From f494fd57248fa656c9ac2435ba4096eb49d23786 Mon Sep 17 00:00:00 2001
From: Jaysyn904 <68194417+Jaysyn904@users.noreply.github.com>
Date: Sat, 23 Aug 2025 10:48:02 -0400
Subject: [PATCH] 2025/08/23 Update
Updated for PRC8 Update
---
CEP1/_hak/prc8_cep1_merge/baseitems.2da | 22 +-
CEP1/_tlk/prc8_cep1_merge.xml | 1052 ++++++++++++--
CEP2/2.71/_hak/prc8_cep271_mrg/baseitems.2da | 12 +-
.../2.71/_hak/prc8_cep271_mrg/racialtypes.2da | 4 +-
CEP2/2.71/_tlk/prc8_cep271_mrg.xml | 1252 +++++++++++++---
CEP3/_hak/prc8_cep3_merge/baseitems.2da | 12 +-
CEP3/_tlk/prc8_cep3_merge.xml | 1266 ++++++++++++++---
7 files changed, 3118 insertions(+), 502 deletions(-)
diff --git a/CEP1/_hak/prc8_cep1_merge/baseitems.2da b/CEP1/_hak/prc8_cep1_merge/baseitems.2da
index 6705846..b3b8252 100644
--- a/CEP1/_hak/prc8_cep1_merge/baseitems.2da
+++ b/CEP1/_hak/prc8_cep1_merge/baseitems.2da
@@ -120,13 +120,13 @@
116 67256 lightpick 1 2 0x1c030 1 2 wblpl 0 1 1 1 it_bag iwblpl 0 **** 1 2 **** 1.1 10 255 1 4 1 4 1 4 1 2 16807225 13 8 0 0 1 **** **** **** **** **** 4 0 0 16807226 0 1 40 2 **** **** **** 100 100 0 27 1 24603 24615 24627 24639 24651 24663 24675 24687 **** 2
117 16807227 sai 1 1 0x1C030 0 2 wswsi 0 1 1 1 it_bag iwswsi 0 **** 2 1 **** 1.1 10 255 1 4 2 2 1 3 1 2 16807228 7 8 0 0 1 **** **** **** **** **** 4 0 0 16807229 0 1 10 18 **** **** **** 100 100 0 9 1 24604 24616 24628 24640 24652 24664 24676 24688 1 2
118 16807230 nunchaku 1 3 0x1C030 1 2 wblnn 0 1 1 1 it_bag iwblnn 0 **** 2 2 **** 1.4 10 255 1 6 1 2 1 2 1 2 16807231 12 8 0 0 1 **** **** **** **** **** 4 0 0 16807232 0 1 20 3 **** **** **** 100 100 0 74 1 24605 24617 24629 24641 24653 24665 24677 24689 1 2
-119 16807233 falchion 2 4 0x1C030 1 2 wswfa 0 1 1 1 it_bag iwswfa 0 **** 3 3 **** 1.6 10 255 2 4 3 2 1 75 1 2.09 16807234 9 8 0 0 1 **** **** **** **** **** 4 0 0 16807235 0 1 160 11 **** **** **** 100 100 0 99 1 24606 24618 24630 24642 24654 24666 24678 24690 **** ****
-120 16807242 sap 1 1 0x1C030 1 2 wspsp 0 0 0 0 it_bag iwspsp 0 **** 2 2 **** 1.2 10 255 1 6 1 2 1 1 1 2 16807243 13 8 0 0 1 **** **** **** **** **** 4 0 0 16807244 0 1 30 2 **** **** **** 100 100 0 44 1 24607 24619 24631 24643 24655 24667 24679 24691 **** 1
-121 16807248 katar 1 1 0x1C030 1 2 wswdp 0 1 1 1 it_bag iwswdp 0 **** 1 1 **** 1.1 10 255 1 4 1 3 1 2 1 2 16807249 7 8 0 0 1 **** **** **** **** **** 4 0 0 16807250 0 1 20 11 **** **** **** 50 50 50 77 1 24608 24620 24632 24644 24656 24668 24680 24692 **** 1
-122 16807269 heavy_mace 1 3 0x1C030 1 2 wxblmh 0 1 1 1 it_bag iwxblmh 0 **** 2 3 **** 1.2 10 255 1 8 1 2 1 6 1 2 16807270 14 8 0 0 1 **** **** **** **** **** 4 0 0 16807271 0 1 120 2 **** **** **** 100 100 0 99 1 24609 24621 24633 24645 24657 24669 24681 24693 **** ****
-123 16807272 maul 2 4 0x1C030 1 2 wxblma 0 1 1 1 it_bag iwxblma 0 **** 2 3 **** 1.2 10 255 1 10 1 3 1 8 1 1.88 16807273 14 8 0 0 1 **** **** **** **** **** 4 0 0 16807274 0 1 200 12 **** **** **** 100 100 0 99 1 24610 24622 24634 24646 24658 24670 24682 24694 **** ****
-124 16807275 scimitar_double 2 5 0x1c010 1 2 wxdbsc 0 1 1 1 it_bag iwxdbsc 0 8 3 4 **** 1.5 10 255 1 6 3 2 1 63 1 1.99 16807276 10 8 0 0 1 **** **** **** **** **** 4 0 0 16807277 0 1 150 11 **** **** **** 50 50 50 99 1 24611 24623 24635 24647 24659 24671 24683 24695 **** ****
-125 16807284 goad 2 2 0x1C030 0 2 wspgd 0 1 1 1 it_bag iwspgd 0 **** 1 2 **** 1.1 10 255 1 6 1 2 1 6 1 2 16807285 8 8 0 0 1 **** **** **** **** **** 4 0 0 16807286 0 1 30 18 **** **** **** 35 35 65 22 1 24612 24624 24636 24348 24660 24672 24684 24596 **** 2
+119 16807233 falchion 2 4 0x1C030 1 2 wswfa 0 1 1 1 it_bag iwswfa 0 **** 3 3 **** 1.6 10 255 2 4 3 2 1 75 1 2 16807234 9 8 0 0 1 **** **** **** **** **** 4 0 0 16807235 0 1 80 11 **** **** **** 100 100 0 99 1 24606 24618 24630 24642 24654 24666 24678 24690 **** ****
+120 16807242 sap 1 1 0x1C030 1 2 wspsp 0 0 0 0 it_bag iwspsp 0 **** 2 2 **** 1.2 10 255 1 6 1 2 1 1 1 2 16807243 13 8 0 0 1 **** **** **** **** **** 4 0 0 16807244 0 1 20 2 **** **** **** 100 100 0 44 1 24607 24619 24631 24643 24655 24667 24679 24691 **** 1
+121 16807248 katar 1 1 0x1C030 1 2 wswdp 0 1 1 1 it_bag iwswdp 0 **** 1 1 **** 1.1 10 255 1 4 1 3 1 2 1 2 16807249 7 8 0 0 1 **** **** **** **** **** 4 0 0 16807250 0 1 10 11 **** **** **** 50 50 50 77 1 24608 24620 24632 24644 24656 24668 24680 24692 **** 1
+122 16807269 heavy_mace 1 3 0x1C030 1 2 wxblmh 0 1 1 1 it_bag iwxblmh 0 **** 2 3 **** 1.2 10 255 1 8 1 2 1 6 1 2 16807270 14 8 0 0 1 **** **** **** **** **** 4 0 0 16807271 0 1 80 2 **** **** **** 100 100 0 99 1 24609 24621 24633 24645 24657 24669 24681 24693 **** ****
+123 16807272 maul 2 4 0x1C030 1 2 wxblma 0 1 1 1 it_bag iwxblma 0 **** 2 3 **** 1.2 10 255 1 10 1 3 1 8 1 2 16807273 14 8 0 0 1 **** **** **** **** **** 4 0 0 16807274 0 1 200 12 **** **** **** 100 100 0 99 1 24610 24622 24634 24646 24658 24670 24682 24694 **** ****
+124 16807275 scimitar_double 2 5 0x1c010 1 2 wxdbsc 0 1 1 1 it_bag iwxdbsc 0 8 3 4 **** 1.5 10 255 1 6 3 2 1 63 1 2 16807276 10 8 0 0 1 **** **** **** **** **** 4 0 0 16807277 0 1 150 11 **** **** **** 50 50 50 99 1 24611 24623 24635 24647 24659 24671 24683 24695 **** ****
+125 16807284 goad 1 2 0x1C030 0 2 wspgd 0 1 1 1 it_bag iwspgd 0 **** 1 2 **** 1.1 10 255 1 6 1 2 1 6 1 2 16807285 8 8 0 0 1 **** **** **** **** **** 4 0 0 16807286 0 1 30 18 **** **** **** 35 35 65 22 1 24612 24624 24636 24348 24660 24672 24684 24596 **** 2
126 16793718 eagleclaw 1 2 0x1C030 1 2 wswec 0 1 1 1 it_bag iwswec 0 **** 4 2 **** 1.2 10 255 1 6 3 2 1 20 1 2 16793719 8 8 0 0 1 **** **** **** **** **** 4 0 0 16793720 0 1 20 1 **** **** **** 35 35 65 19 1 24721 24722 24723 24724 24725 24726 24727 24728 **** 2
127 **** padding **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
128 **** padding **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
@@ -250,11 +250,11 @@
246 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
247 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
248 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-249 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-250 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
+249 16989398 craft_scepter 1 3 0x1C030 1 2 WMgRd 0 1 1 1 it_bag iwmgrd 0 **** 2 3 **** 1.2 10 255 1 6 1 2 8 1 1 1 16989399 16 8 0 4 3 **** **** **** **** **** **** 4 0 61890 50 1 60 2 **** 1 **** 100 100 0 10 1 43 619 47 657 15 709 495 919 **** ****
+250 16989400 magic_scepter 1 3 0x1C030 1 2 WMgRd 0 1 1 1 it_bag iwmgrd 0 **** 2 3 **** 1.2 10 255 1 6 1 2 8 1 1 1 16989401 16 8 0 4 3 **** **** **** **** **** **** 4 0 61890 50 1 60 2 **** 1 **** 100 100 0 10 1 43 619 47 657 15 709 495 919 **** ****
251 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-252 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-253 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
+252 16989220 mundane_herb 1 1 0x00000 0 0 it_herb 0 **** **** **** it_bag iit_herb_000 0 1 0 **** **** **** 0 255 **** **** **** **** 16 1 1 0.36 16989221 2 1 0 9 2 **** **** **** **** **** **** 0 0 5470 0 0 0 **** **** 2 **** **** **** **** 1 1 **** **** **** **** **** **** **** **** **** ****
+253 16989222 infused_herb 1 1 0x00000 0 0 it_herb 0 **** **** **** it_bag iit_herb_254 0 1 0 **** **** **** 0 255 **** **** **** **** 16 1 10 0.36 16989223 2 1 0 9 2 **** **** **** **** **** **** 0 0 5470 0 0 0 **** **** 2 **** **** **** **** 1 1 **** **** **** **** **** **** **** **** **** ****
254 **** ***WIKI_LAST_ROW*** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
255 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
256 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
diff --git a/CEP1/_tlk/prc8_cep1_merge.xml b/CEP1/_tlk/prc8_cep1_merge.xml
index 9a2e9ac..c2aed03 100644
--- a/CEP1/_tlk/prc8_cep1_merge.xml
+++ b/CEP1/_tlk/prc8_cep1_merge.xml
@@ -171,10 +171,10 @@ REQUIREMENTS:
Class Feature: Rage
Alignment: Any non-lawful
-Race: Any Dwarven race
-Feats: Cleave, Toughness, Power Attack
+Race: Dwarven
+Feats: Cleave, Endurance, Power Attack
Base Attack Bonus: +5
-Skills: Intimidate (8 ranks), Lore (2 ranks)
+Skills: Intimidate (8 ranks), Lore (2 ranks), Perform (2 ranks)
CLASS FEATURES:
@@ -183,11 +183,11 @@ Level
Resist Poison - Bestows a +4 bonus to all Fortitude saving throws vs. poison.
Feat - Skill Focus: Intimidate - Provides a +3 bonus to all skill checks involving Intimidate.
2: Aura of Courage - The Battlerager becomes immune to fear.
- Feat - Knockdown.
+ Feat - Improved Trip.
3: Battle Rage - 2/day.
Feat - Improved Unarmed Strike.
4: Feat - Great Cleave.
- Feat - Improved Knockdown.
+ Feat - Reckless Offense.
5: Battle Rage - 3/day.
Natural Armor - The Battlerager's skin hardens, granting a +2 bonus to natural AC.
@@ -1338,7 +1338,7 @@ Spellcasting: The epic Dread Necromancer continues to increase in arcane caster
Epic Dread Necromancer Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Damage Reduction, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Focused Spell Penetration, Great Charisma, Ignore Material Components, Improved Combat Casting, Zone of Animation.
- ****
+ <CUSTOM0> uses Ranged Disarm.
Practiced Spellcaster (Knight of the Weave)
Practiced Spellcaster (Cultist of the Shattered Peak)
Practiced Spellcaster (Archivist)
@@ -2002,7 +2002,7 @@ An unwilling creature can't be teleported by word of recall. Likewise, a creatur
Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of divine lore for you, the epic archivist, to discover.
Hit Die: d6
-Skill Points: 4 + Int modifier.
+- Skill Points: 4+ Int Modifier.
Dark Knowledge (Ex): At 21st level and every 3 levels thereafter, the epic archivist gains an additional use of Dark Knowledge.
Lore Mastery (Ex): The archivist adds an additional +1 bonus on all Lore skill checks at level 23 and every 5 levels thereafter.
Bonus Feats: The epic archivist gains a bonus feat (selected from the list of epic class bonus feats) every three levels higher than 20th.
@@ -2090,7 +2090,7 @@ All warlocks harbor at least a grudging respect for the entities responsible for
- Hit Die: d8
- Proficiencies: An Eldritch Disciple does not gain any additional weapon or armor proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -2127,7 +2127,7 @@ Most of those who find themselves blessed (or cursed) with magic burning in thei
- Hit Die: d4
- Proficiencies: An Eldritch Theurge does not gain any additional weapon or armor proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -3878,7 +3878,7 @@ Level Adjustment: +4
Prerequisite: Paladin
Specifics: You can quicken one paladin spell a round while the feat is active. However, you may not cast spells from any other classes.
Use: Selected
- Three or more times per day, an archlich can turn undead as a good cleric, making a turning (Charisma) check to determine how many HD of undead are affected.
+ Three or more times per day, an archlich or baelnorn can turn undead as a good cleric, making a turning (Charisma) check to determine how many HD of undead are affected.
****
Saint
"Saint" is an acquired template that can be added to any living creature of good alignment that is not an outsider or an elemental (referred to hereafter as the "base creature").
@@ -3931,7 +3931,7 @@ Level Adjustment: Same as base creature +2.
Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.
Archlich
Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation.
-Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead (as described above) as well. They have the turning immunity defense described in the main entry for the good lich.
+Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics.
Aligned Aura:Chaos
Aligned Aura:Evil
Aligned Aura:Good
@@ -5251,7 +5251,7 @@ Level
4: Oak Strength (Ex): The forest master gains a +2 bonus to Strength and the ability to make slam attacks.
5: Spruce Growth (Su): Once per day the forest master can temporarily increase his size and strength as if using a righteous might spell.
7: Oakheart (Ex): Type changes to plant, gain weakness to fire.
-8: Deep Roots (Su): Once per day, sink roots to become immobile & gain Fast Healing 5.
+8: Deep Roots (Su): Once per day, sink roots to become immobile and gain Fast Healing 5.
Forest Longevity* (Ex): At 8th level, the forest master is magically sustained by his continuing transformation and gains incredible longevity.
10: Forest Might (Ex): The primordial forest infuses the forest master with power. He gains a +2 bonus to Strength, a +2 bonus to Constitution, and he takes only half damage from piercing weapons. He gains Fast Healing 1 in natural environments.
@@ -5287,8 +5287,31 @@ Level
You must be wielding a maul to use this ability.
Elemental power flows through your maul.
You sink your roots into the fertile soil below.
- You must be outside & above ground to use this ability.
+ You must be outside and above ground to use this ability.
<CUSTOM0> commands plants.
+ Baelnorn
+ Baelnorns are elves who have sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes.
+
+REQUIREMENTS:
+
+Race: Living Elf.
+Skills: Concentration 5, Spellcraft 14.
+Class : 11 levels in Sorcerer, Wizard, or Cleric
+Alignment: Any Good
+
+CLASS FEATURES:
+Baelnorn Properties: +8 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot.
+ Baelnorn Touch: Touch attack causes 1d8 + 5 damage and permanent paralyzation.
+ Baelnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4.
+ Turn Undead: Can turn undead 3 times per day as a cleric of the same level.
+ Turning Immunity: Cannot be turned by Good or Neutral characters.
+ Projection: Three times per day the Baelnorn may create a projection of itself.
+ Wisdom +2
+ Intelligence +2.
+ Charisma +2
+ Undeath
+
+ Note: The Baelnorn is fully undead, and therefore is immune to sneak attacks, critical hits, level drain, poison, and disease. An undead creature has no Constitution score. However, this is not possible in Neverwinter Nights. The player will gain +12 to constitution in order to simulate the increase of the Baelnorn's HD to d12.
Wild Shape: Plant
At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)
Wild Shape, Treant
@@ -15097,7 +15120,7 @@ Spells: Must be able to cast at least 3rd level Arcane spells.
CLASS FEATURES:
Level
-1: Ranged Legerdemain - Trap & Open Lock at 30' range, once per day.
+1: Ranged Legerdemain - Trap and Open Lock at 30' range, once per day.
2: Sneak Attack 1d6.
3: Impromptu Sneak Attack - Arcane Trickster causes a sneak attack on target, can be used once per day.
4: Sneak Attack 2d6.
@@ -15687,7 +15710,7 @@ Elite warriors trained to resist mental compulsions of all kinds, members of the
- Hit Die: d10
- Proficiencies: An Iron Mind gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -15946,7 +15969,7 @@ The Favoured Soul follows the path of the cleric but is able to channel divine p
- Hit Die: d8
- Proficiencies: A Favoured Soul gains proficiencies with Simple Weapons, Light and Medium Armour, and Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -16130,7 +16153,7 @@ The Cormyrean War Wizards are some of the most respected battlemages in all of F
- Hit Die: d4
- Proficiencies: A War Wizard of Cormyr gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -18954,7 +18977,7 @@ Combining the dynamic powers of martial prowess and arcane might, the Hexblade p
- Alignment Restrictions: non-good only
- Hit Die: d10
- Proficiencies: A Hexblade gains proficiency with Simple and Martial Weapons, Light and Medium Armour and with Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -21632,7 +21655,7 @@ Psychic Theurges access both the divine mysteries of spellcasting and the psioni
- Hit Die: d4
- Proficiencies: A Psychic Theurge gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -21651,7 +21674,7 @@ Cerebremancers access both the arcane mysteries of spellcasting and the psionic
- Hit Die: d4
- Proficiencies: A Cerebremancer gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -21846,7 +21869,7 @@ Thrallherds manipulate the minds of others as if they were clay in the hands of
- Hit Die: d4
- Proficiencies: A Thrallherd gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -23030,7 +23053,7 @@ A student of arcane spellcasting techniques, the Duskblade combines arcane spell
- Alignment Restrictions: none
- Hit Die: d8
- Proficiencies: A Duskblade is proficient with Simple and Martial Weapons, all Armor and Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -24053,7 +24076,7 @@ Prerequisite: Healer level 4
A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a Remove Disease spell.
At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level.
****
- ****
+ <CUSTOM0> performs an Inlindl School strike!
****
****
****
@@ -26547,7 +26570,7 @@ Specifics: This radial contains controls for a part of the teleport system.
Mark Location - Use this to mark your current location for teleporting.
Options Dialog - This starts a dialog where you can view and remove stored teleport locations. In addition, there are some user-specific switches that can be toggled here.
End Quickselect - This deactivates your quickselection if it was active.
- Quickselect Location 1 & 2 - These mark their respective locations to be the one where you teleport to when you next use a teleport spell / power / whatever that uses the PRC system.
+ Quickselect Location 1 and 2 - These mark their respective locations to be the one where you teleport to when you next use a teleport spell / power / whatever that uses the PRC system.
Use: Selected
Mark Location
Type of Feat: User Interface
@@ -27971,7 +27994,7 @@ War minds are expert fighters who claim to possess unequaled knowledge in the ar
- Hit Die: d10
- Proficiencies: A War mind gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -28436,7 +28459,7 @@ You regenerate 3 HP per round.
Use: Automatic.
Fast Healing 1
Type of Feat: Class Specific
-Prerequisite: Soldier of Light 7 or Forest Master 10
+Prerequisite: Soldier of Light 7, Verdant Lord 5 or Forest Master 10
You regenerate 1 HP per round.
Use: Automatic.
Fast Healing 2
@@ -32826,7 +32849,7 @@ A bloodclaw master embraces the animal within to a degree that it becomes extern
- Hit Die: d12
- Proficiencies: A Bloodclaw Master gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -32983,7 +33006,7 @@ Long ago, a fellowship of swordsages known as the Masters of the Jade Phoenix to
- Hit Die: d6
- Proficiencies: A Jade Phoenix Mage gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -33531,7 +33554,7 @@ Sohei are warrior monks, religious soldiers who protect large monasteries. Unlik
- Alignment Restrictions: Lawful only
- Hit Die: d10
- Proficiencies: A Sohei gains proficiencies with Simple and Martial Weapons, and Light. Medium and Heavy Armour.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -33837,7 +33860,7 @@ The bereft are a group of truenamers who devote themselves to mastering the word
- Hit Die: d6
- Proficiencies: A Bereft gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -33891,7 +33914,7 @@ Brimstone Speakers regard the secret language of Truenames as nothing less than
- Hit Die: d8
- Proficiencies: A Brimstone Speaker gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -34107,7 +34130,7 @@ Some spellcasters care for only one thing: war. They dream of steel and mighty b
- Hit Die: d6
- Proficiencies: A Warmage gains proficiencies with Simple Weapons, Light Armour, and Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -34236,7 +34259,7 @@ A knight is a proud, skilled melee combatant who fights in the name of honour an
- Alignment Restrictions: Any lawful.
- Hit Die: d12
- Proficiencies: A Knight gains proficiencies with Martial and Simple Weapons, Light, Medium and Heavy Armour, and Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -36086,7 +36109,7 @@ Prerequisite: Swashbuckler 19
Specifics: On a critical hit, the Swashbuckler deals 2 Constitution damage to their opponent (In addition to Strength damage). This does not work against creatures immune to critical hits.
Use: Automatic.
-(Note: To properly implement this feat, it is calculated separately from your actual critical hits. This means that sometimes you will get a special critical hit that does not deal extra damage, but instead deals Strength & Constitution damage. Your chance of critical hits remains the same though.)
+(Note: To properly implement this feat, it is calculated separately from your actual critical hits. This means that sometimes you will get a special critical hit that does not deal extra damage, but instead deals Strength and Constitution damage. Your chance of critical hits remains the same though.)
Lucky
Type of Feat: Class Specific
Prerequisite: Swashbuckler 11
@@ -41497,7 +41520,7 @@ You point your finger at an object and can lift it and move it at will from a di
Turning Immunity
Feat Type: Class Feat
-Prerequisite: Archlich template or Baelnorn Level 4
+Prerequisite: Archlich or Baelnorn template
Description: Archliches, including baelnorns are immune to turning attempts by good or neutral clerics. If rebuked or commanded by an evil cleric, they are instead turned or destroyed.
Command Undead
@@ -41697,7 +41720,7 @@ REQUIREMENTS:
Race: Elf.
Skills: Concentration 5, Spellcraft 14.
-Class : 11 levels in Sorcerer, Wizard, or Cleric
+Spellcasting: Must be able to cast 6th level Arcane or Divine spells.
Alignment: Any Good
Must not have any levels in Lich.
@@ -44701,7 +44724,7 @@ The Stone Dragon discipline traces its root back to an ancient order of dwarves
- Hit Die: d10
- Proficiencies: A Deepstone Sentinel gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -45999,7 +46022,7 @@ A creature strikes, but you turn the blow straight back at it.
Make an opposed attack roll against the targeted creature. If you succeed, he damages himself rather than you.
Ghostly Defense
- Setting Sun (Stance)
+ Setting Sun (Stance)
Level: Swordsage 8
Prerequisite: Three Setting Sun maneuvers
Initiation Action: 1 swift action
@@ -47825,7 +47848,7 @@ Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal, centered on you
-Duration: Instant
+Duration: 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes (for detrimental effects)
@@ -51914,7 +51937,7 @@ Racial Hit Dice/Class: NA
Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms-appearing and disappearing seemingly at a whim.
- Hit Die: d6.
-- Proficiencies: Ninjas are proficient with all simple weapons, plus the kama, kukri, shortbow, short sword, and shuriken. Ninjas are not proficient with any type of armor or shield.
+- Proficiencies: Ninjas are proficient with all simple weapons, plus the kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.
- Skill Points: 6+ Int Modifier.
CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Hide, Jump, Listen, Move Silently, Open Lock, Search, Spot, Tumble
@@ -52403,7 +52426,7 @@ Not all draconic secrets are about magic. In addition to the well-known chromat
- Hit Die: d8
- Proficiencies: A Diamond Dragon gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -52613,7 +52636,7 @@ Some arcane spellcasters are fascinated both by the dragon's hardy physical natu
- Hit Die: d6
- Proficiencies: A Dragonheart Mage gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
Spellcasting: Must be able to spontaneously cast arcane spells.
@@ -52957,7 +52980,7 @@ Talons of Tiamat may work individually or in groups, as befits their plans. The
- Hit Die: d8
- Proficiencies: A Talon of Tiamat gains proficiency with all armors, shields, and all simple and martial weapons.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
Alignment: Any evil.
@@ -55364,8 +55387,7 @@ Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
-Because magic is powerful, so, too, is the ability to dispel magic. You can use Superb Dispelling to end ongoing spells that have been cast on a creature or object, or to end ongoing spells within an area.
-One object, creature, or affected area is the target of the spell. You make a dispel check against the spell currently in effect on the target. A dispel check is 1d20 + 1 per caster level (maximum +40) against a DC of 11 + the spells caster level. If successful, the target's effects are dispelled.
+As greater dispel magic, except that the maximum bonus on the dispel check is +40, and the character takes 10d6 points of backlash damage.
Epic Spell: Symrustar's Spellbinding
Researched Epic Spell: Symrustar's Spellbinding
School: Enchantment
@@ -55639,7 +55661,7 @@ Feats Required: Martial Weapon Proficiency
Weapon Proficiency: Rapier
Weapon Proficiency: Scimitar
Weapon Proficiency: Scythe
- Weapon Proficiency: Shortspear
+ Weapon Proficiency: Spear
Weapon Proficiency: Shuriken
Weapon Proficiency: Sickle
Weapon Proficiency: Sling
@@ -57272,7 +57294,7 @@ Truly wise adventurers are always wary of unarmed opponents, for such adversarie
- Hit Die: d10
- Proficiencies: A reaping mauler gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -57872,7 +57894,7 @@ Clad in bone-white armor and wreathed in righteous conviction, shadowbane inquis
- Hit Die: d10
- Proficiencies: Shadowbane inquisitors are proficient with all simple and martial weapons, with all types of armor, and with shields.
-- Skill Points: 4+ Int Modifier.
+- Skill Points: 4+ Int Modifier.
REQUIREMENTS:
@@ -59837,19 +59859,19 @@ Use: Automatic.
Prerequisite: Level 1.
Specifics: You have learned to fight with your weapons in different ways. A character with this feat can, assuming he does not have an unusual phenotype, change his fighting style every so often (90 seconds).
Combat Style: Kensai
- You move & flow like water, your weapons an extension of your form.
+ You move and flow like water, your weapons an extension of your form.
Combat Style: Assassin
- This combat style lends itself to ambushes & rapid attacks.
+ This combat style lends itself to ambushes and rapid attacks.
Combat Style: Barbarian
You excel at heavy, brutal attacks with the largest weapons.
Combat Style: Fencing
- This combat style lends itself to fients & graceful ripostes.
+ This combat style lends itself to fients and graceful ripostes.
Combat Style: Arcane
Let your mind do the fighting with this telekinesis based combat style.
Combat Style: Demon Blade
You fight like you're possessed.
Combat Style: Warrior
- This sword & shield combat style is heavy on blocking & counters.
+ This sword and shield combat style is heavy on blocking and counters.
Combat Style: Tiger Fang
Adopt the Tiger Fang martial arts combat style.
Combat Style: Sun Fist
@@ -59902,7 +59924,7 @@ Air Mephling Ability Adjustments: +2 Dex, -2 Int, +2 Cha. Air mephlings are qui
Favored Class (Bard): A multiclass air mephling's bard class does not count when determining whether they suffer an XP penalty for multiclassing.
Racial Traits:
-- An air mephling's base land speed is 30 feet & they also have a fly speed of 10.
+- An air mephling's base land speed is 30 feet and they also have a fly speed of 10.
- Humanoid: Mephlings are native to the Elemental Planes. They have the humanoid type and gain the extraplanar subtype when not on their respective ancestral plane. Unlike their mephit ancestors, mephlings do not have an elemental subtype.
- Small: As Small creatures, mephlings have a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks.
- Breath Weapon: Each mephling has a breath weapon, the effect of which varies by the mephling's heritage.
@@ -60014,14 +60036,14 @@ Racial Traits:
- An aranea's base land speed is 50 feet in spider form, 30 in hybrid or humanoid forms.
- Racial Hit Dice: An aranea begins with three levels of shapechanger, which provide 3d8 Hit Dice.
- Medium: As Medium creatures, aranea have no special bonuses or penalties due to their size.
-- Natural Weapons: An aranea can bite 1d6 points of damage in spider & hybrid form.
-- Poison: An aranea's bite is poisonous & does 1d6 STR initial damage & 2d6 secondary damage.
+- Natural Weapons: An aranea can bite 1d6 points of damage in spider and hybrid form.
+- Poison: An aranea's bite is poisonous and does 1d6 STR initial damage and 2d6 secondary damage.
- Natural Armor: Aranea have +1 natural armor bonus.
- Darkvision: Aranea are able to see in the dark as well as daylight.
- Sorcerous Casting: Aranea cast spells as a Sorcerer of their hit dice (3rd level)
- Simple Weapons: Aranea are proficient with all simple weapons.
-- Web: Aranea can spin & throw a sticky net-like webbing.
-- Bonus Feats: Aranea gain Alertness, Improved Initiative & Weapon Finesse as bonus feats.
+- Web: Aranea can spin and throw a sticky net-like webbing.
+- Bonus Feats: Aranea gain Alertness, Improved Initiative and Weapon Finesse as bonus feats.
- Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks.
- Shapechanger: Aranea are shapechangers.
@@ -60034,7 +60056,7 @@ Level Adjustment: +4
The aranea keeps its ability scores and can cast spells, but cannot use webs or poison in humanoid form.
-In hybrid form, an aranea looks like a humanoid at first glance, but a closer inspection will reveal its fangs & spinneretes. The aranea can use weapons & webs in this form.
+In hybrid form, an aranea looks like a humanoid at first glance, but a closer inspection will reveal its fangs and spinneretes. The aranea can use weapons and webs in this form.
Web
In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
<CUSTOM0> throws webbing.
@@ -60051,7 +60073,7 @@ Favored Class (Rogue): A multiclass muckdweller's rogue class does not count whe
Racial Traits:
- A muckdweller's base land speed is 20 feet.
-- Tiny: As Tiny creatures, muckdwellers have a +2 size bonus to attacks & armor class & a +8 bonus to Hide.
+- Tiny: As Tiny creatures, muckdwellers have a +2 size bonus to attacks and armor class and a +8 bonus to Hide.
- Natural Weapons: An muckdweller can rake with its claws for 1d3 points of damage.
- Natural Armor: Muckdwellers have +3 natural armor bonus due to their scaly hides.
- Squirt: A muckdweller can squirt a jet of water into the eyes of a target up to 25 feet away.
@@ -61314,6 +61336,9 @@ The target creature is struck blind and deaf.
Type of Feat: General
Prerequisite: BAB +1
Benefit: You can equip a weapon of one size larger than normal. You take a -2 penalty to all attack rolls when using Monkey Grip.
+
+* due to engine limitations, Tiny, Large and Huge creatures see no benefit from Monkey Grip.
+
Use: Automatic
COMBAT MANEUVER
Step 1
@@ -68389,7 +68414,7 @@ Feats: Alertness*, Weapon Finesse, Low-light Vision
Skills: Listen +5, Spot +5
Feats: Endurance*, Scent, Low-light Vision
Rat, Dire
- This enormous rat looks bigger than most dogs. It has coarse, spiky fur, malevolent eyes & a long naked tail.
+ This enormous rat looks bigger than most dogs. It has coarse, spiky fur, malevolent eyes and a long naked tail.
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness*, Low-Light Vision, Scent, Weapon Finesse
@@ -78072,7 +78097,7 @@ A specialist wizard who calls himself a necromancer or a cleric with the Death d
- Hit Die: d6
- Alignment: any non-good
- Proficiencies: A Dread Necromancer gains proficiencies with Simple Weapons, and Light Armour.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -78335,7 +78360,7 @@ These benefits carry with them some form of physical change appropriate to the f
Bonus Feats: The epic favored soul gains a bonus feat (selected from the list of epic favored soul feats) at 23rd level and again every three levels after that.
-Epic Favored Soul Bonus Feat List: Craft Epic Magic Arms and Armor, Devastating Critical, Enhance Spell, Epic Endurance, Epic Prowess, Epic Speed, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Weapon Focus, Epic Weapon Specialization, Extend Life Span, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Overwhelming Critical, Perfect Health, Permanent Emanation, Spell Stowaway, Tenacious Magic.
+Epic Favored Soul Bonus Feat List: Craft Epic Magic Arms and Armor, Devastating Critical, Epic Endurance, Epic Prowess, Epic Speed, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Weapon Focus, Epic Weapon Specialization, Ignore Material Components, Improved Combat Casting, Overwhelming Critical, Perfect Health, Spell Stowaway, Tenacious Magic.
Epic Warmage
An epic warmage has perfected the art of destruction and devastation through his magic. He can lay waste to entire armies and cities with horrifying ease and shocking efficiency.
@@ -80271,15 +80296,15 @@ When within your own black labyrinth, you are immune to the last two effects (mo
LETO does not support the PRC8
Due to Bioware limitations, non-Bioware spontaneous casters do not use the normal spellbook. Those spells can be found in your class radial.
Due to Bioware limitations, only your highest level Arcane or Divine class will receive new Arcane or Divine spellslots at level up.
- Two handed weapons are shown being wielded one handed to allow feats such as Monkey Grip & Oversized Two-Weapon fighting to work properly. Combat isn't affected.
- De-leveling isn't supported by the PRC8 & can in fact break your character.
+ Two handed weapons are shown being wielded one handed to allow feats such as Monkey Grip and Oversized Two-Weapon fighting to work properly. Combat isn't affected.
+ De-leveling isn't supported by the PRC8 and can in fact break your character.
Casting an Exalted or Vile spell causes ability damage to the caster.
- Enable & disable optional game features with the PRC Options radial.
- Knockdown, Called Shot, Taunt & Parry are not valid 3e D&D feats or skills & have been disabled in the PRC8.
- As in Neverwinter Nights 2, Arcane & Divine prestige classes must pick a marker feat at 1st class level to choose which spellcasting class will be boosted by the new prestige class.
+ Enable and disable optional game features with the PRC Options radial.
+ Knockdown, Called Shot, Taunt and Parry are not valid 3e DandD feats or skills and have been disabled in the PRC8.
+ As in Neverwinter Nights 2, Arcane and Divine prestige classes must pick a marker feat at 1st class level to choose which spellcasting class will be boosted by the new prestige class.
Some prestige classes can advance invoking or shadowcasting instead of spellcasting.
- Spellcraft doesn't provide a bonus to your save vs. spells in 3e Dungeons & Dragons. This is reflected in the PRC8.
- Tumble doesn't provide a bonus to your Armor Class in 3e Dungeons & Dragons. This is reflected in the PRC8.
+ Spellcraft doesn't provide a bonus to your save vs. spells in 3e Dungeons and Dragons. This is reflected in the PRC8.
+ Tumble doesn't provide a bonus to your Armor Class in 3e Dungeons and Dragons. This is reflected in the PRC8.
Feats for Alternate Magic Systems (Psionics, Incarnum, etc) are all organized under a Masterfeat. Psionic Feats, ToB Feats, etc...
Typing "/sb" in chat will bring up the NUI spellcasting menu.
Typing "/pa" in chat will bring up the NUI Power Attack menu.
@@ -82153,6 +82178,196 @@ Strength of Will: You gain a bonus equal to 1/2 your class level (minimum +1) on
Wild Frenzy: You gain a +2 bonus on attack rolls and damage rolls with melee weapons and eldritch blasts, along with temporary hit points equal to twice your class level. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be chaotic for you to select this gift.
<cÿÿÿ>Pick an invoking feat (1st lvl)</c>
Choose which invoking class to advance with the currently selected Prestige Class. If you try take a marker feat after1st class level, your character will be releveled.
+ ### PRC8 CLASS RESERVE ###
+ LoT
+ Lion of Talisid
+ Lions of Talisid
+ lion of Talisid
+ (PRESTIGE CLASS)
+The undisputed ruler of the guardinals, Talisid the Celestial Lion is an enormously powerful force for good—and good alone, undiluted by concerns of law or chaos. He is also a mighty druid, and his mortal and guardinal champions are druids and rangers who share both his fierce hatred of evil and his passionate love of the natural world and its creatures. Called the lions of Talisid, these protectors of nature and champions of good emulate their celestial patron in more concrete ways: adopting feline animal companions, assuming great cat forms with their wild shape ability, and eventually roaring like a leonal. Druids and rangers most commonly become lions of Talisid, and only a character with an animal companion can enter the class. Multiclass druid/rangers also commonly adopt the class, and less commonly, fighter/druids or cleric/rangers.
+
+Like their guardinal patron, lions of Talisid usually work alone or in small groups of close companions, rarely with other lions. NPC lions of Talisid can be found wandering the wilderness, fighting any who would defile the natural world with evil. They are particularly concerned with areas where some evil presence corrupts nature itself, manifesting evil weather and vile corrupted creatures.
+
+- Hit Die: d8
+- Proficiencies: A lion of Talisid does not gain any additional weapon or armor proficiencies.
+- Skill Points: 4+ Int Modifier.
+- Spells per Day: At each lion of Talisid level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
+
+REQUIREMENTS:
+
+Alignment: Neutral good.
+Base Attack Bonus: +4.
+Skills: Lore 9 ranks, Heal 9 ranks.
+Feats: Favored of the Companions.
+Spells: Able to cast Summon Nature’s Ally II.
+Special: The character must have an animal companion as a class feature.
+
+CLASS FEATURES:
+Level
+1: Animal Companion (Ex): A lion of Talisid can add his lion of Talisid levels to his effective druid level (his actual druid level or one-half his ranger level) to determine the capabilities of his animal companion.
+ Lion’s Courage (Ex): A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.
+2: Scent (Ex): At 2nd level, a lion of Talisid gains the scent special quality. He can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
+3: Wild Shape (Su): At 3rd level, a lion of Talisid gains the ability to turn himself into any Small or Medium animal and back again once per day. This works exactly as the druid’s wild shape ability.
+4: Exalted Companion: At 4th level, a lion of Talisid gains the Exalted Companion feat as a bonus feat.
+ Wild Shape (Su) (2 / day).
+5: Lion’s Pounce (Ex): At 5th level, a lion of Talisid can make a full attack at the end of a charge.
+ Wild Shape (Su) (3 / day).
+6: Wild Shape (Su) (Large)*
+7: Lion’s Swiftness (Ex): When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.
+8: Wild Shape (Su) (4 / day).
+9: Wild Shape (Su) (Tiny)*
+10: Leonal’s Roar (Su): Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal’s roar spell. The saving throw DC is 20 + the lion of Talisid’s Charisma modifier.
+
+* Not implemented
+ Epic Lion of Talisid
+
+ Chosen by the celestial lion himself, these guardians of nature blend divine power with the ferocity of great cats. Noble and wild-hearted, they fight evil wherever it taints the natural world—roaming protectors guided by instinct, courage, and compassion. With animal companions at their side and the strength of a leonal in their soul, they embody both the serenity and savagery of the wild in service of pure good.
+
+Hit Die: d8.
+Skill Points at Each Additional Level: 4 + Intelligence modifier.
+Bonus Feats: The epic Lion of Talisid gains a bonus feat every three levels.
+
+Special:
+Spellcasting: At each class level the epic Lion of Talisid continues to increase in divine caster level (and spells known, if applicable).
+
+Epic Lion of Talisid Bonus Feat List:
+Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Devastating Critical, Energy Resistance, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Focused Spell Penetration, Epic Spellcasting, Fast Healing, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Overwhelming Critical, Perfect Health, Tenacious Magic.
+
+ Lion of Talisid Spellcasting (Archivist)
+ Lion of Talisid Spellcasting (Cleric)
+ Lion of Talisid Spellcasting (Druid)
+ Lion of Talisid Spellcasting (Ranger)
+ Lion of Talisid Spellcasting (Healer)
+ Lion of Talisid Spellcasting (Soldier of Light)
+ Lion of Talisid Spellcasting (Knight of the Middle Circle)
+ Lion of Talisid Spellcasting (Shaman)
+ Lion of Talisid Spellcasting (Sohei)
+ Lion of Talisid Spellcasting (Nentyar Hunter)
+ Lion of Talisid Spellcasting (Favoured Soul)
+ Lion of Talisid Spellcasting (Justice of Weald and Woe)
+ Lion of Talisid Spellcasting (Spirit Shaman)
+ Spells per Day: At each lion of Talisid level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
+ Lion's Courage (Ex)
+
+ Type of Feat: Class-Specific
+Prerequisite: Lion of Talisid 1
+Specifics: A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.
+Use: Automatic.
+ Lion's Pounce (Ex)
+ Type of Feat: Class-Specific
+Prerequisite: Lion of Talisid 5
+Specifics: At 5th level, a lion of Talisid can make a full attack at the end of a charge.
+Use: Automatic.
+ Lion's Swiftness (Ex)
+ Type of Feat: Class-Specific
+Prerequisite: Lion of Talisid 7
+Specifics: When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.
+Use: Selected.
+
+ Leonal’s Roar (Su)
+
+ Type of Feat: Class-Specific
+Prerequisite: Lion of Talisid 10
+Specifics: : Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal’s roar spell. The saving throw DC is 20 + the lion of Talisid’s Charisma modifier.
+Use: Selected.
+
+ ****
+ VrL
+ Verdant Lord
+ Verdant Lords
+ verdant lord
+ (PRESTIGE CLASS)
+Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid’s search for global understanding of nature’s secrets to focus all his energies on the world’s plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It’s almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves.
+
+Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals—right up until someone lights a torch and threatens living plants.
+
+ - Hit Die: d8
+ - Proficiencies: A verdant lord does not gain any additional weapon or armor proficiencies.
+ - Skill Points: 4+ Int Modifier.
+ - Spells per Day: At each verdant lord level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
+
+ REQUIREMENTS:
+ Alignment: Any non-evil.
+ Base Attack Bonus: +4.
+ Skills: Lore 8 ranks, Heal 8 ranks.
+ Feats: Plant Defiance, Plant Control
+ Spells: Able to cast Control Plants.
+
+ CLASS FEATURES:
+ Level
+ 1: Create Infusion: At 1st level, the verdant lord gains Create Infusion as a bonus feat.
+ 2: Expert Infusion: At 2nd level, the character can automatically identify the spell contained in an infusion and the caster level of that spell.
+ Sun Sustenance (Ex)*: At 2nd level, the verdant lord gains the ability to draw energy from the sun.
+ 3: Spontaneity: Beginning at 3rd level, the verdant lord can channel stored spell energy into regeneration spells that he hasn’t prepared ahead of time.
+ 4: Plant Facility: At 4th level, the verdant lord can rebuke or command plants as if he were three levels higher than the actual caster level he uses to determine the benefits of that feat.
+ 5: Fast Healing: At 5th level, the verdant lord gains Fast Healing as a bonus feat.
+ 6: Treant Wild Shape (Sp): Beginning at 6th level, the verdant lord can use wild shape to take the form of a treant.
+ 8: Animate Tree (Sp): At 8th level, a verdant lord can animate a tree within 180 feet of him once per day.
+ 10: Gaea’s Embrace: At 10th level, the verdant lord permanently becomes a plant creature.
+
+ * NOT IMPLEMENTED
+ Epic Verdant Lord
+ Chosen by the very soul of the forest, the verdant lord is a master of all things green and growing; a guardian whose life is intertwined with the ancient trees and blossoming wilds. These protectors transcend the druid’s path of broad natural wisdom to become singular champions of plant life itself, commanding the power of roots and branches to defend the wilds.
+
+Hit Die: d8.
+Skill Points at Each Additional Level: 4 + Intelligence modifier.
+Bonus Feats: The epic verdant lord gains a bonus feat every three levels.
+
+Special:
+Spellcasting: At each verdant lord level, the character advances in divine spellcasting as if gaining a level in a previously possessed divine casting class (without other class benefits).
+
+Epic Verdant Lord Bonus Feat List:
+Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Devastating Critical, Energy Resistance, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Focused Spell Penetration, Epic Spellcasting, Fast Healing, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Overwhelming Critical, Perfect Health, Tenacious Magic.
+ Verdant Lord Spellcasting (Archivist)
+ Verdant Lord Spellcasting (Cleric)
+ Verdant Lord Spellcasting (Druid)
+ Verdant Lord Spellcasting (Favoured Soul)
+ Verdant Lord Spellcasting (Healer)
+ Verdant Lord Spellcasting (Justice of Weald and Woe)
+ Verdant Lord Spellcasting (Knight of the Chalice)
+ Verdant Lord Spellcasting (Knight of the Middle Circle)
+ Verdant Lord Spellcasting (Nentyar Hunter)
+ Verdant Lord Spellcasting (Paladin)
+ Verdant Lord Spellcasting (Ranger)
+ Verdant Lord Spellcasting (Shaman)
+ Verdant Lord Spellcasting (Sohei)
+ Verdant Lord Spellcasting (Soldier of Light)
+ Verdant Lord Spellcasting (Spirit Shaman)
+ Spells per Day: At each verdant lord level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
+ Expert Infusion
+ Type of Feat: Class
+Prerequsite: Verdant Lord 2
+Benefit: At 2nd level, the character can automatically identify the spell contained in an infusion and the caster level of that spell. He also gains a bonus equal to his verdant lord level on both Profession (herbalist) checks and Wilderness Lore checks related to plants, including the use of this skill to forage for herbs*.
+
+*To be implemented by module developer.
+ Sun Sustenance
+ Type of Feat: Class
+Prerequsite: Verdant Lord 2
+Benefit: At 2nd level, the verdant lord gains the ability to draw energy from the sun. As long as he spends at least 4 hours of the day outdoors, he can draw sustenance from the sun itself, and thus he requires no food that day. He still thirsts, however, and needs the standard amount of water to survive*.
+ Spontaneity
+ Type of Feat: Class
+Prerequsite: Verdant Lord 3
+Benefit: Beginning at 3rd level, the verdant lord can channel stored spell energy into certain healing spells that he hasn’t prepared ahead of time. This works like the cleric’s spontaneous casting ability, with the following exceptions. He can “lose” a prepared spell to cast any regenerate spell of the same level or lower. For example, a verdant lord who has prepared faerie fire (a 1st-level spell) may lose that spell to cast regenerate light wounds (also a 1st-level spell) instead. Domain spells, if the character has access to them, cannot be converted into regenerate spells.
+ Plant Facility
+ Type of Feat: Class
+Prerequsite: Verdant Lord 4
+Benefit: At 4th level, the verdant lord can rebuke or command plants with Plant Control as if he were three levels higher than the actual caster level he uses to determine the benefits of that feat. This means that he can also command 3 additional HD of plant creatures.
+ Treant Wild Shape
+ Type of Feat: Class
+Prerequsite: Verdant Lord 6
+Beginning at 6th level, the verdant lord can use wild shape to take the form of a treant and back again once per day. This ability otherwise works like wild shape. Since a treant has a voice and manipulative appendages, the verdant lord can cast spells normally while in treant wild shape.
+ Animate Tree
+ Type of Feat: Class
+Prerequsite: Verdant Lord 8
+Beneft: At 8th level, a verdant lord can animate a tree within 180 feet of him once per day. It takes a full round for a tree to uproot itself; thereafter it has a speed of 30 feet and fights as a treant with respect to attacks and damage. The animated tree gains a number of bonus Hit Dice equal to the number of verdant lord
+levels the character possesses. Though its Intelligence score is only 2 while animated, the tree automatically understands the verdant lord’s commands. The character can
+return the animated tree to its normal state at will, and it automatically returns to its normal state if it dies or if the verdant lord who animated it is incapacitated or
+moves out of range. Once the tree returns to its normal state by any means, the verdant lord cannot animate another tree for 24 hours.
+ Gaea's Embrace
+ Type of Feat: Class
+Prerequsite: Verdant Lord 10
+At 10th level, the verdant lord permanently becomes a plant creature, though all forms of wild shape that the character could previously use remain available to him. His type changes to plant, and as a result he gains low-light vision, is immune to poison, sleep, paralysis, stunning, and polymorphing, and is not subject to critical hits or mind-influencing effects (charms, compulsions, phantasms, patterns, or morale effects). He no longer suffers penalties for aging and cannot be magically aged. Any aging penalties he may already have suffered, however, remain in place. Bonuses still accrue, and the verdant lord still dies of old age when his time is up.
+ ****
## iprp_damagecost.2da expansion ##
21 Damage
+21
@@ -84109,8 +84324,396 @@ Feats Required: Simple, or Druid
[CEP] Door 1498
[CEP] Door 1499
[CEP] Door 1500
- #PRC8 RESERVED#
- #START PRC8 MATERIAL RESERVE#
+ Summon Nature's Ally I
+ Conjuration (Summoning)
+Level: Druid 1, Shaman 1, Ranger 1
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Badger
+Dire Rat
+Dog
+Hawk
+Tiny Viper
+
+ Summon Dire Badger
+ Summon Dire Rat
+ Summon Dog
+ Summon Hawk
+ Summon Tiny Viper
+
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally I (5)
+ Summon Nature's Ally I (10)
+ Summon Nature's Ally I (15)
+ ****
+ Summon Nature's Ally II
+ Conjuration (Summoning)
+Level: Druid 2, Shaman 2, Ranger 2
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Dire Badger
+Cooshee
+Wolf
+Small Viper
+Black Bear
+
+ Summon Dire Boar
+ Summon Cooshee
+ Summon Wolf
+ Summon Small Viper
+ Summon Black Bear
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally II (5)
+ Summon Nature's Ally II (10)
+ Summon Nature's Ally II (15)
+ ****
+ Summon Nature's Ally III
+ Conjuration (Summoning)
+Level: Druid 3, Shaman 3, Ranger 3
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Brown Bear
+Dire Wolf
+Large Viper
+Leopard
+Satyr [without pipes]
+
+ Summon Brown Bear
+ Summon Dire Wolf
+ Summon Large Viper
+ Summon Leopard
+ Summon Satyr
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally III (5)
+ Summon Nature's Ally III (10)
+ Summon Nature's Ally III (15)
+ ****
+ Summon Nature's Ally IV
+ Conjuration (Summoning)
+Level: Druid 4, Shaman 4, Ranger 4
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Lion
+Polar Bear
+Dire Spider
+Viper, Huge
+Wereboar
+ Summon Lion
+ Summon Polar Bear
+ Summon Dire Spider
+ Summon Huge Viper
+ Summon Wereboar
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally IV (5)
+ Summon Nature's Ally IV (10)
+ Summon Nature's Ally IV (15)
+ ****
+ Summon Nature's Ally V
+ Conjuration (Summoning)
+Level: Druid 5, Shaman 5
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Medium Air Elemental
+Medium Earth Elemental
+Medium Fire Elemental
+Medium Water Elemental
+Dire Bear
+
+ Summon Medium Air Elemental
+ Summon Medum Earth Elemental
+ Summon Medium Fire Elemental
+ Summon Medum Water Elemental
+ Summon Dire Bear
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally V (10)
+ Summon Nature's Ally V (15)
+ Summon Nature's Ally V (20)
+ ****
+ Summon Nature's Ally VI
+ Conjuration (Summoning)
+Level: Druid 6, Shaman 6
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Large Air Elemental
+Large Earth Elemental
+Large Fire Elemental
+Large Water Elemental
+Dire Tiger
+
+ Summon Large Air Elemental
+ Summon Large Earth Elemental
+ Summon Large Fire Elemental
+ Summon Large Water Elemental
+ Summon Dire Tiger
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally VI (10)
+ Summon Nature's Ally VI (15)
+ Summon Nature's Ally VI (20)
+ ****
+ Summon Nature's Ally VII
+
+ Conjuration (Summoning)
+Level: Druid 7, Shaman 7
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Buelette
+Invisible stalker
+Pixie Rogue
+Gorgon
+Manitcore
+ Summon Bulette
+ Summon Invisible Stalker
+ Summon Pixie Rogue
+ Summon Gorgon
+ Summon Manticore
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally VII (10)
+ Summon Nature's Ally VII (15)
+ Summon Nature's Ally VII (20)
+ ****
+ Summon Nature's Ally VIII
+
+ Conjuration (Summoning)
+Level: Druid 8, Shaman 8
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Greater Air Elemental
+Greater Earth Elemental
+Greater Fire Elemental
+Greater Water Elemental
+Nymph Druidess
+ Summon Greater Air Elemental
+ Summon Greater Earth Elemental
+ Summon Greater Fire Elemental
+ Summon Greater Water Elemental
+ Summon Nymph Druidess
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally VIII (10)
+ Summon Nature's Ally VIII (15)
+ Summon Nature's Ally VIII (20)
+ ****
+ Summon Nature's Ally IX
+ Conjuration (Summoning)
+Level: Druid 9, Shaman 9
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Elder Air Elemental
+Elder Earth Elemental
+Elder Fire Elemental
+Elder Water Elemental
+Aranea Sorcerer
+ Summon Elder Air Elemental
+ Summon Elder Earth Elemental
+ Summon Elder Fire Elemental
+ Summon Elder Water Elemental
+ Summon Aranea Sorcerer
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally IX (10)
+ Summon Nature's Ally IX (15)
+ Summon Nature's Ally IX (20)
+ ****
+ Forestfold
+ Caster Level(s): Druid 4, Ranger 3
+School: Transmutation
+Component(s): Verbal, Somatic
+Range: Personal
+Area of Effect / Target: Caster
+Duration: 10 turns / level
+Additional Counter Spells:
+Save: None
+Spell Resistance: No
+
+The caster's movement is muffled and their coloring changes to match their surroundings, gaining a +20 competence bonus to any Hide and Move Silently checks.
+ Forestfold (6)
+ Forestfold (9)
+ Forestfold (12)
+ ****
+ Creeping Cold
+ Transmutation [Cold]
+Level: Druid 2
+Components: V, S, F
+Casting Time: 1 action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One creature
+Duration: 3 rounds
+Saving Throw: Fortitude half
+Spell Resistance: Yes
+You turn the subject’s sweat to ice, creating blisters as ice forms on and inside the skin. The spell deals 1d6 cumulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third).
+Only one save is allowed against the spell; if successful, it halves the damage each round.
+
+Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.
+ Creeping Cold (3)
+ Creeping Cold (6)
+ Creeping Cold (9)
+ ****
+ Greater Creeping Cold
+ Transmutation [Cold]
+Level: Drd 7
+Components: V, S, F
+Casting Time: 1 action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One creature
+Duration: Up to 6 rounds (see text)
+Saving Throw: Fortitude half
+Spell Resistance: Yes
+
+This spell functions like creeping cold, causing intense cold to accumulate inside the target’s body, but with extended duration and increased damage.
+
+You turn the subject’s sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on—dealing 3d6 on the third round and 4d6 on the fourth.
+
+If the caster is at least 15th level, the spell continues for a fifth round, dealing 5d6 cold damage. At 20th level or higher, a sixth round is added, dealing 6d6 cold damage. The spell never deals more than 6d6 damage in any round, and it ends early if the target dies.
+
+The target makes a single Fortitude saving throw when the spell is cast. A successful save halves the damage each round.
+
+Focus: A small glass or pottery vessel worth at least 25 gp, filled with ice, snow, or water.
+ Greater Creeping Cold (13)
+ Greater Creeping Cold (17)
+ Greater Creeping Cold (20)
+ ****
+ Adrenaline Surge
+ Transmutation
+Level: Druid 2, Sor/Wiz 2
+Components: V, S, DF
+Casting Time: 1 action
+Range: Close (25 ft. + 5 fr./2 levels)
+Area: Your summoned creatures within a spherical
+emanation with a radius equal to the range, centered on you
+Duration: 1 round/level
+Saving Throw: Will negates (harmless)
+Spell Resistance: Yes (harmless)
+
+Each of your summoned creatures within the area receives a +4 enhancement bonus to Strength. This effect lasts until the spell ends or the creature leaves the area.
+ Adrenaline Surge (4)
+ Adrenaline Surge (8)
+ Adrenaline Surge (16)
+ ****
+ Invulnerability to Elements
+ Abjuration
+Level: Druid 9
+Components: V, S, DF
+Casting Time: 1 action
+Range: Touch
+Target: Creature touched
+Duration: 10 minutes/level
+Saving Throw: None
+Spell Resistance: Yes
+
+As protection from all elements, but the target creature becomes immune to damage from acid, cold, electricity, fire, and sonic damage while the spell is in effect.
+ Invulnerability to Elements (17)
+ Invulnerability to Elements (20)
+ ****
+ ****
+ Control Plants
+ Transmutation
+Level: Druid 4, Plant 4, Ranger 3
+Components: V, S, DF
+Casting Time: 1 standard action
+Range: Close (25 ft. + 5 ft./2 levels)
+Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
+Duration: 1 min./level
+Saving Throw: Will negates
+Spell Resistance: No
+
+This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.
+
+Suicidal or self-destructive commands are simply ignored.
+ Control Plants (8)
+ Control Plants (16)
+ Control Plants (20)
+ ****
+ #PRC8 RESERVED#
+ #START PRC8 MATERIAL RESERVE#
+ Botanical
Paper
Glass
Ice
@@ -84155,6 +84758,19 @@ Feats Required: Simple, or Druid
Bamboo
Pottery
Glassteel
+ Herbs
+ Unknown
+ Bone
+ Ceramic
+ Crystal
+ Fiber
+ Leather
+ Metal
+ Paper
+ Rope
+ Stone
+ Wood
+ Botanical
#END PRC8 MATERIAL RESERVE#
#START PRC8 WOL RESERVE#
Giant Bearing
@@ -84314,7 +84930,7 @@ Special:
Epic Divine Spell Resistance: Your mastery over stolen divinity grants you nearly insurmountable resistance to holy power, defying even the mightiest clerics. Your divine spell resistance continues to increase by 5 for every 4 ur-priest levels you attain.
Epic Ur-Priest Bonus Feats List:
-Armor Skin, Epic Spell Focus, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spellcasting, Improved Combat Casting, Epic Spell Penetration, Great Wisdom, Blinding Speed, Craft Epic Wonderous Item, Craft Epic Magic Arms & Armor, Craft Epic Rod, Craft Epic Staff, Forge Epic Ring, Planar Turning.
+Armor Skin, Epic Spell Focus, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spellcasting, Improved Combat Casting, Epic Spell Penetration, Great Wisdom, Blinding Speed, Craft Epic Wonderous Item, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Forge Epic Ring, Planar Turning.
Epic Binder
Epic Binder Description PLACEHOLDER
Epic Anima Mage
@@ -84445,7 +85061,7 @@ Skill Points at Each Additional Level: 2 + Int Modifier
Bonus Feats: The epic Forsaker gains a bonus feat every three levels.
Special:
-Fiendslaying: The epic Knight of the Chalice becomes a righteous engine of destruction. The Fiendslaying enhancement bonus increases by one every even level & the damage increases by either 1d6 physical or 1d6 divine every even level.
+Fiendslaying: The epic Knight of the Chalice becomes a righteous engine of destruction. The Fiendslaying enhancement bonus increases by one every even level and the damage increases by either 1d6 physical or 1d6 divine every even level.
Epic Knight of the Chalice Bonus Feat List:
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Divine Might, Epic Divine Resistance, Epic Divine Shield, Epic Divine Vigor, Epic Energy Resistance, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Will, Overwhelming Critical, Epic Fortitude, Great Smiting, Improved Combat Casting, Improved Initiative, Superior Initiative, Epic Leadership, Improved Manyshot, Improved Whirlwind Attack, Legendary Commander, Legendary Wrestler, Planar Turning, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend.
@@ -84639,7 +85255,7 @@ Bonus Feats: The epic Shadowbane Stalker gains a bonus feat every four levels
Special:
Sneak Attack: The epic Shadowbane Stalker's sneak attack continues to increase by 1d6 every 3 levels.
-Discover Subterfuge: The epic Shadowbane Stalker's bonus to Search & Sense Motive continues to row by +2 every 3 class levels.
+Discover Subterfuge: The epic Shadowbane Stalker's bonus to Search and Sense Motive continues to row by +2 every 3 class levels.
Spellcasting: The epic Shadowbane Stalker continues to increase in caster level (and spells known, if applicable).
Epic Shadowbane Stalker Bonus Feat List:
@@ -84738,7 +85354,7 @@ Hit Die: d10
Skill Points at Each Additional Level: 2 + Int Modifier
Bonus Feats: The epic Soldier of Light gains a bonus feat every three levels after 10th.
-ABILITIES:
+CLASS FEATURES:
Level
13: Healing Domain - Healing spells are empowered.
@@ -85332,7 +85948,7 @@ Skill Points at Each Additional Level: 4 + Int Modifier
Bonus Feats: The epic Shadow Sun Ninja gains a bonus feat every four levels
Special:
-Monk Abilities: The epic Shadow Sun Ninja continues to add their class level to determine AC Bonus, Unarmed Damage & Stunning Fist uses per day.
+Monk Abilities: The epic Shadow Sun Ninja continues to add their class level to determine AC Bonus, Unarmed Damage and Stunning Fist uses per day.
Maneuvers: At each class level the epic Shadow Sun Ninja continues to increase in initiator level.
Epic Shadow Sun Ninja Bonus Feat List:
@@ -85375,7 +85991,7 @@ Skill Points at Each Additional Level: 4 + Int Modifier
Bonus Feats: The epic Henshin Mystic gains a bonus feat every three levels
Special:
-Monk Abilities: The epic Henshin Mystic continues to add their class level to determine AC Bonus, Unarmed Damage & Monk movement speed increase.
+Monk Abilities: The epic Henshin Mystic continues to add their class level to determine AC Bonus, Unarmed Damage and Monk movement speed increase.
Epic Henshin Mystic Bonus Feat List:
Armor Skin, Blinding Speed, Damage Reduction, Epic Energy Resistance, Epic Dodge, Epic Prowess, Epic Toughness, Fast Healing, Great Wisdom, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Legendary Wrestler, Self-Concealment, Superior Initiative.
@@ -85398,7 +86014,7 @@ Bonus Feats: The epic Enlightened Fist gains a bonus feat every five levels
Special:
Spell Resistance: The epic Enlightened Fist continues to add their class level to their spell resistance.
Spellcasting: At each class level the epic Enlightened Fist continues to increase in arcane caster level (and spells known, if applicable).
-Monk Abilities: The epic Enlightened Fist continues to add their class level to determine Stunning Attacks, Unarmed Damage & Monk movement speed increase.
+Monk Abilities: The epic Enlightened Fist continues to add their class level to determine Stunning Attacks, Unarmed Damage and Monk movement speed increase.
Epic Enlightened Fist Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Damage Reduction, Epic Dodge, Epic Energy Resistance, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Focused Spell Penetration, Great Wisdom, Improved Combat Casting, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Legendary Wrestler, Self-Concealment, Superior Initiative.
@@ -85483,7 +86099,7 @@ Skill Points at Each Additional Level: 4 + Int Modifier
Bonus Feats: The epic Fist of Zuoken gains a bonus feat every five levels
Special:
-Monk Abilities: The epic Fist of Zuoken continues to add their class level to determine AC Bonus, Unarmed Damage & Monk movement speed increase.
+Monk Abilities: The epic Fist of Zuoken continues to add their class level to determine AC Bonus, Unarmed Damage and Monk movement speed increase.
Manifesting: At each class level the epic Fist of Zuoken continues to increase in manifester level (and powers known, if applicable).
Epic Fist of Zuoken Bonus Feat List:
@@ -85509,7 +86125,7 @@ Bonus Feats: The epic Runecaster gains a bonus feat every three levels
Special:
Rune Craft: The epic Runecaster continues to gain a +1 on Runecarving checks at every odd level.
-Rune Power: The epic Runecaster's Rune Power ability continues to gain +1 to DC & spell penetration checks at every even level.
+Rune Power: The epic Runecaster's Rune Power ability continues to gain +1 to DC and spell penetration checks at every even level.
Spellcasting: The epic Runecaster continues to increase in divine caster level (and spells known, if applicable).
Epic Runecaster Bonus Feat List:
@@ -85858,6 +86474,195 @@ Use: Automatic
78
79
80
+ ### CRAFT INFUSION RESERVE###
+ Create Infusion
+ Type of Feat: Item Creation
+You store a divine spell within a specially prepared herb
+Prerequisites: Lore 4 ranks, divine spellcaster level 3rd.
+Benefit: You create an infusion of any divine spell available to you. Infusing an herb with a spell takes one day. When you create an infusion, you set the caster level, which must be sufficient to cast the spell in question but not higher than your own level. The base price of an infusion is its spell level times its caster level times 50 gp. To create an infusion, you must spend 1/25 of this base price in XP and use up raw materials costing one-half this base price. Any infusion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the XP when creating the infusion
+ Magical Artisian: Create Infusion
+ ****
+ Mundane Herb
+ Herbs can be used by characters with the create infusion feat to create herbal infusions of divine spells they know. In order to infuse an herb, the character needs to target the mundane herb with the spell they want to store in the herb.
+ Infused Herb
+ Herbal infusions contain a single stored magical spell. A divine spellcaster who is capible of casting the infused spell can eat the infusion to cast the spell within, even when wild-shaped.
+ ****
+ Adrue
+ Adrue is a wiry, blue-green plant with fibrous leaves and a faint metallic scent. It is considered uncommon, found mostly in rocky uplands where magical energy tends to pool. This herb can be used in infusions aligned with the evocation school, up to 2nd level.
+ Agaric
+ Agaric refers to a family of pale, spotted mushrooms with domed caps and a strong, earthy aroma. These fungi are relatively rare and often found growing in clusters near decaying trees. This herb can be used in infusions aligned with the necromancy school, up to 4th level.
+ Angelica
+ Angelica is a tall, hollow-stemmed plant with large umbels of pale green flowers and a strong, sweet aroma. It grows readily in temperate regions and is fairly common. This herb can be used in infusions aligned with the divination school, up to 5th level.
+ Asafetida
+ Asafetida is a resinous substance obtained from the root of a hardy, fennel-like plant. It has a notoriously sharp, sulfuric smell and is somewhat uncommon, typically imported from dry southern regions. This herb can be used in infusions aligned with the evocation school, up to 4th level.
+ Ash Bark
+ Ash bark is smooth and pale gray, harvested from the ash tree. It is widely available and valued for its subtle aromatic quality when dried and ground. This herb can be used in infusions aligned with the illusion school, up to 1st level.
+ Asparagus Root
+ This root is long, knotted, and pale, with a bitter taste and faintly earthy scent. It is easy to cultivate and commonly used in many basic concoctions. This herb can be used in infusions aligned with the evocation school, but can only be used with cantrips.
+ Assassin Seed
+ Assassin seed is a glossy, jet-black seed that grows in harsh, shaded environments. It is extremely rare and often found only in remote or dangerous places. This herb can be used in infusions aligned with the necromancy school, up to 9th level.
+ Belladonna
+ Belladonna is a dark green, bushy plant with small, purple bell-shaped flowers and shiny black berries. It is uncommon and often avoided due to its poisonous nature. This herb can be used in infusions aligned with the evocation school, up to 8th level.
+ Benne
+ Benne, also known as sesame, is a tall, leafy plant that produces small, flat seeds with a nutty scent. It is easy to cultivate and widely available. This herb can be used in infusions aligned with the divination school, up to 2nd level.
+ Benzoin
+ Benzoin is a resin collected from the bark of a small tree, appearing as amber-colored crystals with a warm, sweet fragrance. It is moderately rare and often traded from coastal regions. This herb can be used in infusions aligned with the enchantment school, up to 2nd level.
+ Berberis
+ Berberis is a thorny shrub with small, oval leaves and clusters of bright red berries. The bark and roots contain a distinctive yellow pigment. It is somewhat uncommon and typically found in hilly or forested regions. This herb can be used in infusions aligned with the illusion school, up to 6th level.
+ Bethroot
+ Bethroot is a woodland plant with broad green leaves and a single central flower that ranges from dark red to purple. Its knobby root is thick and astringent. It is moderately common in shaded, moist environments. This herb can be used in infusions aligned with the transmutation school, up to 4th level.
+ Black Horehound
+ Black horehound is a hairy, gray-green plant with a bitter scent and small purple flowers. It tends to grow wild along roadsides and abandoned fields, and is fairly common. This herb can be used in infusions aligned with the enchantment school, up to 7th level.
+ Blackbane
+ Blackbane is a twisted, dark-leaved herb with a bluish hue and sharp-smelling sap. It is very rare and often avoided due to its associations with cursed ground and toxic properties. This herb can be used in infusions aligned with the conjuration school, up to 8th level.
+ Bloodroot
+ Bloodroot is a low-growing plant with heart-shaped leaves and white flowers. Its roots ooze a deep red sap when cut. It grows sparsely in temperate forests and is considered rare. This herb can be used in infusions aligned with the necromancy school, up to 7th level.
+ Butterbur
+ Butterbur has large, broad leaves and produces pinkish-purple flowers on short stalks. It is found near rivers and damp woodlands, and is moderately common. This herb can be used in infusions aligned with the illusion school, up to 7th level.
+ Cardamom
+ Cardamom is a tall, reed-like plant that produces small, fragrant seed pods with a warm, spicy aroma. It is cultivated in warmer regions and considered moderately rare due to its growing conditions. This herb can be used in infusions aligned with the divination school, up to 7th level.
+ Castor
+ Castor is a bushy plant with large, lobed leaves and prickly seed pods that contain oily seeds. It grows quickly in warm climates and is fairly common, though handling it requires care. This herb can be used in infusions aligned with the necromancy school, up to 0th level.
+ Chamomile
+ Chamomile is a low-growing plant with daisy-like white flowers and a gentle, apple-like fragrance. It is widely cultivated and easy to find. This herb can be used in infusions aligned with the divination school, up to 3rd level.
+ Chaulmoogra Oil
+ Chaulmoogra oil is pressed from the seeds of a large, tropical tree. The oil is thick and has a strong, nutty scent. It is rare and typically imported from distant southern lands. This herb can be used in infusions aligned with the illusion school, up to 3rd level.
+ Chives
+ Chives are slender, hollow green stalks that grow in tight clumps. They have a mild onion scent and are commonly found in gardens and wild meadows. This herb can be used in infusions aligned with cantrips from the transmutation school.
+ Colewort
+ Colewort is a leafy green herb with broad, wrinkled leaves and a faintly bitter taste. It grows in cool, shaded soil and is quite common in temperate regions. This herb can be used in infusions aligned with the conjuration school, up to 1st level.
+ Comfrey Root
+ Comfrey has large, fuzzy leaves and bell-shaped purple flowers. Its root is thick and black-skinned with a pale interior. It grows near streams and moist ground and is moderately common. This herb can be used in infusions aligned with the transmutation school, up to 3rd level.
+ Corpsetoe
+ Corpsetoe is a sickly, pale root with knotted offshoots resembling curled toes. It gives off a faint, rotting smell and is extremely rare, said to grow only near ancient battlefields or cursed earth. This herb can be used in infusions aligned with the necromancy school, up to 8th level.
+ Cyclopstongue
+ Cyclopstongue is a thick-stemmed plant with wide, fleshy leaves and a single bulbous flower that droops like a lolling tongue. It's rarely found, usually growing in secluded valleys with heavy magical residue. This herb can be used in infusions aligned with the divination school, up to 8th level.
+ Dandelion
+ Dandelions are hardy plants with jagged leaves and bright yellow flowers that turn into puffballs of seeds. They grow just about anywhere, making them very common. This herb can be used in infusions aligned with the necromancy school, up to 2nd level.
+ Dragonhart
+ Dragonhart is a rare and dramatic-looking herb with long, crimson-veined leaves and a spicy, resinous core. It is found in high mountain ranges or deep magical forests. This herb can be used in infusions aligned with the enchantment school, up to 8th level.
+ Felwort
+ Felwort is a low-growing herb with dark green leaves and star-shaped flowers that emit a faint blue glow at night. It is uncommon and typically found in glades with lingering arcane energy. This herb can be used in infusions aligned with the conjuration school, up to 7th level.
+ Fennel
+ Fennel has feathery leaves and yellow flower clusters, with a strong anise-like aroma. It is widely cultivated and easy to find in warmer climates. This herb can be used in infusions aligned with the divination school, up to 6th level.
+ Fenugreek
+ Fenugreek is a leafy herb with small, pale flowers and bitter, aromatic seeds. It's commonly used in food and medicinal brews, and moderately available through trade. This herb can be used in infusions aligned with the enchantment school, up to 5th level.
+ Feonwort
+ Feonwort is a pale green vine with soft, velvety leaves and clusters of small, fragrant white flowers. It is uncommon and often found climbing over crumbling ruins or in quiet glades. This herb can be used in infusions aligned with the abjuration school, up to 3rd level.
+ Feybread
+ Feybread is a rare, silvery fungus with a smooth, layered texture and a faint, sweet scent. Said to grow only where fey creatures tread, it is prized for its unusual softness and shimmer. This herb can be used in infusions aligned with the enchantment school, up to 9th level.
+ Firecomb
+ Firecomb is a striking herb with waxy, flame-colored petals and a dry, crackling texture. It grows in volcanic soils or areas touched by elemental fire and is extremely rare. This herb can be used in infusions aligned with the enchantment school, up to 9th level.
+ Foxglove
+ Foxglove has tall spires of tubular purple flowers and thick green leaves. It is found in forest clearings and known for its potency and danger if mishandled. This herb can be used in infusions aligned with the enchantment school, up to 6th level.
+ Garlic
+ Garlic grows in clusters of white, papery bulbs with a strong, pungent aroma. It is cultivated widely and considered one of the most common herbs. This herb can be used in infusions aligned with the transmutation school, up to 1st level.
+ Ginseng
+ Ginseng is a forked root with a knotted, humanoid shape and earthy, bittersweet taste. It is cultivated in shaded groves and moderately available. This herb can be used in infusions aligned with the divination school, up to 1st level.
+ Hartstongue
+ Hartstongue is a slender, tongue-shaped fern with glossy, dark green fronds. It thrives in damp, shaded glens and is considered moderately rare. This herb can be used in infusions aligned with the transmutation school, up to 6th level.
+ Hazelwort
+ Hazelwort is a short, shrubby herb with round, soft leaves and tiny, golden-yellow flowers. It grows easily in forest edges and meadows, making it fairly common. This herb can be used in infusions aligned with the necromancy school, up to 1st level.
+ Hellebore
+ Hellebore has thick, leathery leaves and clusters of dark, purplish flowers. It grows in cool climates and is known for its bitterness and toxic nature. This herb can be used in infusions aligned with the necromancy school, up to 6th level.
+ Hyssop
+ Hyssop is a small, woody herb with narrow leaves and spiky, violet flowers. It has a clean, camphor-like scent and is moderately available in hilly terrain. This herb can be used in infusions aligned with the conjuration school, up to 5th level.
+ Ironmoss
+ Ironmoss is a thick, metallic-green moss with a coarse texture and a slight shimmer in sunlight. It grows on old stones and cliffs touched by lingering transmutation magic, and is very rare. This herb can be used in infusions aligned with the transmutation school, up to 9th level.
+ Jewel Weed
+ Jewel weed has succulent, translucent stems and bright orange flowers with red spots. It thrives in damp areas and is moderately common. Its surface often glistens as though covered in dew. This herb can be used in infusions aligned with the abjuration school, up to 5th level.
+ Juniper Berry
+ Juniper berries grow on small, prickly evergreen shrubs and have a sharp, piney aroma. They are commonly found in dry, rocky areas and are easy to gather. This herb can be used in infusions aligned with the evocation school, up to 1st level.
+ Knight's Spur
+ Knight's spur is a tall, striking plant with deeply cut leaves and vivid blue or purple spurred flowers. It's moderately rare and often cultivated for ornamental and arcane purposes. This herb can be used in infusions aligned with the abjuration school, up to 6th level.
+ Leapleaf
+ Leapleaf is a large, elastic plant whose leaves snap closed when disturbed. It grows in wild, magical forests and is considered very rare. This herb can be used in infusions aligned with the transmutation school, up to 8th level.
+ Lily of the Valley
+ This delicate plant bears nodding, bell-shaped white flowers and grows in shaded woodlands. Despite its beauty, it is mildly toxic. It is relatively common in temperate regions. This herb can be used in infusions aligned with the conjuration school, up to 4th level.
+ Lucerne
+ Lucerne is a leafy, green-stemmed plant with small, coiled purple flowers. It is cultivated in temperate farmlands and known for its adaptability. This herb can be used in infusions aligned with the evocation school, up to 3rd level.
+ Mace
+ Mace is derived from the dried lacy covering of nutmeg seeds and has a warm, spiced scent. It is commonly traded and moderately available in urban markets. This herb can be used in infusions aligned with the evocation school, up to 1st level.
+ Madweed
+ Madweed is a wild, spiny herb with twisting stems and erratic growth patterns. It is rarely found and often avoided due to its unpredictable effects. This herb can be used in infusions aligned with the illusion school, up to 9th level.
+ Madwort
+ Madwort is a creeping groundcover with tiny white flowers and a musky odor. It grows in rocky soil and is moderately rare, often associated with chaotic magic. This herb can be used in infusions aligned with the illusion school, up to 8th level.
+ Mandragora
+ Mandragora is a thick-rooted herb with pale leaves and an earthy, human-shaped root. It is rare and typically found in shadowy groves. This herb can be used in infusions aligned with the transmutation school, up to 5th level.
+ Marigold
+ Marigold has vibrant orange and yellow blossoms with a distinct herbal scent. It grows easily in full sun and is very common in gardens and wild fields. This herb can be used in infusions aligned with the divination school, up to 0th level.
+ Marjoram
+ Marjoram is a small, shrubby herb with soft, green leaves and clusters of tiny lavender flowers. It is widely cultivated and known for its pleasant scent. This herb can be used in infusions aligned with the abjuration school, up to 2nd level.
+ Mayflower
+ Mayflower is a creeping woodland plant with glossy leaves and delicate, star-shaped white flowers. It blooms early in spring and is relatively common. This herb can be used in cantrip infusions aligned with the abjuration school.
+ Mistletoe
+ Mistletoe grows in clusters on the branches of trees, with thick green leaves and white berries. It is considered sacred by some and grows in temperate forests. This herb is unique in that it can be used with any infusions aligned with the universal school.
+ Mudar Bark
+ Mudar bark comes from a pale, flowering tree and has a chalky, rough texture. It is bitter and grows in warm, dry regions, making it moderately rare. This herb can be used in infusions aligned with the abjuration school, up to 7th level.
+ Muira-Puama
+ Muira-puama is a woody plant with dark leaves and small white flowers, found deep in tropical forests. It is rare and valued in many cultures. This herb can be used in infusions aligned with the evocation school, up to 3rd level.
+ Nuxvomica
+ Nuxvomica is a tree that produces bitter orange fruits, each containing hard seeds. It is native to warm regions and is rare due to its toxicity. This herb can be used in infusions aligned with the evocation school, up to 4th level.
+ Oregano
+ Oregano is a fragrant herb with small, oval leaves and purplish flowers. It thrives in sunny fields and is widely cultivated and used. This herb can be used in infusions aligned with the conjuration school, up to 0th level.
+ Parsnip
+ Parsnip is a root vegetable with white flesh and leafy green tops. It is commonly grown in rural fields and is very accessible. This herb can be used in infusions aligned with the illusion school, up to 2nd level.
+ Plantain
+ Plantain is a low-growing herb with broad, ribbed leaves and small green flower spikes. It grows in meadows and along paths and is commonly found across most regions. This herb can be used in infusions aligned with the conjuration school, up to 3rd level.
+ Pomegranate
+ Pomegranate is a fruit-bearing shrub or small tree with glossy leaves and vivid red flowers. Its round fruits are filled with jewel-like seeds and grow in warm, arid regions. This herb can be used in infusions aligned with the evocation school, up to 5th level.
+ Quince
+ Quince is a small tree that bears hard, yellow fruits and has pale pink blossoms in spring. It grows in cultivated orchards and is moderately available. This herb can be used in infusions aligned with the divination school, up to 4th level.
+ Red Cockscomb
+ Red cockscomb is a vivid flowering plant with a striking, crest-like bloom that resembles a rooster's comb. It thrives in warm climates and is often grown ornamentally. This herb can be used in infusions aligned with the conjuration school, up to 2nd level.
+ Rose
+ Rose bushes are thorny shrubs with fragrant, layered blossoms in many colors. They are widely cultivated and symbolically significant across many lands. This herb can be used in infusions aligned with the illusion school, up to 0th level.
+ Rosemary
+ Rosemary is a hardy evergreen herb with needle-like leaves and pale blue flowers. It is fragrant, drought-tolerant, and commonly grown in gardens. This herb can be used in infusions aligned with the abjuration school, up to 1st level.
+ Scopolia
+ Scopolia is a dark-leaved plant with bell-shaped purple flowers and a narcotic scent. As rare as it is potent, scopolis is only found in the deepest parts old growth forests. This herb can be used in infusions aligned with the evocation school, up to 6th level.
+ Seerglove
+ Seerglove is a delicate, translucent herb with curling leaves that seem to shimmer in moonlight. It grows in high-altitude groves and is extremely rare. This herb can be used in infusions aligned with the divination school, up to 9th level.
+ Senna
+ Senna is a tall, slender plant with pairs of bright yellow flowers and soft, feathery leaves. It grows in dry grasslands and is fairly common. This herb can be used in infusions aligned with the necromancy school, up to 3rd level.
+ Shamblerstalk
+ Shamblerstalk is a thick, sinewy vine that twitches when touched. It grows in dark, humid forests and is known to root itself into anything that stands still. This herb can be used in infusions aligned with the conjuration school, up to 9th level.
+ Spikenard
+ Spikenard is a flowering plant with hairy stems, broad leaves, and clusters of pinkish bell-shaped blossoms. It grows on misty mountainsides and is moderately rare. This herb can be used in infusions aligned with the conjuration school, up to 6th level.
+ Stickwort
+ Stickwort is a spindly herb with sticky stems and small, pale blossoms that cling to clothing and fur. It grows in tangled thickets and is relatively uncommon. This herb can be used in infusions aligned with the necromancy school, up to 5th level.
+ Sweet Balm
+ Sweet balm is a leafy herb with a citrusy fragrance and tiny white flowers. It grows in sunny meadows and is commonly cultivated for its soothing properties. This herb can be used in infusions aligned with the illusion school, up to 4th level.
+ Thoughtwort
+ Thoughtwort has slender, silver-veined leaves and blooms only at night, releasing a faint humming sound. It is rare and often sought by mages. This herb can be used in infusions aligned with the transmutation school, up to 7th level.
+ Thyme
+ Thyme is a low, woody herb with small, aromatic leaves and purple flowers. It grows easily in rocky soil and is widely cultivated and traded. This herb can be used in infusions aligned with the evocation school, up to 0th level.
+ Turtlewort
+ Turtlewort is a sturdy plant with broad, thick leaves and dark purple flowers. It grows near swampy waters and is considered rare due to its slow growth. This herb can be used in infusions aligned with the abjuration school, up to 9th level.
+ Unicorn Root
+ Unicorn root is a tall, leafy herb with a single flowering stalk resembling a twisted horn. It grows in undisturbed glades and is extremely rare. This herb can be used in infusions aligned with the abjuration school, up to 8th level.
+ Waybread
+ Waybread is a common, hardy plant with wide, oval leaves and upright flower spikes. It grows along roadsides and paths, easily found by travelers. This herb can be used in infusions aligned with the transmutation school, up to 2nd level.
+ White Horehound
+ White horehound is a woolly-stemmed herb with small white blossoms and a bitter scent. It grows in dry, rocky areas and is moderately available. This herb can be used in infusions aligned with the abjuration school, up to 4th level.
+ Wolfsbane
+ Wolfsbane is a tall, striking plant with hooded purple flowers. It is found in cold mountainous areas and is both toxic and highly sought after. This herb can be used in infusions aligned with the evocation school, up to 7th level.
+ ****
+ Mundane Herbs
+ These herbs can be used with the create infusion feat. Target them with the spell you want to store for later use.
+ ### PRC8 CRAFT SCEPTER RESERVE ###
+ Craft Scepter
+ Type of Feat: Item Creation
+Prerequisite: Lore 4 Ranks, Can cast 9th circle spells.
+
+Benefit: You can create a scepter that holds any spell of 7th level or lower that you know. Unlike a magic wand, a scepter can contain up to two spells, each of which has a cost in charges to use. Both spell effects draw from a common pool of charges, so they can be used in any combination.
+
+Crafting a scepter takes one day for each 1,000 gp in its base price. The base price of a scepter is its caster level × the spell level × 750 gp for the highest-level spell included, plus the caster level × the spell level × 375 gp for the second spell, if any. To craft a scepter, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this amount. A newly created scepter has 50 charges. Any scepter that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty units of the material component or pay fifty times the XP cost.
+ Mundane Scepter
+ Mundane scepters are club-like magical implements that can be used by characters with the craft scepter feat to create magical scepters of any targeted spell of 7th level or lower.
+In order to craft a magical scepter, the caster needs to target the scepter with the spell they want to craft into it.
+ Enchanted Scepter
+ The scepter is potentially a magically-charged item. Powers and effects vary greatly.
Swarm of Arrows
Prerequisites
Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).
@@ -85882,6 +86687,23 @@ Prerequisite: Ki Power, Proficiency with all martial weapons
Specifics: Your fighter and ninja levels stack for the purpose of determining the size of your ki pool, as well as your AC bonus. For example, a 5th-level fighter/1st-level ninja with this feat could use his ki powers a number of times equal to 3 (one-half his ninja and fighter levels) + his Wisdom bonus (if any), and would have a +1 bonus to AC (as if he were a 6th-level ninja).
Use: Automatic
Special: A fighter can select Martial Stalker as one of his fighter bonus feats.
+ Favored of the Companions
+ Type of Feat: Exalted
+Prerequisite: Good Alignment*
+Specifics: Talisid or one of the Five Companions, the paragons of the guardinals, and in exchange gain power to act on their behalf. Once per day, you may call upon your archon patron to gain a +1 luck bonus to damage, attack roll and saving throws for 9 seconds.
+Use: Selected.
+Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat or the Knight of Stars feat. Your allegiance is only yours to give once
+
+(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
+ Plant Defiance
+ Type of Feat: General
+Prerequisite: Ability to cast detect animals or plants. (Archivist, Druid or Ranger)
+Benefit: You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn plants.
+ Plant Control
+ Type of Feat: General
+Prerequisites: Plant Defiance, ability to cast speak with plants.
+
+Benefit: You rebuke or command plants as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though you may issue your commands mentally if desired. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke plants.
Investigator
Type of Feat: General
Benefit: You get a +2 bonus on all Sense Motive and Search checks.
@@ -85943,6 +86765,57 @@ When you take this feat, choose one 1st-level power from any psionic class list.
Hidden Talent (Thicken Skin)
Hidden Talent (Vigor)
Hidden Talent (Grip Of Iron)
+ ****
+ Leonal's Roar
+ Evocation [Good, Sonic]
+Level: Druid 8
+Components: V
+Casting Time: 1 standard action
+Range: 40 ft.
+Target: Nongood creatures in a 40-ft.-radius spread centered on you
+Duration: Instantaneous
+Saving Throw: Fortitude partial
+Spell Resistance: Yes
+
+This spell has the effect of a holy word, and it additionally deals 2d6 points of sonic damage to nongood creatures in the area.
+A successful Fortitude saving throw negates the sonic damage, but not the other effects of the spell.
+ Leonal's Roar (15)
+ Leonal's Roar (20)
+ ****
+ Regenerate Ring
+ Conjuration (Healing)
+Level: Druid 3
+Components: V, S
+Casting Time: 1 action
+Range: 20 ft.
+Target: One creature/two levels, no two of which can be
+more than 30 ft. apart
+Duration: 10 rounds + 1 round/two levels
+Saving Throw: Will negates (harmless)
+Spell Resistance: Yes (harmless)
+
+You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell’s duration, not to that from previous injuries. Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate ring does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell’s duration by the full duration of the second spell.
+ Regenerate Ring (6)
+ Regenerate Ring (9)
+ Regenerate Ring (12)
+ ****
+ Regenerate Circle
+ Conjuration (Healing)
+Level: Druid 5
+Components: V, S
+Casting Time: 1 action
+Range: 20 ft.
+Target: One creature/two levels, no two of which can be
+more than 30 ft. apart
+Duration: 10 rounds + 1 round/two levels
+Saving Throw: Will negates (harmless)
+Spell Resistance: Yes (harmless)
+
+You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell’s duration, not to that from previous injuries. Each subject heals 3 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate circle does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell’s duration by the full duration of the second spell.
+ Regenerate Circle (10)
+ Regenerate Circle (15)
+ Regenerate Circle (20)
+ ****
Force Missiles
Evocation [Force]
Level: Sorcerer 4, Wizard 4,
@@ -85968,6 +86841,7 @@ of a creature.
You gain one missile for every four caster levels. Extra missiles distribute
themsleves amongst your enemies evenly.
+ ****
Force Missiles (8)
Force Missiles (12)
Chasing Perfection
@@ -86002,14 +86876,13 @@ Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
-Regenerate light wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the
-first spell's duration by the full duration of the second spell.
+Regenerate light wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Light Wounds (3)
Regenerate Light Wounds (6)
Regenerate Light Wounds (9)
Regenerate Moderate Wounds
Conjuration (Healing)
-Level: Cleric 2, Druid 2,
+Level: Cleric 3, Druid 2
Components: V, S,
Casting Time: 1 action
Range: Touch
@@ -86020,14 +86893,13 @@ Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 2 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
-Regenerate moderate wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the
-first spell's duration by the full duration of the second spell.
+Regenerate moderate wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Moderate Wounds (3)
Regenerate Moderate Wounds (6)
Regenerate Moderate Wounds (9)
Regenerate Serious Wounds
Conjuration (Healing)
-Level: Cleric 3, Druid 3,
+Level: Cleric 5, Druid 4
Components: V, S,
Casting Time: 1 action
Range: Touch
@@ -86038,14 +86910,13 @@ Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 3 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
-Regenerate serious wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the
-first spell's duration by the full duration of the second spell.
+Regenerate serious wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Serious Wounds (5)
Regenerate Serious Wounds (10)
Regenerate Serious Wounds (15)
Regenerate Critical Wounds
Conjuration (Healing)
-Level: Cleric 4, Druid 4,
+Level: Cleric 6, Druid 5
Components: V, S,
Casting Time: 1 action
Range: Touch
@@ -86056,8 +86927,7 @@ Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 4 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
-Regenerate critical wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the
-first spell's duration by the full duration of the second spell.
+Regenerate critical wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Critical Wounds (7)
Regenerate Critical Wounds (12)
Regenerate Critical Wounds (15)
diff --git a/CEP2/2.71/_hak/prc8_cep271_mrg/baseitems.2da b/CEP2/2.71/_hak/prc8_cep271_mrg/baseitems.2da
index a6c98b5..1bde9ec 100644
--- a/CEP2/2.71/_hak/prc8_cep271_mrg/baseitems.2da
+++ b/CEP2/2.71/_hak/prc8_cep271_mrg/baseitems.2da
@@ -16,7 +16,7 @@
12 172 twobladedsword 2 5 0x1C010 1 2 WDbSw 0 1 1 1 it_bag iwdbsw 0 8 3 4 **** 1.5 10 255 1 8 2 2 1 100 1 2 1702 10 8 0 0 1 **** **** **** **** **** 4 0 0 5431 0 1 150 11 **** **** **** 50 50 50 99 1 127 655 165 693 89 745 531 943 **** ****
13 167 greatsword 2 5 0x1C030 1 2 WSwGs 0 1 1 1 it_bag iwswgs 0 **** 3 3 **** 1.8 10 255 2 6 2 2 1 50 1 2 1693 9 8 0 0 1 **** **** **** **** **** 4 0 0 5427 0 1 150 11 **** **** **** 65 65 35 99 1 107 637 145 675 69 727 513 929 **** ****
14 179 smallshield 2 2 0x00020 0 0 AShSw 0 1 1 1 it_bag iashsw 0 7 0 **** **** **** 10 255 **** **** **** **** 3 9 1 1 2287 16 8 0 6 0 32 4565 **** **** **** 3 1 -1 5443 0 1 60 **** **** **** 5 **** **** **** 7 1 **** **** **** **** **** **** **** **** **** ****
-15 180 torch 1 3 0x00020 1 0 it_torch 0 **** **** **** it_bag iit_torch_000 0 1 0 2 **** **** 0 255 **** **** **** **** 20 1 1 0.02 1725 17 8 0 20 4 **** **** **** **** **** **** 0 0 5444 0 1 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
+15 180 torch 1 3 0x00020 1 0 it_torch 0 **** **** **** it_bag iit_torch_000 0 1 0 2 **** **** 0 255 **** **** **** **** 20 1 1 0.02 1725 17 8 0 20 4 **** **** **** **** **** **** 0 0 5444 0 1 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** 1 ****
16 335 armor 2 3 0x00002 0 3 AArCl 1 1 **** **** gifp iit_chest 0 **** 0 **** **** **** 0 255 **** **** **** **** 4 **** 1 1 **** 30 8 0 6 0 **** **** **** **** **** 2 0 0 **** 0 0 100 **** **** **** **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
17 182 helmet 2 2 0x00001 0 1 helm 0 1 **** **** it_bag ihelm 0 **** 0 **** **** **** 0 255 **** **** **** **** 5 3 1 1 1710 0 8 0 7 0 **** **** **** **** **** 4 0 0 5445 0 0 20 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
18 515 greataxe 2 4 0x1C030 1 2 WAxGr 0 1 1 1 it_bag iwaxgr 0 **** 3 3 **** 1.4 10 255 1 12 1 3 1 20 1 2 1692 9 8 0 0 1 **** **** **** **** **** 4 0 0 5426 0 1 200 17 **** **** **** 100 100 0 73 1 111 641 149 679 73 731 517 932 **** ****
@@ -47,7 +47,7 @@
43 **** DELETED **** **** 0x00000 **** **** **** **** **** **** **** it_bag **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
44 1538 magicrod 1 3 0x00000 1 2 WMgRd 0 1 1 1 it_bag iwmgrd 0 **** **** **** **** **** 10 255 **** **** **** **** 8 1 1 1 1708 16 8 0 4 3 **** **** **** **** **** **** 0 0 66197 50 1 20 **** **** 1 **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
45 1539 magicstaff 1 5 0x1C010 1 2 WMgSt 0 1 1 1 it_bag iwmgst 0 4 2 3 **** 1.6 10 255 1 6 1 2 8 1 1 1 1709 15 8 3 3 3 **** **** **** **** **** 4 0 0 76436 50 1 40 4 **** **** **** 50 50 50 10 1 **** **** **** **** **** **** **** **** **** ****
-46 1540 magicwand 1 2 0x1C030 1 2 WMgWn 0 1 1 1 it_bag iwmgwn 0 1 2 1 **** **** 0 255 1 1 1 1 8 1 1 1 1707 16 1 1 10 3 **** **** **** **** **** **** 0 0 66196 50 1 10 4 **** 1 **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
+45 1539 magicstaff 1 5 0x1C010 1 2 WMgSt 0 1 1 1 it_bag iwmgst 0 4 2 3 **** 1.6 10 255 1 6 1 2 8 1 1 1 1709 15 8 3 3 3 **** **** **** **** **** 4 0 0 76436 50 1 40 4 **** **** **** 50 50 50 10 1 96 626 134 664 58 716 502 923 1 ****
47 1541 morningstar 1 3 0x1C030 1 2 WBlMs 0 1 1 1 it_bag iwblms 0 **** 5 3 **** 1.4 10 255 1 8 1 2 1 8 1 2 1671 11 8 0 0 1 **** **** **** **** **** 4 0 0 5412 0 1 80 3 **** **** **** 100 100 0 20 1 95 625 133 663 57 715 501 922 **** ****
48 0 DELETED 2 2 0x1C030 0 2 WSpNn 0 1 1 1 it_bag **** 0 **** 0 2 **** **** 10 255 1 6 1 2 **** 2 1 2 1700 30 8 0 0 **** **** **** **** **** **** 4 0 0 5397 0 1 20 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
49 1543 potions 1 2 0x00000 0 2 it_potion 0 **** **** **** it_potion_000 iit_potion 0 1 0 **** **** **** 10 255 **** **** **** **** 9 1 10 0.2 1719 24 1 0 8 2 **** **** **** **** **** **** 0 0 5455 0 2 1 **** **** 2 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
@@ -250,11 +250,11 @@
246 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
247 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
248 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-249 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-250 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
+249 16989398 craft_scepter 1 3 0x1C030 1 2 WMgRd 0 1 1 1 it_bag iwmgrd 0 **** 2 3 **** 1.2 10 255 1 6 1 2 8 1 1 1 16989399 16 8 0 4 3 **** **** **** **** **** **** 4 0 61890 50 1 60 2 **** 1 **** 100 100 0 10 1 43 619 47 657 15 709 495 919 **** ****
+250 16989400 magic_scepter 1 3 0x1C030 1 2 WMgRd 0 1 1 1 it_bag iwmgrd 0 **** 2 3 **** 1.2 10 255 1 6 1 2 8 1 1 1 16989401 16 8 0 4 3 **** **** **** **** **** **** 4 0 61890 50 1 60 2 **** 1 **** 100 100 0 10 1 43 619 47 657 15 709 495 919 **** ****
251 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-252 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-253 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
+252 16989220 mundane_herb 1 1 0x00000 0 0 it_herb 0 **** **** **** it_bag iit_herb_000 0 1 0 **** **** **** 0 255 **** **** **** **** 16 1 1 0.36 16989221 2 1 0 9 2 **** **** **** **** **** **** 0 0 5470 0 0 0 **** **** 2 **** **** **** **** 1 1 **** **** **** **** **** **** **** **** **** ****
+253 16989222 infused_herb 1 1 0x00000 0 0 it_herb 0 **** **** **** it_bag iit_herb_254 0 1 0 **** **** **** 0 255 **** **** **** **** 16 1 10 0.36 16989223 2 1 0 9 2 **** **** **** **** **** **** 0 0 5470 0 0 0 **** **** 2 **** **** **** **** 1 1 **** **** **** **** **** **** **** **** **** ****
254 **** ***WIKI_LAST_ROW*** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
255 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
256 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
diff --git a/CEP2/2.71/_hak/prc8_cep271_mrg/racialtypes.2da b/CEP2/2.71/_hak/prc8_cep271_mrg/racialtypes.2da
index e7d999b..c194081 100644
--- a/CEP2/2.71/_hak/prc8_cep271_mrg/racialtypes.2da
+++ b/CEP2/2.71/_hak/prc8_cep271_mrg/racialtypes.2da
@@ -246,8 +246,8 @@
242 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 4 30 3 1 INT ****
243 Spirit_Folk Sf 16828037 16828037 16828038 16828037 16828039 **** 4 0 0 0 0 0 0 30 **** RACE_FEAT_SPIRIT 16826909 1 RACIAL_TYPE_SPIRIT_FOLK 110 **** 1 human **** **** **** 4 30 3 1 INT 267
244 Killoren Kn 16835207 16835207 16835208 16835209 16835210 **** 4 0 0 0 0 0 0 30 3 RACE_FEAT_KILLOR 16826911 1 RACIAL_TYPE_KILLOREN 10 3 1 killoren **** **** **** 4 30 3 1 INT 278
-245 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 4 30 3 1 INT ****
-246 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 4 30 3 1 INT ****
+245 Korobokuru Kk 16828049 16828049 16828050 16828049 16828051 **** 2 0 0 -2 0 0 2 20 0 RACE_FEAT_KORO 16828048 0 RACIAL_TYPE_KOROBKURU 45 0 1 **** **** **** **** 4 30 3 1 INT 261
+246 Nezumi Nz 16832282 16832282 16832283 16832282 16832284 **** 170 0 0 0 -2 0 2 40 8 RACE_FEAT_NEZU 16826907 1 RACIAL_TYPE_NEZUMI 18 8 1 nezumi **** **** **** 4 30 3 1 INT 274
247 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 4 30 3 1 INT ****
248 Poison_Dusk Pd 16832303 16832303 16832304 16832303 16832305 **** 304 0 2 0 -2 0 2 30 7 RACE_FEAT_PDUSK 16826908 1 RACIAL_TYPE_POISON_DUSK 20 7 1 lizardfolk **** **** **** 4 30 3 1 INT 276
249 Dromite Dq 16827668 16827668 16827669 16827670 16827671 **** 3 -2 0 0 2 -2 0 20 148 RACE_FEAT_DROM 16827688 1 RACIAL_TYPE_DROMITE 13 148 1 dromite **** **** **** 4 30 3 1 INT 274
diff --git a/CEP2/2.71/_tlk/prc8_cep271_mrg.xml b/CEP2/2.71/_tlk/prc8_cep271_mrg.xml
index 0fa8b09..bd3115a 100644
--- a/CEP2/2.71/_tlk/prc8_cep271_mrg.xml
+++ b/CEP2/2.71/_tlk/prc8_cep271_mrg.xml
@@ -171,10 +171,10 @@ REQUIREMENTS:
Class Feature: Rage
Alignment: Any non-lawful
-Race: Any Dwarven race
-Feats: Cleave, Toughness, Power Attack
+Race: Dwarven
+Feats: Cleave, Endurance, Power Attack
Base Attack Bonus: +5
-Skills: Intimidate (8 ranks), Lore (2 ranks)
+Skills: Intimidate (8 ranks), Lore (2 ranks), Perform (2 ranks)
CLASS FEATURES:
@@ -183,11 +183,11 @@ Level
Resist Poison - Bestows a +4 bonus to all Fortitude saving throws vs. poison.
Feat - Skill Focus: Intimidate - Provides a +3 bonus to all skill checks involving Intimidate.
2: Aura of Courage - The Battlerager becomes immune to fear.
- Feat - Knockdown.
+ Feat - Improved Trip.
3: Battle Rage - 2/day.
Feat - Improved Unarmed Strike.
4: Feat - Great Cleave.
- Feat - Improved Knockdown.
+ Feat - Reckless Offense.
5: Battle Rage - 3/day.
Natural Armor - The Battlerager's skin hardens, granting a +2 bonus to natural AC.
@@ -1338,7 +1338,7 @@ Spellcasting: The epic Dread Necromancer continues to increase in arcane caster
Epic Dread Necromancer Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Damage Reduction, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Focused Spell Penetration, Great Charisma, Ignore Material Components, Improved Combat Casting, Zone of Animation.
- ****
+ <CUSTOM0> uses Ranged Disarm.
Practiced Spellcaster (Knight of the Weave)
Practiced Spellcaster (Cultist of the Shattered Peak)
Practiced Spellcaster (Archivist)
@@ -2002,7 +2002,7 @@ An unwilling creature can't be teleported by word of recall. Likewise, a creatur
Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of divine lore for you, the epic archivist, to discover.
Hit Die: d6
-Skill Points: 4 + Int modifier.
+- Skill Points: 4+ Int Modifier.
Dark Knowledge (Ex): At 21st level and every 3 levels thereafter, the epic archivist gains an additional use of Dark Knowledge.
Lore Mastery (Ex): The archivist adds an additional +1 bonus on all Lore skill checks at level 23 and every 5 levels thereafter.
Bonus Feats: The epic archivist gains a bonus feat (selected from the list of epic class bonus feats) every three levels higher than 20th.
@@ -2090,7 +2090,7 @@ All warlocks harbor at least a grudging respect for the entities responsible for
- Hit Die: d8
- Proficiencies: An Eldritch Disciple does not gain any additional weapon or armor proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -2127,7 +2127,7 @@ Most of those who find themselves blessed (or cursed) with magic burning in thei
- Hit Die: d4
- Proficiencies: An Eldritch Theurge does not gain any additional weapon or armor proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -3878,7 +3878,7 @@ Level Adjustment: +4
Prerequisite: Paladin
Specifics: You can quicken one paladin spell a round while the feat is active. However, you may not cast spells from any other classes.
Use: Selected
- Three or more times per day, an archlich can turn undead as a good cleric, making a turning (Charisma) check to determine how many HD of undead are affected.
+ Three or more times per day, an archlich or baelnorn can turn undead as a good cleric, making a turning (Charisma) check to determine how many HD of undead are affected.
****
Saint
"Saint" is an acquired template that can be added to any living creature of good alignment that is not an outsider or an elemental (referred to hereafter as the "base creature").
@@ -3931,7 +3931,7 @@ Level Adjustment: Same as base creature +2.
Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.
Archlich
Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation.
-Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead (as described above) as well. They have the turning immunity defense described in the main entry for the good lich.
+Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics.
Aligned Aura:Chaos
Aligned Aura:Evil
Aligned Aura:Good
@@ -5251,7 +5251,7 @@ Level
4: Oak Strength (Ex): The forest master gains a +2 bonus to Strength and the ability to make slam attacks.
5: Spruce Growth (Su): Once per day the forest master can temporarily increase his size and strength as if using a righteous might spell.
7: Oakheart (Ex): Type changes to plant, gain weakness to fire.
-8: Deep Roots (Su): Once per day, sink roots to become immobile & gain Fast Healing 5.
+8: Deep Roots (Su): Once per day, sink roots to become immobile and gain Fast Healing 5.
Forest Longevity* (Ex): At 8th level, the forest master is magically sustained by his continuing transformation and gains incredible longevity.
10: Forest Might (Ex): The primordial forest infuses the forest master with power. He gains a +2 bonus to Strength, a +2 bonus to Constitution, and he takes only half damage from piercing weapons. He gains Fast Healing 1 in natural environments.
@@ -5287,8 +5287,31 @@ Level
You must be wielding a maul to use this ability.
Elemental power flows through your maul.
You sink your roots into the fertile soil below.
- You must be outside & above ground to use this ability.
+ You must be outside and above ground to use this ability.
<CUSTOM0> commands plants.
+ Baelnorn
+ Baelnorns are elves who have sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes.
+
+REQUIREMENTS:
+
+Race: Living Elf.
+Skills: Concentration 5, Spellcraft 14.
+Class : 11 levels in Sorcerer, Wizard, or Cleric
+Alignment: Any Good
+
+CLASS FEATURES:
+Baelnorn Properties: +8 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot.
+ Baelnorn Touch: Touch attack causes 1d8 + 5 damage and permanent paralyzation.
+ Baelnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4.
+ Turn Undead: Can turn undead 3 times per day as a cleric of the same level.
+ Turning Immunity: Cannot be turned by Good or Neutral characters.
+ Projection: Three times per day the Baelnorn may create a projection of itself.
+ Wisdom +2
+ Intelligence +2.
+ Charisma +2
+ Undeath
+
+ Note: The Baelnorn is fully undead, and therefore is immune to sneak attacks, critical hits, level drain, poison, and disease. An undead creature has no Constitution score. However, this is not possible in Neverwinter Nights. The player will gain +12 to constitution in order to simulate the increase of the Baelnorn's HD to d12.
Wild Shape: Plant
At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)
Wild Shape, Treant
@@ -6724,7 +6747,7 @@ Feats Required: Simple Weapon Proficiency
Puppy, Terrier*
Puppy, Yellow*
Cat, Black*
- Cat, Black & White*
+ Cat, Black and White*
Cat, Bobtail*
Cat, White*
Kitten, Blk n Wht*
@@ -6917,8 +6940,8 @@ Special Abilities:
Bison [CEP]
Bison Antiquus
Bison Antiquus [CEP]
- Black & White Cat
- Black & White Cat [CEP]
+ Black and White Cat
+ Black and White Cat [CEP]
Black Angus
Black Angus [CEP]
Black Antelope
@@ -7349,13 +7372,13 @@ Special Abilities:
Carpet: Acorn*
Carpet: Star Medallions*
Carpet: Asian Dragon*
- Carpet: Vines & Fruit*
+ Carpet: Vines and Fruit*
Carpet: Scrollwork*
- Carpet: Vine & Flower*
- Carpet: Flower & Fruit*
+ Carpet: Vine and Flower*
+ Carpet: Flower and Fruit*
Carpet: Persian Star*
Carpet: Branches*
- Carpet: Flowers & Birds*
+ Carpet: Flowers and Birds*
Carpet: Persian People*
Carpet: Persian Diamonds*
Carpet: Persian Medallion*
@@ -7375,8 +7398,8 @@ Special Abilities:
Carpet: Flowers*
Carpet: Persian Medallion*
Carpet: Persian Star*
- Carpet: Vines & Fruit - Cream*
- Carpet: Vines & Fruit - Light*
+ Carpet: Vines and Fruit - Cream*
+ Carpet: Vines and Fruit - Light*
Carpet: Feathers*
Carpet: Diamonds*
Carpet: Dragon A*
@@ -8053,7 +8076,7 @@ Special Abilities:
Horseshoes*
Trough: Food*
Horse*
- Bread & Cheese*
+ Bread and Cheese*
Donkey*
Table Obj: Bottle - Crystal*
Torture: Gibbet w/Skeleton - High*
@@ -8828,34 +8851,34 @@ Special Abilities:
Trees: Spring*
Trees: Summer*
Trees: Fall*
- Trees: Winter & Dead*
+ Trees: Winter and Dead*
Trees: Evergreen*
Other Plants*
Tents*
Paths*
Tracks*
Campsite*
- Water, Snow & Lava*
- Skulls & Bones & Debris*
- Smoke & Fog*
- Dens, Caves & Lairs*
+ Water, Snow and Lava*
+ Skulls and Bones and Debris*
+ Smoke and Fog*
+ Dens, Caves and Lairs*
Other*
Skies*
- Standards & Banners*
- Wayposts & Road Signs*
+ Standards and Banners*
+ Wayposts and Road Signs*
Hanging Signs*
Standing Signs*
Other Signs*
- Farms & Gardens*
- Blacksmithing & Metalworking*
+ Farms and Gardens*
+ Blacksmithing and Metalworking*
Construction*
- Logging & Woodworking*
+ Logging and Woodworking*
Academic Trades*
Music*
Other*
Magic Effects*
Other*
- Statues & Stones*
+ Statues and Stones*
Statues*
Statues Partial*
Megaliths*
@@ -8865,14 +8888,14 @@ Special Abilities:
Civilization Exterior*
Buildings*
Houses*
- Towers & Castles*
- Temples & Shrines*
- Ruins & Destroyed Buildings*
+ Towers and Castles*
+ Temples and Shrines*
+ Ruins and Destroyed Buildings*
Other Buildings*
- Awnings & Windows*
+ Awnings and Windows*
Archways*
Fountains*
- Fences & Walls*
+ Fences and Walls*
Market*
Doors*
Rail*
@@ -8880,14 +8903,14 @@ Special Abilities:
Other*
Transportation*
Boats*
- Dock & Pier*
+ Dock and Pier*
Other*
Ships*
Shipwrecks*
- Wagons & Carts*
+ Wagons and Carts*
Lighting*
Dungeon*
- Graffiti & Splats*
+ Graffiti and Splats*
Torture, Execution*
Altars*
Doorway, Grate, Portal*
@@ -8904,7 +8927,7 @@ Special Abilities:
Food*
Flowers, Plants*
Fireplaces*
- Books & Manuscripts*
+ Books and Manuscripts*
Furnishing, Misc*
Table Toppers*
Floor Coverings*
@@ -8913,10 +8936,10 @@ Special Abilities:
Rugs*
Furniture*
Bar*
- Desks & Cabinets*
- Bookcases & Dressers*
- Sofas & Benches*
- Chairs & Stools*
+ Desks and Cabinets*
+ Bookcases and Dressers*
+ Sofas and Benches*
+ Chairs and Stools*
Table*
Throne*
Lighting*
@@ -9174,8 +9197,8 @@ Special Abilities:
Bars, Floor Drain [CEP]
Basin, Stone, Dark w/ ladle
Basin, Stone, Dark w/ ladle [CEP]
- Basin, Stone, Small w/ ladle & rocks
- Basin, Stone, Small w/ ladle & rocks [CEP]
+ Basin, Stone, Small w/ ladle and rocks
+ Basin, Stone, Small w/ ladle and rocks [CEP]
Bathtub
Bathtub [CEP]
Bearskin Rug
@@ -9334,8 +9357,8 @@ Special Abilities:
Brazier, Table Off [CEP]
Bread
Bread [CEP]
- Bread & Cheese
- Bread & Cheese [CEP]
+ Bread and Cheese
+ Bread and Cheese [CEP]
Bricks, Floor Large
Bricks, Floor Large [CEP]
Bricks, Floor Med
@@ -9884,10 +9907,10 @@ Special Abilities:
Floor Splat, Wine Spill [CEP]
Floral Medallion Carpet
Floral Medallion Carpet [CEP]
- Flower & Bird Motif Carpet
- Flower & Bird Motif Carpet [CEP]
- Flower & Fruit Motif Carpet
- Flower & Fruit Motif Carpet [CEP]
+ Flower and Bird Motif Carpet
+ Flower and Bird Motif Carpet [CEP]
+ Flower and Fruit Motif Carpet
+ Flower and Fruit Motif Carpet [CEP]
Flower Motif Carpet
Flower Motif Carpet [CEP]
Flowers, Daisy Lavender
@@ -10122,8 +10145,8 @@ Special Abilities:
Hourglass [CEP]
House, 2 Story
House, 2 Story [CEP]
- Ink & Brushes
- Ink & Brushes [CEP]
+ Ink and Brushes
+ Ink and Brushes [CEP]
Inkwell
Inkwell [CEP]
Inn Sign
@@ -10404,8 +10427,8 @@ Special Abilities:
Monkey Flag [CEP]
Monument, Stone
Monument, Stone [CEP]
- Mortar & Pestle
- Mortar & Pestle [CEP]
+ Mortar and Pestle
+ Mortar and Pestle [CEP]
Mushroom, Decorative Small
Mushroom, Decorative Small [CEP]
Mushroom, Decorative Tall
@@ -10428,24 +10451,24 @@ Special Abilities:
Mystra Flag [CEP]
Nature Motif Carpet
Nature Motif Carpet [CEP]
- Ochoco, Black & Yellow
- Ochoco, Black & Yellow [CEP]
- Ochoco, Black Green & Red
- Ochoco, Black Green & Red [CEP]
- Ochoco, Brown & White
- Ochoco, Brown & White [CEP]
+ Ochoco, Black and Yellow
+ Ochoco, Black and Yellow [CEP]
+ Ochoco, Black Green and Red
+ Ochoco, Black Green and Red [CEP]
+ Ochoco, Brown and White
+ Ochoco, Brown and White [CEP]
Ochoco, Green
Ochoco, Green [CEP]
- Ochoco, Green & White
- Ochoco, Green & White [CEP]
- Ochoco, White & Blue
- Ochoco, White & Blue [CEP]
- Ochoco, White & Red
- Ochoco, White & Red [CEP]
- Ochoco, Yellow & Red
- Ochoco, Yellow & Red [CEP]
- Ochoco, Yellow Black & White
- Ochoco, Yellow Black & White [CEP]
+ Ochoco, Green and White
+ Ochoco, Green and White [CEP]
+ Ochoco, White and Blue
+ Ochoco, White and Blue [CEP]
+ Ochoco, White and Red
+ Ochoco, White and Red [CEP]
+ Ochoco, Yellow and Red
+ Ochoco, Yellow and Red [CEP]
+ Ochoco, Yellow Black and White
+ Ochoco, Yellow Black and White [CEP]
Oil Cauldron
Oil Cauldron [CEP]
Old Throne
@@ -10556,10 +10579,10 @@ Special Abilities:
Plate [CEP]
Plate, Beans
Plate, Beans [CEP]
- Plate, Blue & White
- Plate, Blue & White [CEP]
- Plate, Blue & White w/ Chopsticks
- Plate, Blue & White w/ Chopsticks [CEP]
+ Plate, Blue and White
+ Plate, Blue and White [CEP]
+ Plate, Blue and White w/ Chopsticks
+ Plate, Blue and White w/ Chopsticks [CEP]
Plate, Cheese
Plate, Cheese [CEP]
Plate, China
@@ -10586,8 +10609,8 @@ Special Abilities:
Plate, Wooden Steak Dinner [CEP]
Platter, Ori, Bamboo
Platter, Ori, Bamboo [CEP]
- Platter, Ori, Red & White
- Platter, Ori, Red & White [CEP]
+ Platter, Ori, Red and White
+ Platter, Ori, Red and White [CEP]
Platter, Ori, White Leaf on Black
Platter, Ori, White Leaf on Black [CEP]
Pliers
@@ -10776,8 +10799,8 @@ Special Abilities:
Scroll, Wall [CEP]
Scroll, Wall Bamboo
Scroll, Wall Bamboo [CEP]
- Scroll, Wall Bamboo & Birds
- Scroll, Wall Bamboo & Birds [CEP]
+ Scroll, Wall Bamboo and Birds
+ Scroll, Wall Bamboo and Birds [CEP]
Scroll, Wall Flowering Branch
Scroll, Wall Flowering Branch [CEP]
Scroll, Wall Flowering Tree
@@ -10858,8 +10881,8 @@ Special Abilities:
Small Ochoco, Picture [CEP]
Small Ochoco, Picture 2
Small Ochoco, Picture 2 [CEP]
- Small Ochoco, Red & White
- Small Ochoco, Red & White [CEP]
+ Small Ochoco, Red and White
+ Small Ochoco, Red and White [CEP]
Small Ochoco, Red Horserider
Small Ochoco, Red Horserider [CEP]
Small Ochoco, White Leaf on Black
@@ -11182,8 +11205,8 @@ Special Abilities:
Tokri, Tall Black on White Script [CEP]
Tokri, Tall Picture
Tokri, Tall Picture [CEP]
- Tokri, Tall Red & White
- Tokri, Tall Red & White [CEP]
+ Tokri, Tall Red and White
+ Tokri, Tall Red and White [CEP]
Tokri, Tall Red Horseman
Tokri, Tall Red Horseman [CEP]
Tokri, Tall Stripes
@@ -11202,8 +11225,8 @@ Special Abilities:
Tokri, Wide Black on White Thin Script [CEP]
Tokri, Wide Picture
Tokri, Wide Picture [CEP]
- Tokri, Wide Red & White
- Tokri, Wide Red & White [CEP]
+ Tokri, Wide Red and White
+ Tokri, Wide Red and White [CEP]
Tokri, Wide Red Horseman
Tokri, Wide Red Horseman [CEP]
Tokri, Wide White Leaf on Black
@@ -11344,32 +11367,32 @@ Special Abilities:
Tree, Oak Large (GrnGold roots HighPoly) [CEP]
Tree, Oak Large (GrnGold)
Tree, Oak Large (GrnGold) [CEP]
- Tree, Oak Large (GrnGoldBrn roots&stones)
- Tree, Oak Large (GrnGoldBrn roots&stones) [CEP]
+ Tree, Oak Large (GrnGoldBrn rootsandstones)
+ Tree, Oak Large (GrnGoldBrn rootsandstones) [CEP]
Tree, Oak Large (GrnGoldBrn roots)
Tree, Oak Large (GrnGoldBrn roots) [CEP]
- Tree, Oak Large (GrnLight roots&stones)
- Tree, Oak Large (GrnLight roots&stones) [CEP]
+ Tree, Oak Large (GrnLight rootsandstones)
+ Tree, Oak Large (GrnLight rootsandstones) [CEP]
Tree, Oak Large (GrnLight roots)
Tree, Oak Large (GrnLight roots) [CEP]
- Tree, Oak Large (Red roots&stones)
- Tree, Oak Large (Red roots&stones) [CEP]
+ Tree, Oak Large (Red rootsandstones)
+ Tree, Oak Large (Red rootsandstones) [CEP]
Tree, Oak Large (Red w/roots)
Tree, Oak Large (Red w/roots) [CEP]
Tree, Oak Med (BrnRed)
Tree, Oak Med (BrnRed) [CEP]
Tree, Oak Med (GrnGold)
Tree, Oak Med (GrnGold) [CEP]
- Tree, Oak Med (GrnGoldBrn roots&stones)
- Tree, Oak Med (GrnGoldBrn roots&stones) [CEP]
+ Tree, Oak Med (GrnGoldBrn rootsandstones)
+ Tree, Oak Med (GrnGoldBrn rootsandstones) [CEP]
Tree, Oak Med (GrnGoldBrn roots)
Tree, Oak Med (GrnGoldBrn roots) [CEP]
- Tree, Oak Med (GrnLight roots&stones)
- Tree, Oak Med (GrnLight roots&stones) [CEP]
+ Tree, Oak Med (GrnLight rootsandstones)
+ Tree, Oak Med (GrnLight rootsandstones) [CEP]
Tree, Oak Med (GrnLight roots)
Tree, Oak Med (GrnLight roots) [CEP]
- Tree, Oak Med (Red roots&stones)
- Tree, Oak Med (Red roots&stones) [CEP]
+ Tree, Oak Med (Red rootsandstones)
+ Tree, Oak Med (Red rootsandstones) [CEP]
Tree, Oak Med (Red roots)
Tree, Oak Med (Red roots) [CEP]
Tree, Oak Sm (BrnRed)
@@ -11462,10 +11485,10 @@ Special Abilities:
Vase, Stone, Figures [CEP]
Vertical Ladder
Vertical Ladder [CEP]
- Vine & Flower Motif Carpet
- Vine & Flower Motif Carpet [CEP]
- Vine & Fruit Motif Carpet
- Vine & Fruit Motif Carpet [CEP]
+ Vine and Flower Motif Carpet
+ Vine and Flower Motif Carpet [CEP]
+ Vine and Fruit Motif Carpet
+ Vine and Fruit Motif Carpet [CEP]
Vulture, circling
Vulture, circling [CEP]
Wagon, Slave
@@ -13540,7 +13563,7 @@ Special Abilities:
Wagon: Small, Empty**
Wagon: Small, Mixed**
Wagon: Small, Kegs**
- Wagon: Crate & Lumber**
+ Wagon: Crate and Lumber**
Wagon: Large, Empty**
Wagon: Large, Kegs**
Wagon: Large, Mixed Contents**
@@ -13639,7 +13662,7 @@ Special Abilities:
Bed: Oak**
Bed: White**
Bed: Old**
- Bed: Red & White**
+ Bed: Red and White**
Column: Gothic 1**
Column: Gothic 2**
Chair: Gothic**
@@ -13650,7 +13673,7 @@ Special Abilities:
Flower: Potted - Round**
Plant: Potted - Spire**
Plant: Potted - Poodled**
- Flower: Planter - White & Yellow**
+ Flower: Planter - White and Yellow**
Flower: Planter - White**
Flower: Planter - Yellow**
Flower: Planter - Daisy**
@@ -14103,7 +14126,7 @@ Special Abilities:
Undroppable
Ceiling
Ceilings
- Cracks, Holes & Fissures
+ Cracks, Holes and Fissures
Egg
Eggs
Floor
@@ -15106,7 +15129,7 @@ Spells: Must be able to cast at least 3rd level Arcane spells.
CLASS FEATURES:
Level
-1: Ranged Legerdemain - Trap & Open Lock at 30' range, once per day.
+1: Ranged Legerdemain - Trap and Open Lock at 30' range, once per day.
2: Sneak Attack 1d6.
3: Impromptu Sneak Attack - Arcane Trickster causes a sneak attack on target, can be used once per day.
4: Sneak Attack 2d6.
@@ -15696,7 +15719,7 @@ Elite warriors trained to resist mental compulsions of all kinds, members of the
- Hit Die: d10
- Proficiencies: An Iron Mind gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -15955,7 +15978,7 @@ The Favoured Soul follows the path of the cleric but is able to channel divine p
- Hit Die: d8
- Proficiencies: A Favoured Soul gains proficiencies with Simple Weapons, Light and Medium Armour, and Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -16139,7 +16162,7 @@ The Cormyrean War Wizards are some of the most respected battlemages in all of F
- Hit Die: d4
- Proficiencies: A War Wizard of Cormyr gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -18963,7 +18986,7 @@ Combining the dynamic powers of martial prowess and arcane might, the Hexblade p
- Alignment Restrictions: non-good only
- Hit Die: d10
- Proficiencies: A Hexblade gains proficiency with Simple and Martial Weapons, Light and Medium Armour and with Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -21641,7 +21664,7 @@ Psychic Theurges access both the divine mysteries of spellcasting and the psioni
- Hit Die: d4
- Proficiencies: A Psychic Theurge gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -21660,7 +21683,7 @@ Cerebremancers access both the arcane mysteries of spellcasting and the psionic
- Hit Die: d4
- Proficiencies: A Cerebremancer gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -21855,7 +21878,7 @@ Thrallherds manipulate the minds of others as if they were clay in the hands of
- Hit Die: d4
- Proficiencies: A Thrallherd gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -23039,7 +23062,7 @@ A student of arcane spellcasting techniques, the Duskblade combines arcane spell
- Alignment Restrictions: none
- Hit Die: d8
- Proficiencies: A Duskblade is proficient with Simple and Martial Weapons, all Armor and Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -24062,7 +24085,7 @@ Prerequisite: Healer level 4
A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a Remove Disease spell.
At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level.
****
- ****
+ <CUSTOM0> performs an Inlindl School strike!
****
****
****
@@ -26556,7 +26579,7 @@ Specifics: This radial contains controls for a part of the teleport system.
Mark Location - Use this to mark your current location for teleporting.
Options Dialog - This starts a dialog where you can view and remove stored teleport locations. In addition, there are some user-specific switches that can be toggled here.
End Quickselect - This deactivates your quickselection if it was active.
- Quickselect Location 1 & 2 - These mark their respective locations to be the one where you teleport to when you next use a teleport spell / power / whatever that uses the PRC system.
+ Quickselect Location 1 and 2 - These mark their respective locations to be the one where you teleport to when you next use a teleport spell / power / whatever that uses the PRC system.
Use: Selected
Mark Location
Type of Feat: User Interface
@@ -27980,7 +28003,7 @@ War minds are expert fighters who claim to possess unequaled knowledge in the ar
- Hit Die: d10
- Proficiencies: A War mind gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -28445,7 +28468,7 @@ You regenerate 3 HP per round.
Use: Automatic.
Fast Healing 1
Type of Feat: Class Specific
-Prerequisite: Soldier of Light 7 or Forest Master 10
+Prerequisite: Soldier of Light 7, Verdant Lord 5 or Forest Master 10
You regenerate 1 HP per round.
Use: Automatic.
Fast Healing 2
@@ -32835,7 +32858,7 @@ A bloodclaw master embraces the animal within to a degree that it becomes extern
- Hit Die: d12
- Proficiencies: A Bloodclaw Master gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -32992,7 +33015,7 @@ Long ago, a fellowship of swordsages known as the Masters of the Jade Phoenix to
- Hit Die: d6
- Proficiencies: A Jade Phoenix Mage gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -33540,7 +33563,7 @@ Sohei are warrior monks, religious soldiers who protect large monasteries. Unlik
- Alignment Restrictions: Lawful only
- Hit Die: d10
- Proficiencies: A Sohei gains proficiencies with Simple and Martial Weapons, and Light. Medium and Heavy Armour.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -33846,7 +33869,7 @@ The bereft are a group of truenamers who devote themselves to mastering the word
- Hit Die: d6
- Proficiencies: A Bereft gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -33900,7 +33923,7 @@ Brimstone Speakers regard the secret language of Truenames as nothing less than
- Hit Die: d8
- Proficiencies: A Brimstone Speaker gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -34116,7 +34139,7 @@ Some spellcasters care for only one thing: war. They dream of steel and mighty b
- Hit Die: d6
- Proficiencies: A Warmage gains proficiencies with Simple Weapons, Light Armour, and Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -34245,7 +34268,7 @@ A knight is a proud, skilled melee combatant who fights in the name of honour an
- Alignment Restrictions: Any lawful.
- Hit Die: d12
- Proficiencies: A Knight gains proficiencies with Martial and Simple Weapons, Light, Medium and Heavy Armour, and Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -36095,7 +36118,7 @@ Prerequisite: Swashbuckler 19
Specifics: On a critical hit, the Swashbuckler deals 2 Constitution damage to their opponent (In addition to Strength damage). This does not work against creatures immune to critical hits.
Use: Automatic.
-(Note: To properly implement this feat, it is calculated separately from your actual critical hits. This means that sometimes you will get a special critical hit that does not deal extra damage, but instead deals Strength & Constitution damage. Your chance of critical hits remains the same though.)
+(Note: To properly implement this feat, it is calculated separately from your actual critical hits. This means that sometimes you will get a special critical hit that does not deal extra damage, but instead deals Strength and Constitution damage. Your chance of critical hits remains the same though.)
Lucky
Type of Feat: Class Specific
Prerequisite: Swashbuckler 11
@@ -41506,7 +41529,7 @@ You point your finger at an object and can lift it and move it at will from a di
Turning Immunity
Feat Type: Class Feat
-Prerequisite: Archlich template or Baelnorn Level 4
+Prerequisite: Archlich or Baelnorn template
Description: Archliches, including baelnorns are immune to turning attempts by good or neutral clerics. If rebuked or commanded by an evil cleric, they are instead turned or destroyed.
Command Undead
@@ -41706,7 +41729,7 @@ REQUIREMENTS:
Race: Elf.
Skills: Concentration 5, Spellcraft 14.
-Class : 11 levels in Sorcerer, Wizard, or Cleric
+Spellcasting: Must be able to cast 6th level Arcane or Divine spells.
Alignment: Any Good
Must not have any levels in Lich.
@@ -44710,7 +44733,7 @@ The Stone Dragon discipline traces its root back to an ancient order of dwarves
- Hit Die: d10
- Proficiencies: A Deepstone Sentinel gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -46008,7 +46031,7 @@ A creature strikes, but you turn the blow straight back at it.
Make an opposed attack roll against the targeted creature. If you succeed, he damages himself rather than you.
Ghostly Defense
- Setting Sun (Stance)
+ Setting Sun (Stance)
Level: Swordsage 8
Prerequisite: Three Setting Sun maneuvers
Initiation Action: 1 swift action
@@ -47834,7 +47857,7 @@ Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal, centered on you
-Duration: Instant
+Duration: 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes (for detrimental effects)
@@ -51923,7 +51946,7 @@ Racial Hit Dice/Class: NA
Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms-appearing and disappearing seemingly at a whim.
- Hit Die: d6.
-- Proficiencies: Ninjas are proficient with all simple weapons, plus the kama, kukri, shortbow, short sword, and shuriken. Ninjas are not proficient with any type of armor or shield.
+- Proficiencies: Ninjas are proficient with all simple weapons, plus the kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.
- Skill Points: 6+ Int Modifier.
CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Hide, Jump, Listen, Move Silently, Open Lock, Search, Spot, Tumble
@@ -52412,7 +52435,7 @@ Not all draconic secrets are about magic. In addition to the well-known chromat
- Hit Die: d8
- Proficiencies: A Diamond Dragon gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -52622,7 +52645,7 @@ Some arcane spellcasters are fascinated both by the dragon's hardy physical natu
- Hit Die: d6
- Proficiencies: A Dragonheart Mage gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
Spellcasting: Must be able to spontaneously cast arcane spells.
@@ -52966,7 +52989,7 @@ Talons of Tiamat may work individually or in groups, as befits their plans. The
- Hit Die: d8
- Proficiencies: A Talon of Tiamat gains proficiency with all armors, shields, and all simple and martial weapons.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
Alignment: Any evil.
@@ -55373,8 +55396,7 @@ Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
-Because magic is powerful, so, too, is the ability to dispel magic. You can use Superb Dispelling to end ongoing spells that have been cast on a creature or object, or to end ongoing spells within an area.
-One object, creature, or affected area is the target of the spell. You make a dispel check against the spell currently in effect on the target. A dispel check is 1d20 + 1 per caster level (maximum +40) against a DC of 11 + the spells caster level. If successful, the target's effects are dispelled.
+As greater dispel magic, except that the maximum bonus on the dispel check is +40, and the character takes 10d6 points of backlash damage.
Epic Spell: Symrustar's Spellbinding
Researched Epic Spell: Symrustar's Spellbinding
School: Enchantment
@@ -56298,7 +56320,7 @@ An acolyte of the ego seeks to master but one truename - his own. In so doing, h
- Hit Die: d8.
- Proficiencies: An acolyte of the ego does not gain any additional weapon or armor proficiencies.
-- Skill Points: 4+ Int Modifier.
+- Skill Points: 4+ Int Modifier.
REQUIREMENTS:
@@ -57322,7 +57344,7 @@ Truly wise adventurers are always wary of unarmed opponents, for such adversarie
- Hit Die: d10
- Proficiencies: A reaping mauler gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -57578,7 +57600,7 @@ The vast majority of blighters are nomadic loners constantly in search of green
- Hit Die: d8
- Proficiencies: A blighter does not gain any additional weapon or armor proficiencies.
-- Skill Points: 4+ Int Modifier.
+- Skill Points: 4+ Int Modifier.
REQUIREMENTS:
@@ -59887,19 +59909,19 @@ Use: Automatic.
Prerequisite: Level 1.
Specifics: You have learned to fight with your weapons in different ways. A character with this feat can, assuming he does not have an unusual phenotype, change his fighting style every so often (90 seconds).
Combat Style: Kensai
- You move & flow like water, your weapons an extension of your form.
+ You move and flow like water, your weapons an extension of your form.
Combat Style: Assassin
- This combat style lends itself to ambushes & rapid attacks.
+ This combat style lends itself to ambushes and rapid attacks.
Combat Style: Barbarian
You excel at heavy, brutal attacks with the largest weapons.
Combat Style: Fencing
- This combat style lends itself to fients & graceful ripostes.
+ This combat style lends itself to fients and graceful ripostes.
Combat Style: Arcane
Let your mind do the fighting with this telekinesis based combat style.
Combat Style: Demon Blade
You fight like you're possessed.
Combat Style: Warrior
- This sword & shield combat style is heavy on blocking & counters.
+ This sword and shield combat style is heavy on blocking and counters.
Combat Style: Tiger Fang
Adopt the Tiger Fang martial arts combat style.
Combat Style: Sun Fist
@@ -59952,7 +59974,7 @@ Air Mephling Ability Adjustments: +2 Dex, -2 Int, +2 Cha. Air mephlings are qui
Favored Class (Bard): A multiclass air mephling's bard class does not count when determining whether they suffer an XP penalty for multiclassing.
Racial Traits:
-- An air mephling's base land speed is 30 feet & they also have a fly speed of 10.
+- An air mephling's base land speed is 30 feet and they also have a fly speed of 10.
- Humanoid: Mephlings are native to the Elemental Planes. They have the humanoid type and gain the extraplanar subtype when not on their respective ancestral plane. Unlike their mephit ancestors, mephlings do not have an elemental subtype.
- Small: As Small creatures, mephlings have a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks.
- Breath Weapon: Each mephling has a breath weapon, the effect of which varies by the mephling's heritage.
@@ -60064,14 +60086,14 @@ Racial Traits:
- An aranea's base land speed is 50 feet in spider form, 30 in hybrid or humanoid forms.
- Racial Hit Dice: An aranea begins with three levels of shapechanger, which provide 3d8 Hit Dice.
- Medium: As Medium creatures, aranea have no special bonuses or penalties due to their size.
-- Natural Weapons: An aranea can bite 1d6 points of damage in spider & hybrid form.
-- Poison: An aranea's bite is poisonous & does 1d6 STR initial damage & 2d6 secondary damage.
+- Natural Weapons: An aranea can bite 1d6 points of damage in spider and hybrid form.
+- Poison: An aranea's bite is poisonous and does 1d6 STR initial damage and 2d6 secondary damage.
- Natural Armor: Aranea have +1 natural armor bonus.
- Darkvision: Aranea are able to see in the dark as well as daylight.
- Sorcerous Casting: Aranea cast spells as a Sorcerer of their hit dice (3rd level)
- Simple Weapons: Aranea are proficient with all simple weapons.
-- Web: Aranea can spin & throw a sticky net-like webbing.
-- Bonus Feats: Aranea gain Alertness, Improved Initiative & Weapon Finesse as bonus feats.
+- Web: Aranea can spin and throw a sticky net-like webbing.
+- Bonus Feats: Aranea gain Alertness, Improved Initiative and Weapon Finesse as bonus feats.
- Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks.
- Shapechanger: Aranea are shapechangers.
@@ -60084,7 +60106,7 @@ Level Adjustment: +4
The aranea keeps its ability scores and can cast spells, but cannot use webs or poison in humanoid form.
-In hybrid form, an aranea looks like a humanoid at first glance, but a closer inspection will reveal its fangs & spinneretes. The aranea can use weapons & webs in this form.
+In hybrid form, an aranea looks like a humanoid at first glance, but a closer inspection will reveal its fangs and spinneretes. The aranea can use weapons and webs in this form.
Web
In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
<CUSTOM0> throws webbing.
@@ -60101,7 +60123,7 @@ Favored Class (Rogue): A multiclass muckdweller's rogue class does not count whe
Racial Traits:
- A muckdweller's base land speed is 20 feet.
-- Tiny: As Tiny creatures, muckdwellers have a +2 size bonus to attacks & armor class & a +8 bonus to Hide.
+- Tiny: As Tiny creatures, muckdwellers have a +2 size bonus to attacks and armor class and a +8 bonus to Hide.
- Natural Weapons: An muckdweller can rake with its claws for 1d3 points of damage.
- Natural Armor: Muckdwellers have +3 natural armor bonus due to their scaly hides.
- Squirt: A muckdweller can squirt a jet of water into the eyes of a target up to 25 feet away.
@@ -61364,6 +61386,9 @@ The target creature is struck blind and deaf.
Type of Feat: General
Prerequisite: BAB +1
Benefit: You can equip a weapon of one size larger than normal. You take a -2 penalty to all attack rolls when using Monkey Grip.
+
+* due to engine limitations, Tiny, Large and Huge creatures see no benefit from Monkey Grip.
+
Use: Automatic
COMBAT MANEUVER
Step 1
@@ -68439,7 +68464,7 @@ Feats: Alertness*, Weapon Finesse, Low-light Vision
Skills: Listen +5, Spot +5
Feats: Endurance*, Scent, Low-light Vision
Rat, Dire
- This enormous rat looks bigger than most dogs. It has coarse, spiky fur, malevolent eyes & a long naked tail.
+ This enormous rat looks bigger than most dogs. It has coarse, spiky fur, malevolent eyes and a long naked tail.
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness*, Low-Light Vision, Scent, Weapon Finesse
@@ -78122,7 +78147,7 @@ A specialist wizard who calls himself a necromancer or a cleric with the Death d
- Hit Die: d6
- Alignment: any non-good
- Proficiencies: A Dread Necromancer gains proficiencies with Simple Weapons, and Light Armour.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -78385,7 +78410,7 @@ These benefits carry with them some form of physical change appropriate to the f
Bonus Feats: The epic favored soul gains a bonus feat (selected from the list of epic favored soul feats) at 23rd level and again every three levels after that.
-Epic Favored Soul Bonus Feat List: Craft Epic Magic Arms and Armor, Devastating Critical, Enhance Spell, Epic Endurance, Epic Prowess, Epic Speed, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Weapon Focus, Epic Weapon Specialization, Extend Life Span, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Overwhelming Critical, Perfect Health, Permanent Emanation, Spell Stowaway, Tenacious Magic.
+Epic Favored Soul Bonus Feat List: Craft Epic Magic Arms and Armor, Devastating Critical, Epic Endurance, Epic Prowess, Epic Speed, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Weapon Focus, Epic Weapon Specialization, Ignore Material Components, Improved Combat Casting, Overwhelming Critical, Perfect Health, Spell Stowaway, Tenacious Magic.
Epic Warmage
An epic warmage has perfected the art of destruction and devastation through his magic. He can lay waste to entire armies and cities with horrifying ease and shocking efficiency.
@@ -80321,15 +80346,15 @@ When within your own black labyrinth, you are immune to the last two effects (mo
LETO does not support the PRC8
Due to Bioware limitations, non-Bioware spontaneous casters do not use the normal spellbook. Those spells can be found in your class radial.
Due to Bioware limitations, only your highest level Arcane or Divine class will receive new Arcane or Divine spellslots at level up.
- Two handed weapons are shown being wielded one handed to allow feats such as Monkey Grip & Oversized Two-Weapon fighting to work properly. Combat isn't affected.
- De-leveling isn't supported by the PRC8 & can in fact break your character.
+ Two handed weapons are shown being wielded one handed to allow feats such as Monkey Grip and Oversized Two-Weapon fighting to work properly. Combat isn't affected.
+ De-leveling isn't supported by the PRC8 and can in fact break your character.
Casting an Exalted or Vile spell causes ability damage to the caster.
- Enable & disable optional game features with the PRC Options radial.
- Knockdown, Called Shot, Taunt & Parry are not valid 3e D&D feats or skills & have been disabled in the PRC8.
- As in Neverwinter Nights 2, Arcane & Divine prestige classes must pick a marker feat at 1st class level to choose which spellcasting class will be boosted by the new prestige class.
+ Enable and disable optional game features with the PRC Options radial.
+ Knockdown, Called Shot, Taunt and Parry are not valid 3e DandD feats or skills and have been disabled in the PRC8.
+ As in Neverwinter Nights 2, Arcane and Divine prestige classes must pick a marker feat at 1st class level to choose which spellcasting class will be boosted by the new prestige class.
Some prestige classes can advance invoking or shadowcasting instead of spellcasting.
- Spellcraft doesn't provide a bonus to your save vs. spells in 3e Dungeons & Dragons. This is reflected in the PRC8.
- Tumble doesn't provide a bonus to your Armor Class in 3e Dungeons & Dragons. This is reflected in the PRC8.
+ Spellcraft doesn't provide a bonus to your save vs. spells in 3e Dungeons and Dragons. This is reflected in the PRC8.
+ Tumble doesn't provide a bonus to your Armor Class in 3e Dungeons and Dragons. This is reflected in the PRC8.
Feats for Alternate Magic Systems (Psionics, Incarnum, etc) are all organized under a Masterfeat. Psionic Feats, ToB Feats, etc...
Typing "/sb" in chat will bring up the NUI spellcasting menu.
Typing "/pa" in chat will bring up the NUI Power Attack menu.
@@ -82203,6 +82228,196 @@ Strength of Will: You gain a bonus equal to 1/2 your class level (minimum +1) on
Wild Frenzy: You gain a +2 bonus on attack rolls and damage rolls with melee weapons and eldritch blasts, along with temporary hit points equal to twice your class level. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be chaotic for you to select this gift.
<cÿÿÿ>Pick an invoking feat (1st lvl)</c>
Choose which invoking class to advance with the currently selected Prestige Class. If you try take a marker feat after1st class level, your character will be releveled.
+ ### PRC8 CLASS RESERVE ###
+ LoT
+ Lion of Talisid
+ Lions of Talisid
+ lion of Talisid
+ (PRESTIGE CLASS)
+The undisputed ruler of the guardinals, Talisid the Celestial Lion is an enormously powerful force for good—and good alone, undiluted by concerns of law or chaos. He is also a mighty druid, and his mortal and guardinal champions are druids and rangers who share both his fierce hatred of evil and his passionate love of the natural world and its creatures. Called the lions of Talisid, these protectors of nature and champions of good emulate their celestial patron in more concrete ways: adopting feline animal companions, assuming great cat forms with their wild shape ability, and eventually roaring like a leonal. Druids and rangers most commonly become lions of Talisid, and only a character with an animal companion can enter the class. Multiclass druid/rangers also commonly adopt the class, and less commonly, fighter/druids or cleric/rangers.
+
+Like their guardinal patron, lions of Talisid usually work alone or in small groups of close companions, rarely with other lions. NPC lions of Talisid can be found wandering the wilderness, fighting any who would defile the natural world with evil. They are particularly concerned with areas where some evil presence corrupts nature itself, manifesting evil weather and vile corrupted creatures.
+
+- Hit Die: d8
+- Proficiencies: A lion of Talisid does not gain any additional weapon or armor proficiencies.
+- Skill Points: 4+ Int Modifier.
+- Spells per Day: At each lion of Talisid level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
+
+REQUIREMENTS:
+
+Alignment: Neutral good.
+Base Attack Bonus: +4.
+Skills: Lore 9 ranks, Heal 9 ranks.
+Feats: Favored of the Companions.
+Spells: Able to cast Summon Nature’s Ally II.
+Special: The character must have an animal companion as a class feature.
+
+CLASS FEATURES:
+Level
+1: Animal Companion (Ex): A lion of Talisid can add his lion of Talisid levels to his effective druid level (his actual druid level or one-half his ranger level) to determine the capabilities of his animal companion.
+ Lion’s Courage (Ex): A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.
+2: Scent (Ex): At 2nd level, a lion of Talisid gains the scent special quality. He can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
+3: Wild Shape (Su): At 3rd level, a lion of Talisid gains the ability to turn himself into any Small or Medium animal and back again once per day. This works exactly as the druid’s wild shape ability.
+4: Exalted Companion: At 4th level, a lion of Talisid gains the Exalted Companion feat as a bonus feat.
+ Wild Shape (Su) (2 / day).
+5: Lion’s Pounce (Ex): At 5th level, a lion of Talisid can make a full attack at the end of a charge.
+ Wild Shape (Su) (3 / day).
+6: Wild Shape (Su) (Large)*
+7: Lion’s Swiftness (Ex): When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.
+8: Wild Shape (Su) (4 / day).
+9: Wild Shape (Su) (Tiny)*
+10: Leonal’s Roar (Su): Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal’s roar spell. The saving throw DC is 20 + the lion of Talisid’s Charisma modifier.
+
+* Not implemented
+ Epic Lion of Talisid
+
+ Chosen by the celestial lion himself, these guardians of nature blend divine power with the ferocity of great cats. Noble and wild-hearted, they fight evil wherever it taints the natural world—roaming protectors guided by instinct, courage, and compassion. With animal companions at their side and the strength of a leonal in their soul, they embody both the serenity and savagery of the wild in service of pure good.
+
+Hit Die: d8.
+Skill Points at Each Additional Level: 4 + Intelligence modifier.
+Bonus Feats: The epic Lion of Talisid gains a bonus feat every three levels.
+
+Special:
+Spellcasting: At each class level the epic Lion of Talisid continues to increase in divine caster level (and spells known, if applicable).
+
+Epic Lion of Talisid Bonus Feat List:
+Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Devastating Critical, Energy Resistance, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Focused Spell Penetration, Epic Spellcasting, Fast Healing, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Overwhelming Critical, Perfect Health, Tenacious Magic.
+
+ Lion of Talisid Spellcasting (Archivist)
+ Lion of Talisid Spellcasting (Cleric)
+ Lion of Talisid Spellcasting (Druid)
+ Lion of Talisid Spellcasting (Ranger)
+ Lion of Talisid Spellcasting (Healer)
+ Lion of Talisid Spellcasting (Soldier of Light)
+ Lion of Talisid Spellcasting (Knight of the Middle Circle)
+ Lion of Talisid Spellcasting (Shaman)
+ Lion of Talisid Spellcasting (Sohei)
+ Lion of Talisid Spellcasting (Nentyar Hunter)
+ Lion of Talisid Spellcasting (Favoured Soul)
+ Lion of Talisid Spellcasting (Justice of Weald and Woe)
+ Lion of Talisid Spellcasting (Spirit Shaman)
+ Spells per Day: At each lion of Talisid level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
+ Lion's Courage (Ex)
+
+ Type of Feat: Class-Specific
+Prerequisite: Lion of Talisid 1
+Specifics: A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.
+Use: Automatic.
+ Lion's Pounce (Ex)
+ Type of Feat: Class-Specific
+Prerequisite: Lion of Talisid 5
+Specifics: At 5th level, a lion of Talisid can make a full attack at the end of a charge.
+Use: Automatic.
+ Lion's Swiftness (Ex)
+ Type of Feat: Class-Specific
+Prerequisite: Lion of Talisid 7
+Specifics: When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.
+Use: Selected.
+
+ Leonal’s Roar (Su)
+
+ Type of Feat: Class-Specific
+Prerequisite: Lion of Talisid 10
+Specifics: : Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal’s roar spell. The saving throw DC is 20 + the lion of Talisid’s Charisma modifier.
+Use: Selected.
+
+ ****
+ VrL
+ Verdant Lord
+ Verdant Lords
+ verdant lord
+ (PRESTIGE CLASS)
+Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid’s search for global understanding of nature’s secrets to focus all his energies on the world’s plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It’s almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves.
+
+Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals—right up until someone lights a torch and threatens living plants.
+
+ - Hit Die: d8
+ - Proficiencies: A verdant lord does not gain any additional weapon or armor proficiencies.
+ - Skill Points: 4+ Int Modifier.
+ - Spells per Day: At each verdant lord level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
+
+ REQUIREMENTS:
+ Alignment: Any non-evil.
+ Base Attack Bonus: +4.
+ Skills: Lore 8 ranks, Heal 8 ranks.
+ Feats: Plant Defiance, Plant Control
+ Spells: Able to cast Control Plants.
+
+ CLASS FEATURES:
+ Level
+ 1: Create Infusion: At 1st level, the verdant lord gains Create Infusion as a bonus feat.
+ 2: Expert Infusion: At 2nd level, the character can automatically identify the spell contained in an infusion and the caster level of that spell.
+ Sun Sustenance (Ex)*: At 2nd level, the verdant lord gains the ability to draw energy from the sun.
+ 3: Spontaneity: Beginning at 3rd level, the verdant lord can channel stored spell energy into regeneration spells that he hasn’t prepared ahead of time.
+ 4: Plant Facility: At 4th level, the verdant lord can rebuke or command plants as if he were three levels higher than the actual caster level he uses to determine the benefits of that feat.
+ 5: Fast Healing: At 5th level, the verdant lord gains Fast Healing as a bonus feat.
+ 6: Treant Wild Shape (Sp): Beginning at 6th level, the verdant lord can use wild shape to take the form of a treant.
+ 8: Animate Tree (Sp): At 8th level, a verdant lord can animate a tree within 180 feet of him once per day.
+ 10: Gaea’s Embrace: At 10th level, the verdant lord permanently becomes a plant creature.
+
+ * NOT IMPLEMENTED
+ Epic Verdant Lord
+ Chosen by the very soul of the forest, the verdant lord is a master of all things green and growing; a guardian whose life is intertwined with the ancient trees and blossoming wilds. These protectors transcend the druid’s path of broad natural wisdom to become singular champions of plant life itself, commanding the power of roots and branches to defend the wilds.
+
+Hit Die: d8.
+Skill Points at Each Additional Level: 4 + Intelligence modifier.
+Bonus Feats: The epic verdant lord gains a bonus feat every three levels.
+
+Special:
+Spellcasting: At each verdant lord level, the character advances in divine spellcasting as if gaining a level in a previously possessed divine casting class (without other class benefits).
+
+Epic Verdant Lord Bonus Feat List:
+Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Devastating Critical, Energy Resistance, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Focused Spell Penetration, Epic Spellcasting, Fast Healing, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Overwhelming Critical, Perfect Health, Tenacious Magic.
+ Verdant Lord Spellcasting (Archivist)
+ Verdant Lord Spellcasting (Cleric)
+ Verdant Lord Spellcasting (Druid)
+ Verdant Lord Spellcasting (Favoured Soul)
+ Verdant Lord Spellcasting (Healer)
+ Verdant Lord Spellcasting (Justice of Weald and Woe)
+ Verdant Lord Spellcasting (Knight of the Chalice)
+ Verdant Lord Spellcasting (Knight of the Middle Circle)
+ Verdant Lord Spellcasting (Nentyar Hunter)
+ Verdant Lord Spellcasting (Paladin)
+ Verdant Lord Spellcasting (Ranger)
+ Verdant Lord Spellcasting (Shaman)
+ Verdant Lord Spellcasting (Sohei)
+ Verdant Lord Spellcasting (Soldier of Light)
+ Verdant Lord Spellcasting (Spirit Shaman)
+ Spells per Day: At each verdant lord level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
+ Expert Infusion
+ Type of Feat: Class
+Prerequsite: Verdant Lord 2
+Benefit: At 2nd level, the character can automatically identify the spell contained in an infusion and the caster level of that spell. He also gains a bonus equal to his verdant lord level on both Profession (herbalist) checks and Wilderness Lore checks related to plants, including the use of this skill to forage for herbs*.
+
+*To be implemented by module developer.
+ Sun Sustenance
+ Type of Feat: Class
+Prerequsite: Verdant Lord 2
+Benefit: At 2nd level, the verdant lord gains the ability to draw energy from the sun. As long as he spends at least 4 hours of the day outdoors, he can draw sustenance from the sun itself, and thus he requires no food that day. He still thirsts, however, and needs the standard amount of water to survive*.
+ Spontaneity
+ Type of Feat: Class
+Prerequsite: Verdant Lord 3
+Benefit: Beginning at 3rd level, the verdant lord can channel stored spell energy into certain healing spells that he hasn’t prepared ahead of time. This works like the cleric’s spontaneous casting ability, with the following exceptions. He can “lose” a prepared spell to cast any regenerate spell of the same level or lower. For example, a verdant lord who has prepared faerie fire (a 1st-level spell) may lose that spell to cast regenerate light wounds (also a 1st-level spell) instead. Domain spells, if the character has access to them, cannot be converted into regenerate spells.
+ Plant Facility
+ Type of Feat: Class
+Prerequsite: Verdant Lord 4
+Benefit: At 4th level, the verdant lord can rebuke or command plants with Plant Control as if he were three levels higher than the actual caster level he uses to determine the benefits of that feat. This means that he can also command 3 additional HD of plant creatures.
+ Treant Wild Shape
+ Type of Feat: Class
+Prerequsite: Verdant Lord 6
+Beginning at 6th level, the verdant lord can use wild shape to take the form of a treant and back again once per day. This ability otherwise works like wild shape. Since a treant has a voice and manipulative appendages, the verdant lord can cast spells normally while in treant wild shape.
+ Animate Tree
+ Type of Feat: Class
+Prerequsite: Verdant Lord 8
+Beneft: At 8th level, a verdant lord can animate a tree within 180 feet of him once per day. It takes a full round for a tree to uproot itself; thereafter it has a speed of 30 feet and fights as a treant with respect to attacks and damage. The animated tree gains a number of bonus Hit Dice equal to the number of verdant lord
+levels the character possesses. Though its Intelligence score is only 2 while animated, the tree automatically understands the verdant lord’s commands. The character can
+return the animated tree to its normal state at will, and it automatically returns to its normal state if it dies or if the verdant lord who animated it is incapacitated or
+moves out of range. Once the tree returns to its normal state by any means, the verdant lord cannot animate another tree for 24 hours.
+ Gaea's Embrace
+ Type of Feat: Class
+Prerequsite: Verdant Lord 10
+At 10th level, the verdant lord permanently becomes a plant creature, though all forms of wild shape that the character could previously use remain available to him. His type changes to plant, and as a result he gains low-light vision, is immune to poison, sleep, paralysis, stunning, and polymorphing, and is not subject to critical hits or mind-influencing effects (charms, compulsions, phantasms, patterns, or morale effects). He no longer suffers penalties for aging and cannot be magically aged. Any aging penalties he may already have suffered, however, remain in place. Bonuses still accrue, and the verdant lord still dies of old age when his time is up.
+ ****
## iprp_damagecost.2da expansion ##
21 Damage
+21
@@ -82263,6 +82478,7 @@ Wild Frenzy: You gain a +2 bonus on attack rolls and damage rolls with melee wea
49 Damage
+49
50 Damage
+ +50
***** Custom Weapon VFX *****
... Darkness / Shadow
... Psionic / Mind
@@ -82327,7 +82543,7 @@ Wild Frenzy: You gain a +2 bonus on attack rolls and damage rolls with melee wea
Custom CEP 2.1
* Builder Specific
* DM Specific
- Tools & Widgets
+ Tools and Widgets
DM Tools
DM Books
Players Tools
@@ -82390,7 +82606,7 @@ Wild Frenzy: You gain a +2 bonus on attack rolls and damage rolls with melee wea
Clerical
Magical
*For TSR head ONLY
- Clothing & Armor
+ Clothing and Armor
CUSTOM
Monsters
Miscellaneous Small 4*
@@ -83151,6 +83367,394 @@ Feats Required: Simple, or Druid
[CRP] LOK Transition 5
[CRP] LOK Transition 6
[CRP] Aged Dungeon Bridge Door
+ Summon Nature's Ally I
+ Conjuration (Summoning)
+Level: Druid 1, Shaman 1, Ranger 1
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Badger
+Dire Rat
+Dog
+Hawk
+Tiny Viper
+
+ Summon Dire Badger
+ Summon Dire Rat
+ Summon Dog
+ Summon Hawk
+ Summon Tiny Viper
+
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally I (5)
+ Summon Nature's Ally I (10)
+ Summon Nature's Ally I (15)
+ ****
+ Summon Nature's Ally II
+ Conjuration (Summoning)
+Level: Druid 2, Shaman 2, Ranger 2
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Dire Badger
+Cooshee
+Wolf
+Small Viper
+Black Bear
+
+ Summon Dire Boar
+ Summon Cooshee
+ Summon Wolf
+ Summon Small Viper
+ Summon Black Bear
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally II (5)
+ Summon Nature's Ally II (10)
+ Summon Nature's Ally II (15)
+ ****
+ Summon Nature's Ally III
+ Conjuration (Summoning)
+Level: Druid 3, Shaman 3, Ranger 3
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Brown Bear
+Dire Wolf
+Large Viper
+Leopard
+Satyr [without pipes]
+
+ Summon Brown Bear
+ Summon Dire Wolf
+ Summon Large Viper
+ Summon Leopard
+ Summon Satyr
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally III (5)
+ Summon Nature's Ally III (10)
+ Summon Nature's Ally III (15)
+ ****
+ Summon Nature's Ally IV
+ Conjuration (Summoning)
+Level: Druid 4, Shaman 4, Ranger 4
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Lion
+Polar Bear
+Dire Spider
+Viper, Huge
+Wereboar
+ Summon Lion
+ Summon Polar Bear
+ Summon Dire Spider
+ Summon Huge Viper
+ Summon Wereboar
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally IV (5)
+ Summon Nature's Ally IV (10)
+ Summon Nature's Ally IV (15)
+ ****
+ Summon Nature's Ally V
+ Conjuration (Summoning)
+Level: Druid 5, Shaman 5
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Medium Air Elemental
+Medium Earth Elemental
+Medium Fire Elemental
+Medium Water Elemental
+Dire Bear
+
+ Summon Medium Air Elemental
+ Summon Medum Earth Elemental
+ Summon Medium Fire Elemental
+ Summon Medum Water Elemental
+ Summon Dire Bear
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally V (10)
+ Summon Nature's Ally V (15)
+ Summon Nature's Ally V (20)
+ ****
+ Summon Nature's Ally VI
+ Conjuration (Summoning)
+Level: Druid 6, Shaman 6
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Large Air Elemental
+Large Earth Elemental
+Large Fire Elemental
+Large Water Elemental
+Dire Tiger
+
+ Summon Large Air Elemental
+ Summon Large Earth Elemental
+ Summon Large Fire Elemental
+ Summon Large Water Elemental
+ Summon Dire Tiger
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally VI (10)
+ Summon Nature's Ally VI (15)
+ Summon Nature's Ally VI (20)
+ ****
+ Summon Nature's Ally VII
+
+ Conjuration (Summoning)
+Level: Druid 7, Shaman 7
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Buelette
+Invisible stalker
+Pixie Rogue
+Gorgon
+Manitcore
+ Summon Bulette
+ Summon Invisible Stalker
+ Summon Pixie Rogue
+ Summon Gorgon
+ Summon Manticore
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally VII (10)
+ Summon Nature's Ally VII (15)
+ Summon Nature's Ally VII (20)
+ ****
+ Summon Nature's Ally VIII
+
+ Conjuration (Summoning)
+Level: Druid 8, Shaman 8
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Greater Air Elemental
+Greater Earth Elemental
+Greater Fire Elemental
+Greater Water Elemental
+Nymph Druidess
+ Summon Greater Air Elemental
+ Summon Greater Earth Elemental
+ Summon Greater Fire Elemental
+ Summon Greater Water Elemental
+ Summon Nymph Druidess
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally VIII (10)
+ Summon Nature's Ally VIII (15)
+ Summon Nature's Ally VIII (20)
+ ****
+ Summon Nature's Ally IX
+ Conjuration (Summoning)
+Level: Druid 9, Shaman 9
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Elder Air Elemental
+Elder Earth Elemental
+Elder Fire Elemental
+Elder Water Elemental
+Aranea Sorcerer
+ Summon Elder Air Elemental
+ Summon Elder Earth Elemental
+ Summon Elder Fire Elemental
+ Summon Elder Water Elemental
+ Summon Aranea Sorcerer
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally IX (10)
+ Summon Nature's Ally IX (15)
+ Summon Nature's Ally IX (20)
+ ****
+ Forestfold
+ Caster Level(s): Druid 4, Ranger 3
+School: Transmutation
+Component(s): Verbal, Somatic
+Range: Personal
+Area of Effect / Target: Caster
+Duration: 10 turns / level
+Additional Counter Spells:
+Save: None
+Spell Resistance: No
+
+The caster's movement is muffled and their coloring changes to match their surroundings, gaining a +20 competence bonus to any Hide and Move Silently checks.
+ Forestfold (6)
+ Forestfold (9)
+ Forestfold (12)
+ ****
+ Creeping Cold
+ Transmutation [Cold]
+Level: Druid 2
+Components: V, S, F
+Casting Time: 1 action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One creature
+Duration: 3 rounds
+Saving Throw: Fortitude half
+Spell Resistance: Yes
+You turn the subject’s sweat to ice, creating blisters as ice forms on and inside the skin. The spell deals 1d6 cumulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third).
+Only one save is allowed against the spell; if successful, it halves the damage each round.
+
+Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.
+ Creeping Cold (3)
+ Creeping Cold (6)
+ Creeping Cold (9)
+ ****
+ Greater Creeping Cold
+ Transmutation [Cold]
+Level: Drd 7
+Components: V, S, F
+Casting Time: 1 action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One creature
+Duration: Up to 6 rounds (see text)
+Saving Throw: Fortitude half
+Spell Resistance: Yes
+
+This spell functions like creeping cold, causing intense cold to accumulate inside the target’s body, but with extended duration and increased damage.
+
+You turn the subject’s sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on—dealing 3d6 on the third round and 4d6 on the fourth.
+
+If the caster is at least 15th level, the spell continues for a fifth round, dealing 5d6 cold damage. At 20th level or higher, a sixth round is added, dealing 6d6 cold damage. The spell never deals more than 6d6 damage in any round, and it ends early if the target dies.
+
+The target makes a single Fortitude saving throw when the spell is cast. A successful save halves the damage each round.
+
+Focus: A small glass or pottery vessel worth at least 25 gp, filled with ice, snow, or water.
+ Greater Creeping Cold (13)
+ Greater Creeping Cold (17)
+ Greater Creeping Cold (20)
+ ****
+ Adrenaline Surge
+ Transmutation
+Level: Druid 2, Sor/Wiz 2
+Components: V, S, DF
+Casting Time: 1 action
+Range: Close (25 ft. + 5 fr./2 levels)
+Area: Your summoned creatures within a spherical
+emanation with a radius equal to the range, centered on you
+Duration: 1 round/level
+Saving Throw: Will negates (harmless)
+Spell Resistance: Yes (harmless)
+
+Each of your summoned creatures within the area receives a +4 enhancement bonus to Strength. This effect lasts until the spell ends or the creature leaves the area.
+ Adrenaline Surge (4)
+ Adrenaline Surge (8)
+ Adrenaline Surge (16)
+ ****
+ Invulnerability to Elements
+ Abjuration
+Level: Druid 9
+Components: V, S, DF
+Casting Time: 1 action
+Range: Touch
+Target: Creature touched
+Duration: 10 minutes/level
+Saving Throw: None
+Spell Resistance: Yes
+
+As protection from all elements, but the target creature becomes immune to damage from acid, cold, electricity, fire, and sonic damage while the spell is in effect.
+ Invulnerability to Elements (17)
+ Invulnerability to Elements (20)
+ ****
+ ****
+ Control Plants
+ Transmutation
+Level: Druid 4, Plant 4, Ranger 3
+Components: V, S, DF
+Casting Time: 1 standard action
+Range: Close (25 ft. + 5 ft./2 levels)
+Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
+Duration: 1 min./level
+Saving Throw: Will negates
+Spell Resistance: No
+
+This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.
+
+Suicidal or self-destructive commands are simply ignored.
+ Control Plants (8)
+ Control Plants (16)
+ Control Plants (20)
+ ****
+
[CRP] Aged Dungeon Wall Door 1
[CRP] Aged Dungeon Wall Door 2
[CRP] Aged Dungeon Corridor Door 1
@@ -84163,8 +84767,9 @@ Feats Required: Simple, or Druid
[CEP] Door 1498
[CEP] Door 1499
[CEP] Door 1500
- #PRC8 RESERVED#
- #START PRC8 MATERIAL RESERVE#
+ #PRC8 RESERVED#
+ #START PRC8 MATERIAL RESERVE#
+ Botanical
Paper
Glass
Ice
@@ -84209,6 +84814,19 @@ Feats Required: Simple, or Druid
Bamboo
Pottery
Glassteel
+ Herbs
+ Unknown
+ Bone
+ Ceramic
+ Crystal
+ Fiber
+ Leather
+ Metal
+ Paper
+ Rope
+ Stone
+ Wood
+ Botanical
#END PRC8 MATERIAL RESERVE#
#START PRC8 WOL RESERVE#
Giant Bearing
@@ -84368,7 +84986,7 @@ Special:
Epic Divine Spell Resistance: Your mastery over stolen divinity grants you nearly insurmountable resistance to holy power, defying even the mightiest clerics. Your divine spell resistance continues to increase by 5 for every 4 ur-priest levels you attain.
Epic Ur-Priest Bonus Feats List:
-Armor Skin, Epic Spell Focus, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spellcasting, Improved Combat Casting, Epic Spell Penetration, Great Wisdom, Blinding Speed, Craft Epic Wonderous Item, Craft Epic Magic Arms & Armor, Craft Epic Rod, Craft Epic Staff, Forge Epic Ring, Planar Turning.
+Armor Skin, Epic Spell Focus, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spellcasting, Improved Combat Casting, Epic Spell Penetration, Great Wisdom, Blinding Speed, Craft Epic Wonderous Item, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Forge Epic Ring, Planar Turning.
Epic Binder
Epic Binder Description PLACEHOLDER
Epic Anima Mage
@@ -84499,7 +85117,7 @@ Skill Points at Each Additional Level: 2 + Int Modifier
Bonus Feats: The epic Forsaker gains a bonus feat every three levels.
Special:
-Fiendslaying: The epic Knight of the Chalice becomes a righteous engine of destruction. The Fiendslaying enhancement bonus increases by one every even level & the damage increases by either 1d6 physical or 1d6 divine every even level.
+Fiendslaying: The epic Knight of the Chalice becomes a righteous engine of destruction. The Fiendslaying enhancement bonus increases by one every even level and the damage increases by either 1d6 physical or 1d6 divine every even level.
Epic Knight of the Chalice Bonus Feat List:
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Divine Might, Epic Divine Resistance, Epic Divine Shield, Epic Divine Vigor, Epic Energy Resistance, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Will, Overwhelming Critical, Epic Fortitude, Great Smiting, Improved Combat Casting, Improved Initiative, Superior Initiative, Epic Leadership, Improved Manyshot, Improved Whirlwind Attack, Legendary Commander, Legendary Wrestler, Planar Turning, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend.
@@ -84693,7 +85311,7 @@ Bonus Feats: The epic Shadowbane Stalker gains a bonus feat every four levels
Special:
Sneak Attack: The epic Shadowbane Stalker's sneak attack continues to increase by 1d6 every 3 levels.
-Discover Subterfuge: The epic Shadowbane Stalker's bonus to Search & Sense Motive continues to row by +2 every 3 class levels.
+Discover Subterfuge: The epic Shadowbane Stalker's bonus to Search and Sense Motive continues to row by +2 every 3 class levels.
Spellcasting: The epic Shadowbane Stalker continues to increase in caster level (and spells known, if applicable).
Epic Shadowbane Stalker Bonus Feat List:
@@ -84792,7 +85410,7 @@ Hit Die: d10
Skill Points at Each Additional Level: 2 + Int Modifier
Bonus Feats: The epic Soldier of Light gains a bonus feat every three levels after 10th.
-ABILITIES:
+CLASS FEATURES:
Level
13: Healing Domain - Healing spells are empowered.
@@ -85386,7 +86004,7 @@ Skill Points at Each Additional Level: 4 + Int Modifier
Bonus Feats: The epic Shadow Sun Ninja gains a bonus feat every four levels
Special:
-Monk Abilities: The epic Shadow Sun Ninja continues to add their class level to determine AC Bonus, Unarmed Damage & Stunning Fist uses per day.
+Monk Abilities: The epic Shadow Sun Ninja continues to add their class level to determine AC Bonus, Unarmed Damage and Stunning Fist uses per day.
Maneuvers: At each class level the epic Shadow Sun Ninja continues to increase in initiator level.
Epic Shadow Sun Ninja Bonus Feat List:
@@ -85429,7 +86047,7 @@ Skill Points at Each Additional Level: 4 + Int Modifier
Bonus Feats: The epic Henshin Mystic gains a bonus feat every three levels
Special:
-Monk Abilities: The epic Henshin Mystic continues to add their class level to determine AC Bonus, Unarmed Damage & Monk movement speed increase.
+Monk Abilities: The epic Henshin Mystic continues to add their class level to determine AC Bonus, Unarmed Damage and Monk movement speed increase.
Epic Henshin Mystic Bonus Feat List:
Armor Skin, Blinding Speed, Damage Reduction, Epic Energy Resistance, Epic Dodge, Epic Prowess, Epic Toughness, Fast Healing, Great Wisdom, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Legendary Wrestler, Self-Concealment, Superior Initiative.
@@ -85452,7 +86070,7 @@ Bonus Feats: The epic Enlightened Fist gains a bonus feat every five levels
Special:
Spell Resistance: The epic Enlightened Fist continues to add their class level to their spell resistance.
Spellcasting: At each class level the epic Enlightened Fist continues to increase in arcane caster level (and spells known, if applicable).
-Monk Abilities: The epic Enlightened Fist continues to add their class level to determine Stunning Attacks, Unarmed Damage & Monk movement speed increase.
+Monk Abilities: The epic Enlightened Fist continues to add their class level to determine Stunning Attacks, Unarmed Damage and Monk movement speed increase.
Epic Enlightened Fist Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Damage Reduction, Epic Dodge, Epic Energy Resistance, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Focused Spell Penetration, Great Wisdom, Improved Combat Casting, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Legendary Wrestler, Self-Concealment, Superior Initiative.
@@ -85537,7 +86155,7 @@ Skill Points at Each Additional Level: 4 + Int Modifier
Bonus Feats: The epic Fist of Zuoken gains a bonus feat every five levels
Special:
-Monk Abilities: The epic Fist of Zuoken continues to add their class level to determine AC Bonus, Unarmed Damage & Monk movement speed increase.
+Monk Abilities: The epic Fist of Zuoken continues to add their class level to determine AC Bonus, Unarmed Damage and Monk movement speed increase.
Manifesting: At each class level the epic Fist of Zuoken continues to increase in manifester level (and powers known, if applicable).
Epic Fist of Zuoken Bonus Feat List:
@@ -85563,7 +86181,7 @@ Bonus Feats: The epic Runecaster gains a bonus feat every three levels
Special:
Rune Craft: The epic Runecaster continues to gain a +1 on Runecarving checks at every odd level.
-Rune Power: The epic Runecaster's Rune Power ability continues to gain +1 to DC & spell penetration checks at every even level.
+Rune Power: The epic Runecaster's Rune Power ability continues to gain +1 to DC and spell penetration checks at every even level.
Spellcasting: The epic Runecaster continues to increase in divine caster level (and spells known, if applicable).
Epic Runecaster Bonus Feat List:
@@ -85912,6 +86530,197 @@ Use: Automatic
78
79
80
+ ### CRAFT INFUSION RESERVE###
+ Create Infusion
+ Type of Feat: Item Creation
+You store a divine spell within a specially prepared herb
+Prerequisites: Lore 4 ranks, divine spellcaster level 3rd.
+Benefit: You create an infusion of any divine spell available to you. Infusing an herb with a spell takes one day. When you create an infusion, you set the caster level,
+which must be sufficient to cast the spell in question but not higher than your own level. The base price of an infusion is its spell level times its caster level times 50 gp. To create an infusion, you must spend 1/25 of this base price in XP and use up raw materials costing one-half this base price. Any infusion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the XP when creating the infusion
+ Magical Artisian: Create Infusion
+
+ ****
+ Mundane Herb
+ Herbs can be used by characters with the create infusion feat to create herbal infusions of divine spells they know. In order to infuse an herb, the character needs to target the mundane herb with the spell they want to store in the herb.
+ Infused Herb
+ Herbal infusions contain a single stored magical spell. A divine spellcaster who is capible of casting the infused spell can eat the infusion to cast the spell within, even when wild-shaped.
+ ****
+ Adrue
+ Adrue is a wiry, blue-green plant with fibrous leaves and a faint metallic scent. It is considered uncommon, found mostly in rocky uplands where magical energy tends to pool. This herb can be used in infusions aligned with the evocation school, up to 2nd level.
+ Agaric
+ Agaric refers to a family of pale, spotted mushrooms with domed caps and a strong, earthy aroma. These fungi are relatively rare and often found growing in clusters near decaying trees. This herb can be used in infusions aligned with the necromancy school, up to 4th level.
+ Angelica
+ Angelica is a tall, hollow-stemmed plant with large umbels of pale green flowers and a strong, sweet aroma. It grows readily in temperate regions and is fairly common. This herb can be used in infusions aligned with the divination school, up to 5th level.
+ Asafetida
+ Asafetida is a resinous substance obtained from the root of a hardy, fennel-like plant. It has a notoriously sharp, sulfuric smell and is somewhat uncommon, typically imported from dry southern regions. This herb can be used in infusions aligned with the evocation school, up to 4th level.
+ Ash Bark
+ Ash bark is smooth and pale gray, harvested from the ash tree. It is widely available and valued for its subtle aromatic quality when dried and ground. This herb can be used in infusions aligned with the illusion school, up to 1st level.
+ Asparagus Root
+ This root is long, knotted, and pale, with a bitter taste and faintly earthy scent. It is easy to cultivate and commonly used in many basic concoctions. This herb can be used in infusions aligned with the evocation school, but can only be used with cantrips.
+ Assassin Seed
+ Assassin seed is a glossy, jet-black seed that grows in harsh, shaded environments. It is extremely rare and often found only in remote or dangerous places. This herb can be used in infusions aligned with the necromancy school, up to 9th level.
+ Belladonna
+ Belladonna is a dark green, bushy plant with small, purple bell-shaped flowers and shiny black berries. It is uncommon and often avoided due to its poisonous nature. This herb can be used in infusions aligned with the evocation school, up to 8th level.
+ Benne
+ Benne, also known as sesame, is a tall, leafy plant that produces small, flat seeds with a nutty scent. It is easy to cultivate and widely available. This herb can be used in infusions aligned with the divination school, up to 2nd level.
+ Benzoin
+ Benzoin is a resin collected from the bark of a small tree, appearing as amber-colored crystals with a warm, sweet fragrance. It is moderately rare and often traded from coastal regions. This herb can be used in infusions aligned with the enchantment school, up to 2nd level.
+ Berberis
+ Berberis is a thorny shrub with small, oval leaves and clusters of bright red berries. The bark and roots contain a distinctive yellow pigment. It is somewhat uncommon and typically found in hilly or forested regions. This herb can be used in infusions aligned with the illusion school, up to 6th level.
+ Bethroot
+ Bethroot is a woodland plant with broad green leaves and a single central flower that ranges from dark red to purple. Its knobby root is thick and astringent. It is moderately common in shaded, moist environments. This herb can be used in infusions aligned with the transmutation school, up to 4th level.
+ Black Horehound
+ Black horehound is a hairy, gray-green plant with a bitter scent and small purple flowers. It tends to grow wild along roadsides and abandoned fields, and is fairly common. This herb can be used in infusions aligned with the enchantment school, up to 7th level.
+ Blackbane
+ Blackbane is a twisted, dark-leaved herb with a bluish hue and sharp-smelling sap. It is very rare and often avoided due to its associations with cursed ground and toxic properties. This herb can be used in infusions aligned with the conjuration school, up to 8th level.
+ Bloodroot
+ Bloodroot is a low-growing plant with heart-shaped leaves and white flowers. Its roots ooze a deep red sap when cut. It grows sparsely in temperate forests and is considered rare. This herb can be used in infusions aligned with the necromancy school, up to 7th level.
+ Butterbur
+ Butterbur has large, broad leaves and produces pinkish-purple flowers on short stalks. It is found near rivers and damp woodlands, and is moderately common. This herb can be used in infusions aligned with the illusion school, up to 7th level.
+ Cardamom
+ Cardamom is a tall, reed-like plant that produces small, fragrant seed pods with a warm, spicy aroma. It is cultivated in warmer regions and considered moderately rare due to its growing conditions. This herb can be used in infusions aligned with the divination school, up to 7th level.
+ Castor
+ Castor is a bushy plant with large, lobed leaves and prickly seed pods that contain oily seeds. It grows quickly in warm climates and is fairly common, though handling it requires care. This herb can be used in infusions aligned with the necromancy school, up to 0th level.
+ Chamomile
+ Chamomile is a low-growing plant with daisy-like white flowers and a gentle, apple-like fragrance. It is widely cultivated and easy to find. This herb can be used in infusions aligned with the divination school, up to 3rd level.
+ Chaulmoogra Oil
+ Chaulmoogra oil is pressed from the seeds of a large, tropical tree. The oil is thick and has a strong, nutty scent. It is rare and typically imported from distant southern lands. This herb can be used in infusions aligned with the illusion school, up to 3rd level.
+ Chives
+ Chives are slender, hollow green stalks that grow in tight clumps. They have a mild onion scent and are commonly found in gardens and wild meadows. This herb can be used in infusions aligned with cantrips from the transmutation school.
+ Colewort
+ Colewort is a leafy green herb with broad, wrinkled leaves and a faintly bitter taste. It grows in cool, shaded soil and is quite common in temperate regions. This herb can be used in infusions aligned with the conjuration school, up to 1st level.
+ Comfrey Root
+ Comfrey has large, fuzzy leaves and bell-shaped purple flowers. Its root is thick and black-skinned with a pale interior. It grows near streams and moist ground and is moderately common. This herb can be used in infusions aligned with the transmutation school, up to 3rd level.
+ Corpsetoe
+ Corpsetoe is a sickly, pale root with knotted offshoots resembling curled toes. It gives off a faint, rotting smell and is extremely rare, said to grow only near ancient battlefields or cursed earth. This herb can be used in infusions aligned with the necromancy school, up to 8th level.
+ Cyclopstongue
+ Cyclopstongue is a thick-stemmed plant with wide, fleshy leaves and a single bulbous flower that droops like a lolling tongue. It's rarely found, usually growing in secluded valleys with heavy magical residue. This herb can be used in infusions aligned with the divination school, up to 8th level.
+ Dandelion
+ Dandelions are hardy plants with jagged leaves and bright yellow flowers that turn into puffballs of seeds. They grow just about anywhere, making them very common. This herb can be used in infusions aligned with the necromancy school, up to 2nd level.
+ Dragonhart
+ Dragonhart is a rare and dramatic-looking herb with long, crimson-veined leaves and a spicy, resinous core. It is found in high mountain ranges or deep magical forests. This herb can be used in infusions aligned with the enchantment school, up to 8th level.
+ Felwort
+ Felwort is a low-growing herb with dark green leaves and star-shaped flowers that emit a faint blue glow at night. It is uncommon and typically found in glades with lingering arcane energy. This herb can be used in infusions aligned with the conjuration school, up to 7th level.
+ Fennel
+ Fennel has feathery leaves and yellow flower clusters, with a strong anise-like aroma. It is widely cultivated and easy to find in warmer climates. This herb can be used in infusions aligned with the divination school, up to 6th level.
+ Fenugreek
+ Fenugreek is a leafy herb with small, pale flowers and bitter, aromatic seeds. It's commonly used in food and medicinal brews, and moderately available through trade. This herb can be used in infusions aligned with the enchantment school, up to 5th level.
+ Feonwort
+ Feonwort is a pale green vine with soft, velvety leaves and clusters of small, fragrant white flowers. It is uncommon and often found climbing over crumbling ruins or in quiet glades. This herb can be used in infusions aligned with the abjuration school, up to 3rd level.
+ Feybread
+ Feybread is a rare, silvery fungus with a smooth, layered texture and a faint, sweet scent. Said to grow only where fey creatures tread, it is prized for its unusual softness and shimmer. This herb can be used in infusions aligned with the enchantment school, up to 9th level.
+ Firecomb
+ Firecomb is a striking herb with waxy, flame-colored petals and a dry, crackling texture. It grows in volcanic soils or areas touched by elemental fire and is extremely rare. This herb can be used in infusions aligned with the enchantment school, up to 9th level.
+ Foxglove
+ Foxglove has tall spires of tubular purple flowers and thick green leaves. It is found in forest clearings and known for its potency and danger if mishandled. This herb can be used in infusions aligned with the enchantment school, up to 6th level.
+ Garlic
+ Garlic grows in clusters of white, papery bulbs with a strong, pungent aroma. It is cultivated widely and considered one of the most common herbs. This herb can be used in infusions aligned with the transmutation school, up to 1st level.
+ Ginseng
+ Ginseng is a forked root with a knotted, humanoid shape and earthy, bittersweet taste. It is cultivated in shaded groves and moderately available. This herb can be used in infusions aligned with the divination school, up to 1st level.
+ Hartstongue
+ Hartstongue is a slender, tongue-shaped fern with glossy, dark green fronds. It thrives in damp, shaded glens and is considered moderately rare. This herb can be used in infusions aligned with the transmutation school, up to 6th level.
+ Hazelwort
+ Hazelwort is a short, shrubby herb with round, soft leaves and tiny, golden-yellow flowers. It grows easily in forest edges and meadows, making it fairly common. This herb can be used in infusions aligned with the necromancy school, up to 1st level.
+ Hellebore
+ Hellebore has thick, leathery leaves and clusters of dark, purplish flowers. It grows in cool climates and is known for its bitterness and toxic nature. This herb can be used in infusions aligned with the necromancy school, up to 6th level.
+ Hyssop
+ Hyssop is a small, woody herb with narrow leaves and spiky, violet flowers. It has a clean, camphor-like scent and is moderately available in hilly terrain. This herb can be used in infusions aligned with the conjuration school, up to 5th level.
+ Ironmoss
+ Ironmoss is a thick, metallic-green moss with a coarse texture and a slight shimmer in sunlight. It grows on old stones and cliffs touched by lingering transmutation magic, and is very rare. This herb can be used in infusions aligned with the transmutation school, up to 9th level.
+ Jewel Weed
+ Jewel weed has succulent, translucent stems and bright orange flowers with red spots. It thrives in damp areas and is moderately common. Its surface often glistens as though covered in dew. This herb can be used in infusions aligned with the abjuration school, up to 5th level.
+ Juniper Berry
+ Juniper berries grow on small, prickly evergreen shrubs and have a sharp, piney aroma. They are commonly found in dry, rocky areas and are easy to gather. This herb can be used in infusions aligned with the evocation school, up to 1st level.
+ Knight's Spur
+ Knight's spur is a tall, striking plant with deeply cut leaves and vivid blue or purple spurred flowers. It's moderately rare and often cultivated for ornamental and arcane purposes. This herb can be used in infusions aligned with the abjuration school, up to 6th level.
+ Leapleaf
+ Leapleaf is a large, elastic plant whose leaves snap closed when disturbed. It grows in wild, magical forests and is considered very rare. This herb can be used in infusions aligned with the transmutation school, up to 8th level.
+ Lily of the Valley
+ This delicate plant bears nodding, bell-shaped white flowers and grows in shaded woodlands. Despite its beauty, it is mildly toxic. It is relatively common in temperate regions. This herb can be used in infusions aligned with the conjuration school, up to 4th level.
+ Lucerne
+ Lucerne is a leafy, green-stemmed plant with small, coiled purple flowers. It is cultivated in temperate farmlands and known for its adaptability. This herb can be used in infusions aligned with the evocation school, up to 3rd level.
+ Mace
+ Mace is derived from the dried lacy covering of nutmeg seeds and has a warm, spiced scent. It is commonly traded and moderately available in urban markets. This herb can be used in infusions aligned with the evocation school, up to 1st level.
+ Madweed
+ Madweed is a wild, spiny herb with twisting stems and erratic growth patterns. It is rarely found and often avoided due to its unpredictable effects. This herb can be used in infusions aligned with the illusion school, up to 9th level.
+ Madwort
+ Madwort is a creeping groundcover with tiny white flowers and a musky odor. It grows in rocky soil and is moderately rare, often associated with chaotic magic. This herb can be used in infusions aligned with the illusion school, up to 8th level.
+ Mandragora
+ Mandragora is a thick-rooted herb with pale leaves and an earthy, human-shaped root. It is rare and typically found in shadowy groves. This herb can be used in infusions aligned with the transmutation school, up to 5th level.
+ Marigold
+ Marigold has vibrant orange and yellow blossoms with a distinct herbal scent. It grows easily in full sun and is very common in gardens and wild fields. This herb can be used in infusions aligned with the divination school, up to 0th level.
+ Marjoram
+ Marjoram is a small, shrubby herb with soft, green leaves and clusters of tiny lavender flowers. It is widely cultivated and known for its pleasant scent. This herb can be used in infusions aligned with the abjuration school, up to 2nd level.
+ Mayflower
+ Mayflower is a creeping woodland plant with glossy leaves and delicate, star-shaped white flowers. It blooms early in spring and is relatively common. This herb can be used in cantrip infusions aligned with the abjuration school.
+ Mistletoe
+ Mistletoe grows in clusters on the branches of trees, with thick green leaves and white berries. It is considered sacred by some and grows in temperate forests. This herb is unique in that it can be used with any infusions aligned with the universal school.
+ Mudar Bark
+ Mudar bark comes from a pale, flowering tree and has a chalky, rough texture. It is bitter and grows in warm, dry regions, making it moderately rare. This herb can be used in infusions aligned with the abjuration school, up to 7th level.
+ Muira-Puama
+ Muira-puama is a woody plant with dark leaves and small white flowers, found deep in tropical forests. It is rare and valued in many cultures. This herb can be used in infusions aligned with the evocation school, up to 3rd level.
+ Nuxvomica
+ Nuxvomica is a tree that produces bitter orange fruits, each containing hard seeds. It is native to warm regions and is rare due to its toxicity. This herb can be used in infusions aligned with the evocation school, up to 4th level.
+ Oregano
+ Oregano is a fragrant herb with small, oval leaves and purplish flowers. It thrives in sunny fields and is widely cultivated and used. This herb can be used in infusions aligned with the conjuration school, up to 0th level.
+ Parsnip
+ Parsnip is a root vegetable with white flesh and leafy green tops. It is commonly grown in rural fields and is very accessible. This herb can be used in infusions aligned with the illusion school, up to 2nd level.
+ Plantain
+ Plantain is a low-growing herb with broad, ribbed leaves and small green flower spikes. It grows in meadows and along paths and is commonly found across most regions. This herb can be used in infusions aligned with the conjuration school, up to 3rd level.
+ Pomegranate
+ Pomegranate is a fruit-bearing shrub or small tree with glossy leaves and vivid red flowers. Its round fruits are filled with jewel-like seeds and grow in warm, arid regions. This herb can be used in infusions aligned with the evocation school, up to 5th level.
+ Quince
+ Quince is a small tree that bears hard, yellow fruits and has pale pink blossoms in spring. It grows in cultivated orchards and is moderately available. This herb can be used in infusions aligned with the divination school, up to 4th level.
+ Red Cockscomb
+ Red cockscomb is a vivid flowering plant with a striking, crest-like bloom that resembles a rooster's comb. It thrives in warm climates and is often grown ornamentally. This herb can be used in infusions aligned with the conjuration school, up to 2nd level.
+ Rose
+ Rose bushes are thorny shrubs with fragrant, layered blossoms in many colors. They are widely cultivated and symbolically significant across many lands. This herb can be used in infusions aligned with the illusion school, up to 0th level.
+ Rosemary
+ Rosemary is a hardy evergreen herb with needle-like leaves and pale blue flowers. It is fragrant, drought-tolerant, and commonly grown in gardens. This herb can be used in infusions aligned with the abjuration school, up to 1st level.
+ Scopolia
+ Scopolia is a dark-leaved plant with bell-shaped purple flowers and a narcotic scent. As rare as it is potent, scopolis is only found in the deepest parts old growth forests. This herb can be used in infusions aligned with the evocation school, up to 6th level.
+ Seerglove
+ Seerglove is a delicate, translucent herb with curling leaves that seem to shimmer in moonlight. It grows in high-altitude groves and is extremely rare. This herb can be used in infusions aligned with the divination school, up to 9th level.
+ Senna
+ Senna is a tall, slender plant with pairs of bright yellow flowers and soft, feathery leaves. It grows in dry grasslands and is fairly common. This herb can be used in infusions aligned with the necromancy school, up to 3rd level.
+ Shamblerstalk
+ Shamblerstalk is a thick, sinewy vine that twitches when touched. It grows in dark, humid forests and is known to root itself into anything that stands still. This herb can be used in infusions aligned with the conjuration school, up to 9th level.
+ Spikenard
+ Spikenard is a flowering plant with hairy stems, broad leaves, and clusters of pinkish bell-shaped blossoms. It grows on misty mountainsides and is moderately rare. This herb can be used in infusions aligned with the conjuration school, up to 6th level.
+ Stickwort
+ Stickwort is a spindly herb with sticky stems and small, pale blossoms that cling to clothing and fur. It grows in tangled thickets and is relatively uncommon. This herb can be used in infusions aligned with the necromancy school, up to 5th level.
+ Sweet Balm
+ Sweet balm is a leafy herb with a citrusy fragrance and tiny white flowers. It grows in sunny meadows and is commonly cultivated for its soothing properties. This herb can be used in infusions aligned with the illusion school, up to 4th level.
+ Thoughtwort
+ Thoughtwort has slender, silver-veined leaves and blooms only at night, releasing a faint humming sound. It is rare and often sought by mages. This herb can be used in infusions aligned with the transmutation school, up to 7th level.
+ Thyme
+ Thyme is a low, woody herb with small, aromatic leaves and purple flowers. It grows easily in rocky soil and is widely cultivated and traded. This herb can be used in infusions aligned with the evocation school, up to 0th level.
+ Turtlewort
+ Turtlewort is a sturdy plant with broad, thick leaves and dark purple flowers. It grows near swampy waters and is considered rare due to its slow growth. This herb can be used in infusions aligned with the abjuration school, up to 9th level.
+ Unicorn Root
+ Unicorn root is a tall, leafy herb with a single flowering stalk resembling a twisted horn. It grows in undisturbed glades and is extremely rare. This herb can be used in infusions aligned with the abjuration school, up to 8th level.
+ Waybread
+ Waybread is a common, hardy plant with wide, oval leaves and upright flower spikes. It grows along roadsides and paths, easily found by travelers. This herb can be used in infusions aligned with the transmutation school, up to 2nd level.
+ White Horehound
+ White horehound is a woolly-stemmed herb with small white blossoms and a bitter scent. It grows in dry, rocky areas and is moderately available. This herb can be used in infusions aligned with the abjuration school, up to 4th level.
+ Wolfsbane
+ Wolfsbane is a tall, striking plant with hooded purple flowers. It is found in cold mountainous areas and is both toxic and highly sought after. This herb can be used in infusions aligned with the evocation school, up to 7th level.
+ ****
+ Mundane Herbs
+ These herbs can be used with the create infusion feat. Target them with the spell you want to store for later use.
+ ### PRC8 CRAFT SCEPTER RESERVE ###
+ Craft Scepter
+ Type of Feat: Item Creation
+Prerequisite: Lore 4 Ranks, Can cast 9th circle spells.
+
+Benefit: You can create a scepter that holds any spell of 7th level or lower that you know. Unlike a magic wand, a scepter can contain up to two spells, each of which has a cost in charges to use. Both spell effects draw from a common pool of charges, so they can be used in any combination.
+
+Crafting a scepter takes one day for each 1,000 gp in its base price. The base price of a scepter is its caster level × the spell level × 750 gp for the highest-level spell included, plus the caster level × the spell level × 375 gp for the second spell, if any. To craft a scepter, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this amount. A newly created scepter has 50 charges. Any scepter that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty units of the material component or pay fifty times the XP cost.
+ Mundane Scepter
+ Mundane scepters are club-like magical implements that can be used by characters with the craft scepter feat to create magical scepters of any targeted spell of 7th level or lower.
+In order to craft a magical scepter, the caster needs to target the scepter with the spell they want to craft into it.
+ Enchanted Scepter
+ The scepter is potentially a magically-charged item. Powers and effects vary greatly.
Swarm of Arrows
Prerequisites
Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).
@@ -85936,6 +86745,23 @@ Prerequisite: Ki Power, Proficiency with all martial weapons
Specifics: Your fighter and ninja levels stack for the purpose of determining the size of your ki pool, as well as your AC bonus. For example, a 5th-level fighter/1st-level ninja with this feat could use his ki powers a number of times equal to 3 (one-half his ninja and fighter levels) + his Wisdom bonus (if any), and would have a +1 bonus to AC (as if he were a 6th-level ninja).
Use: Automatic
Special: A fighter can select Martial Stalker as one of his fighter bonus feats.
+ Favored of the Companions
+ Type of Feat: Exalted
+Prerequisite: Good Alignment*
+Specifics: Talisid or one of the Five Companions, the paragons of the guardinals, and in exchange gain power to act on their behalf. Once per day, you may call upon your archon patron to gain a +1 luck bonus to damage, attack roll and saving throws for 9 seconds.
+Use: Selected.
+Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat or the Knight of Stars feat. Your allegiance is only yours to give once
+
+(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
+ Plant Defiance
+ Type of Feat: General
+Prerequisite: Ability to cast detect animals or plants. (Archivist, Druid or Ranger)
+Benefit: You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn plants.
+ Plant Control
+ Type of Feat: General
+Prerequisites: Plant Defiance, ability to cast speak with plants.
+
+Benefit: You rebuke or command plants as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though you may issue your commands mentally if desired. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke plants.
Investigator
Type of Feat: General
Benefit: You get a +2 bonus on all Sense Motive and Search checks.
@@ -85997,6 +86823,57 @@ When you take this feat, choose one 1st-level power from any psionic class list.
Hidden Talent (Thicken Skin)
Hidden Talent (Vigor)
Hidden Talent (Grip Of Iron)
+ ****
+ Leonal's Roar
+ Evocation [Good, Sonic]
+Level: Druid 8
+Components: V
+Casting Time: 1 standard action
+Range: 40 ft.
+Target: Nongood creatures in a 40-ft.-radius spread centered on you
+Duration: Instantaneous
+Saving Throw: Fortitude partial
+Spell Resistance: Yes
+
+This spell has the effect of a holy word, and it additionally deals 2d6 points of sonic damage to nongood creatures in the area.
+A successful Fortitude saving throw negates the sonic damage, but not the other effects of the spell.
+ Leonal's Roar (15)
+ Leonal's Roar (20)
+ ****
+ Regenerate Ring
+ Conjuration (Healing)
+Level: Druid 3
+Components: V, S
+Casting Time: 1 action
+Range: 20 ft.
+Target: One creature/two levels, no two of which can be
+more than 30 ft. apart
+Duration: 10 rounds + 1 round/two levels
+Saving Throw: Will negates (harmless)
+Spell Resistance: Yes (harmless)
+
+You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell’s duration, not to that from previous injuries. Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate ring does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell’s duration by the full duration of the second spell.
+ Regenerate Ring (6)
+ Regenerate Ring (9)
+ Regenerate Ring (12)
+ ****
+ Regenerate Circle
+ Conjuration (Healing)
+Level: Druid 5
+Components: V, S
+Casting Time: 1 action
+Range: 20 ft.
+Target: One creature/two levels, no two of which can be
+more than 30 ft. apart
+Duration: 10 rounds + 1 round/two levels
+Saving Throw: Will negates (harmless)
+Spell Resistance: Yes (harmless)
+
+You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell’s duration, not to that from previous injuries. Each subject heals 3 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate circle does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell’s duration by the full duration of the second spell.
+ Regenerate Circle (10)
+ Regenerate Circle (15)
+ Regenerate Circle (20)
+ ****
Force Missiles
Evocation [Force]
Level: Sorcerer 4, Wizard 4,
@@ -86022,6 +86899,7 @@ of a creature.
You gain one missile for every four caster levels. Extra missiles distribute
themsleves amongst your enemies evenly.
+ ****
Force Missiles (8)
Force Missiles (12)
Chasing Perfection
@@ -86056,14 +86934,13 @@ Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
-Regenerate light wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the
-first spell's duration by the full duration of the second spell.
+Regenerate light wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Light Wounds (3)
Regenerate Light Wounds (6)
Regenerate Light Wounds (9)
Regenerate Moderate Wounds
Conjuration (Healing)
-Level: Cleric 2, Druid 2,
+Level: Cleric 3, Druid 2
Components: V, S,
Casting Time: 1 action
Range: Touch
@@ -86074,14 +86951,13 @@ Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 2 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
-Regenerate moderate wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the
-first spell's duration by the full duration of the second spell.
+Regenerate moderate wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Moderate Wounds (3)
Regenerate Moderate Wounds (6)
Regenerate Moderate Wounds (9)
Regenerate Serious Wounds
Conjuration (Healing)
-Level: Cleric 3, Druid 3,
+Level: Cleric 5, Druid 4
Components: V, S,
Casting Time: 1 action
Range: Touch
@@ -86092,14 +86968,13 @@ Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 3 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
-Regenerate serious wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the
-first spell's duration by the full duration of the second spell.
+Regenerate serious wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Serious Wounds (5)
Regenerate Serious Wounds (10)
Regenerate Serious Wounds (15)
Regenerate Critical Wounds
Conjuration (Healing)
-Level: Cleric 4, Druid 4,
+Level: Cleric 6, Druid 5
Components: V, S,
Casting Time: 1 action
Range: Touch
@@ -86110,8 +86985,7 @@ Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 4 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
-Regenerate critical wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the
-first spell's duration by the full duration of the second spell.
+Regenerate critical wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Critical Wounds (7)
Regenerate Critical Wounds (12)
Regenerate Critical Wounds (15)
diff --git a/CEP3/_hak/prc8_cep3_merge/baseitems.2da b/CEP3/_hak/prc8_cep3_merge/baseitems.2da
index e5cc8cb..9b82be9 100644
--- a/CEP3/_hak/prc8_cep3_merge/baseitems.2da
+++ b/CEP3/_hak/prc8_cep3_merge/baseitems.2da
@@ -46,10 +46,10 @@
42 1536 kukri 1 2 0x1C030 1 2 WSpKu 0 1 1 1 it_bag iwspku 0 **** 3 1 **** 1.2 10 255 1 4 3 2 1 8 1 2 2284 8 8 0 0 1 **** **** **** **** **** 4 0 0 5442 0 1 30 18 **** **** **** 65 65 35 18 1 118 648 156 686 80 738 524 881 **** 1
43 **** DELETED **** **** 0x00000 **** **** **** **** **** **** **** it_bag **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
44 1538 magicrod 1 3 0x00000 1 2 WMgRd 0 1 1 1 it_bag iwmgrd 0 **** **** **** **** **** 10 255 **** **** **** **** 8 1 1 1 1708 16 8 0 4 3 **** **** **** **** **** **** 0 0 66197 50 1 20 **** **** 1 **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
-45 1539 magicstaff 1 5 0x1C010 1 2 WMgSt 0 1 1 1 it_bag iwmgst 0 4 2 3 **** 1.6 10 255 1 6 1 2 8 1 1 1 1709 15 8 3 3 3 **** **** **** **** **** 4 0 0 76436 50 1 40 4 **** **** **** 50 50 50 10 1 **** **** **** **** **** **** **** **** **** ****
+45 1539 magicstaff 1 5 0x1C010 1 2 WMgSt 0 1 1 1 it_bag iwmgst 0 4 2 3 **** 1.6 10 255 1 6 1 2 8 1 1 1 1709 15 8 3 3 3 **** **** **** **** **** 4 0 0 76436 50 1 40 4 **** **** **** 50 50 50 10 1 96 626 134 664 58 716 502 923 1 ****
46 1540 magicwand 1 2 0x1C030 1 2 WMgWn 0 1 1 1 it_bag iwmgwn 0 1 2 1 **** **** 0 255 1 1 1 1 8 1 1 1 1707 16 1 1 10 3 **** **** **** **** **** **** 0 0 66196 50 1 10 4 **** 1 **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
47 1541 morningstar 1 3 0x1C030 1 2 WBlMs 0 1 1 1 it_bag iwblms 0 **** 5 3 **** 1.4 10 255 1 8 1 2 1 8 1 2 1671 11 8 0 0 1 **** **** **** **** **** 4 0 0 5412 0 1 80 3 **** **** **** 100 100 0 20 1 95 625 133 663 57 715 501 922 **** ****
-48 0 DELETED 2 2 0x1C030 0 2 WSpNn 0 1 1 1 it_bag **** 0 **** 0 2 **** **** 10 255 1 6 1 2 1 2 1 2 1700 30 8 0 0 **** **** **** **** **** **** 4 0 0 5397 0 1 20 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
+48 0 DELETED 2 2 0x1C030 0 2 WSpNn 0 1 1 1 it_bag **** 0 **** 0 2 **** **** 10 255 1 6 1 2 **** 2 1 2 1700 30 8 0 0 **** **** **** **** **** **** 4 0 0 5397 0 1 20 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
49 1543 potions 1 2 0x00000 0 2 it_potion 0 **** **** **** it_potion_000 iit_potion 0 1 0 **** **** **** 10 255 **** **** **** **** 9 1 10 0.2 1719 24 1 0 8 2 **** **** **** **** **** **** 0 0 5455 0 2 1 **** **** 2 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
50 1544 quarterstaff 1 4 0x1C010 1 2 WDbQs 0 1 1 1 it_bag iwdbqs 0 4 2 3 **** 1.6 10 255 1 6 1 2 1 1 1 2 1673 15 8 0 0 1 **** **** **** **** **** 4 0 0 5413 0 1 40 4 **** **** **** 50 50 50 99 1 96 626 134 664 58 716 502 923 1 ****
51 1545 rapier 1 3 0x1C030 1 2 WSwRp 0 1 1 1 it_bag iwswrp 0 **** 1 3 **** 1.4 10 255 1 6 3 2 1 20 1 2 1688 7 8 0 0 1 **** **** **** **** **** 4 0 0 5418 0 1 30 18 **** **** **** 35 35 65 28 1 104 634 142 672 66 724 510 926 **** 3
@@ -250,11 +250,11 @@
246 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
247 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
248 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-249 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-250 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
+249 16989398 craft_scepter 1 3 0x1C030 1 2 WMgRd 0 1 1 1 it_bag iwmgrd 0 **** 2 3 **** 1.2 10 255 1 6 1 2 8 1 1 1 16989399 16 8 0 4 3 **** **** **** **** **** **** 4 0 61890 50 1 60 2 **** 1 **** 100 100 0 10 1 43 619 47 657 15 709 495 919 **** ****
+250 16989400 magic_scepter 1 3 0x1C030 1 2 WMgRd 0 1 1 1 it_bag iwmgrd 0 **** 2 3 **** 1.2 10 255 1 6 1 2 8 1 1 1 16989401 16 8 0 4 3 **** **** **** **** **** **** 4 0 61890 50 1 60 2 **** 1 **** 100 100 0 10 1 43 619 47 657 15 709 495 919 **** ****
251 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-252 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
-253 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
+252 16989220 mundane_herb 1 1 0x00000 0 0 it_herb 0 **** **** **** it_bag iit_herb_000 0 1 0 **** **** **** 0 255 **** **** **** **** 16 1 1 0.36 16989221 2 1 0 9 2 **** **** **** **** **** **** 0 0 5470 0 0 0 **** **** 2 **** **** **** **** 1 1 **** **** **** **** **** **** **** **** **** ****
+253 16989222 infused_herb 1 1 0x00000 0 0 it_herb 0 **** **** **** it_bag iit_herb_254 0 1 0 **** **** **** 0 255 **** **** **** **** 16 1 10 0.36 16989223 2 1 0 9 2 **** **** **** **** **** **** 0 0 5470 0 0 0 **** **** 2 **** **** **** **** 1 1 **** **** **** **** **** **** **** **** **** ****
254 **** ***WIKI_LAST_ROW*** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
255 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
256 **** USER **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
diff --git a/CEP3/_tlk/prc8_cep3_merge.xml b/CEP3/_tlk/prc8_cep3_merge.xml
index d2fb39b..e8b64bc 100644
--- a/CEP3/_tlk/prc8_cep3_merge.xml
+++ b/CEP3/_tlk/prc8_cep3_merge.xml
@@ -82,7 +82,7 @@
+98
+99
+100
- Old & Frail
+ Old and Frail
PRC8 Version Counter: 08
Ocular Adept
Ocular Adepts
@@ -252,10 +252,10 @@ REQUIREMENTS:
Class Feature: Rage
Alignment: Any non-lawful
-Race: Any Dwarven race
-Feats: Cleave, Toughness, Power Attack
+Race: Dwarven
+Feats: Cleave, Endurance, Power Attack
Base Attack Bonus: +5
-Skills: Intimidate (8 ranks), Lore (2 ranks)
+Skills: Intimidate (8 ranks), Lore (2 ranks), Perform (2 ranks)
CLASS FEATURES:
@@ -264,11 +264,11 @@ Level
Resist Poison - Bestows a +4 bonus to all Fortitude saving throws vs. poison.
Feat - Skill Focus: Intimidate - Provides a +3 bonus to all skill checks involving Intimidate.
2: Aura of Courage - The Battlerager becomes immune to fear.
- Feat - Knockdown.
+ Feat - Improved Trip.
3: Battle Rage - 2/day.
Feat - Improved Unarmed Strike.
4: Feat - Great Cleave.
- Feat - Improved Knockdown.
+ Feat - Reckless Offense.
5: Battle Rage - 3/day.
Natural Armor - The Battlerager's skin hardens, granting a +2 bonus to natural AC.
@@ -1419,7 +1419,7 @@ Spellcasting: The epic Dread Necromancer continues to increase in arcane caster
Epic Dread Necromancer Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Damage Reduction, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Focused Spell Penetration, Great Charisma, Ignore Material Components, Improved Combat Casting, Zone of Animation.
- ****
+ <CUSTOM0> uses Ranged Disarm.
Practiced Spellcaster (Knight of the Weave)
Practiced Spellcaster (Cultist of the Shattered Peak)
Practiced Spellcaster (Archivist)
@@ -2083,7 +2083,7 @@ An unwilling creature can't be teleported by word of recall. Likewise, a creatur
Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of divine lore for you, the epic archivist, to discover.
Hit Die: d6
-Skill Points: 4 + Int modifier.
+Skill Points: 4+ Int modifier.
Dark Knowledge (Ex): At 21st level and every 3 levels thereafter, the epic archivist gains an additional use of Dark Knowledge.
Lore Mastery (Ex): The archivist adds an additional +1 bonus on all Lore skill checks at level 23 and every 5 levels thereafter.
Bonus Feats: The epic archivist gains a bonus feat (selected from the list of epic class bonus feats) every three levels higher than 20th.
@@ -2171,7 +2171,7 @@ All warlocks harbor at least a grudging respect for the entities responsible for
- Hit Die: d8
- Proficiencies: An Eldritch Disciple does not gain any additional weapon or armor proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -2208,7 +2208,7 @@ Most of those who find themselves blessed (or cursed) with magic burning in thei
- Hit Die: d4
- Proficiencies: An Eldritch Theurge does not gain any additional weapon or armor proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -3959,7 +3959,7 @@ Level Adjustment: +4
Prerequisite: Paladin
Specifics: You can quicken one paladin spell a round while the feat is active. However, you may not cast spells from any other classes.
Use: Selected
- Three or more times per day, an archlich can turn undead as a good cleric, making a turning (Charisma) check to determine how many HD of undead are affected.
+ Three or more times per day, an archlich or baelnorn can turn undead as a good cleric, making a turning (Charisma) check to determine how many HD of undead are affected.
****
Saint
"Saint" is an acquired template that can be added to any living creature of good alignment that is not an outsider or an elemental (referred to hereafter as the "base creature").
@@ -4012,7 +4012,7 @@ Level Adjustment: Same as base creature +2.
Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.
Archlich
Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation.
-Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead (as described above) as well. They have the turning immunity defense described in the main entry for the good lich.
+Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics.
Aligned Aura:Chaos
Aligned Aura:Evil
Aligned Aura:Good
@@ -5332,7 +5332,7 @@ Level
4: Oak Strength (Ex): The forest master gains a +2 bonus to Strength and the ability to make slam attacks.
5: Spruce Growth (Su): Once per day the forest master can temporarily increase his size and strength as if using a righteous might spell.
7: Oakheart (Ex): Type changes to plant, gain weakness to fire.
-8: Deep Roots (Su): Once per day, sink roots to become immobile & gain Fast Healing 5.
+8: Deep Roots (Su): Once per day, sink roots to become immobile and gain Fast Healing 5.
Forest Longevity* (Ex): At 8th level, the forest master is magically sustained by his continuing transformation and gains incredible longevity.
10: Forest Might (Ex): The primordial forest infuses the forest master with power. He gains a +2 bonus to Strength, a +2 bonus to Constitution, and he takes only half damage from piercing weapons. He gains Fast Healing 1 in natural environments.
@@ -5368,8 +5368,31 @@ Level
You must be wielding a maul to use this ability.
Elemental power flows through your maul.
You sink your roots into the fertile soil below.
- You must be outside & above ground to use this ability.
+ You must be outside and above ground to use this ability.
<CUSTOM0> commands plants.
+ Baelnorn
+ Baelnorns are elves who have sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes.
+
+REQUIREMENTS:
+
+Race: Living Elf.
+Skills: Concentration 5, Spellcraft 14.
+Class : 11 levels in Sorcerer, Wizard, or Cleric
+Alignment: Any Good
+
+CLASS FEATURES:
+Baelnorn Properties: +8 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot.
+ Baelnorn Touch: Touch attack causes 1d8 + 5 damage and permanent paralyzation.
+ Baelnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4.
+ Turn Undead: Can turn undead 3 times per day as a cleric of the same level.
+ Turning Immunity: Cannot be turned by Good or Neutral characters.
+ Projection: Three times per day the Baelnorn may create a projection of itself.
+ Wisdom +2
+ Intelligence +2.
+ Charisma +2
+ Undeath
+
+ Note: The Baelnorn is fully undead, and therefore is immune to sneak attacks, critical hits, level drain, poison, and disease. An undead creature has no Constitution score. However, this is not possible in Neverwinter Nights. The player will gain +12 to constitution in order to simulate the increase of the Baelnorn's HD to d12.
Wild Shape: Plant
At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)
Wild Shape, Treant
@@ -6793,7 +6816,7 @@ Feats Required: Simple Weapon Proficiency
Puppy, Terrier*
Puppy, Yellow*
Cat, Black*
- Cat, Black & White*
+ Cat, Black and White*
Cat, Bobtail*
Cat, White*
Kitten, Blk n Wht*
@@ -6986,8 +7009,8 @@ Special Abilities:
Bison [CEP]
Bison Antiquus
Bison Antiquus [CEP]
- Black & White Cat
- Black & White Cat [CEP]
+ Black and White Cat
+ Black and White Cat [CEP]
Black Angus
Black Angus [CEP]
Black Antelope
@@ -7418,13 +7441,13 @@ Special Abilities:
Carpet: Acorn*
Carpet: Star Medallions*
Carpet: Asian Dragon*
- Carpet: Vines & Fruit*
+ Carpet: Vines and Fruit*
Carpet: Scrollwork*
- Carpet: Vine & Flower*
- Carpet: Flower & Fruit*
+ Carpet: Vine and Flower*
+ Carpet: Flower and Fruit*
Carpet: Persian Star*
Carpet: Branches*
- Carpet: Flowers & Birds*
+ Carpet: Flowers and Birds*
Carpet: Persian People*
Carpet: Persian Diamonds*
Carpet: Persian Medallion*
@@ -7444,8 +7467,8 @@ Special Abilities:
Carpet: Flowers*
Carpet: Persian Medallion*
Carpet: Persian Star*
- Carpet: Vines & Fruit - Cream*
- Carpet: Vines & Fruit - Light*
+ Carpet: Vines and Fruit - Cream*
+ Carpet: Vines and Fruit - Light*
Carpet: Feathers*
Carpet: Diamonds*
Carpet: Dragon A*
@@ -8122,7 +8145,7 @@ Special Abilities:
Horseshoes*
Trough: Food*
Horse*
- Bread & Cheese*
+ Bread and Cheese*
Donkey*
Table Obj: Bottle - Crystal*
Torture: Gibbet w/Skeleton - High*
@@ -8897,34 +8920,34 @@ Special Abilities:
Trees: Spring*
Trees: Summer*
Trees: Fall*
- Trees: Winter & Dead*
+ Trees: Winter and Dead*
Trees: Evergreen*
Other Plants*
Tents*
Paths*
Tracks*
Campsite*
- Water, Snow & Lava*
- Skulls & Bones & Debris*
- Smoke & Fog*
- Dens, Caves & Lairs*
+ Water, Snow and Lava*
+ Skulls and Bones and Debris*
+ Smoke and Fog*
+ Dens, Caves and Lairs*
Other*
Skies*
- Standards & Banners*
- Wayposts & Road Signs*
+ Standards and Banners*
+ Wayposts and Road Signs*
Hanging Signs*
Standing Signs*
Other Signs*
- Farms & Gardens*
- Blacksmithing & Metalworking*
+ Farms and Gardens*
+ Blacksmithing and Metalworking*
Construction*
- Logging & Woodworking*
+ Logging and Woodworking*
Academic Trades*
Music*
Other*
Magic Effects*
Other*
- Statues & Stones*
+ Statues and Stones*
Statues*
Statues Partial*
Megaliths*
@@ -8934,14 +8957,14 @@ Special Abilities:
Civilization Exterior*
Buildings*
Houses*
- Towers & Castles*
- Temples & Shrines*
- Ruins & Destroyed Buildings*
+ Towers and Castles*
+ Temples and Shrines*
+ Ruins and Destroyed Buildings*
Other Buildings*
- Awnings & Windows*
+ Awnings and Windows*
Archways*
Fountains*
- Fences & Walls*
+ Fences and Walls*
Market*
Doors*
Rail*
@@ -8949,14 +8972,14 @@ Special Abilities:
Other*
Transportation*
Boats*
- Dock & Pier*
+ Dock and Pier*
Other*
Ships*
Shipwrecks*
- Wagons & Carts*
+ Wagons and Carts*
Lighting*
Dungeon*
- Graffiti & Splats*
+ Graffiti and Splats*
Torture, Execution*
Altars*
Doorway, Grate, Portal*
@@ -8973,7 +8996,7 @@ Special Abilities:
Food*
Flowers, Plants*
Fireplaces*
- Books & Manuscripts*
+ Books and Manuscripts*
Furnishing, Misc*
Table Toppers*
Floor Coverings*
@@ -8982,10 +9005,10 @@ Special Abilities:
Rugs*
Furniture*
Bar*
- Desks & Cabinets*
- Bookcases & Dressers*
- Sofas & Benches*
- Chairs & Stools*
+ Desks and Cabinets*
+ Bookcases and Dressers*
+ Sofas and Benches*
+ Chairs and Stools*
Table*
Throne*
Lighting*
@@ -9243,8 +9266,8 @@ Special Abilities:
Bars, Floor Drain [CEP]
Basin, Stone, Dark w/ ladle
Basin, Stone, Dark w/ ladle [CEP]
- Basin, Stone, Small w/ ladle & rocks
- Basin, Stone, Small w/ ladle & rocks [CEP]
+ Basin, Stone, Small w/ ladle and rocks
+ Basin, Stone, Small w/ ladle and rocks [CEP]
Bathtub
Bathtub [CEP]
Bearskin Rug
@@ -9403,8 +9426,8 @@ Special Abilities:
Brazier, Table Off [CEP]
Bread
Bread [CEP]
- Bread & Cheese
- Bread & Cheese [CEP]
+ Bread and Cheese
+ Bread and Cheese [CEP]
Bricks, Floor Large
Bricks, Floor Large [CEP]
Bricks, Floor Med
@@ -9953,10 +9976,10 @@ Special Abilities:
Floor Splat, Wine Spill [CEP]
Floral Medallion Carpet
Floral Medallion Carpet [CEP]
- Flower & Bird Motif Carpet
- Flower & Bird Motif Carpet [CEP]
- Flower & Fruit Motif Carpet
- Flower & Fruit Motif Carpet [CEP]
+ Flower and Bird Motif Carpet
+ Flower and Bird Motif Carpet [CEP]
+ Flower and Fruit Motif Carpet
+ Flower and Fruit Motif Carpet [CEP]
Flower Motif Carpet
Flower Motif Carpet [CEP]
Flowers, Daisy Lavender
@@ -10191,8 +10214,8 @@ Special Abilities:
Hourglass [CEP]
House, 2 Story
House, 2 Story [CEP]
- Ink & Brushes
- Ink & Brushes [CEP]
+ Ink and Brushes
+ Ink and Brushes [CEP]
Inkwell
Inkwell [CEP]
Inn Sign
@@ -10473,8 +10496,8 @@ Special Abilities:
Monkey Flag [CEP]
Monument, Stone
Monument, Stone [CEP]
- Mortar & Pestle
- Mortar & Pestle [CEP]
+ Mortar and Pestle
+ Mortar and Pestle [CEP]
Mushroom, Decorative Small
Mushroom, Decorative Small [CEP]
Mushroom, Decorative Tall
@@ -10497,24 +10520,24 @@ Special Abilities:
Mystra Flag [CEP]
Nature Motif Carpet
Nature Motif Carpet [CEP]
- Ochoco, Black & Yellow
- Ochoco, Black & Yellow [CEP]
- Ochoco, Black Green & Red
- Ochoco, Black Green & Red [CEP]
- Ochoco, Brown & White
- Ochoco, Brown & White [CEP]
+ Ochoco, Black and Yellow
+ Ochoco, Black and Yellow [CEP]
+ Ochoco, Black Green and Red
+ Ochoco, Black Green and Red [CEP]
+ Ochoco, Brown and White
+ Ochoco, Brown and White [CEP]
Ochoco, Green
Ochoco, Green [CEP]
- Ochoco, Green & White
- Ochoco, Green & White [CEP]
- Ochoco, White & Blue
- Ochoco, White & Blue [CEP]
- Ochoco, White & Red
- Ochoco, White & Red [CEP]
- Ochoco, Yellow & Red
- Ochoco, Yellow & Red [CEP]
- Ochoco, Yellow Black & White
- Ochoco, Yellow Black & White [CEP]
+ Ochoco, Green and White
+ Ochoco, Green and White [CEP]
+ Ochoco, White and Blue
+ Ochoco, White and Blue [CEP]
+ Ochoco, White and Red
+ Ochoco, White and Red [CEP]
+ Ochoco, Yellow and Red
+ Ochoco, Yellow and Red [CEP]
+ Ochoco, Yellow Black and White
+ Ochoco, Yellow Black and White [CEP]
Oil Cauldron
Oil Cauldron [CEP]
Old Throne
@@ -10625,10 +10648,10 @@ Special Abilities:
Plate [CEP]
Plate, Beans
Plate, Beans [CEP]
- Plate, Blue & White
- Plate, Blue & White [CEP]
- Plate, Blue & White w/ Chopsticks
- Plate, Blue & White w/ Chopsticks [CEP]
+ Plate, Blue and White
+ Plate, Blue and White [CEP]
+ Plate, Blue and White w/ Chopsticks
+ Plate, Blue and White w/ Chopsticks [CEP]
Plate, Cheese
Plate, Cheese [CEP]
Plate, China
@@ -10655,8 +10678,8 @@ Special Abilities:
Plate, Wooden Steak Dinner [CEP]
Platter, Ori, Bamboo
Platter, Ori, Bamboo [CEP]
- Platter, Ori, Red & White
- Platter, Ori, Red & White [CEP]
+ Platter, Ori, Red and White
+ Platter, Ori, Red and White [CEP]
Platter, Ori, White Leaf on Black
Platter, Ori, White Leaf on Black [CEP]
Pliers
@@ -10845,8 +10868,8 @@ Special Abilities:
Scroll, Wall [CEP]
Scroll, Wall Bamboo
Scroll, Wall Bamboo [CEP]
- Scroll, Wall Bamboo & Birds
- Scroll, Wall Bamboo & Birds [CEP]
+ Scroll, Wall Bamboo and Birds
+ Scroll, Wall Bamboo and Birds [CEP]
Scroll, Wall Flowering Branch
Scroll, Wall Flowering Branch [CEP]
Scroll, Wall Flowering Tree
@@ -10927,8 +10950,8 @@ Special Abilities:
Small Ochoco, Picture [CEP]
Small Ochoco, Picture 2
Small Ochoco, Picture 2 [CEP]
- Small Ochoco, Red & White
- Small Ochoco, Red & White [CEP]
+ Small Ochoco, Red and White
+ Small Ochoco, Red and White [CEP]
Small Ochoco, Red Horserider
Small Ochoco, Red Horserider [CEP]
Small Ochoco, White Leaf on Black
@@ -11251,8 +11274,8 @@ Special Abilities:
Tokri, Tall Black on White Script [CEP]
Tokri, Tall Picture
Tokri, Tall Picture [CEP]
- Tokri, Tall Red & White
- Tokri, Tall Red & White [CEP]
+ Tokri, Tall Red and White
+ Tokri, Tall Red and White [CEP]
Tokri, Tall Red Horseman
Tokri, Tall Red Horseman [CEP]
Tokri, Tall Stripes
@@ -11271,8 +11294,8 @@ Special Abilities:
Tokri, Wide Black on White Thin Script [CEP]
Tokri, Wide Picture
Tokri, Wide Picture [CEP]
- Tokri, Wide Red & White
- Tokri, Wide Red & White [CEP]
+ Tokri, Wide Red and White
+ Tokri, Wide Red and White [CEP]
Tokri, Wide Red Horseman
Tokri, Wide Red Horseman [CEP]
Tokri, Wide White Leaf on Black
@@ -11413,32 +11436,32 @@ Special Abilities:
Tree, Oak Large (GrnGold roots HighPoly) [CEP]
Tree, Oak Large (GrnGold)
Tree, Oak Large (GrnGold) [CEP]
- Tree, Oak Large (GrnGoldBrn roots&stones)
- Tree, Oak Large (GrnGoldBrn roots&stones) [CEP]
+ Tree, Oak Large (GrnGoldBrn rootsandstones)
+ Tree, Oak Large (GrnGoldBrn rootsandstones) [CEP]
Tree, Oak Large (GrnGoldBrn roots)
Tree, Oak Large (GrnGoldBrn roots) [CEP]
- Tree, Oak Large (GrnLight roots&stones)
- Tree, Oak Large (GrnLight roots&stones) [CEP]
+ Tree, Oak Large (GrnLight rootsandstones)
+ Tree, Oak Large (GrnLight rootsandstones) [CEP]
Tree, Oak Large (GrnLight roots)
Tree, Oak Large (GrnLight roots) [CEP]
- Tree, Oak Large (Red roots&stones)
- Tree, Oak Large (Red roots&stones) [CEP]
+ Tree, Oak Large (Red rootsandstones)
+ Tree, Oak Large (Red rootsandstones) [CEP]
Tree, Oak Large (Red w/roots)
Tree, Oak Large (Red w/roots) [CEP]
Tree, Oak Med (BrnRed)
Tree, Oak Med (BrnRed) [CEP]
Tree, Oak Med (GrnGold)
Tree, Oak Med (GrnGold) [CEP]
- Tree, Oak Med (GrnGoldBrn roots&stones)
- Tree, Oak Med (GrnGoldBrn roots&stones) [CEP]
+ Tree, Oak Med (GrnGoldBrn rootsandstones)
+ Tree, Oak Med (GrnGoldBrn rootsandstones) [CEP]
Tree, Oak Med (GrnGoldBrn roots)
Tree, Oak Med (GrnGoldBrn roots) [CEP]
- Tree, Oak Med (GrnLight roots&stones)
- Tree, Oak Med (GrnLight roots&stones) [CEP]
+ Tree, Oak Med (GrnLight rootsandstones)
+ Tree, Oak Med (GrnLight rootsandstones) [CEP]
Tree, Oak Med (GrnLight roots)
Tree, Oak Med (GrnLight roots) [CEP]
- Tree, Oak Med (Red roots&stones)
- Tree, Oak Med (Red roots&stones) [CEP]
+ Tree, Oak Med (Red rootsandstones)
+ Tree, Oak Med (Red rootsandstones) [CEP]
Tree, Oak Med (Red roots)
Tree, Oak Med (Red roots) [CEP]
Tree, Oak Sm (BrnRed)
@@ -11531,10 +11554,10 @@ Special Abilities:
Vase, Stone, Figures [CEP]
Vertical Ladder
Vertical Ladder [CEP]
- Vine & Flower Motif Carpet
- Vine & Flower Motif Carpet [CEP]
- Vine & Fruit Motif Carpet
- Vine & Fruit Motif Carpet [CEP]
+ Vine and Flower Motif Carpet
+ Vine and Flower Motif Carpet [CEP]
+ Vine and Fruit Motif Carpet
+ Vine and Fruit Motif Carpet [CEP]
Vulture, circling
Vulture, circling [CEP]
Wagon, Slave
@@ -12455,7 +12478,7 @@ Special Abilities:
+98
+99
+100
- Old & Frail
+ Old and Frail
CEP Phenotypes Begin Here *************************
Tall
Slight
@@ -12999,7 +13022,7 @@ Most drow are utterly evil. Those minority non-evil drow rarely have the malice
+ Skill Affinity Spot
+ Keensense
+ Darkvision
-+ Weapon Focus: Shortsword & Rapier
++ Weapon Focus: Shortsword and Rapier
Duergar
Duergars
Like other dwarves, duergar were typically stocky figures, though beyond this there were many differences. Both male and female duergar were typically bald, with females also lacking the capacity to grow facial hair. Many were also thinner than their dwarven brethren. Most obvious, however, was their dull gray skin and hair, often matched with an equally stolid expression. Regular dwarves said they had flat heads, possibly as an insult.
@@ -13741,7 +13764,7 @@ In combat, kobolds are typically armed with makeshift weapons such as spears, da
Wagon: Small, Empty**
Wagon: Small, Mixed**
Wagon: Small, Kegs**
- Wagon: Crate & Lumber**
+ Wagon: Crate and Lumber**
Wagon: Large, Empty**
Wagon: Large, Kegs**
Wagon: Large, Mixed Contents**
@@ -13840,7 +13863,7 @@ In combat, kobolds are typically armed with makeshift weapons such as spears, da
Bed: Oak**
Bed: White**
Bed: Old**
- Bed: Red & White**
+ Bed: Red and White**
Column: Gothic 1**
Column: Gothic 2**
Chair: Gothic**
@@ -13851,7 +13874,7 @@ In combat, kobolds are typically armed with makeshift weapons such as spears, da
Flower: Potted - Round**
Plant: Potted - Spire**
Plant: Potted - Poodled**
- Flower: Planter - White & Yellow**
+ Flower: Planter - White and Yellow**
Flower: Planter - White**
Flower: Planter - Yellow**
Flower: Planter - Daisy**
@@ -14384,7 +14407,7 @@ In combat, kobolds are typically armed with makeshift weapons such as spears, da
Undroppable
Ceiling
Ceilings
- Cracks, Holes & Fissures
+ Cracks, Holes and Fissures
Egg
Eggs
Floor
@@ -15386,7 +15409,7 @@ Spells: Must be able to cast at least 3rd level Arcane spells.
CLASS FEATURES:
Level
-1: Ranged Legerdemain - Trap & Open Lock at 30' range, once per day.
+1: Ranged Legerdemain - Trap and Open Lock at 30' range, once per day.
2: Sneak Attack 1d6.
3: Impromptu Sneak Attack - Arcane Trickster causes a sneak attack on target, can be used once per day.
4: Sneak Attack 2d6.
@@ -15976,7 +15999,7 @@ Elite warriors trained to resist mental compulsions of all kinds, members of the
- Hit Die: d10
- Proficiencies: An Iron Mind gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -16235,7 +16258,7 @@ The Favoured Soul follows the path of the cleric but is able to channel divine p
- Hit Die: d8
- Proficiencies: A Favoured Soul gains proficiencies with Simple Weapons, Light and Medium Armour, and Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -16419,7 +16442,7 @@ The Cormyrean War Wizards are some of the most respected battlemages in all of F
- Hit Die: d4
- Proficiencies: A War Wizard of Cormyr gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -19243,7 +19266,7 @@ Combining the dynamic powers of martial prowess and arcane might, the Hexblade p
- Alignment Restrictions: non-good only
- Hit Die: d10
- Proficiencies: A Hexblade gains proficiency with Simple and Martial Weapons, Light and Medium Armour and with Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -21921,7 +21944,7 @@ Psychic Theurges access both the divine mysteries of spellcasting and the psioni
- Hit Die: d4
- Proficiencies: A Psychic Theurge gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -21940,7 +21963,7 @@ Cerebremancers access both the arcane mysteries of spellcasting and the psionic
- Hit Die: d4
- Proficiencies: A Cerebremancer gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -22135,7 +22158,7 @@ Thrallherds manipulate the minds of others as if they were clay in the hands of
- Hit Die: d4
- Proficiencies: A Thrallherd gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -23319,7 +23342,7 @@ A student of arcane spellcasting techniques, the Duskblade combines arcane spell
- Alignment Restrictions: none
- Hit Die: d8
- Proficiencies: A Duskblade is proficient with Simple and Martial Weapons, all Armor and Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -24342,7 +24365,7 @@ Prerequisite: Healer level 4
A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a Remove Disease spell.
At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level.
****
- ****
+ <CUSTOM0> performs an Inlindl School strike!
****
****
****
@@ -26836,7 +26859,7 @@ Specifics: This radial contains controls for a part of the teleport system.
Mark Location - Use this to mark your current location for teleporting.
Options Dialog - This starts a dialog where you can view and remove stored teleport locations. In addition, there are some user-specific switches that can be toggled here.
End Quickselect - This deactivates your quickselection if it was active.
- Quickselect Location 1 & 2 - These mark their respective locations to be the one where you teleport to when you next use a teleport spell / power / whatever that uses the PRC system.
+ Quickselect Location 1 and 2 - These mark their respective locations to be the one where you teleport to when you next use a teleport spell / power / whatever that uses the PRC system.
Use: Selected
Mark Location
Type of Feat: User Interface
@@ -28260,7 +28283,7 @@ War minds are expert fighters who claim to possess unequaled knowledge in the ar
- Hit Die: d10
- Proficiencies: A War mind gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -28725,7 +28748,7 @@ You regenerate 3 HP per round.
Use: Automatic.
Fast Healing 1
Type of Feat: Class Specific
-Prerequisite: Soldier of Light 7 or Forest Master 10
+Prerequisite: Soldier of Light 7, Verdant Lord 5 or Forest Master 10
You regenerate 1 HP per round.
Use: Automatic.
Fast Healing 2
@@ -33115,7 +33138,7 @@ A bloodclaw master embraces the animal within to a degree that it becomes extern
- Hit Die: d12
- Proficiencies: A Bloodclaw Master gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -33272,7 +33295,7 @@ Long ago, a fellowship of swordsages known as the Masters of the Jade Phoenix to
- Hit Die: d6
- Proficiencies: A Jade Phoenix Mage gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -33820,7 +33843,7 @@ Sohei are warrior monks, religious soldiers who protect large monasteries. Unlik
- Alignment Restrictions: Lawful only
- Hit Die: d10
- Proficiencies: A Sohei gains proficiencies with Simple and Martial Weapons, and Light. Medium and Heavy Armour.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -34126,7 +34149,7 @@ The bereft are a group of truenamers who devote themselves to mastering the word
- Hit Die: d6
- Proficiencies: A Bereft gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -34180,7 +34203,7 @@ Brimstone Speakers regard the secret language of Truenames as nothing less than
- Hit Die: d8
- Proficiencies: A Brimstone Speaker gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -34396,7 +34419,7 @@ Some spellcasters care for only one thing: war. They dream of steel and mighty b
- Hit Die: d6
- Proficiencies: A Warmage gains proficiencies with Simple Weapons, Light Armour, and Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -34525,7 +34548,7 @@ A knight is a proud, skilled melee combatant who fights in the name of honour an
- Alignment Restrictions: Any lawful.
- Hit Die: d12
- Proficiencies: A Knight gains proficiencies with Martial and Simple Weapons, Light, Medium and Heavy Armour, and Shields.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -36375,7 +36398,7 @@ Prerequisite: Swashbuckler 19
Specifics: On a critical hit, the Swashbuckler deals 2 Constitution damage to their opponent (In addition to Strength damage). This does not work against creatures immune to critical hits.
Use: Automatic.
-(Note: To properly implement this feat, it is calculated separately from your actual critical hits. This means that sometimes you will get a special critical hit that does not deal extra damage, but instead deals Strength & Constitution damage. Your chance of critical hits remains the same though.)
+(Note: To properly implement this feat, it is calculated separately from your actual critical hits. This means that sometimes you will get a special critical hit that does not deal extra damage, but instead deals Strength and Constitution damage. Your chance of critical hits remains the same though.)
Lucky
Type of Feat: Class Specific
Prerequisite: Swashbuckler 11
@@ -41786,7 +41809,7 @@ You point your finger at an object and can lift it and move it at will from a di
Turning Immunity
Feat Type: Class Feat
-Prerequisite: Archlich template or Baelnorn Level 4
+Prerequisite: Archlich or Baelnorn template
Description: Archliches, including baelnorns are immune to turning attempts by good or neutral clerics. If rebuked or commanded by an evil cleric, they are instead turned or destroyed.
Command Undead
@@ -41986,7 +42009,7 @@ REQUIREMENTS:
Race: Elf.
Skills: Concentration 5, Spellcraft 14.
-Class : 11 levels in Sorcerer, Wizard, or Cleric
+Spellcasting: Must be able to cast 6th level Arcane or Divine spells.
Alignment: Any Good
Must not have any levels in Lich.
@@ -44990,7 +45013,7 @@ The Stone Dragon discipline traces its root back to an ancient order of dwarves
- Hit Die: d10
- Proficiencies: A Deepstone Sentinel gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -46288,7 +46311,7 @@ A creature strikes, but you turn the blow straight back at it.
Make an opposed attack roll against the targeted creature. If you succeed, he damages himself rather than you.
Ghostly Defense
- Setting Sun (Stance)
+ Setting Sun (Stance)
Level: Swordsage 8
Prerequisite: Three Setting Sun maneuvers
Initiation Action: 1 swift action
@@ -48114,7 +48137,7 @@ Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal, centered on you
-Duration: Instant
+Duration: 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes (for detrimental effects)
@@ -52203,7 +52226,7 @@ Racial Hit Dice/Class: NA
Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms-appearing and disappearing seemingly at a whim.
- Hit Die: d6.
-- Proficiencies: Ninjas are proficient with all simple weapons, plus the kama, kukri, shortbow, short sword, and shuriken. Ninjas are not proficient with any type of armor or shield.
+- Proficiencies: Ninjas are proficient with all simple weapons, plus the kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.
- Skill Points: 6+ Int Modifier.
CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Hide, Jump, Listen, Move Silently, Open Lock, Search, Spot, Tumble
@@ -52692,7 +52715,7 @@ Not all draconic secrets are about magic. In addition to the well-known chromat
- Hit Die: d8
- Proficiencies: A Diamond Dragon gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -52902,7 +52925,7 @@ Some arcane spellcasters are fascinated both by the dragon's hardy physical natu
- Hit Die: d6
- Proficiencies: A Dragonheart Mage gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
Spellcasting: Must be able to spontaneously cast arcane spells.
@@ -53246,7 +53269,7 @@ Talons of Tiamat may work individually or in groups, as befits their plans. The
- Hit Die: d8
- Proficiencies: A Talon of Tiamat gains proficiency with all armors, shields, and all simple and martial weapons.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
Alignment: Any evil.
@@ -55653,8 +55676,7 @@ Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
-Because magic is powerful, so, too, is the ability to dispel magic. You can use Superb Dispelling to end ongoing spells that have been cast on a creature or object, or to end ongoing spells within an area.
-One object, creature, or affected area is the target of the spell. You make a dispel check against the spell currently in effect on the target. A dispel check is 1d20 + 1 per caster level (maximum +40) against a DC of 11 + the spells caster level. If successful, the target's effects are dispelled.
+As greater dispel magic, except that the maximum bonus on the dispel check is +40, and the character takes 10d6 points of backlash damage.
Epic Spell: Symrustar's Spellbinding
Researched Epic Spell: Symrustar's Spellbinding
School: Enchantment
@@ -55928,7 +55950,7 @@ Feats Required: Martial Weapon Proficiency
Weapon Proficiency: Rapier
Weapon Proficiency: Scimitar
Weapon Proficiency: Scythe
- Weapon Proficiency: Shortspear
+ Weapon Proficiency: Spear
Weapon Proficiency: Shuriken
Weapon Proficiency: Sickle
Weapon Proficiency: Sling
@@ -56537,7 +56559,7 @@ An acolyte of the ego seeks to master but one truename - his own. In so doing, h
- Hit Die: d8.
- Proficiencies: An acolyte of the ego does not gain any additional weapon or armor proficiencies.
-- Skill Points: 4+ Int Modifier.
+- Skill Points: 4+ Int Modifier.
REQUIREMENTS:
@@ -57561,7 +57583,7 @@ Truly wise adventurers are always wary of unarmed opponents, for such adversarie
- Hit Die: d10
- Proficiencies: A reaping mauler gains no additional proficiencies.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
REQUIREMENTS:
@@ -57817,7 +57839,7 @@ The vast majority of blighters are nomadic loners constantly in search of green
- Hit Die: d8
- Proficiencies: A blighter does not gain any additional weapon or armor proficiencies.
-- Skill Points: 4+ Int Modifier.
+- Skill Points: 4+ Int Modifier.
REQUIREMENTS:
@@ -57916,7 +57938,7 @@ Barbarians and rangers are the most common Nentyar hunters, as the prestige clas
- Hit Die: d6
- Proficiencies: A nentyar hunter gains simple and martial weapon proficiencies and light armor proficiency
-- Skill Points: 4+ Int Modifier.
+- Skill Points: 4+ Int Modifier.
REQUIREMENTS:
@@ -58161,7 +58183,7 @@ Clad in bone-white armor and wreathed in righteous conviction, shadowbane inquis
- Hit Die: d10
- Proficiencies: Shadowbane inquisitors are proficient with all simple and martial weapons, with all types of armor, and with shields.
-- Skill Points: 4+ Int Modifier.
+- Skill Points: 4+ Int Modifier.
REQUIREMENTS:
@@ -60126,19 +60148,19 @@ Use: Automatic.
Prerequisite: Level 1.
Specifics: You have learned to fight with your weapons in different ways. A character with this feat can, assuming he does not have an unusual phenotype, change his fighting style every so often (90 seconds).
Combat Style: Kensai
- You move & flow like water, your weapons an extension of your form.
+ You move and flow like water, your weapons an extension of your form.
Combat Style: Assassin
- This combat style lends itself to ambushes & rapid attacks.
+ This combat style lends itself to ambushes and rapid attacks.
Combat Style: Barbarian
You excel at heavy, brutal attacks with the largest weapons.
Combat Style: Fencing
- This combat style lends itself to fients & graceful ripostes.
+ This combat style lends itself to fients and graceful ripostes.
Combat Style: Arcane
Let your mind do the fighting with this telekinesis based combat style.
Combat Style: Demon Blade
You fight like you're possessed.
Combat Style: Warrior
- This sword & shield combat style is heavy on blocking & counters.
+ This sword and shield combat style is heavy on blocking and counters.
Combat Style: Tiger Fang
Adopt the Tiger Fang martial arts combat style.
Combat Style: Sun Fist
@@ -60191,7 +60213,7 @@ Air Mephling Ability Adjustments: +2 Dex, -2 Int, +2 Cha. Air mephlings are qui
Favored Class (Bard): A multiclass air mephling's bard class does not count when determining whether they suffer an XP penalty for multiclassing.
Racial Traits:
-- An air mephling's base land speed is 30 feet & they also have a fly speed of 10.
+- An air mephling's base land speed is 30 feet and they also have a fly speed of 10.
- Humanoid: Mephlings are native to the Elemental Planes. They have the humanoid type and gain the extraplanar subtype when not on their respective ancestral plane. Unlike their mephit ancestors, mephlings do not have an elemental subtype.
- Small: As Small creatures, mephlings have a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks.
- Breath Weapon: Each mephling has a breath weapon, the effect of which varies by the mephling's heritage.
@@ -60303,14 +60325,14 @@ Racial Traits:
- An aranea's base land speed is 50 feet in spider form, 30 in hybrid or humanoid forms.
- Racial Hit Dice: An aranea begins with three levels of shapechanger, which provide 3d8 Hit Dice.
- Medium: As Medium creatures, aranea have no special bonuses or penalties due to their size.
-- Natural Weapons: An aranea can bite 1d6 points of damage in spider & hybrid form.
-- Poison: An aranea's bite is poisonous & does 1d6 STR initial damage & 2d6 secondary damage.
+- Natural Weapons: An aranea can bite 1d6 points of damage in spider and hybrid form.
+- Poison: An aranea's bite is poisonous and does 1d6 STR initial damage and 2d6 secondary damage.
- Natural Armor: Aranea have +1 natural armor bonus.
- Darkvision: Aranea are able to see in the dark as well as daylight.
- Sorcerous Casting: Aranea cast spells as a Sorcerer of their hit dice (3rd level)
- Simple Weapons: Aranea are proficient with all simple weapons.
-- Web: Aranea can spin & throw a sticky net-like webbing.
-- Bonus Feats: Aranea gain Alertness, Improved Initiative & Weapon Finesse as bonus feats.
+- Web: Aranea can spin and throw a sticky net-like webbing.
+- Bonus Feats: Aranea gain Alertness, Improved Initiative and Weapon Finesse as bonus feats.
- Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks.
- Shapechanger: Aranea are shapechangers.
@@ -60323,7 +60345,7 @@ Level Adjustment: +4
The aranea keeps its ability scores and can cast spells, but cannot use webs or poison in humanoid form.
-In hybrid form, an aranea looks like a humanoid at first glance, but a closer inspection will reveal its fangs & spinneretes. The aranea can use weapons & webs in this form.
+In hybrid form, an aranea looks like a humanoid at first glance, but a closer inspection will reveal its fangs and spinneretes. The aranea can use weapons and webs in this form.
Web
In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
<CUSTOM0> throws webbing.
@@ -60340,7 +60362,7 @@ Favored Class (Rogue): A multiclass muckdweller's rogue class does not count whe
Racial Traits:
- A muckdweller's base land speed is 20 feet.
-- Tiny: As Tiny creatures, muckdwellers have a +2 size bonus to attacks & armor class & a +8 bonus to Hide.
+- Tiny: As Tiny creatures, muckdwellers have a +2 size bonus to attacks and armor class and a +8 bonus to Hide.
- Natural Weapons: An muckdweller can rake with its claws for 1d3 points of damage.
- Natural Armor: Muckdwellers have +3 natural armor bonus due to their scaly hides.
- Squirt: A muckdweller can squirt a jet of water into the eyes of a target up to 25 feet away.
@@ -61603,6 +61625,9 @@ The target creature is struck blind and deaf.
Type of Feat: General
Prerequisite: BAB +1
Benefit: You can equip a weapon of one size larger than normal. You take a -2 penalty to all attack rolls when using Monkey Grip.
+
+* due to engine limitations, Tiny, Large and Huge creatures see no benefit from Monkey Grip.
+
Use: Automatic
COMBAT MANEUVER
Step 1
@@ -68678,7 +68703,7 @@ Feats: Alertness*, Weapon Finesse, Low-light Vision
Skills: Listen +5, Spot +5
Feats: Endurance*, Scent, Low-light Vision
Rat, Dire
- This enormous rat looks bigger than most dogs. It has coarse, spiky fur, malevolent eyes & a long naked tail.
+ This enormous rat looks bigger than most dogs. It has coarse, spiky fur, malevolent eyes and a long naked tail.
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness*, Low-Light Vision, Scent, Weapon Finesse
@@ -78361,7 +78386,7 @@ A specialist wizard who calls himself a necromancer or a cleric with the Death d
- Hit Die: d6
- Alignment: any non-good
- Proficiencies: A Dread Necromancer gains proficiencies with Simple Weapons, and Light Armour.
-- Skill Points: 2 + Int Modifier
+- Skill Points: 2+ Int Modifier
CLASS FEATURES:
@@ -78624,7 +78649,7 @@ These benefits carry with them some form of physical change appropriate to the f
Bonus Feats: The epic favored soul gains a bonus feat (selected from the list of epic favored soul feats) at 23rd level and again every three levels after that.
-Epic Favored Soul Bonus Feat List: Craft Epic Magic Arms and Armor, Devastating Critical, Enhance Spell, Epic Endurance, Epic Prowess, Epic Speed, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Weapon Focus, Epic Weapon Specialization, Extend Life Span, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Overwhelming Critical, Perfect Health, Permanent Emanation, Spell Stowaway, Tenacious Magic.
+Epic Favored Soul Bonus Feat List: Craft Epic Magic Arms and Armor, Devastating Critical, Epic Endurance, Epic Prowess, Epic Speed, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Weapon Focus, Epic Weapon Specialization, Ignore Material Components, Improved Combat Casting, Overwhelming Critical, Perfect Health, Spell Stowaway, Tenacious Magic.
Epic Warmage
An epic warmage has perfected the art of destruction and devastation through his magic. He can lay waste to entire armies and cities with horrifying ease and shocking efficiency.
@@ -80560,15 +80585,15 @@ When within your own black labyrinth, you are immune to the last two effects (mo
LETO does not support the PRC8
Due to Bioware limitations, non-Bioware spontaneous casters do not use the normal spellbook. Those spells can be found in your class radial.
Due to Bioware limitations, only your highest level Arcane or Divine class will receive new Arcane or Divine spellslots at level up.
- Two handed weapons are shown being wielded one handed to allow feats such as Monkey Grip & Oversized Two-Weapon fighting to work properly. Combat isn't affected.
- De-leveling isn't supported by the PRC8 & can in fact break your character.
+ Two handed weapons are shown being wielded one handed to allow feats such as Monkey Grip and Oversized Two-Weapon fighting to work properly. Combat isn't affected.
+ De-leveling isn't supported by the PRC8 and can in fact break your character.
Casting an Exalted or Vile spell causes ability damage to the caster.
- Enable & disable optional game features with the PRC Options radial.
- Knockdown, Called Shot, Taunt & Parry are not valid 3e D&D feats or skills & have been disabled in the PRC8.
- As in Neverwinter Nights 2, Arcane & Divine prestige classes must pick a marker feat at 1st class level to choose which spellcasting class will be boosted by the new prestige class.
+ Enable and disable optional game features with the PRC Options radial.
+ Knockdown, Called Shot, Taunt and Parry are not valid 3e DandD feats or skills and have been disabled in the PRC8.
+ As in Neverwinter Nights 2, Arcane and Divine prestige classes must pick a marker feat at 1st class level to choose which spellcasting class will be boosted by the new prestige class.
Some prestige classes can advance invoking or shadowcasting instead of spellcasting.
- Spellcraft doesn't provide a bonus to your save vs. spells in 3e Dungeons & Dragons. This is reflected in the PRC8.
- Tumble doesn't provide a bonus to your Armor Class in 3e Dungeons & Dragons. This is reflected in the PRC8.
+ Spellcraft doesn't provide a bonus to your save vs. spells in 3e Dungeons and Dragons. This is reflected in the PRC8.
+ Tumble doesn't provide a bonus to your Armor Class in 3e Dungeons and Dragons. This is reflected in the PRC8.
Feats for Alternate Magic Systems (Psionics, Incarnum, etc) are all organized under a Masterfeat. Psionic Feats, ToB Feats, etc...
Typing "/sb" in chat will bring up the NUI spellcasting menu.
Typing "/pa" in chat will bring up the NUI Power Attack menu.
@@ -82442,6 +82467,196 @@ Strength of Will: You gain a bonus equal to 1/2 your class level (minimum +1) on
Wild Frenzy: You gain a +2 bonus on attack rolls and damage rolls with melee weapons and eldritch blasts, along with temporary hit points equal to twice your class level. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be chaotic for you to select this gift.
<cÿÿÿ>Pick an invoking feat (1st lvl)</c>
Choose which invoking class to advance with the currently selected Prestige Class. If you try take a marker feat after1st class level, your character will be releveled.
+ ### PRC8 CLASS RESERVE ###
+ LoT
+ Lion of Talisid
+ Lions of Talisid
+ lion of Talisid
+ (PRESTIGE CLASS)
+The undisputed ruler of the guardinals, Talisid the Celestial Lion is an enormously powerful force for good—and good alone, undiluted by concerns of law or chaos. He is also a mighty druid, and his mortal and guardinal champions are druids and rangers who share both his fierce hatred of evil and his passionate love of the natural world and its creatures. Called the lions of Talisid, these protectors of nature and champions of good emulate their celestial patron in more concrete ways: adopting feline animal companions, assuming great cat forms with their wild shape ability, and eventually roaring like a leonal. Druids and rangers most commonly become lions of Talisid, and only a character with an animal companion can enter the class. Multiclass druid/rangers also commonly adopt the class, and less commonly, fighter/druids or cleric/rangers.
+
+Like their guardinal patron, lions of Talisid usually work alone or in small groups of close companions, rarely with other lions. NPC lions of Talisid can be found wandering the wilderness, fighting any who would defile the natural world with evil. They are particularly concerned with areas where some evil presence corrupts nature itself, manifesting evil weather and vile corrupted creatures.
+
+- Hit Die: d8
+- Proficiencies: A lion of Talisid does not gain any additional weapon or armor proficiencies.
+- Skill Points: 4+ Int Modifier.
+- Spells per Day: At each lion of Talisid level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
+
+REQUIREMENTS:
+
+Alignment: Neutral good.
+Base Attack Bonus: +4.
+Skills: Lore 9 ranks, Heal 9 ranks.
+Feats: Favored of the Companions.
+Spells: Able to cast Summon Nature’s Ally II.
+Special: The character must have an animal companion as a class feature.
+
+CLASS FEATURES:
+Level
+1: Animal Companion (Ex): A lion of Talisid can add his lion of Talisid levels to his effective druid level (his actual druid level or one-half his ranger level) to determine the capabilities of his animal companion.
+ Lion’s Courage (Ex): A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.
+2: Scent (Ex): At 2nd level, a lion of Talisid gains the scent special quality. He can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
+3: Wild Shape (Su): At 3rd level, a lion of Talisid gains the ability to turn himself into any Small or Medium animal and back again once per day. This works exactly as the druid’s wild shape ability.
+4: Exalted Companion: At 4th level, a lion of Talisid gains the Exalted Companion feat as a bonus feat.
+ Wild Shape (Su) (2 / day).
+5: Lion’s Pounce (Ex): At 5th level, a lion of Talisid can make a full attack at the end of a charge.
+ Wild Shape (Su) (3 / day).
+6: Wild Shape (Su) (Large)*
+7: Lion’s Swiftness (Ex): When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.
+8: Wild Shape (Su) (4 / day).
+9: Wild Shape (Su) (Tiny)*
+10: Leonal’s Roar (Su): Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal’s roar spell. The saving throw DC is 20 + the lion of Talisid’s Charisma modifier.
+
+* Not implemented
+ Epic Lion of Talisid
+
+ Chosen by the celestial lion himself, these guardians of nature blend divine power with the ferocity of great cats. Noble and wild-hearted, they fight evil wherever it taints the natural world—roaming protectors guided by instinct, courage, and compassion. With animal companions at their side and the strength of a leonal in their soul, they embody both the serenity and savagery of the wild in service of pure good.
+
+Hit Die: d8.
+Skill Points at Each Additional Level: 4 + Intelligence modifier.
+Bonus Feats: The epic Lion of Talisid gains a bonus feat every three levels.
+
+Special:
+Spellcasting: At each class level the epic Lion of Talisid continues to increase in divine caster level (and spells known, if applicable).
+
+Epic Lion of Talisid Bonus Feat List:
+Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Devastating Critical, Energy Resistance, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Focused Spell Penetration, Epic Spellcasting, Fast Healing, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Overwhelming Critical, Perfect Health, Tenacious Magic.
+
+ Lion of Talisid Spellcasting (Archivist)
+ Lion of Talisid Spellcasting (Cleric)
+ Lion of Talisid Spellcasting (Druid)
+ Lion of Talisid Spellcasting (Ranger)
+ Lion of Talisid Spellcasting (Healer)
+ Lion of Talisid Spellcasting (Soldier of Light)
+ Lion of Talisid Spellcasting (Knight of the Middle Circle)
+ Lion of Talisid Spellcasting (Shaman)
+ Lion of Talisid Spellcasting (Sohei)
+ Lion of Talisid Spellcasting (Nentyar Hunter)
+ Lion of Talisid Spellcasting (Favoured Soul)
+ Lion of Talisid Spellcasting (Justice of Weald and Woe)
+ Lion of Talisid Spellcasting (Spirit Shaman)
+ Spells per Day: At each lion of Talisid level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
+ Lion's Courage (Ex)
+
+ Type of Feat: Class-Specific
+Prerequisite: Lion of Talisid 1
+Specifics: A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.
+Use: Automatic.
+ Lion's Pounce (Ex)
+ Type of Feat: Class-Specific
+Prerequisite: Lion of Talisid 5
+Specifics: At 5th level, a lion of Talisid can make a full attack at the end of a charge.
+Use: Automatic.
+ Lion's Swiftness (Ex)
+ Type of Feat: Class-Specific
+Prerequisite: Lion of Talisid 7
+Specifics: When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.
+Use: Selected.
+
+ Leonal’s Roar (Su)
+
+ Type of Feat: Class-Specific
+Prerequisite: Lion of Talisid 10
+Specifics: : Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal’s roar spell. The saving throw DC is 20 + the lion of Talisid’s Charisma modifier.
+Use: Selected.
+
+ ****
+ VrL
+ Verdant Lord
+ Verdant Lords
+ verdant lord
+ (PRESTIGE CLASS)
+Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid’s search for global understanding of nature’s secrets to focus all his energies on the world’s plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It’s almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves.
+
+Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals—right up until someone lights a torch and threatens living plants.
+
+ - Hit Die: d8
+ - Proficiencies: A verdant lord does not gain any additional weapon or armor proficiencies.
+ - Skill Points: 4+ Int Modifier.
+ - Spells per Day: At each verdant lord level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
+
+ REQUIREMENTS:
+ Alignment: Any non-evil.
+ Base Attack Bonus: +4.
+ Skills: Lore 8 ranks, Heal 8 ranks.
+ Feats: Plant Defiance, Plant Control
+ Spells: Able to cast Control Plants.
+
+ CLASS FEATURES:
+ Level
+ 1: Create Infusion: At 1st level, the verdant lord gains Create Infusion as a bonus feat.
+ 2: Expert Infusion: At 2nd level, the character can automatically identify the spell contained in an infusion and the caster level of that spell.
+ Sun Sustenance (Ex)*: At 2nd level, the verdant lord gains the ability to draw energy from the sun.
+ 3: Spontaneity: Beginning at 3rd level, the verdant lord can channel stored spell energy into regeneration spells that he hasn’t prepared ahead of time.
+ 4: Plant Facility: At 4th level, the verdant lord can rebuke or command plants as if he were three levels higher than the actual caster level he uses to determine the benefits of that feat.
+ 5: Fast Healing: At 5th level, the verdant lord gains Fast Healing as a bonus feat.
+ 6: Treant Wild Shape (Sp): Beginning at 6th level, the verdant lord can use wild shape to take the form of a treant.
+ 8: Animate Tree (Sp): At 8th level, a verdant lord can animate a tree within 180 feet of him once per day.
+ 10: Gaea’s Embrace: At 10th level, the verdant lord permanently becomes a plant creature.
+
+ * NOT IMPLEMENTED
+ Epic Verdant Lord
+ Chosen by the very soul of the forest, the verdant lord is a master of all things green and growing; a guardian whose life is intertwined with the ancient trees and blossoming wilds. These protectors transcend the druid’s path of broad natural wisdom to become singular champions of plant life itself, commanding the power of roots and branches to defend the wilds.
+
+Hit Die: d8.
+Skill Points at Each Additional Level: 4 + Intelligence modifier.
+Bonus Feats: The epic verdant lord gains a bonus feat every three levels.
+
+Special:
+Spellcasting: At each verdant lord level, the character advances in divine spellcasting as if gaining a level in a previously possessed divine casting class (without other class benefits).
+
+Epic Verdant Lord Bonus Feat List:
+Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Devastating Critical, Energy Resistance, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Focused Spell Penetration, Epic Spellcasting, Fast Healing, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Overwhelming Critical, Perfect Health, Tenacious Magic.
+ Verdant Lord Spellcasting (Archivist)
+ Verdant Lord Spellcasting (Cleric)
+ Verdant Lord Spellcasting (Druid)
+ Verdant Lord Spellcasting (Favoured Soul)
+ Verdant Lord Spellcasting (Healer)
+ Verdant Lord Spellcasting (Justice of Weald and Woe)
+ Verdant Lord Spellcasting (Knight of the Chalice)
+ Verdant Lord Spellcasting (Knight of the Middle Circle)
+ Verdant Lord Spellcasting (Nentyar Hunter)
+ Verdant Lord Spellcasting (Paladin)
+ Verdant Lord Spellcasting (Ranger)
+ Verdant Lord Spellcasting (Shaman)
+ Verdant Lord Spellcasting (Sohei)
+ Verdant Lord Spellcasting (Soldier of Light)
+ Verdant Lord Spellcasting (Spirit Shaman)
+ Spells per Day: At each verdant lord level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
+ Expert Infusion
+ Type of Feat: Class
+Prerequsite: Verdant Lord 2
+Benefit: At 2nd level, the character can automatically identify the spell contained in an infusion and the caster level of that spell. He also gains a bonus equal to his verdant lord level on both Profession (herbalist) checks and Wilderness Lore checks related to plants, including the use of this skill to forage for herbs*.
+
+*To be implemented by module developer.
+ Sun Sustenance
+ Type of Feat: Class
+Prerequsite: Verdant Lord 2
+Benefit: At 2nd level, the verdant lord gains the ability to draw energy from the sun. As long as he spends at least 4 hours of the day outdoors, he can draw sustenance from the sun itself, and thus he requires no food that day. He still thirsts, however, and needs the standard amount of water to survive*.
+ Spontaneity
+ Type of Feat: Class
+Prerequsite: Verdant Lord 3
+Benefit: Beginning at 3rd level, the verdant lord can channel stored spell energy into certain healing spells that he hasn’t prepared ahead of time. This works like the cleric’s spontaneous casting ability, with the following exceptions. He can “lose” a prepared spell to cast any regenerate spell of the same level or lower. For example, a verdant lord who has prepared faerie fire (a 1st-level spell) may lose that spell to cast regenerate light wounds (also a 1st-level spell) instead. Domain spells, if the character has access to them, cannot be converted into regenerate spells.
+ Plant Facility
+ Type of Feat: Class
+Prerequsite: Verdant Lord 4
+Benefit: At 4th level, the verdant lord can rebuke or command plants with Plant Control as if he were three levels higher than the actual caster level he uses to determine the benefits of that feat. This means that he can also command 3 additional HD of plant creatures.
+ Treant Wild Shape
+ Type of Feat: Class
+Prerequsite: Verdant Lord 6
+Beginning at 6th level, the verdant lord can use wild shape to take the form of a treant and back again once per day. This ability otherwise works like wild shape. Since a treant has a voice and manipulative appendages, the verdant lord can cast spells normally while in treant wild shape.
+ Animate Tree
+ Type of Feat: Class
+Prerequsite: Verdant Lord 8
+Beneft: At 8th level, a verdant lord can animate a tree within 180 feet of him once per day. It takes a full round for a tree to uproot itself; thereafter it has a speed of 30 feet and fights as a treant with respect to attacks and damage. The animated tree gains a number of bonus Hit Dice equal to the number of verdant lord
+levels the character possesses. Though its Intelligence score is only 2 while animated, the tree automatically understands the verdant lord’s commands. The character can
+return the animated tree to its normal state at will, and it automatically returns to its normal state if it dies or if the verdant lord who animated it is incapacitated or
+moves out of range. Once the tree returns to its normal state by any means, the verdant lord cannot animate another tree for 24 hours.
+ Gaea's Embrace
+ Type of Feat: Class
+Prerequsite: Verdant Lord 10
+At 10th level, the verdant lord permanently becomes a plant creature, though all forms of wild shape that the character could previously use remain available to him. His type changes to plant, and as a result he gains low-light vision, is immune to poison, sleep, paralysis, stunning, and polymorphing, and is not subject to critical hits or mind-influencing effects (charms, compulsions, phantasms, patterns, or morale effects). He no longer suffers penalties for aging and cannot be magically aged. Any aging penalties he may already have suffered, however, remain in place. Bonuses still accrue, and the verdant lord still dies of old age when his time is up.
+ ****
## iprp_damagecost.2da expansion ##
21 Damage
+21
@@ -82567,7 +82782,7 @@ Wild Frenzy: You gain a +2 bonus on attack rolls and damage rolls with melee wea
Custom CEP 2.1
* Builder Specific
* DM Specific
- Tools & Widgets
+ Tools and Widgets
DM Tools
DM Books
Players Tools
@@ -82630,7 +82845,7 @@ Wild Frenzy: You gain a +2 bonus on attack rolls and damage rolls with melee wea
Clerical
Magical
*For TSR head ONLY
- Clothing & Armor
+ Clothing and Armor
CUSTOM
Monsters
Miscellaneous Small 4*
@@ -84403,8 +84618,396 @@ Feats Required: Simple, or Druid
[CEP] Door 1498
[CEP] Door 1499
[CEP] Door 1500
- #PRC8 RESERVED#
- #START PRC8 MATERIAL RESERVE#
+ Summon Nature's Ally I
+ Conjuration (Summoning)
+Level: Druid 1, Shaman 1, Ranger 1
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Badger
+Dire Rat
+Dog
+Hawk
+Tiny Viper
+
+ Summon Dire Badger
+ Summon Dire Rat
+ Summon Dog
+ Summon Hawk
+ Summon Tiny Viper
+
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally I (5)
+ Summon Nature's Ally I (10)
+ Summon Nature's Ally I (15)
+ ****
+ Summon Nature's Ally II
+ Conjuration (Summoning)
+Level: Druid 2, Shaman 2, Ranger 2
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Dire Badger
+Cooshee
+Wolf
+Small Viper
+Black Bear
+
+ Summon Dire Boar
+ Summon Cooshee
+ Summon Wolf
+ Summon Small Viper
+ Summon Black Bear
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally II (5)
+ Summon Nature's Ally II (10)
+ Summon Nature's Ally II (15)
+ ****
+ Summon Nature's Ally III
+ Conjuration (Summoning)
+Level: Druid 3, Shaman 3, Ranger 3
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Brown Bear
+Dire Wolf
+Large Viper
+Leopard
+Satyr [without pipes]
+
+ Summon Brown Bear
+ Summon Dire Wolf
+ Summon Large Viper
+ Summon Leopard
+ Summon Satyr
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally III (5)
+ Summon Nature's Ally III (10)
+ Summon Nature's Ally III (15)
+ ****
+ Summon Nature's Ally IV
+ Conjuration (Summoning)
+Level: Druid 4, Shaman 4, Ranger 4
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Lion
+Polar Bear
+Dire Spider
+Viper, Huge
+Wereboar
+ Summon Lion
+ Summon Polar Bear
+ Summon Dire Spider
+ Summon Huge Viper
+ Summon Wereboar
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally IV (5)
+ Summon Nature's Ally IV (10)
+ Summon Nature's Ally IV (15)
+ ****
+ Summon Nature's Ally V
+ Conjuration (Summoning)
+Level: Druid 5, Shaman 5
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Medium Air Elemental
+Medium Earth Elemental
+Medium Fire Elemental
+Medium Water Elemental
+Dire Bear
+
+ Summon Medium Air Elemental
+ Summon Medum Earth Elemental
+ Summon Medium Fire Elemental
+ Summon Medum Water Elemental
+ Summon Dire Bear
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally V (10)
+ Summon Nature's Ally V (15)
+ Summon Nature's Ally V (20)
+ ****
+ Summon Nature's Ally VI
+ Conjuration (Summoning)
+Level: Druid 6, Shaman 6
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Large Air Elemental
+Large Earth Elemental
+Large Fire Elemental
+Large Water Elemental
+Dire Tiger
+
+ Summon Large Air Elemental
+ Summon Large Earth Elemental
+ Summon Large Fire Elemental
+ Summon Large Water Elemental
+ Summon Dire Tiger
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally VI (10)
+ Summon Nature's Ally VI (15)
+ Summon Nature's Ally VI (20)
+ ****
+ Summon Nature's Ally VII
+
+ Conjuration (Summoning)
+Level: Druid 7, Shaman 7
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Buelette
+Invisible stalker
+Pixie Rogue
+Gorgon
+Manitcore
+ Summon Bulette
+ Summon Invisible Stalker
+ Summon Pixie Rogue
+ Summon Gorgon
+ Summon Manticore
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally VII (10)
+ Summon Nature's Ally VII (15)
+ Summon Nature's Ally VII (20)
+ ****
+ Summon Nature's Ally VIII
+
+ Conjuration (Summoning)
+Level: Druid 8, Shaman 8
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Greater Air Elemental
+Greater Earth Elemental
+Greater Fire Elemental
+Greater Water Elemental
+Nymph Druidess
+ Summon Greater Air Elemental
+ Summon Greater Earth Elemental
+ Summon Greater Fire Elemental
+ Summon Greater Water Elemental
+ Summon Nymph Druidess
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally VIII (10)
+ Summon Nature's Ally VIII (15)
+ Summon Nature's Ally VIII (20)
+ ****
+ Summon Nature's Ally IX
+ Conjuration (Summoning)
+Level: Druid 9, Shaman 9
+Components: V, S, DF
+Casting time: 1 full round
+Range: Close (25 ft. + 5 ft./2 levels)
+Effect: One summoned creature
+Duration: 1 round/level (D)
+Saving Throw: None
+Spell Resistance: No
+
+This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
+
+Elder Air Elemental
+Elder Earth Elemental
+Elder Fire Elemental
+Elder Water Elemental
+Aranea Sorcerer
+ Summon Elder Air Elemental
+ Summon Elder Earth Elemental
+ Summon Elder Fire Elemental
+ Summon Elder Water Elemental
+ Summon Aranea Sorcerer
+ [FUTURE]
+ [FUTURE]
+ [FUTURE]
+ Summon Nature's Ally IX (10)
+ Summon Nature's Ally IX (15)
+ Summon Nature's Ally IX (20)
+ ****
+ Forestfold
+ Caster Level(s): Druid 4, Ranger 3
+School: Transmutation
+Component(s): Verbal, Somatic
+Range: Personal
+Area of Effect / Target: Caster
+Duration: 10 turns / level
+Additional Counter Spells:
+Save: None
+Spell Resistance: No
+
+The caster's movement is muffled and their coloring changes to match their surroundings, gaining a +20 competence bonus to any Hide and Move Silently checks.
+ Forestfold (6)
+ Forestfold (9)
+ Forestfold (12)
+ ****
+ Creeping Cold
+ Transmutation [Cold]
+Level: Druid 2
+Components: V, S, F
+Casting Time: 1 action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One creature
+Duration: 3 rounds
+Saving Throw: Fortitude half
+Spell Resistance: Yes
+You turn the subject’s sweat to ice, creating blisters as ice forms on and inside the skin. The spell deals 1d6 cumulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third).
+Only one save is allowed against the spell; if successful, it halves the damage each round.
+
+Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.
+ Creeping Cold (3)
+ Creeping Cold (6)
+ Creeping Cold (9)
+ ****
+ Greater Creeping Cold
+ Transmutation [Cold]
+Level: Drd 7
+Components: V, S, F
+Casting Time: 1 action
+Range: Close (25 ft. + 5 ft./2 levels)
+Target: One creature
+Duration: Up to 6 rounds (see text)
+Saving Throw: Fortitude half
+Spell Resistance: Yes
+
+This spell functions like creeping cold, causing intense cold to accumulate inside the target’s body, but with extended duration and increased damage.
+
+You turn the subject’s sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on—dealing 3d6 on the third round and 4d6 on the fourth.
+
+If the caster is at least 15th level, the spell continues for a fifth round, dealing 5d6 cold damage. At 20th level or higher, a sixth round is added, dealing 6d6 cold damage. The spell never deals more than 6d6 damage in any round, and it ends early if the target dies.
+
+The target makes a single Fortitude saving throw when the spell is cast. A successful save halves the damage each round.
+
+Focus: A small glass or pottery vessel worth at least 25 gp, filled with ice, snow, or water.
+ Greater Creeping Cold (13)
+ Greater Creeping Cold (17)
+ Greater Creeping Cold (20)
+ ****
+ Adrenaline Surge
+ Transmutation
+Level: Druid 2, Sor/Wiz 2
+Components: V, S, DF
+Casting Time: 1 action
+Range: Close (25 ft. + 5 fr./2 levels)
+Area: Your summoned creatures within a spherical
+emanation with a radius equal to the range, centered on you
+Duration: 1 round/level
+Saving Throw: Will negates (harmless)
+Spell Resistance: Yes (harmless)
+
+Each of your summoned creatures within the area receives a +4 enhancement bonus to Strength. This effect lasts until the spell ends or the creature leaves the area.
+ Adrenaline Surge (4)
+ Adrenaline Surge (8)
+ Adrenaline Surge (16)
+ ****
+ Invulnerability to Elements
+ Abjuration
+Level: Druid 9
+Components: V, S, DF
+Casting Time: 1 action
+Range: Touch
+Target: Creature touched
+Duration: 10 minutes/level
+Saving Throw: None
+Spell Resistance: Yes
+
+As protection from all elements, but the target creature becomes immune to damage from acid, cold, electricity, fire, and sonic damage while the spell is in effect.
+ Invulnerability to Elements (17)
+ Invulnerability to Elements (20)
+ ****
+ ****
+ Control Plants
+ Transmutation
+Level: Druid 4, Plant 4, Ranger 3
+Components: V, S, DF
+Casting Time: 1 standard action
+Range: Close (25 ft. + 5 ft./2 levels)
+Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
+Duration: 1 min./level
+Saving Throw: Will negates
+Spell Resistance: No
+
+This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.
+
+Suicidal or self-destructive commands are simply ignored.
+ Control Plants (8)
+ Control Plants (16)
+ Control Plants (20)
+ ****
+ #PRC8 RESERVED#
+ #START PRC8 MATERIAL RESERVE#
+ Botanical
Paper
Glass
Ice
@@ -84449,6 +85052,19 @@ Feats Required: Simple, or Druid
Bamboo
Pottery
Glassteel
+ Herbs
+ Unknown
+ Bone
+ Ceramic
+ Crystal
+ Fiber
+ Leather
+ Metal
+ Paper
+ Rope
+ Stone
+ Wood
+ Botanical
#END PRC8 MATERIAL RESERVE#
#START PRC8 WOL RESERVE#
Giant Bearing
@@ -84608,7 +85224,7 @@ Special:
Epic Divine Spell Resistance: Your mastery over stolen divinity grants you nearly insurmountable resistance to holy power, defying even the mightiest clerics. Your divine spell resistance continues to increase by 5 for every 4 ur-priest levels you attain.
Epic Ur-Priest Bonus Feats List:
-Armor Skin, Epic Spell Focus, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spellcasting, Improved Combat Casting, Epic Spell Penetration, Great Wisdom, Blinding Speed, Craft Epic Wonderous Item, Craft Epic Magic Arms & Armor, Craft Epic Rod, Craft Epic Staff, Forge Epic Ring, Planar Turning.
+Armor Skin, Epic Spell Focus, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spellcasting, Improved Combat Casting, Epic Spell Penetration, Great Wisdom, Blinding Speed, Craft Epic Wonderous Item, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Forge Epic Ring, Planar Turning.
Epic Binder
Epic Binder Description PLACEHOLDER
Epic Anima Mage
@@ -84739,7 +85355,7 @@ Skill Points at Each Additional Level: 2 + Int Modifier
Bonus Feats: The epic Forsaker gains a bonus feat every three levels.
Special:
-Fiendslaying: The epic Knight of the Chalice becomes a righteous engine of destruction. The Fiendslaying enhancement bonus increases by one every even level & the damage increases by either 1d6 physical or 1d6 divine every even level.
+Fiendslaying: The epic Knight of the Chalice becomes a righteous engine of destruction. The Fiendslaying enhancement bonus increases by one every even level and the damage increases by either 1d6 physical or 1d6 divine every even level.
Epic Knight of the Chalice Bonus Feat List:
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Divine Might, Epic Divine Resistance, Epic Divine Shield, Epic Divine Vigor, Epic Energy Resistance, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Will, Overwhelming Critical, Epic Fortitude, Great Smiting, Improved Combat Casting, Improved Initiative, Superior Initiative, Epic Leadership, Improved Manyshot, Improved Whirlwind Attack, Legendary Commander, Legendary Wrestler, Planar Turning, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend.
@@ -84933,7 +85549,7 @@ Bonus Feats: The epic Shadowbane Stalker gains a bonus feat every four levels
Special:
Sneak Attack: The epic Shadowbane Stalker's sneak attack continues to increase by 1d6 every 3 levels.
-Discover Subterfuge: The epic Shadowbane Stalker's bonus to Search & Sense Motive continues to row by +2 every 3 class levels.
+Discover Subterfuge: The epic Shadowbane Stalker's bonus to Search and Sense Motive continues to row by +2 every 3 class levels.
Spellcasting: The epic Shadowbane Stalker continues to increase in caster level (and spells known, if applicable).
Epic Shadowbane Stalker Bonus Feat List:
@@ -85032,7 +85648,7 @@ Hit Die: d10
Skill Points at Each Additional Level: 2 + Int Modifier
Bonus Feats: The epic Soldier of Light gains a bonus feat every three levels after 10th.
-ABILITIES:
+CLASS FEATURES:
Level
13: Healing Domain - Healing spells are empowered.
@@ -85626,7 +86242,7 @@ Skill Points at Each Additional Level: 4 + Int Modifier
Bonus Feats: The epic Shadow Sun Ninja gains a bonus feat every four levels
Special:
-Monk Abilities: The epic Shadow Sun Ninja continues to add their class level to determine AC Bonus, Unarmed Damage & Stunning Fist uses per day.
+Monk Abilities: The epic Shadow Sun Ninja continues to add their class level to determine AC Bonus, Unarmed Damage and Stunning Fist uses per day.
Maneuvers: At each class level the epic Shadow Sun Ninja continues to increase in initiator level.
Epic Shadow Sun Ninja Bonus Feat List:
@@ -85669,7 +86285,7 @@ Skill Points at Each Additional Level: 4 + Int Modifier
Bonus Feats: The epic Henshin Mystic gains a bonus feat every three levels
Special:
-Monk Abilities: The epic Henshin Mystic continues to add their class level to determine AC Bonus, Unarmed Damage & Monk movement speed increase.
+Monk Abilities: The epic Henshin Mystic continues to add their class level to determine AC Bonus, Unarmed Damage and Monk movement speed increase.
Epic Henshin Mystic Bonus Feat List:
Armor Skin, Blinding Speed, Damage Reduction, Epic Energy Resistance, Epic Dodge, Epic Prowess, Epic Toughness, Fast Healing, Great Wisdom, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Legendary Wrestler, Self-Concealment, Superior Initiative.
@@ -85692,7 +86308,7 @@ Bonus Feats: The epic Enlightened Fist gains a bonus feat every five levels
Special:
Spell Resistance: The epic Enlightened Fist continues to add their class level to their spell resistance.
Spellcasting: At each class level the epic Enlightened Fist continues to increase in arcane caster level (and spells known, if applicable).
-Monk Abilities: The epic Enlightened Fist continues to add their class level to determine Stunning Attacks, Unarmed Damage & Monk movement speed increase.
+Monk Abilities: The epic Enlightened Fist continues to add their class level to determine Stunning Attacks, Unarmed Damage and Monk movement speed increase.
Epic Enlightened Fist Bonus Feat List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Damage Reduction, Epic Dodge, Epic Energy Resistance, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Focused Spell Penetration, Great Wisdom, Improved Combat Casting, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Legendary Wrestler, Self-Concealment, Superior Initiative.
@@ -85777,7 +86393,7 @@ Skill Points at Each Additional Level: 4 + Int Modifier
Bonus Feats: The epic Fist of Zuoken gains a bonus feat every five levels
Special:
-Monk Abilities: The epic Fist of Zuoken continues to add their class level to determine AC Bonus, Unarmed Damage & Monk movement speed increase.
+Monk Abilities: The epic Fist of Zuoken continues to add their class level to determine AC Bonus, Unarmed Damage and Monk movement speed increase.
Manifesting: At each class level the epic Fist of Zuoken continues to increase in manifester level (and powers known, if applicable).
Epic Fist of Zuoken Bonus Feat List:
@@ -85803,7 +86419,7 @@ Bonus Feats: The epic Runecaster gains a bonus feat every three levels
Special:
Rune Craft: The epic Runecaster continues to gain a +1 on Runecarving checks at every odd level.
-Rune Power: The epic Runecaster's Rune Power ability continues to gain +1 to DC & spell penetration checks at every even level.
+Rune Power: The epic Runecaster's Rune Power ability continues to gain +1 to DC and spell penetration checks at every even level.
Spellcasting: The epic Runecaster continues to increase in divine caster level (and spells known, if applicable).
Epic Runecaster Bonus Feat List:
@@ -86152,6 +86768,197 @@ Use: Automatic
78
79
80
+ ### CRAFT INFUSION RESERVE###
+ Create Infusion
+ Type of Feat: Item Creation
+You store a divine spell within a specially prepared herb
+Prerequisites: Lore 4 ranks, divine spellcaster level 3rd.
+Benefit: You create an infusion of any divine spell available to you. Infusing an herb with a spell takes one day. When you create an infusion, you set the caster level,
+which must be sufficient to cast the spell in question but not higher than your own level. The base price of an infusion is its spell level times its caster level times 50 gp. To create an infusion, you must spend 1/25 of this base price in XP and use up raw materials costing one-half this base price. Any infusion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the XP when creating the infusion
+ Magical Artisian: Create Infusion
+
+ ****
+ Mundane Herb
+ Herbs can be used by characters with the create infusion feat to create herbal infusions of divine spells they know. In order to infuse an herb, the character needs to target the mundane herb with the spell they want to store in the herb.
+ Infused Herb
+ Herbal infusions contain a single stored magical spell. A divine spellcaster who is capible of casting the infused spell can eat the infusion to cast the spell within, even when wild-shaped.
+ ****
+ Adrue
+ Adrue is a wiry, blue-green plant with fibrous leaves and a faint metallic scent. It is considered uncommon, found mostly in rocky uplands where magical energy tends to pool. This herb can be used in infusions aligned with the evocation school, up to 2nd level.
+ Agaric
+ Agaric refers to a family of pale, spotted mushrooms with domed caps and a strong, earthy aroma. These fungi are relatively rare and often found growing in clusters near decaying trees. This herb can be used in infusions aligned with the necromancy school, up to 4th level.
+ Angelica
+ Angelica is a tall, hollow-stemmed plant with large umbels of pale green flowers and a strong, sweet aroma. It grows readily in temperate regions and is fairly common. This herb can be used in infusions aligned with the divination school, up to 5th level.
+ Asafetida
+ Asafetida is a resinous substance obtained from the root of a hardy, fennel-like plant. It has a notoriously sharp, sulfuric smell and is somewhat uncommon, typically imported from dry southern regions. This herb can be used in infusions aligned with the evocation school, up to 4th level.
+ Ash Bark
+ Ash bark is smooth and pale gray, harvested from the ash tree. It is widely available and valued for its subtle aromatic quality when dried and ground. This herb can be used in infusions aligned with the illusion school, up to 1st level.
+ Asparagus Root
+ This root is long, knotted, and pale, with a bitter taste and faintly earthy scent. It is easy to cultivate and commonly used in many basic concoctions. This herb can be used in infusions aligned with the evocation school, but can only be used with cantrips.
+ Assassin Seed
+ Assassin seed is a glossy, jet-black seed that grows in harsh, shaded environments. It is extremely rare and often found only in remote or dangerous places. This herb can be used in infusions aligned with the necromancy school, up to 9th level.
+ Belladonna
+ Belladonna is a dark green, bushy plant with small, purple bell-shaped flowers and shiny black berries. It is uncommon and often avoided due to its poisonous nature. This herb can be used in infusions aligned with the evocation school, up to 8th level.
+ Benne
+ Benne, also known as sesame, is a tall, leafy plant that produces small, flat seeds with a nutty scent. It is easy to cultivate and widely available. This herb can be used in infusions aligned with the divination school, up to 2nd level.
+ Benzoin
+ Benzoin is a resin collected from the bark of a small tree, appearing as amber-colored crystals with a warm, sweet fragrance. It is moderately rare and often traded from coastal regions. This herb can be used in infusions aligned with the enchantment school, up to 2nd level.
+ Berberis
+ Berberis is a thorny shrub with small, oval leaves and clusters of bright red berries. The bark and roots contain a distinctive yellow pigment. It is somewhat uncommon and typically found in hilly or forested regions. This herb can be used in infusions aligned with the illusion school, up to 6th level.
+ Bethroot
+ Bethroot is a woodland plant with broad green leaves and a single central flower that ranges from dark red to purple. Its knobby root is thick and astringent. It is moderately common in shaded, moist environments. This herb can be used in infusions aligned with the transmutation school, up to 4th level.
+ Black Horehound
+ Black horehound is a hairy, gray-green plant with a bitter scent and small purple flowers. It tends to grow wild along roadsides and abandoned fields, and is fairly common. This herb can be used in infusions aligned with the enchantment school, up to 7th level.
+ Blackbane
+ Blackbane is a twisted, dark-leaved herb with a bluish hue and sharp-smelling sap. It is very rare and often avoided due to its associations with cursed ground and toxic properties. This herb can be used in infusions aligned with the conjuration school, up to 8th level.
+ Bloodroot
+ Bloodroot is a low-growing plant with heart-shaped leaves and white flowers. Its roots ooze a deep red sap when cut. It grows sparsely in temperate forests and is considered rare. This herb can be used in infusions aligned with the necromancy school, up to 7th level.
+ Butterbur
+ Butterbur has large, broad leaves and produces pinkish-purple flowers on short stalks. It is found near rivers and damp woodlands, and is moderately common. This herb can be used in infusions aligned with the illusion school, up to 7th level.
+ Cardamom
+ Cardamom is a tall, reed-like plant that produces small, fragrant seed pods with a warm, spicy aroma. It is cultivated in warmer regions and considered moderately rare due to its growing conditions. This herb can be used in infusions aligned with the divination school, up to 7th level.
+ Castor
+ Castor is a bushy plant with large, lobed leaves and prickly seed pods that contain oily seeds. It grows quickly in warm climates and is fairly common, though handling it requires care. This herb can be used in infusions aligned with the necromancy school, up to 0th level.
+ Chamomile
+ Chamomile is a low-growing plant with daisy-like white flowers and a gentle, apple-like fragrance. It is widely cultivated and easy to find. This herb can be used in infusions aligned with the divination school, up to 3rd level.
+ Chaulmoogra Oil
+ Chaulmoogra oil is pressed from the seeds of a large, tropical tree. The oil is thick and has a strong, nutty scent. It is rare and typically imported from distant southern lands. This herb can be used in infusions aligned with the illusion school, up to 3rd level.
+ Chives
+ Chives are slender, hollow green stalks that grow in tight clumps. They have a mild onion scent and are commonly found in gardens and wild meadows. This herb can be used in infusions aligned with cantrips from the transmutation school.
+ Colewort
+ Colewort is a leafy green herb with broad, wrinkled leaves and a faintly bitter taste. It grows in cool, shaded soil and is quite common in temperate regions. This herb can be used in infusions aligned with the conjuration school, up to 1st level.
+ Comfrey Root
+ Comfrey has large, fuzzy leaves and bell-shaped purple flowers. Its root is thick and black-skinned with a pale interior. It grows near streams and moist ground and is moderately common. This herb can be used in infusions aligned with the transmutation school, up to 3rd level.
+ Corpsetoe
+ Corpsetoe is a sickly, pale root with knotted offshoots resembling curled toes. It gives off a faint, rotting smell and is extremely rare, said to grow only near ancient battlefields or cursed earth. This herb can be used in infusions aligned with the necromancy school, up to 8th level.
+ Cyclopstongue
+ Cyclopstongue is a thick-stemmed plant with wide, fleshy leaves and a single bulbous flower that droops like a lolling tongue. It's rarely found, usually growing in secluded valleys with heavy magical residue. This herb can be used in infusions aligned with the divination school, up to 8th level.
+ Dandelion
+ Dandelions are hardy plants with jagged leaves and bright yellow flowers that turn into puffballs of seeds. They grow just about anywhere, making them very common. This herb can be used in infusions aligned with the necromancy school, up to 2nd level.
+ Dragonhart
+ Dragonhart is a rare and dramatic-looking herb with long, crimson-veined leaves and a spicy, resinous core. It is found in high mountain ranges or deep magical forests. This herb can be used in infusions aligned with the enchantment school, up to 8th level.
+ Felwort
+ Felwort is a low-growing herb with dark green leaves and star-shaped flowers that emit a faint blue glow at night. It is uncommon and typically found in glades with lingering arcane energy. This herb can be used in infusions aligned with the conjuration school, up to 7th level.
+ Fennel
+ Fennel has feathery leaves and yellow flower clusters, with a strong anise-like aroma. It is widely cultivated and easy to find in warmer climates. This herb can be used in infusions aligned with the divination school, up to 6th level.
+ Fenugreek
+ Fenugreek is a leafy herb with small, pale flowers and bitter, aromatic seeds. It's commonly used in food and medicinal brews, and moderately available through trade. This herb can be used in infusions aligned with the enchantment school, up to 5th level.
+ Feonwort
+ Feonwort is a pale green vine with soft, velvety leaves and clusters of small, fragrant white flowers. It is uncommon and often found climbing over crumbling ruins or in quiet glades. This herb can be used in infusions aligned with the abjuration school, up to 3rd level.
+ Feybread
+ Feybread is a rare, silvery fungus with a smooth, layered texture and a faint, sweet scent. Said to grow only where fey creatures tread, it is prized for its unusual softness and shimmer. This herb can be used in infusions aligned with the enchantment school, up to 9th level.
+ Firecomb
+ Firecomb is a striking herb with waxy, flame-colored petals and a dry, crackling texture. It grows in volcanic soils or areas touched by elemental fire and is extremely rare. This herb can be used in infusions aligned with the enchantment school, up to 9th level.
+ Foxglove
+ Foxglove has tall spires of tubular purple flowers and thick green leaves. It is found in forest clearings and known for its potency and danger if mishandled. This herb can be used in infusions aligned with the enchantment school, up to 6th level.
+ Garlic
+ Garlic grows in clusters of white, papery bulbs with a strong, pungent aroma. It is cultivated widely and considered one of the most common herbs. This herb can be used in infusions aligned with the transmutation school, up to 1st level.
+ Ginseng
+ Ginseng is a forked root with a knotted, humanoid shape and earthy, bittersweet taste. It is cultivated in shaded groves and moderately available. This herb can be used in infusions aligned with the divination school, up to 1st level.
+ Hartstongue
+ Hartstongue is a slender, tongue-shaped fern with glossy, dark green fronds. It thrives in damp, shaded glens and is considered moderately rare. This herb can be used in infusions aligned with the transmutation school, up to 6th level.
+ Hazelwort
+ Hazelwort is a short, shrubby herb with round, soft leaves and tiny, golden-yellow flowers. It grows easily in forest edges and meadows, making it fairly common. This herb can be used in infusions aligned with the necromancy school, up to 1st level.
+ Hellebore
+ Hellebore has thick, leathery leaves and clusters of dark, purplish flowers. It grows in cool climates and is known for its bitterness and toxic nature. This herb can be used in infusions aligned with the necromancy school, up to 6th level.
+ Hyssop
+ Hyssop is a small, woody herb with narrow leaves and spiky, violet flowers. It has a clean, camphor-like scent and is moderately available in hilly terrain. This herb can be used in infusions aligned with the conjuration school, up to 5th level.
+ Ironmoss
+ Ironmoss is a thick, metallic-green moss with a coarse texture and a slight shimmer in sunlight. It grows on old stones and cliffs touched by lingering transmutation magic, and is very rare. This herb can be used in infusions aligned with the transmutation school, up to 9th level.
+ Jewel Weed
+ Jewel weed has succulent, translucent stems and bright orange flowers with red spots. It thrives in damp areas and is moderately common. Its surface often glistens as though covered in dew. This herb can be used in infusions aligned with the abjuration school, up to 5th level.
+ Juniper Berry
+ Juniper berries grow on small, prickly evergreen shrubs and have a sharp, piney aroma. They are commonly found in dry, rocky areas and are easy to gather. This herb can be used in infusions aligned with the evocation school, up to 1st level.
+ Knight's Spur
+ Knight's spur is a tall, striking plant with deeply cut leaves and vivid blue or purple spurred flowers. It's moderately rare and often cultivated for ornamental and arcane purposes. This herb can be used in infusions aligned with the abjuration school, up to 6th level.
+ Leapleaf
+ Leapleaf is a large, elastic plant whose leaves snap closed when disturbed. It grows in wild, magical forests and is considered very rare. This herb can be used in infusions aligned with the transmutation school, up to 8th level.
+ Lily of the Valley
+ This delicate plant bears nodding, bell-shaped white flowers and grows in shaded woodlands. Despite its beauty, it is mildly toxic. It is relatively common in temperate regions. This herb can be used in infusions aligned with the conjuration school, up to 4th level.
+ Lucerne
+ Lucerne is a leafy, green-stemmed plant with small, coiled purple flowers. It is cultivated in temperate farmlands and known for its adaptability. This herb can be used in infusions aligned with the evocation school, up to 3rd level.
+ Mace
+ Mace is derived from the dried lacy covering of nutmeg seeds and has a warm, spiced scent. It is commonly traded and moderately available in urban markets. This herb can be used in infusions aligned with the evocation school, up to 1st level.
+ Madweed
+ Madweed is a wild, spiny herb with twisting stems and erratic growth patterns. It is rarely found and often avoided due to its unpredictable effects. This herb can be used in infusions aligned with the illusion school, up to 9th level.
+ Madwort
+ Madwort is a creeping groundcover with tiny white flowers and a musky odor. It grows in rocky soil and is moderately rare, often associated with chaotic magic. This herb can be used in infusions aligned with the illusion school, up to 8th level.
+ Mandragora
+ Mandragora is a thick-rooted herb with pale leaves and an earthy, human-shaped root. It is rare and typically found in shadowy groves. This herb can be used in infusions aligned with the transmutation school, up to 5th level.
+ Marigold
+ Marigold has vibrant orange and yellow blossoms with a distinct herbal scent. It grows easily in full sun and is very common in gardens and wild fields. This herb can be used in infusions aligned with the divination school, up to 0th level.
+ Marjoram
+ Marjoram is a small, shrubby herb with soft, green leaves and clusters of tiny lavender flowers. It is widely cultivated and known for its pleasant scent. This herb can be used in infusions aligned with the abjuration school, up to 2nd level.
+ Mayflower
+ Mayflower is a creeping woodland plant with glossy leaves and delicate, star-shaped white flowers. It blooms early in spring and is relatively common. This herb can be used in cantrip infusions aligned with the abjuration school.
+ Mistletoe
+ Mistletoe grows in clusters on the branches of trees, with thick green leaves and white berries. It is considered sacred by some and grows in temperate forests. This herb is unique in that it can be used with any infusions aligned with the universal school.
+ Mudar Bark
+ Mudar bark comes from a pale, flowering tree and has a chalky, rough texture. It is bitter and grows in warm, dry regions, making it moderately rare. This herb can be used in infusions aligned with the abjuration school, up to 7th level.
+ Muira-Puama
+ Muira-puama is a woody plant with dark leaves and small white flowers, found deep in tropical forests. It is rare and valued in many cultures. This herb can be used in infusions aligned with the evocation school, up to 3rd level.
+ Nuxvomica
+ Nuxvomica is a tree that produces bitter orange fruits, each containing hard seeds. It is native to warm regions and is rare due to its toxicity. This herb can be used in infusions aligned with the evocation school, up to 4th level.
+ Oregano
+ Oregano is a fragrant herb with small, oval leaves and purplish flowers. It thrives in sunny fields and is widely cultivated and used. This herb can be used in infusions aligned with the conjuration school, up to 0th level.
+ Parsnip
+ Parsnip is a root vegetable with white flesh and leafy green tops. It is commonly grown in rural fields and is very accessible. This herb can be used in infusions aligned with the illusion school, up to 2nd level.
+ Plantain
+ Plantain is a low-growing herb with broad, ribbed leaves and small green flower spikes. It grows in meadows and along paths and is commonly found across most regions. This herb can be used in infusions aligned with the conjuration school, up to 3rd level.
+ Pomegranate
+ Pomegranate is a fruit-bearing shrub or small tree with glossy leaves and vivid red flowers. Its round fruits are filled with jewel-like seeds and grow in warm, arid regions. This herb can be used in infusions aligned with the evocation school, up to 5th level.
+ Quince
+ Quince is a small tree that bears hard, yellow fruits and has pale pink blossoms in spring. It grows in cultivated orchards and is moderately available. This herb can be used in infusions aligned with the divination school, up to 4th level.
+ Red Cockscomb
+ Red cockscomb is a vivid flowering plant with a striking, crest-like bloom that resembles a rooster's comb. It thrives in warm climates and is often grown ornamentally. This herb can be used in infusions aligned with the conjuration school, up to 2nd level.
+ Rose
+ Rose bushes are thorny shrubs with fragrant, layered blossoms in many colors. They are widely cultivated and symbolically significant across many lands. This herb can be used in infusions aligned with the illusion school, up to 0th level.
+ Rosemary
+ Rosemary is a hardy evergreen herb with needle-like leaves and pale blue flowers. It is fragrant, drought-tolerant, and commonly grown in gardens. This herb can be used in infusions aligned with the abjuration school, up to 1st level.
+ Scopolia
+ Scopolia is a dark-leaved plant with bell-shaped purple flowers and a narcotic scent. As rare as it is potent, scopolis is only found in the deepest parts old growth forests. This herb can be used in infusions aligned with the evocation school, up to 6th level.
+ Seerglove
+ Seerglove is a delicate, translucent herb with curling leaves that seem to shimmer in moonlight. It grows in high-altitude groves and is extremely rare. This herb can be used in infusions aligned with the divination school, up to 9th level.
+ Senna
+ Senna is a tall, slender plant with pairs of bright yellow flowers and soft, feathery leaves. It grows in dry grasslands and is fairly common. This herb can be used in infusions aligned with the necromancy school, up to 3rd level.
+ Shamblerstalk
+ Shamblerstalk is a thick, sinewy vine that twitches when touched. It grows in dark, humid forests and is known to root itself into anything that stands still. This herb can be used in infusions aligned with the conjuration school, up to 9th level.
+ Spikenard
+ Spikenard is a flowering plant with hairy stems, broad leaves, and clusters of pinkish bell-shaped blossoms. It grows on misty mountainsides and is moderately rare. This herb can be used in infusions aligned with the conjuration school, up to 6th level.
+ Stickwort
+ Stickwort is a spindly herb with sticky stems and small, pale blossoms that cling to clothing and fur. It grows in tangled thickets and is relatively uncommon. This herb can be used in infusions aligned with the necromancy school, up to 5th level.
+ Sweet Balm
+ Sweet balm is a leafy herb with a citrusy fragrance and tiny white flowers. It grows in sunny meadows and is commonly cultivated for its soothing properties. This herb can be used in infusions aligned with the illusion school, up to 4th level.
+ Thoughtwort
+ Thoughtwort has slender, silver-veined leaves and blooms only at night, releasing a faint humming sound. It is rare and often sought by mages. This herb can be used in infusions aligned with the transmutation school, up to 7th level.
+ Thyme
+ Thyme is a low, woody herb with small, aromatic leaves and purple flowers. It grows easily in rocky soil and is widely cultivated and traded. This herb can be used in infusions aligned with the evocation school, up to 0th level.
+ Turtlewort
+ Turtlewort is a sturdy plant with broad, thick leaves and dark purple flowers. It grows near swampy waters and is considered rare due to its slow growth. This herb can be used in infusions aligned with the abjuration school, up to 9th level.
+ Unicorn Root
+ Unicorn root is a tall, leafy herb with a single flowering stalk resembling a twisted horn. It grows in undisturbed glades and is extremely rare. This herb can be used in infusions aligned with the abjuration school, up to 8th level.
+ Waybread
+ Waybread is a common, hardy plant with wide, oval leaves and upright flower spikes. It grows along roadsides and paths, easily found by travelers. This herb can be used in infusions aligned with the transmutation school, up to 2nd level.
+ White Horehound
+ White horehound is a woolly-stemmed herb with small white blossoms and a bitter scent. It grows in dry, rocky areas and is moderately available. This herb can be used in infusions aligned with the abjuration school, up to 4th level.
+ Wolfsbane
+ Wolfsbane is a tall, striking plant with hooded purple flowers. It is found in cold mountainous areas and is both toxic and highly sought after. This herb can be used in infusions aligned with the evocation school, up to 7th level.
+ ****
+ Mundane Herbs
+ These herbs can be used with the create infusion feat. Target them with the spell you want to store for later use.
+ ### PRC8 CRAFT SCEPTER RESERVE ###
+ Craft Scepter
+ Type of Feat: Item Creation
+Prerequisite: Lore 4 Ranks, Can cast 9th circle spells.
+
+Benefit: You can create a scepter that holds any spell of 7th level or lower that you know. Unlike a magic wand, a scepter can contain up to two spells, each of which has a cost in charges to use. Both spell effects draw from a common pool of charges, so they can be used in any combination.
+
+Crafting a scepter takes one day for each 1,000 gp in its base price. The base price of a scepter is its caster level × the spell level × 750 gp for the highest-level spell included, plus the caster level × the spell level × 375 gp for the second spell, if any. To craft a scepter, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this amount. A newly created scepter has 50 charges. Any scepter that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty units of the material component or pay fifty times the XP cost.
+ Mundane Scepter
+ Mundane scepters are club-like magical implements that can be used by characters with the craft scepter feat to create magical scepters of any targeted spell of 7th level or lower.
+In order to craft a magical scepter, the caster needs to target the scepter with the spell they want to craft into it.
+ Enchanted Scepter
+ The scepter is potentially a magically-charged item. Powers and effects vary greatly.
Swarm of Arrows
Prerequisites
Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).
@@ -86176,6 +86983,23 @@ Prerequisite: Ki Power, Proficiency with all martial weapons
Specifics: Your fighter and ninja levels stack for the purpose of determining the size of your ki pool, as well as your AC bonus. For example, a 5th-level fighter/1st-level ninja with this feat could use his ki powers a number of times equal to 3 (one-half his ninja and fighter levels) + his Wisdom bonus (if any), and would have a +1 bonus to AC (as if he were a 6th-level ninja).
Use: Automatic
Special: A fighter can select Martial Stalker as one of his fighter bonus feats.
+ Favored of the Companions
+ Type of Feat: Exalted
+Prerequisite: Good Alignment*
+Specifics: Talisid or one of the Five Companions, the paragons of the guardinals, and in exchange gain power to act on their behalf. Once per day, you may call upon your archon patron to gain a +1 luck bonus to damage, attack roll and saving throws for 9 seconds.
+Use: Selected.
+Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat or the Knight of Stars feat. Your allegiance is only yours to give once
+
+(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)
+ Plant Defiance
+ Type of Feat: General
+Prerequisite: Ability to cast detect animals or plants. (Archivist, Druid or Ranger)
+Benefit: You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn plants.
+ Plant Control
+ Type of Feat: General
+Prerequisites: Plant Defiance, ability to cast speak with plants.
+
+Benefit: You rebuke or command plants as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though you may issue your commands mentally if desired. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke plants.
Investigator
Type of Feat: General
Benefit: You get a +2 bonus on all Sense Motive and Search checks.
@@ -86237,6 +87061,57 @@ When you take this feat, choose one 1st-level power from any psionic class list.
Hidden Talent (Thicken Skin)
Hidden Talent (Vigor)
Hidden Talent (Grip Of Iron)
+ ****
+ Leonal's Roar
+ Evocation [Good, Sonic]
+Level: Druid 8
+Components: V
+Casting Time: 1 standard action
+Range: 40 ft.
+Target: Nongood creatures in a 40-ft.-radius spread centered on you
+Duration: Instantaneous
+Saving Throw: Fortitude partial
+Spell Resistance: Yes
+
+This spell has the effect of a holy word, and it additionally deals 2d6 points of sonic damage to nongood creatures in the area.
+A successful Fortitude saving throw negates the sonic damage, but not the other effects of the spell.
+ Leonal's Roar (15)
+ Leonal's Roar (20)
+ ****
+ Regenerate Ring
+ Conjuration (Healing)
+Level: Druid 3
+Components: V, S
+Casting Time: 1 action
+Range: 20 ft.
+Target: One creature/two levels, no two of which can be
+more than 30 ft. apart
+Duration: 10 rounds + 1 round/two levels
+Saving Throw: Will negates (harmless)
+Spell Resistance: Yes (harmless)
+
+You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell’s duration, not to that from previous injuries. Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate ring does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell’s duration by the full duration of the second spell.
+ Regenerate Ring (6)
+ Regenerate Ring (9)
+ Regenerate Ring (12)
+ ****
+ Regenerate Circle
+ Conjuration (Healing)
+Level: Druid 5
+Components: V, S
+Casting Time: 1 action
+Range: 20 ft.
+Target: One creature/two levels, no two of which can be
+more than 30 ft. apart
+Duration: 10 rounds + 1 round/two levels
+Saving Throw: Will negates (harmless)
+Spell Resistance: Yes (harmless)
+
+You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell’s duration, not to that from previous injuries. Each subject heals 3 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate circle does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell’s duration by the full duration of the second spell.
+ Regenerate Circle (10)
+ Regenerate Circle (15)
+ Regenerate Circle (20)
+ ****
Force Missiles
Evocation [Force]
Level: Sorcerer 4, Wizard 4,
@@ -86262,6 +87137,7 @@ of a creature.
You gain one missile for every four caster levels. Extra missiles distribute
themsleves amongst your enemies evenly.
+ ****
Force Missiles (8)
Force Missiles (12)
Chasing Perfection
@@ -86296,14 +87172,13 @@ Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
-Regenerate light wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the
-first spell's duration by the full duration of the second spell.
+Regenerate light wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Light Wounds (3)
Regenerate Light Wounds (6)
Regenerate Light Wounds (9)
Regenerate Moderate Wounds
Conjuration (Healing)
-Level: Cleric 2, Druid 2,
+Level: Cleric 3, Druid 2
Components: V, S,
Casting Time: 1 action
Range: Touch
@@ -86314,14 +87189,13 @@ Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 2 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
-Regenerate moderate wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the
-first spell's duration by the full duration of the second spell.
+Regenerate moderate wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Moderate Wounds (3)
Regenerate Moderate Wounds (6)
Regenerate Moderate Wounds (9)
Regenerate Serious Wounds
Conjuration (Healing)
-Level: Cleric 3, Druid 3,
+Level: Cleric 5, Druid 4
Components: V, S,
Casting Time: 1 action
Range: Touch
@@ -86332,14 +87206,13 @@ Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 3 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
-Regenerate serious wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the
-first spell's duration by the full duration of the second spell.
+Regenerate serious wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Serious Wounds (5)
Regenerate Serious Wounds (10)
Regenerate Serious Wounds (15)
Regenerate Critical Wounds
Conjuration (Healing)
-Level: Cleric 4, Druid 4,
+Level: Cleric 6, Druid 5
Components: V, S,
Casting Time: 1 action
Range: Touch
@@ -86350,8 +87223,7 @@ Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 4 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
-Regenerate critical wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the
-first spell's duration by the full duration of the second spell.
+Regenerate critical wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Regenerate Critical Wounds (7)
Regenerate Critical Wounds (12)
Regenerate Critical Wounds (15)
@@ -86622,7 +87494,7 @@ Specifics: You gain a +2 bonus on saving throws to resist any fear effect, despa
Custom CEP 2.1
* Builder Specific
* DM Specific
- Tools & Widgets
+ Tools and Widgets
DM Tools
DM Books
Players Tools
@@ -86685,7 +87557,7 @@ Specifics: You gain a +2 bonus on saving throws to resist any fear effect, despa
Clerical
Magical
*For TSR head ONLY
- Clothing & Armor
+ Clothing and Armor
CUSTOM
Monsters
Miscellaneous Small 4*