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a undefined spell to damage undead, each undead of your level or lower that critically fails its save gains the fleeing condition for 1 round."), +(274,1,"122","Turn Undead","Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a heal spell to damage undead, each undead of your level or lower that critically fails its save gains the fleeing condition for 1 round."), (275,1,"122","Versatile Font","As you explore your deity’s aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font."), (276,1,"122","Channel Smite","You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee Strike and add the spell’s damage to the Strike’s damage. This is negative damage if you expended a harm spell or positive damage if you expended a heal spell. The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell)."), (277,1,"123","Command Undead","You grasp the animating force within an undead creature and bend it to your will. If the next action you use is to cast harm targeting one undead creature, you transform the effects of that harm spell. Instead of harm’s normal effects, the target becomes controlled by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist being controlled by you. If the target is already under someone else’s command, the controlling creature also rolls a saving throw, and the undead uses the better result."), @@ -300,10 +300,10 @@ VALUES (285,1,"123","Advanced Domain","Your studies or prayers have unlocked deeper secrets of your deity’s domain. You gain an advanced domain spell from one of your domains (as listed in Table 8–2: Domains on page 441). Increase the number of Focus Points in your focus pool by 1."), (286,1,"124","Align Armament","You bring a weapon into metaphysical concordance with your deity’s beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deity’s alignment components. This action has the trait corresponding to the chosen alignment component."), (287,1,"124","You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed."), -(288,1,"124","Cremate Undead","Your positive energy sets undead alight. When you use a undefined spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s level."), +(288,1,"124","Cremate Undead","Your positive energy sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s level."), (289,1,"124","Emblazon Energy","With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options."), (290,1,"125","Castigating Weapon","The force of your deity’s castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a heal spell, your weapon or unarmed Strikes deal extra good damage to fiends equal to half the level of the heal spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune)."), -(291,1,"125","Heroic Recovery","The restorative power of your healing invigorates the recipient. If the next action you use is to cast undefined targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls."), +(291,1,"125","Heroic Recovery","The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls."), (292,1,"125","Improved Command Undead","Undead creatures find it all but impossible to resist your commands. When you use Command Undead, if the undead succeeds at its save but doesn’t critically succeed, it is your minion for 1 round. If the undead fails its save, it is your minion for 10 minutes. If it critically fails, it is your minion for 24 hours."), (293,1,"125","Replenishment of War","Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn."), (294,1,"125","Defensive Recovery","Your faith provides temporary protection in addition to healing. If the next action you use is to cast harm or heal on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round."), @@ -314,8 +314,8 @@ VALUES (299,1,"125","Extend Armament Alignment","The alignment you impose on a weapon lasts much longer. The duration of Align Armament increases to 1 minute."), (300,1,"125","Fast Channel","Divine power is always at your fingertips, swiftly responding to your call. When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version. You can do this with harm if you have harmful font or heal if you have healing font (or both if you have Versatile Font)."), (301,1,"126","Swift Banishment","The force of your blow sends your victim back to its home plane. You expend a banishment spell you have prepared, affecting the creature you critically hit without needing to cast the spell. The creature can attempt to resist the spell as normal."), -(302,1,"126","Eternal Bane","A life of evil has made you a nexus for your deity’s vile power. You’re continuously surrounded by a undefined spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute."), -(303,1,"126","Eternal Blessing","Your good deeds have brought your deity’s grace to you for all of eternity. You’re continuously surrounded by a undefined spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute."), +(302,1,"126","Eternal Bane","A life of evil has made you a nexus for your deity’s vile power. You’re continuously surrounded by a bane spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute."), +(303,1,"126","Eternal Blessing","Your good deeds have brought your deity’s grace to you for all of eternity. You’re continuously surrounded by a bless spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute."), (304,1,"126","Resurrectionist","You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a dying creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked unconscious."), (305,1,"126","Domain Wellspring","The intensity of your focus grows from the investment you’ve placed in your domains. 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."), (306,1,"127","Echoing Channel","When you pull forth positive or negative energy, you also create a smaller pocket of that energy. If the next action you use is to cast a 2-action harm or heal to heal or damage a single creature, choose one additional creature adjacent to either you or the target. Target that creature with a 1-action version of the same spell. This spell is the same level as the 2-action harm or heal you cast and doesn’t cost another spell slot."), @@ -327,7 +327,7 @@ VALUES (312,1,"133","Leshy Familiar","You gain a leshy familiar, a Tiny plant that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars, which are detailed on page 217."), (314,1,"134","Storm Born","You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog)."), (315,1,"134","Widen Spell","You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line."), -(316,1,"134","Wild Shape","You are one with the wild, always changing and adapting to meet any challenge. You gain the undefined order spell, which lets you transform into a variety of forms that you can expand with druid feats."), +(316,1,"134","Wild Shape","You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats."), (317,1,"134","Call of the Wild","You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you’ve prepared in one of your druid spell slots with a summon animal or summon plants and fungi spell of the same level."), (318,1,"134","Enhanced Familiar","You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two."), (319,1,"134","Order Explorer","You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose."), @@ -338,28 +338,28 @@ VALUES (325,1,"135","Woodland Stride","You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don’t impede your progress."), (326,1,"136","Green Empathy","You can communicate with plants on a basic level and use Diplomacy to Make an Impression on them and to make very simple Requests of them. Non-creature plants typically can’t fulfill most requests you might ask of them unless you have access to other magic such as speak with plants. Because of your affiliation with the leaf order, plants have a sense that you support them, so you gain a +2 circumstance bonus on your check to Make a Request of a plant using Green Empathy."), (327,1,"136","Insect Shape","Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the forms in insect form to your wild shape list. Whenever you use wild shape to polymorph into the non-flying insect form listed in pest form, the duration is 24 hours instead of 10 minutes."), -(329,1,"136","Storm Retribution","You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast undefined on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement."), +(329,1,"136","Storm Retribution","You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast tempest surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement."), (330,1,"136","Ferocious Shape","You have mastered the shape of ferocious dinosaurs. Add the forms listed in dinosaur form to your wild shape list. Whenever you use wild shape to take a form that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks."), (331,1,"136","Fey Caller","You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add illusory disguise, illusory object, illusory scene, and veil to your spell list as primal spells."), (332,1,"137","Incredible Companion (Druid)","Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion (page 214)."), (333,1,"137","Soaring Shape","Wings free you from the shackles of the ground below. Add the bat and bird forms in aerial form to your wild shape list. If you have Insect Shape, you also add the wasp form to your wild shape list. If you have Ferocious Shape, you also add the pterosaur form to your wild shape list. Whenever you use wild shape to gain a form that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks."), -(334,1,"137","Wind Caller","You bid the winds to lift and carry you through the air. You gain the undefined order spell. Increase the number of Focus Points in your focus pool by 1."), +(334,1,"137","Wind Caller","You bid the winds to lift and carry you through the air. You gain the stormwind flight order spell. Increase the number of Focus Points in your focus pool by 1."), (335,1,"137","Elemental Shape","You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the forms in elemental form to your wild shape list. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to fire."), (336,1,"137","Healing Transformation","You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell level to that creature. This is a healing effect."), -(337,1,"200","Overwhelming Energy","You alter your spells to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by undefined. A creature’s immunities are unaffected."), +(337,1,"200","Overwhelming Energy","You alter your spells to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected."), (338,1,"138","Plant Shape","You can take the form of a plant creature. Add the forms listed in plant form to your wild shape list; if you don’t have wild shape, you can instead cast plant form once per day, heightened to the highest spell level you can cast. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to poison."), (339,1,"138","Side by Side (Druid)","You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions."), (340,1,"138","Dragon Shape","You can take on the form of some of the world’s most fearsome creatures. Add the forms listed in dragon form to your wild shape list. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to your choice of acid, cold, electricity, fire, or poison."), (341,1,"138","Green Tongue","You share a special kinship with all things green and living. You (and your leshy familiar, if you have one) are constantly under the effects of speak with plants. Most non-creature plants recognize you as a druid of the leaf order and are friendly to you."), (342,1,"138","Primal Focus","Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1."), -(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 undefined order spell."), +(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 undefined, except you can turn into any kind of non-creature plant and your AC is 30."), -(348,1,"139","Impaling Briars","You can fill an area with devastating briars that impale and impede your foes. You gain the undefined order spell. Increase the number of Focus Points in your focus pool by 1."), +(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."), +(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 undefined order spell. Increase the number of Focus Points in your focus pool by 1."), -(351,1,"139","Perfect Form Control","Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely; you may have even forgotten your original form. When you use Form Control, instead of lasting 1 hour, undefined is permanent until you Dismiss it."), +(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."), +(351,1,"139","Perfect Form Control","Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely; you may have even forgotten your original form. When you use Form Control, instead of lasting 1 hour, wild shape is permanent until you Dismiss it."), (352,1,"139","Primal Wellspring","Your reservoir of Focus Points is a deep wellspring. 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."), (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."), @@ -434,8 +434,8 @@ VALUES (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."), -(432,1,"158","Ki Rush","You can use ki to move with extraordinary speed and make yourself harder to hit. You gain the undefined 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 undefined 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."), +(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."), @@ -443,18 +443,18 @@ VALUES (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."), -(441,1,"160","Elemental Fist","You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage. When you cast undefined, in addition to the damage types normally available, you can deliver the extra damage in the form of a gust of storm-tossed wind (dealing electricity damage and gaining the air trait), a chunk of stone (dealing bludgeoning damage and gaining the earth trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the water trait)."), +(441,1,"160","Elemental Fist","You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage. When you cast ki strike, in addition to the damage types normally available, you can deliver the extra damage in the form of a gust of storm-tossed wind (dealing electricity damage and gaining the air trait), a chunk of stone (dealing bludgeoning damage and gaining the earth trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the water trait)."), (442,1,"160","Stunning Fist","The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect."), (443,1,"160","Deflect Arrows","You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts)."), (444,1,"160","Flurry of Maneuvers","You flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Shoves, or Trips."), (445,1,"160","Flying Kick","You launch yourself at a foe. Make a Leap or attempt a High Jump or Long Jump. At the end of the jump, if you’re adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in mid-air. You fall to the ground after the Strike. If the distance you fall is no more than the height of your jump, you land upright and take no damage."), (446,1,"160","Guarded Movement","Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement."), (447,1,"160","Stand Still","You strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action."), -(448,1,"160","Wholeness of Body","You can restore your health by tapping into your ki. You gain the undefined 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 undefined ki spell. Increase the number of Focus Points in your focus pool by 1."), +(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."), -(452,1,"161","Ki Blast","You can unleash an impactful cone of force by channeling your ki. You gain the undefined ki spell. Increase the number of Focus Points in your focus pool by 1."), +(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."), (455,1,"162","Water Step","You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal."), @@ -465,10 +465,10 @@ VALUES (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."), (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 undefined 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."), +(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."), (465,1,"163","Sleeper Hold","You pinch crucial points of your target’s nervous system, impeding its ability to function. Attempt an Athletics check to Grapple the creature, with the following success and critical success effects instead of the usual effects. Critical Success: The target falls unconscious for 1 minute, though it remains standing and doesn’t drop what it holds. Success: The target is clumsy 1 until the end of its next turn."), -(466,1,"163","Wind Jump","You gather the wind beneath you, allowing you to soar as you jump. You gain the undefined ki spell. Increase the number of Focus Points in your focus pool by 1."), +(466,1,"163","Wind Jump","You gather the wind beneath you, allowing you to soar as you jump. You gain the wild winds stance ki spell. Increase the number of Focus Points in your focus pool by 1."), (467,1,"163","Winding Flow","Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can’t use the same action twice."), (468,1,"163","Diamond Soul","You have fortified your body and mind against eldritch effects. You gain a +1 status bonus to saving throws against magic."), (469,1,"163","Disrupt Ki","Make an unarmed Strike. If it deals damage to a living creature, you block that creature’s inner life force. The creature takes 2d6 persistent negative damage and is enfeebled 1 until the persistent damage ends. If you’re 18th level or higher, this deals 3d6 persistent negative damage instead."), @@ -483,10 +483,10 @@ VALUES (478,1,"165","Wild Winds Gust","You store up energy and release it in an enormous gust of rushing wind. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60 foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn’t increase until after you make all the attacks."), (479,1,"165","Enlightened Presence","You exude an aura of resolve. You and allies within 15 feet of you gain a +2 status bonus to Will saving throws against mental effects."), (480,1,"165","Master of Many Styles","You move between stances in an unceasing dance. You use an action with the stance trait."), -(481,1,"165","Quivering Palm","Your strikes can kill foes. You gain the undefined ki spell. Increase the number of Focus Points in your focus pool by 1."), +(481,1,"165","Quivering Palm","Your strikes can kill foes. You gain the quivering ki spell. Increase the number of Focus Points in your focus pool by 1."), (482,1,"165","Shattering Strike","The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target’s resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value."), (483,1,"165","Diamond Fists","Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the forceful trait. Any that already had this trait instead increase their weapon damage dice by one step."), -(484,1,"165","Empty Body","You transmute your body into an ethereal form. You gain the undefined ki spell. Increase the number of Focus Points in your focus pool by 1."), +(484,1,"165","Empty Body","You transmute your body into an ethereal form. You gain the empty body ki spell. Increase the number of Focus Points in your focus pool by 1."), (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."), @@ -592,11 +592,11 @@ replace a melee weapon Strike with a ranged weapon Strike."), (587,1,"188","Defensive Roll","Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious. You take half damage from the triggering attack."), (588,1,"188","Instant Opening","You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s flat-footed against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait."), (589,1,"188","Leave an Opening","When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a flat-footed opponent with a melee attack and deal damage, the target triggers an Attack of Opportunity reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action."), -(591,1,"188","Blank Slate","Your deceptions confound even the most powerful mortal divinations. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 20 or higher. For example, undefined would still detect other magic in the area but not any magic on you, <%SPELLS%true seeing%%>"), +(591,1,"188","Blank Slate","Your deceptions confound even the most powerful mortal divinations. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 20 or higher. For example, detect magic would still detect other magic in the area but not any magic on you, true seeing wouldn’t reveal you, locate or scrying wouldn’t find you, and so on."), (592,1,"188","Cloud Step","Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you Stride, you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you Stride over a trap with a weight-sensitive pressure plate, you don’t trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location."), (593,1,"188","Cognitive Loophole","You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once. Special You can use this reaction even if the mental effect is preventing you from using reactions."), (594,1,"189","Dispelling Slice","Your sneak attack slices through the threads binding magic to a target. Make a Strike against a flat-footed creature (your choice). If your Strike deals sneak attack damage, you attempt to counteract a single spell active on the target. Your counteract level is equal to your rogue level, and your counteract check modifier is equal to your class DC – 10."), -(595,1,"189","Perfect Distraction","You use clever tactics to mislead your foes as you sneak away. You Sneak while leaving a decoy behind. The decoy acts as the spell undefined, though you aren’t invisible, just undetected. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again."), +(595,1,"189","Perfect Distraction","You use clever tactics to mislead your foes as you sneak away. You Sneak while leaving a decoy behind. The decoy acts as the spell mislead, though you aren’t invisible, just undetected. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again."), (596,1,"189","Implausible Infiltration","You find tiny holes or imperfections that no one else could see and try to somehow fit yourself through them, possibly moving directly through the wall or floor from one side to the other. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling."), (597,1,"189","Powerful Sneak","You have learned to exploit your enemies’ lowered defenses. When you succeed or critically succeed at a Strike using your Strength modifier on the attack roll and you would deal sneak attack damage, you can change the additional damage from sneak attack into ordinary damage of the same type as your Strike, rather than precision damage."), (598,1,"189","Trickster's Ace","Whether from jury-rigged magic items, stolen magical essence, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations."), @@ -617,7 +617,7 @@ replace a melee weapon Strike with a ranged weapon Strike."), (618,1,"200","Greater Bloodline","Further communion with the legacy of your bloodline has uncovered greater secrets. You gain the greater bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1."), (621,1,"201","Bloodline Focus","Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1."), (622,1,"211","Magic Sense","You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn. Special (Wizard) This feat has the Arcane trait."), -(623,1,"201","Interweave Dispel","You weave dispelling energy into a spell, sending both effects at a foe. If your next action is to cast a single-target spell against a creature, and you either hit the foe with the spell attack roll or the foe fails its saving throw, you can cast undefined on the foe as a free action, expending a spell slot as normal and targeting one spell effect affecting the foe."), +(623,1,"201","Interweave Dispel","You weave dispelling energy into a spell, sending both effects at a foe. If your next action is to cast a single-target spell against a creature, and you either hit the foe with the spell attack roll or the foe fails its saving throw, you can cast dispel magic on the foe as a free action, expending a spell slot as normal and targeting one spell effect affecting the foe."), (624,1,"201","Reflect Spell","When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal."), (626,1,"201","Greater Mental Evolution","Your bloodline’s deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell level you can cast."), (627,1,"201","Greater Vital Evolution","Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you’ve run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels."), @@ -628,7 +628,7 @@ replace a melee weapon Strike with a ranged weapon Strike."), (632,1,"201","Metamagic Mastery","Altering your spells doesn’t take any longer than casting them normally. You can use metamagic single actions as free actions."), (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 undefined 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."), +(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."), (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."), @@ -661,15 +661,15 @@ replace a melee weapon Strike with a ranged weapon Strike."), (678,1,"222","Basic Bard Spellcasting","You gain the basic spellcasting benefits (page 219). Each time you gain a spell slot of a new level from the bard archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level."), (679,1,"222","Basic Muse's Whispers","You gain a 1st- or 2nd-level bard feat."), (680,1,"222","Advanced Muse's Whispers","You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level."), -(681,1,"222","Counter Perform","You gain the undefined composition spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by engaging your muse. (For more on composition spells, see page 97.)"), -(682,1,"222","Inspirational Performance","You gain the undefined composition cantrip."), +(681,1,"222","Counter Perform","You gain the counter performance composition spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by engaging your muse. (For more on composition spells, see page 97.)"), +(682,1,"222","Inspirational Performance","You gain the inspire courage composition cantrip."), (683,1,"222","Occult Breadth","Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest spell levels."), (684,1,"222","Expert Bard Spellcasting","You gain the expert spellcasting benefits."), (685,1,"222","Master Bard Spellcasting","You gain the master spellcasting benefits."), (686,1,"223","Champion Dedication","Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC."), (687,1,"223","Basic Devotion","You gain a 1st- or 2nd-level champion feat."), (688,1,"223","Champion Resiliencey","You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way."), -(689,1,"223","Healing Touch","You gain the appropriate devotion spell for your cause ( undefined for the paladin, redeemer, and liberator). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity. (For more on devotion spells, see page 107.)"), +(689,1,"223","Healing Touch","You gain the appropriate devotion spell for your cause ( lay on hands for the paladin, redeemer, and liberator). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity. (For more on devotion spells, see page 107.)"), (690,1,"223","Advanced Devotion","You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level."), (691,1,"223","Champion's Reaction","You can use the champion’s reaction associated with your cause."), (692,1,"223","Divine Ally","You gain a divine ally of your choice (page 108)."), @@ -692,7 +692,7 @@ replace a melee weapon Strike with a ranged weapon Strike."), (709,1,"226","Fighter Dedication","You become trained in simple weapons and martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC. Special You cannot select another dedication feat until you have gained two other feats from the fighter archetype."), (710,1,"226","Basic Maneuver","You gain a 1st- or 2nd-level fighter feat."), (711,1,"226","Fighter Resiliency","You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way."), -(712,1,"226","Opportunist","You gain the Attack of Opportunity reaction. undefinedundefined"), +(712,1,"226","Opportunist","You gain the Attack of Opportunity reaction."), (713,1,"226","Advanced Maneuver","You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level."), (714,1,"226","Diverse Weapon Expert","Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained."), (715,1,"227","Monk Dedication","You become trained in unarmed attacks and gain the powerful fist class feature (page 156). You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC."), @@ -700,9 +700,9 @@ replace a melee weapon Strike with a ranged weapon Strike."), (717,1,"227","Monk Resiliency","You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way."), (718,1,"227","Advanced Kata","You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level."), (719,1,"227","Monk Moves","You gain a +10-foot status bonus to your Speed when you’re not wearing armor."), -(720,1,"227","Monk's Flurry","You gain the Flurry of Blows action. undefinedundefined"), +(720,1,"227","Monk's Flurry","You gain the Flurry of Blows action."), (721,1,"227","Perfection's Path","Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master."), -(722,1,"228","Ranger Dedication","You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. You can use the Hunt Prey action. undefinedundefined"), +(722,1,"228","Ranger Dedication","You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. You can use the Hunt Prey action."), (723,1,"228","Basic Hunter's Trick","You gain a 1st- or 2nd-level ranger feat."), (724,1,"228","Ranger Resiliency","You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way."), (725,1,"228","Advanced Hunter's Trick","You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level."), @@ -734,7 +734,7 @@ replace a melee weapon Strike with a ranged weapon Strike."), (751,1,"258","Adopted Ancestry","You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM."), (752,1,"258","Alchemical Crafting","You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book."), (753,1,"258","Ancestral Paragon","Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat."), -(754,1,"258","Arcane Sense","Your study of magic allows you to instinctively sense its presence. You can cast 1st-level undefined at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level."), +(754,1,"258","Arcane Sense","Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level."), (755,1,"258","Armor Proficiency","You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor."), (756,1,"258","Assurance","Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers)."), (757,1,"258","Automatic Knowledge","You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check."), @@ -823,7 +823,7 @@ replace a melee weapon Strike with a ranged weapon Strike."), (841,1,"266","Skill Training","You become trained in the skill of your choice."), (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."), (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."), -(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.Specialty Craftingundefined"), +(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."), (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."), (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."), (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."), @@ -840,7 +840,7 @@ replace a melee weapon Strike with a ranged weapon Strike."), (859,1,"268","Unified Theory","You’ve started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use an action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so."), (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.Virtuosic Performerundefined"), +(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."), (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."),