1# CVS $Revision$ $Author$ -- Thu Jun 20 17:08:21 2013 -- reformated by prettylst.pl v1.50 (build 19967)
2SOURCELONG:Alderac Entertainment Group (AEG) - Empire	SOURCESHORT:Empire	SOURCEWEB:http://alderac.com/d20
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4
5#Noble Class Abilities
6# Ability Name			Unique Key					Category of Ability		Type				Visible	Innate Spells								Description																																																																										Bonus to skill
7Strength of Will			KEY:Strength of Will ~ Noble		CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:When the noble makes a Will save vs. any school from the enchantment school, he may re-roll his save if the first attempt fails. He must keep the result of the second roll.
8Canny Administrator								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:During each season, the noble's domain produces 10%% of an one resource.
9Expert Financier									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The noble pays 10%% less gold to construct all strongholds and public works projects in his domain.
10Noble Bearing									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:Your bearings shine through.  +2 bonus to all Diplomacy and Intimidate checks.																																																														BONUS:SKILL|Diplomacy,Intimidate|2
11Indomitable Will			KEY:Indomitable Will ~ Noble		CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:You are immune to all spells from the enchantment school 3rd level or lower.
12Master of Protocol								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:When making Diplomacy checks to establish an alliance with a fellow ruler, you gain a +4 competence bonus to his roll.
13Political Master									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The noble gains a +4 bonus to all his followers' loyalty scores, including commoners and his military.  In addition, the noble may designate one group per point of Charisma bonus as his primary supporters.  These groups make two rolls for loyalty test, always taking the higher roll.
14Renowned Monarch									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES	SPELLS:Innate|TIMES=1|CASTERLEVEL=20|Suggestion,13+CHA	DESC:Followers affected by his political master ability now gain a +8 bonus to loyalty.  All the rest of his minions gain a +4 bonus.  He can also cast a Suggestion spell 1/day as a 20th level Sorcerer.
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16#Hero of the People Class Abilities
17Will of the People								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:Commoners in your domain gain a +10 bonus to their loyalty score.  +2 Competence bonus to all Diplomacy and Sense Motive checks with any NPC who has one more levels in the commoner class.
18Army of the People								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:During the spring season, you may allocate up to 25%% of your population into military units.  They form military units of 1st level commoners who must be equipped.
19Work of the People								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:Once per year, you select one resource type.  Each area in your domain that produces that produces one extra unit of that resource.
20Army of Fanatics									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:Units raised with Army of the People gain a +1 morale bonus to attacks and a +5 morale bonus to morale saves.
21Exalted Monarch									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:Commoners never check for rebellion.
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23#Political Mastermind Class Abilities
24Friends in high places								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:Select a number of nobles or rulers equal to his Charisma bonus.  These rulers are staunch, close allies.  They have a +10 loyalty bonus toward the mastermind.  In game terms, the allies act as if under the effects of charm person.  They must have the same alignment as the mastermind along the good - neutral - evil axis.
25Friend in need									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The mastermind gains 5%% of the yearly production of one type of resource from each of his allies gained with his friends in high places ability.
26Web of power									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:He gains two more allies who act as if they were under the effect of his friends in high places ability.
27Staunch allies									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:If dragged into a war, he can appropriate up to 10%% of his allies military forces to fight alongside his own.  He gains control of the weakest units first.  These units fight poorly.  They suffer a -1 morale penalty to attacks and a -2 morale penalty to all Morale saves.
28#Web of power				CATEGORY:Special Ability		VISIBLE:YES		DESC:He gains two more allies who act as if they were under the effect of his friends in high places ability.																																										TYPE:SpecialQuality
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30#Barbarian MOD - EMPIRE Powers
31Berserker Lord									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:When creating new units, they maybe 1st level Barbarians instead of 1st level warriors.  The upkeep remains the same.
32Ferocious Warlord									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:If the Barbarian participates in a battle, all units under his command gain a +1 morale bonus to all Morale saves.
33Bloodthirsty Reputation								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:All enemy units fighting your units suffer a -1 morale penalty to morale saves.
34Master of the Hordes								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:If the Barbarian fought a battle in the Summer, the next Spring he may recruit 1d6 medium-sized units of Barbarians for free.  They remain until the next Spring.
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36#Bard MOD - EMPIRE Powers
37Beloved Leader									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:When rolling to  the pool of settlers he can draw from, the bard gains a +2 competence bonus.
38Political Operative								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:Once per phase, the bard may make a Gather Information check (DC 30).  If succeeds, he immediately learns the loyalty score of a single person in his command or a neighboring lord.
39Beloved Monarch									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The bards followers and people all gain a +2 morale bonus to their loyalty scores.
40Exalted Leader									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:During each spring, he gains a +4 competence bonus to determine his pool of settlers.  In addition, the bard may select one resource in his domain and increase its output by 25%% for the year.
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42#Cleric MOD - EMPIRE Powers
43Religious Authority								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The cleric can turn over one area of his domain to his church (which he loses the ability to use) and in return the cleric gains the service of a medium-sized unit of heavy infantry. A cleric can only cede one area per year.
44Divine Blessing									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The cleric gains a +4 divine bonus to their random events roll each season as long as they donate at least one unit of gold to the church.  If the cleric goes four consecutive seasons without a donation, they suffer a -4 divine penalty until make a donation.
45High Priest										CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:All the clerics followers, including the people as a whole, gain a +2 divine bonus to their loyalty scores.
46Divine Monarch									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:During any season the cleric uses their divine blessing, they can use one of three other benefits. They may cancel any one random event that befalls their domain. They may call upon a medium-sized unit of hound archons for the season.  They may impose a -2 circumstance penalty to attack and morale saves on any unit of outsiders that fight against their army for that season.
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48#Druid MOD - EMPIRE Powers
49Nature's Bounty									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The druid triples his realm's food production as long as half the areas under his control are left uninhabited and not used to produce more resources.
50King of Forest and Field							CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The druid may raise units of animals (up to 2 HD) to fight alongside his armies.  He counts any area that is uninhabited and that has not been used to produce resources as fully inhabited for recruiting purposes.
51Speaker of Trees									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The druid may use the spell scrying as a supernatural ability to look upon any area within his realm.  He may choose to view the area from the ground up or up to 100 feet above ground.
52Earth's Sacred Province								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:As long as the druid meets the requirements for his natures bounty ability, they gain the services of a Medium-sized unit of treants and 1d6 Medium-sized units of fey creatures with 2 or fewer HD.  He may also double the production of any resource aside from food once per year.
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54#Fighter MOD - EMPIRE Powers
55Martial Training									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:When raising or hiring armies, the fighter may upgrade his soldiers from warriors to fighters for free.
56Keen Tactician									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:When fighting mass combats on his own lands, the fighters units gain a +2 bonus to initiative and a +1 morale bonus to attacks and Morale saves.
57Elite Soldiers									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:When creating and raising units from his population base, the fighter may give them a free, +1 bonus to their level.  This bonus may be given to any unit, once.  The fighter may use this ability once per season.  The unit may take no other action that season as it is training.
58Lord of Battle									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:He may apply his elite soldiers ability to his units a second time, giving them a total of 2 bonus levels.  No unit may receive this bonus more than once.
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60#Monk MOD - EMPIRE Powers
61Keeper of Order									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The monk's calm demeanor and reputation for control make him a valued ally, granting a +2 morale bonus to the loyalty of all allies and friends he makes outside of his domain.
62Leader of the Way									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:A monk who rules a domain gains a free, Medium-sized unit of 1st-level monks.  These require normal upkeep and come without any equipment.  Their races matches the ruler's.
63Enlightened Rule									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:When drawing recruits to his army from the population pool, the monk may count 1st level warriors as 2nd-level monks for free. This upgrade only applies to units created by the monk and does not apply retroactively.
64Master of the Order								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:Each season, the monk may raise a medium-sized unit of monks per his Leader of the Way ability.  This unit dissolves at the end of the season, but may be used next season to keep it together.  Also, if the domain is invaded, 10%% of the peasant population may be converted to 1st level monk units.  These warriors fight with a +1 morale bonus to attacks and a +4 morale bonus to all Morale saves.
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66#Paladin MOD - EMPIRE Powers
67The Good King									CATEGORY:Special Ability					VISIBLE:YES											DESC:During the spring phase, the paladin gains a +1 competence bonus to his roll to determine the pool of settlers.  Furthermore, the commoners gain a +2 morale bonus to their loyalty score.
68Legion of Honor									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The paladin gains teh service of a Medium-sized unit of 2nd-level Paladins.  These paladins share the paladins race.
69Benevolent Monarch								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The commoners gain a +4 morale bonus to their loyalty score. In the event of invasion, the paladin can raise 20%% of the commoner population as 1st level commoners outfitted with whatever weapons and armors he can spare.  These commoners gain a +1 morale bonus to attack and a +4 morale bonus to Morale saves.
70Hero King										CATEGORY:Special Ability					VISIBLE:YES											DESC:All allies and followers who serve with the paladin gain a +2 morale bonus to their loyalty scores.  No non-evil lord can ever invade his realm as long as the Paladin does not initiate hostilities.
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72#Ranger MOD - EMPIRE Powers
73Rugged Frontiersmen								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:When determining the minimum amount of food the ranger's holding needs to operate, reduce the amount by 10%%.  Furthermore, commoners gain a +1 bonus to loyalty.
74Ranger Lord										CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The ranger gains the service of a Medium-sized unit of 2nd-level rangers.
75Friend of the Land								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:When the ranger commands an army within his domain, all units under his command gain a +2 bonus to initiative.  Second, when resolving scouting and screening rolls, he gains a +5 competence bonus to their rolls.  Finally, he may recruit up to 10%% of his commoner population as 1st level rangers.
76Wildlands Monarch									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The ranger may increase their production of a single resource by 50%%.  In addition, the ranger may upgrade military units from 1st-level warriors to 1st-level rangers for free.  This is not applied retroactively.
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78#Rogue Mod - EMPIRE Powers
79Black Marketeer									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The rogue may opt to gain a 50%% increase in the prices of the goods he is selling.  However, this is a 10%% chance that the rogue's business partner will make off with the goods and not pay.
80Friends in Low Places								CATEGORY:Special Ability					VISIBLE:YES											DESC:The rogue gains a +10 competence bonus to all Gather Information checks in his domain.
81Criminal Mastermind								CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The rogue may use his Black Marketeer ability without the 10%% chance of losing the goods.  He may by items and materials at 75%% of their normal prices.
82Kingpin										CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The rogue now gains a +20 competence bonus to all Gather Information checks within his domain and a +5 bonus to all checks outside of his domain.  Production of all goods within his realm are increased by 10%%.
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84#Sorcerer MOD - EMPIRE Powers
85Call of Magic									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:When recruiting units for his armies, the sorcerer can upgrade soldiers from 1st-level warriors to 1st-level Sorcerers without paying additional costs.
86Strength of Will			KEY:Strength of Will ~ Sorcerer	CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:All the followers of the sorcerer gain a +2 morale bonus to their loyalty scores due to the natural arcane attraction.
87Sorcerer Lord									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:Sorcerer Lord	DESC:The sorcerer gains a +5 circumstance bonus when scrying any area within his domain.  Also, if the sorcerer takes part in a battle involving units he raised and hired, his army gains a +2 morale bonus to all saves against magical spells, supernatural abilities, and spell-like abilities.  The sorcerer and all spellcasters under his command gain a +2 morale bonus to all caster level checks to defeat spell resistance.
88Draconic Monarch									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The sorcerer gains a small-sized unit of dragons, fey, undead, or magical beasts whose CR or total level is up to 4.
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90#Wizard MOD - EMPIRE Powers
91Keeper of Secrets									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:When recruiting units for his armies, the wizard may upgrade soldiers from 1st-level warriors to 1st-level wizards without paying any additional costs in time or resources.
92Arcane Cabal									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:Any army that fights against the wizard's forces suffers a -1 morale penalty to Morale saves.  Furthermore, any enemy units attacked in melee by outsiders suffer a -2 morale penalty to attacks and Morale saves.
93Mystic Tradesman									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:When the wizard's domain produces and sells magic items, they fetch an additional 10%% of the listed market price.
94Master of Magic									CATEGORY:Special Ability	TYPE:SpecialQuality	VISIBLE:YES											DESC:The wizard gains control of a small unit of outsiders that serve in his army.  These outsiders may not have a CR or total level greater than 4.
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