1# CVS $Revision: $ $Author: $ -- Fri Jan 1 12:57:05 2016 -- reformated by PCGen PrettyLST v6.06.00 2 3###Block: Rage Powers 4# Ability Name Unique Key Category of Ability Type Var. Min. Value Description Source Page 5Bloody Fist KEY:Rage Power ~ Bloody Fist CATEGORY:Special Ability TYPE:Rage Power.SpecialQuality.Extraordinary PREVARGTEQ:RagePowersPrereqLVL,12 DESC:While raging, the barbarian may attempt to punch through an opponent's flesh and rip out one of its vital organs. In order to do so, the barbarian must confirm a critical hit against an opponent with a natural attack or unarmed strike. The barbarian deals damage as normal for a critical hit and the opponent must succeed at a Fortitude save (DC = 10 + i/2 the barbarian's class level+ the barbarian's Strength modifier) or take id4 points of Constitution damage as one of its vital organs is ripped free from its body. This power can only be used once per rage. A barbarian must be at least 12th level to select this rage power. SOURCEPAGE:p.8 6Feast of Blood KEY:Rage Power ~ Feast of Blood CATEGORY:Special Ability TYPE:Rage Power.SpecialQuality.Supernatural PREVARGTEQ:RagePowersPrereqLVL,14 DESC:While raging, the barbarian may feast on the organs of her foes and absorb their power. After successfully ripping out a creature's vital organ, the barbarian may eat the organ within i minute of extracting it as a full-round action that provokes attacks of opportunity. Once the organ is consumed, the barbarian recovers a number of hit points equal to the Hit Dice of the organ's owner. In addition, the barbarian gains any energy immunities or resistances the victim had, though the effectiveness of these resistances is halved (for instance, a barbarian who eats the heart of a creature with resist cold 10 would gain resist cold 5; energy immunities are reduced to resist energy 20). This energy resistance lasts for a number of rounds equal to half the Hit Dice of the creature whose organ was consumed. A barbarian must have the bloody fist rage power to select this rage power. A barbarian must be at least 14th level to select this rage power. SOURCEPAGE:p.8 7 8###Block: Archetype 9# Ability Name Unique Key Category of Ability Type Required Class Description Ability Cost Source Page 10Cold Iron Warden CATEGORY:Archetype TYPE:InquisitorArchetype PRECLASS:1,Inquisitor=1 DESC:The natural enemies of demoniacs and other cultists of fiendish forces, cold iron wardens are inquisitors who dedicate their lives to eradicating the taint of demonkind from Golarion. ABILITY:Inquisitor Class Feature|AUTOMATIC|Cold Iron Warden ~ Track Teleportation|PRECLASS:1,Inquisitor=2 ABILITY:Inquisitor Class Feature|AUTOMATIC|Cold Iron Warden ~ Abyssal Scourge|PRECLASS:1,Inquisitor=3 ABILITY:Inquisitor Class Feature|AUTOMATIC|Cold Iron Warden ~ Favored Judgment|PRECLASS:1,Inquisitor=3 ABILITY:Inquisitor Class Feature|AUTOMATIC|Cold Iron Warden ~ Bane|PRECLASS:1,Inquisitor=5 ABILITY:Inquisitor Class Feature|AUTOMATIC|Cold Iron Warden ~ Translate Telepathy|PRECLASS:1,Inquisitor=5 COST:0 11# COMMENT: Add Archetype swaps 12CATEGORY=Archetype|Cold Iron Warden.MOD 13#track and the teamwork feats gained at 12th and i8th level. 14#replaces solo tactics and the teamwork feats gained at 6th and i5th level. 15#This ability replaces the teamwork feats gained at 3rd and 9th level. 16#bane ability. 17#replaces discern lies. 18# 19Track Teleportation KEY:Cold Iron Warden ~ Track Teleportation CATEGORY:Special Ability TYPE:Inquisitor Class Feature.Cold Iron Warden Class Feature.SpecialQuality.Supernatural DESC:At 2nd level, a cold iron warden may acquire clues about a teleporting creature's destination by closely examining the place it once stood. As a full-round action while standing in a square that a creature occupied when it cast a conjuration (teleportation) spell or spell-like ability, the cold iron warden may attempt a Survival check (DC io + the teleportation spell's caster level) to sense the direction of the creature's destination as well as whether the destination lies within 25 feet, 100 feet, 1,000 feet, or more than 1,000 feet of her. She must use this ability within a number of rounds after the creature's teleportation equal to i/2 her inquisitor level, after which the trail goes cold. A cold iron warden may use this ability once per day plus one additional time per day for every 4 levels she has beyond 2nd. At 12th level, if the cold iron warden exceeds the Survival check DC by 5 or more, she can also sense the creature's location as if using the locate creature spell, using her inquisitor level as the caster level. At i8th level, if the cold iron warden exceeds the Survival check DC by 10 or more, she can also sense the creature's location as if she had cast discern location. This ability replaces track and the teamwork feats gained at 12th and i8th level. SOURCEPAGE:p.15 20Abyssal Scourge KEY:Cold Iron Warden ~ Abyssal Scourge CATEGORY:Special Ability TYPE:Inquisitor Class Feature.Cold Iron Warden Class Feature.SpecialQuality.Supernatural DESC:At 3rd level, a cold iron warden gains Alignment Channel as a bonus feat and must choose either chaotic or evil outsiders. She can channel energy as a cleric of her inquisitor level - 2 a number of times per day equal to 3 + her Charisma modifier, but only to use Alignment Channel to damage outsiders. The DC of the Will save to halve the damage is equal to 10 + i/2 the inquisitor's level + the inquisitor's Charisma modifier. At 6th level, the energy lingers in the affected area for i round as a shimmering, barely perceptible, mist that disrupts Abyssal magic. A creature in the mist that casts a conjuration (summoning) spell or spell-like ability with the selected alignment subtype must succeed at a concentration check or lose the spell. At i 5th level, any chaotic or evil creature that casts a conjuration (teleportation) spell or spell-like ability while in the mist must succeed at a concentration check or lose the spell. The concentration check DC for both abilities is equal to is+ double the level of the conjuration spell. A cold iron warden can take other feats to add to this ability such as Improved Channeling, but not feats that alter this ability, such as Command Undead. This ability replaces solo tactics and the teamwork feats gained at 6th and i5th level. SOURCEPAGE:p.15 21Favored Judgment KEY:Cold Iron Warden ~ Favored Judgment CATEGORY:Special Ability TYPE:Inquisitor Class Feature.Cold Iron Warden Class Feature.SpecialQuality DESC:At 3rd level, the inquisitor gains Favored Judgment (Pathfinder RPG Ultimate Ma9ic i50) as a bonus feat but must choose either outsider (chaotic) or outsider (evil). At 9th level, she gains Favored Judgment as a bonus feat a second time and must choose either outsider (chaotic) or outsider (evil). This ability replaces the teamwork feats gained at 3rd and 9th level. SOURCEPAGE:p.15 22Bane KEY:Cold Iron Warden ~ Bane CATEGORY:Special Ability TYPE:Inquisitor Class Feature.Cold Iron Warden Class Feature.SpecialQuality.Supernatural DESC:A cold iron warden reduces the amount of bonus damage dealt when using her bane ability against creatures that are not outsiders with the chaotic or evil subtype by id6. She increases the amount of bonus damage by id6 when she selects outsiders with the chaotic or evil subtype. This ability modifies the bane ability. SOURCEPAGE:p.15 23Translate Telepathy KEY:Cold Iron Warden ~ Translate Telepathy CATEGORY:Special Ability TYPE:Inquisitor Class Feature.Cold Iron Warden Class Feature.SpecialQuality.Supernatural DESC:At 5th level, an inquisitor can sense when a creature within 5 feet of her receives or sends a telepathic message. The distance at which she can detect telepathic messages increases by 5 feet for every 5 additional inquisitor levels she has beyond 5th level, to a maximum of 20 feet at 20th level. By making a Perception check (DC is+ the highest CR of the creatures using telepathy) as an immediate action, she may listen to all telepathic messages sent to and by creatures in this area for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. This ability replaces discern lies. SOURCEPAGE:p.15 24 25 26###Block: Traits 27# The following are Regional traits for characters native to Sarkoris or the Worldwound. 28# Ability Name Unique Key Category of Ability Type Multiple Requirements Required Text Description Source Page 29Abyssal Eavesdropper KEY:Trait ~ Abyssal Eavesdropper CATEGORY:Special Ability TYPE:Trait.BasicTrait.RegionalTrait PREMULT:1,[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CombatRegional],[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Abyssal Eavesdropper] PRETEXT:native to Sarkoris or the Worldwound. DESC:Having grown up near the Worldwound, you have a rough understanding of the demons' guttural babble. You add Abyssal to your list of languages known, though you take a -2 penalty on Diplomacy, Intimidate, and Bluff checks made while speaking Abyssal, as well as a -2 penalty on Linguistics checks made to read Abyssal text. If you gain Abyssal as a language again at a later time (such as by taking a rank in Linguistics and selecting Abyssal as a learned language), these skill check penalties become +2 trait bonuses instead. SOURCEPAGE:p.23 30Demon-Proof Mind KEY:Trait ~ Demon-Proof Mind CATEGORY:Special Ability TYPE:Trait.BasicTrait.RegionalTrait PREMULT:1,[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CombatRegional],[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Demon-Proof Mind] PRETEXT:native to Sarkoris or the Worldwound. DESC:You are used to the maddening energy fluctuations emanating from the Worldwound, and have steeled your mind against their influence. You gain a +2 trait bonus on saving throws against the mindaffecting effects of evil outsiders. SOURCEPAGE:p.23 31Planar Negotiator KEY:Trait ~ Planar Negotiator CATEGORY:Special Ability TYPE:Trait.BasicTrait.RegionalTrait PREMULT:1,[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CombatRegional],[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Planar Negotiator] PRETEXT:can be taken by characters that have intimate ties to the Abyss. DESC:You are used to dealing with outsiders that would fluster a less experienced negotiator. When dealing with an outsider within one step of your alignment, you gain a +i trait bonus on Diplomacy and Sense Motive checks. Increase these bonuses to +2 if you and the outsider worship the same deity. SOURCEPAGE:p.25 32True Name Caller KEY:Trait ~ True Name Caller CATEGORY:Special Ability TYPE:Trait.BasicTrait.RegionalTrait PREMULT:1,[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CombatRegional],[PREABILITY:1,CATEGORY=Special Ability,Trait ~ True Name Caller] PRETEXT:can be taken by characters that have intimate ties to the Abyss. DESC:You are skilled at discovering the true names of outsiders. Choose a plane other than the Material Plane. When attempting to discover the true name of an outsider from the chosen plane, you halve the amount of research time required and gain a +4 trait bonus on the Knowledge (planes) check made to learn the outsider's name. For more information on binding outsiders using their true names, see page 101 of Pathfinder RPG Ultimate Ma.9ic. SOURCEPAGE:p.25 33 34###Block: Campaign Traits - (Wrath of the Righteous Adventure Path) 35# Ability Name Unique Key Category of Ability Type Multiple Requirements Description Source Page 36Chance Encounter (Trickster) KEY:Trait ~ Chance Encounter CATEGORY:Special Ability TYPE:Trait.BasicTrait.CampaignTrait PREMULT:1,[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait],[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Chance Encounter] DESC:You tended to get in over your head as a child, but your biggest youthful misadventure was the time you "accidentally " found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the aid of a mysterious woman who helped you trick your way through a group of cultists. Ever since, you've just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately re-roll that check as a free action. You must take the second result, even if it is worse. SOURCEPAGE:p.31 37Child of the Crusades (Marshal) KEY:Trait ~ Child of the Crusades CATEGORY:Special Ability TYPE:Trait.BasicTrait.CampaignTrait PREMULT:1,[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait],[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Child of the Crusades] DESC:Your parents were members of the Mendevian Crusades. The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. SOURCEPAGE:p.31 38Exposed to Awfulness (Guardian) KEY:Trait ~ Exposed to Awfulness CATEGORY:Special Ability TYPE:Trait.BasicTrait.CampaignTrait PREMULT:1,[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait],[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Exposed to Awfulness] DESC:As a child, you were badly mauled by a demon. The demon was slain before it could kill you, but you lingered at death's door for weeks before regaining consciousness. Ever since, you've been unusually hale and hearty, as if your body had reacted to its brush with doom by becoming supernaturally fit. Once per day when you fail a saving throw against an effect created by a demon that would kill or incapacitate you physically, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. SOURCEPAGE:p.31 39Riftwarden Orphan (Archmage) KEY:Trait ~ Riftwarden Orphan CATEGORY:Special Ability TYPE:Trait.BasicTrait.CampaignTrait PREMULT:1,[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait],[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Riftwarden Orphan] DESC:You bear a strange birthmark on your body-something you've learned is the Sign of the Seeker's Spiral, a rune associated with the secret society known as the Riftwardens. You've long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on concentration checks. SOURCEPAGE:p.31 40Stolen Fury (Champion) KEY:Trait ~ Stolen Fury CATEGORY:Special Ability TYPE:Trait.BasicTrait.CampaignTrait PREMULT:1,[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait],[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Stolen Fury] DESC:You were forced to take part in a demonic ritual as a youth after being captured by cultists. Whatever the ritual's purpose might have been, it didn't work out the way your captors envisionedrather than losing your soul, you absorbed the ritual's energy and made it your own before you escaped to / safety. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. SOURCEPAGE:p.31 41Touched by Divinity (Hierophant) KEY:Trait ~ Touched by Divinity CATEGORY:Special Ability TYPE:Trait.BasicTrait.CampaignTrait PREMULT:1,[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait],[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Touched by Divinity] DESC:As long as you can remember, you've had an unexplainable interest in one deity in particular. One of your parents might have been a priest of the deity, but even this can't explain your deep connection to the faith. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain's ist-level domain spell as a spell-like ability usable once per day (CL equals your character level). SOURCEPAGE:p.31 42 43###Block: Summoner Spell Support 44# Ability Name List of Class Spells by Level 45CATEGORY=Class|Summoner.MOD SPELLLEVEL:CLASS|Summoner=2|Anti-Summoning Shield|PREVAREQ:StandardSummoner,1 46