1# CVS $Revision$ $Author$ -- Fri Jun 17 21:51:56 2016 -- reformated by PCGen PrettyLST v6.06.00 2################################# 3### Combat Enhancements ### 4################################# 5 6###Block: Combat Enhancements --------------------------------------------------------------------------------------------------------------------------- 7# Ability Name Unique Key SORTKEY Category of Ability Type Visible Required Ability Restricted Ability Multiple Requirements Var. Must Be Lower Var. Max. Value Define Description Stackable? Multiple? Choose Ability Bonus Ability Pool Combat bonus % bonus to range Modify VAR Weapon prof. bonus Wield Category bonus Cost Apply Kit Source Page 8Anime Master SORTKEY:Anime Master_1a CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:Anime Master allows the user to grapple, overbear, and wield weapons, as if he or she was one size category larger. BONUS:COMBAT|TOHIT.Grapple|4 BONUS:WIELDCATEGORY|ALL|-1 COST:6 SOURCEPAGE:p.50 9Anime Master / Choice KEY:Anime Master ~ Choice SORTKEY:Anime Master_1b CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:Anime Master allows the user to grapple, overbear, and wield weapons, as if he or she was one size category larger. STACK:NO MULT:YES CHOOSE:USERINPUT|TITLE=Anime Master Choice COST:6 SOURCEPAGE:p.50 10Anime Master / Specialized Weapon Only KEY:Anime Master ~ Weapon Only ~ Half Cost SORTKEY:Anime Master_1a CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:Anime Master allows the user to wield weapons, as if he or she was one size category larger. BONUS:WIELDCATEGORY|ALL|-1 COST:3 SOURCEPAGE:p.50 11 12Augment Attack CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(3 CP). Augment Attack grants +1d6 damage or +1 to hit in some specific situation (essentially, this feat is already "Specialized"), per 3 CP invested (a mere +1 damage costs 1 CP and +1d8 costs 4 CP). Characters may double the cost to make the situation relatively common or triple it to make it very common (e.g., with a particular type of weapon which you almost always use). No character may possess more than 36 CP worth of basic augmentations. MULT:YES CHOOSE:USERINPUT|TITLE=Augment Attack Type COST:3 SOURCEPAGE:p.50 13#Generics 14Augment Attack / +1 Damage KEY:Augment Attack ~ +1 Damage ~ very common SORTKEY:Augment Attack_1a CATEGORY:Special Ability TYPE:SpecialAttack.Combat.CombatEnhancements.Corruptable DESC:increase damage by +1 per time taken STACK:YES MULT:YES CHOOSE:WEAPONPROFICIENCY|PC BONUS:WEAPONPROF=%LIST|DAMAGE|1 COST:3 SOURCEPAGE:p.50 15Augment Attack / +1d6 KEY:Augment Attack ~ +1d6 SORTKEY:Augment Attack_1b CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DEFINE:AugmentDiceSix|0 DEFINE:AugmentSizeSix|0 DESC:Augment attack +%1d%2|AugmentDiceSix|AugmentSizeSix STACK:YES MULT:YES CHOOSE:USERINPUT|TITLE=Augment +1d6 BONUS:VAR|AugmentSizeSix|6 BONUS:VAR|AugmentDiceSix|1 COST:3 SOURCEPAGE:p.50 16Augment Attack / +1d8 KEY:Augment Attack ~ +1d8 SORTKEY:Augment Attack_1c CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements DEFINE:AugmentDiceEight|0 DEFINE:AugmentSizeEight|0 DESC:Augment attack +%1d%2|AugmentDiceEight|AugmentSizeEight STACK:YES MULT:YES CHOOSE:USERINPUT|TITLE=Augment +1d8 BONUS:VAR|AugmentSizeEight|8 BONUS:VAR|AugmentDiceEight|1 COST:4 SOURCEPAGE:p.50 17# 18Augment Attack / Sneak Attack d6 KEY:Augment Attack ~ Sneak Attack d6 SORTKEY:Augment Attack_2d CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DEFINE:SneakDiceSix|0 DEFINE:SneakSizeSix|0 DESC:Sneak attack +%1d%2|SneakDiceSix|SneakSizeSix STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|SneakSizeSix|6 BONUS:VAR|SneakDiceSix|1 COST:3 SOURCEPAGE:p.50 19Augment Attack / Sneak Attack d8 KEY:Augment Attack ~ Sneak Attack d8 SORTKEY:Augment Attack_2e CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements DEFINE:SneakDiceEight|0 DEFINE:SneakSizeEight|0 DESC:Sneak attack +%1d%2|SneakDiceEight|SneakSizeEight STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|SneakSizeEight|8 BONUS:VAR|SneakDiceEight|1 COST:4 SOURCEPAGE:p.50 20Augment Attack / Skirmish Attack d6 KEY:Augment Attack ~ Skirmish Attack d6 SORTKEY:Augment Attack_2f CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DEFINE:SkirmishDiceSix|0 DEFINE:SkirmishSizeSix|0 DESC:Skirmish attack +%1d%2|SkirmishDiceSix|SkirmishSizeSix STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|SkirmishSizeSix|6 BONUS:VAR|SkirmishDiceSix|1 COST:3 SOURCEPAGE:p.50 21Augment Attack / Skirmish Attack d8 KEY:Augment Attack ~ Skirmish Attack d8 SORTKEY:Augment Attack_2g CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements DEFINE:SkirmishDiceEight|0 DEFINE:SkirmishSizeEight|0 DESC:Skirmish attack +%1d%2|SkirmishDiceEight|SkirmishSizeEight STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|SkirmishSizeEight|8 BONUS:VAR|SkirmishDiceEight|1 COST:4 SOURCEPAGE:p.50 22Augment Attack / Weapon Specialization KEY:Augment Attack ~ Weapon Specialization SORTKEY:Augment Attack_2h CATEGORY:Special Ability TYPE:SpecialAttack.Combat.CombatEnhancements.Corruptable DESC:increase damage by +2 to selected weapon STACK:NO MULT:YES CHOOSE:WEAPONPROFICIENCY|PC BONUS:WEAPONPROF=%LIST|DAMAGE|2|TYPE=WeaponSpecialization COST:6 SOURCEPAGE:p.50 23Augment Attack / Greater Weapon Specialization KEY:Augment Attack ~ Greater Weapon Specialization SORTKEY:Augment Attack_2i CATEGORY:Special Ability TYPE:SpecialAttack.Combat.CombatEnhancements.Corruptable DESC:increase damage by +2 to selected weapon STACK:NO MULT:YES CHOOSE:WEAPONPROFICIENCY|PC BONUS:WEAPONPROF=%LIST|DAMAGE|2|TYPE=GrtWeaponSpc COST:6 SOURCEPAGE:p.50 24Augment Attack / Crippling KEY:Augment Attack ~ Crippling SORTKEY:Augment Attack_1d CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:(+6 CP) makes attacks cause one point of ability damage. Characters must select the target ability when this ability is taken. MULT:YES CHOOSE:USERINPUT|TITLE=Crippling Choice COST:6 25Augment Attack / Extended Range KEY:Augment Attack ~ Extended Range SORTKEY:Augment Attack_1e CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:(+6 CP) adds +45' to projectile weapon ranges or +60' for thrown weapons. COST:6 26Augment Attack / Continuing KEY:Augment Attack ~ Continuing SORTKEY:Augment Attack_1f CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:(+6 CP) lets an attack cause +1 point/ round of damage until treated with an easy (DC 13) Heal check. It otherwise lasts up to twice the attacking character's level in rounds. COST:6 27Augment Attack / Silencing KEY:Augment Attack ~ Silencing SORTKEY:Augment Attack_1g CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:(+6 CP) keeps the target from speaking for one round. COST:6 28Augment Attack / Disabling KEY:Augment Attack ~ Disabling SORTKEY:Augment Attack_1h CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:(+6 CP) reduces target's movement by 10' (to a minimum of 10') for the duration of the encounter. COST:6 29 30Blind Fight CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:In melee, every time a character with Blind-Fight misses because of concealment, he or she may reroll his or her miss chance percentile roll once to see if he or she actually hits. He or she does not lose his or her Dex bonus to Armor Class, and the enemy doesn't get the usual +2 bonus, for being invisible. An invisible enemy's bonuses do still apply for ranged attacks. In poor light, the user's speed slows to normal. COST:6 SOURCEPAGE:p.50 31Blind Fight / Combat Awareness KEY:Blind Fight ~ Combat Awareness SORTKEY:Blind Fight_1a / Combat Awareness CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Blind Fight DESC:prevents you from being flanked. COST:6 SOURCEPAGE:p.50 32Blind Fight / Darksense KEY:Blind Fight ~ Darksense SORTKEY:Blind Fight_1b / Darksense CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Blind Fight DESC:extends a character's Blind-Fight senses out to a 10' radius. For the purposes of the bonuses and penalties of Blindfight this is the melee range. With ranged attacks the user takes no penalties due to lighting within this range. COST:3 SOURCEPAGE:p.50 33Blind Fight / Darksense Improved KEY:Blind Fight ~ Darksense Improved SORTKEY:Blind Fight_1c / Darksense Improved CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Blind Fight ~ Darksense DESC:(+3 CP) requires Darksense and extends a character's Blind-Fight senses out to a 30' radius. For the purposes of the bonuses and penalties of Blind-Fight, this is the melee range. With ranged weapons the user takes no penalties due to lighting within this range. COST:3 SOURCEPAGE:p.50 34Blind Fight / Sense of Perception KEY:Blind Fight ~ Sense of Perception SORTKEY:Blind Fight_1d / Sense of Perception CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Blind Fight DESC:(+6 CP) requires Darksense and allows the character to sense the structure of matter within the Darksense radius. The character can now feel matter, its divisions, and any empty spaces (or spaces filled with air or water). He or she can sense the internal mechanism of a lock and the heartbeats of living creatures. Creatures can still Hide from users, but the user gains a +10 bonus to find hidden doors and spaces. COST:6 SOURCEPAGE:p.50 35# 36Block / Missile KEY:Block ~ Missile SORTKEY:Block_1a_Missile CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DEFINE:BlockMissileDC|0 DESC:Block lets a character counter an incoming missile attack with DC %1 Reflex save once per round. In general, each Block attempt uses up an Attack of Opportunity and provides Great Immunity to the attack (Stops 60 Points of Damage). Attackers may give up part of their BAB to increase the Block save DC on a 1-to-1 basis.|BlockMissileDC BONUS:VAR|BlockMissileDC|20 COST:6 SOURCEPAGE:p.50 37Block / Missile / Master KEY:Block ~ Missile ~ Master SORTKEY:Block_1b_Missile / Master CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Missile DESC:(+6 CP) upgrades the roll, so that it requires only a DC 15 save. BONUS:VAR|BlockMissileDC|-5 COST:6 SOURCEPAGE:p.50 38Block / Missile / Riposte KEY:Block ~ Missile ~ Riposte SORTKEY:Block_1c_Missile / Riposte CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Missile DESC:(+6 CP) allows the user to immediately retaliate in the same mode, launching a single attack of their own. This counts as an Attack of Opportunity and requires a successful Block check - which also counts as an Attack of Opportunity. You'll need extras. COST:6 SOURCEPAGE:p.50 39Block / Missile / Catch KEY:Block ~ Missile ~ Catch SORTKEY:Block_1d_Missile / Catch CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Missile DESC:(+6 CP) allows the user to grab a ranged weapon aimed at him or her out of the air and keep it with a successful block. If combined with Riposte, the user may retaliate with the attackers own weapon. COST:6 SOURCEPAGE:p.50 40Block / Missile / Deflections KEY:Block ~ Missile ~ Deflections SORTKEY:Block_1e_Missile / Deflection CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Missile DESC:(+12 CP) allows the user to catch individually-directed magical attacks to release on their action next round. This can be combined with Riposte to allow such spells to be retargeted against their casters. COST:12 SOURCEPAGE:p.50 41Block / Missile / Multiple KEY:Block ~ Missile ~ Multiple SORTKEY:Block_1f_Missile / Multiple CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Missile DESC:(+6 CP) allows the user to block 1 extra attack each round. No, you can't take Bonus Uses on actions per round. This was actually asked. COST:6 SOURCEPAGE:p.50 42# 43Block / Melee KEY:Block ~ Melee SORTKEY:Block_2a_Melee CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DEFINE:BlockMeleeDC|0 DESC:Block lets a character counter an incoming melee attack with DC %1 Reflex save once per round. In general, each Block attempt uses up an Attack of Opportunity and provides Great Immunity to the attack (Stops 60 Points of Damage). Attackers may give up part of their BAB to increase the Block save DC on a 1-to-1 basis.|BlockMeleeDC BONUS:VAR|BlockMeleeDC|20 COST:6 SOURCEPAGE:p.50 44Block / Melee / Master KEY:Block ~ Melee ~ Master SORTKEY:Block_2b_Melee / Master CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Melee DESC:(+6 CP) upgrades the roll, so that it requires only a DC 15 save. BONUS:VAR|BlockMeleeDC|-5 COST:6 SOURCEPAGE:p.50 45Block / Melee / Riposte KEY:Block ~ Melee ~ Riposte SORTKEY:Block_2c_Melee / Riposte CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Melee DESC:(+6 CP) allows the user to immediately retaliate in the same mode, launching a single attack of their own. This counts as an Attack of Opportunity and requires a successful Block check - which also counts as an Attack of Opportunity. You'll need extras. COST:6 SOURCEPAGE:p.50 46Block / Melee / Catch KEY:Block ~ Melee ~ Catch SORTKEY:Block_2d_Melee / Catch CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Melee DESC:(+6 CP) allows the user to grab a ranged weapon aimed at him or her out of the air and keep it with a successful block. If combined with Riposte, the user may retaliate with the attackers own weapon. COST:6 SOURCEPAGE:p.50 47Block / Melee / Deflections KEY:Block ~ Melee ~ Deflections SORTKEY:Block_2e_Melee / Deflection CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Melee DESC:(+12 CP) allows the user to catch individually-directed magical attacks to release on their action next round. This can be combined with Riposte to allow such spells to be retargeted against their casters. COST:12 SOURCEPAGE:p.50 48Block / Melee / Multiple KEY:Block ~ Melee ~ Multiple SORTKEY:Block_2f_Melee / Multiple CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Melee DESC:(+6 CP) allows the user to block 1 extra attack each round. No, you can't take Bonus Uses on actions per round. This was actually asked. COST:6 SOURCEPAGE:p.50 49# 50Block / Arcane KEY:Block ~ Arcane SORTKEY:Block_3a_Arcane CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DEFINE:BlockArcaneDC|0 DESC:Block lets a character counter an incoming arcane attack with DC %1 Reflex save once per round. In general, each Block attempt uses up an Attack of Opportunity and provides Great Immunity to the attack (Stops 60 Points of Damage). Attackers may give up part of their BAB to increase the Block save DC on a 1-to-1 basis.|BlockArcaneDC BONUS:VAR|BlockArcaneDC|20 COST:6 SOURCEPAGE:p.50 51Block / Arcane / Master KEY:Block ~ Arcane ~ Master SORTKEY:Block_3b_Arcane / Master CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Arcane DESC:(+6 CP) upgrades the roll, so that it requires only a DC 15 save. BONUS:VAR|BlockArcaneDC|-5 COST:6 SOURCEPAGE:p.50 52Block / Arcane / Riposte KEY:Block ~ Arcane ~ Riposte SORTKEY:Block_3c_Arcane / Riposte CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Arcane DESC:(+6 CP) allows the user to immediately retaliate in the same mode, launching a single attack of their own. This counts as an Attack of Opportunity and requires a successful Block check - which also counts as an Attack of Opportunity. You'll need extras. COST:6 SOURCEPAGE:p.51 53Block / Arcane / Catch KEY:Block ~ Arcane ~ Catch SORTKEY:Block_3d_Arcane / Catch CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Arcane DESC:(+6 CP) allows the user to grab a ranged weapon aimed at him or her out of the air and keep it with a successful block. If combined with Riposte, the user may retaliate with the attackers own weapon. COST:6 SOURCEPAGE:p.51 54Block / Arcane / Deflections KEY:Block ~ Arcane ~ Deflections SORTKEY:Block_3e_Arcane / Deflection CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Arcane DESC:(+12 CP) allows the user to catch individually-directed magical attacks to release on their action next round. This can be combined with Riposte to allow such spells to be retargeted against their casters. COST:12 SOURCEPAGE:p.51 55Block / Arcane / Multiple KEY:Block ~ Arcane ~ Multiple SORTKEY:Block_3f_Arcane / Multiple CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Block ~ Arcane DESC:(+6 CP) allows the user to block 1 extra attack each round. No, you can't take Bonus Uses on actions per round. This was actually asked. COST:6 SOURCEPAGE:p.51 56 57Bonus Attack SORTKEY:Bonus Attack_1a CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:Grants an additional attack at highest attack bonus with a -2 penalty for all attacks STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:COMBAT|ATTACKS|1 BONUS:COMBAT|TOHIT|-2 COST:6 SOURCEPAGE:p.51 58Bonus Attack / Improved KEY:Bonus Attack ~ Improved SORTKEY:Bonus Attack_1b / Improved CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Bonus Attack DESC:Reduces the penalties for your normal attack sequence by -2. STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:COMBAT|TOHIT|2 COST:6 SOURCEPAGE:p.51 59# COMMENT: Added Additional Support 60Bonus Attack / Cleave KEY:Bonus Attack ~ Cleave SORTKEY:Bonus Attack (Cleave) CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:Corrupted (Only applies if last melee attack drops foe) [Cleave] COST:6 SOURCEPAGE:p.51 61Bonus Attack / Two-Weapon Fighting KEY:Bonus Attack ~ TWF SORTKEY:Bonus Attack / Off-Hand CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:Grants an Additional Attack for an Off-Hand BONUS:COMBAT|TOHIT-PRIMARY|2 BONUS:COMBAT|TOHIT-SECONDARY|6 COST:6 SOURCEPAGE:p.51 62Bonus Attack / Off-Hand Attack x2 KEY:Bonus Attack ~ ITWF SORTKEY:Bonus Attack / Off-Hand CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:Grants a second Attack for Off-Hand BONUS:COMBAT|SECONDARYATTACKS|1 COST:6 SOURCEPAGE:p.51 63Bonus Attack / Off-Hand Attack KEY:Bonus Attack ~ Off Hand Attack SORTKEY:Bonus Attack / Off-Hand CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:Grants an Additional Attack for an Off-Hand BONUS:COMBAT|TOHIT-PRIMARY|2 BONUS:COMBAT|TOHIT-SECONDARY|6 COST:6 SOURCEPAGE:p.51 64 65Chain of Ki CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:A martial arts technique with broad applications, this allows the use of a length of rope, cloth, or chain as a whip-like weapon without penalty. Such weapons inflict 1d4 (ribbons, string), 1d6 (rope, cloak, light chain, barbed whip), or 1d8 (spiked or heavy chain) points of damage and have reach. COST:6 SOURCEPAGE:p.51 66Defender KEY:Defender ~ Base SORTKEY:Defender_1a CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:Grants +%1 to AC in the form of the choice|TL/5 STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Defender Choice|6 BONUS:ABILITYPOOL|Defender Choice|1 COST:6 SOURCEPAGE:p.51 67Defender / Improved KEY:Defender ~ Improved SORTKEY:Defender_1b / Improved CATEGORY:Special Ability TYPE:CombatEnhancements VISIBLE:DISPLAY DESC:(+6 CP) adds +1 AC and may be taken multiple times. Characters don't actually have to take Defender first, although it is recommended. Many characters take a Corrupted version: not cumulative with armor and shield bonuses STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Improved Defender Choice|6 COST:6 SOURCEPAGE:p.51 68 69Defender Tracker CATEGORY:Internal DEFINE:DefenderNaturalACBonus|0 DEFINE:DefenderInsightACBonus|0 DEFINE:DefenderDeflectionACBonus|0 DEFINE:DefenderSacredACBonus|0 DEFINE:DefenderOtherACBonus|0 DEFINE:DefenderDodgeACBonus|0 DEFINE:DefenderArmorACBonus|0 DEFINE:DefenderProfaneACBonus|0 BONUS:COMBAT|AC|DefenderNaturalACBonus|TYPE=NaturalArmor.STACK BONUS:COMBAT|AC|DefenderDeflectionACBonus|TYPE=Deflection.STACK BONUS:COMBAT|AC|DefenderInsightACBonus|TYPE=Insight.STACK BONUS:COMBAT|AC|DefenderSacredACBonus|TYPE=Sacred.STACK BONUS:COMBAT|AC|DefenderProfanceACBonus|TYPE=Profane.STACK BONUS:COMBAT|AC|DefenderArmorACBonus|TYPE=Armor.STACK BONUS:COMBAT|AC|DefenderDodgeACBonus|TYPE=Dodge.STACK BONUS:COMBAT|AC|DefenderOtherACBonus|TYPE=DefenderOther 70# 71Defender / Natural Armor KEY:Defender ~ Improved_Natural SORTKEY:Defender_1b / Improved_Natural CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ImprovedDefenderChoice.Corruptable DESC:(+6 CP) adds +1 Natural Armor to AC and may be taken multiple times. Many characters take a Corrupted version; not cumulative with armor and shield bonuses. DESC: &nl;+1 to Natural AC Bonus [Total +%1].|DefenderNaturalACBonus STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|DefenderNaturalACBonus|1 COST:6 SOURCEPAGE:p.51 72Defender / Insight KEY:Defender ~ Improved_Insight SORTKEY:Defender_1b / Improved_Insight CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ImprovedDefenderChoice.Corruptable DESC:(+6 CP) adds +1 Insight Bonus to AC and may be taken multiple times. Many characters take a Corrupted version; not cumulative with armor and shield bonuses. DESC: &nl;+1 to Insight AC Bonus [Total +%1].|DefenderInsightACBonus STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|DefenderInsightACBonus|1 COST:6 SOURCEPAGE:p.51 73Defender / Deflection KEY:Defender ~ Improved_Deflection SORTKEY:Defender_1b / Improved_Deflection CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ImprovedDefenderChoice.Corruptable DESC:(+6 CP) adds +1 Deflection Bonus to AC and may be taken multiple times. Many characters take a Corrupted version; not cumulative with armor and shield bonuses. DESC: &nl;+1 to Deflection AC Bonus [Total +%1].|DefenderDeflectionACBonus STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|DefenderDeflectionACBonus|1 COST:6 SOURCEPAGE:p.51 74Defender / Sacred KEY:Defender ~ Improved_Sacred SORTKEY:Defender_1b / Improved_Sacred CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ImprovedDefenderChoice.Corruptable DESC:(+6 CP) adds +1 Sacred Bonus to AC and may be taken multiple times. Many characters take a Corrupted version; not cumulative with armor and shield bonuses. DESC: &nl;+1 to Sacred AC Bonus [Total +%1].|DefenderSacredACBonus STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|DefenderSacredACBonus|1 COST:6 SOURCEPAGE:p.51 75Defender / Profane KEY:Defender ~ Improved_Profane SORTKEY:Defender_1b / Improved_Profane CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ImprovedDefenderChoice.Corruptable DESC:(+6 CP) adds +1 Profane Bonus to AC and may be taken multiple times. Many characters take a Corrupted version; not cumulative with armor and shield bonuses. DESC: &nl;+1 to Profane AC Bonus [Total +%1].|DefenderProfaneACBonus STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|DefenderProfaneACBonus|1 COST:6 SOURCEPAGE:p.51 76Defender / Armor KEY:Defender ~ Improved_Armor SORTKEY:Defender_1b / Improved_Armor CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ImprovedDefenderChoice.Corruptable DESC:(+6 CP) adds +1 Armor Bonus to AC and may be taken multiple times. Many characters take a Corrupted version; not cumulative with armor and shield bonuses. DESC: &nl;+1 to Armor AC Bonus [Total +%1].|DefenderArmorACBonus STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|DefenderArmorACBonus|1 COST:6 SOURCEPAGE:p.51 77Defender / Dodge KEY:Defender ~ Improved_Dodge SORTKEY:Defender_1b / Improved_Dodge CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ImprovedDefenderChoice.Corruptable DESC:(+6 CP) adds +1 Dodge Bonus to AC and may be taken multiple times. Many characters take a Corrupted version: not cumulative with armor and shield bonuses DESC: &nl;+1 to Dodge AC Bonus [Total +%1].|DefenderDodgeACBonus STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|DefenderDodgeACBonus|1 COST:6 SOURCEPAGE:p.51 78Defender / Other KEY:Defender ~ Improved_Other SORTKEY:Defender_1b / Improved_Other CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ImprovedDefenderChoice.Corruptable DESC:(+6 CP) adds +1 AC and may be taken multiple times. Characters don't actually have to take Defender first, although it is recommended. Many characters take a Corrupted version: not cumulative with armor and shield bonuses DESC: &nl;+1 to AC Bonus Type[Total +%1].|DefenderOtherACBonus STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|DefenderOtherACBonus|1 COST:6 SOURCEPAGE:p.51 79Defender / Improved / Specialized vs Melee KEY:Defender ~ Improved ~ Specialized vs Melee SORTKEY:Defender_1c CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ImprovedDefenderChoice.Corruptable DEFINE:DefenderACvMelee|0 DESC:(+6 CP) adds +1 AC and may be taken multiple times. Characters don't actually have to take Defender first, although it is recommended. Many characters take a Corrupted version: not cumulative with armor and shield bonuses DESC:AC Bonus vs. Melee Attack +%1|DefenderACvMelee STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|DefenderACvMelee|count("ABILITIES","CATEGORY=Special Ability","NAME=Defender ~ Improved ~ Specialized vs Melee")|TYPE=NoStack COST:3 SOURCEPAGE:p.51 80 81Defender / Natural Armor KEY:Defender ~ Natural SORTKEY:Defender_1b / Natural CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Natural Armor AC|floor((TL/5)+(0.50001))+1 DESC: &nl;+%1 to Natural AC Bonus [Total +%1].|DefenderNaturalACBonus BONUS:VAR|DefenderNaturalACBonus|floor((TL/5)+(0.50001))+1 COST:6 SOURCEPAGE:p.51 82Defender / Insight KEY:Defender ~ Insight SORTKEY:Defender_1b / Insight CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Insight Bonus AC|floor((TL/5)+(0.50001))+1 DESC: &nl;+%1 to Insight AC Bonus [Total +%1].|DefenderInsightACBonus BONUS:VAR|DefenderInsightACBonus|floor((TL/5)+(0.50001))+1 COST:6 SOURCEPAGE:p.51 83Defender / Deflection KEY:Defender ~ Deflection SORTKEY:Defender_1b / Deflection CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Deflection Bonus AC|floor((TL/5)+(0.50001))+1 DESC: &nl;+%1 to Deflection AC Bonus [Total +%1].|DefenderDeflectionACBonus BONUS:VAR|DefenderDeflectionACBonus|floor((TL/5)+(0.50001))+1 COST:6 SOURCEPAGE:p.51 84Defender / Sacred KEY:Defender ~ Sacred SORTKEY:Defender_1b / Sacred CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Sacred Bonus AC|floor((TL/5)+(0.50001))+1 DESC: &nl;+%1 to Sacred AC Bonus [Total +%1].|DefenderSacredACBonus BONUS:VAR|DefenderSacredACBonus|floor((TL/5)+(0.50001))+1 COST:6 SOURCEPAGE:p.51 85Defender / Profane KEY:Defender ~ Profane SORTKEY:Defender_1b / Profane CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Profane Bonus AC|floor((TL/5)+(0.50001))+1 DESC: &nl;+%1 to Profane AC Bonus [Total +%1].|DefenderProfaneACBonus BONUS:VAR|DefenderProfaneACBonus|floor((TL/5)+(0.50001))+1 COST:6 SOURCEPAGE:p.51 86Defender / Armor KEY:Defender ~ Armor SORTKEY:Defender_1b / Armor CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Armor Bonus AC|floor((TL/5)+(0.50001))+1 DESC: &nl;+%1 to Armor AC Bonus [Total +%1].|DefenderArmorACBonus BONUS:VAR|DefenderArmorACBonus|floor((TL/5)+(0.50001))+1 COST:6 SOURCEPAGE:p.51 87Defender / Dodge KEY:Defender ~ Dodge SORTKEY:Defender_1b / Dodge CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Dodge Bonus AC|floor((TL/5)+(0.50001))+1 DESC: &nl;+%1 to Dodge AC Bonus [Total +%1].|DefenderDodgeACBonus BONUS:VAR|DefenderDodgeACBonus|floor((TL/5)+(0.50001))+1 COST:6 SOURCEPAGE:p.51 88Defender / Other KEY:Defender ~ Other SORTKEY:Defender_1b / Other CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to AC|floor((TL/5)+(0.50001))+1 DESC: &nl;+%1 to AC Bonus Type[Total +%1].|DefenderOtherACBonus BONUS:VAR|DefenderOtherACBonus|floor((TL/5)+(0.50001))+1 COST:6 SOURCEPAGE:p.51 89 90Defender / Natural Armor (Double Effect) KEY:Defender ~ Natural Double SORTKEY:Defender_1b / Natural CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Natural Armor AC|floor((TL/2.5)+(0.50001))+2 DESC: &nl;+%1 to Natural AC Bonus [Total +%1].|DefenderNaturalACBonus BONUS:VAR|DefenderNaturalACBonus|floor((TL/2.5)+(0.50001))+2 COST:6 SOURCEPAGE:p.51 91Defender / Insight (Double Effect) KEY:Defender ~ Insight Double SORTKEY:Defender_1b / Insight CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Insight Bonus AC|floor((TL/2.5)+(0.50001))+2 DESC: &nl;+%1 to Insight AC Bonus [Total +%1].|DefenderInsightACBonus BONUS:VAR|DefenderInsightACBonus|floor((TL/2.5)+(0.50001))+2 COST:6 SOURCEPAGE:p.51 92Defender / Deflection (Double Effect) KEY:Defender ~ Deflection Double SORTKEY:Defender_1b / Deflection CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Deflection Bonus AC|floor((TL/2.5)+(0.50001))+2 DESC: &nl;+%1 to Deflection AC Bonus [Total +%1].|DefenderDeflectionACBonus BONUS:VAR|DefenderDeflectionACBonus|floor((TL/2.5)+(0.50001))+2 COST:6 SOURCEPAGE:p.51 93Defender / Sacred (Double Effect) KEY:Defender ~ Sacred Double SORTKEY:Defender_1b / Sacred CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Sacred Bonus AC|floor((TL/2.5)+(0.50001))+2 DESC: &nl;+%1 to Sacred AC Bonus [Total +%1].|DefenderSacredACBonus BONUS:VAR|DefenderSacredACBonus|floor((TL/2.5)+(0.50001))+2 COST:6 SOURCEPAGE:p.51 94Defender / Profane (Double Effect) KEY:Defender ~ Profane Double SORTKEY:Defender_1b / Profane CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Profane Bonus AC|floor((TL/2.5)+(0.50001))+2 DESC: &nl;+%1 to Profane AC Bonus [Total +%1].|DefenderProfaneACBonus BONUS:VAR|DefenderProfaneACBonus|floor((TL/2.5)+(0.50001))+2 COST:6 SOURCEPAGE:p.51 95Defender / Armor (Double Effect) KEY:Defender ~ Armor Double SORTKEY:Defender_1b / Armor CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Armor Bonus AC|floor((TL/2.5)+(0.50001))+2 DESC: &nl;+%1 to Armor AC Bonus [Total +%1].|DefenderArmorACBonus BONUS:VAR|DefenderArmorACBonus|floor((TL/2.5)+(0.50001))+2 COST:6 SOURCEPAGE:p.51 96Defender / Dodge (Double Effect) KEY:Defender ~ Dodge Double SORTKEY:Defender_1b / Dodge CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to Dodge Bonus AC|floor((TL/2.5)+(0.50001))+2 DESC: &nl;+%1 to Dodge AC Bonus [Total +%1].|DefenderDodgeACBonus BONUS:VAR|DefenderDodgeACBonus|floor((TL/2.5)+(0.50001))+2 COST:6 SOURCEPAGE:p.51 97Defender / Other (Double Effect) KEY:Defender ~ Other Double SORTKEY:Defender_1b / Other CATEGORY:Special Ability TYPE:EclipseAbilityOutput.DefenderChoice.Corruptable DESC:Grants +%1 to AC|floor((TL/2.5)+(0.50001))+2 DESC: &nl;+%1 to AC Bonus Type[Total +%1].|DefenderOtherACBonus BONUS:VAR|DefenderOtherACBonus|floor((TL/2.5)+(0.50001))+2 COST:6 SOURCEPAGE:p.51 98 99#STRING|Armor|Deflection|NaturalArmor|Sacred 100 101 102Doubled Damage CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(6 CP) The character must choose a very specific situation (this is difficult to Specialize further), in which he or she deals double damage from physical attacks. This situation must be so specific as to make the ability rare and difficult to use. MULT:YES CHOOSE:USERINPUT|TITLE=Specific Situation for Doubled Damage COST:6 SOURCEPAGE:p.51 103Enhanced Strike / Crushing KEY:Enhanced Strike ~ Crushing SORTKEY:Enhanced Strike_1a, Crushing CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:applies all damage from an entire attack sequence as a single attack. COST:6 SOURCEPAGE:p.51 104Enhanced Strike / Focused KEY:Enhanced Strike ~ Focused SORTKEY:Enhanced Strike_1b, Focused CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:changes the attack to a touch attack. COST:6 SOURCEPAGE:p.51 105Enhanced Strike / Hurling KEY:Enhanced Strike ~ Hurling SORTKEY:Enhanced Strike_1c, Hurling CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:throws a weapon for double damage; this supersedes Doubled Damage.|!PREABILITY:1,CATEGORY=Special Ability,Enhanced Strike ~ Hurling (Returning) DESC:throws a weapon for double damage; this supersedes Doubled Damage. The weapon returns after the attack sequence.|PREABILITY:1,CATEGORY=Special Ability,Enhanced Strike ~ Hurling (Returning) COST:6 SOURCEPAGE:p.51 106Enhanced Strike / Hurling Returning KEY:Enhanced Strike ~ Hurling Returning SORTKEY:Enhanced Strike_1d, Hurling Returning CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Enhanced Strike ~ Hurling DESC:adds returning to the hurling ability. COST:3 SOURCEPAGE:p.51 107Enhanced Strike / Whirlwind KEY:Enhanced Strike ~ Whirlwind SORTKEY:Enhanced Strike_1e, Whirlwind CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:allows the user to make a single full-BAB attack against every target within reach. COST:6 SOURCEPAGE:p.51 108Enhanced Strike / Hammer KEY:Enhanced Strike ~ Hammer SORTKEY:Enhanced Strike_1f, Hammer CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:allows the attack to deal maximum damage while gaining a +5 bonus to hit. COST:6 SOURCEPAGE:p.51 109Enhanced Strike / Shattering KEY:Enhanced Strike ~ Shattering SORTKEY:Enhanced Strike_1g, Shattering CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:ignores half the total hardness when the character attacks an object. COST:6 SOURCEPAGE:p.51 110 111Evasive / Uncommon Actions KEY:Evasive ~ Uncommon Actions SORTKEY:Evasive_1a, Uncommon Actions CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:Evasive characters may take an action (select one) that usually provokes an Attack of Opportunity without being so exposed. You may take this multiple times, selecting a different action each time. MULT:YES CHOOSE:USERINPUT|TITLE=Uncommon Actions COST:3 SOURCEPAGE:p.52 112Evasive / Common Actions KEY:Evasive ~ Common Actions SORTKEY:Evasive_1b, Common Actions CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:Evasive characters may take an action (select one) that usually provokes an Attack of Opportunity without being so exposed. You may take this multiple times, selecting a different action each time. MULT:YES CHOOSE:USERINPUT|TITLE=Common Actions COST:6 SOURCEPAGE:p.52 113Evasive / Very Common Actions KEY:Evasive ~ Very Common Actions SORTKEY:Evasive_1c, Very Common Actions CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:Evasive characters may take an action (select one) that usually provokes an Attack of Opportunity without being so exposed. You may take this multiple times, selecting a different action each time. MULT:YES CHOOSE:USERINPUT|TITLE=Very Common Actions COST:12 SOURCEPAGE:p.52 114 115Far Shot KEY:Far Shot ~ Eclipse CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(6 CP). Far Shot multiplies projectile weapon ranges by x1.5 and thrown weapon ranges by x2. This may be taken multiple times. STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:RANGEMULT|PROJECTILE|50 BONUS:RANGEMULT|THROWN|100 COST:6 SOURCEPAGE:p.52 116Favored Enemy KEY:Favored Enemy ~ Eclipse CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable !PREABILITY:1,CATEGORY=Special Ability,Favored Foe DEFINE:FavoredEnemyCount|0 DESC:(6 CP, 3.0 Version). With Favored Enemy, the character selects a type of enemy, either by species or by type (although "humanoids" isn't allowed for no known reason). This brings a bonus of +(level/4) to damage and on Listen, Sense Motive, Spot, and Survival skill rolls versus the chosen foe. The character adds another foe type at a -1 (cumulative each time) penalty whenever the bonus rises. Favored Enemy and Favored Foe do not stack. BONUS:ABILITYPOOL|Eclipse Favored Enemy|TL/4 BONUS:VAR|FavoredEnemyCount|TL/4 COST:6 SOURCEPAGE:p.52 117Favored Foe CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable !PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Eclipse DEFINE:FavoredEnemyBaseBonus|0 DEFINE:FavoredEnemyCount|0 DEFINE:FavoredEnemyBonusCount|0 DEFINE:EclipseFavoredFoeLVL|0 DEFINE:EclipseFavoredFoes|0 DEFINE:EclipseFavoredFoeBonuses|0 DESC:A character with Favored Foe may select an enemy creature type at levels 1, 5, 10, 15, 20, and so on, gaining a +2 to damage and on Listen, Sense Motive, Spot, and Survival checks when using these skills against a chosen enemy creature type. Each time a new foe is added the character may select one of his or her foes (including the one just chosen) and increase his or her bonuses against that foe type by +2. BONUS:ABILITYPOOL|Eclipse Favored Foe Bonus|EclipseFavoredFoeBonuses BONUS:ABILITYPOOL|Eclipse Favored Foe|EclipseFavoredFoes BONUS:VAR|FavoredEnemyBaseBonus|2 BONUS:VAR|EclipseFavoredFoeLVL|TL BONUS:VAR|EclipseFavoredFoes|EclipseFavoredFoeLVL/5+1 BONUS:VAR|EclipseFavoredFoeBonuses|EclipseFavoredFoeLVL/5 COST:6 SOURCEPAGE:p.52 118 119#Fortune SOURCEPAGE:p.53 CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable COST:6 120Fortune / Evasion KEY:Fortune ~ Evasion SORTKEY:Fortune_1a (Evasion) CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:The ever-useful Fortune feat gives the character the ability to entirely ignore certain effects on a successful save. If a spell or effect has an entry such as "Fort Partial" or "Ref half," this feat works. DESC: &nl;On Successful Reflex Save, ignore effect of Reflex Half/Partial. COST:6 SOURCEPAGE:p.53 121Fortune / Impervious KEY:Fortune ~ Impervious SORTKEY:Fortune_1b (Impervious) CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:The ever-useful Fortune feat gives the character the ability to entirely ignore certain effects on a successful save. If a spell or effect has an entry such as "Fort Partial" or "Ref half," this feat works. DESC: &nl;On Successful Fortitude Save, ignore effect of Fortitude Half/Partial. COST:6 SOURCEPAGE:p.53 122Fortune / Defiant KEY:Fortune ~ Defiant SORTKEY:Fortune_1c (Defiant) CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:The ever-useful Fortune feat gives the character the ability to entirely ignore certain effects on a successful save. If a spell or effect has an entry such as "Fort Partial" or "Ref half," this feat works. DESC: &nl;On Successful Will Save, ignore effect of Will Half/Partial. COST:6 SOURCEPAGE:p.53 123Fortune / Evasion / Improved KEY:Fortune ~ Evasion Improved SORTKEY:Fortune_1d (Evasion Improved) CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Fortune ~ Evasion DESC:upgrades the ability so that the character takes half damage or effect even on an unsuccessful save. Alternatively, for many Will or Fort saves, half duration may be appropriate. DESC: &nl;As Fortune (Evasion), only on failed save only take half effect. COST:6 SOURCEPAGE:p.53 124Fortune / Impervious / Improved KEY:Fortune ~ Impervious Improved SORTKEY:Fortune_1e (Impervious Improved) CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Fortune ~ Impervious DESC:upgrades the ability so that the character takes half damage or effect even on an unsuccessful save. Alternatively, for many Will or Fort saves, half duration may be appropriate. DESC: &nl;As Fortune (Impervious), only on failed save only take half effect. COST:6 SOURCEPAGE:p.53 125Fortune / Defiant / Improved KEY:Fortune ~ Defiant Improved SORTKEY:Fortune_1f (Defiant Improved) CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Fortune ~ Defiant DESC:upgrades the ability so that the character takes half damage or effect even on an unsuccessful save. Alternatively, for many Will or Fort saves, half duration may be appropriate. DESC: &nl;As Fortune (Defiant), only on failed save only take half effect. COST:6 SOURCEPAGE:p.53 126 127Imbuement SORTKEY:Imbuement_1a CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DEFINE:ImbuementPool|0 DEFINE:ImbuementLvl|0 DEFINE:ImbuementBonusGrade|0 DESC:Once taken, the user defines this for a specific weapon type or for unarmed attacks. Weapons gain a +(level/4) enhancement bonus to hit and damage. This does not stack with a magic weapon's bonuses. ABILITY:Special Ability|AUTOMATIC|Imbuement ~ DISPLAY BONUS:VAR|ImbuementLvl|1 BONUS:VAR|ImbuementPool|floor((TL/4)+(0.500001))|PREVAREQ:ImbuementLvl,1 COST:6 SOURCEPAGE:p.53 128Imbuement / Improved KEY:Imbuement ~ Improved SORTKEY:Imbuement_1c_Improved CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:(+6 CP) reduces the divisor for the weapon formula to 3 and to the unarmed formula to 5. The weapon formula becomes +(level/3) and the unarmedformula +(level/5). BONUS:VAR|ImbuementLvl|1 BONUS:VAR|ImbuementPool|floor((TL/3)+(0.500001))|PREVAREQ:ImbuementLvl,2 COST:6 SOURCEPAGE:p.53 129Imbuement / Superior KEY:Imbuement ~ Superior SORTKEY:Imbuement_1d_Superior CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:(+6 CP requires Improved) reduces the divisor for the weapon formula to 2 and to the unarmed formula to 3. The weapon formula becomes +(level/2) and the unarmed formula +(level/3). BONUS:VAR|ImbuementLvl|1 BONUS:VAR|ImbuementPool|floor((TL/2)+(0.500001))|PREVAREQ:ImbuementLvl,3 COST:6 SOURCEPAGE:p.53 130Imbuement / Focused KEY:Imbuement ~ Focused SORTKEY:Imbuement_1e_Focused CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:(+6 CP) allow the user to change "plusses" into specific magic weapon powers. Once spent on a specific power (such as Holy or Shocking Burst), the user may not reclaim the "plusses." You may also count your weapon as any given special material for a plus. COST:6 SOURCEPAGE:p.53 131Imbuement / Versatile KEY:Imbuement ~ Versatile SORTKEY:Imbuement_1f_Versatile CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:(+6 CP) requires the Focused upgrade and allows characters to reclaim and reallocate "plusses" given 8 hours to rest. COST:6 SOURCEPAGE:p.53 132# 133Imbuement Bonus KEY:Imbuement ~ DISPLAY CATEGORY:Special Ability TYPE:SpecialAttack 134CATEGORY=Special Ability|Imbuement ~ DISPLAY.MOD DESC:+%1 Attack and Damage Bonus|WeaponImbuementBonus 135CATEGORY=Special Ability|Imbuement ~ DISPLAY.MOD DESC:+1d6 Fire Damage|PREVAREQ:WeaponFireDamage,1 DESC:+1d6 Fire Damage, xd10|PREVARGTEQ:WeaponFireDamage,2 136CATEGORY=Special Ability|Imbuement ~ DISPLAY.MOD DESC:+1d6 Electricity Damage|PREVAREQ:WeaponElectrictyDamage,1 DESC:+1d6 Electricity Damage, xd10|PREVARGTEQ:WeaponElectrictyDamage,2 137CATEGORY=Special Ability|Imbuement ~ DISPLAY.MOD DESC:+1d6 Cold Damage|PREVAREQ:WeaponColdDamage,1 138CATEGORY=Special Ability|Imbuement ~ DISPLAY.MOD DESC:+1d6 Sonic Damage|PREVAREQ:WeaponSonicDamage,1 139CATEGORY=Special Ability|Imbuement ~ DISPLAY.MOD DESC:+1d6 Acid Damage|PREVAREQ:WeaponAcidDamage,1 140 141Base Enhancement Bonus ~ Auto Gain KEY:Weapon Imbuement ~ Enhancement SORTKEY:Weapon_1a CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement.BaseImbuementWeaponEnhancement BONUS:VAR|BaseImbuementWeaponBonus|1 COST:1 142 143+1 Enhancement Bonus KEY:Weapon Imbuement ~ Enhancement 1 SORTKEY:Weapon_1a CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement.BaseImbuementWeaponEnhancement BONUS:VAR|BaseImbuementWeaponBonus|1 COST:1 144+2 Enhancement Bonus KEY:Weapon Imbuement ~ Enhancement 2 SORTKEY:Weapon_1a CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement.BaseImbuementWeaponEnhancement BONUS:VAR|BaseImbuementWeaponBonus|1 COST:1 145+3 Enhancement Bonus KEY:Weapon Imbuement ~ Enhancement 3 SORTKEY:Weapon_1a CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement.BaseImbuementWeaponEnhancement BONUS:VAR|BaseImbuementWeaponBonus|1 COST:1 146+4 Enhancement Bonus KEY:Weapon Imbuement ~ Enhancement 4 SORTKEY:Weapon_1a CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement.BaseImbuementWeaponEnhancement BONUS:VAR|BaseImbuementWeaponBonus|1 COST:1 147+5 Enhancement Bonus KEY:Weapon Imbuement ~ Enhancement 5 SORTKEY:Weapon_1a CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement.BaseImbuementWeaponEnhancement BONUS:VAR|BaseImbuementWeaponBonus|1 COST:1 148 149+1 Fire Damage KEY:Weapon Imbuement ~ Fire CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement.BaseImbuementWeaponEnhancement PREABILITY:1,CATEGORY=Special Ability,Imbuement ~ Weapon Focused DEFINE:WeaponFireDamage|0 BONUS:VAR|WeaponFireDamage|1 150+1 Cold Damage KEY:Weapon Imbuement ~ Cold CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement.BaseImbuementWeaponEnhancement PREABILITY:1,CATEGORY=Special Ability,Imbuement ~ Weapon Focused DEFINE:WeaponColdDamage|0 BONUS:VAR|WeaponColdDamage|1 151+1 Electricity Damage KEY:Weapon Imbuement ~ Electricity CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement.BaseImbuementWeaponEnhancement PREABILITY:1,CATEGORY=Special Ability,Imbuement ~ Weapon Focused DEFINE:WeaponElectrictyDamage|0 BONUS:VAR|WeaponElectrictyDamage|1 152+1 Acid Damage KEY:Weapon Imbuement ~ Acid CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement.BaseImbuementWeaponEnhancement PREABILITY:1,CATEGORY=Special Ability,Imbuement ~ Weapon Focused DEFINE:WeaponAcidDamage|0 BONUS:VAR|WeaponAcidDamage|1 153+1 Sonic Damage KEY:Weapon Imbuement ~ Sonic CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement.BaseImbuementWeaponEnhancement PREABILITY:1,CATEGORY=Special Ability,Imbuement ~ Weapon Focused DEFINE:WeaponSonicDamage|0 BONUS:VAR|WeaponSonicDamage|1 154 155 156+1 Special Ability KEY:Weapon Imbuement ~ Special Ability_One SORTKEY:Weapon_1b CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement COST:1 157+2 Special Ability KEY:Weapon Imbuement ~ Special Ability_Two SORTKEY:Weapon_1c CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement COST:2 158+3 Special Ability KEY:Weapon Imbuement ~ Special Ability_Three SORTKEY:Weapon_1d CATEGORY:Special Ability TYPE:ImbuementWeaponEnhancement COST:3 159 160 161Imbuement / Unarmed KEY:Imbuement ~ Unarmed SORTKEY:Imbuement_1b_Unarmed CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DEFINE:ImbuementUnarmedPool|0 DEFINE:UnarmedImbuementLvl|0 DESC:Once taken, the user defines this for a specific weapon type or for unarmed attacks. Weapons gain a +(level/4) enhancement bonus to hit and damage. This does not stack with a magic weapon's bonuses. ABILITY:Special Ability|AUTOMATIC|Unarmed Imbuement ~ DISPLAY BONUS:VAR|ImbuementUnarmedPool|floor((TL/7)+(0.500001))|PREVAREQ:UnarmedImbuementLvl,1 BONUS:VAR|UnarmedImbuementLvl|1 COST:6 SOURCEPAGE:p.53 162Imbuement / Unarmed Improved KEY:Imbuement ~ Unarmed Improved SORTKEY:Imbuement_2a_Unarmed Improved CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:(+6 CP) reduces the divisor for the weapon formula to 3 and to the unarmed formula to 5. The weapon formula becomes +(level/3) and the unarmedformula +(level/5). BONUS:VAR|ImbuementUnarmedPool|floor((TL/6)+(0.500001))|PREVAREQ:UnarmedImbuementLvl,2 BONUS:VAR|UnarmedImbuementLvl|1 COST:6 SOURCEPAGE:p.53 163Imbuement / Unarmed Superior KEY:Imbuement ~ Unarmed Superior SORTKEY:Imbuement_2b_Unarmed Superior CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:(+6 CP requires Improved) reduces the divisor for the weapon formula to 2 and to the unarmed formula to 3. The weapon formula becomes +(level/2) and the unarmed formula +(level/3). BONUS:VAR|ImbuementUnarmedPool|floor((TL/3)+(0.500001))|PREVAREQ:UnarmedImbuementLvl,3 BONUS:VAR|UnarmedImbuementLvl|1 COST:6 SOURCEPAGE:p.53 164Imbuement / Unarmed Focused KEY:Imbuement ~ Unarmed Focused SORTKEY:Imbuement_2c_Unarmed Focused CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:(+6 CP) allow the user to change "plusses" into specific magic weapon powers. Once spent on a specific power (such as Holy or Shocking Burst), the user may not reclaim the "plusses." You may also count your weapon as any given special material for a plus. COST:6 SOURCEPAGE:p.53 165Imbuement / Unarmed Versatile KEY:Imbuement ~ Unarmed Versatile SORTKEY:Imbuement_2d_Unarmed Versatile CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:(+6 CP) requires the Focused upgrade and allows characters to reclaim and reallocate "plusses" given 8 hours to rest. COST:6 SOURCEPAGE:p.53 166# 167Imbuement Bonus KEY:Unarmed Imbuement ~ DISPLAY CATEGORY:Special Ability TYPE:SpecialAttack 168CATEGORY=Special Ability|Unarmed Imbuement ~ DISPLAY.MOD DESC:+%1 Attack and Damage Bonus|BaseImbuementUnarmedBonus 169CATEGORY=Special Ability|Unarmed Imbuement ~ DISPLAY.MOD DESC:+1d6 Fire Damage|PREVAREQ:UnarmedFireDamage,1 DESC:+1d6 Fire Damage, xd10|PREVARGTEQ:UnarmedFireDamage,2 170CATEGORY=Special Ability|Unarmed Imbuement ~ DISPLAY.MOD DESC:+1d6 Electricity Damage|PREVAREQ:UnarmedElectrictyDamage,1 DESC:+1d6 Electricity Damage, xd10|PREVARGTEQ:UnarmedElectrictyDamage,2 171CATEGORY=Special Ability|Unarmed Imbuement ~ DISPLAY.MOD DESC:+1d6 Cold Damage|PREVAREQ:UnarmedColdDamage,1 172CATEGORY=Special Ability|Unarmed Imbuement ~ DISPLAY.MOD DESC:+1d6 Sonic Damage|PREVAREQ:UnarmedSonicDamage,1 173CATEGORY=Special Ability|Unarmed Imbuement ~ DISPLAY.MOD DESC:+1d6 Acid Damage|PREVAREQ:UnarmedAcidDamage,1 174 175 176Base Enhancement Bonus ~ Auto Gain KEY:Unarmed Imbuement ~ Enhancement SORTKEY:Unarmed_1a CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement.BaseImbuementUnarmedEnhancement BONUS:VAR|BaseImbuementUnarmedBonus|1 COST:1 177 178+1 Enhancement Bonus KEY:Unarmed Imbuement ~ Enhancement 1 SORTKEY:Unarmed_1a CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement.BaseImbuementUnarmedEnhancement BONUS:VAR|BaseImbuementUnarmedBonus|1 COST:1 179+2 Enhancement Bonus KEY:Unarmed Imbuement ~ Enhancement 2 SORTKEY:Unarmed_1a CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement.BaseImbuementUnarmedEnhancement BONUS:VAR|BaseImbuementUnarmedBonus|1 COST:1 180+3 Enhancement Bonus KEY:Unarmed Imbuement ~ Enhancement 3 SORTKEY:Unarmed_1a CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement.BaseImbuementUnarmedEnhancement BONUS:VAR|BaseImbuementUnarmedBonus|1 COST:1 181+4 Enhancement Bonus KEY:Unarmed Imbuement ~ Enhancement 4 SORTKEY:Unarmed_1a CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement.BaseImbuementUnarmedEnhancement BONUS:VAR|BaseImbuementUnarmedBonus|1 COST:1 182+5 Enhancement Bonus KEY:Unarmed Imbuement ~ Enhancement 5 SORTKEY:Unarmed_1a CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement.BaseImbuementUnarmedEnhancement BONUS:VAR|BaseImbuementUnarmedBonus|1 COST:1 183 184+1 Fire Damage KEY:Unarmed Imbuement ~ Fire CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement.BaseImbuementUnarmedEnhancement PREABILITY:1,CATEGORY=Special Ability,Imbuement ~ Unarmed Focused DEFINE:UnarmedFireDamage|0 BONUS:VAR|UnarmedFireDamage|1 185+1 Cold Damage KEY:Unarmed Imbuement ~ Cold CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement.BaseImbuementUnarmedEnhancement PREABILITY:1,CATEGORY=Special Ability,Imbuement ~ Unarmed Focused DEFINE:UnarmedColdDamage|0 BONUS:VAR|UnarmedColdDamage|1 186+1 Electricity Damage KEY:Unarmed Imbuement ~ Electricity CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement.BaseImbuementUnarmedEnhancement PREABILITY:1,CATEGORY=Special Ability,Imbuement ~ Unarmed Focused DEFINE:UnarmedElectrictyDamage|0 BONUS:VAR|UnarmedElectrictyDamage|1 187+1 Acid Damage KEY:Unarmed Imbuement ~ Acid CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement.BaseImbuementUnarmedEnhancement PREABILITY:1,CATEGORY=Special Ability,Imbuement ~ Unarmed Focused DEFINE:UnarmedAcidDamage|0 BONUS:VAR|UnarmedAcidDamage|1 188+1 Sonic Damage KEY:Unarmed Imbuement ~ Sonic CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement.BaseImbuementUnarmedEnhancement PREABILITY:1,CATEGORY=Special Ability,Imbuement ~ Unarmed Focused DEFINE:UnarmedSonicDamage|0 BONUS:VAR|UnarmedSonicDamage|1 189 190 191+1 Special Ability KEY:Unarmed Imbuement ~ Special Ability_One SORTKEY:Unarmed_1b CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement COST:1 192+2 Special Ability KEY:Unarmed Imbuement ~ Special Ability_Two SORTKEY:Unarmed_1c CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement COST:2 193+3 Special Ability KEY:Unarmed Imbuement ~ Special Ability_Three SORTKEY:Unarmed_1d CATEGORY:Special Ability TYPE:ImbuementUnarmedEnhancement COST:3 194 195 196# 197Improved Critical KEY:Improved Critical ~ Eclipse SORTKEY:Improved Critical_1a CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(6 CP). Improved Critical doubles a specific weapon's critical threat range. STACK:NO MULT:YES CHOOSE:WEAPONPROFICIENCY|PC BONUS:WEAPONPROF=%LIST|CRITRANGEDOUBLE|1 COST:6 SOURCEPAGE:p.53 198Improved Critical / Superior KEY:Improved Critical ~ Superior SORTKEY:Improved Critical_1b CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(+6 CP) allows the character to add personal critical range improvements to a single magical one. Use the standard rules for adding multipliers. Do not stack increases directly. STACK:NO MULT:YES CHOOSE:WEAPONPROFICIENCY|PC BONUS:WEAPONPROF=%LIST|CRITRANGEDOUBLE|1 COST:6 SOURCEPAGE:p.53 199Improved Critical / Lethal KEY:Improved Critical ~ Lethal SORTKEY:Improved Critical_1c CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(+6 CP) increases the critical multiplier by +1. MULT:YES CHOOSE:WEAPONPROFICIENCY|PC BONUS:WEAPONPROF=%LIST|CRITMULTADD|1 COST:6 SOURCEPAGE:p.53 200Improved Initiative CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:The character gains +2 to Initiative per 3 CP invested, up to a maximum +8 bonus. [Current Bonus is +%1]|2*count("ABILITIES","CATEGORY=Special Ability","NAME=Improved Initiative") DESC: &nl;+2 to initiative each time taken [+%1 Bonus]|2*count("ABILITIES","CATEGORY=Special Ability","NAME=Improved Initiative") STACK:YES MULT:YES CHOOSE:NUMCHOICES=4|NOCHOICE BONUS:COMBAT|INITIATIVE|2 COST:3 SOURCEPAGE:p.53 201Improvise Weapon CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(3 CP). With Improvise Weapon, a character may pick up and wield any item he or she can handle as a weapon or shield with statistics identical to manufactured weapons. Most items equate to clubs, daggers, staves, or mauls of various types. COST:6 SOURCEPAGE:p.53 202Improvise Weapon / Surprise Strike KEY:Improvise Weapon ~ Surprise Strike SORTKEY:Improvise Weapon / Surprise Strike CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(+6 CP) lets the user select one opponent, who is then considered flat-footed against the user for one round. This works once per combat encounter. COST:6 SOURCEPAGE:p.53 203Legionary CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(6 CP). A Legionary has great coordination when fighting in a team. The character gains +1/2/3 bonus to AC, Attacks and Reflex Saves when teamed with 1-2/3-4/5+ others with who also possess this feat. DESC: &nl;Gain +1/2/3 bonus to AC, Attacks and Reflex Saves when with 1-2/3-4/5+ others who have this feat. COST:6 SOURCEPAGE:p.53 204Lunge CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(6 CP). Add +5 feet to your effective reach. Creatures with tentacles, stretching powers, or very long limbs may take this more than once. DESC: &nl;Adds +5 feet to your reach STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:COMBAT|REACH|5 COST:6 SOURCEPAGE:p.53 205Manuever CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(6 CP). You may use the Tumble skill in combat to try to evade an Attack of Opportunity 1/round, with a DC equal to the attack roll. COST:6 SOURCEPAGE:p.53 206 207Martial Arts KEY:Martial Arts CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable PREVARLTEQ:MartialArtsTaken,5 DEFINE:UseMartialArts|0 DEFINE:MartialArtsTaken|0 DESC:Unarmed Damage %1d%2+%3, lethal or non-lethal as desired without penalty|MartialArtsDie|MartialArtsDieSize|MartialArtsBonusDamage DESC:(3 CP). A character is considered armed when using unarmed combat so long as he or she places at least 3 CP in this ability. He or she gains a base damage of 1d4 with unarmed attacks. Each +3 CP invested after that increases the damage by one die type (d6/d8/d10/d12), up to a maximum of 1d12 at 15 CP. DESC: &nl; [Damage %1d%2]|MartialArtsDie|MartialArtsDieSize STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Special Ability|AUTOMATIC|Martial Arts Counter BONUS:VAR|UseMartialArts|1 BONUS:VAR|MartialArtsTaken|1 COST:3 SOURCEPAGE:p.53 208Martial Arts / Martial Arts Damage Cap 2d10 KEY:Martial Arts ~ Martial Arts Damage Cap (2d10) CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable VISIBLE:DISPLAY PREMULT:2,[!PREABILITY:1,CATEGORY=Special Ability,Martial Arts Damage (1d20)],[PREVAREQ:MartialArtsTaken,5] PREMULT:2,[PREVAREQ:MartialArtsTaken,5],[!PREABILITY:1,CATEGORY=Special Ability,Martial Arts ~ Martial Arts Damage Cap (1d20)] BONUS:VAR|MartialArtsDie|1 BONUS:VAR|MartialArtsDieSize|-2 COST:6 SOURCEPAGE:p.53 209Martial Arts / Martial Arts Damage Cap 1d20 KEY:Martial Arts ~ Martial Arts Damage Cap (1d20) CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable VISIBLE:DISPLAY PREMULT:2,[!PREABILITY:1,CATEGORY=Special Ability,Martial Arts Damage (2d10)],[PREVAREQ:MartialArtsTaken,5] PREMULT:2,[PREVAREQ:MartialArtsTaken,5],[!PREABILITY:1,CATEGORY=Special Ability,Martial Arts ~ Martial Arts Damage Cap (2d10)] BONUS:VAR|MartialArtsDieSize|8 COST:6 SOURCEPAGE:p.53 210 211Martial Arts Counter CATEGORY:Special Ability TYPE:Counter VISIBLE:NO DEFINE:UseMartialArts|0 DEFINE:MartialArtsTaken|0 DEFINE:MartialArtsBonusDamage|0 DEFINE:MartialArtsDie|0 DEFINE:MartialArtsDieSize|0 DEFINE:MartialArtsTOHIT|0 ABILITY:FEAT|AUTOMATIC|Martial Arts Output BONUS:VAR|MartialArtsDie|1 BONUS:VAR|MartialArtsDieSize|2 BONUS:VAR|MartialArtsBonusDamage|STR BONUS:VAR|MartialArtsTOHIT|var("WEAPONH.TOTALHIT") BONUS:VAR|MartialArtsDieSize|2*var("MartialArtsTaken") 212# Buggy when used with Automatic and Normal - 213#Used to display in PDF 214Martial Arts Output CATEGORY:FEAT VISIBLE:NO 215Drop Class Skill Max by one CATEGORY:Special Ability DEFINE:ClassSkillMax|0 BONUS:VAR|ClassSkillMax|-1 KIT:1|Fake Monk 216# 217Occult Combat SORTKEY:Occult Combat_1a_Base CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(3+ CP). This talent grants the use of one psionic or mystic combat mode (with a dramatic name of choice) for every 3 CP invested. Each uses and attacks an attribute chosen when this ability is taken. The user and target make opposed (D20 + Attribute Mod + Will Save Bonus) checks (Wis Mod may apply to both). If the target loses he or she takes 1d4 points of damage to the attribute attacked (Con may not be reduced below 1 in this fashion). Such attacks have a range of 60 feet and cost 4 Power, 2 spell levels, or 1 Mana to launch. Upgrades apply to all modes. COST:6 SOURCEPAGE:p.54 218Occult Combat / Improved KEY:Occult Combat ~ Improved SORTKEY:Occult Combat_1b_Improved CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(+6 CP) boosts the damage done to 1d4+2 attribute points. COST:6 SOURCEPAGE:p.54 219Occult Combat / Drain KEY:Occult Combat ~ Drain SORTKEY:Occult Combat_1c_Drain CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(+6 CP) is an advanced mode that uses opposed will saves only: if the target loses he or she is drained of spell levels (at 1 for 1) or power (at 2 for 1) instead of attribute points. The target may decide what specific spells or reserves are lost but the user may decide which effect, spell levels or Power, to apply if the target has both. The Improved modifier applies normally. COST:6 SOURCEPAGE:p.54 220Occult Combat / Area / First Option KEY:Occult Combat ~ Area ~ First Option SORTKEY:Occult Combat_1d_Area I CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(+12 CP) allows the user to affect either a 60' cone or a 20' radius within range. Using either doubles the cost of the attack. COST:12 SOURCEPAGE:p.54 221Occult Combat / Area / Second Option KEY:Occult Combat ~ Area ~ Second Option SORTKEY:Occult Combat_1e_Area II CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:The second option may be added for another +6 CP. COST:6 SOURCEPAGE:p.54 222Occult Combat / Entrap KEY:Occult Combat ~ Entrap SORTKEY:Occult Combat_1f_Entrap CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(+6 CP) requires Drain and pulls 1d2 spell levels (1d4 with Improved) or 1d8 Power (1d10 with Improved) from a successful attacker using Occult Combat. It is otherwise like Drain. COST:6 SOURCEPAGE:p.54 223Occult Combat / Vampire KEY:Occult Combat ~ Vampire SORTKEY:Occult Combat_1g_Vampire CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(+6 CP) requires Drain and allows the user to personally absorb half the spell levels or Power drained from the target via the Drain or Entrap options. It grants no special ability to use said energy. COST:6 SOURCEPAGE:p.54 224Occult Combat / Occult Armor KEY:Occult Combat ~ Occult Armor SORTKEY:Occult Combat_1h_Occult Armor CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(+6 CP) protects the character from mystic or psionic ability drains. The character is not affected by Drain unless he or she fails the opposed saving throw by 10 points or more. At the GM's option, the character might be immune to similar minor ability drains (i.e., 0-2nd level spells or weak side effects of stronger spells) unless he or she fails the save by a similar margin. COST:6 SOURCEPAGE:p.54 225#Classical psionic combat employs five basic attack modes (15 CP), Area (Specialized in one mode, 3 CP), Occult Armor (Specialized: costs 1 power per point absorbed, 3 CP), Blessing (Radius, Specialized: may extend Occult Armor to a 5' radius for 2 Power/round, 6 CP), and a +1 on Will Saves (3 CP), for a total of 30 CP. 226 227Overwhelm CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(6 CP). A character with this may choose to use Overwhelm Attacks. These function exactly as normal attacks but can drive opponents back 5 feet. Enemies resist as per Bull Rush. Note that this renders any subsequent attacks without a ranged weapon useless that round if it succeeds. Reach allows for subsequent attacks as well. COST:6 SOURCEPAGE:p.54 228 229#COMMENT: These "Rapid Strike" abilities require a massive dynamic change for the OS, something that we can't support at this time. 230# In essence they change the parameters for the next attack iteration. 231Rapid Strike SORTKEY:Rapid Strike_1a CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DEFINE:RapidStrike|0 DESC:(6 CP). Normally, characters attack every 5 BAB steps. With Rapid Strike, they may select one specific weapon type (or unarmed attacks), and use that attack every 4 steps instead. (BAB +20/16/12/8/4) MULT:YES CHOOSE:WEAPONPROFICIENCY|PC BONUS:VAR|RapidStrike|1 COST:6 SOURCEPAGE:p.54 232Rapid Strike / Improved KEY:Rapid Strike ~ Improved SORTKEY:Rapid Strike_1b CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(+12 CP) grants the ability to attack every 3 BAB steps. (BAB +20/17/14/11/8/5/2) MULT:YES CHOOSE:ABILITY|Special Ability|Rapid Strike BONUS:VAR|RapidStrike|1 COST:12 SOURCEPAGE:p.54 233Rapid Strike / Superior KEY:Rapid Strike ~ Superior SORTKEY:Rapid Strike_1c CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(+18 CP) grants the ability to attack every 2 BAB steps. (BAB +20/18/16/14/12/10/8/6/4/2) MULT:YES CHOOSE:ABILITY|Special Ability|Rapid Strike ~ Improved BONUS:VAR|RapidStrike|1 COST:18 SOURCEPAGE:p.54 234 235Smite KEY:Smite ~ Eclipse CATEGORY:Special Ability TYPE:SpecialAttack.CombatEnhancements.Corruptable DESC:The character adds his or her Charisma Modifier [+%1] to Hit, and level [+%2] to damage, against a chosen type of foe 1/day. Most characters take this with Bonus Uses. See page 52 for some possible enemy types.|CHA|TL COST:6 SOURCEPAGE:p.54 236 237Specialist KEY:Specialist ~ Eclipse CATEGORY:Special Ability TYPE:CombatEnhancements.Corruptable DESC:(3 CP). Specialist grants a +4 bonus on any one of the following checks: Grapple, Trip, Sunder, Disarm, Strength-based Overrun checks, or another specialty attack the GM allows. STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Specialist Combat Selection|1 COST:3 SOURCEPAGE:p.54 238# Selections 239Specialist / Grapple KEY:Specialist ~ Grapple SORTKEY:Specialist ~ 1 Grapple CATEGORY:Special Ability TYPE:EclipseAbilityOutput.SpecialistSelection DESC:(3 CP). Grants a +4 bonus on Grapple checks. BONUS:COMBAT|TOHIT.Grapple|4 240Specialist / Trip KEY:Specialist ~ Trip SORTKEY:Specialist ~ 2 Trip CATEGORY:Special Ability TYPE:EclipseAbilityOutput.SpecialistSelection DESC:(3 CP). Grants a +4 bonus on Trip checks. 241Specialist / Sunder KEY:Specialist ~ Sunder SORTKEY:Specialist ~ 3 Sunder CATEGORY:Special Ability TYPE:EclipseAbilityOutput.SpecialistSelection DESC:(3 CP). Grants a +4 bonus on Sunder checks. 242Specialist / Disarm KEY:Specialist ~ Disarm SORTKEY:Specialist ~ 4 Disarm CATEGORY:Special Ability TYPE:EclipseAbilityOutput.SpecialistSelection DESC:(3 CP). Grants a +4 bonus on Disarm checks. 243Specialist / Overrun KEY:Specialist ~ Overrun SORTKEY:Specialist ~ 5 Overrun CATEGORY:Special Ability TYPE:EclipseAbilityOutput.SpecialistSelection DESC:(3 CP). Grants a +4 bonus on Overrun checks. 244 245Specialist / Other specialty attack KEY:Specialist ~ Other SORTKEY:Specialist ~ 6 Other CATEGORY:Special Ability TYPE:EclipseAbilityOutput.SpecialistSelection DESC:(3 CP). Grants a +4 bonus on Selected checks. 246# 247Spirit Weapon / Melee KEY:Spirit Weapon ~ Melee SORTKEY:Spirit Weapon_1a CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable.SpiritWeapon DEFINE:UseSpiritWeaponMelee|0 DEFINE:SpiritWeaponMeleeToHit|0 DEFINE:SpiritWeaponMeleeDie|0 DEFINE:SpiritWeaponMeleeDieSize|0 DEFINE:SpiritWeaponMeleeBonusDamage|0 DEFINE:SpiritWeaponMeleeCritRange|0 DEFINE:SpiritWeaponMeleeCritMult|0 DESC:(6 CP). With Spirit Weapon, the character may manifest a personal-use weapon which does subdual or lethal damage. The character picks either subdual or physical, not both, and the user also chooses slashing, piercing, crushing, a magical energy type, or a non-magical energy for the damage type. Most characters who take this also purchase Imbuement (page 53). The weapon may be any the user is proficient with including unarmed strikes. Unarmed strikes bought with the Spirit Weapon power are considered armed attacks. Spirit Weapon damage may be upgraded as per Martial Arts. MULT:YES CHOOSE:USERINPUT|TITLE=Choose Damage Type ABILITY:Internal|AUTOMATIC|Spirit Weapon Tracker Output BONUS:ABILITYPOOL|Spirit Weapon Choice|1 BONUS:VAR|SpiritWeaponMeleeBonusDamage|STR BONUS:VAR|UseSpiritWeaponMelee|1 BONUS:VAR|SpiritWeaponMeleeToHit|BAB+STR COST:6 SOURCEPAGE:p.55 248Spirit Weapon / Ranged KEY:Spirit Weapon ~ Ranged SORTKEY:Spirit Weapon_1b CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable.SpiritWeapon DEFINE:UseSpiritWeaponRanged|0 DEFINE:SpiritWeaponRangedToHit|0 DEFINE:SpiritWeaponRangedDie|0 DEFINE:SpiritWeaponRangedDieSize|0 DEFINE:SpiritWeaponRangedBonusDamage|0 DEFINE:SpiritWeaponRangedCritMult|0 DEFINE:SpiritWeaponRangedCritRange|0 DEFINE:SpiritWeaponRangedRange|0 DESC:(9 CP). With Spirit Weapon, the character may manifest a personal-use weapon which does subdual or lethal damage. The character picks either subdual or physical, not both, and the user also chooses slashing, piercing, crushing, a magical energy type, or a non-magical energy for the damage type. Most characters who take this also purchase Imbuement (page 53). The weapon may be any the user is proficient with including unarmed strikes. Unarmed strikes bought with the Spirit Weapon power are considered armed attacks. Spirit Weapon damage may be upgraded as per Martial Arts. DESC:Damage dealt %1d%2|SpiritWeapon|SpiritWeaponSize MULT:YES CHOOSE:USERINPUT|TITLE=Choose Damage Type ABILITY:Internal|AUTOMATIC|Spirit Weapon Tracker Output BONUS:ABILITYPOOL|Spirit Weapon Choice|1 BONUS:VAR|UseSpiritWeaponRanged|1 BONUS:VAR|SpiritWeaponRangedToHit|BAB+DEX COST:9 SOURCEPAGE:p.55 249Spirit Weapon / Exotic Appearance KEY:Spirit Weapon ~ Exotic Appearance SORTKEY:Spirit Weapon_2b_Exotic Appearance CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,TYPE.SpiritWeapon DESC:(+3 CP) upgrades the Spirit Weapon to look like almost anything the user desires, such as "Bolts of Black Lighting" rather than a short bow. COST:3 SOURCEPAGE:p.55 250Spirit Weapon / Switch KEY:Spirit Weapon ~ Switch SORTKEY:Spirit Weapon_2b_Switch_a CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,TYPE.SpiritWeapon DESC: (+3 CP) enables a character to do either stun or lethal damage at will. For each additional +3 CP the user may add an additional type of damage to his or her repertoire. COST:3 SOURCEPAGE:p.55 251Spirit Weapon / Switch / Add Damage KEY:Spirit Weapon ~ Switch Damage SORTKEY:Spirit Weapon_2b_Switch_b CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,Spirit Weapon ~ Switch DESC: (+3 CP) enables a character to do either stun or lethal damage at will. For each additional +3 CP the user may add an additional type of damage to his or her repertoire. MULT:YES CHOOSE:USERINPUT|TITLE=Damage Type COST:3 SOURCEPAGE:p.55 252Spirit Weapon / Touch Attack KEY:Spirit Weapon ~ Touch Attack SORTKEY:Spirit Weapon_2b_Touch Attack CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable PREABILITY:1,CATEGORY=Special Ability,TYPE.SpiritWeapon DEFINE:SpiritTouchAttacks|0 DESC: (+6 CP) enables the character to make touch attacks rather than normal ones. Note that this costs (+6 CP) per attack per round so upgraded, not (+6 CP) for all attacks together. [x%1 touch attack]|SpiritTouchAttacks STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|SpiritTouchAttacks|1 COST:6 SOURCEPAGE:p.55 253 254# 255Spirit Weapon / Damage Upgrade / Melee KEY:Spirit Weapon ~ Damage Upgrade ~ Melee CATEGORY:Special Ability TYPE:CombatEnhancements.Corruptable.SpiritWeaponDamage VISIBLE:DISPLAY PREVARLT:SpiritWeaponMeleeDieSize,12 STACK:YES MULT:YES CHOOSE:NOCHOICE COST:3 256Spirit Weapon / Damage Upgrade / Ranged KEY:Spirit Weapon ~ Damage Upgrade ~ Ranged CATEGORY:Special Ability TYPE:CombatEnhancements.Corruptable.SpiritWeaponDamage VISIBLE:DISPLAY PREVARLT:SpiritWeaponRangedDieSize,12 STACK:YES MULT:YES CHOOSE:NOCHOICE COST:3 257 258 259# KEY vs. NAME would be good. Have I mentioned this already? Do not Change this NAME. 260Spirit Weapon / Damage Upgrade Max Cap 2d10 KEY:Spirit Weapon ~ Damage Upgrade Max Cap 2d10 SORTKEY:Spirit Weapon / Damage Upgrade 2d10 CATEGORY:Special Ability TYPE:CombatEnhancements.Corruptable.SpiritWeaponCap VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,TYPE.SpiritWeapon !PREABILITY:1,CATEGORY=Special Ability,TYPE.SpiritWeaponCap PREMULT:1,[PREVAREQ:SpiritWeaponMeleeDieSize,12],[PREVAREQ:SpiritWeaponRangedDieSize,12] BONUS:VAR|SpiritWeaponMeleeDieSize,SpiritWeaponRangedDieSize|-2 BONUS:VAR|SpiritWeaponMeleeDie,SpiritWeaponRangedDie|1 261Spirit Weapon / Damage Upgrade Max Cap 1d20 KEY:Spirit Weapon ~ Damage Upgrade Max Cap 1d20 SORTKEY:Spirit Weapon / Damage Upgrade 1d20 CATEGORY:Special Ability TYPE:CombatEnhancements.Corruptable.SpiritWeaponCap VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,TYPE.SpiritWeapon !PREABILITY:1,CATEGORY=Special Ability,TYPE.SpiritWeaponCap PREMULT:1,[PREVAREQ:SpiritWeaponMeleeDieSize,12],[PREVAREQ:SpiritWeaponRangedDieSize,12] BONUS:VAR|SpiritWeaponMeleeDieSize,SpiritWeaponRangedDieSize|8 262# 263Split Movement CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(6 CP). The user selects a specific type of action (like attacking or spellcasting) He or she may then split his or her movement up into sections before and after that type of action. Consider each move separately. He or she does not gain any bonus for using Move-Equivalent Actions and may not use more of them than he or she normally could. The Game Master may want to draw a distinction between ranged and melee attacks, schools of magic, or disciplines, making this ability much more specific. COST:6 SOURCEPAGE:p.55 264Throwing Master CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(6 CP). With Throwing Master, the character may throw any object he or she can pick up with one hand, with a basic range of 10' (20' for light, aerodynamic items) for 1d4 (lethal) bludgeoning damage, or its usual base damage, whichever is higher. Again, the damage may be increased as per Martial Arts. COST:6 SOURCEPAGE:p.55 265Trick CATEGORY:Special Ability TYPE:EclipseAbilityOutput.CombatEnhancements.Corruptable DESC:(6 CP). You may make a special attack under Specialized circumstances or 3/day, which forces a save and causes a dangerous special effect. The usual DC stands at 10 +(1/2 your level) +(any one relevant attribute modifier). This usually uses Intelligence or Dexterity, but anything's possible. DESC: &nl;You have a Combat Trick you can employ. STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Trick Choice|1 COST:6 SOURCEPAGE:p.55 266#Comment: Trick has multiple variables we can make into a standard, but need to break it out. Thinking a Trick Pool might be best. 267 268Trick / Death Attack KEY:Trick ~ Death Attack CATEGORY:Special Ability TYPE:EclipseAbilityOutput.TrickChoice DESC: &nl;You have a Combat Trick you can employ. SOURCEPAGE:p.55 269Trick / Stun Attack KEY:Trick ~ Stun Attack CATEGORY:Special Ability TYPE:EclipseAbilityOutput.TrickChoice DESC: &nl;Stun Attack forces the victim to make a Ref save or becomes Stunned for 3 rounds. You may either use this 3/day or under specific circumstances. Stun Attack usually uses Dexterity bonus. SOURCEPAGE:p.55 270Trick / Trip Attack KEY:Trick ~ Trip Attack CATEGORY:Special Ability TYPE:EclipseAbilityOutput.TrickChoice DESC: &nl;Trip Attack forces the victim to make an opposed grapple check. SOURCEPAGE:p.55 271