# CVS $Revision: 13803 $ $Author: amaitland $ -- Fri Nov  5 22:27:22 2010 -- reformated by prettylst.pl v1.39 (build 11455)
SOURCELONG:Core Rulebook	SOURCESHORT:PFCR	SOURCEWEB:http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy88yj	SOURCEDATE:2009-08
# Original Entry by: Stefan Radermacher and Maredudd (Eric C. Smith)
# Incorporated 05/26/2010 errata (Stefan Radermacher)

###Block: Barbarian Abilities
# Ability Name		Unique Key					Category of Ability		Type									Visible	Define																									Description																	Ability							Bonus to Ability Pool					Save checks bonus							Combat bonus					Add to base move															Stat bonus																	Modify VAR																																	Damage Reduction	Source Page		Description of the Benefits
Fast Movement		KEY:Fast Movement ~ Barbarian		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement																													DESC:Your land speed is faster than the norm for your race by +10 feet.																																							BONUS:MOVEADD|TYPE=Walk|10|PREVARLT:ENCUMBERANCE,2,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1																																																								SOURCEPAGE:p.31	BENEFIT:Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Rage										CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Rage.AttackOption			DEFINE:RageLVL|0	DEFINE:RageDuration|0	DEFINE:Raging|0	DEFINE:RageStrBonus|0	DEFINE:RageConBonus|0	DEFINE:RageSaveBonus|0	DEFINE:RageACPenalty|0	DESC:You can call upon inner reserves of strength and ferocity, granting you additional combat prowess.																	BONUS:CHECKS|Will|RageSaveBonus|TYPE=Rage|PREAPPLY:PC	BONUS:COMBAT|AC|RageACPenalty|PREAPPLY:PC																		BONUS:STAT|STR|RageStrBonus|TYPE=Rage|PREAPPLY:PC	BONUS:STAT|CON|RageConBonus|TYPE=Rage|PREAPPLY:PC	BONUS:VAR|RageStrBonus,RageConBonus|4	BONUS:VAR|RageACPenalty|-2	BONUS:VAR|RageSaveBonus|2	BONUS:VAR|RageDuration|2+var("STAT.2.MOD.NOTEMP")+(2*RageLVL)	BONUS:VAR|Raging|1|PREAPPLY:PC				SOURCEPAGE:p.32	BENEFIT:You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for %1 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +%2 morale bonus to your Strength and a +%3 morale bonus to Constitution, as well as a +%4 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you %5 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.|RageDuration|RageStrBonus|RageConBonus|RageSaveBonus|(RageConBonus/2)*TL
Rage Powers									CATEGORY:Special Ability	TYPE:Internal							VISIBLE:NO	DEFINE:RagePowersLVL|0																																																	BONUS:ABILITYPOOL|Rage Power|RagePowersLVL/2
Trap Sense ~ Barbarian							CATEGORY:Special Ability	TYPE:Internal							VISIBLE:NO	DEFINE:BarbarianTrapSenseLVL|0																																							ABILITY:Special Ability|AUTOMATIC|Trap Sense																																																												BONUS:VAR|TrapSenseBonus|BarbarianTrapSenseLVL/3
Damage Reduction		KEY:Damage Reduction ~ Barbarian	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary						DEFINE:BarbarianDR|0	DEFINE:BarbarianDRLVL|0																			DESC:You gain damage reduction.																																																																																BONUS:VAR|BarbarianDR|(BarbarianDRLVL-4)/3																											DR:BarbarianDR/-	SOURCEPAGE:p.34	BENEFIT:You gain damage reduction. Substract %1 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0.|BarbarianDR
Greater Rage								CATEGORY:Special Ability	TYPE:Internal							VISIBLE:NO																																																																																																																BONUS:VAR|RageStrBonus,RageConBonus|2	BONUS:VAR|RageSaveBonus|1
Tireless Rage								CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Rage																															DESC:You no longer become fatigued at the end of your rage.																																																																																																																	SOURCEPAGE:p.34
Mighty Rage									CATEGORY:Special Ability	TYPE:Internal							VISIBLE:NO																																																																																																																BONUS:VAR|RageStrBonus,RageConBonus|2	BONUS:VAR|RageSaveBonus|1
Indomitable Will								CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Rage																															DESC:While in rage, you gain a +4 bonus on Will saves to resist enchantment spells.																																																																																																													SOURCEPAGE:p.34	BENEFIT:While in rage, you gain a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves you also recieve during your rage.

###Block: Barbarian Rage Powers
# Ability Name			Unique Key		Category of Ability		Type								Required Ability								Multiple Requirements													Var. Min. Value			Var. Must Be Lower		Define										Description																												Stackable?	Multiple?	Choose		Add to base move						Bonus to skill									Modify VAR																Vision						Source Page		Description of the Benefits
Animal Fury							CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																																																DESC:While raging, you gain a bite attack.																																																																								SOURCEPAGE:p.32	BENEFIT:While raging, you gain a bite attack, If uses as a part of a full-attack action, the bite is made at your full base attack bonus-5. If the bite hits, it deals 1d%1+%2 points of damage. You can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks you make against the target this round are at a +2 bonus.|if(SIZE==4,4,3)|floor(STR/2)
Clear Mind							CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																											PREVARGTEQ:RagePowersLVL,8																	DESC:You may reroll a failed Will save.																																																																									SOURCEPAGE:p.32	BENEFIT:You may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. You must take the second result, even if it is worse. This power can only be used once per rage.
Fearless Rage						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																											PREVARGTEQ:RagePowersLVL,12																	DESC:While raging, you are immune to the shaken and frightened conditions.																																																																			SOURCEPAGE:p.33
Increased Damage Reduction				CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																											PREVARGTEQ:RagePowersLVL,8	PREVARLT:IncreasedDRCount,3	DEFINE:IncreasedDRCount|0							DESC:Your damage reduction increases by %1/--. This increase is always active while you are raging.|IncreasedDRCount										STACK:YES	MULT:YES	CHOOSE:NOCHOICE																				BONUS:VAR|IncreasedDRCount|1	BONUS:VAR|BarbarianDR|1|PREVAREQ:Raging,1													SOURCEPAGE:p.33
Guarded Stance						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																					DEFINE:GuardedStanceACBonus|0	DEFINE:GuardedStanceDuration|0	DESC:You gain a +%1 dodge bonus to your Armor Class against melee attacks for %2 rounds.|GuardedStanceACBonus|GuardedStanceDuration																																		BONUS:VAR|GuardedStanceACBonus|1+RagePowersLVL/6	BONUS:VAR|GuardedStanceDuration|max(1,CON)								SOURCEPAGE:p.33	BENEFIT:You gain a +%1 dodge bonus to your Armor Class against melee attacks for %2 rounds. Activating this ability is a move action that does not provoke attacks of opportunity.|GuardedStanceACBonus|GuardedStanceDuration
Internal Fortitude					CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																											PREVARGTEQ:RagePowersLVL,8																	DESC:While raging, you are immune to the sickened and nauseated conditions.																																																																			SOURCEPAGE:p.33
Intimidating Glare					CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																																																DESC:You can make an Intimidate check against one adjacent foe as a move action.																																																																		SOURCEPAGE:p.33	BENEFIT:You can make an Intimidate check against one adjacent foe as a move action. If you successfully demoralize your opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which your check exceeds the DC.
Knockback							CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																																																DESC:Once per round, you can make a bull rush attempt against one target in place of a melee attack.																																																															SOURCEPAGE:p.33	BENEFIT:Once per round, you can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes %1 points of damage and is moved back as normal. You do not need to move with the target if successful. This does not provoke an attack of opportunity.
Low-Light Vision						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																																DESC:Your senses sharpen and you gain low-light vision while raging.																																																													VISION:Low-light|PREVAREQ:Raging,1		SOURCEPAGE:p.33
Mighty Swing						CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																											PREVARGTEQ:RagePowersLVL,12																	DESC:You automatically confirm a critical hit.																																																																								SOURCEPAGE:p.33	BENEFIT:You automatically confirm a critical hit. This power is used as an immediate action once a critical threat has been determined. This power can only be used once per rage.
Moment of Clarity						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																																DESC:You do not gain any benefits or take any of the penalties from rage for 1 round.																																																																	SOURCEPAGE:p.33	BENEFIT:You do not gain any benefits or take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against your total number of rounds of rage per day. This power can only be used once per rage. Activating this power is a swift action.
Night Vision						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary											PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Low-Light Vision],[PREVISION:1,Low-light]																						DESC:Your senses grow incredibly sharp while raging and you gain darkvision 60 feet.																																																										VISION:Darkvision (60')|PREVAREQ:Raging,1	SOURCEPAGE:p.33
No Escape							CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																																DESC:You can move up to normal your speed as an immediate action, but you can only use this ability when an adjacent foe uses a withdraw action to move away from you.																																																				SOURCEPAGE:p.33	BENEFIT:You can move up to normal your speed as an immediate action, but you can only use this ability when an adjacent foe uses a withdraw action to move away from you. You must end your movement adjacent to the enemy that used the withdraw action. You provoke attacks of opportunity as normal during this movement. This power can only be used once per rage.
Powerful Blow						CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																																					DEFINE:PowerfulBlowDamageBonus|0						DESC:You gain a +%1 bonus on a single damage roll.|PowerfulBlowDamageBonus																																											BONUS:VAR|PowerfulBlowDamageBonus|1+RagePowersLVL/4																SOURCEPAGE:p.33	BENEFIT:You gain a +%1 bonus on a single damage roll. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.|PowerfulBlowDamageBonus
Quick Reflexes						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																																DESC:While raging, you can make one additional attack of opportunity per round.																																																																		SOURCEPAGE:p.33
Raging Climber						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																					DEFINE:RagingClimberBonus|0							DESC:While raging you add a +%1 enhancement bonus to all Climb skill checks.|RagingClimberBonus																													BONUS:SKILL|Climb|RagingClimberBonus|PREVAREQ:Raging,1		BONUS:VAR|RagingClimberBonus|RagePowersLVL																	SOURCEPAGE:p.33
Raging Leaper						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																					DEFINE:RagingLeaperBonus|0							DESC:While raging you add a +%1 enhancement bonus to all Acrobatics skill checks made to jump.|RagingLeaperBonus																										BONUS:SKILL|Acrobatics (Jump)|RagingLeaperBonus|PREVAREQ:Raging,1	BONUS:VAR|RagingLeaperBonus|RagePowersLVL																		SOURCEPAGE:p.33	BENEFIT:While raging you add a +%1 enhancement bonus to all Acrobatics skill checks made to jump. When making a jump in this way, you are always considered to have a running start.|RagingLeaperBonus
Raging Swimmer						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																					DEFINE:RagingSwimmerBonus|0							DESC:While raging you add a +%1 enhancement bonus to all Swim skill checks.|RagingSwimmerBonus																													BONUS:SKILL|Swim|RagingSwimmerBonus|PREVAREQ:Raging,1			BONUS:VAR|RagingSwimmerBonus|RagePowersLVL																	SOURCEPAGE:p.33
Renewed Vigor						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Supernatural																											PREVARGTEQ:RagePowersLVL,4						DEFINE:RenewedVigorDice|0	DEFINE:RenewedVigorBonus|0		DESC:As a standard action, you heal %1d8+%2 points of damage. This power is can only be used once per day and only while raging.|RenewedVigorDice|RenewedVigorBonus																												BONUS:VAR|RenewedVigorDice|min(5,max(1,RagePowersLVL-4))	BONUS:VAR|RenewedVigorBonus|CON									SOURCEPAGE:p.33
Rolling Dodge						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																					DEFINE:RollingDodgeACBonus|0	DEFINE:RollingDodgeDuration|0		DESC:You gain a +%1 dodge bonus to your Armor Class against ranged attacks for %2 round against ranged attacks.|RollingDodgeACBonus|RollingDodgeDuration																														BONUS:VAR|RollingDodgeACBonus|1+RagePowersLVL/6	BONUS:VAR|RollingDodgeDuration|max(1,CON)										SOURCEPAGE:p.33	BENEFIT:You gain a +%1 dodge bonus to your Armor Class against ranged attacks for %2 round against ranged attacks. Activating this ability is a move action that does not provoke attacks of opportunity.|RollingDodgeACBonus|RollingDodgeDuration
Roused Anger						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																																DESC:You may enter rage even if fatigued.																																																																									SOURCEPAGE:p.33	BENEFIT:You may enter rage even if fatigued. While raging after using this ability, you rae immune to the fatigued condition. Once this rage ends, you are exhausted for 10 minutes per round spent raging.
Scent					KEY:Scent ~ Rage	CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																																DESC:You gain the scent ability while raging and can use this ability to locate unseen foes.																																																																SOURCEPAGE:p.33
Strength Surge						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																					DEFINE:StrengthSurgeBonus|0							DESC:You add +%1 on one Strength check or combat maneuver check, or to your Ccombat Maneuver Defense when an opponent attempts a maneuver against you.|StrengthSurgeBonus																											BONUS:VAR|StrengthSurgeBonus|RagePowersLVL																	SOURCEPAGE:p.33	BENEFIT:You add +%1 on one Strength check or combat maneuver check, or to your Ccombat Maneuver Defense when an opponent attempts a maneuver against you. This power is used as an immediate action. This power can only be used once per rage.|StrengthSurgeBonus
Superstition						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																					DEFINE:SuperstitionSaveBonus|0						DESC:You gain a +%1 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities.|SuperstitionSaveBonus																															BONUS:VAR|SuperstitionSaveBonus|2+RagePowersLVL/4																SOURCEPAGE:p.33	BENEFIT:You gain a +%1 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.|SuperstitionSaveBonus
Surprise Accuracy						CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																																					DEFINE:SurpriseAccuracyAttackBonus|0					DESC:You gain a +%1 morale bonus one attack roll.|SurpriseAccuracyAttackBonus																																											BONUS:VAR|SurpriseAccuracyAttackBonus|1+RagePowersLVL/4															SOURCEPAGE:p.33	BENEFIT:You gain a +%1 morale bonus one attack roll. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.|SurpriseAccuracyAttackBonus
Swift Foot							CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																																PREVARLT:SwiftFootCount,3	DEFINE:SwiftFootCount|0								DESC:You gain a +%1-foot enhancement bonus to your speed.|5*SwiftFootCount																	STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:MOVEADD|TYPE=Walk|5|PREVAREQ:Raging,1												BONUS:VAR|SwiftFootCount|1																				SOURCEPAGE:p.34	BENEFIT:You gain a +%1-foot enhancement bonus to your speed. This increase is always active while you are raging.|5*SwiftFootCount
Terrifying Howl						CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary	PREABILITY:1,CATEGORY=Special Ability,Intimidating Glare																	PREVARGTEQ:RagePowersLVL,8						DEFINE:TerrifyingHowlDC|0							DESC:You unleash a terrifying howl as a standard action.																																														BONUS:VAR|TerrifyingHowlDC|10+(RagePowersLVL/2)+STR																SOURCEPAGE:p.34	BENEFIT:You unleash a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC %1) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus Terrifying Howl (successful or not), it is immune to this power for 24 hours.|TerrifyingHowlDC
Unexpected Strike						CATEGORY:Special Ability	TYPE:RagePower.SpecialQuality.Extraordinary																											PREVARGTEQ:RagePowersLVL,8																	DESC:You can make an attack of opportunity against a foe that moves into any square threatened by you																																																															SOURCEPAGE:p.34	BENEFIT:You can make an attack of opportunity against a foe that moves into any square threatened by you, regardless of whether that movement would normally provoke an attack of opportunity. This power can only be used once per rage.


###Block: Bard Abilities
# Ability Name				Unique Key			Category of Ability		Type								Visible	Define										Description																																																																																									Ability																																																																																																																																																						Bonus to Ability Pool									Bonus to skill							Modify VAR											Class Skill	Source Page		Aspects
Armored Casting								CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																DESC:You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.																																																																																																																																																																																																																																																															SOURCEPAGE:p.35
Bardic Knowledge								CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary					DEFINE:BardicKnowledgeSkillBonus|0	DEFINE:BardicKnowledgeLVL|0	DESC:You add +%1 to all Knowledge checks any may make all Knowledge skill checks untrained.|BardicKnowledgeSkillBonus																																																																																																																																																																																																																																										BONUS:SKILL|TYPE=Knowledge|BardicKnowledgeSkillBonus	BONUS:VAR|BardicKnowledgeSkillBonus|max(1,BardicKnowledgeLVL/2)				SOURCEPAGE:p.35
Bardic Countersong							CATEGORY:Special Ability	TYPE:SpecialQuality.BardicPerformance																																																																																																									ABILITY:Special Ability|AUTOMATIC|Countersong|PREVARGTEQ:BardicPerformanceLVL,1
Bardic Performance							CATEGORY:Special Ability	TYPE:SpecialQuality.BardicPerformance				DEFINE:BardicPerformanceDuration|0	DEFINE:BardicPerformanceLVL|0	DESC:You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.																																																																						ABILITY:Special Ability|AUTOMATIC|Distraction|Fascinate|Inspire Courage|PREVARGTEQ:BardicPerformanceLVL,1	ABILITY:Special Ability|AUTOMATIC|Inspire Competence|PREVARGTEQ:BardicPerformanceLVL,3	ABILITY:Special Ability|AUTOMATIC|Suggestion|PREVARGTEQ:BardicPerformanceLVL,6	ABILITY:Special Ability|AUTOMATIC|Dirge of Doom|PREVARGTEQ:BardicPerformanceLVL,8	ABILITY:Special Ability|AUTOMATIC|Inspire Greatness|PREVARGTEQ:BardicPerformanceLVL,9	ABILITY:Special Ability|AUTOMATIC|Soothing Performance|PREVARGTEQ:BardicPerformanceLVL,12	ABILITY:Special Ability|AUTOMATIC|Frightening Tune|PREVARGTEQ:BardicPerformanceLVL,14	ABILITY:Special Ability|AUTOMATIC|Inspire Heroics|PREVARGTEQ:BardicPerformanceLVL,15	ABILITY:Special Ability|AUTOMATIC|Mass Suggestion|PREVARGTEQ:BardicPerformanceLVL,18	ABILITY:Special Ability|AUTOMATIC|Deadly Performance|PREVARGTEQ:BardicPerformanceLVL,20																						BONUS:VAR|BardicPerformanceDuration|2+CHA+(2*BardicPerformanceLVL)			SOURCEPAGE:p.35
Cantrips					KEY:Cantrips ~ Bard	CATEGORY:Special Ability	TYPE:SpecialQuality																		DESC:You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.																																																																																																																																																																																																																																																									SOURCEPAGE:p.38
Versatile Performance							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			VISIBLE:NO	DEFINE:VersatilePerformanceLVL|0																																																																																																																																																																																																																																																							BONUS:ABILITYPOOL|Versatile Performance|(VersatilePerformanceLVL+2)/4																								SOURCEPAGE:p.38
Well-Versed									CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.SaveBonus														DESC:You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.																																																																																																																																																																																																																																																	SOURCEPAGE:p.38	ASPECT:SaveBonus|+4 vs. Bardic Performance, sonic, and language-dependent effects
Lore Master									CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary					DEFINE:LoreMasterTimes|0	DEFINE:LoreMasterLVL|0			DESC:You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, %1 times per day, you can take 20 on any Knowledge skill check as a standard action.|LoreMasterTimes																																																																																																																																																																																																																								BONUS:VAR|LoreMasterTimes|min((LoreMasterLVL+1)/6,3)						SOURCEPAGE:p.38
Jack of All Trades							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary					DEFINE:JackOfAllTradesLVL|0							DESC:You can use any skill, even if the skill normally requires you to be trained.|PREVARLT:JackOfAllTradesLVL,16	DESC:You can use any skill, even if the skill normally requires you to be trained. You considers all skills to be class skills.|PREVARGTEQ:JackOfAllTradesLVL,16|PREVARLT:JackOfAllTradesLVL,19	DESC:You can use any skill, even if the skill normally requires you to be trained. You considers all skills to be class skills. You can take 10 on any skill check, even if it is not normally allowed.|PREVARGTEQ:JackOfAllTradesLVL,19	ABILITY:Special Ability|AUTOMATIC|Jack of All Trades Class Skills|PREVARGTEQ:JackOfAllTradesLVL,16																																																																																																																																																																										SOURCEPAGE:p.38
Jack of All Trades Class Skills					CATEGORY:Special Ability	TYPE:Internal						VISIBLE:NO																																																																																																																																																																																																																																																																																														CSKILL:ALL

###Block: Bardic Performance DESC
# Ability Name						Description of the Benefits
CATEGORY=Special Ability|Bardic Performance.MOD	BENEFIT:You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for %1 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.|BardicPerformanceDuration|PREVARLT:BardicPerformanceLVL,7
CATEGORY=Special Ability|Bardic Performance.MOD	BENEFIT:You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for %1 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a move action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a move action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.|BardicPerformanceDuration|PREVARGTEQ:BardicPerformanceLVL,7|PREVARLT:BardicPerformanceLVL,13
CATEGORY=Special Ability|Bardic Performance.MOD	BENEFIT:You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for %1 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a swift action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a swift action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.|BardicPerformanceDuration|PREVARGTEQ:BardicPerformanceLVL,13

###Block: Bardic Performance Abilities
# Ability Name		Category of Ability		Type									Define								Description																												Modify VAR																		Source Page		Description of the Benefits
Countersong			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardicPerformance										DESC:You can counter magic effects that depend on sound (but not spells that have verbal components).																																SOURCEPAGE:p.36	BENEFIT:You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.BardicPerformance										DESC:You can use your performance to counter magic effects that depend on sight.																																			SOURCEPAGE:p.36	BENEFIT:You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.BardicPerformance	DEFINE:FascinateCreatures|0	DEFINE:FascinateDC|0	DESC:You can use your performance to cause up to %1 creatures to become fascinated with you.|FascinateCreatures											BONUS:VAR|FascinateCreatures|(BardicPerformanceLVL+2)/3	BONUS:VAR|FascinateDC|10+(BardicPerformanceLVL/2)+CHA	SOURCEPAGE:p.37	BENEFIT:You can use your performance to cause up to %1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC %2) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.|FascinateCreatures|FascinateDC
Inspire Courage		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardicPerformance	DEFINE:InspireCourageBonus|0					DESC:You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities.			BONUS:VAR|InspireCourageBonus|min((BardicPerformanceLVL+7)/6,4)									SOURCEPAGE:p.37	BENEFIT:You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +%1 morale bonus on saving throws against charm and fear effects and a +%1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.|InspireCourageBonus
Inspire Competence	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardicPerformance	DEFINE:InspireCompetenceBonus|0				DESC:You can use your performance to help an ally succeed at a task.																		BONUS:VAR|InspireCompetenceBonus|(BardicPerformanceLVL+5)/4										SOURCEPAGE:p.37	BENEFIT:You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +%1 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.|InspireCompetenceBonus
Suggestion			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.BardicPerformance		DEFINE:SuggestionDC|0						DESC:You use your performance to make a Suggestion (as per the spell) to a creature you have already fascinated.											BONUS:VAR|SuggestionDC|10+(BardicPerformanceLVL/2)+CHA										SOURCEPAGE:p.37	BENEFIT:You use your performance to make a Suggestion (as per the spell) to a creature you have already fascinated. Using this ability does not disrupt the Fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the Fascinate effect). You can use this ability more than once against an individual creature during an individual performance. Making a Suggestion does not count against your daily use of Bardic Performance. A Will saving throw (DC %1) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.|SuggestionDC
Dirge of Doom		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.BardicPerformance										DESC:You can use your performance to foster a sense of growing dread in your enemies, causing them to become shaken.																													SOURCEPAGE:p.37	BENEFIT:You can use your performance to foster a sense of growing dread in your enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear your performance. The effect persists for as long as the enemy is within 30 feet and you continue your performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of Doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardicPerformance	DEFINE:InspireGreatnessAllies|0				DESC:You can use your performance to inspire greatness in yourself or up to %1 willing allies within 30 feet, granting extra fighting capability.|InspireGreatnessAllies	BONUS:VAR|InspireGreatnessAllies|min((BardicPerformanceLVL-6)/3,4)								SOURCEPAGE:p.38	BENEFIT:You can use your performance to inspire greatness in yourself or up to %1 willing allies within 30 feet, granting extra fighting capability. To inspire greatness, all of the targets must be able to see and hear you. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire Greatness is a mind-affecting ability and it relies on audible and visual components.|InspireGreatnessAllies
Soothing Performance	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardicPerformance	DEFINE:SoothingPerformanceLVL|0				DESC:You can use your performance to create an effect equivalent to a Mass Cure Serious Wounds (caster level %1).|SoothingPerformanceLVL							BONUS:VAR|SoothingPerformanceLVL|BardicPerformanceLVL											SOURCEPAGE:p.38	BENEFIT:You can use your performance to create an effect equivalent to a Mass Cure Serious Wounds (caster level %1). In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear you throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.|SoothingPerformanceLVL
Frightening Tune		CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.BardicPerformance		DEFINE:FrighteningTuneDC|0					DESC:You can use your performance to cause fear in your enemies.																			BONUS:VAR|FrighteningTuneDC|10+(BardicPerformanceLVL/2)+CHA										SOURCEPAGE:p.38	BENEFIT:You can use your performance to cause fear in your enemies. To be affected, an enemy must be able to hear you perform and be within 30 feet. Each enemy within range receives a Will save (DC %1) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear your performance. Frightening Tune relies on audible components.|FrighteningTuneDC
Inspire Heroics		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardicPerformance	DEFINE:InspireHeroicsAllies|0					DESC:You can inspire tremendous heroism in yourself or up to %1 allies within 30 feet.|InspireHeroicsAllies												BONUS:VAR|InspireHeroicsAllies|(BardicPerformanceLVL-12)/3										SOURCEPAGE:p.38	BENEFIT:You can inspire tremendous heroism in yourself or up to %1 allies within 30 feet. To inspire heroics, all of the targets must be able to see and hear you. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness your performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.|InspireHeroicsAllies
Mass Suggestion		CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.BardicPerformance		DEFINE:MassSuggestionDC|0					DESC:You use your performance to make a Suggestion (as per the spell) to any number of creatures you have already fascinated.									BONUS:VAR|MassSuggestionDC|10+(BardicPerformanceLVL/2)+CHA										SOURCEPAGE:p.38	BENEFIT:You use your performance to make a Suggestion (as per the spell) to any number of creatures you have already fascinated. Using this ability does not disrupt the Fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the Fascinate effect). You can use this ability more than once against an individual creature during an individual performance. Making a Mass Suggestion does not count against your daily use of Bardic Performance. A Will saving throw (DC %1) negates the effect. Mass Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability that relies on audible components.|MassSuggestionDC
Deadly Performance	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.BardicPerformance	DEFINE:DeadlyPerformanceDC|0					DESC:You can use your performance to cause one enemy to die from joy or sorrow.																BONUS:VAR|DeadlyPerformanceDC|10+(BardicPerformanceLVL/2)+CHA									SOURCEPAGE:p.38	BENEFIT:You can use your performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear you perform for 1 full round and be within 30 feet. The target receives a Will save (DC %1) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and you cannot use Deadly Performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly Performance is a mind-affecting death effect that relies on audible and visual components.|DeadlyPerformanceDC

###Block: Versatile Performance Abilities
# Ability Name		Output Name									Category of Ability		Type										Description																							Source Page		Description of the Benefits
Act				OUTPUTNAME:Versatile Performance (Act)				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.VersatilePerformance	DESC:You can use your bonus in the Perform (Act) skill in place of your bonus in the Bluff or Disguise skills.						SOURCEPAGE:p.38	BENEFIT:You can use your bonus in the Perform (Act) skill in place of your bonus in the Bluff or Disguise skills. When substituting in this way, you use your total Perform (Act) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Comedy			OUTPUTNAME:Versatile Performance (Comedy)				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.VersatilePerformance	DESC:You can use your bonus in the Perform (Comedy) skill in place of your bonus in the Bluff or Intimidate skills.					SOURCEPAGE:p.38	BENEFIT:You can use your bonus in the Perform (Comedy) skill in place of your bonus in the Bluff or Intimidate skills. When substituting in this way, you use your total Perform (Comedy) skill bonus, including class skill bonus, in place of your Bluff or Intimidate skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Dance				OUTPUTNAME:Versatile Performance (Dance)				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.VersatilePerformance	DESC:You can use your bonus in the Perform (Dance) skill in place of your bonus in the Acrobatics or Fly skills.						SOURCEPAGE:p.38	BENEFIT:You can use your bonus in the Perform (Dance) skill in place of your bonus in the Acrobatics or Fly skills. When substituting in this way, you use your total Perform (Dance) skill bonus, including class skill bonus, in place of your Acrobatics or Fly skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Keyboard Instruments	OUTPUTNAME:Versatile Performance (Keyboard Instruments)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.VersatilePerformance	DESC:You can use your bonus in the Perform (Keyboard Instruments) skill in place of your bonus in the Diplomacy or Intimidate skills.		SOURCEPAGE:p.38	BENEFIT:You can use your bonus in the Perform (Keyboard Instruments) skill in place of your bonus in the Diplomacy or Intimidate skills. When substituting in this way, you use your total Perform (Keyboard Instruments) skill bonus, including class skill bonus, in place of your Diplomacy or Intimidate skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Oratory			OUTPUTNAME:Versatile Performance (Oratory)			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.VersatilePerformance	DESC:You can use your bonus in the Perform (Oratory) skill in place of your bonus in the Diplomacy or Sense Motive skills.				SOURCEPAGE:p.38	BENEFIT:You can use your bonus in the Perform (Oratory) skill in place of your bonus in the Diplomacy or Sense Motive skills. When substituting in this way, you use your total Perform (Oratory) skill bonus, including class skill bonus, in place of your Diplomacy or Sense Motive skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Percussion Instruments	OUTPUTNAME:Versatile Performance (Percussion Instruments)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.VersatilePerformance	DESC:You can use your bonus in the Perform (Percussion Instruments) skill in place of your bonus in the Handle Animal or Intimidate skills.	SOURCEPAGE:p.38	BENEFIT:You can use your bonus in the Perform (Percussion Instruments) skill in place of your bonus in the Handle Animal or Intimidate skills. When substituting in this way, you use your total Perform (Percussion Instruments) skill bonus, including class skill bonus, in place of your Handle Animal or Intimidate skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Sing				OUTPUTNAME:Versatile Performance (Sing)				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.VersatilePerformance	DESC:You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills.					SOURCEPAGE:p.38	BENEFIT:You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills. When substituting in this way, you use your total Perform (Act) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.
String Instruments	OUTPUTNAME:Versatile Performance (String Instruments)		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.VersatilePerformance	DESC:You can use your bonus in the Perform (String Instruments) skill in place of your bonus in the Bluff or Diplomacy skills.			SOURCEPAGE:p.38	BENEFIT:You can use your bonus in the Perform (String Instruments) skill in place of your bonus in the Bluff or Diplomacy skills. When substituting in this way, you use your total Perform (String Instruments) skill bonus, including class skill bonus, in place of your Bluff or Diplomacy skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Wind Instruments		OUTPUTNAME:Versatile Performance (Wind Instruments)		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.VersatilePerformance	DESC:You can use your bonus in the Perform (Wind Instruments) skill in place of your bonus in the Diplomacy or Handle Animal skills.		SOURCEPAGE:p.38	BENEFIT:You can use your bonus in the Perform (Wind Instruments) skill in place of your bonus in the Diplomacy or Handle Animal skills. When substituting in this way, you use your total Perform (Wind Instruments) skill bonus, including class skill bonus, in place of your Diplomacy or Handle Animal skill bonus, whether or not you have ranks in that skill or if it is a class skill.

###Block: Cleric Abilities
# Ability Name		Unique Key					Category of Ability		Type				Visible	Define								Description																																																							Modify VAR					Source Page		Description of the Benefits
Domains									CATEGORY:Special Ability	TYPE:Internal		VISIBLE:NO	DEFINE:DomainLVL|0	DEFINE:DomainPowerTimes|0																																																									BONUS:VAR|DomainPowerTimes|3+WIS
Orisons			KEY:Orisons ~ Cleric			CATEGORY:Special Ability	TYPE:SpecialQuality												DESC:You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.																																			SOURCEPAGE:p.41
Spontaneous Casting	KEY:Spontaneous Casting ~ Cleric	CATEGORY:Special Ability	TYPE:SpecialQuality												DESC:You can channel stored spell energy into healing spells that you did not prepare ahead of time.|PREABILITY:1,CATEGORY=Special Ability,Channel Positive Energy	DESC:You can channel stored spell energy into inflict spells that you did not prepare ahead of time.|PREABILITY:1,CATEGORY=Special Ability,Channel Negative Energy							SOURCEPAGE:p.41	BENEFIT:You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).|PREABILITY:1,CATEGORY=Special Ability,Channel Positive Energy	BENEFIT:You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).|PREABILITY:1,CATEGORY=Special Ability,Channel Negative Energy

###Block: Cleric Channel Energy
# Ability Name		Category of Ability		Type								Visible	Required AL				Multiple Requirements								Define																								Description																											Bonus to Ability Pool			Modify VAR																							Source Page		Aspects																					Description of the Benefits
Channel Energy		CATEGORY:Special Ability	TYPE:Internal						VISIBLE:NO																	DEFINE:ChannelEnergyTimes|0	DEFINE:ChannelEnergyDice|0	DEFINE:ChannelEnergyDC|0	DEFINE:ChannelEnergyLVL|0	DEFINE:ChannelEnergyDieSize|6																													BONUS:ABILITYPOOL|Channel Energy|1	BONUS:VAR|ChannelEnergyDice|(ChannelEnergyLVL+1)/2	BONUS:VAR|ChannelEnergyDC|10+(ChannelEnergyLVL/2)+CHA	BONUS:VAR|ChannelEnergyTimes|3+CHA	SOURCEPAGE:p.22
Channel Positive Energy	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.ChannelEnergy			PREALIGN:LG,NG,CG,LN,TN,CN	PREMULT:1,[PREDEITYALIGN:LG,NG,CG,LN,TN,CN],[PREDEITY:1,None]	DEFINE:ChannelPositiveEnergyDC|0																				DESC:You can unleash a wave of positive energy dealing %1d%2 (DC %3 for half) %4/day.|ChannelEnergyDice|ChannelEnergyDieSize|ChannelPositiveEnergyDC|ChannelEnergyTimes							BONUS:VAR|ChannelPositiveEnergyDC|ChannelEnergyDC																SOURCEPAGE:p.40	ASPECT:Ability Benefit|(%1d%2, DC %3, %4/day)|ChannelEnergyDice|ChannelEnergyDieSize|ChannelPositiveEnergyDC|ChannelEnergyTimes	BENEFIT:You can unleash a wave of positive energy. You must choose to deal %1d%2 points of positive energy damage to undead creatures or to heal living creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. You can use this abilty %4 times per day.|ChannelEnergyDice|ChannelEnergyDieSize|ChannelPositiveEnergyDC|ChannelEnergyTimes
Channel Negative Energy	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.ChannelEnergy			PREALIGN:LN,TN,CN,LE,NE,CE	PREMULT:1,[PREDEITYALIGN:LN,TN,CN,LE,NE,CE],[PREDEITY:1,None]	DEFINE:ChannelNegativeEnergyDC|0																				DESC:You can unleash a wave of negative energy dealing %1d%2 (DC %3 for half) %4/day.|ChannelEnergyDice|ChannelEnergyDieSize|ChannelPositiveEnergyDC|ChannelEnergyTimes							BONUS:VAR|ChannelNegativeEnergyDC|ChannelEnergyDC																SOURCEPAGE:p.40	ASPECT:Ability Benefit|(%1d%2, DC %3, %4/day)|ChannelEnergyDice|ChannelEnergyDieSize|ChannelNegativeEnergyDC|ChannelEnergyTimes	BENEFIT:You can unleash a wave of negative energy. You must choose to deal %1d%2 points of positive energy damage to living creatures or to heal undead creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. You can use this abilty %4 times per day.|ChannelEnergyDice|ChannelEnergyDieSize|ChannelNegativeEnergyDC|ChannelEnergyTimes

###Block: Cleric Domain Powers
# Air Domain
# Ability Name		Unique Key							Category of Ability		Type												Visible	Define															Description																																	Ability																													Modify VAR																							Allow Follower			Allowed Companions						Source Page		Aspects																									Description of the Benefits
Lightning Arc		KEY:Lightning Arc ~ Air Domain			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:As a standard action you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack.																																																																																		SOURCEPAGE:p.41	ASPECT:CheckCount|%1|DomainAirTimes	ASPECT:CheckType|Uses per Day																BENEFIT:As a standard action you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage. You can use this ability %1 times per day.|DomainAirTimes|PREVARLT:DomainAirLVL,2	BENEFIT:As a standard action you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6+%1 points of electricity damage. You can use this ability %2 times per day.|DomainAirLVL/2|DomainAirTimes|PREVARGTEQ:DomainAirLVL,2
Electricity Resistance	KEY:Electricity Resistance ~ Air Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DomainPower					VISIBLE:NO	DEFINE:ElectricityResistanceBonus|DomainAirResistanceBonus	DEFINE:DomainAirResistanceBonus|0																																			ABILITY:Special Ability|AUTOMATIC|Resistance to Electricity|PREVARGTEQ:DomainAirLVL,6	ABILITY:Special Ability|AUTOMATIC|Immunity to Electricity|PREVARGTEQ:DomainAirLVL,20	BONUS:VAR|DomainAirResistanceBonus|10|PREVARGTEQ:DomainAirLVL,6	BONUS:VAR|DomainAirResistanceBonus|10|PREVARGTEQ:DomainAirLVL,12																	SOURCEPAGE:p.41
# Animal Domain
Speak with Animals	KEY:Speak with Animals ~ Animal Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList.Communicate				DEFINE:SpeakWithAnimalsRounds|0											DESC:You can Speak with Animals, as per the spell, for %1 rounds per day.|SpeakWithAnimalsRounds																																																BONUS:VAR|SpeakWithAnimalsRounds|3+DomainAnimalLVL																														SOURCEPAGE:p.41	ASPECT:Ability Benefit|(%1 rounds/day)|SpeakWithAnimalsRounds	ASPECT:CheckCount|%1|SpeakWithAnimalsRounds	ASPECT:CheckType|Rounds per Day
Animal Companion		KEY:Animal Companion ~ Animal Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DomainPower							DEFINE:CompLevel|DomainAnimalLVL-3											DESC:You gain the service of an animal companion.																																																																																FOLLOWERS:Animal Companion|1	COMPANIONLIST:Animal Companion|RACETYPE=Companion	SOURCEPAGE:p.41
# Artifice Domain
Artificer's Touch		KEY:Artificer's Touch ~ Artifice Domain		CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:You can cast Mending at will to repair damaged objects.																																																																																												SOURCEPAGE:p.41	ASPECT:Ability Benefit|(%1/day)|DomainArtificeTimes	ASPECT:CheckCount|%1|DomainArtificeTimes	ASPECT:CheckType|Uses per Day						BENEFIT:You can cast Mending at will (CL %1) to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6+%2 points of damage. This attack bypasses up to %1 points of damage reduction and hardness. You can use this ability %3 times per day.|DomainArtificeLVL|DomainArtificeLVL/2|DomainArtificeTimes|PREVARGTEQ:DomainArtificeLVL,2	BENEFIT:You can cast Mending at will (CL %1) to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage. This attack bypasses up to %1 points of damage reduction and hardness. You can use this ability %2 times per day.|DomainArtificeLVL|DomainArtificeTimes|PREVARLT:DomainArtificeLVL,2
Dancing Weapons		KEY:Dancing Weapons ~ Artifice Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList					DEFINE:DancingWeaponTimes|0												DESC:You can give a weapon toched the Dancing special weapon quality for 4 rounds. You can use this ability %1 times per day.|DancingWeaponTimes																																								BONUS:VAR|DancingWeaponTimes|(DomainArtificeLVL-4)/4																														SOURCEPAGE:p.42	ASPECT:Ability Benefit|(%1/day)|DancingWeaponTimes	ASPECT:CheckCount|%1|DancingWeaponTimes	ASPECT:CheckType|Uses per Day
# Chaos Domain
Touch of Chaos		KEY:Touch of Chaos ~ Chaos Domain			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:You can imbue a target with chaos as a melee touch attack.																																																																																												SOURCEPAGE:p.42	ASPECT:Ability Benefit|(%1/day)|DomainChaosTimes	ASPECT:CheckCount|%1|DomainChaosTimes	ASPECT:CheckType|Uses per Day						BENEFIT:You can imbue a target with chaos as a melee touch attack. For the next round, any time the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability %1 times per day.|DomainChaosTimes
Chaos Blade			KEY:Chaos Blade ~ Chaos Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList					DEFINE:ChaosBladeTimes|0												DESC:You can give a weapon tocuhed the Anarchic special weapon quality.																																																					BONUS:VAR|ChaosBladeTimes|(DomainChaosLVL-4)/4																															SOURCEPAGE:p.42	ASPECT:Ability Benefit|(%1 rounds, %2/day)|DomainChaosLVL/2|ChaosBladeTimes	ASPECT:CheckCount|%1|ChaosBladeTimes	ASPECT:CheckType|Uses per Day		BENEFIT:You can give a weapon tocuhed the Anarchic special weapon quality for %1 rounds. You can use this ability %2 times per day.|DomainChaosLVL/2|ChaosBladeTimes
# Charm Domain
Dazing Touch		KEY:Dazing Touch ~ Charm Domain			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:You can cause a living creature to become dazed for 1 round as a melee touch attack.																																																																																								SOURCEPAGE:p.42	ASPECT:Ability Benefit|(%1/day)|DomainCharmTimes	ASPECT:CheckCount|%1|DomainChaosTimes	ASPECT:CheckType|Uses per Day						BENEFIT:You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more thatn %1 Hit Dice are unaffected. You can use this ability %2 times per day.|DomainCharmLVL|DomainCharmTimes
Charming Smile		KEY:Charming Smile ~ Charm Domain			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList						DEFINE:CharmCharmingSmileRounds|0											DESC:You can cast Charm Person as a swift action																																																								BONUS:VAR|CharmCharmingSmileRounds|DomainCharmLVL																														SOURCEPAGE:p.42	ASPECT:CheckCount|%1|CharmCharmingSmileRounds	ASPECT:CheckType|Rounds per Day													BENEFIT:You can cast Charm Person as a swift action with a DC of %1. You can only have one creature charmed in this way at a time. The total duration of this effect is %2 round per day. These rounds do not need to be consecutive, and you can dismiss the charm anytime as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.|DomainCharmDC|CharmCharmingSmileRounds
# Community Domain
Calming Touch		KEY:Calming Touch ~ Community Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList																						DESC:You can touch a creature as a standard action to heal nonlethal damage.																																																																																										SOURCEPAGE:p.42	ASPECT:Ability Benefit|(%1/day)|DomainCommunityTimes	ASPECT:CheckCount|%1|DomainCommunityTimes	ASPECT:CheckType|Uses per Day						BENEFIT:You can touch a creature as a standard action to heal it of 1d6+%1 points of nonlethal damage. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability %2 times per day.|DomainCommunityLVL|DomainCommunityTimes
Unity				KEY:Unity ~ Community Domain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList					DEFINE:UnityTimes|0													DESC:Whenever a spell targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect instead of their own.																																		BONUS:VAR|UnityTimes|(DomainCommunityLVL-4)/4																															SOURCEPAGE:p.42	ASPECT:Ability Benefit|(%1/day)|UnityTimes	ASPECT:CheckCount|%1|UnityTimes	ASPECT:CheckType|Uses per Day								BENEFIT:Whenever a spell targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect instead of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability %1 times per day.|UnityTimes
# Darkness Domain
Touch of Darkness		KEY:Touch of Darkness ~ Darkness Domain		CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness.																																																																																					SOURCEPAGE:p.42	ASPECT:Ability Benefit|(%1/day)|DomainDarknessTimes	ASPECT:CheckCount|%1|DomainDarknessTimes	ASPECT:CheckType|Uses per Day						BENEFIT:As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20%% miss chance on all attack rolls. This effect lasts for %1 rounds. You can use this ability %2 times per day.|max(DomainDarknessLVL/2,1)|DomainDarknessTimes
Eyes of Darkness		KEY:Eyes of Darkness ~ Darkness Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList.Sense				DEFINE:EyesOfDarknessRounds|0												DESC:Your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness.																																															BONUS:VAR|EyesOfDarknessRounds|DomainDarknessLVL/2																														SOURCEPAGE:p.42	ASPECT:Ability Benefit|(%1 rounds/day)|EyesOfDarknessRounds	ASPECT:CheckCount|%1|EyesOfDarknessRounds	ASPECT:CheckType|Rounds per Day				BENEFIT:Your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for %1 rounds per day. These rounds do not need to be consecutive.|EyesOfDarknessRounds
# Death Domain
Bleeding Touch		KEY:Bleeding Touch ~ Death Domain			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round.																																																																																						SOURCEPAGE:p.42	ASPECT:Ability Benefit|(%1/day)|DomainDeathTimes	ASPECT:CheckCount|%1|DomainDeathTimes	ASPECT:CheckType|Uses per Day						BENEFIT:As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for %1 rounds or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability %2 times per day.|max(DomainDeathLVL/2,1)|DomainDeathTimes
Death's Embrace		KEY:Death's Embrace ~ Death Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DomainPower																							DESC:You heal damage instead of taking damage from channeled negative energy.																																																																																										SOURCEPAGE:p.43																											BENEFIT:You heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hitpoints just like undead in the area.
# Destruction Domain
Destructive Smite		KEY:Destructive Smite ~ Destruction Domain	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.DomainPower.CheckList																						DESC:You gain the destructive smite power; the supernatural ability to make a single melee attack with a +%1 morale bonus on damage rolls.																																																																															SOURCEPAGE:p.43	ASPECT:Ability Benefit|(%1/day)|DomainDestructionTimes	ASPECT:CheckCount|%1|DomainDestructionTimes	ASPECT:CheckType|Uses per Day				BENEFIT:You gain the destructive smite power; the supernatural ability to make a single melee attack with a +%1 morale bonus on damage rolls. You must declare the destuctive smite before making the attack. You can use this ability %2 times per day.|max(DomainDestructionLVL/2,1)|DomainDestructionTimes
Destructive Aura		KEY:Destructive Aura ~ Destruction Domain		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.DomainPower.CheckList.Aura					DEFINE:DestructiveAuraRounds|0											DESC:You can emit a 30-foot aura of destruction.																																																								BONUS:VAR|DestructiveAuraRounds|DomainDestructionLVL																														SOURCEPAGE:p.43	ASPECT:Ability Benefit|(%1 rounds/day)|DestructiveAuraRounds	ASPECT:CheckCount|%1|DestructiveAuraRounds	ASPECT:CheckType|Rounds per Day		BENEFIT:You can emit a 30-foot aura of destruction for %1 rounds per day. All attacks made against targets in this aura (including you) gain a +%2 morale bonus on damage and all critical threats are automatically confirmed. These rounds do not need to be consecutive.|DestructiveAuraRounds|DomainDestructionLVL/2
# Earth Domain
Acid Dart			KEY:Acid Dart ~ Earth Domain				CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:You can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack.																																																																																							SOURCEPAGE:p.43	ASPECT:Ability Benefit|(%1/day)|DomainEarthTimes	ASPECT:CheckCount|%1|DomainEarthTimes	ASPECT:CheckType|Uses per Day						BENEFIT:As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage. You can use this ability %1 times per day.|DomainEarthTimes|PREVARLT:DomainEarthLVL,2	BENEFIT:As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6+%1 points of acid damage. You can use this ability %2 times per day.|DomainEarthLVL/2|DomainEarthTimes|PREVARGTEQ:DomainEarthLVL,2
Acid Resistance		KEY:Acid Resistance ~ Earth Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DomainPower					VISIBLE:NO	DEFINE:AcidResistanceBonus|DomainEarthResistanceBonus	DEFINE:DomainEarthResistanceBonus|0																																				ABILITY:Special Ability|AUTOMATIC|Resistance to Acid|PREVARGTEQ:DomainEarthLVL,6	ABILITY:Special Ability|AUTOMATIC|Immunity to Acid|PREVARGTEQ:DomainEarthLVL,20			BONUS:VAR|DomainEarthResistanceBonus|10|PREVARGTEQ:DomainEarthLVL,6	BONUS:VAR|DomainEarthResistanceBonus|10|PREVARGTEQ:DomainEarthLVL,12															SOURCEPAGE:p.43
# Evil Domain
Touch of Evil		KEY:Touch of Evil ~ Evil Domain			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:You can cause a creature to become sickened as a melee touch attack.																																																																																										SOURCEPAGE:p.44	ASPECT:Ability Benefit|(%1/day)|DomainEvilTimes	ASPECT:CheckCount|%1|DomainEvilTimes	ASPECT:CheckType|Uses per Day							BENEFIT:You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the Evil descriptor. This ability lasts for %1 rounds. You can use this ability %2 times per day.|max(DomainEvilLVL/2,1)|DomainEvilTimes
Scythe of Evil		KEY:Scythe of Evil ~ Evil Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList					DEFINE:ScytheOfEvilTimes|0												DESC:You can give a weapon you touch the Unholy special weapon quality.																																																					BONUS:VAR|ScytheOfEvilTimes|(DomainEvilLVL-4)/4																															SOURCEPAGE:p.44	ASPECT:Ability Benefit|(%1/day)|ScytheOfEvilTimes	ASPECT:CheckCount|%1|DomainEvilTimes	ASPECT:CheckType|Uses per Day						BENEFIT:You can give a weapon you touch the Unholy special weapon quality for %1 rounds. You can use this ability %2 times per day.|DomainEvilLVL|ScytheOfEvilTimes
# Fire Domain
Fire Bolt			KEY:Fire Bolt ~ Fire Domain				CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:As a standard action, you can unleash a scorching bolt of divine fire from your hand.																																																																																							SOURCEPAGE:p.44	ASPECT:Ability Benefit|(%1/day)|DomainFireTimes	ASPECT:CheckCount|%1|DomainFireTimes	ASPECT:CheckType|Uses per Day							BENEFIT:As a standard action, you can unleash a scorching bolt of divine fire from your hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage. You can use this ability %1 times per day.|DomainFireTimes|PREVARLT:DomainFireLVL,2	BENEFIT:As a standard action, you can unleash a scorching bolt of divine fire from your hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6+%1 points of fire damage. You can use this ability %2 times per day.|DomainFireLVL/2|DomainFireTimes|PREVARGTEQ:DomainFireLVL,2
Fire Resistance		KEY:Fire Resistance ~ Fire Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DomainPower					VISIBLE:NO	DEFINE:FireResistanceBonus|DomainFireResistanceBonus	DEFINE:DomainFireResistanceBonus|0																																				ABILITY:Special Ability|AUTOMATIC|Resistance to Fire|PREVARGTEQ:DomainFireLVL,6	ABILITY:Special Ability|AUTOMATIC|Immunity to Fire|PREVARGTEQ:DomainFireLVL,20			BONUS:VAR|DomainFireResistanceBonus|10|PREVARGTEQ:DomainFireLVL,6	BONUS:VAR|DomainFireResistanceBonus|10|PREVARGTEQ:DomainFireLVL,12																SOURCEPAGE:p.44
# Glory Domain
Touch of Glory		KEY:Touch of Glory ~ Glory Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList																						DESC:You can cause you hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus to a single Charisma-based skill check or Charisma ability check.																																																																					SOURCEPAGE:p.44	ASPECT:Ability Benefit|(%1/day)|DomainGloryTimes	ASPECT:CheckCount|%1|DomainGloryTimes	ASPECT:CheckType|Uses per Day						BENEFIT:You can cause you hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a +%1 bonus to a single Charisma-based skill check or Charisma ability check. This ability lasts for one hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus %2 times per day.|DomainGloryLVL|DomainPowerTimes
Divine Presence		KEY:Divine Presence ~ Glory Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.Aura.CheckList					DEFINE:GloryDivinePresenceRounds|0											DESC:You can emit a 30-foot aura of divine presence.																																																								BONUS:VAR|GloryDivinePresenceRounds|DomainGloryLVL																														SOURCEPAGE:p.44	ASPECT:CheckCount|%1|DomainGloryLVL	ASPECT:CheckType|Rounds per Day															BENEFIT:You can emit a 30-foot aura of divine presence for %1 rounds. All allies within this aura are treated as if under the effects of a Sanctuary spell with a DC of %2. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.|GloryDivinePresenceRounds|DomainGloryDC
# Good Domain
Touch of Good		KEY:Touch of Good ~ Good Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList																						DESC:You can touch a creature as a standard action, granting giving it a sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.																																																																											SOURCEPAGE:p.44	ASPECT:Ability Benefit|(%1/day)|DomainGoodTimes	ASPECT:CheckCount|%1|DomainGoodTimes	ASPECT:CheckType|Uses per Day							BENEFIT:You can touch a creature as a standard action, granting giving it a +%1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability %2 times per day.|max(DomainGoodLVL/2,1)|DomainGoodTimes
Holy Lance			KEY:Holy Lance ~ Good Domain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList					DEFINE:HolyLanceTimes|0													DESC:You can give a weapon you touch the Holy special weapon quality for %1 rounds. You can use this ability %2 times per day.|DomainGoodLVL|HolyLanceTimes																																							BONUS:VAR|HolyLanceTimes|(DomainGoodLVL-4)/4																															SOURCEPAGE:p.44	ASPECT:Ability Benefit|(%1/day)|HolyLanceTimes	ASPECT:CheckCount|%1|HolyLanceTimes	ASPECT:CheckType|Uses per Day
# Healing Domain
Rebuke Death		KEY:Rebuke Death ~ Healing Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList																						DESC:You can touch a living creature as a standard action, healing it of 1d4 points of damage.																																																																																							SOURCEPAGE:p.44	ASPECT:Ability Benefit|(%1/day)|DomainHealingTimes	ASPECT:CheckCount|%1|DomainHealingTimes	ASPECT:CheckType|Uses per Day						BENEFIT:You can touch a living creature as a standard action, healing it of 1d4 points of damage. You can only use this ability on a creature that is below 0 hit points. You can use this ability %1 times per day.|DomainHealingTimes|PREVARLT:DomainHealingLVL,2	BENEFIT:You can touch a living creature as a standard action, healing it of 1d4+%1 points of damage. You can only use this ability on a creature that is below 0 hit points. You can use this ability %2 times per day.|DomainHealingLVL/2|DomainHealingTimes|PREVARGTEQ:DomainHealingLVL,2
Healer's Blessing		KEY:Healer's Blessing ~ Healing Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower																							DESC:All of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%%).																																																																																		SOURCEPAGE:p.44																											BENEFIT:All of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
# Knowledge Domain
Lore Keeper			KEY:Lore Keeper ~ Knowledge Domain			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower																								DESC:You can touch a creature to learn about its abilities and weaknesses.																																																																																										SOURCEPAGE:p.45																											BENEFIT:You can touch a creature to learn about its abilities and weaknesses. With a successfull touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to %1.|15+DomainKnowledgeLVL+WIS
Remote Viewing		KEY:Remote Viewing ~ Knowledge Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList						DEFINE:RemoteViewingRounds|0												DESC:You can use Clairaudience/Clairvoyance as a spell-like ability.																																																					BONUS:VAR|RemoteViewingRounds|DomainKnowledgeLVL																														SOURCEPAGE:p.45	ASPECT:Ability Benefit|(%1 rounds/day)|RemoteViewingRounds	ASPECT:CheckCount|%1|RemoteViewingRounds	ASPECT:CheckType|Rounds per Day				BENEFIT:You can use Clairaudience/Clairvoyance as a spell-like ability (CL %1). You can use this ability for %1 rounds per day. These rounds do not need to be consecutive.|RemoteViewingRounds
# Law Domain
Touch of Law		KEY:Touch of Law ~ Law Domain				CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList																						DESC:You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all rolls for 1 round as if the natural d20 roll resulted in an 11.																																																																						SOURCEPAGE:p.45	ASPECT:Ability Benefit|(%1/day)|DomainLawTimes	ASPECT:CheckCount|%1|DomainLawTimes	ASPECT:CheckType|Uses per Day								BENEFIT:You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability %1 times per day.|DomainLawTimes
Staff of Order		KEY:Staff of Order ~ Law Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList					DEFINE:StaffOfOrderTimes|0												DESC:You can give a weapon touched the Axiomatic special weapon quality.																																																				BONUS:VAR|StaffOfOrderTimes|(DomainLawLVL-4)/4																															SOURCEPAGE:p.45	ASPECT:Ability Benefit|(%1/day)|StaffOfOrderTimes	ASPECT:CheckCount|%1|StaffOfOrderTimes	ASPECT:CheckType|Uses per Day						BENEFIT:You can give a weapon touched the Axiomatic special weapon quality for %1 rounds. You can use this ability %2 times per day.|DomainLawLVL/2|StaffOfOrderTimes
# Liberation Domain
Liberation			KEY:Liberation ~ Liberation Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList.ModifyMovement			DEFINE:LiberationRounds|0												DESC:You have the ability to ignore impediments to your mobility.																																																						BONUS:VAR|LiberationRounds|DomainLiberationLVL																															SOURCEPAGE:p.45	ASPECT:Ability Benefit|(%1 rounds/day)|LiberationRounds	ASPECT:CheckCount|%1|LiberationRounds	ASPECT:CheckType|Rounds per Day				BENEFIT:You have the ability to ignore impediments to your mobility. For %1 rounds per day, you can move normally regardless of magical effects that impede movement, as if you were affected by Freedom of Movement. This effect  occurs automatically as soon as it applies. These rounds do not need to be consecutive.|LiberationRounds
Freedom's Call		KEY:Freedom's Call ~ Liberation Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList.Aura					DEFINE:FreedomsCallRounds|0												DESC:You can emit a 30-foot aura of freedom.																																																									BONUS:VAR|FreedomsCallRounds|DomainLiberationLVL																														SOURCEPAGE:p.45	ASPECT:Ability Benefit|(%1 rounds/day)|FreedomsCallRounds	ASPECT:CheckCount|%1|FreedomsCallRounds	ASPECT:CheckType|Rounds per Day				BENEFIT:You can emit a 30-foot aura of freedom for %1 rounds per day. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.|FreedomsCallRounds
# Luck Domain
Bit of Luck			KEY:Bit of Luck ~ Luck Domain				CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList.Defensive																				DESC:You can touch a willing creature as a standard action, giving it a bit of luck.																																																																																								SOURCEPAGE:p.45	ASPECT:Ability Benefit|(%1/day)|DomainLuckTimes	ASPECT:CheckCount|%1|DomainLuckTimes	ASPECT:CheckType|Uses per Day							BENEFIT:You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability %1 times per day.|DomainLuckTimes
Good Fortune		KEY:Good Fortune ~ Luck Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DomainPower.CheckList.Defensive				DEFINE:GoodFortuneTimes|0												DESC:As an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed.																																											BONUS:VAR|GoodFortuneTimes|DomainLuckLVL/6																															SOURCEPAGE:p.45	ASPECT:Ability Benefit|(%1/day)|GoodFortuneTimes	ASPECT:CheckCount|%1|GoodFortuneTimes	ASPECT:CheckType|Uses per Day						BENEFIT:As an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability %1 times per day.|GoodFortuneTimes
# Madness Domain
Vision of Madness		KEY:Vision of Madness ~ Madness Domain		CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:You can give a creature a vision of madness as a melee touch attack.																																																																																										SOURCEPAGE:p.45	ASPECT:Ability Benefit|(%1/day)|DomainMadnessTimes	ASPECT:CheckCount|%1|DomainMadnessTimes	ASPECT:CheckType|Uses per Day						BENEFIT:You can give a creature a vision of madness as a melee touch attack. Choose one of the following; attack rolls, saving throws, or skill checks. The target receives a +%1 bonus to the chosen rolls and a -%1 penalty to the other two types of rolls. This effect fades after 3 rounds. You can use this ability %2 times per day.|max(DomainMadnessLVL/2,1)|DomainMadnessTimes
Aura of Madness		KEY:Aura of Madness ~ Madness Domain		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.DomainPower.CheckList.Aura					DEFINE:AuraOfMadnessRounds|0												DESC:You can emit a 30-foot aura of madness.																																																									BONUS:VAR|AuraOfMadnessRounds|DomainMadnessLVL																															SOURCEPAGE:p.45	ASPECT:Ability Benefit|(%1 rounds/day)|AuraOfMadnessRounds	ASPECT:CheckCount|%1|AuraOfMadnessRounds	ASPECT:CheckType|Rounds per Day				BENEFIT:You can emit a 30-foot aura of madness for %1 rounds per day. Enemies within this aura are affected by Confusion unless they make a Will save (DC %2). The Confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.|AuraOfMadnessRounds|DomainMadnessDC
# Magic Domain
Hand of the Acolyte	KEY:Hand of the Acolyte ~ Magic Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList																					DESC:You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning.																																																																																					SOURCEPAGE:p.46	ASPECT:Ability Benefit|(%1/day)|DomainMagicTimes	ASPECT:CheckCount|%1|DomainMagicTimes	ASPECT:CheckType|Uses per Day						BENEFIT:You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make asingle attack with a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability %1 times per day.|DomainMagicTimes
Dispelling Touch		KEY:Dispelling Touch ~ Magic Domain			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList						DEFINE:DispellingTouchTimes|0												DESC:You can use a targeted Dispel Magic effect as a melee touch attack.																																																				BONUS:VAR|DispellingTouchTimes|(DomainMagicLVL-4)/4																														SOURCEPAGE:p.46	ASPECT:Ability Benefit|(%1/day)|DispellingTouchTimes	ASPECT:CheckCount|%1|DispellingTouchTimes	ASPECT:CheckType|Uses per Day						BENEFIT:You can use a targeted Dispel Magic effect as a melee touch attack. You can use this ability %1 times per day.|DispellingTouchTimes
# Nobility Domain
Inspiring Word		KEY:Inspiring Word ~ Nobility Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList.Aura																					DESC:You can speak an inspiring word to a creature within 30 feet.																																																																																											SOURCEPAGE:p.46	ASPECT:Ability Benefit|(%1/day)|DomainNobilityTimes	ASPECT:CheckCount|%1|DomainNobilityTimes	ASPECT:CheckType|Uses per Day						BENEFIT:As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for %1 rounds. You can use this power %2 times per day.|max(DomainNobilityLVL/2,1)|DomainNobilityTimes
Leadership			KEY:Leadership ~ Nobility Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DomainPower																							DESC:You gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity.																		ABILITY:FEAT|AUTOMATIC|Leadership																																																															SOURCEPAGE:p.46																											BENEFIT:You receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).
# Plant Domain
Wooden Fist			KEY:Wooden Fist ~ Plant Domain			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.DomainPower.CheckList						DEFINE:WoodenFistRounds|0												DESC:As a free action, your hands can become as hard as wood, covered in tiny thorns.																																																		BONUS:VAR|WoodenFistRounds|3+WIS																																	SOURCEPAGE:p.46	ASPECT:Ability Benefit|(%1 rounds/day)|WoodenFistRounds	ASPECT:CheckCount|%1|DomainAirTimes	ASPECT:CheckType|Uses per Day						BENEFIT:As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a +%1 bonus on damage rolls. You can use this ability for %2 rounds per day. These rounds do not need to be consecutive.|max(DomainPlantLVL/2,1)|WoodenFistRounds
Bramble Armor		KEY:Bramble Armor ~ Plant Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList.Defensive				DEFINE:BrambleArmorRounds|0												DESC:You can cause a host of wooden thorns to burst from your skin as a free action.																																																		BONUS:VAR|BrambleArmorRounds|3+WIS																																	SOURCEPAGE:p.46	ASPECT:Ability Benefit|(%1 rounds/day)|BrambleArmorRounds	ASPECT:CheckCount|%1|BrambleArmorRounds	ASPECT:CheckType|Rounds per Day				BENEFIT:You can cause a host of wooden thorns to burst from your skin as a free action. While Bramble Armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6+%1 points of piercing damage. You can use this ability for %2 rounds per day. These rounds do not need to be consecutive.|DomainPlantLVL/2|BrambleArmorRounds
# Protection Domain
Resistant Touch		KEY:Resistant Touch ~ Protection Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList.Defensive																				DESC:As a standard action, you can touch an ally and grant them your resistance bonus for 1 minute.																																																																																						SOURCEPAGE:p.46	ASPECT:Ability Benefit|(%1/day)|DomainProtectionTimes	ASPECT:CheckCount|%1|DomainProtectionTimes	ASPECT:CheckType|Uses per Day					BENEFIT:As a standard action, you can touch an ally and grant them your +%1 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability %2 times per day.|DomainProtectionSaveBonus|DomainProtectionTimes
Aura of Protection	KEY:Aura of Protection ~ Protection Domain	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList.Aura					DEFINE:AuraOfProtectionRounds|0											DESC:You can emit a 30-foot aura of protection.																																																									BONUS:VAR|AuraOfProtectionRounds|DomainProtectionLVL																														SOURCEPAGE:p.46	ASPECT:Ability Benefit|(%1 rounds/day)|AuraOfProtectionRounds	ASPECT:CheckCount|%1|AuraOfProtectionRounds	ASPECT:CheckType|Rounds per Day		BENEFIT:You can emit a 30-foot aura of protection for %1 rounds per day. You and your allies within this aura gain a +%2 deflection to AC resistance 5 agains all elements (acid, cold, electricity, fire, and sonic). These rounds do not need to be consecutive.|AuraOfProtectionRounds|(DomainProtectionLVL-4)/4
# Repose Domain
Gentle Rest			KEY:Gentle Rest ~ Repose Domain			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round.																																																																																				SOURCEPAGE:p.46	ASPECT:Ability Benefit|(%1/day)|DomainReposeTimes	ASPECT:CheckCount|%1|DomainReposeTimes	ASPECT:CheckType|Uses per Day						BENEFIT:Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creatures, that creature falls asleep for 1 round instead. Undead creatures touched by you are staggered for %1 rounds. You can use this ability %2 times per day.|WIS|DomainReposeTimes
Ward Against Death	KEY:Ward Against Death ~ Repose Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList.Aura					DEFINE:WardAgainstDeathRounds|0											DESC:You can emit a 30-foot aura that wards against death.																																																							BONUS:VAR|WardAgainstDeathRounds|DomainReposeLVL																														SOURCEPAGE:p.47	ASPECT:Ability Benefit|(%1 rounds/day)|WardAgainstDeathRounds	ASPECT:CheckCount|%1|WardAgainstDeathRounds	ASPECT:CheckType|Rounds per Day		BENEFIT:You can emit a 30-foot aura that wards against death for %1 rounds per day. Living creatures in this area are immune to death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.|WardAgainstDeathRounds
# Rune Domain
Blast Rune			KEY:Blast Rune ~ Rune Domain				CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:You can create a Blast Rune in any adjacent square.																																																																																													SOURCEPAGE:p.47	ASPECT:Ability Benefit|(%1/day)|DomainRuneTimes	ASPECT:CheckCount|%1|DomainRuneTimes	ASPECT:CheckType|Uses per Day							BENEFIT:As a standard action, you can create a Blast Rune in any adjacent square. Any creature entering this square takes 1d6 points of damage. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts %1 rounds or until discharged. You cannot create a Blast Rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered wit at DC26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability %2 times per day.|DomainRuneLVL|DomainRuneTimes|PREVARLT:DomainRuneLVL,2	BENEFIT:As a standard action, you can create a Blast Rune in any adjacent square. Any creature entering this square takes 1d6+%1 points of damage. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts %2 rounds or until discharged. You cannot create a Blast Rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with at DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability %3 times per day.|DomainRuneLVL/2|DomainRuneLVL|DomainRuneTimes|PREVARGTEQ:DomainRuneLVL,2
Spell Rune			KEY:Spell Rune ~ Rune Domain				CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower																								DESC:You can attack another spell that you cast to one of your Blast Runes, causing that spell to affect the creature that triggers the rune, in addition to the damage.																																																																										SOURCEPAGE:p.47																											BENEFIT:You can attach another spell that you cast to one of your Blast Runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level cleric spell you can cast, and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.
# Strength Domain
Strength Surge		KEY:Strength Surge ~ Strength Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList																						DESC:You can touch a creature to give it great strength.																																																																																													SOURCEPAGE:p.47	ASPECT:Ability Benefit|(%1/day)|DomainStrengthTimes	ASPECT:CheckCount|%1|DomainStrengthTimes	ASPECT:CheckType|Uses per Day						BENEFIT:As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains a +%1 enhancement bonus to melee attacks. combat maneuver checks that rely on Strength, Stregth-based skills, and Strength checks. You can use this ability %2 times per day.|max(DomainStrengthLVL/2,1)|DomainStrengthTimes
Might of the Gods		KEY:Might of the Gods ~ Strength Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList					DEFINE:MightOfTheGodsRounds|0												DESC:You can add an enhancement bonus to your Strength score.																																																						BONUS:VAR|MightOfTheGodsRounds|DomainStrengthLVL																														SOURCEPAGE:p.47	ASPECT:Ability Benefit|(%1 rounds/day)|MightOfTheGodsRounds	ASPECT:CheckCount|%1|MightOfTheGodsRounds	ASPECT:CheckType|Rounds per Day				BENEFIT:You can add a +%1 enhancement bonus to your Strength score for %1 rounds per day. That bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.|MightOfTheGodsRounds
# Sun Domain
Sun's Blessing		KEY:Sun's Blessing ~ Sun Domain			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.DomainPower																							DESC:You add bonus damage whenever you channel positive energy to harm undead creatures.																																																																																								SOURCEPAGE:p.47																											BENEFIT:Whenever you channel positive energy to harm undead creatures, add a +%1 bonus to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.|DomainSunLVL
Nimbus of Light		KEY:Nimbus of Light ~ Sun Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList.Aura					DEFINE:SunNimbusOfLightRounds|0											DESC:You can emit a 30-foot nimbus of light.																																																									BONUS:VAR|SunNimbusOfLightRounds|DomainSunLVL																															SOURCEPAGE:p.47	ASPECT:Ability Benefit|(%1 rounds/day)|SunNimbusOfLightRounds	ASPECT:CheckCount|%1|SunNimbusOfLightRounds	ASPECT:CheckType|Rounds per Day		BENEFIT:You can emit a 30-foot nimbus of light for %1 rounds per day. This acts as a Daylight spell. In addition, undead within this radius take %1 points of damage each round that they remein inside the nimbus. Spells and spell-like abilities with the Darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.|SunNimbusOfLightRounds
# Travel Domain
Agile Feet			KEY:Agile Feet ~ Travel Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList.ModifyMovement																			DESC:As a free action, you can gain increased mobility for 1 round.																																																																																											SOURCEPAGE:p.47	ASPECT:Ability Benefit|(%1/day)|DomainTravelTimes	ASPECT:CheckCount|%1|DomainTravelTimes	ASPECT:CheckType|Uses per Day						BENEFIT:As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability %1 times per day.|DomainTravelTimes
Dimensional Hop		KEY:Dimensional Hop ~ Travel Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList.ModifyMovement			DEFINE:TravelDimensionalHop|0												DESC:You can teleport as a move action.																																																										BONUS:VAR|TravelDimensionalHop|DomainTravelLVL*10																														SOURCEPAGE:p.47	ASPECT:Ability Benefit|(%1 5-ft. increments)|TravelDimensionalHop/5	ASPECT:CheckCount|%1|TravelDimensionalHop/5	ASPECT:CheckType|5-ft. increments	BENEFIT:You can teleport up to %1 feet per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.|TravelDimensionalHop
# Trickery Domain
Copycat			KEY:Copycat ~ Trickery Domain				CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList																						DESC:You can create an illusory double of yourself as a move action.																																																																																											SOURCEPAGE:p.48	ASPECT:Ability Benefit|(%1/day)|DomainTrickeryTimes	ASPECT:CheckCount|%1|DomainTrickeryTimes	ASPECT:CheckType|Uses per Day						BENEFIT:You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for %1 rounds, or until the illusory duplicate is dispelled or destroyed. You can have no more than one Copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability %2 times per day.|DomainTrickeryLVL|DomainTrickeryTimes
Master's Illusion		KEY:Master's Illusion ~ Trickery Domain		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.Defensive.CheckList				DEFINE:TrickeryMastersIllusionDC|0	DEFINE:TrickeryMastersIllusionRounds|0				DESC:You can create an illusion that hides the appearance of yourself and any number of allies within 30 feet.																																														BONUS:VAR|TrickeryMastersIllusionDC|10+(DomainTrickeryLVL/2)+WIS	BONUS:VAR|TrickeryMastersIllusionRounds|DomainTrickeryLVL																		SOURCEPAGE:p.48	ASPECT:CheckCount|%1|TrickeryMastersIllusionRounds	ASPECT:CheckType|Rounds per Day												BENEFIT:You can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for %1 rounds. This ability otherwise functions like the spell Veil. The save DC to disbelieve this effect is %2. The rounds do not need to be consecutive.|TrickeryMastersIllusionRounds|TrickeryMastersIllusionDC
# War Domain
Battle Rage			KEY:Battle Rage ~ War Domain				CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPower.CheckList																						DESC:You can touch a creature as a standard action to give it a bonus on melee damage rolls.																																																																																							SOURCEPAGE:p.48	ASPECT:Ability Benefit|(%1/day)|DomainWarTimes	ASPECT:CheckCount|%1|DomainWarTimes	ASPECT:CheckType|Uses per Day								BENEFIT:You can touch a creature as a standard action to give it a +%1 bonus on melee damage rolls for 1 round. You can do so %2 times per day.|max(DomainWarLVL/2,1)|DomainWarTimes
Weapon Master		KEY:Weapon Master ~ War Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.DomainPower.CheckList					DEFINE:WeaponMasterRounds|0												DESC:As a swift action, you gain the use of one combat feat.																																																						BONUS:VAR|WeaponMasterRounds|DomainWarLVL																																SOURCEPAGE:p.48	ASPECT:Ability Benefit|(%1 rounds/day)|WeaponMasterRounds	ASPECT:CheckCount|%1|WeaponMasterRounds	ASPECT:CheckType|Rounds per Day				BENEFIT:As a swift action, you gain the use of one combat feat for %1 rounds per day. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use these feats.|WeaponMasterRounds
# Water Domain
Icicle			KEY:Icicle ~ Water Domain				CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:You can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack.																																																																																					SOURCEPAGE:p.48	ASPECT:Ability Benefit|(%1/day)|DomainWaterTimes	ASPECT:CheckCount|%1|DomainWaterTimes	ASPECT:CheckType|Uses per Day						BENEFIT:As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage. You can use this ability %1 times per day.|DomainWaterTimes|PREVARLT:DomainWaterLVL,2	BENEFIT:As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6+%1 points of cold damage. You can use this ability %2 times per day.|DomainWaterLVL/2|DomainWaterTimes|PREVARGTEQ:DomainWaterLVL,2
Cold Resistance		KEY:Cold Resistance ~ Water Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DomainPower					VISIBLE:NO	DEFINE:ColdResistanceBonus|DomainWaterResistanceBonus	DEFINE:DomainWaterResistanceBonus|0																																				ABILITY:Special Ability|AUTOMATIC|Resistance to Cold|PREVARGTEQ:DomainWaterLVL,6	ABILITY:Special Ability|AUTOMATIC|Immunity to Cold|PREVARGTEQ:DomainWaterLVL,20			BONUS:VAR|DomainWaterResistanceBonus|10|PREVARGTEQ:DomainWaterLVL,6	BONUS:VAR|DomainWaterResistanceBonus|10|PREVARGTEQ:DomainWaterLVL,12															SOURCEPAGE:p.48
# Weather Domain
Storm Burst			KEY:Storm Burst ~ Weather Domain			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.DomainPower.CheckList																						DESC:You can create a storm burst targeting any foe within 30 feet as a ranged touch attack.																																																																																							SOURCEPAGE:p.48	ASPECT:Ability Benefit|(%1/day)|DomainWeatherTimes	ASPECT:CheckCount|%1|DomainWeatherTimes	ASPECT:CheckType|Uses per Day						BENEFIT:As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage. In addition, the target is buffeted by winds and rain, causing it to take a -2 penalty on attack rolls for 1 round. You can use this ability %2 times per day|DomainWeatherTimes|PREVARLT:DomainWeatherLVL,2	BENEFIT:As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6+%1 points of nonlethal damage. In addition, the target is buffeted by winds and rain, causing it to take a -2 penalty on attack rolls for 1 round. You can use this ability %2 times per day|DomainWeatherLVL/2|DomainWeatherTimes|PREVARGTEQ:DomainWeatherLVL,2
Lightning Lord		KEY:Lightning Lord ~ Weather Domain			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DomainPowerCheckList						DEFINE:WeatherLightningLordTimes|0											DESC:You can call down bolts of lightning.																																																									BONUS:VAR|WeatherLightningLordTimes|DomainWeatherLVL																														SOURCEPAGE:p.48	ASPECT:CheckCount|%1|WeatherLightningLordTimes	ASPECT:CheckType|Uses per Day														BENEFIT:You can call down %1 bolts of lightning per day. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as Call Lightning.|WeatherLightningLordTimes


###Block: Druid Abilities
# Ability Name		Unique Key					Category of Ability		Type								Description																																						Bonus to skill					Class Skill																								Source Page		Aspects
Druid Core Class Skills	KEY:Class Skills ~ Druid		CATEGORY:Internal																																																									CSKILL:Climb|TYPE.Craft|Fly|Handle Animal|Heal|Knowledge (Geography)|Knowledge (Nature)|Perception|TYPE.Profession|Ride|Spellcraft|Survival|Swim

Spontaneous Casting	KEY:Spontaneous Casting ~ Druid	CATEGORY:Special Ability	TYPE:SpecialAttack					DESC:You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower																																			SOURCEPAGE:p.49
Orisons			KEY:Orisons ~ Druid			CATEGORY:Special Ability	TYPE:SpecialQuality					DESC:You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.																																												SOURCEPAGE:p.49
Nature Sense								CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			DESC:You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.																											BONUS:SKILL|Knowledge (Nature),Survival|2																										SOURCEPAGE:p.50
# Wild Empathy is included in pathfinder_rpg_core_rulebook_abilities_class_common.lst file
# Woodland Stride is included in pathfinder_rpg_core_rulebook_abilities_class_common.lst file
Trackless Step								CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			DESC:You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.																																																				SOURCEPAGE:p.51
Resist Nature's Lure							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.SaveBonus	DESC:You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entange, Spike Growth, and Warp Wood.																																	SOURCEPAGE:p.51	ASPECT:SaveBonus|+4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants
Venom Immunity								CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			DESC:You are Immune to all poisons.																																																																		SOURCEPAGE:p.51
A Thousand Faces								CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural			DESC:You have the ability to change your appearance at will, as if using the Alter Self spell, but only while in your normal form.																																																		SOURCEPAGE:p.51

###Block: Nature's Bond
# Ability Name	Unique Key						Output Name					Category of Ability		Type								Visible		Define			Ability						Bonus to Ability Pool			Allow Follower			Allowed Companions						Source Page
Animal Companion	KEY:Nature's Bond ~ Animal Companion							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.NatureBond.AnimalCompanion	DEFINE:CompLevel|0														FOLLOWERS:Animal Companion|1	COMPANIONLIST:Animal Companion|RACETYPE=Companion	SOURCEPAGE:p.51
#COMMENT - Old List if needed. >>	COMPANIONLIST:Animal Companion|Companion (Ape),Companion (Badger (Wolverine)),Companion (Bear),Companion (Bird (Eagle)),Companion (Bird (Hawk)),Companion (Bird (Owl)),Companion (Boar),Companion (Camel),Companion (Cat (Big (Lion))),Companion (Cat (Big (Tiger))),Companion (Cat (Small (Cheetah))),Companion (Cat (Small (Leopard))),Companion (Crocodile (Alligator)),Companion (Dinosaur (Deinonychus)),Companion (Dinosaur (Velociraptor)),Companion (Dog),Companion (Horse),Companion (Pony),Companion (Shark),Companion (Snake (Constrictor)),Companion (Snake (Viper)),Companion (Wolf)
Druid Domain	KEY:Nature's Bond ~ Druid Domain								CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.NatureBond	VISIBLE:DISPLAY					ABILITY:Special Ability|AUTOMATIC|Domains	BONUS:ABILITYPOOL|Druid Domain|1															SOURCEPAGE:p.50

#Domain Choices
Air			KEY:Druid Domain ~ Air				OUTPUTNAME:Druid Domain (Air)		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DruidDomain																																			SOURCEPAGE:p.41
Animal		KEY:Druid Domain ~ Animal			OUTPUTNAME:Druid Domain (Animal)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DruidDomain																																			SOURCEPAGE:p.41
Earth			KEY:Druid Domain ~ Earth			OUTPUTNAME:Druid Domain (Earth)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DruidDomain																																			SOURCEPAGE:p.43
Fire			KEY:Druid Domain ~ Fire				OUTPUTNAME:Druid Domain (Fire)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DruidDomain																																			SOURCEPAGE:p.44
Plant			KEY:Druid Domain ~ Plant			OUTPUTNAME:Druid Domain (Plant)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DruidDomain																																			SOURCEPAGE:p.46
Water			KEY:Druid Domain ~ Water			OUTPUTNAME:Druid Domain (Water)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DruidDomain																																			SOURCEPAGE:p.48
Weather		KEY:Druid Domain ~ Weather			OUTPUTNAME:Druid Domain (Weather)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DruidDomain																																			SOURCEPAGE:p.48

###Block: Wild Shape
# Ability Name	Category of Ability		Type						Define													Description																																																																			Source Page
Wild Shape		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DEFINE:WildShapeTimes|0	DEFINE:WildShapeDuration|0	DEFINE:WildShapeProgression|0	DESC:You can change shape %1 time / day for up to %2 hours|WildShapeTimes|WildShapeDuration|PREVAREQ:WildShapeProgression,1	DESC:You can change shape %1 times / day for up to %2 hours|WildShapeTimes|WildShapeDuration|PREMULT:2,[PREVARGTEQ:WildShapeProgression,2],[PREVARLT:WildShapeProgression,9]	DESC:You can change shape at will for up to %1 hours|WildShapeDuration|PREVARGTEQ:WildShapeProgression,9	SOURCEPAGE:p.51

###Block: Wild Shape Size and Type Progression MODS
# Ability Name					Description
CATEGORY=Special Ability|Wild Shape.MOD	DESC:You can change into any Small or Medium animal.|PREVAREQ:WildShapeProgression,1
CATEGORY=Special Ability|Wild Shape.MOD	DESC:You can change into any Tiny, Small, Medium or Large animal, or a Small elemental.|PREVAREQ:WildShapeProgression,2
CATEGORY=Special Ability|Wild Shape.MOD	DESC:You can change into any Diminutive, Tiny, Small, Medium, Large or Huge animal, a Small or Medium elemental, or a Small or Medium plant creature.|PREVAREQ:WildShapeProgression,3|PREVAREQ:NoPlantShape,0	DESC:You can change into any Diminutive, Tiny, Small, Medium, Large or Huge animal, a Small or Medium elemental.|PREVAREQ:WildShapeProgression,3|PREVAREQ:NoPlantShape,1
CATEGORY=Special Ability|Wild Shape.MOD	DESC:You can change into any Diminutive, Tiny, Small, Medium, Large or Huge animal, a Small, Medium or Large elemental, or a Small, Medium or Large plant creature.|PREVAREQ:WildShapeProgression,4|PREVAREQ:NoPlantShape,0	DESC:You can change into any Diminutive, Tiny, Small, Medium, Large or Huge animal, a Small, Medium or Large elemental.|PREVAREQ:WildShapeProgression,4|PREVAREQ:NoPlantShape,1
CATEGORY=Special Ability|Wild Shape.MOD	DESC:You can change into any Diminutive, Tiny, Small, Medium, Large or Huge animal, a Small, Medium, Large or Huge elemental, or a Small, Medium, Large or Huge plant creature.|PREVARGTEQ:WildShapeProgression,5|PREVAREQ:NoPlantShape,0	DESC:You can change into any Diminutive, Tiny, Small, Medium, Large or Huge animal, a Small, Medium, Large or Huge elemental, or a Small, Medium, Large or Huge plant creature.|PREVARGTEQ:WildShapeProgression,5|PREVAREQ:NoPlantShape,1

###Block: Wild Shape "Works Like" Descriptions
# Ability Name					Description
CATEGORY=Special Ability|Wild Shape.MOD	DESC:When changing into an animal, this functions as Beast Shape I|PREVAREQ:WildShapeProgression,1
CATEGORY=Special Ability|Wild Shape.MOD	DESC:When changing into an animal, this functions as Beast Shape II|PREVAREQ:WildShapeProgression,2
CATEGORY=Special Ability|Wild Shape.MOD	DESC:When changing into an animal, this functions as Beast Shape III|PREVARGTEQ:WildShapeProgression,3
CATEGORY=Special Ability|Wild Shape.MOD	DESC:When changing into a plant, this functions as Plant Shape I|PREVAREQ:WildShapeProgression,3|PREVAREQ:NoPlantShape,0
CATEGORY=Special Ability|Wild Shape.MOD	DESC:When changing into a plant, this functions as Plant Shape II|PREVAREQ:WildShapeProgression,4|PREVAREQ:NoPlantShape,0
CATEGORY=Special Ability|Wild Shape.MOD	DESC:When changing into a plant, this functions as Plant Shape III|PREVARGTEQ:WildShapeProgression,5|PREVAREQ:NoPlantShape,0
CATEGORY=Special Ability|Wild Shape.MOD	DESC:When changing into an elemental, this functions as Elemental Body I|PREVAREQ:WildShapeProgression,2
CATEGORY=Special Ability|Wild Shape.MOD	DESC:When changing into an elemental, this functions as Elemental Body II|PREVAREQ:WildShapeProgression,3
CATEGORY=Special Ability|Wild Shape.MOD	DESC:When changing into an elemental, this functions as Elemental Body III|PREVAREQ:WildShapeProgression,4
CATEGORY=Special Ability|Wild Shape.MOD	DESC:When changing into an elemental, this functions as Elemental Body IV|PREVARGTEQ:WildShapeProgression,5

###Block: Druid Wild Shape
# Ability Name			Category of Ability		Type			Visible	Define			Modify VAR
# Wild Shape Progression | 1 = L4, 2 = L6, 3 = L8, 4 = L10, 5 = L12, 6 = L14, 7 = L16, 8 = L18, 9 = L20
# Ability Name			Category of Ability		Type			Visible	Define			Modify VAR
Druid Wild Shape			CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:DruidWildShape|0	BONUS:VAR|WildShapeDuration|DruidWildShape
Druid Wild Shape Times		CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO					BONUS:VAR|WildShapeTimes|WildShapeProgression
Druid Wild Shape Progression	CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO					BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,4	BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,6	BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,8	BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,10	BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,12	BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,14	BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,16	BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,18	BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,20





###Block: Fighter Internal Abilities
# Ability Name					Category of Ability		Type			Visible	Define													Modify VAR
Fighter Level Advanced Feat Tracker		CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:FighterLVL|0											BONUS:VAR|WeaponSpecQualifyLVL,DisruptiveQualifyLVL,GreatShieldFocusQualifyLVL,GreatWeapFocusQualifyLVL,SpellbreakerQualifyLVL,GreatWeapSpecQualifyLVL,PenetratingStrikeQualifyLVL,CriticalMasteryQualifyLVL,GreatPenetratingStrikeQualifyLVL|FighterLVL
Weapon Specialization Qualify			CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:WeapSpecQualify|0	DEFINE:WeaponSpecQualifyLVL|0					BONUS:VAR|WeapSpecQualify|1|PREVARGTEQ:WeaponSpecQualifyLVL,4
Disruptive Qualify				CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:DisruptiveQualify|0	DEFINE:DisruptiveQualifyLVL|0					BONUS:VAR|DisruptiveQualify|1|PREVARGTEQ:DisruptiveQualifyLVL,6
Greater Shield Focus Qualify			CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:GreatShieldFocusQualify|0	DEFINE:GreatShieldFocusQualifyLVL|0			BONUS:VAR|GreatShieldFocusQualify|1|PREVARGTEQ:GreatShieldFocusQualifyLVL,8
Greater Weapon Focus Qualify			CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:GreatWeapFocusQualify|0	DEFINE:GreatWeapFocusQualifyLVL|0			BONUS:VAR|GreatWeapFocusQualify|1|PREVARGTEQ:GreatWeapFocusQualifyLVL,8
Spellbreaker Qualify				CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:SpellbreakerQualify|0	DEFINE:SpellbreakerQualifyLVL|0				BONUS:VAR|SpellbreakerQualify|1|PREVARGTEQ:SpellbreakerQualifyLVL,6
Greater Weapon Specialization Qualify	CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:GreatWeapSpecQualify|0	DEFINE:GreatWeapSpecQualifyLVL|0				BONUS:VAR|GreatWeapSpecQualify|1|PREVARGTEQ:GreatWeapSpecQualifyLVL,12
Penetrating Strike Qualify			CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:PenetratingStrikeQualify|0	DEFINE:PenetratingStrikeQualifyLVL|0		BONUS:VAR|PenetratingStrikeQualify|1|PREVARGTEQ:PenetratingStrikeQualifyLVL,12
Critical Mastery Qualify			CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:CriticalMasteryQualify|0	DEFINE:CriticalMasteryQualifyLVL|0			BONUS:VAR|CriticalMasteryQualify|1|PREVARGTEQ:CriticalMasteryQualifyLVL,14
Greater Penetrating Strike Qualify		CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:GreatPenetratingStrikeQualify|0	DEFINE:GreatPenetratingStrikeQualifyLVL|0	BONUS:VAR|GreatPenetratingStrikeQualify|1|PREVARGTEQ:GreatPenetratingStrikeQualifyLVL,16

###Block: Fighter Abilities
# Ability Name			Category of Ability		Type								Visible	Define								Description																																						Stackable?	Multiple?	Choose			Template					Ability															Misc bonus									Modify VAR																																																																													Damage Reduction					Source Page		Aspects							Ignore Encumberance
Bravery				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.SaveBonus			DEFINE:Bravery|0	DEFINE:BraveryLVL|0			DESC:You gain a +%1 bonus to Will saves against fear effects.|Bravery																																																																				BONUS:VAR|Bravery|(BraveryLVL+2)/4																																																																																SOURCEPAGE:p.55	ASPECT:SaveBonus|+%1 Will vs. fear|Bravery
Armor Training			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary					DEFINE:ArmorTraining|0	DEFINE:ArmorTrainingLVL|0	DESC:You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by %1 and increase the maximum Dexterity bonus allowed by your armor by +%1|ArmorTraining													TEMPLATE:Armor Training workaround	ABILITY:Special Ability|AUTOMATIC|Armor Training ~ Heavy Armor|PREVARGTEQ:ArmorTrainingLVL,7	BONUS:MISC|ACCHECK|ArmorTraining|PREEQUIP:1,TYPE=Armor	BONUS:VAR|ArmorTraining|1|PREVARGTEQ:FighterLvl,3|!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterArmorTraining_One	BONUS:VAR|ArmorTraining|1|PREVARGTEQ:FighterLvl,7|!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterArmorTraining_Two	BONUS:VAR|ArmorTraining|1|PREVARGTEQ:FighterLvl,11|!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterArmorTraining_Three	BONUS:VAR|ArmorTraining|1|PREVARGTEQ:FighterLvl,15|!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterArmorTraining_Four								SOURCEPAGE:p.55									UNENCUMBEREDMOVE:MediumArmor
Armor Training ~ Heavy Armor	CATEGORY:Special Ability	TYPE:Internal						VISIBLE:NO																																																																																																																																																																																									UNENCUMBEREDMOVE:HeavyArmor
Armor Mastery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary														DESC:You gain DR 5/-- whenever you are wearing armor or using a shield.																																																																																																																																																		DR:5/-|PREEQUIP:1,TYPE=Armor,TYPE=Shield	SOURCEPAGE:p.56
Weapon Mastery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.WeaponMastery												DESC:Any attacks made a %1 automatically confirm all critical threats and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition, you cannot be disarmed while wielding a weapon of this type.|%CHOICE	STACK:NO	MULT:YES	CHOOSE:WEAPONPROFS|LIST																																																																																																																						SOURCEPAGE:p.56


###Block: Fighter Weapon Training Abilities
# Ability Name		Category of Ability		Type						Visible		Define					Description																																																																																																																																																																																																						Bonus to Ability Pool																																																																																														Modify VAR																Source Page
Weapon Training		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	VISIBLE:EXPORT	DEFINE:WeaponTrainingBase|0		DESC:Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks)	DESC:Axes +%1|WeaponTrainingAxes|PREVARGT:WeaponTrainingAxes,0	DESC:Heavy Blades +%1|WeaponTrainingBladesHeavy|PREVARGT:WeaponTrainingBladesHeavy,0	DESC:Light Blades +%1|WeaponTrainingBladesLight|PREVARGT:WeaponTrainingBladesLight,0	DESC:Bows +%1|WeaponTrainingBows|PREVARGT:WeaponTrainingBows,0	DESC:Close Weapons +%1|WeaponTrainingClose|PREVARGT:WeaponTrainingClose,0	DESC:Crossbows +%1|WeaponTrainingCrossbows|PREVARGT:WeaponTrainingCrossbows,0	DESC:Double Weapons +%1|WeaponTrainingDouble|PREVARGT:WeaponTrainingDouble,0	DESC:Flails +%1|WeaponTrainingFlails|PREVARGT:WeaponTrainingFlails,0	DESC:Hammers +%1|WeaponTrainingHammers|PREVARGT:WeaponTrainingHammers,0	DESC:Monk Weapons +%1|WeaponTrainingMonk|PREVARGT:WeaponTrainingMonk,0	DESC:Natural Weapons +%1|WeaponTrainingNatural|PREVARGT:WeaponTrainingNatural,0	DESC:Pole Arms +%1|WeaponTrainingPoleArms|PREVARGT:WeaponTrainingPoleArms,0	DESC:Spears +%1|WeaponTrainingSpears|PREVARGT:WeaponTrainingSpears,0	DESC:Thrown Weapons +%1|WeaponTrainingThrown|PREVARGT:WeaponTrainingThrown,0																																																																																																		BONUS:VAR|WeaponTrainingBase|count("ABILITIES","CATEGORY=Special Ability","TYPE=WeaponTraining")	SOURCEPAGE:p.56
Fighter Weapon Training	CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO		DEFINE:FighterWeaponTrainingLVL|0																																																																																																																																																																																																								BONUS:ABILITYPOOL|Weapon Training I|1|PREVARGTEQ:FighterWeaponTrainingLVL,5|!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterWeaponTraining_One	BONUS:ABILITYPOOL|Weapon Training II|1|PREVARGTEQ:FighterWeaponTrainingLVL,9|!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterWeaponTraining_Two	BONUS:ABILITYPOOL|Weapon Training III|1|PREVARGTEQ:FighterWeaponTrainingLVL,13|!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterWeaponTraining_Three	BONUS:ABILITYPOOL|Weapon Training IV|1|PREVARGTEQ:FighterWeaponTrainingLVL,17|!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterWeaponTraining_Four																		SOURCEPAGE:p.56

###Block: Weapon Training I
# Ability Name				Unique Key					Category of Ability		Type						Visible		Restricted Ability																			Define								Multiple?	Combat bonus														Weapon prof. bonus												Source Page
Weapon Training (Axes)			KEY:Weapon Training 1 Axes		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Axes,Weapon Training 3 Axes,Weapon Training 4 Axes					DEFINE:WeaponTrainingAxes|WeaponTrainingBase		MULT:NO	BONUS:COMBAT|TOHIT.Axe,DAMAGE.Axe|WeaponTrainingAxes|TYPE=WeaponTraining																			SOURCEPAGE:p.56
Weapon Training (Blades/Heavy)	KEY:Weapon Training 1 Blades Heavy	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Blades Heavy,Weapon Training 3 Blades Heavy,Weapon Training 4 Blades Heavy	DEFINE:WeaponTrainingBladesHeavy|WeaponTrainingBase	MULT:NO	BONUS:COMBAT|TOHIT.BladeHeavy,DAMAGE.BladeHeavy|WeaponTrainingBladesHeavy|TYPE=WeaponTraining																SOURCEPAGE:p.56
Weapon Training (Blades/Light)	KEY:Weapon Training 1 Blades Light	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Blades Light,Weapon Training 3 Blades Light,Weapon Training 4 Blades Light	DEFINE:WeaponTrainingBladesLight|WeaponTrainingBase	MULT:NO	BONUS:COMBAT|TOHIT.BladeLight,DAMAGE.BladeLight|WeaponTrainingBladesLight|TYPE=WeaponTraining																SOURCEPAGE:p.56
Weapon Training (Bows)			KEY:Weapon Training 1 Bows		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Bows,Weapon Training 3 Bows,Weapon Training 4 Bows					DEFINE:WeaponTrainingBows|WeaponTrainingBase		MULT:NO	BONUS:COMBAT|TOHIT.Bow,DAMAGE.Bow|WeaponTrainingBows|TYPE=WeaponTraining																			SOURCEPAGE:p.56
Weapon Training (Close)			KEY:Weapon Training 1 Close		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Close,Weapon Training 3 Close,Weapon Training 4 Close				DEFINE:WeaponTrainingClose|WeaponTrainingBase		MULT:NO	BONUS:COMBAT|TOHIT.Close,DAMAGE.Close|WeaponTrainingClose|TYPE=WeaponTraining				BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|WeaponTrainingClose|TYPE=WeaponTraining	SOURCEPAGE:p.56
Weapon Training (Crossbows)		KEY:Weapon Training 1 Crossbows	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Crossbows,Weapon Training 3 Crossbows,Weapon Training 4 Crossbows		DEFINE:WeaponTrainingCrossbows|WeaponTrainingBase	MULT:NO	BONUS:COMBAT|TOHIT.Crossbow,DAMAGE.Crossbow|WeaponTrainingCrossbows|TYPE=WeaponTraining																	SOURCEPAGE:p.56
Weapon Training (Double)		KEY:Weapon Training 1 Double		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Double,Weapon Training 3 Double,Weapon Training 4 Double				DEFINE:WeaponTrainingDouble|WeaponTrainingBase		MULT:NO	BONUS:COMBAT|TOHIT.Double,DAMAGE.Double|WeaponTrainingDouble|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Flails)		KEY:Weapon Training 1 Flails		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Flails,Weapon Training 3 Flails,Weapon Training 4 Flails				DEFINE:WeaponTrainingFlails|WeaponTrainingBase		MULT:NO	BONUS:COMBAT|TOHIT.Flail,DAMAGE.Flail|WeaponTrainingFlails|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Hammers)		KEY:Weapon Training 1 Hammers		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Hammers,Weapon Training 3 Hammers,Weapon Training 4 Hammers			DEFINE:WeaponTrainingHammers|WeaponTrainingBase		MULT:NO	BONUS:COMBAT|TOHIT.Hammer,DAMAGE.Hammer|WeaponTrainingHammers|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Monk)			KEY:Weapon Training 1 Monk		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Monk,Weapon Training 3 Monk,Weapon Training 4 Monk					DEFINE:WeaponTrainingMonk|WeaponTrainingBase		MULT:NO	BONUS:COMBAT|TOHIT.Monk,DAMAGE.Monk|WeaponTrainingMonk|TYPE=WeaponTraining																			SOURCEPAGE:p.56
Weapon Training (Natural)		KEY:Weapon Training 1 Natural		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Natural,Weapon Training 3 Natural,Weapon Training 4 Natural			DEFINE:WeaponTrainingNatural|WeaponTrainingBase		MULT:NO	BONUS:COMBAT|TOHIT.Natural,DAMAGE.Natural|WeaponTrainingMonk|TYPE=WeaponTraining			BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|WeaponTrainingClose|TYPE=WeaponTraining	SOURCEPAGE:p.56
Weapon Training (Pole Arms)		KEY:Weapon Training 1 Pole Arms	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Pole Arms,Weapon Training 3 Pole Arms,Weapon Training 4 Pole Arms		DEFINE:WeaponTrainingPoleArms|WeaponTrainingBase	MULT:NO	BONUS:COMBAT|TOHIT.Polearm,DAMAGE.Polearm|WeaponTrainingPoleArms|TYPE=WeaponTraining																	SOURCEPAGE:p.56
Weapon Training (Spears)		KEY:Weapon Training 1 Spears		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Spears,Weapon Training 3 Spears,Weapon Training 4 Spears				DEFINE:WeaponTrainingSpears|WeaponTrainingBase		MULT:NO	BONUS:COMBAT|TOHIT.Spear,DAMAGE.Spear|WeaponTrainingSpears|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Thrown)		KEY:Weapon Training 1 Thrown		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining1	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Thrown,Weapon Training 3 Thrown,Weapon Training 4 Thrown				DEFINE:WeaponTrainingThrown|WeaponTrainingBase		MULT:NO	BONUS:COMBAT|TOHIT.Thrown,DAMAGE.Thrown|WeaponTrainingThrown|TYPE=WeaponTraining																		SOURCEPAGE:p.56

###Block: Weapon Training II
# Ability Name				Unique Key					Category of Ability		Type						Visible		Restricted Ability																			Define								Multiple?	Combat bonus														Weapon prof. bonus												Source Page
Weapon Training (Axes)			KEY:Weapon Training 2 Axes		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Axes,Weapon Training 3 Axes,Weapon Training 4 Axes					DEFINE:WeaponTrainingAxes|WeaponTrainingBase-1		MULT:NO	BONUS:COMBAT|TOHIT.Axe,DAMAGE.Axe|WeaponTrainingAxes|TYPE=WeaponTraining																			SOURCEPAGE:p.56
Weapon Training (Blades/Heavy)	KEY:Weapon Training 2 Blades Heavy	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Blades Heavy,Weapon Training 3 Blades Heavy,Weapon Training 4 Blades Heavy	DEFINE:WeaponTrainingBladesHeavy|WeaponTrainingBase-1	MULT:NO	BONUS:COMBAT|TOHIT.BladeHeavy,DAMAGE.BladeHeavy|WeaponTrainingBladesHeavy|TYPE=WeaponTraining																SOURCEPAGE:p.56
Weapon Training (Blades/Light)	KEY:Weapon Training 2 Blades Light	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Blades Light,Weapon Training 3 Blades Light,Weapon Training 4 Blades Light	DEFINE:WeaponTrainingBladesLight|WeaponTrainingBase-1	MULT:NO	BONUS:COMBAT|TOHIT.BladeLight,DAMAGE.BladeLight|WeaponTrainingBladesLight|TYPE=WeaponTraining																SOURCEPAGE:p.56
Weapon Training (Bows)			KEY:Weapon Training 2 Bows		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Bows,Weapon Training 3 Bows,Weapon Training 4 Bows					DEFINE:WeaponTrainingBows|WeaponTrainingBase-1		MULT:NO	BONUS:COMBAT|TOHIT.Bow,DAMAGE.Bow|WeaponTrainingBows|TYPE=WeaponTraining																			SOURCEPAGE:p.56
Weapon Training (Close)			KEY:Weapon Training 2 Close		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Close,Weapon Training 3 Close,Weapon Training 4 Close				DEFINE:WeaponTrainingClose|WeaponTrainingBase-1		MULT:NO	BONUS:COMBAT|TOHIT.Close,DAMAGE.Close|WeaponTrainingClose|TYPE=WeaponTraining				BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|WeaponTrainingClose|TYPE=WeaponTraining	SOURCEPAGE:p.56
Weapon Training (Crossbows)		KEY:Weapon Training 2 Crossbows	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Crossbows,Weapon Training 3 Crossbows,Weapon Training 4 Crossbows		DEFINE:WeaponTrainingCrossbows|WeaponTrainingBase-1	MULT:NO	BONUS:COMBAT|TOHIT.Crossbow,DAMAGE.Crossbow|WeaponTrainingCrossbows|TYPE=WeaponTraining																	SOURCEPAGE:p.56
Weapon Training (Double)		KEY:Weapon Training 2 Double		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Double,Weapon Training 3 Double,Weapon Training 4 Double				DEFINE:WeaponTrainingDouble|WeaponTrainingBase-1	MULT:NO	BONUS:COMBAT|TOHIT.Double,DAMAGE.Double|WeaponTrainingDouble|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Flails)		KEY:Weapon Training 2 Flails		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Flails,Weapon Training 3 Flails,Weapon Training 4 Flails				DEFINE:WeaponTrainingFlails|WeaponTrainingBase-1	MULT:NO	BONUS:COMBAT|TOHIT.Flail,DAMAGE.Flail|WeaponTrainingFlails|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Hammers)		KEY:Weapon Training 2 Hammers		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Hammers,Weapon Training 3 Hammers,Weapon Training 4 Hammers			DEFINE:WeaponTrainingHammers|WeaponTrainingBase-1	MULT:NO	BONUS:COMBAT|TOHIT.Hammer,DAMAGE.Hammer|WeaponTrainingHammers|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Monk)			KEY:Weapon Training 2 Monk		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Monk,Weapon Training 3 Monk,Weapon Training 4 Monk					DEFINE:WeaponTrainingMonk|WeaponTrainingBase-1		MULT:NO	BONUS:COMBAT|TOHIT.Monk,DAMAGE.Monk|WeaponTrainingMonk|TYPE=WeaponTraining																			SOURCEPAGE:p.56
Weapon Training (Natural)		KEY:Weapon Training 2 Natural		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Natural,Weapon Training 3 Natural,Weapon Training 4 Natural			DEFINE:WeaponTrainingNatural|WeaponTrainingBase-1	MULT:NO	BONUS:COMBAT|TOHIT.Natural,DAMAGE.Natural|WeaponTrainingMonk|TYPE=WeaponTraining			BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|WeaponTrainingClose|TYPE=WeaponTraining	SOURCEPAGE:p.56
Weapon Training (Pole Arms)		KEY:Weapon Training 2 Pole Arms	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Pole Arms,Weapon Training 3 Pole Arms,Weapon Training 4 Pole Arms		DEFINE:WeaponTrainingPoleArms|WeaponTrainingBase-1	MULT:NO	BONUS:COMBAT|TOHIT.Polearm,DAMAGE.Polearm|WeaponTrainingPoleArms|TYPE=WeaponTraining																	SOURCEPAGE:p.56
Weapon Training (Spears)		KEY:Weapon Training 2 Spears		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Spears,Weapon Training 3 Spears,Weapon Training 4 Spears				DEFINE:WeaponTrainingSpears|WeaponTrainingBase-1	MULT:NO	BONUS:COMBAT|TOHIT.Spear,DAMAGE.Spear|WeaponTrainingSpears|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Thrown)		KEY:Weapon Training 2 Thrown		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Thrown,Weapon Training 3 Thrown,Weapon Training 4 Thrown				DEFINE:WeaponTrainingThrown|WeaponTrainingBase-1	MULT:NO	BONUS:COMBAT|TOHIT.Thrown,DAMAGE.Thrown|WeaponTrainingThrown|TYPE=WeaponTraining																		SOURCEPAGE:p.56

###Block: Weapon Training III
# Ability Name				Unique Key					Category of Ability		Type						Visible		Restricted Ability																			Define								Multiple?	Combat bonus														Weapon prof. bonus												Source Page
Weapon Training (Axes)			KEY:Weapon Training 3 Axes		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Axes,Weapon Training 2 Axes,Weapon Training 4 Axes					DEFINE:WeaponTrainingAxes|WeaponTrainingBase-2		MULT:NO	BONUS:COMBAT|TOHIT.Axe,DAMAGE.Axe|WeaponTrainingAxes|TYPE=WeaponTraining																			SOURCEPAGE:p.56
Weapon Training (Blades/Heavy)	KEY:Weapon Training 3 Blades Heavy	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Blades Heavy,Weapon Training 2 Blades Heavy,Weapon Training 4 Blades Heavy	DEFINE:WeaponTrainingBladesHeavy|WeaponTrainingBase-2	MULT:NO	BONUS:COMBAT|TOHIT.BladeHeavy,DAMAGE.BladeHeavy|WeaponTrainingBladesHeavy|TYPE=WeaponTraining																SOURCEPAGE:p.56
Weapon Training (Blades/Light)	KEY:Weapon Training 3 Blades Light	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Blades Light,Weapon Training 2 Blades Light,Weapon Training 4 Blades Light	DEFINE:WeaponTrainingBladesLight|WeaponTrainingBase-2	MULT:NO	BONUS:COMBAT|TOHIT.BladeLight,DAMAGE.BladeLight|WeaponTrainingBladesLight|TYPE=WeaponTraining																SOURCEPAGE:p.56
Weapon Training (Bows)			KEY:Weapon Training 3 Bows		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Bows,Weapon Training 2 Bows,Weapon Training 4 Bows					DEFINE:WeaponTrainingBows|WeaponTrainingBase-2		MULT:NO	BONUS:COMBAT|TOHIT.Bow,DAMAGE.Bow|WeaponTrainingBows|TYPE=WeaponTraining																			SOURCEPAGE:p.56
Weapon Training (Close)			KEY:Weapon Training 3 Close		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Close,Weapon Training 2 Close,Weapon Training 4 Close				DEFINE:WeaponTrainingClose|WeaponTrainingBase-2		MULT:NO	BONUS:COMBAT|TOHIT.Close,DAMAGE.Close|WeaponTrainingClose|TYPE=WeaponTraining				BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|WeaponTrainingClose|TYPE=WeaponTraining	SOURCEPAGE:p.56
Weapon Training (Crossbows)		KEY:Weapon Training 3 Crossbows	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Crossbows,Weapon Training 2 Crossbows,Weapon Training 4 Crossbows		DEFINE:WeaponTrainingCrossbows|WeaponTrainingBase-2	MULT:NO	BONUS:COMBAT|TOHIT.Crossbow,DAMAGE.Crossbow|WeaponTrainingCrossbows|TYPE=WeaponTraining																	SOURCEPAGE:p.56
Weapon Training (Double)		KEY:Weapon Training 3 Double		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Double,Weapon Training 2 Double,Weapon Training 4 Double				DEFINE:WeaponTrainingDouble|WeaponTrainingBase-2	MULT:NO	BONUS:COMBAT|TOHIT.Double,DAMAGE.Double|WeaponTrainingDouble|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Flails)		KEY:Weapon Training 3 Flails		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Flails,Weapon Training 2 Flails,Weapon Training 4 Flails				DEFINE:WeaponTrainingFlails|WeaponTrainingBase-2	MULT:NO	BONUS:COMBAT|TOHIT.Flail,DAMAGE.Flail|WeaponTrainingFlails|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Hammers)		KEY:Weapon Training 3 Hammers		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Hammers,Weapon Training 2 Hammers,Weapon Training 4 Hammers			DEFINE:WeaponTrainingHammers|WeaponTrainingBase-2	MULT:NO	BONUS:COMBAT|TOHIT.Hammer,DAMAGE.Hammer|WeaponTrainingHammers|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Monk)			KEY:Weapon Training 3 Monk		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Monk,Weapon Training 2 Monk,Weapon Training 4 Monk					DEFINE:WeaponTrainingMonk|WeaponTrainingBase-2		MULT:NO	BONUS:COMBAT|TOHIT.Monk,DAMAGE.Monk|WeaponTrainingMonk|TYPE=WeaponTraining																			SOURCEPAGE:p.56
Weapon Training (Natural)		KEY:Weapon Training 3 Natural		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Natural,Weapon Training 2 Natural,Weapon Training 4 Natural			DEFINE:WeaponTrainingNatural|WeaponTrainingBase-2	MULT:NO	BONUS:COMBAT|TOHIT.Natural,DAMAGE.Natural|WeaponTrainingMonk|TYPE=WeaponTraining			BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|WeaponTrainingClose|TYPE=WeaponTraining	SOURCEPAGE:p.56
Weapon Training (Pole Arms)		KEY:Weapon Training 3 Pole Arms	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Pole Arms,Weapon Training 2 Pole Arms,Weapon Training 4 Pole Arms		DEFINE:WeaponTrainingPoleArms|WeaponTrainingBase-2	MULT:NO	BONUS:COMBAT|TOHIT.Polearm,DAMAGE.Polearm|WeaponTrainingPoleArms|TYPE=WeaponTraining																	SOURCEPAGE:p.56
Weapon Training (Spears)		KEY:Weapon Training 3 Spears		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Spears,Weapon Training 2 Spears,Weapon Training 4 Spears				DEFINE:WeaponTrainingSpears|WeaponTrainingBase-2	MULT:NO	BONUS:COMBAT|TOHIT.Spear,DAMAGE.Spear|WeaponTrainingSpears|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Thrown)		KEY:Weapon Training 3 Thrown		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining3	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Thrown,Weapon Training 2 Thrown,Weapon Training 4 Thrown				DEFINE:WeaponTrainingThrown|WeaponTrainingBase-2	MULT:NO	BONUS:COMBAT|TOHIT.Thrown,DAMAGE.Thrown|WeaponTrainingThrown|TYPE=WeaponTraining																		SOURCEPAGE:p.56

###Block: Weapon Training IV
# Ability Name				Unique Key					Category of Ability		Type						Visible		Restricted Ability																			Define								Multiple?	Combat bonus														Weapon prof. bonus												Source Page
Weapon Training (Axes)			KEY:Weapon Training 4 Axes		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Axes,Weapon Training 2 Axes,Weapon Training 3 Axes					DEFINE:WeaponTrainingAxes|WeaponTrainingBase-3		MULT:NO	BONUS:COMBAT|TOHIT.Axe,DAMAGE.Axe|WeaponTrainingAxes|TYPE=WeaponTraining																			SOURCEPAGE:p.56
Weapon Training (Blades/Heavy)	KEY:Weapon Training 4 Blades Heavy	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Blades Heavy,Weapon Training 2 Blades Heavy,Weapon Training 3 Blades Heavy	DEFINE:WeaponTrainingBladesHeavy|WeaponTrainingBase-3	MULT:NO	BONUS:COMBAT|TOHIT.BladeHeavy,DAMAGE.BladeHeavy|WeaponTrainingBladesHeavy|TYPE=WeaponTraining																SOURCEPAGE:p.56
Weapon Training (Blades/Light)	KEY:Weapon Training 4 Blades Light	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Blades Light,Weapon Training 2 Blades Light,Weapon Training 3 Blades Light	DEFINE:WeaponTrainingBladesLight|WeaponTrainingBase-3	MULT:NO	BONUS:COMBAT|TOHIT.BladeLight,DAMAGE.BladeLight|WeaponTrainingBladesLight|TYPE=WeaponTraining																SOURCEPAGE:p.56
Weapon Training (Bows)			KEY:Weapon Training 4 Bows		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Bows,Weapon Training 2 Bows,Weapon Training 3 Bows					DEFINE:WeaponTrainingBows|WeaponTrainingBase-3		MULT:NO	BONUS:COMBAT|TOHIT.Bow,DAMAGE.Bow|WeaponTrainingBows|TYPE=WeaponTraining																			SOURCEPAGE:p.56
Weapon Training (Close)			KEY:Weapon Training 4 Close		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Close,Weapon Training 2 Close,Weapon Training 3 Close				DEFINE:WeaponTrainingClose|WeaponTrainingBase-3		MULT:NO	BONUS:COMBAT|TOHIT.Close,DAMAGE.Close|WeaponTrainingClose|TYPE=WeaponTraining				BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|WeaponTrainingClose|TYPE=WeaponTraining	SOURCEPAGE:p.56
Weapon Training (Crossbows)		KEY:Weapon Training 4 Crossbows	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Crossbows,Weapon Training 2 Crossbows,Weapon Training 3 Crossbows		DEFINE:WeaponTrainingCrossbows|WeaponTrainingBase-3	MULT:NO	BONUS:COMBAT|TOHIT.Crossbow,DAMAGE.Crossbow|WeaponTrainingCrossbows|TYPE=WeaponTraining																	SOURCEPAGE:p.56
Weapon Training (Double)		KEY:Weapon Training 4 Double		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Double,Weapon Training 2 Double,Weapon Training 3 Double				DEFINE:WeaponTrainingDouble|WeaponTrainingBase-3	MULT:NO	BONUS:COMBAT|TOHIT.Double,DAMAGE.Double|WeaponTrainingDouble|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Flails)		KEY:Weapon Training 4 Flails		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Flails,Weapon Training 2 Flails,Weapon Training 3 Flails				DEFINE:WeaponTrainingFlails|WeaponTrainingBase-3	MULT:NO	BONUS:COMBAT|TOHIT.Flail,DAMAGE.Flail|WeaponTrainingFlails|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Hammers)		KEY:Weapon Training 4 Hammers		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Hammers,Weapon Training 2 Hammers,Weapon Training 3 Hammers			DEFINE:WeaponTrainingHammers|WeaponTrainingBase-3	MULT:NO	BONUS:COMBAT|TOHIT.Hammer,DAMAGE.Hammer|WeaponTrainingHammers|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Monk)			KEY:Weapon Training 4 Monk		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Monk,Weapon Training 2 Monk,Weapon Training 3 Monk					DEFINE:WeaponTrainingMonk|WeaponTrainingBase-3		MULT:NO	BONUS:COMBAT|TOHIT.Monk,DAMAGE.Monk|WeaponTrainingMonk|TYPE=WeaponTraining																			SOURCEPAGE:p.56
Weapon Training (Natural)		KEY:Weapon Training 4 Natural		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Natural,Weapon Training 2 Natural,Weapon Training 3 Natural			DEFINE:WeaponTrainingNatural|WeaponTrainingBase-3	MULT:NO	BONUS:COMBAT|TOHIT.Natural,DAMAGE.Natural|WeaponTrainingMonk|TYPE=WeaponTraining			BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|WeaponTrainingClose|TYPE=WeaponTraining	SOURCEPAGE:p.56
Weapon Training (Pole Arms)		KEY:Weapon Training 4 Pole Arms	CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Pole Arms,Weapon Training 2 Pole Arms,Weapon Training 3 Pole Arms		DEFINE:WeaponTrainingPoleArms|WeaponTrainingBase-3	MULT:NO	BONUS:COMBAT|TOHIT.Polearm,DAMAGE.Polearm|WeaponTrainingPoleArms|TYPE=WeaponTraining																	SOURCEPAGE:p.56
Weapon Training (Spears)		KEY:Weapon Training 4 Spears		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Spears,Weapon Training 2 Spears,Weapon Training 3 Spears				DEFINE:WeaponTrainingSpears|WeaponTrainingBase-3	MULT:NO	BONUS:COMBAT|TOHIT.Spear,DAMAGE.Spear|WeaponTrainingSpears|TYPE=WeaponTraining																		SOURCEPAGE:p.56
Weapon Training (Thrown)		KEY:Weapon Training 4 Thrown		CATEGORY:Special Ability	TYPE:WeaponTraining.WeaponTraining4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Thrown,Weapon Training 2 Thrown,Weapon Training 3 Thrown				DEFINE:WeaponTrainingThrown|WeaponTrainingBase-3	MULT:NO	BONUS:COMBAT|TOHIT.Thrown,DAMAGE.Thrown|WeaponTrainingThrown|TYPE=WeaponTraining																		SOURCEPAGE:p.56


###Block: Monk Abilities
# Ability Name			Unique Key				Category of Ability		Type									Define															Description																								Automatically Added to Inventory	Virtual Feat		Ability								Bonus to Ability Pool								Combat bonus																						Add to base move																			Bonus to skill						Modify VAR																														Spell Res.		Damage Reduction	Source Page		Aspects									Description of the Benefits
Monk Bonus Feat								CATEGORY:Special Ability	TYPE:Internal							DEFINE:MonkBonusFeatLVL|0																																																								BONUS:ABILITYPOOL|Monk Bonus Feat|1+max((MonkBonusFeatLVL+2)/4,0)
AC Bonus				KEY:AC Bonus ~ Monk		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary				DEFINE:MonkACBonus|0	DEFINE:MonkACLVL|0									DESC:When unarmored and unencumbered, you add +%1 to your AC and your CMD.|max(WIS,0)+MonkACBonus																																							BONUS:COMBAT|AC|max(WIS,0)+MonkACBonus|PREVAREQ:ENCUMBERANCE,0,var("COUNT[EQTYPE.ARMOR.EQUIPPED]"),0,var("COUNT[EQTYPE.SHIELD.EQUIPPED]"),0																														BONUS:VAR|MonkACBonus|min((MonkACLVL)/4,5)	BONUS:VAR|CMD|max(WIS,0)+MonkACBonus|PREVAREQ:ENCUMBERANCE,0,var("COUNT[EQTYPE.ARMOR.EQUIPPED]"),0,var("COUNT[EQTYPE.SHIELD.EQUIPPED]"),0							SOURCEPAGE:p.57
Flurry of Blows								CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary				DEFINE:FlurryLVL|0	DEFINE:FlurryExtraAttacks|0	DEFINE:FlurryBABBonus|0	DEFINE:MonkBAB|0	DESC:You can make a flurry of blows as a full-attack action.															AUTO:EQUIP|Flurry of Blows																																																																															BONUS:VAR|FlurryExtraAttacks|min((FlurryLVL+6)/7,3)	BONUS:VAR|FlurryBABBonus|FlurryLVL-MonkBAB																					SOURCEPAGE:p.57
Stunning Fist								CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary				DEFINE:StunningFistMonkLVL|0												DESC:You gain Stunning Fist as a bonus feat.																								VFEAT:Stunning Fist																																																																																																															SOURCEPAGE:p.59											BENEFIT:You gain Stunning Fist as a bonus feat.|PREVARLT:StunningFistMonkLVL,4
Fast Movement			KEY:Fast Movement ~ Monk	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement	DEFINE:MonkFastMovementLVL|0	DEFINE:MonkFastMovementBonus|0						DESC:Your gain an enhancement bonus to your land speed.																																																																						BONUS:MOVEADD|TYPE=Walk|MonkFastMovementBonus|TYPE=Enhancement|PREVAREQ:ENCUMBERANCE,0,var("COUNT[EQTYPE.ARMOR.EQUIPPED]"),0									BONUS:VAR|MonkFastMovementBonus|10*floor(MonkFastMovementLVL/3)																											SOURCEPAGE:p.59											BENEFIT:Your gain a +%1 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.|MonkFastMovementBonus
Maneuver Training								CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary				DEFINE:ManeuverTrainingLVL|0	DEFINE:ManeuverTrainingBAB|0							DESC:You use your monk level in place of your base attack bonus when calculating your combat maneuver bonus.																																																																																										BONUS:VAR|CMB_BAB|ManeuverTrainingLVL-ManeuverTrainingBAB																												SOURCEPAGE:p.59											BENEFIT:A monk uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind									CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.SaveBonus.Defensive																	DESC:You gain a +2 bonus on saving throws against enchantment spells and effects.																																																																																																																																				SOURCEPAGE:p.59	ASPECT:SaveBonus|+2 vs. enchantment spells and effects
Ki Pool									CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Ki.AttackOption		DEFINE:KiPoints|0	DEFINE:KiPoolLVL|0										DESC:You have a pool of %1 ki points, supernatural energy he can use to accomplish amazing feats.|KiPoints																																																																																											BONUS:VAR|KiPoints|KiPoolLVL/2+WIS																																SOURCEPAGE:p.59
Slow Fall									CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement	DEFINE:SlowFall|0	DEFINE:SlowFallLVL|0										DESC:You can use a nearby wall to slow your descent.																																																																																																				BONUS:VAR|SlowFall|floor(SlowFallLVL/2)*10																														SOURCEPAGE:p.59
High Jump									CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement	DEFINE:HighJumpLVL|0	DEFINE:HighJumpBonus|0									DESC:You can adds +%1 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps.|HighJumpBonus																																																																																BONUS:SKILL|Acrobatics (Jump)|HighJumpBonus	BONUS:VAR|HighJumpBonus|HighJumpLVL																																SOURCEPAGE:p.59											BENEFIT:You can adds +%1 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.|HighJumpBonus
Purity of Body								CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																				DESC:You are immune to all diseases, including supernatural and magical diseases.																						ABILITY:Special Ability|AUTOMATIC|Immunity to Disease																																																																																																						SOURCEPAGE:p.59
Wholeness of Body								CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Ki				DEFINE:WholenessOfBody|0	DEFINE:WholenessOfBodyLVL|0							DESC:You can heal your own wounds as a standard action. You can heal %1 hit points of damage by using 2 points from your ki pool.|WholenessOfBody																																																																																				BONUS:VAR|WholenessOfBody|WholenessOfBodyLVL																														SOURCEPAGE:p.59
Diamond Body								CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																				DESC:You are immune to poisons of all kinds.																												ABILITY:Special Ability|AUTOMATIC|Immunity to Poison																																																																																																						SOURCEPAGE:p.59
Abundant Step								CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Ki.ModifyMovement	DEFINE:AbundantStepCasterLVL|0	DEFINE:AbundantStepLVL|0						DESC:You can slip magically between spaces, as if using the spell Dimension Door.																																																																																															BONUS:VAR|AbundantStepCasterLVL|AbundantStepLVL																														SOURCEPAGE:p.59											BENEFIT:You can slip magically between spaces, as if using the spell Dimension Door. Using this Ability is a move action that consumes 2 points from your Ki pool. Your caster level is %1. You cannot take other creatures with you when you use this ability.|AbundantStepCasterLVL
Diamond Soul								CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary				DEFINE:DiamondSoul|0	DEFINE:DiamondSoulLVL|0									DESC:You gain spell resistance %1.|DiamondSoul																																																																																																					BONUS:VAR|DiamondSoul|10+DiamondSoulLVL																									SR:DiamondSoul				SOURCEPAGE:p.59											BENEFIT:You gain spell resistance %1. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.|DiamondSoul
Quivering Palm								CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.AttackOption		DEFINE:QuiveringPalmDuration|0	DEFINE:QuiveringPalmDC|10	DEFINE:QuiveringPalmLVL|0	DESC:You can set up vibrations within the body of another creature that can thereafter be fatal if you so desire.																																																																																										BONUS:VAR|QuiveringPalmDuration|QuiveringPalmLVL	BONUS:VAR|QuiveringPalmDC|10+(QuiveringPalmLVL/2)+WIS																				SOURCEPAGE:p.60											BENEFIT:You can set up vibrations within the body of another creature that can thereafter be fatal if you so desire. You can use this attack once per day, and you must announce your intent before making your attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if you strike successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, you can try to slay the victim at any later time, as long as the attempt is made within a %1 days. To make such an attempt, you merely will the target to die (a free action), and unless the target makes a Fortitude saving throw (DC %2), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. You can have no more than 1 quivering palm attack at one time. If you use quivering palm while another is still in effect, the previous effect is negated.|QuiveringPalDuration|QuiveringPalmDC
Tongue of the Sun and Moon						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Communicate																		DESC:You can speak with any living creature.																																																																																																																																										SOURCEPAGE:p.60
Empty Body									CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.ModifyMovement																		DESC:You can assume an ethereal state for 1 minute as though using the spell Etherealness.																																																																																																																																		SOURCEPAGE:p.60											BENEFIT:You can assume an ethereal state for 1 minute as though using the spell Etherealness. Using this ability is a move action that consumes 3 points for your Ki pool. This ability only affects you and cannot be used to make other creatures ethereal.
Perfect Self								CATEGORY:Special Ability	TYPE:SpecialQuality																						DESC:You are treated as an Outsider for the purpose of spells and magical effects.																																																																																																																																	DR:10/Chaotic	SOURCEPAGE:p.60											BENEFIT:You are treated as an Outsider for the purpose of spells and magical effects. Additionally gain Damage Reduction 10/Chaotic. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.

###Block: Monk Ability Descriptions
# Ability Name						Description of the Benefits
CATEGORY=Special Ability|AC Bonus ~ Monk.MOD	BENEFIT:When unarmored and unencumbered, you add +%1 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.|max(WIS,0)|PREVAREQ:MonkACBonus,0
CATEGORY=Special Ability|AC Bonus ~ Monk.MOD	BENEFIT:When unarmored and unencumbered, you add +%1 to your AC and your CMD. In addition, you gain a +%2 bonus to AC and CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.|max(WIS,0)|MonkACBonus|PREVARGT:MonkACBonus,0
CATEGORY=Special Ability|Flurry of Blows.MOD	BENEFIT:You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.|PREVARGTEQ:FlurryLVL,1|PREVARLT:FlurryLVL,8
CATEGORY=Special Ability|Flurry of Blows.MOD	BENEFIT:You can make a flurry of blows as a full-attack action. When doing so, you may make two additional attacks using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting and Improved Two-Weapon Fighting feats. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.|PREVARGTEQ:FlurryLVL,8|PREVARLT:FlurryLVL,15
CATEGORY=Special Ability|Flurry of Blows.MOD	BENEFIT:You can make a flurry of blows as a full-attack action. When doing so, you may make three additional attacks using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting feats. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.|PREVARGTEQ:FlurryLVL,15
CATEGORY=Special Ability|Stunning Fist.MOD	BENEFIT:You gain Stunning Fist as a bonus feat. You can choose to make the target of your Stunning Fist fatigued. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. You must choose which condition will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.|PREVARGTEQ:StunningFistMonkLVL,4|PREVARLT:StunningFistMonkLVL,8
CATEGORY=Special Ability|Stunning Fist.MOD	BENEFIT:You gain Stunning Fist as a bonus feat. You can choose to make the target of your Stunning Fist fatigued, or sickened for 1 minute. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. You must choose which condition will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.|PREVARGTEQ:StunningFistMonkLVL,8|PREVARLT:StunningFistMonkLVL,12
CATEGORY=Special Ability|Stunning Fist.MOD	BENEFIT:You gain Stunning Fist as a bonus feat. You can choose to make the target of your Stunning Fist fatigued, sickened for 1 minute, or staggered for 1d6+1 rounds. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. You must choose which condition will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.|PREVARGTEQ:StunningFistMonkLVL,12|PREVARLT:StunningFistMonkLVL,16
CATEGORY=Special Ability|Stunning Fist.MOD	BENEFIT:You gain Stunning Fist as a bonus feat. You can choose to make the target of your Stunning Fist fatigued, sickened for 1 minute, staggered for 1d6+1 rounds, or permanently blinded or deafened. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. You must choose which condition will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.|PREVARGTEQ:MonkStunningFistLVL,16|PREVARLT:StunningFistMonkLVL,20
CATEGORY=Special Ability|Stunning Fist.MOD	BENEFIT:You gain Stunning Fist as a bonus feat. You can choose to make the target of your Stunning Fist fatigued, sickened for 1 minute, staggered for 1d6+1 rounds, permanently blinded or deafened, or paralyzed for 1d6+1 rounds. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. You must choose which condition will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.|PREVARGTEQ:StunningFistMonkLVL,20
CATEGORY=Special Ability|Ki Pool.MOD		BENEFIT:You have a pool of %1 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki Strike allows your unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.|KiPoints|PREVARLT:KiPoolLVL,10
CATEGORY=Special Ability|Ki Pool.MOD		BENEFIT:You have a pool of %1 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki strike allows your unarmed attacks to be treated as magic and lawful weapons for the purpose of overcoming damage reduction. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.|KiPoints|PREVARGTEQ:KiPoolLVL,10|PREVARLT:KiPoolLVL,16
CATEGORY=Special Ability|Ki Pool.MOD		BENEFIT:You have a pool of %1 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki strike allows your unarmed attacks to be treated as magic, lawful, and adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.|KiPoints|PREVARGTEQ:KiPoolLVL,16
CATEGORY=Special Ability|Slow Fall.MOD		BENEFIT:If you are within arm's reach of a wall, you can use it to slow your descent. You takes damage as if the fall were %1 feet shorter than it actually is.|SlowFall|PREVARLT:SlowFallLVL,20
CATEGORY=Special Ability|Slow Fall.MOD		BENEFIT:You can use a nearby wall to slow your descent and fall any distance without harm.|PREVAREQ:SlowFallLVL,20

###Block: Monk Bonus Feats
# Ability Name		Category of Ability		Type				Visible		Prohibited Feat			Var. Min. Value				Stackable?	Multiple?	Choose			Virtual Feat			Weapon prof. bonus
Catch Off-Guard		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Catch Off-Guard	PREVARGTEQ:MonkBonusFeatLVL,1										VFEAT:Catch Off-Guard
Combat Reflexes		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Combat Reflexes	PREVARGTEQ:MonkBonusFeatLVL,1										VFEAT:Combat Reflexes
Deflect Arrows		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Deflect Arrows	PREVARGTEQ:MonkBonusFeatLVL,1										VFEAT:Deflect Arrows
Dodge				CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Dodge			PREVARGTEQ:MonkBonusFeatLVL,1										VFEAT:Dodge
Improved Grapple		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Improved Grapple	PREVARGTEQ:MonkBonusFeatLVL,1										VFEAT:Improved Grapple
Scorpion Style		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Scorpion Style	PREVARGTEQ:MonkBonusFeatLVL,1										VFEAT:Scorpion Style
Throw Anything		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Throw Anything	PREVARGTEQ:MonkBonusFeatLVL,1										VFEAT:Throw Anything
Gorgon's Fist		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Gorgon's Fist	PREVARGTEQ:MonkBonusFeatLVL,6										VFEAT:Gorgon's Fist
Improved Bull Rush	CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Improved Bull Rush	PREVARGTEQ:MonkBonusFeatLVL,6										VFEAT:Improved Bull Rush
Improved Disarm		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Improved Disarm	PREVARGTEQ:MonkBonusFeatLVL,6										VFEAT:Improved Disarm
Improved Feint		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Improved Feint	PREVARGTEQ:MonkBonusFeatLVL,6										VFEAT:Improved Feint
Improved Trip		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Improved Trip	PREVARGTEQ:MonkBonusFeatLVL,6										VFEAT:Improved Trip
Mobility			CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Mobility		PREVARGTEQ:MonkBonusFeatLVL,6										VFEAT:Mobility
Improved Critical		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY						PREVARGTEQ:MonkBonusFeatLVL,10	STACK:NO	MULT:YES	CHOOSE:WEAPONPROFS|LIST	VFEAT:Improved Critical		BONUS:WEAPONPROF=%LIST|CRITRANGEDOUBLE|1|TYPE=NonStackingCrit
Medusa's Wrath		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Medusa's Wrath	PREVARGTEQ:MonkBonusFeatLVL,10									VFEAT:Medusa's Wrath
Snatch Arrows		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Snatch Arrows	PREVARGTEQ:MonkBonusFeatLVL,10									VFEAT:Snatch Arrows
Spring Attack		CATEGORY:Special Ability	TYPE:MonkBonusFeat	VISIBLE:DISPLAY	!PREFEAT:1,Spring Attack	PREVARGTEQ:MonkBonusFeatLVL,10									VFEAT:Spring Attack


###Block: Paladin abilities
# Ability Name		Unique Key						Category of Ability		Type								Visible	Serves As											Define																														Innate Spells										Description														Bonus to Ability Pool			Save checks bonus			Damage reduction	Modify VAR																										Source Page		Description of the Benefits
Detect Evil										CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																		DEFINE:DetectEvilLVL|0																												SPELLS:Class|TIMES=ATWILL|CASTERLEVEL=DetectEvilLVL|Detect Evil,11+WIS	DESC:At will, you can use Detect Evil, as the Spell.																																																SOURCEPAGE:p.60	BENEFIT:At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.
Smite Evil										CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																	DEFINE:SmiteEvilTimes|0	DEFINE:SmiteEvilAttackBonus|0	DEFINE:SmiteEvilDamageBonus|0	DEFINE:SmiteEvilACBonus|0	DEFINE:SmiteEvilLVL|0																					DESC:You can call out to the powers of good to aid you in your struggle against evil.															BONUS:VAR|SmiteEvilTimes|min((SmiteEvilLVL+2)/3,7)	BONUS:VAR|SmiteEvilAttackBonus,SmiteEvilACBonus|max(CHA,0)	BONUS:VAR|SmiteEvilDamageBonus|SmiteEvilLVL	SOURCEPAGE:p.60	BENEFIT:You can call out to the powers of good to aid you in your struggle against evil %1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +%2 to your attack rolls and +%3 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +%4. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +%5 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.|SmiteEvilTimes|SmiteEvilAttackBonus|SmiteEvilDamageBonus|SmiteEvilDamageBonus*2|SmiteEvilACBonus
Divine Grace									CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural			VISIBLE:NO													DEFINE:DivineGrace|0																																																													BONUS:CHECKS|ALL|DivineGrace				BONUS:VAR|DivineGrace|max(CHA,0)																						SOURCEPAGE:p.61
Lay on Hands									CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LayOnHands															DEFINE:LayOnHandsTimes|0	DEFINE:LayOnHandsDice|0	DEFINE:LayOnHandsLVL|0																															DESC:You can heal wounds (your own or those of others) by touch.																			BONUS:VAR|LayOnHandsDice|LayOnHandsLVL/2	BONUS:VAR|LayOnHandsTimes|(LayOnHandsLVL/2)+CHA													SOURCEPAGE:p.61	BENEFIT:You can heal wounds (your own or those of others) by touch. Each day you can use this ability %1 times per day. With one use of this ability, you can heal %2d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing %2d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.|LayOnHandsTimes|LayOnHandsDice
Divine Health									CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																												DESC:You are immune to all diseases, including supernatural and magical diseases.																																											SOURCEPAGE:p.61
Mercy											CATEGORY:Special Ability	TYPE:Internal						VISIBLE:NO													DEFINE:Mercies|0	DEFINE:MercyLVL|0																																																					BONUS:ABILITYPOOL|Mercy|Mercies									BONUS:VAR|Mercies|min(MercyLVL/3,4)
Channel Positive Energy	KEY:Channel Positive Energy ~ Paladin	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural					SERVESAS:ABILITY=Special Ability|Channel Energy|Channel Positive Energy	DEFINE:ChannelEnergyPaladinDice|0	DEFINE:ChannelEnergyPaladinDC|0	DEFINE:ChannelEnergyPaladinLVL|0	DEFINE:ChannelEnergyPaladinDieSize|6	DEFINE:ChannelEnergyPaladinDC|0													DESC:You can unleash a wave of positive energy.																						BONUS:VAR|ChannelEnergyPaladinDice|(ChannelEnergyPaladinLVL+1)/2	BONUS:VAR|ChannelEnergyPaladinDC|10+(ChannelEnergyPaladinLVL/2)+CHA					SOURCEPAGE:p.62	BENEFIT:You can unleash a wave of positive energy. You must choose to deal %1d%2 points of positive energy damage to undead creatures or to heal living creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. Using this ability consumes two uses of your Lay on Hands ability.|ChannelEnergyPaladinDice|ChannelEnergyPaladinDieSize|ChannelEnergyPaladinDC
Holy Champion									CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																	DEFINE:HolyChampionCasterLevel|0	DEFINE:HolyChampionLVL|0																																	DESC:You are a conduit for the power of your god.																		BONUS:DR|Evil|5	BONUS:VAR|HolyChampionCasterLevel|HolyChampionLVL																			SOURCEPAGE:p.63	BENEFIT:You are a conduit for the power of your god. Your DR increases to 10/Evil. Whenever you use Smite Evil and successfully strike an evil outsider, the outsider is also subject to a Banishment at caster level %1 (your weapon and holy symbol automatically count as objects that the subject hates). After the Banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever you channel positive energy or uses Lay on Hands to heal a creature, you heal the maximum possible amount.|HolyChampionCasterLevel


###Block: Paladin Aura abilities
# Ability Name		Category of Ability		Type							Description																																																						Damage Reduction	Source Page
Aura of Courage		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DESC:You are immune to fear (magical or otherwise). Each ally within 10 feet or you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.																			SOURCEPAGE:p.61
Aura of Resolve		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DESC:You are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects. This ability functions only while you are conscious, not if you are unconscious or dead.																	SOURCEPAGE:p.63
Aura of Justice		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DESC:You can expend two uses of your smite ability to grant the ability to smite evil to all allies within 10 feet, using your bonuses. Allies must use this Smile Evil ability by the start of your next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.				SOURCEPAGE:p.63
Aura of Faith		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DESC:Your weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of you is treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while you are conscious, not if you are unconscious or dead.						SOURCEPAGE:p.63
Aura of Righteousness	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DESC:You gain DR 5/Evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet or you gains a +4 morale bonus on saving throws against fear compulsion . This ability functions only while you are conscious, not if you are unconscious or dead.										DR:5/Evil		SOURCEPAGE:p.63


###Block: Paladin Divine Bond
# Ability Name	Category of Ability		Type							Visible	Restricted Ability							Define												Description																								Bonus to Ability Pool			Modify VAR																					Allow Follower			Allowed Companions																													Source Page		Description of the Benefits
Divine Bond		CATEGORY:Special Ability	TYPE:Internal					VISIBLE:NO											DEFINE:DivineBondLVL|0	DEFINE:DivineBondTimes|0																														BONUS:ABILITYPOOL|Divine Bond|1	BONUS:VAR|DivineBondTimes|min((DivineBondLVL-1)/4,4)
Celestial Spirit	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DivineBond			!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinBondedWeapon	DEFINE:CelestialSpiritDuration|0	DEFINE:CelestialSpiritBonus|0			DESC:Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit.											BONUS:VAR|CelestialSpiritDuration|DivineBondLVL	BONUS:VAR|CelestialSpiritBonus|min((1+((DivineBondLVL-5)/3)),6)																																									SOURCEPAGE:p.63	BENEFIT:Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for %1 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +%2 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability %3 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.|CelestialSpiritDuration|CelestialSpiritBonus|DivineBondTimes
Special Mount	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.DivineBond			!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinBondedMount	DEFINE:SMLevel|0	DEFINE:SpecialMountSpellLevel|0	DEFINE:SpecialMountSR|0	DESC:You divine bond allows you to gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against evil.							BONUS:VAR|SMLevel|DivineBondLVL	BONUS:VAR|SpecialMountSpellLevel|DivineBondLVL/3	BONUS:VAR|SpecialMountSR|DivineBondLVL+11	FOLLOWERS:Special Mount|1	COMPANIONLIST:Special Mount|Companion (Boar),Companion (Dog),Companion (Horse),Companion (Pony),Companion (Shark),Companion (Cat (Big (Lion))),Companion (Cat (Big (Tiger))),Companion (Wolf)	SOURCEPAGE:p.63

###Block: Paladin Ability Descriptions
# Ability Name						Description of the Benefits
CATEGORY=Special Ability|Special Mount.MOD	BENEFIT:You divine bond allows you to gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, with an effective druid level of 1. Bonded mounts have an Intelligence of at least 6. %1 times day, as a full-round action, you may magically call your mount to your side. This ability is the equivalent of a spell of level %2. The mount immediately appears adjacent to you. Should your mount die, you may not summon another mount for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.|DivineBondTimes|SpecialMountSpellLevel|PREVARGTEQ:DivineBondLVL,5|PREVARLT:DivineBondLVL,11
CATEGORY=Special Ability|Special Mount.MOD	BENEFIT:You divine bond allows you to gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. The mount gains the celestial template and becomes a magical beast for the purposes of which spells affect it. This mount functions as a druid's animal companion, with an effective druid level of 1. Bonded mounts have an Intelligence of at least 6. %1 times day, as a full-round action, you may magically call your mount to your side. This ability is the equivalent of a spell of level %2. The mount immediately appears adjacent to you. Should your mount die, you may not summon another mount for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.|DivineBondTimes|SpecialMountSpellLevel|PREVARGTEQ:DivineBondLVL,11|PREVARLT:DivineBondLVL,15
CATEGORY=Special Ability|Special Mount.MOD	BENEFIT:You divine bond allows you to gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. The mount gains the celestial template and becomes a magical beast for the purposes of which spells affect it, and it has spell resistance %2. This mount functions as a druid's animal companion, with an effective druid level of 1. Bonded mounts have an Intelligence of at least 6. %1 times day, as a full-round action, you may magically call your mount to your side. This ability is the equivalent of a spell of level %3. The mount immediately appears adjacent to you. Should your mount die, you may not summon another mount for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.|DivineBondTimes|SpecialMountSR|SpecialMountSpellLevel|PREVARGTEQ:DivineBondLVL,11|PREVARLT:DivineBondLVL,15

###Block: Paladin Mercy
# Ability Name	Unique Key			Output Name				Category of Ability		Type									Required Ability							Var. Min. Value		Description																							Source Page
Fatigued		KEY:Fatigued Mercy	OUTPUTNAME:Mercy (Fatigued)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands										PREVARGTEQ:MercyLVL,3	DESC:Whenever you use Lay on Hands to heal damage to one target, the target is no longer fatigued.								SOURCEPAGE:p.61
Shaken		KEY:Shaken Mercy		OUTPUTNAME:Mercy (Shaken)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands										PREVARGTEQ:MercyLVL,3	DESC:Whenever you use Lay on Hands to heal damage to one target, the target is no longer shaken.								SOURCEPAGE:p.61
Sickened		KEY:Sickened Mercy	OUTPUTNAME:Mercy (Sickened)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands										PREVARGTEQ:MercyLVL,3	DESC:Whenever you use Lay on Hands to heal damage to one target, the target is no longer sickened.								SOURCEPAGE:p.61
Dazed			KEY:Dazed Mercy		OUTPUTNAME:Mercy (Dazed)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands										PREVARGTEQ:MercyLVL,6	DESC:Whenever you use Lay on Hands to heal damage to one target, the target is no longer dazed.									SOURCEPAGE:p.61
Diseased		KEY:Diseased Mercy	OUTPUTNAME:Mercy (Diseased)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands										PREVARGTEQ:MercyLVL,6	DESC:Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Disease with a caster level of %1.|MercyLVL	SOURCEPAGE:p.61
Staggered		KEY:Staggered Mercy	OUTPUTNAME:Mercy (Staggered)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands										PREVARGTEQ:MercyLVL,6	DESC:Whenever you use Lay on Hands to heal damage to one target, the target is no longer staggered, unless it is at exactly 0 hit points.		SOURCEPAGE:p.61
Cursed		KEY:Cursed Mercy		OUTPUTNAME:Mercy (Cursed)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands										PREVARGTEQ:MercyLVL,9	DESC:Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Curse with a caster level of %1.|MercyLVL	SOURCEPAGE:p.61
Exhausted		KEY:Exhausted Mercy	OUTPUTNAME:Mercy (Exhausted)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands	PREABILITY:1,CATEGORY=Special Ability,Fatigue Mercy	PREVARGTEQ:MercyLVL,9	DESC:Whenever you use Lay on Hands to heal damage to one target, the target is no longer exhausted.								SOURCEPAGE:p.61
Frightened		KEY:Frightened Mercy	OUTPUTNAME:Mercy (Frightened)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands	PREABILITY:1,CATEGORY=Special Ability,Shaken Mercy	PREVARGTEQ:MercyLVL,9	DESC:Whenever you use Lay on Hands to heal damage to one target, the target is no longer frightened.								SOURCEPAGE:p.61
Nauseated		KEY:Nauseated Mercy	OUTPUTNAME:Mercy (Nauseated)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands	PREABILITY:1,CATEGORY=Special Ability,Sickened Mercy	PREVARGTEQ:MercyLVL,9	DESC:Whenever you use Lay on Hands to heal damage to one target, the target is no longer nauseated.								SOURCEPAGE:p.61
Poisoned		KEY:Poisoned Mercy	OUTPUTNAME:Mercy (Poisoned)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands										PREVARGTEQ:MercyLVL,9	DESC:Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Neutralize Poison with a caster level of %1.|MercyLVL	SOURCEPAGE:p.61
Blinded		KEY:Blinded Mercy		OUTPUTNAME:Mercy (Blinded)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands										PREVARGTEQ:MercyLVL,12	DESC:Whenever you use Lay on Hands to heal damage to one target, the target is no longer blinded.								SOURCEPAGE:p.61
Deafened		KEY:Deafened Mercy	OUTPUTNAME:Mercy (Deafened)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands										PREVARGTEQ:MercyLVL,12	DESC:Whenever you use Lay on Hands to heal damage to one target, the target is no longer deafened.								SOURCEPAGE:p.61
Paralyzed		KEY:Paralyzed Mercy	OUTPUTNAME:Mercy (Paralyzed)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands										PREVARGTEQ:MercyLVL,12	DESC:Whenever you use Lay on Hands to heal damage to one target, the target is no longer paralyzed.								SOURCEPAGE:p.61
Stunned		KEY:Stunned Mercy		OUTPUTNAME:Mercy (Stunned)	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Mercy.LayOnHands										PREVARGTEQ:MercyLVL,12	DESC:Whenever you use Lay on Hands to heal damage to one target, the target is no longer stunned.								SOURCEPAGE:p.61

###Block: Ranger Abilities
# Ability Name		Unique Key		Category of Ability		Type								Visible	Define								Description																					Ability																Bonus to skill								Modify VAR								Class Skill																														Source Page		Aspects						Description of the Benefits
Ranger Base Skills				CATEGORY:Internal																																																																																CSKILL:Climb|TYPE.Craft|Handle Animal|Heal|Intimidate|Knowledge (Dungeoneering)|Knowledge (Geography)|Knowledge (Nature)|Perception|TYPE.Profession|Ride|Spellcraft|Stealth|Survival|Swim
Track							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary					DEFINE:TrackLVL|0	DEFINE:TrackBonus|0			DESC:You gain +%1 to Survival checks made to follow or identify tracks.|TracKBonus																										BONUS:SKILL|Survival (Follow or identify tracks)|TrackBonus	BONUS:VAR|TrackBonus|max(TrackLVL/2,1)																																		SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|TrackBonus
Swift Tracker					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary														DESC:You can move at your normal speed while using Survival to follow tracks without taking the normal -5 penalty.																																																																						SOURCEPAGE:p.67								BENEFIT:You can move at your normal speed while using Survival to follow tracks without taking the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Quarry						CATEGORY:Special Ability	TYPE:Internal						VISIBLE:NO																																ABILITY:Special Ability|AUTOMATIC|Quarry Output|!PREABILITY:1,CATEGORY=Special Ability,Quarry Evasion
Quarry			KEY:Quarry Output	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.AttackOption												DESC:You can, as a standard action, denote one target within your line of sight as your quarry.																																																																										SOURCEPAGE:p.67								BENEFIT:You can, as a standard action, denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 10 on Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 insight bonus on attack rolls made against your quarry and all critical threats are automatically confirmed. You can have no more than one quarry at a time and the creature's type must correspond to one of your favored enemy types. You can end this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If your quarry is killed, you can select a new quarry after waiting 1 hour.
Camouflage						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary														DESC:You can use the Stealth skill to hide in any of your favored terrains, even if the terrain doesn't grant cover or concealment.																																																																				SOURCEPAGE:p.67
Hide in Plain Sight				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary														DESC:While in any of your favored terrains, you can use the Stealth skill even while being observed.																																																																									SOURCEPAGE:p.67
Improved Quarry					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.AttackOption												DESC:You can, as a free action, denote one target within your line of sight as your quarry.																																																																										SOURCEPAGE:p.67								BENEFIT:You can, as a free action, denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 20 on Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +4 insight bonus on attack rolls made against your quarry and all critical threats are automatically confirmed. You can have no more than one quarry at a time and the creature's type must correspond to one of your favored enemy types. You can end this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If your quarry is killed, you can select a new quarry after waiting 10 minutes.
Master Hunter					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.AttackOption			DEFINE:MasterHunterLVL|0	DEFINE:MasterHunterDC|0	DESC:You can always move at full speed while using Survival to follow tracks without penalty.																																		BONUS:VAR|MasterHunterDC|10+(MasterHunterLVL/2)+WIS																																SOURCEPAGE:p.67								BENEFIT:You can always move at full speed while using Survival to follow tracks without penalty. You can, as a standard action, make a single attack against a favored enemy at your full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die (DC %1). You can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. You can use this ability once per day against each favored enemy type you possess, but not against the same creature more than once in a 24-hour period.|MasterHunterDC

###Block: Ranger Hunter's Bond
# Ability Name		Unique Key				Category of Ability		Type								Visible	Define			Description								Bonus to Ability Pool			Allow Follower			Allowed Companions																																																														Source Page		Description of the Benefits
Hunter's Bond							CATEGORY:Special Ability	TYPE:Internal						VISIBLE:NO	DEFINE:HuntersBondLVL|0										BONUS:ABILITYPOOL|Hunter's Bond|1
Hunting Companions						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersBond							DESC:You form a powerful band with your companions.																																																																													SOURCEPAGE:p.66	BENEFIT:You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for %1 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.|max(1,WIS)
Animal Companion		KEY:Companion ~ Hunter's Bond	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersBond.AnimalCompanion			DEFINE:CompLevel|0	DESC:You form a close bond with an animal companion.							FOLLOWERS:Animal Companion|1	COMPANIONLIST:Animal Companion|Companion (Badger (Wolverine)),Companion (Bird (Eagle)),Companion (Bird (Hawk)),Companion (Bird (Owl)),Companion (Camel),Companion (Cat (Small (Cheetah))),Companion (Cat (Small (Leopard))),Companion (Dog),Companion (Horse),Companion (Pony),Companion (Shark),Companion (Snake (Constrictor)),Companion (Snake (Viper)),Companion (Wolf),Companion (Dire Rat)	SOURCEPAGE:p.51

###Block: Ranger Internals
# Ability Name		Category of Ability		Type			Visible	Define									Ability									Bonus to Ability Pool																		Modify VAR									Source Page
Combat Style		CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:CombatStyleLVL|0	DEFINE:RangerDefaultCombatStyle|0											BONUS:ABILITYPOOL|Combat Style|1	BONUS:ABILITYPOOL|Ranger Bonus Feat|(CombatStyleLVL+2)/4						BONUS:VAR|RangerDefaultCombatStyle|1				SOURCEPAGE:p.65
Ranger Favored Enemy	CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:RangerFavoredEnemyLVL|0															BONUS:ABILITYPOOL|Favored Enemy|RangerFavoredEnemyLVL/5+1	BONUS:ABILITYPOOL|Favored Enemy Bonus|RangerFavoredEnemyLVL/5
Ranger Favored Terrain	CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	DEFINE:RangerFavoredTerrainLVL|0					ABILITY:Special Ability|AUTOMATIC|Common Favored Terrain																						BONUS:VAR|FavoredTerrainPool|(RangerFavoredTerrainLVL+2)/5

###Block: Ranger Combat Styles
# Ability Name	Category of Ability		Type				Visible		Source Page
Archery		CATEGORY:Special Ability	TYPE:RangerCombatStyle	VISIBLE:DISPLAY	SOURCEPAGE:p.65
Two-Weapon Combat	CATEGORY:Special Ability	TYPE:RangerCombatStyle	VISIBLE:DISPLAY	SOURCEPAGE:p.65

###Block: Ranger Bonus Feats
# Ability Name			Category of Ability		Type				Visible		Required Ability								Prohibited Feat					Var. Min. Value			Description																				Virtual Feat														Source Page
Far Shot				CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Archery			!PREFEAT:1,Far Shot				PREVARGTEQ:CombatStyleLVL,1	DESC:You are more accurate at longer ranges.														VFEAT:Far Shot|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1					SOURCEPAGE:p.124
Point-Blank Shot			CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Archery			!PREFEAT:1,Point-Blank Shot			PREVARGTEQ:CombatStyleLVL,1	DESC:You are especially accurate when making ranged attacks against close target.								VFEAT:Point-Blank Shot|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1			SOURCEPAGE:p.131
Precise Shot			CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Archery			!PREFEAT:1,Precise Shot				PREVARGTEQ:CombatStyleLVL,1	DESC:You are adept at firing ranged attacks into melee.												VFEAT:Precise Shot|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1				SOURCEPAGE:p.131
Rapid Shot				CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Archery			!PREFEAT:1,Rapid Shot				PREVARGTEQ:CombatStyleLVL,1	DESC:You can make an additional ranged attack.														VFEAT:Rapid Shot|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1				SOURCEPAGE:p.132
Improved Precise Shot		CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Archery			!PREFEAT:1,Improved Precise Shot		PREVARGTEQ:CombatStyleLVL,6	DESC:Your ranged attacks ignore anything but total concealment and cover.									VFEAT:Improved Precise Shot|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1			SOURCEPAGE:p.128
Manyshot				CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Archery			!PREFEAT:1,Manyshot				PREVARGTEQ:CombatStyleLVL,6	DESC:You can fire multiple arrows at a single target.													VFEAT:Manyshot|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1					SOURCEPAGE:p.130
Pinpoint Targeting		CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Archery			!PREFEAT:1,Pinpoint Targeting			PREVARGTEQ:CombatStyleLVL,10	DESC:You can target the weak points in your opponent's armor.											VFEAT:Pinpoint Targeting|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1			SOURCEPAGE:p.131
Shot on the Run			CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Archery			!PREFEAT:1,Shot on the Run			PREVARGTEQ:CombatStyleLVL,10	DESC:You can move, fire a ranged weapon, and move again before your foes can react.								VFEAT:Shot on the Run|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1				SOURCEPAGE:p.133
Double Slice			CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Two-Weapon Combat	!PREFEAT:1,Double Slice				PREVARGTEQ:CombatStyleLVL,1	DESC:Your off-hand weapon while dual-wieding strikes with greater power.									VFEAT:Double Slice|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1				SOURCEPAGE:p.122
Improved Shield Bash		CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Two-Weapon Combat	!PREFEAT:1,Improved Shield Bash		PREVARGTEQ:CombatStyleLVL,1	DESC:You can protect yourself with your shield, even if you use it to attack.									VFEAT:Improved Shield Bash|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1			SOURCEPAGE:p.128
Quick Draw				CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Two-Weapon Combat	!PREFEAT:1,Quick Draw				PREVARGTEQ:CombatStyleLVL,1	DESC:You can draw weapons faster than most.														VFEAT:Quick Draw|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1				SOURCEPAGE:p.131
Two-Weapon Fighting		CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Two-Weapon Combat	!PREFEAT:1,Two-Weapon Fighting		PREVARGTEQ:CombatStyleLVL,1	DESC:You can fight with a weapon in each of your hands. You can make one extra attack each round with the secondary weapon.	VFEAT:Two-Weapon Fighting|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1			SOURCEPAGE:p.136
Improved Two-Weapon Fighting	CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Two-Weapon Combat	!PREFEAT:1,Improved Two-Weapon Fighting	PREVARGTEQ:CombatStyleLVL,6	DESC:You are skilled at fighting with two weapons.													VFEAT:Improved Two-Weapon Fighting|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1	SOURCEPAGE:p.128
Two-Weapon Defense		CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Two-Weapon Combat	!PREFEAT:1,Two-Weapon Defense			PREVARGTEQ:CombatStyleLVL,6	DESC:You are skilled at defending yourself while fighting with two weapons.									VFEAT:Two-Weapon Defense|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1			SOURCEPAGE:p.136
Greater Two-Weapon Fighting	CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Two-Weapon Combat	!PREFEAT:1,Greater Two-Weapon Fighting	PREVARGTEQ:CombatStyleLVL,10	DESC:You are incredibly skilled at fighting with two weapons at the same time.								VFEAT:Greater Two-Weapon Fighting|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1		SOURCEPAGE:p.126
Two-Weapon Rend			CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Two-Weapon Combat	!PREFEAT:1,Two-Weapon Rend			PREVARGTEQ:CombatStyleLVL,10	DESC:Striking with both your weapons simultanoeusly, you can use them to deliver devastating wounds.					VFEAT:Two-Weapon Rend|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1				SOURCEPAGE:p.136


###Block: Favored Enemies ------------------------------------------------------------------------------------------------------
# Ability Name					Category of Ability		Type										Visible	Define							Description																						Source Page		Aspects								Description of the Benefits
Basic Favored Enemy				CATEGORY:Special Ability	TYPE:Internal								VISIBLE:NO	DEFINE:FavoredBase|2
# Ability Name					Category of Ability		Type										Visible	Define							Description																						Source Page		Aspects								Description of the Benefits
Favored Enemy (Aberration)			CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredAberration|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against aberrations.|FavoredAberration					SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredAberration		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against aberrations. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredAberration
Favored Enemy (Animal)				CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredAnimal|FavoredBase			DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against animals.|FavoredAnimal						SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredAnimal			BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against animals. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredAnimal
Favored Enemy (Construct)			CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredConstruct|FavoredBase			DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against constructs.|FavoredConstruct					SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredConstruct		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against constructs. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredConstruct
Favored Enemy (Dragon)				CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredDragon|FavoredBase			DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against dragons.|FavoredDragon						SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredDragon			BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against dragons. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredDragon
Favored Enemy (Fey)				CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredFey|FavoredBase				DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against fey.|FavoredFey								SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredFey			BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against fey. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredFey
Favored Enemy (Humanoid (Aquatic))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredHumanoidAquatic|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against aquatic humanoids.|FavoredHumanoidAquatic			SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredHumanoidAquatic	BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against aquatic humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidAquatic
Favored Enemy (Humanoid (Dwarf))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredHumanoidDwarf|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against dwarves.|FavoredHumanoidDwarf					SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredHumanoidDwarf		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against dwarves. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidDwarf
Favored Enemy (Humanoid (Elf))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredHumanoidElf|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against elves.|FavoredHumanoidElf						SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredHumanoidElf		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against elves. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures You may make Knowledge Skill checks untrained to identify such creatures..|FavoredHumanoidElf
Favored Enemy (Humanoid (Giant))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredHumanoidGiant|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against giants.|FavoredHumanoidGiant					SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredHumanoidGiant		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against giants. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGiant
Favored Enemy (Humanoid (Goblinoid))	CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredHumanoidGoblinoid|FavoredBase	DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against goblinoids.|FavoredHumanoidGoblinoid				SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredHumanoidGoblinoid	BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGoblinoid
Favored Enemy (Humanoid (Gnoll))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredHumanoidGnoll|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against gnolls.|FavoredHumanoidGnoll					SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredHumanoidGnoll		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnolls. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGnoll
Favored Enemy (Humanoid (Gnome))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredHumanoidGnome|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against gnomes.|FavoredHumanoidGnome					SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredHumanoidGnome		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnomes. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGnome
Favored Enemy (Humanoid (Halfling))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredHumanoidHalfling|FavoredBase	DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against halflings.|FavoredHumanoidHalfling				SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredHumanoidHalfling	BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against halflings. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidHalfling
Favored Enemy (Humanoid (Human))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredHumanoidHuman|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against humans.|FavoredHumanoidHuman					SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredHumanoidHuman		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidHuman
Favored Enemy (Humanoid (Orc))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredHumanoidOrc|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against orcs.|FavoredHumanoidOrc						SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredHumanoidOrc		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against orcs. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidOrc
Favored Enemy (Humanoid (Reptilian))	CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredHumanoidReptilian|FavoredBase	DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against reptilian humanoids.|FavoredHumanoidReptilian			SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredHumanoidReptilian	BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against reptilian humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidReptilian
Favored Enemy (Magical Beast)			CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredMagicalBeast|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against magical beasts.|FavoredMagicalBeast				SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredMagicalBeast		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against magical beasts. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredMagicalBeast
Favored Enemy (Monstrous Humanoid)		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredMonstrousHumanoid|FavoredBase	DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against monstrous humanoids.|FavoredMonstrousHumanoid			SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredMonstrousHumanoid	BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against monstrous humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredMonstrousHumanoid
Favored Enemy (Ooze)				CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredOoze|FavoredBase			DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against oozes.|FavoredOoze							SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredOoze			BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against oozes. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOoze
Favored Enemy (Outsider (Air))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredOutsiderAir|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the air subtype.|FavoredOutsiderAir		SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredOutsiderAir		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the air subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderAir
Favored Enemy (Outsider (Chaotic))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredOutsiderChaotic|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against chaotic outsiders.|FavoredOutsiderChaotic			SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredOutsiderChaotic	BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against chaotic outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderChaotic
Favored Enemy (Outsider (Earth))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredOutsiderEarth|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the earth subtype.|FavoredOutsiderEarth	SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredOutsiderEarth		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the earth subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderEarth
Favored Enemy (Outsider (Evil))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredOutsiderEvil|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against evil outsiders.|FavoredOutsiderEvil				SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredOutsiderEvil		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderEvil
Favored Enemy (Outsider (Fire))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredOutsiderFire|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the fire subtype.|FavoredOutsiderFire	SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredOutsiderFire		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the fire subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderFire
Favored Enemy (Outsider (Good))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredOutsiderGood|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against good outsiders.|FavoredOutsiderGood				SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredOutsiderGood		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against good outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderGood
Favored Enemy (Outsider (Lawful))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredOutsiderLawful|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against lawful outsiders.|FavoredOutsiderLawful				SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredOutsiderLawful	BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against lawful outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderLawful
Favored Enemy (Outsider (Native))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredOutsiderNative|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against native outsiders.|FavoredOutsiderNative				SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredOutsiderNative	BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against native outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderNative
Favored Enemy (Outsider (Water))		CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredOutsiderWater|FavoredBase		DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the water subtype.|FavoredOutsiderWater	SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredOutsiderWater		BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the water subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderWater
Favored Enemy (Plant)				CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredPlant|FavoredBase			DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against plant creatures.|FavoredPlant					SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredPlant			BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against plant creatures. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredPlant
Favored Enemy (Undead)				CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredUndead|FavoredBase			DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against undead.|FavoredUndead							SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredUndead			BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredUndead
Favored Enemy (Vermin)				CATEGORY:Special Ability	TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption			DEFINE:FavoredVermin|FavoredBase			DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against vermin.|FavoredVermin							SOURCEPAGE:p.64	ASPECT:Ability Benefit|+%1|FavoredVermin			BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against vermin. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredVermin

###Block: Favored Enemy Bonuses
# Ability Name						Category of Ability		Type				Visible		Required Ability											Stackable?	Multiple?	Choose		Modify VAR
Favored Enemy Bonus (Aberration)			CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Aberration)			STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredAberration|2
Favored Enemy Bonus (Animal)				CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Animal)			STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredAnimal|2
Favored Enemy Bonus (Construct)			CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Construct)			STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredConstruct|2
Favored Enemy Bonus (Dragon)				CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Dragon)			STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredDragon|2
Favored Enemy Bonus (Fey)				CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Fey)				STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredFey|2
Favored Enemy Bonus (Humanoid (Aquatic))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Aquatic))	STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredHumanoidAquatic|2
Favored Enemy Bonus (Humanoid (Dwarf))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Dwarf))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredHumanoidDwarf|2
Favored Enemy Bonus (Humanoid (Elf))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Elf))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredHumanoidElf|2
Favored Enemy Bonus (Humanoid (Giant))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Giant))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredHumanoidGiant|2
Favored Enemy Bonus (Humanoid (Gnoll))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Gnoll))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredHumanoidGnoll|2
Favored Enemy Bonus (Humanoid (Gnome))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Gnome))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredHumanoidGnome|2
Favored Enemy Bonus (Humanoid (Goblinoid))	CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Goblinoid))	STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredHumanoidGoblinoid|2
Favored Enemy Bonus (Humanoid (Halfling))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Halfling))	STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredHumanoidHalfling|2
Favored Enemy Bonus (Humanoid (Human))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Human))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredHumanoidHuman|2
Favored Enemy Bonus (Humanoid (Orc))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Orc))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredHumanoidOrc|2
Favored Enemy Bonus (Humanoid (Reptilian))	CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Reptilian))	STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredHumanoidReptilian|2
Favored Enemy Bonus (Magical Beast)			CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Magical Beast)		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredMagicalBeast|2
Favored Enemy Bonus (Monstrous Humanoid)		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Monstrous Humanoid)	STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredMonstrousHumanoid|2
Favored Enemy Bonus (Ooze)				CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Ooze)				STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredOoze|2
Favored Enemy Bonus (Outsider (Air))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Air))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredOutsiderAir|2
Favored Enemy Bonus (Outsider (Earth))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Earth))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredOutsiderEarth|2
Favored Enemy Bonus (Outsider (Fire))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Fire))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredOutsiderFire|2
Favored Enemy Bonus (Outsider (Water))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Water))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredOutsiderWater|2
Favored Enemy Bonus (Outsider (Lawful))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Lawful))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredOutsiderLawful|2
Favored Enemy Bonus (Outsider (Chaotic))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Chaotic))	STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredOutsiderChaotic|2
Favored Enemy Bonus (Outsider (Good))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Good))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredOutsiderGood|2
Favored Enemy Bonus (Outsider (Evil))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Evil))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredOutsiderEvil|2
Favored Enemy Bonus (Outsider (Native))		CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Native))		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredOutsiderNative|2
Favored Enemy Bonus (Plant)				CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Plant)				STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredPlant|2
Favored Enemy Bonus (Undead)				CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Undead)			STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredUndead|2
Favored Enemy Bonus (Vermin)				CATEGORY:Special Ability	TYPE:FavoredEnemyBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Vermin)			STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredVermin|2

###Block: Favored Terrain ------------------------------------------------------------------------------------------------------
# Ability Name			Category of Ability		Type									Visible	Define								Description																															Multiple?	Source Page		Aspects								Description of the Benefits
Basic Favored Terrain		CATEGORY:Special Ability	TYPE:Special							VISIBLE:NO	DEFINE:FavoredTerrainBase|2
# Ability Name			Category of Ability		Type									Visible	Define								Description																															Multiple?	Source Page		Aspects								Description of the Benefits
Favored Terrain (Cold)		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FavoredTerrain			DEFINE:FavoredTerrainCold|FavoredTerrainBase		DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in cold terrain|FavoredTerrainCold				MULT:NO	SOURCEPAGE:p.65	ASPECT:Ability Benefit|+%1|FavoredTerrainCold		BENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in cold terrain (ice, glaciers, snow, and tundra). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainCold
Favored Terrain (Desert)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FavoredTerrain			DEFINE:FavoredTerrainDesert|FavoredTerrainBase		DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in desert terrain|FavoredTerrainDesert				MULT:NO	SOURCEPAGE:p.65	ASPECT:Ability Benefit|+%1|FavoredTerrainDesert		BENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in desert terrain (sand and wastelands). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainDesert
Favored Terrain (Forest)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FavoredTerrain			DEFINE:FavoredTerrainForest|FavoredTerrainBase		DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in forest terrain|FavoredTerrainForest				MULT:NO	SOURCEPAGE:p.65	ASPECT:Ability Benefit|+%1|FavoredTerrainForest		BENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainForest
Favored Terrain (Jungle)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FavoredTerrain			DEFINE:FavoredTerrainJungle|FavoredTerrainBase		DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in jungle terrain|FavoredTerrainJungle				MULT:NO	SOURCEPAGE:p.65	ASPECT:Ability Benefit|+%1|FavoredTerrainJungle		BENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in jungle terrain . Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainJungle
Favored Terrain (Mountain)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FavoredTerrain			DEFINE:FavoredTerrainMountains|FavoredTerrainBase	DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in mountain terrain|FavoredTerrainMountains			MULT:NO	SOURCEPAGE:p.65	ASPECT:Ability Benefit|+%1|FavoredTerrainMountains	BENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in mountain terrain (including hills). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainMountains
Favored Terrain (Plains)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FavoredTerrain			DEFINE:FavoredTerrainPlains|FavoredTerrainBase		DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in plains terrain|FavoredTerrainPlains				MULT:NO	SOURCEPAGE:p.65	ASPECT:Ability Benefit|+%1|FavoredTerrainPlains		BENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in plains terrain. Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainPlains
Favored Terrain (Plane)		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FavoredTerrain			DEFINE:FavoredTerrainPlains|FavoredTerrainBase		DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked on your chosen plane|FavoredTerrainPlains			MULT:NO	SOURCEPAGE:p.65	ASPECT:Ability Benefit|+%1|FavoredTerrainPlains		BENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills on your chosen plane. Likewise, you get a +%1 bonus on initiative checks when on that plane. If you desire, you leave no trail on that plane and cannot be tracked.|FavoredTerrainPlanes
Favored Terrain (Swamp)		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FavoredTerrain			DEFINE:FavoredTerrainSwamp|FavoredTerrainBase		DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in swamp terrain|FavoredTerrainSwamp				MULT:NO	SOURCEPAGE:p.65	ASPECT:Ability Benefit|+%1|FavoredTerrainSwamp		BENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in swamp terrain. Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainSwamp
Favored Terrain (Underground)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FavoredTerrain			DEFINE:FavoredTerrainUnderground|FavoredTerrainBase	DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in underground terrain|FavoredTerrainUnderground		MULT:NO	SOURCEPAGE:p.65	ASPECT:Ability Benefit|+%1|FavoredTerrainUnderground	BENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in underground terrain (caves and dungeons). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainUnderground
Favored Terrain (Urban)		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FavoredTerrain			DEFINE:FavoredTerrainUrban|FavoredTerrainBase		DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in urban terrain|FavoredTerrainUrban				MULT:NO	SOURCEPAGE:p.65	ASPECT:Ability Benefit|+%1|FavoredTerrainUrban		BENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in urban terrain (buildings, streets, and sewers). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainUrban
Favored Terrain (Water)		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FavoredTerrain			DEFINE:FavoredTerrainWater|FavoredTerrainBase		DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked above or below the water surface|FavoredTerrainWater	MULT:NO	SOURCEPAGE:p.65	ASPECT:Ability Benefit|+%1|FavoredTerrainWater		BENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills above or below the water surface. Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainWater

###Block: Favored Terrain Bonuses
# Ability Name				Category of Ability		Type					Visible		Required Ability										Stackable?	Multiple?	Choose		Modify VAR
Favored Terrain Bonus (Cold)		CATEGORY:Special Ability	TYPE:FavoredTerrainBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Terrain (Cold)		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredTerrainCold|2
Favored Terrain Bonus (Desert)	CATEGORY:Special Ability	TYPE:FavoredTerrainBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Terrain (Desert)		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredTerrainDesert|2
Favored Terrain Bonus (Forest)	CATEGORY:Special Ability	TYPE:FavoredTerrainBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Terrain (Forest)		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredTerrainForest|2
Favored Terrain Bonus (Jungle)	CATEGORY:Special Ability	TYPE:FavoredTerrainBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Terrain (Jungle)		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredTerrainJungle|2
Favored Terrain Bonus (Mountain)	CATEGORY:Special Ability	TYPE:FavoredTerrainBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Terrain (Mountain)		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredTerrainMountains|2
Favored Terrain Bonus (Plains)	CATEGORY:Special Ability	TYPE:FavoredTerrainBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Terrain (Plains)		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredTerrainPlains|2
Favored Terrain Bonus (Plane)		CATEGORY:Special Ability	TYPE:FavoredTerrainBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Terrain (Plane)		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredTerrainPlains|2
Favored Terrain Bonus (Swamp)		CATEGORY:Special Ability	TYPE:FavoredTerrainBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Terrain (Swamp)		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredTerrainSwamp|2
Favored Terrain Bonus (Underground)	CATEGORY:Special Ability	TYPE:FavoredTerrainBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Terrain (Underground)	STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredTerrainUnderground|2
Favored Terrain Bonus (Urban)		CATEGORY:Special Ability	TYPE:FavoredTerrainBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Terrain (Urban)		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredTerrainUrban|2
Favored Terrain Bonus (Water)		CATEGORY:Special Ability	TYPE:FavoredTerrainBonus	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Favored Terrain (Water)		STACK:YES	MULT:YES	CHOOSE:NOCHOICE	BONUS:VAR|FavoredTerrainWater|2


###Block: Rogue Abilities ------------------------------------------------------------------------------------------------------------------------
# Ability Name		Category of Ability		Type								Visible	Define											Description																													Ability							Bonus to Ability Pool					Bonus to skill															Modify VAR								Source Page		Aspects									Description of the Benefits
Sneak Attack		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption			DEFINE:SneakAttackDie|6	DEFINE:SneakAttack|0	DEFINE:SneakAttackLVL|0	DESC:If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage.																																																SOURCEPAGE:p.68	ASPECT:Ability Benefit|%1d%2|SneakAttack|SneakAttackDie	BENEFIT:If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals %1d%2 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.|SneakAttack|SneakAttackDie
Sneak Attack ~ Rogue	CATEGORY:Special Ability	TYPE:Internal						VISIBLE:NO	DEFINE:RogueSneakAttackLVL|0																																																																							BONUS:VAR|SneakAttack|(RogueSneakAttackLVL+1)/2
Rogue Talents		CATEGORY:Special Ability	TYPE:Internal						VISIBLE:NO	DEFINE:RogueTalentLVL|0																																															BONUS:ABILITYPOOL|Rogue Talent|RogueTalentLVL/2
Trapfinding			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary					DEFINE:TrapfindingLVL|0	DEFINE:TrapfindingBonus|0				DESC:You add +%1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.|TrapfindingBonus																	BONUS:SKILL|Disable Device|TrapfindingBonus	BONUS:SKILL|Perception (Trapfinding)|TrapfindingBonus	BONUS:VAR|TrapfindingBonus|max(TrapfindingLVL/2,1)	SOURCEPAGE:p.68
Trap Sense ~ Rogue	CATEGORY:Special Ability	TYPE:Internal						VISIBLE:NO	DEFINE:RogueTrapSenseLVL|0																																						ABILITY:Special Ability|AUTOMATIC|Trap Sense																										BONUS:VAR|TrapSenseBonus|RogueTrapSenseLVL/3
Master Strike		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption			DEFINE:MasterStrikeDC|0	DEFINE:MasterStrikeLVL|0				DESC:You are incredibly deadly when dealing sneak attack damage.																																																					BONUS:VAR|MasterStrikeDC|10+(MasterStrikeLVL/2)+INT	SOURCEPAGE:p.70											BENEFIT:You are incredibly deadly when dealing sneak attack damage. Each time you deal sneak attack damage, you can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is %1. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to your master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.|MasterStrikeDC

###Block: Rogue Talents
# Ability Name	Unique Key				Category of Ability		Type										Visible		Required Ability							Required Stat	Define				Description																																Multiple?	Choose											Virtual Feat		Bonus to Ability Pool				Modify VAR							Source Page		Aspects								Description of the Benefits
Bleeding Attack						CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.RogueTalent.AttackOption																					DESC:You can cause living opponents to bleed when hitting them with a sneak attack.																																																					SOURCEPAGE:p.68										BENEFIT:You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take %1 additional points of damage each round. Bleeding creatures that that amount of damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.|SneakAttack
Combat Trick						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent			VISIBLE:DISPLAY																		DESC:You gain a bonus combat feat.																																														BONUS:ABILITYPOOL|Combat Trick Feat|1									SOURCEPAGE:p.68
Fast Stealth						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent																							DESC:This ability allows you to move at full speed using Stealth without penalty.																																																					SOURCEPAGE:p.68
Finesse Rogue						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent			VISIBLE:DISPLAY																		DESC:You gain Weapon Finesse as a bonus feat.																																								VFEAT:Weapon Finesse																SOURCEPAGE:p.68
Ledge Walker						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent																							DESC:This ability allows you to move along narrow surfaces at full speed using the Acrobatics skill without penalty.																																															SOURCEPAGE:p.68										BENEFIT:This ability allows you to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, you are not flat-footed when using Acrobatics to move along narrow surfaces.
Major Magic							CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.RogueTalent							PREABILITY:1,CATEGORY=Special Ability,Minor Magic	PRESTAT:1,INT=11						DESC:You can cast %1 two times a day as a spell-like ability. The caster level for this ability is %2. The save DC for this spell is %3.|%CHOICE|RogueCasterLevel|11+INT					MULT:YES	CHOOSE:NUMCHOICES=1|SPELLS|CLASSLIST=Wizard[LEVELMIN=1;LEVELMAX=1]																				SOURCEPAGE:p.68
Minor Magic							CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.RogueTalent																PRESTAT:1,INT=10	DEFINE:RogueCasterLevel|0	DESC:You can cast %1. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is %2. The save DC for this spell is %3.|%CHOICE|RogueCasterLevel|10+INT	MULT:YES	CHOOSE:NUMCHOICES=1|SPELLS|CLASSLIST=Wizard[LEVELMIN=0;LEVELMAX=0]												BONUS:VAR|RogueCasterLevel|RogueTalentLVL		SOURCEPAGE:p.68
Quick Disable						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent																							DESC:It takes you half the normal amount of time to disable a trap using the Disable Device skill(minimum 1 round).																																															SOURCEPAGE:p.68
Resiliency							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent.Defensive																DEFINE:ResiliencyHitPoints|0	DESC:You can gain temporary hit points once per day.																																																		BONUS:VAR|ResiliencyHitPoints|RogueTalentLVL	SOURCEPAGE:p.68	ASPECT:Ability Benefit|(%1 hp)|ResiliencyHitPoints	BENEFIT:Once per day, you can gain %1 temporary hit points. Activating this ability is an immediate action that can only be performed when you are brought to below 0 hit points. This ability can be used to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal.|ResiliencyHitPoints
Rogue Crawl							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent																							DESC:While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. You cannot take a 5-foot steps while crawling.																																										SOURCEPAGE:p.68
Slow Reactions						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent																							DESC:Opponents damaged by your sneak attack can't make attacks of opportunity for 1 round.																																																			SOURCEPAGE:p.68
Stand Up							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent																							DESC:You can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.																																										SOURCEPAGE:p.68
Surprise Attack						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent																							DESC:During the surprise round, opponents are always considered flat-footed to you, even if they have acted.																																																SOURCEPAGE:p.69
Trap Spotter						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent																							DESC:Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.																																							SOURCEPAGE:p.69
Weapon Training	KEY:Weapon Training ~ Rogue	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent			VISIBLE:DISPLAY																		DESC:You gain Weapon Focus as a bonus feat.																																												BONUS:ABILITYPOOL|Weapon Training|1										SOURCEPAGE:p.69

###Block: Advanced Rogue Talents
# Ability Name	Unique Key				Category of Ability		Type										Visible		Required Ability							Var. Min. Value			Define						Description																									Stackable?	Multiple?	Choose			Selections		Ability								Bonus Number of Feats	Modify VAR								Source Page		Description of the Benefits
Crippling Strike						CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.RogueTalent.AttackOption													PREVARGTEQ:RogueTalentLVL,10								DESC:You can sneak attack opponents with such precision that your blows weaken and hamper them.																																												SOURCEPAGE:p.69	BENEFIT:You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage.
Defensive Roll						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent															PREVARGTEQ:RogueTalentLVL,10								DESC:You can roll with a potentially lethal blow to take less damage from it than you otherwise would.																																										SOURCEPAGE:p.69	BENEFIT:You can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll - if you are denied your Dexterity bonus to AC, you can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, your evasion ability does not apply to the defensive roll.
Dispelling Attack						CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.RogueTalent						PREABILITY:1,CATEGORY=Special Ability,Major Magic	PREVARGTEQ:RogueTalentLVL,10	DEFINE:DispellingAttackCasterLevel|0	DESC:Opponents that are dealt sneak attack damage by you are affected by a targeted Dispel Magic.																																		BONUS:VAR|DispellingAttackCasterLevel|RogueTalentLVL	SOURCEPAGE:p.70	BENEFIT:Opponents that are dealt sneak attack damage by you are affected by a targeted Dispel Magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is %1.|DispellingAttackCasterLevel
Improved Evasion	KEY:Improved Evasion ~ Rogue	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent			VISIBLE:DISPLAY										PREVARGTEQ:RogueTalentLVL,10								DESC:Like Evasion, you still take no damage on a successfulk Reflex saving throw against attacks, additionaly you take only half damage on a failed save.												ABILITY:Special Ability|AUTOMATIC|Improved Evasion														SOURCEPAGE:p.70	BENEFIT:This works like Evasion, except that while you still take no damage on a successfulk Reflex saving throw against attacks, you henceforth take only half damage on a failed save. If you are helpless, you do not gain the benefit of Improved Evasion.
Opportunist							CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.RogueTalent															PREVARGTEQ:RogueTalentLVL,10								DESC:You can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character.																																						SOURCEPAGE:p.70	BENEFIT:Once per round, you can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even if you have the Combat Reflexes feat, you can't use the Opportunist ability more than once per round.
Skill Mastery						CATEGORY:Special Ability	TYPE:SpecialQuality.RogueTalent																	PREVARGTEQ:RogueTalentLVL,10								DESC:You become so confident in the use of certain skills that you can use them reliably even under adverse conditions.							STACK:NO	MULT:YES	CHOOSE:SKILLSNAMED|ALL	SELECT:3+INT																							SOURCEPAGE:p.70	BENEFIT:You become so confident in the use of certain skills that you can use them reliably even under adverse conditions. When making a skill check with one of these skills, you may take 10 even if stree and distraction would normally prevent you from doing so.
Slippery Mind						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent															PREVARGTEQ:RogueTalentLVL,10								DESC:You have the ability to wriggle free from magical effects that would otherwise control or compel you.																																										SOURCEPAGE:p.70	BENEFIT:This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fails your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.
Feat								CATEGORY:Special Ability	TYPE:RogueTalent								VISIBLE:DISPLAY										PREVARGTEQ:RogueTalentLVL,10								DESC:You may gain any feat that you qualify for in place of a rogue talent.																																		BONUS:FEAT|POOL|1											SOURCEPAGE:p.70


###Block: Sorcerer Abilities ---------------------------------------------------------------------------------------------------------------
# Ability Name		Unique Key			Category of Ability		Type				Visible	Define								Description																										Bonus to Ability Pool				Modify VAR					Source Page
Cantrips			KEY:Cantrips ~ Sorcerer	CATEGORY:Special Ability	TYPE:SpecialQuality												DESC:You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.														SOURCEPAGE:p.71
Sorcerer Bloodline					CATEGORY:Special Ability	TYPE:Internal		VISIBLE:NO	DEFINE:BloodlineLVL|0	DEFINE:BloodlinePowerTimes|0																												BONUS:ABILITYPOOL|Sorcerer Bloodline|1	BONUS:VAR|BloodlinePowerTimes|3+CHA	SOURCEPAGE:p.71

###Block: Sorcerer Bloodlines
# Ability Name		Category of Ability		Type										Description																						Multiple?	Choose												Ability																																																																																											Bonus to Ability Pool																											Modify VAR					Class Skill					Source Page		Description of the Benefits
Aberrant Bloodline	CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:There is a taint in your blood, one that is alien and bizarre.																											ABILITY:Special Ability|AUTOMATIC|Aberrant Bloodline Bonus Spells|Bloodline Arcana (Aberrant)|Acidic Ray ~ Aberrant	ABILITY:Special Ability|AUTOMATIC|Long Limbs|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Unusual Anatomy|PREVARGTEQ:BloodlineLVL,9|PREVARLT:BloodlineLVL,20	ABILITY:Special Ability|AUTOMATIC|Alien Resistance|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Aberrant Form|PREVARGTEQ:BloodlineLVL,20																		BONUS:ABILITYPOOL|Aberrant Bloodline Feat|(BloodlineLVL-1)/6																										CSKILL:Knowledge (Dungeoneering)	SOURCEPAGE:p.72	BENEFIT:There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.
Abyssal Bloodline		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:Some time ago, a demon spread its filth into your heritage.																												ABILITY:Special Ability|AUTOMATIC|Abyssal Bloodline Bonus Spells|Bloodline Arcana (Abyssal)|Claws ~ Abyssal	ABILITY:Special Ability|AUTOMATIC|Demon Resistances|PREVARGTEQ:BloodlineLVL,3|PREVARLT:BloodlineLVL,20	ABILITY:Special Ability|AUTOMATIC|Strength of the Abyss|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Added Summonings|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Demonic Might|PREVARGTEQ:BloodlineLVL,20																	BONUS:ABILITYPOOL|Abyssal Bloodline Feat|(BloodlineLVL-1)/6																											CSKILL:Knowledge (Planes)		SOURCEPAGE:p.72	BENEFIT:Some time ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong, calling on you to bring ruin to those around you.
Arcane Bloodline		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:Your family has always been skilled in the art of magic.																												ABILITY:Special Ability|AUTOMATIC|Arcane Bloodline Bonus Spells|Bloodline Arcana (Arcane)|Arcane Bond	ABILITY:Special Ability|AUTOMATIC|Metamagic Adept ~ Arcane Bloodline|PREVARGTEQ:BloodlineLVL,3|PREVARLT:BloodlineLVL,20	ABILITY:Special Ability|AUTOMATIC|New Arcana ~ Arcane Bloodline|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Arcane Apotheosis ~ Arcane Bloodline|PREVARGTEQ:BloodlineLVL,20																								BONUS:ABILITYPOOL|Arcane Bloodline Feat|(BloodlineLVL-1)/6	BONUS:ABILITYPOOL|Arcane Bloodline School Power|1|PREVARGTEQ:BloodlineLVL,15	BONUS:ABILITYPOOL|Knowledge Class Skill|1	BONUS:VAR|FMLevel|BloodlineLVL							SOURCEPAGE:p.73	BENEFIT:Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Celestial Bloodline	CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:Your bloodline is blessed by a celestial power, either through having a celestial relative or through divine intervention.																	ABILITY:Special Ability|AUTOMATIC|Celestial Bloodline Bonus Spells|Bloodline Arcana (Celestial)|Heavenly Fire ~ Celestial Bloodline	ABILITY:Special Ability|AUTOMATIC|Celestial Resistances ~ Celestial Bloodline|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Wings of Heaven ~ Celestial Bloodline|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Conviction ~ Celestial Bloodline|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Ascension ~ Celestial Bloodline|PREVARGTEQ:BloodlineLVL,20				BONUS:ABILITYPOOL|Celestial Bloodline Feat|(BloodlineLVL-1)/6																										CSKILL:Heal					SOURCEPAGE:p.74	BENEFIT:Your bloodline is blessed by a celestial power, either through having a celestial relative or through divine intervention. Although this power drives you along the path of good, your fate is your own to determine.
Destined Bloodline	CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:Your family is destined for greatness in some way.																													ABILITY:Special Ability|AUTOMATIC|Destined Bloodline Bonus Spells|Bloodline Arcana (Destined)|Touch of Destiny ~ Destined Bloodline	ABILITY:Special Ability|AUTOMATIC|Fated ~ Destined Bloodline|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|It Was Meant To Be ~ Destined Bloodline|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Within Reach ~ Destined Bloodline|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Destiny Realized ~ Destined Bloodline|PREVARGTEQ:BloodlineLVL,20						BONUS:ABILITYPOOL|Destined Bloodline Feat|(BloodlineLVL-1)/6																										CSKILL:Knowledge (History)		SOURCEPAGE:p.74	BENEFIT:Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of its origin, you have a great future ahead of you.
Draconic Bloodline	CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.	MULT:YES	CHOOSE:STRING|Black|Blue|Green|Red|White|Brass|Bronze|Copper|Silver|Gold	ABILITY:Special Ability|AUTOMATIC|Draconic Bloodline Bonus Spells|Bloodline Arcana (Draconic)|Claws ~ Draconic	ABILITY:Special Ability|AUTOMATIC|Dragon Resistances|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Breath Weapon|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Wings|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Power of Wyrms|PREVARGTEQ:BloodlineLVL,20																						BONUS:ABILITYPOOL|Draconic Bloodline Feat|(BloodlineLVL-1)/6																										CSKILL:Perception				SOURCEPAGE:p.75
Elemental Bloodline	CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:The power of the elements resides in you, and at times you can hardly control its fury.								MULT:YES	CHOOSE:STRING|Air|Earth|Fire|Water								ABILITY:Special Ability|AUTOMATIC|Elemental Bloodline Bonus Spells|Bloodline Arcana (Elemental)|Elemental Ray	ABILITY:Special Ability|AUTOMATIC|Elemental Resistance|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Elemental Blast|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Elemental Movement|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Elemental Body|PREVARGTEQ:BloodlineLVL,20																				BONUS:ABILITYPOOL|Elemental Bloodline Feat|(BloodlineLVL-1)/6																										CSKILL:Knowledge (Planes)		SOURCEPAGE:p.75	BENEFIT:The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Fey Bloodline		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic.																					ABILITY:Special Ability|AUTOMATIC|Fey Bloodline Bonus Spells|Bloodline Arcana (Fey)|Laughing Touch ~ Arcane Bloodline	ABILITY:Special Ability|AUTOMATIC|Woodland Stride ~ Arcane Bloodline|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Fleeting Glance ~ Arcane Bloodline|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Fey Magic ~ Arcane Bloodline|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Soul of the Fey ~ Arcane Bloodline|PREVARGTEQ:BloodlineLVL,20										BONUS:ABILITYPOOL|Fey Bloodline Feat|(BloodlineLVL-1)/6																											CSKILL:Knowledge (Nature)		SOURCEPAGE:p.76	BENEFIT:The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. This tends to make you more emotional than most, prone to bouts of extreme joy and rage.
Infernal Bloodline	CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced the line ever since.																	ABILITY:Special Ability|AUTOMATIC|Infernal Bloodline Bonus Spells|Bloodline Arcana (Infernal)|Corrupting Touch ~ Infernal Bloodline	ABILITY:Special Ability|AUTOMATIC|Infernal Resistances ~ Infernal Bloodline|PREVARGTEQ:BloodlineLVL,3|PREVARLT:BloodlineLVL,20	ABILITY:Special Ability|AUTOMATIC|Hellfire ~ Infernal Bloodline|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|On Dark Wings ~ Infernal Bloodline|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Power of the Pit ~ Infernal Bloodline|PREVARGTEQ:BloodlineLVL,20	BONUS:ABILITYPOOL|Infernal Bloodline Feat|(BloodlineLVL-1)/6																										CSKILL:Diplomacy				SOURCEPAGE:p.76	BENEFIT:Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced the line ever since. Now it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.
Undead Bloodline		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:The touch of the grave runs through your family.																														ABILITY:Special Ability|AUTOMATIC|Undead Bloodline Bonus Spells|Bloodline Arcana (Undead)|Grave Touch ~ Undead Bloodline	ABILITY:Special Ability|AUTOMATIC|Death's Gift ~ Undead Bloodline|PREVARGTEQ:BloodlineLVL,3|PREVARLT:BloodlineLVL,20	ABILITY:Special Ability|AUTOMATIC|Grasp of the Dead ~ Undead Bloodline|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Incorporeal Form ~ Undead Bloodline|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|One of Us ~ Undead Bloodline|PREVARGTEQ:BloodlineLVL,20			BONUS:ABILITYPOOL|Undead Bloodline Feat|(BloodlineLVL-1)/6																											CSKILL:Knowledge (Religion)		SOURCEPAGE:p.77	BENEFIT:The touch of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

###Block: Sorcerer Bloodline Bonus Spells
# Ability Name				Category of Ability		Type			Visible	List of Known Class Spells by Level
Aberrant Bloodline Bonus Spells	CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	SPELLKNOWN:CLASS|Sorcerer=1|Enlarge Person|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|See Invisibility|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Tongues|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Black Tentacles|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Feeblemind|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Veil|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Plane Shift|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Mind Blank|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Shapechange|PREVARGTEQ:BloodlineLVL,19
Abyssal Bloodline Bonus Spells	CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	SPELLKNOWN:CLASS|Sorcerer=1|Cause Fear|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Bull's Strength|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Rage|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Stoneskin|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Dismissal|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Transformation|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Teleport (Greater)|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Unholy Aura|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Summon Monster IX|PREVARGTEQ:BloodlineLVL,19
Arcane Bloodline Bonus Spells		CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	SPELLKNOWN:CLASS|Sorcerer=1|Identify|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Invisibility|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Dispel Magic|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Dimension Door|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Overland Flight|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|True Seeing|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Teleport (Greater)|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Power Word Stun|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Wish|PREVARGTEQ:BloodlineLVL,19
Celestial Bloodline Bonus Spells	CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	SPELLKNOWN:CLASS|Sorcerer=1|Bless|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Resist Energy|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Magic Circle against Evil|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Remove Curse|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Flame Strike|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Dispel Magic (Greater)|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Banishment|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Sunburst|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Gate|PREVARGTEQ:BloodlineLVL,19
Destined Bloodline Bonus Spells	CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	SPELLKNOWN:CLASS|Sorcerer=1|Alarm|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Blur|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Protection from Energy|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Freedom of Movement|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Break Enchantment|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Mislead|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Spell Turning|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Moment of Prescience|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Foresight|PREVARGTEQ:BloodlineLVL,19
Draconic Bloodline Bonus Spells	CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	SPELLKNOWN:CLASS|Sorcerer=1|Mage Armor|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Resist Energy|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Fly|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Fear|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Spell Resistance|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Form of the Dragon I|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Form of the Dragon II|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Form of the Dragon III|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Wish|PREVARGTEQ:BloodlineLVL,19
Elemental Bloodline Bonus Spells	CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	SPELLKNOWN:CLASS|Sorcerer=1|Burning Hands|PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Fire)],[PREVARGTEQ:BloodlineLVL,3]	SPELLKNOWN:CLASS|Sorcerer=1|Burning Hands (Acid)|PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Earth)],[PREVARGTEQ:BloodlineLVL,3]	SPELLKNOWN:CLASS|Sorcerer=1|Burning Hands (Cold)|PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Water)],[PREVARGTEQ:BloodlineLVL,3]	SPELLKNOWN:CLASS|Sorcerer=1|Burning Hands (Electricity)|PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Air)],[PREVARGTEQ:BloodlineLVL,3]	SPELLKNOWN:CLASS|Sorcerer=2|Scorching Ray|PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Fire)],[PREVARGTEQ:BloodlineLVL,5]	SPELLKNOWN:CLASS|Sorcerer=2|Scorching Ray (Acid)|PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Earth)],[PREVARGTEQ:BloodlineLVL,5]	SPELLKNOWN:CLASS|Sorcerer=2|Scorching Ray (Cold)|PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Water)],[PREVARGTEQ:BloodlineLVL,5]	SPELLKNOWN:CLASS|Sorcerer=2|Scorching Ray (Electricity)|PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Air)],[PREVARGTEQ:BloodlineLVL,5]	SPELLKNOWN:CLASS|Sorcerer=3|Protection from Energy|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Elemental Body I|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Elemental Body II|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Elemental Body III|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Elemental Body IV|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Summon Monster VIII (Elementals Only)|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Elemental Swarm|PREVARGTEQ:BloodlineLVL,19
Fey Bloodline Bonus Spells		CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	SPELLKNOWN:CLASS|Sorcerer=1|Entangle|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Hideous Laughter|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Deep Slumber|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Poison|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Tree Stride|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Mislead|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Phase Door|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Irresistible Dance|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Shapechange|PREVARGTEQ:BloodlineLVL,19
Infernal Bloodline Bonus Spells	CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	SPELLKNOWN:CLASS|Sorcerer=1|Protection from Good|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Scorching Ray|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Suggestion|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Charm Monster|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Dominate Person|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Planar Binding (Devils and Fiendish Creatures Only)|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Teleport (Greater)|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Power Word Stun|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Meteor Swarm|PREVARGTEQ:BloodlineLVL,19
Undead Bloodline Bonus Spells		CATEGORY:Special Ability	TYPE:Internal	VISIBLE:NO	SPELLKNOWN:CLASS|Sorcerer=1|Chill Touch|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|False Life|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Vampiric Touch|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Animate Dead|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Waves of Fatigue|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Undeath to Death|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Finger of Death|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Horrid Wilting|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Energy Drain|PREVARGTEQ:BloodlineLVL,19

###Block: Sorcerer Aberrant Bloodline Abilties
# Ability Name			Unique Key				Output Name				Category of Ability		Type						Define				Description																																																																																					Modify VAR																	Vision			Spell Res.			Damage Reduction	Source Page		Aspects
Bloodline Arcana (Aberrant)						OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality								DESC:Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50%% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.																																																																																		SOURCEPAGE:p.72
Acidic Ray				KEY:Acidic Ray ~ Aberrant						CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:AcidicRayDamage|0	DESC:You can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of acid damage. You can use this ability %1 times per day.|BloodlinePowerTimes|PREVAREQ:AcidicRayDamage,0	DESC:You can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+%1 points of acid damage.  You can use this ability %2 times per day.|AcidicRayDamage|BloodlinePowerTimes|PREVARGT:AcidicRayDamage,0	BONUS:VAR|AcidicRayDamage|BloodlineLVL/2																							SOURCEPAGE:p.72	ASPECT:Ability Benefit|(1d6+%1, %2/day)|AcidicRayDamage|BloodlinePowerTimes
Long Limbs														CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:LongLimbsReach|5		DESC:Your reach increases to %1 feet whenever you make a melee touch attack. This ability does not increase your threatened area.|LongLimbsReach																																																														BONUS:VAR|LongLimbsReach|5|PREVARGTEQ:BloodlineLVL,11	BONUS:VAR|LongLimbsReach|5|PREVARGTEQ:BloodlineLVL,17												SOURCEPAGE:p.72
Unusual Anatomy													CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DEFINE:UnusualAnatomy|25	DESC:Your anatomy changes, giving you a %1%% chance of ignoring any critical hit or sneak attack scored against you.|UnusualAnatomy																																																																	BONUS:VAR|UnusualAnatomy|25|PREVARGTEQ:BloodlineLVL,13																				SOURCEPAGE:p.72
Alien Resistance													CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DEFINE:AlienResistance|0	DESC:You gain spell resistance %1.|AlienResistance																																																																														BONUS:VAR|AlienResistance|10+BloodlineLVL																SR:AlienResistance				SOURCEPAGE:p.72
Aberrant Form													CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary						DESC:Your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/-.																																																																												VISION:Blindsight (60')					DR:5/-		SOURCEPAGE:p.72

###Block: Sorcerer Abyssal Bloodline Abilties
# Ability Name			Output Name				Category of Ability		Type								Visible	Define									Description																															Stat bonus								Modify VAR																																					Weapon prof. bonus																Source Page		Natural Attacks											Aspects								Description of the Benefits
Bloodline Arcana (Abyssal)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																	DESC:Whenever you cast a spell of the summoning subschool, the creature summoned gain DR %1/good. This does not stack with any DR the creature might have.|max(1,BloodlineLVL/2)																																																																					SOURCEPAGE:p.73
Claws ~ Abyssal			OUTPUTNAME:Claws			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural			VISIBLE:NO																																																																																										BONUS:WEAPONPROF=Claw|DAMAGESIZE|1|PREVARGTEQ:BloodlineLVL,7	BONUS:WEAPONPROF=Claw|DAMAGESIZE|-1|PRESIZELT:M	SOURCEPAGE:p.73	NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*2,1d4										BENEFIT:You can grow claws as a free action.  These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. You can use your claws %1 rounds per day. These rounds do not need to be consecutive.|BloodlinePowerTimes|PREVARLT:BloodlineLVL,5	BENEFIT:You can grow claws as a free action.  These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus.  Your claws are considered magic weapons for the purpose of overcoming DR. You can use your claws %1 rounds per day. These rounds do not need to be consecutive.|BloodlinePowerTimes|PREMULT:2,[PREVARGTEQ:BloodlineLVL,5],[PREVARLT:BloodlineLVL,11]	BENEFIT:You can grow claws as a free action.  These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus.  Your claws are considered magic weapons for the purpose of overcoming DR and are flaming weapons, dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws %1 rounds per day These rounds do not need to be consecutive.|BloodlinePowerTimes|PREVARGTEQ:BloodlineLVL,11
Demon Resistances								CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.SaveBonus			DEFINE:DemonResistance|0	DEFINE:DemonResistanceSave|0	DESC:You gain Electricity Resistance %1 and a +%2 bonus on saving throws made against poison.|DemonResistance|DemonResistanceSave																				BONUS:VAR|DemonResistanceSave|2|PREVARGTEQ:BloodlineLVL,3	BONUS:VAR|DemonResistanceSave|2|PREVARGTEQ:BloodlineLVL,9	BONUS:VAR|DemonResistance|5|PREVARGTEQ:BloodlineLVL,3	BONUS:VAR|DemonResistance|5|PREVARGTEQ:BloodlineLVL,9																				SOURCEPAGE:p.73														ASPECT:SaveBonus|+%1 vs. poison|DemonResistanceSave
Strength of the Abyss							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary					DEFINE:StrengthOfTheAbyss|0						DESC:You gain a +%1 inherent bonus to your Strength.|StrengthOfTheAbyss*2																				BONUS:STAT|STR|StrengthOfTheAbyss*2|TYPE=Inherent	BONUS:VAR|StrengthOfTheAbyss|min(max(0,(BloodlineLVL-5)/4),3)																																															SOURCEPAGE:p.73
Added Summonings								CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural															DESC:Whenever you summon a creature with the demon subtype or the fiendish template using a Summon Monster spell, you summon one additional creature.																																																																										SOURCEPAGE:p.73
Demonic Might								CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural															DESC:The power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, fire 10, and gein telepathy with a range of 60 feet.																																																																			SOURCEPAGE:p.73

###Block: Sorcerer Arcane Bloodline Abilties
# Ability Name			Unique Key						Output Name				Category of Ability		Type											Visible		Define				Description																																							Stackable?	Multiple?	Choose					Bonus to DC						Modify VAR								Class Skill	Source Page		Description of the Benefits
Knowledge Class Skill														CATEGORY:Special Ability	TYPE:KnowledgeClassSkill							VISIBLE:DISPLAY						DESC:Pick one Knowledge skill as a class skill																																	STACK:NO	MULT:YES	CHOOSE:SKILLSNAMED|TYPE=Knowledge																	CSKILL:LIST
Bloodline Arcana (Arcane)								OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																DESC:Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.																													SOURCEPAGE:p.73
Metamagic Adept			KEY:Metamagic Adept ~ Arcane Bloodline						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary									DEFINE:MetamagicAdeptPerDay|0	DESC:You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time.																																					BONUS:VAR|MetamagicAdeptPerDay|(BloodlineLVL+1)/4			SOURCEPAGE:p.73	BENEFIT:You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day.|PREVAREQ:MetamagicAdeptPerDay,1	BENEFIT:You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability %1 times per day.|MetamagicAdeptPerDay|PREVARGT:MetamagicAdeptPerDay,1
New Arcana				KEY:New Arcana ~ Arcane Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary														DESC:You can add any one spell that you are capable of casting to your list of spells known. You can also add one additional spell at 13th level and 17th level.																																										SOURCEPAGE:p.73
#TODO Implement benefit for New Arcana
School Power			KEY:School Power ~ Arcane Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ArcaneBloodlineSchoolPower									DESC:Pick one school of magic. The DC for any spells you cast of that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.															STACK:NO	MULT:YES	CHOOSE:SCHOOLS				BONUS:DC|SCHOOL.%LIST|2|TYPE=SchoolPower												SOURCEPAGE:p.74
Arcane Apotheosis			KEY:Arcane Apotheosis ~ Arcane Bloodline						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary														DESC:You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots.																																										SOURCEPAGE:p.74	BENEFIT:Your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you are using magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.

###Block: Sorcerer Celestial Bloodline Abilties
# Ability Name			Unique Key							Output Name				Category of Ability		Type						Define				Description																																																																																																									Ability																								Modify VAR																					Source Page		Aspects													Description of the Benefits
Bloodline Arcana (Celestial)									OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality								DESC:Whenever you cast a spell of the summoning subschool, the creature summoned gain DR %1/evil. This does not stack with any DR the creature might have.|max(1,BloodlineLVL/2)																																																																																																																												SOURCEPAGE:p.74
Heavenly Fire			KEY:Heavenly Fire ~ Celestial Bloodline							CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:HeavenlyFireModifier|0	DESC:You can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray heals or deals 1d4 points of damage depending on the target's alignment. You can use this ability %1 times per day.|BloodlinePowerTimes|PREVAREQ:HeavenlyFireModifier,0	DESC:You can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray heals or deals 1d4+%1 points of damage depending on the target's alignment. You can use this ability %1 times per day.|HeavenlyFireModifier|BloodlinePowerTimes|PREVARGT:HeavenlyFireModifier,0																										BONUS:VAR|HeavenlyFireModifier|BloodlineLVL/2															SOURCEPAGE:p.74	ASPECT:Ability Benefit|(1d4+%1, %2/day)|HeavenlyFireModifier|BloodlinePowerTimes	BENEFIT:You can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage. This damage is divine and not subject to energy resistance or immunity. Against good creatures, this ray heals them of 1d4 points of damage. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability %1 times per day.|BloodlinePowerTimes|PREVAREQ:HeavenlyFireModifier,0	BENEFIT:You can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4+%1 points of fire damage. This damage is divine and not subject to energy resistance or immunity. Against good creatures, this ray heals them of 1d4+%1 points of damage. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability %2 times per day.|HeavenlyFireModifier|BloodlinePowerTimes|PREVARGT:HeavenlyFireModifier,0
Celestial Resistances		KEY:Celestial Resistances ~ Celestial Bloodline						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																																																ABILITY:Special Ability|AUTOMATIC|Resistance to Acid|Resistance to Cold														BONUS:VAR|AcidResistanceBonus,ColdResistanceBonus|5	BONUS:VAR|AcidResistanceBonus,ColdResistanceBonus|5|PREVARGTEQ:BloodlineLVL,9	SOURCEPAGE:p.74
Wings of Heaven			KEY:Wings of Heaven ~ Celestial Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural						DESC:You can sprout feathery wings and fly with a speed of 60 feet and good maneuverability.																																																																																																																																										SOURCEPAGE:p.74															BENEFIT:You can sprout feathery wings and fly for %1 minutes per day with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but you must use it in 1 minute increments.|BloodlineLVL
Conviction				KEY:Conviction ~ Celestial Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural						DESC:You can reroll any one ability check, attack roll, skill check, or saving throw you just made.																																																																																																																																									SOURCEPAGE:p.74															BENEFIT:You can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed. You must take the second result, even if it is worse. You can use this ability once per day.
Ascension				KEY:Ascension ~ Celestial Bloodline								CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural						DESC:You can call upon the power of the heavens.																																																																																																		ABILITY:Special Ability|AUTOMATIC|Immunity to Acid|Immunity to Cold|Immunity to Petrification|Tongues|Resistance to Fire|Resistance to Electricity	BONUS:VAR|FireResistanceBonus,ElectricityResistanceBonus|10													SOURCEPAGE:p.74															BENEFIT:You can call upon the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain the tongues ability, allowing you to speak with any creature that has a language.

###Block: Sorcerer Destined Bloodline Abilties
# Ability Name			Unique Key							Output Name				Category of Ability		Type						Define			Description																											Modify VAR							Source Page		Description of the Benefits
Bloodline Arcana (Destined)									OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality							DESC:Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.												SOURCEPAGE:p.74
Touch of Destiny			KEY:Touch of Destiny ~ Destined Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural					DESC:You can touch a creature as a standard action to give it a bonus to a single attack roll, skill check, ability check, or saving throw.													SOURCEPAGE:p.74	BENEFIT:You can touch a creature as a standard action to give it a +%1 insight bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability %2 times a day.|max(1,BloodlineLVL/2)|BloodlinePowerTimes
Fated					KEY:Fated ~ Destined Bloodline								CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural					DESC:You gain a +%1 luck bonus on all of your saving throws and to your AC during surprise rounds or if you are otherwise unaware of the attack.|(BloodlineLVL+1)/4									SOURCEPAGE:p.74
It Was Meant To Be		KEY:It Was Meant To Be ~ Destined Bloodline						CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DEFINE:MeantToBeTimes|0	DESC:You may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance.								BONUS:VAR|MeantToBeTimes|(BloodlineLVL-1)/8	SOURCEPAGE:p.74	BENEFIT:You may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second result, even if it is worse. You can use this ability once per day.|PREVAREQ:MeantToBeTimes,1	BENEFIT:You may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second result, even if it is worse. You can use this ability %1 times per day.|MeantToBeTimes|PREVARGT:MeantToBeTimes,1
Within Reach			KEY:Within Reach ~ Destined Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural					DESC:Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save.																SOURCEPAGE:p.75	BENEFIT:Your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to -1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.
Destiny Realized			KEY:Destiny Realized ~ Destined Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural					DESC:Any critical threats made against you only confirm if the second roll results in a natural 20 on the die.																		SOURCEPAGE:p.75	BENEFIT:Your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.

###Block: Sorcerer Draconic Bloodline Abilties
# Ability Name				Output Name				Category of Ability		Type						Visible	Define													Description																																						Move		Ability																																																																																																																																																																																																																																		Combat bonus								Modify VAR																																																	Weapon prof. bonus																Vision			Source Page		Natural Attacks											Aspects																				Description of the Benefits
Claws ~ Draconic				OUTPUTNAME:Claws			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	VISIBLE:NO																																																																																																																																																																																																																																																																																																																																																							BONUS:WEAPONPROF=Claw|DAMAGESIZE|1|PREVARGTEQ:BloodlineLVL,7	BONUS:WEAPONPROF=Claw|DAMAGESIZE|-1|PRESIZELT:M					SOURCEPAGE:p.75	NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*2,1d4																						BENEFIT:You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. This is a supernatural ability. You can use your claws %1 rounds per day.|BloodlinePowerTimes|PREVARLT:BloodlineLVL,5	BENEFIT:You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR. You can use your claws %1 rounds per day. These rounds do not need to be consecutive.|BloodlinePowerTimes|PREMULT:2,[PREVARGTEQ:BloodlineLVL,5],[PREVARLT:BloodlineLVL,11]	BENEFIT:You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR and deal an additional 1d6 points of acid damage on a successful hit. You can use your claws %1 rounds per day. These rounds do not need to be consecutive.|BloodlinePowerTimes|PREMULT:2,[PREVARGTEQ:BloodlineLVL,11],[PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Black)],[PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Green)],[PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Copper)]]	BENEFIT:You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR and deal an additional 1d6 points of cold damage on a successful hit. You can use your claws %1 rounds per day. These rounds do not need to be consecutive.|BloodlinePowerTimes|PREMULT:2,[PREVARGTEQ:BloodlineLVL,11],[PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (White)],[PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Silver)]]	BENEFIT:You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR and deal an additional 1d6 points of electrical damage on a successful hit. You can use your claws %1 rounds per day. These rounds do not need to be consecutive.|BloodlinePowerTimes|PREMULT:2,[PREVARGTEQ:BloodlineLVL,11],[PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Red)],[PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Brass)],[PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Gold)]]	BENEFIT:You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR and deal an additional 1d6 points of fire damage on a successful hit. You can use your claws %1 rounds per day. These rounds do not need to be consecutive.|BloodlinePowerTimes|PREMULT:2,[PREVARGTEQ:BloodlineLVL,11],[PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Red)],[PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Blue)],[PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Bronze)]]
Bloodline Arcana (Draconic)							CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO																																																								ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Draconic Black)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Black)	ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Draconic Blue)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Blue)	ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Draconic Green)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Green)	ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Draconic Red)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Red)	ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Draconic White)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (White)	ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Draconic Brass)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Brass)	ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Draconic Bronze)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Bronze)	ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Draconic Copper)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Copper)	ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Draconic Gold)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Gold)	ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Draconic Silver)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Silver)

Bloodline Arcana (Draconic Black)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																			DESC:Whenever you cast a spell with the acid descriptor, that spell deals +1 point of damage per die rolled.																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.75
Bloodline Arcana (Draconic Blue)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																			DESC:Whenever you cast a spell with the electricity descriptor, that spell deals +1 point of damage per die rolled.																																																																																																																																																																																																																																																																																																																																												SOURCEPAGE:p.75
Bloodline Arcana (Draconic Green)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																			DESC:Whenever you cast a spell with the acid descriptor, that spell deals +1 point of damage per die rolled.																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.75
Bloodline Arcana (Draconic Red)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																			DESC:Whenever you cast a spell with the fire descriptor, that spell deals +1 point of damage per die rolled.																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.75
Bloodline Arcana (Draconic White)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																			DESC:Whenever you cast a spell with the cold descriptor, that spell deals +1 point of damage per die rolled.																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.75
Bloodline Arcana (Draconic Brass)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																			DESC:Whenever you cast a spell with the fire descriptor, that spell deals +1 point of damage per die rolled.																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.75
Bloodline Arcana (Draconic Bronze)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																			DESC:Whenever you cast a spell with the electricity descriptor, that spell deals +1 point of damage per die rolled.																																																																																																																																																																																																																																																																																																																																												SOURCEPAGE:p.75
Bloodline Arcana (Draconic Copper)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																			DESC:Whenever you cast a spell with the acid descriptor, that spell deals +1 point of damage per die rolled.																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.75
Bloodline Arcana (Draconic Gold)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																			DESC:Whenever you cast a spell with the fire descriptor, that spell deals +1 point of damage per die rolled.																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.75
Bloodline Arcana (Draconic Silver)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																			DESC:Whenever you cast a spell with the cold descriptor, that spell deals +1 point of damage per die rolled.																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.75
Dragon Resistances								CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO	DEFINE:DragonResistance|0	DEFINE:DragonResistanceAC|0																																														ABILITY:Special Ability|AUTOMATIC|Dragon Resistances (Black)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Black)	ABILITY:Special Ability|AUTOMATIC|Dragon Resistances (Blue)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Blue)	ABILITY:Special Ability|AUTOMATIC|Dragon Resistances (Green)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Green)	ABILITY:Special Ability|AUTOMATIC|Dragon Resistances (Red)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Red)	ABILITY:Special Ability|AUTOMATIC|Dragon Resistances (White)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (White)	ABILITY:Special Ability|AUTOMATIC|Dragon Resistances (Brass)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Brass)	ABILITY:Special Ability|AUTOMATIC|Dragon Resistances (Bronze)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Bronze)	ABILITY:Special Ability|AUTOMATIC|Dragon Resistances (Copper)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Copper)	ABILITY:Special Ability|AUTOMATIC|Dragon Resistances (Gold)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Gold)	ABILITY:Special Ability|AUTOMATIC|Dragon Resistances (Silver)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Silver)															BONUS:COMBAT|AC|DragonResistanceAC|TYPE=NaturalArmor.STACK	BONUS:VAR|DragonResistanceAC|1|PREVARGTEQ:BloodlineLVL,3	BONUS:VAR|DragonResistanceAC|1|PREVARGTEQ:BloodlineLVL,9	BONUS:VAR|DragonResistanceAC|2|PREVARGTEQ:BloodlineLVL,15	BONUS:VAR|DragonResistance|5|PREVARGTEQ:BloodlineLVL,3	BONUS:VAR|DragonResistance|5|PREVARGTEQ:BloodlineLVL,9
Dragon Resistances (Black)		OUTPUTNAME:Dragon Resistances	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																	DESC:You gain Acid Resistance %1 and a +%2 natural armor bonus |DragonResistance|DragonResistanceAC|PREVARLT:BloodlineLVL,20	DESC:You gain a +%1 natural armor bonus |DragonResistanceAC|PREVAREQ:BloodlineLVL,20						ABILITY:Special Ability|AUTOMATIC|Resistance to Acid																																																																																																																																																																																																																																					BONUS:VAR|AcidResistanceBonus|DragonResistance																																																																		SOURCEPAGE:p.75
Dragon Resistances (Blue)		OUTPUTNAME:Dragon Resistances	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																	DESC:You gain Electricity Resistance %1 and a +%2 natural armor bonus |DragonResistance|DragonResistanceAC|PREVARLT:BloodlineLVL,20	DESC:You gain a +%1 natural armor bonus |DragonResistanceAC|PREVAREQ:BloodlineLVL,20					ABILITY:Special Ability|AUTOMATIC|Resistance to Electricity																																																																																																																																																																																																																																				BONUS:VAR|ElectricityResistanceBonus|DragonResistance																																																																	SOURCEPAGE:p.75
Dragon Resistances (Green)		OUTPUTNAME:Dragon Resistances	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																	DESC:You gain Acid Resistance %1 and a +%2 natural armor bonus |DragonResistance|DragonResistanceAC|PREVARLT:BloodlineLVL,20	DESC:You gain a +%1 natural armor bonus |DragonResistanceAC|PREVAREQ:BloodlineLVL,20						ABILITY:Special Ability|AUTOMATIC|Resistance to Acid																																																																																																																																																																																																																																					BONUS:VAR|AcidResistanceBonus|DragonResistance																																																																		SOURCEPAGE:p.75
Dragon Resistances (Red)		OUTPUTNAME:Dragon Resistances	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																	DESC:You gain Fire Resistance %1 and a +%2 natural armor bonus |DragonResistance|DragonResistanceAC|PREVARLT:BloodlineLVL,20	DESC:You gain a +%1 natural armor bonus |DragonResistanceAC|PREVAREQ:BloodlineLVL,20						ABILITY:Special Ability|AUTOMATIC|Resistance to Fire																																																																																																																																																																																																																																					BONUS:VAR|FireResistanceBonus|DragonResistance																																																																		SOURCEPAGE:p.75
Dragon Resistances (White)		OUTPUTNAME:Dragon Resistances	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																	DESC:You gain Cold Resistance %1 and a +%2 natural armor bonus |DragonResistance|DragonResistanceAC|PREVARLT:BloodlineLVL,20	DESC:You gain a +%1 natural armor bonus |DragonResistanceAC|PREVAREQ:BloodlineLVL,20						ABILITY:Special Ability|AUTOMATIC|Resistance to Cold																																																																																																																																																																																																																																					BONUS:VAR|ColdResistanceBonus|DragonResistance																																																																		SOURCEPAGE:p.75
Dragon Resistances (Brass)		OUTPUTNAME:Dragon Resistances	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																	DESC:You gain Fire Resistance %1 and a +%2 natural armor bonus |DragonResistance|DragonResistanceAC|PREVARLT:BloodlineLVL,20	DESC:You gain a +%1 natural armor bonus |DragonResistanceAC|PREVAREQ:BloodlineLVL,20						ABILITY:Special Ability|AUTOMATIC|Resistance to Fire																																																																																																																																																																																																																																					BONUS:VAR|FireResistanceBonus|DragonResistance																																																																		SOURCEPAGE:p.75
Dragon Resistances (Bronze)		OUTPUTNAME:Dragon Resistances	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																	DESC:You gain Electricity Resistance %1 and a +%2 natural armor bonus |DragonResistance|DragonResistanceAC|PREVARLT:BloodlineLVL,20	DESC:You gain a +%1 natural armor bonus |DragonResistanceAC|PREVAREQ:BloodlineLVL,20					ABILITY:Special Ability|AUTOMATIC|Resistance to Electricity																																																																																																																																																																																																																																				BONUS:VAR|ElectricityResistanceBonus|DragonResistance																																																																	SOURCEPAGE:p.75
Dragon Resistances (Copper)		OUTPUTNAME:Dragon Resistances	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																	DESC:You gain Acid Resistance %1 and a +%2 natural armor bonus |DragonResistance|DragonResistanceAC|PREVARLT:BloodlineLVL,20	DESC:You gain a +%1 natural armor bonus |DragonResistanceAC|PREVAREQ:BloodlineLVL,20						ABILITY:Special Ability|AUTOMATIC|Resistance to Acid																																																																																																																																																																																																																																					BONUS:VAR|AcidResistanceBonus|DragonResistance																																																																		SOURCEPAGE:p.75
Dragon Resistances (Gold)		OUTPUTNAME:Dragon Resistances	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																	DESC:You gain Fire Resistance %1 and a +%2 natural armor bonus |DragonResistance|DragonResistanceAC|PREVARLT:BloodlineLVL,20	DESC:You gain a +%1 natural armor bonus |DragonResistanceAC|PREVAREQ:BloodlineLVL,20						ABILITY:Special Ability|AUTOMATIC|Resistance to Fire																																																																																																																																																																																																																																					BONUS:VAR|FireResistanceBonus|DragonResistance																																																																		SOURCEPAGE:p.75
Dragon Resistances (Silver)		OUTPUTNAME:Dragon Resistances	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																	DESC:You gain Cold Resistance %1 and a +%2 natural armor bonus |DragonResistance|DragonResistanceAC|PREVARLT:BloodlineLVL,20	DESC:You gain a +%1 natural armor bonus |DragonResistanceAC|PREVAREQ:BloodlineLVL,20						ABILITY:Special Ability|AUTOMATIC|Resistance to Cold																																																																																																																																																																																																																																					BONUS:VAR|ColdResistanceBonus|DragonResistance																																																																		SOURCEPAGE:p.75
Breath Weapon									CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO	DEFINE:BreathWeaponTimes|0	DEFINE:BreathWeaponDice|0	DEFINE:BreathWeaponDC|0																																										ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Black)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Black)	ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Blue)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Blue)	ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Green)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Green)	ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Red)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Red)	ABILITY:Special Ability|AUTOMATIC|Breath Weapon (White)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (White)	ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Brass)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Brass)	ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Bronze)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Bronze)	ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Copper)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Copper)	ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Gold)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Gold)	ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Silver)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Silver)																															BONUS:VAR|BreathWeaponTimes|1|PREVARGTEQ:BloodlineLVL,9	BONUS:VAR|BreathWeaponTimes|1|PREVARGTEQ:BloodlineLVL,17	BONUS:VAR|BreathWeaponTimes|1|PREVARGTEQ:BloodlineLVL,20	BONUS:VAR|BreathWeaponDice|BloodlineLVL	BONUS:VAR|BreathWeaponDC|10+(BloodlineLVL/2)+CON
Breath Weapon (Black)			OUTPUTNAME:Breath Weapon	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																	DESC:You gain the use of a 60-ft.-line breath weapon %1/day that deals %2d6 points of acid damage. Those caught in the breath receive a Reflex save for half damage (DC %3).|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.75														ASPECT:Ability Benefit|(60 ft. line of acid, %2d6, DC %3, %1/day)|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC
Breath Weapon (Blue)			OUTPUTNAME:Breath Weapon	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																	DESC:You gain the use of a 60-ft.-line breath weapon %1/day that deals %2d6 points of electricity damage. Those caught in the breath receive a Reflex save for half damage (DC %3).|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.75														ASPECT:Ability Benefit|(60 ft. line of electricity, %2d6, DC %3, %1/day)|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC
Breath Weapon (Green)			OUTPUTNAME:Breath Weapon	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																	DESC:You gain the use of a 30-ft.-cone breath weapon %1/day that deals %2d6 points of acid damage. Those caught in the breath receive a Reflex save for half damage (DC %3).|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.75														ASPECT:Ability Benefit|(30 ft. cone of acid, %2d6, DC %3, %1/day)|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC
Breath Weapon (Red)			OUTPUTNAME:Breath Weapon	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																	DESC:You gain the use of a 30-ft.-cone breath weapon %1/day that deals %2d6 points of fire damage. Those caught in the breath receive a Reflex save for half damage (DC %3).|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.75														ASPECT:Ability Benefit|(30 ft. cone of fire, %2d6, DC %3, %1/day)|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC
Breath Weapon (White)			OUTPUTNAME:Breath Weapon	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																	DESC:You gain the use of a 30-ft.-cone breath weapon %1/day that deals %2d6 points of cold damage. Those caught in the breath receive a Reflex save for half damage (DC %3).|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.75														ASPECT:Ability Benefit|(30 ft. cone of cold, %2d6, DC %3, %1/day)|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC
Breath Weapon (Brass)			OUTPUTNAME:Breath Weapon	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																	DESC:You gain the use of a 60-ft.-line breath weapon %1/day that deals %2d6 points of fire damage. Those caught in the breath receive a Reflex save for half damage (DC %3).|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.75														ASPECT:Ability Benefit|(60 ft. line of fire, %2d6, DC %3, %1/day)|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC
Breath Weapon (Bronze)			OUTPUTNAME:Breath Weapon	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																	DESC:You gain the use of a 60-ft.-line breath weapon %1/day that deals %2d6 points of electricity damage. Those caught in the breath receive a Reflex save for half damage (DC %3).|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.75														ASPECT:Ability Benefit|(60 ft. line of acid, %2d6, DC %3, %1/day)|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC
Breath Weapon (Copper)			OUTPUTNAME:Breath Weapon	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																	DESC:You gain the use of a 60-ft.-line breath weapon %1/day that deals %2d6 points of acid damage. Those caught in the breath receive a Reflex save for half damage (DC %3).|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.75														ASPECT:Ability Benefit|(60 ft. line of acid, %2d6, DC %3, %1/day)|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC
Breath Weapon (Gold)			OUTPUTNAME:Breath Weapon	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																	DESC:You gain the use of a 30-ft.-cone breath weapon %1/day that deals %2d6 points of fire damage. Those caught in the breath receive a Reflex save for half damage (DC %3).|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.75														ASPECT:Ability Benefit|(30 ft. cone of fire, %2d6, DC %3, %1/day)|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC
Breath Weapon (Silver)			OUTPUTNAME:Breath Weapon	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																	DESC:You gain the use of a 30-ft.-cone breath weapon %1/day that deals %2d6 points of cold damage. Those caught in the breath receive a Reflex save for half damage (DC %3).|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.75														ASPECT:Ability Benefit|(30 ft. cone of cold, %2d6, DC %3, %1/day)|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC
Wings											CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																	DESC:As a standard action, leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.											MOVE:Fly,60	ABILITY:Special Ability|AUTOMATIC|Flight Maneuverability																																																																																																																																																																																																																																				BONUS:VAR|Maneuverability|3																																																																					SOURCEPAGE:p.75
Power of Wyrms									CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO																																																								ABILITY:Special Ability|AUTOMATIC|Power of Wyrms (Black)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Black)	ABILITY:Special Ability|AUTOMATIC|Power of Wyrms (Blue)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Blue)	ABILITY:Special Ability|AUTOMATIC|Power of Wyrms (Green)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Green)	ABILITY:Special Ability|AUTOMATIC|Power of Wyrms (Red)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Red)	ABILITY:Special Ability|AUTOMATIC|Power of Wyrms (White)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (White)	ABILITY:Special Ability|AUTOMATIC|Power of Wyrms (Brass)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Brass)	ABILITY:Special Ability|AUTOMATIC|Power of Wyrms (Bronze)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Bronze)	ABILITY:Special Ability|AUTOMATIC|Power of Wyrms (Copper)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Copper)	ABILITY:Special Ability|AUTOMATIC|Power of Wyrms (Gold)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Gold)	ABILITY:Special Ability|AUTOMATIC|Power of Wyrms (Silver)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Silver)																																																																																																				VISION:Blindsense (60')
Power of Wyrms (Black)			OUTPUTNAME:Power of Wyrms	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																	DESC:Your draconic heritage becomes manifest.																																		ABILITY:Special Ability|AUTOMATIC|Immunity to Paralysis|Immunity to Sleep|Immunity to Acid																																																																																																																																																																																																																																																																																																			VISION:Blindsense (60')	SOURCEPAGE:p.75																																			BENEFIT:Your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense 60 feet.
Power of Wyrms (Blue)			OUTPUTNAME:Power of Wyrms	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																	DESC:Your draconic heritage becomes manifest.																																		ABILITY:Special Ability|AUTOMATIC|Immunity to Paralysis|Immunity to Sleep|Immunity to Electricity																																																																																																																																																																																																																																																																																																		VISION:Blindsense (60')	SOURCEPAGE:p.75																																			BENEFIT:Your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and electricity damage. You also gain blindsense 60 feet.
Power of Wyrms (Green)			OUTPUTNAME:Power of Wyrms	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																	DESC:Your draconic heritage becomes manifest.																																		ABILITY:Special Ability|AUTOMATIC|Immunity to Paralysis|Immunity to Sleep|Immunity to Acid																																																																																																																																																																																																																																																																																																			VISION:Blindsense (60')	SOURCEPAGE:p.75																																			BENEFIT:Your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense 60 feet.
Power of Wyrms (Red)			OUTPUTNAME:Power of Wyrms	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																	DESC:Your draconic heritage becomes manifest.																																		ABILITY:Special Ability|AUTOMATIC|Immunity to Paralysis|Immunity to Sleep|Immunity to Fire																																																																																																																																																																																																																																																																																																			VISION:Blindsense (60')	SOURCEPAGE:p.75																																			BENEFIT:Your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and fire damage. You also gain blindsense 60 feet.
Power of Wyrms (White)			OUTPUTNAME:Power of Wyrms	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																	DESC:Your draconic heritage becomes manifest.																																		ABILITY:Special Ability|AUTOMATIC|Immunity to Paralysis|Immunity to Sleep|Immunity to Cold																																																																																																																																																																																																																																																																																																			VISION:Blindsense (60')	SOURCEPAGE:p.75																																			BENEFIT:Your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and cold damage. You also gain blindsense 60 feet.
Power of Wyrms (Brass)			OUTPUTNAME:Power of Wyrms	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																	DESC:Your draconic heritage becomes manifest.																																		ABILITY:Special Ability|AUTOMATIC|Immunity to Paralysis|Immunity to Sleep|Immunity to Fire																																																																																																																																																																																																																																																																																																			VISION:Blindsense (60')	SOURCEPAGE:p.75																																			BENEFIT:Your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and fire damage. You also gain blindsense 60 feet.
Power of Wyrms (Bronze)			OUTPUTNAME:Power of Wyrms	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																	DESC:Your draconic heritage becomes manifest.																																		ABILITY:Special Ability|AUTOMATIC|Immunity to Paralysis|Immunity to Sleep|Immunity to Electricity																																																																																																																																																																																																																																																																																																		VISION:Blindsense (60')	SOURCEPAGE:p.75																																			BENEFIT:Your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and electricity damage. You also gain blindsense 60 feet.
Power of Wyrms (Copper)			OUTPUTNAME:Power of Wyrms	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																	DESC:Your draconic heritage becomes manifest.																																		ABILITY:Special Ability|AUTOMATIC|Immunity to Paralysis|Immunity to Sleep|Immunity to Acid																																																																																																																																																																																																																																																																																																			VISION:Blindsense (60')	SOURCEPAGE:p.75																																			BENEFIT:Your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense 60 feet.
Power of Wyrms (Gold)			OUTPUTNAME:Power of Wyrms	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																	DESC:Your draconic heritage becomes manifest.																																		ABILITY:Special Ability|AUTOMATIC|Immunity to Paralysis|Immunity to Sleep|Immunity to Fire																																																																																																																																																																																																																																																																																																			VISION:Blindsense (60')	SOURCEPAGE:p.75																																			BENEFIT:Your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and fire damage. You also gain blindsense 60 feet.
Power of Wyrms (Silver)			OUTPUTNAME:Power of Wyrms	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																	DESC:Your draconic heritage becomes manifest.																																		ABILITY:Special Ability|AUTOMATIC|Immunity to Paralysis|Immunity to Sleep|Immunity to Cold																																																																																																																																																																																																																																																																																																			VISION:Blindsense (60')	SOURCEPAGE:p.75																																			BENEFIT:Your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and cold damage. You also gain blindsense 60 feet.

###Block: Sorcerer Elemental Bloodline Abilties
# Ability Name				Output Name				Category of Ability		Type							Visible	Define														Description																																																																																										Move			Ability																																																																																										Add to base move			Modify VAR																																									Source Page		Aspects
Bloodline Arcana (Elemental)							CATEGORY:Special Ability	TYPE:Internal					VISIBLE:NO																																																																																																														ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Elemental Air)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Air)	ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Elemental Earth)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Earth)	ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Elemental Fire)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Fire)	ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana (Elemental Water)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Water)
Bloodline Arcana (Elemental Air)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																					DESC:Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's type to Electricity.																																																																																																																																																																																																														SOURCEPAGE:p.75
Bloodline Arcana (Elemental Earth)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																					DESC:Whenever you cast a spell that deals energy damage, you can change the type of damage to acid. This also changes the spell's type to Acid.																																																																																																																																																																																																																	SOURCEPAGE:p.75
Bloodline Arcana (Elemental Fire)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																					DESC:Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's type to Fire.																																																																																																																																																																																																																	SOURCEPAGE:p.75
Bloodline Arcana (Elemental Water)	OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																					DESC:Whenever you cast a spell that deals energy damage, you can change the type of damage to cold. This also changes the spell's type to Cold.																																																																																																																																																																																																																	SOURCEPAGE:p.75
Elemental Ray									CATEGORY:Special Ability	TYPE:Internal					VISIBLE:NO	DEFINE:ElementalRayDamage|0																																																																																																									ABILITY:Special Ability|AUTOMATIC|Elemental Ray (Air)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Air)	ABILITY:Special Ability|AUTOMATIC|Elemental Ray (Earth)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Earth)	ABILITY:Special Ability|AUTOMATIC|Elemental Ray (Fire)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Fire)	ABILITY:Special Ability|AUTOMATIC|Elemental Ray (Water)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Water)															BONUS:VAR|ElementalRayDamage|BloodlineLVL/2
Elemental Ray (Air)			OUTPUTNAME:Elemental Ray	CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.CheckList																		DESC:You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage. You can use this ability %1 times per day.|BloodlinePowerTimes|PREVAREQ:ElementalRayDamage,0	DESC:You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+%1 points of electricity damage You can use this ability %2 times per day.|ElementalRayDamage|BloodlinePowerTimes|PREVARGT:ElementalRayDamage,0																																																																																																																																														SOURCEPAGE:p.76	ASPECT:Ability Benefit|(1d6+%1, %2/day)|ElementalRayDamage|BloodlinePowerTimes	ASPECT:CheckCount|%1|BloodlinePowerTimes	ASPECT:CheckType|Uses per Day
Elemental Ray (Earth)			OUTPUTNAME:Elemental Ray	CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.CheckList																		DESC:You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of acid damage. You can use this ability %1 times per day.|BloodlinePowerTimes|PREVAREQ:ElementalRayDamage,0	DESC:You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+%1 points of acid damage You can use this ability %2 times per day.|ElementalRayDamage|BloodlinePowerTimes|PREVARGT:ElementalRayDamage,0																																																																																																																																																SOURCEPAGE:p.76	ASPECT:Ability Benefit|(1d6+%1, %2/day)|ElementalRayDamage|BloodlinePowerTimes	ASPECT:CheckCount|%1|BloodlinePowerTimes	ASPECT:CheckType|Uses per Day
Elemental Ray (Fire)			OUTPUTNAME:Elemental Ray	CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.CheckList																		DESC:You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage. You can use this ability %1 times per day.|BloodlinePowerTimes|PREVAREQ:ElementalRayDamage,0	DESC:You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+%1 points of fire damage You can use this ability %2 times per day.|ElementalRayDamage|BloodlinePowerTimes|PREVARGT:ElementalRayDamage,0																																																																																																																																																SOURCEPAGE:p.76	ASPECT:Ability Benefit|(1d6+%1, %2/day)|ElementalRayDamage|BloodlinePowerTimes	ASPECT:CheckCount|%1|BloodlinePowerTimes	ASPECT:CheckType|Uses per Day
Elemental Ray (Water)			OUTPUTNAME:Elemental Ray	CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.CheckList																		DESC:You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage. You can use this ability %1 times per day.|BloodlinePowerTimes|PREVAREQ:ElementalRayDamage,0	DESC:You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+%1 points of cold damage You can use this ability %2 times per day.|ElementalRayDamage|BloodlinePowerTimes|PREVARGT:ElementalRayDamage,0																																																																																																																																																SOURCEPAGE:p.76	ASPECT:Ability Benefit|(1d6+%1, %2/day)|ElementalRayDamage|BloodlinePowerTimes	ASPECT:CheckCount|%1|BloodlinePowerTimes	ASPECT:CheckType|Uses per Day
Elemental Resistance								CATEGORY:Special Ability	TYPE:Internal					VISIBLE:NO	DEFINE:ElementalResistance|0																																																																																																									ABILITY:Special Ability|AUTOMATIC|Elemental Resistance (Air)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Air)	ABILITY:Special Ability|AUTOMATIC|Elemental Resistance (Earth)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Earth)	ABILITY:Special Ability|AUTOMATIC|Elemental Resistance (Fire)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Fire)	ABILITY:Special Ability|AUTOMATIC|Elemental Resistance (Water)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Water)										BONUS:VAR|ElementalResistance|10|PREVARGTEQ:BloodlineLVL,3	BONUS:VAR|ElementalResistance|10|PREVARGTEQ:BloodlineLVL,9
Elemental Resistance (Air)							CATEGORY:Special Ability	TYPE:Internal					VISIBLE:NO	DEFINE:ElectricityResistanceBonus|ElementalResistance																																																																																																					ABILITY:Special Ability|AUTOMATIC|Resistance to Electricity
Elemental Resistance (Earth)							CATEGORY:Special Ability	TYPE:Internal					VISIBLE:NO	DEFINE:AcidResistanceBonus|ElementalResistance																																																																																																						ABILITY:Special Ability|AUTOMATIC|Resistance to Acid
Elemental Resistance (Fire)							CATEGORY:Special Ability	TYPE:Internal					VISIBLE:NO	DEFINE:FireResistanceBonus|ElementalResistance																																																																																																						ABILITY:Special Ability|AUTOMATIC|Resistance to Fire
Elemental Resistance (Water)							CATEGORY:Special Ability	TYPE:Internal					VISIBLE:NO	DEFINE:ColdResistanceBonus|ElementalResistance																																																																																																						ABILITY:Special Ability|AUTOMATIC|Resistance to Cold
Elemental Blast									CATEGORY:Special Ability	TYPE:Internal					VISIBLE:NO	DEFINE:ElementalBlastDice|0	DEFINE:ElementalBlastDC|0	DEFINE:ElementalBlastTimes|0																																																																																															ABILITY:Special Ability|AUTOMATIC|Elemental Blast (Air)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Air)	ABILITY:Special Ability|AUTOMATIC|Elemental Blast (Earth)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Earth)	ABILITY:Special Ability|AUTOMATIC|Elemental Blast (Fire)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Fire)	ABILITY:Special Ability|AUTOMATIC|Elemental Blast (Water)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Water)														BONUS:VAR|ElementalBlastDice|BloodlineLVL	BONUS:VAR|ElementalBlastDC|10+(BloodlineLVL/2)+CHA	BONUS:VAR|ElementalBlastTimes|1	BONUS:VAR|ElementalBlastTimes|1|PREVARGTEQ:BloodlineLVL,17	BONUS:VAR|ElementalBlastTimes|1|PREVARGTEQ:BloodlineLVL,20
Elemental Blast (Air)			OUTPUTNAME:Elemental Blast	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.CheckList																		DESC:You can unleash a blast of elemental power %1/day. This burst deals %2d6 points of electricity damage. Those caught in the area receive a Reflex save for half damage (DC %3). Creatures that fail their save gain Vulnerability to Electricity for 1 round. This power has a range of 60 feet.|ElementalBlastTimes|ElementalBlastDice|ElementalBlastDC																																																																																																																																																																														SOURCEPAGE:p.76	ASPECT:Ability Benefit|(%2d6, DC %3, %1/day)|ElementalBlastTimes|ElementalBlastDice|ElementalBlastDC	ASPECT:CheckCount|%1|ElementalBlastTimes	ASPECT:CheckType|Uses per Day
Elemental Blast (Earth)			OUTPUTNAME:Elemental Blast	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.CheckList																		DESC:You can unleash a blast of elemental power %1/day. This burst deals %2d6 points of acid damage. Those caught in the area receive a Reflex save for half damage (DC %3). Creatures that fail their save gain Vulnerability to Acid for 1 round. This power has a range of 60 feet.|ElementalBlastTimes|ElementalBlastDice|ElementalBlastDC																																																																																																																																																																																	SOURCEPAGE:p.76	ASPECT:Ability Benefit|(%2d6, DC %3, %1/day)|ElementalBlastTimes|ElementalBlastDice|ElementalBlastDC	ASPECT:CheckCount|%1|ElementalBlastTimes	ASPECT:CheckType|Uses per Day
Elemental Blast (Fire)			OUTPUTNAME:Elemental Blast	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.CheckList																		DESC:You can unleash a blast of elemental power %1/day. This burst deals %2d6 points of fire damage. Those caught in the area receive a Reflex save for half damage (DC %3). Creatures that fail their save gain Vulnerability to Fire for 1 round. This power has a range of 60 feet.|ElementalBlastTimes|ElementalBlastDice|ElementalBlastDC																																																																																																																																																																																	SOURCEPAGE:p.76	ASPECT:Ability Benefit|(%2d6, DC %3, %1/day)|ElementalBlastTimes|ElementalBlastDice|ElementalBlastDC	ASPECT:CheckCount|%1|ElementalBlastTimes	ASPECT:CheckType|Uses per Day
Elemental Blast (Water)			OUTPUTNAME:Elemental Blast	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.CheckList																		DESC:You can unleash a blast of elemental power %1/day. This burst deals %2d6 points of cold damage. Those caught in the area receive a Reflex save for half damage (DC %3). Creatures that fail their save gain Vulnerability to Cold for 1 round. This power has a range of 60 feet.|ElementalBlastTimes|ElementalBlastDice|ElementalBlastDC																																																																																																																																																																																	SOURCEPAGE:p.76	ASPECT:Ability Benefit|(%2d6, DC %3, %1/day)|ElementalBlastTimes|ElementalBlastDice|ElementalBlastDC	ASPECT:CheckCount|%1|ElementalBlastTimes	ASPECT:CheckType|Uses per Day
Elemental Movement								CATEGORY:Special Ability	TYPE:Internal					VISIBLE:NO																																																																																																														ABILITY:Special Ability|AUTOMATIC|Elemental Movement (Air)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Air)	ABILITY:Special Ability|AUTOMATIC|Elemental Movement (Earth)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Earth)	ABILITY:Special Ability|AUTOMATIC|Elemental Movement (Fire)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Fire)	ABILITY:Special Ability|AUTOMATIC|Elemental Movement (Water)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Water)
Elemental Movement (Air)		OUTPUTNAME:Elemental Movement	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																			DESC:You gain a fly speed of 60 ft. with average maneuverability.																																																																																	MOVE:Fly,60																																																																																																																																												SOURCEPAGE:p.76
Elemental Movement (Earth)		OUTPUTNAME:Elemental Movement	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																			DESC:You gain a burrow speed of 30 ft.																																																																																					MOVE:Burrow,30																																																																																																																																											SOURCEPAGE:p.76
Elemental Movement (Fire)		OUTPUTNAME:Elemental Movement	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																			DESC:Your base speed increases by 30 ft.																																																																																																																																																																																			BONUS:MOVEADD|TYPE.Walk|30																																											SOURCEPAGE:p.76
Elemental Movement (Water)		OUTPUTNAME:Elemental Movement	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																			DESC:You gain a swim speed of 60 ft.																																																																																					MOVE:Swim,60																																																																																																																																											SOURCEPAGE:p.76
Elemental Body									CATEGORY:Special Ability	TYPE:Internal					VISIBLE:NO																																																																																																														ABILITY:Special Ability|AUTOMATIC|Elemental Body (Air)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Air)	ABILITY:Special Ability|AUTOMATIC|Elemental Body (Earth)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Earth)	ABILITY:Special Ability|AUTOMATIC|Elemental Body (Fire)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Fire)	ABILITY:Special Ability|AUTOMATIC|Elemental Body (Water)|PREABILITY:1,CATEGORY=Special Ability,Elemental Bloodline (Water)
Elemental Body (Air)			OUTPUTNAME:Elemental Body	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																			DESC:Elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and electricity damage.																																																																										ABILITY:Special Ability|AUTOMATIC|Immunity to Critical Hits|Immunity to Sneak Attacks|Immunity to Electricity																																																																																																																								SOURCEPAGE:p.76
Elemental Body (Earth)			OUTPUTNAME:Elemental Body	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																			DESC:Elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and acid damage.																																																																											ABILITY:Special Ability|AUTOMATIC|Immunity to Critical Hits|Immunity to Sneak Attacks|Immunity to Acid																																																																																																																									SOURCEPAGE:p.76
Elemental Body (Fire)			OUTPUTNAME:Elemental Body	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																			DESC:Elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and fire damage.																																																																											ABILITY:Special Ability|AUTOMATIC|Immunity to Critical Hits|Immunity to Sneak Attacks|Immunity to Fire																																																																																																																									SOURCEPAGE:p.76
Elemental Body (Water)			OUTPUTNAME:Elemental Body	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																			DESC:Elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and cold damage.																																																																											ABILITY:Special Ability|AUTOMATIC|Immunity to Critical Hits|Immunity to Sneak Attacks|Immunity to Cold																																																																																																																									SOURCEPAGE:p.76

###Block: Sorcerer Fey Bloodline Abilties
# Ability Name		Unique Key						Output Name				Category of Ability		Type									Innate Spells									Description																								Ability								Damage Reduction	Source Page		Description of the Benefits
Bloodline Arcana (Fey)								OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																	DESC:Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.																						SOURCEPAGE:p.76
Laughing Touch		KEY:Laughing Touch ~ Arcane Bloodline						CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural															DESC:You can cause a creature to burst out laughing for 1 round as a melee touch attack.																							SOURCEPAGE:p.76	BENEFIT:You can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action and can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 1 day. You can use this ability %1 times a day.|BloodlinePowerTimes
Woodland Stride		KEY:Woodland Stride ~ Arcane Bloodline						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement												DESC:You can move through any sort of undergrowth at your normal speed and without taking damage or suffering any other impairment.																SOURCEPAGE:p.76	BENEFIT:You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance		KEY:Fleeting Glance ~ Arcane Bloodline						CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural															DESC:You can turn invisible for %1 rounds per day. This ability functions as greater invisibility. These rounds need not be consecutive.|BloodlineLVL													SOURCEPAGE:p.76
Fey Magic			KEY:Fey Magic ~ Arcane Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural															DESC:You may reroll any caster level check made to overcome spell resistance.																									SOURCEPAGE:p.76	BENEFIT:You may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed. You must take the second result, even if it is worse. You can use this ability at will.
Soul of the Fey		KEY:Soul of the Fey ~ Arcane Bloodline						CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural				SPELLS:Innate|TIMES=1|CASTERLEVEL=BloodlineLVL|Shadow Walk,16+CHA	DESC:Your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron.								ABILITY:Special Ability|AUTOMATIC|Immunity to Poison	DR:10/Cold Iron	SOURCEPAGE:p.76	BENEFIT:Your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a bonus spell.

###Block: Sorcerer Infernal Bloodline Abilties
# Ability Name			Unique Key							Output Name				Category of Ability		Type								Define																				Description																						Ability												Modify VAR																																		Source Page		Aspects									Description of the Benefits
Bloodline Arcana (Infernal)									OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality																										DESC:Whenever you cast a spell of the charm subschool, increase the spell's DC by +2																																																									SOURCEPAGE:p.76
Corrupting Touch			KEY:Corrupting Touch ~ Infernal Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																								DESC:You can cause a creature to become shaken as a melee touch attack.																																																												SOURCEPAGE:p.77											BENEFIT:You can cause a creature to become shaken as a melee touch attack. The target also takes an additional -2 penalty on saves versus spells of the enchantment school. This effect persists for %1 rounds. Multiple touches do not stack, but they do reset the duration. You can use this ability %2 times a day.|max(1,BloodlineLVL/2)|BloodlinePowerTimes
Infernal Resistances		KEY:Infernal Resistances ~ Infernal Bloodline						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.SaveBonus	DEFINE:InfernalPoisonResistances|0	DEFINE:InfernalFireResistances|0	DEFINE:FireResistanceBonus|InfernalFireResistances	DESC:You gain resist fire %1 and a +%2 bonus on saving throws made against poison.|InfernalFireResistances|InfernalPoisonResistances	ABILITY:Special Ability|AUTOMATIC|Resistance to Fire|PREVARLT:BloodlineLVL,20	BONUS:VAR|InfernalPoisonResistances|2	BONUS:VAR|InfernalPoisonResistances|2|PREVARGTEQ:BloodlineLVL,9	BONUS:VAR|InfernalFireResistances|5	BONUS:VAR|InfernalFireResistances|5|PREVARGTEQ:BloodlineLVL,9	SOURCEPAGE:p.77	ASPECT:SaveBonus|+%1 vs. poison|InfernalPoisonResistances
Hellfire				KEY:Hellfire ~ Infernal Bloodline								CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural			DEFINE:HellfireTimes|0																		DESC:You can call down a column of hellfire.																													BONUS:VAR|HellfireTimes|1	BONUS:VAR|HellfireTimes|1|PREVARGT:BloodlineLVL,16	BONUS:VAR|HellfireTimes|1|PREVARGT:BloodlineLVL,19													SOURCEPAGE:p.77											BENEFIT:You can call down a column of hellfire. This 10-foot-radius burst does %2d6 points of fire damage. Those caught in the area of your blast receive a Reflex save for half damage (DC %1). Good creatures that fail their save are shaken for %2 rounds. You can use this ability once per day.|10+(BloodlineLVL/2)+CHA|BloodlineLVL|PREVARLT:BloodlineLVL,17	BENEFIT:You can call down a column of hellfire. This 10-foot-radius burst does %3d6 points of fire damage. Those caught in the area of your blast receive a Reflex save for half damage (DC %1). Good creatures that fail their save are shaken for %3 rounds. You can use this ability %2 times per day.|10+(BloodlineLVL/2)+CHA|HellfireTimes|BloodlineLVL|PREVARGT:BloodlineLVL,16
On Dark Wings			KEY:On Dark Wings ~ Infernal Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																								DESC:You can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability.																																																			SOURCEPAGE:p.77											BENEFIT:You can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.
Power of the Pit			KEY:Power of the Pit ~ Infernal Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Sense		DEFINE:AcidResistanceBonus|10	DEFINE:ColdResistanceBonus|10												DESC:Your form becomes infused with vile power.																ABILITY:Special Ability|AUTOMATIC|Resistance to Acid|Resistance to Cold																																					SOURCEPAGE:p.77											BENEFIT:Your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind. This fiendish sight extends for 60 feet.

###Block: Sorcerer Undead Bloodline Abilties
# Ability Name			Unique Key						Output Name				Category of Ability		Type						Define				Description																															Ability								Damage reduction							Modify VAR																									Damage Reduction		Source Page		Description of the Benefits
Bloodline Arcana (Undead)								OUTPUTNAME:Bloodline Arcana	CATEGORY:Special Ability	TYPE:SpecialQuality								DESC:Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.																																																	SOURCEPAGE:p.77
Grave Touch				KEY:Grave Touch ~ Undead Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural						DESC:You can make a melee touch attack as a standard action that causes a living creature to become shaken for %1 rounds.|max(1,BloodlineLVL/2)																																																									SOURCEPAGE:p.77	BENEFIT:You can make a melee touch attack as a standard action that causes a living creature to become shaken for %1 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability %2 times per day.|max(1,BloodlineLVL/2)|3+CHA
Death's Gift			KEY:Death's Gift ~ Undead Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DEFINE:DeathsGiftBonus|0	DESC:You gain resist cold %1 and DR %1/- against nonlethal damage.|DeathsGiftBonus																			ABILITY:Special Ability|AUTOMATIC|Resistance to Cold	BONUS:DR|Nonlethal Damage|5|PREVARGTEQ:BloodlineLVL,9	BONUS:VAR|DeathsGiftBonus|5	BONUS:VAR|DeathsGiftBonus|5|PREVARGTEQ:BloodlineLVL,9	BONUS:VAR|ColdResistanceBonus|DeathsGiftBonus					DR:5/Nonlethal Damage	SOURCEPAGE:p.77
Grasp of the Dead			KEY:Grasp of the Dead ~ Undead Bloodline						CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DEFINE:GraspOfTheDeadTimes|0	DESC:You can cause a swarm of skeletal arms to burst from the ground to rip and tear your foes.																																			BONUS:VAR|GraspOfTheDeadTimes|1	BONUS:VAR|GraspOfTheDeadTimes|1|PREVARGTEQ:BloodlineLVL,17	BONUS:VAR|GraspOfTheDeadTimes|1|PREVARGTEQ:BloodlineLVL,20					SOURCEPAGE:p.77	BENEFIT:You can cause a swarm of skeletal arms to burst from the ground to rip and tear your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes %2d6 points of slashing damage per caster level. Those caught in the area receive a Reflex save for half damage (DC %1). Those who fail the save are unable to move for 1 round. The skeletal arms are spectral and disappear after 1 round. The arms must burst up from a solid surface. You can use this ability once per day. This power has a range of 60 feet.|10+(BloodlineLVL/2)+CON|BloodlineLVL|PREVAREQ:GraspOfTheDeadTimes,1	BENEFIT:You can cause a swarm of skeletal arms to burst from the ground to rip and tear your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes %3d6 points of slashing damage per caster level. Those caught in the area receive a Reflex save for half damage (DC %1). Those who fail the save are unable to move for 1 round. The skeletal arms are spectral and disappear after 1 round. The arms must burst up from a solid surface. You can use this ability %2 times per day. This power has a range of 60 feet.|10+(BloodlineLVL/2)+CON|GraspOfTheDeadTimes|BloodlineLVL|PREVARGT:GraspOfTheDeadTimes,1
Incorporeal Form			KEY:Incorporeal Form ~ Undead Bloodline						CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural						DESC:You can become incorporeal for %1 rounds.|BloodlineLVL																																																																							SOURCEPAGE:p.77	BENEFIT:You can become incorporeal for %1 rounds. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.|BloodlineLVL
One of Us				KEY:One of Us ~ Undead Bloodline							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary						DESC:Your form begins to rot (although the appearance is up to you) and undead begin to see you as one of them.																																																										DR:5/-			SOURCEPAGE:p.77	BENEFIT:Your form begins to rot (although the appearance is up to you) and undead begin to see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/--. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.

###Block: Wizard Abilities ------------------------------------------------------------------------------------------------
# Ability Name	Unique Key					Category of Ability		Type						Define		Description																																																																																												Bonus to Ability Pool			Allow Follower		Allowed Companions																															Source Page
Arcane Bond								CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural				DESC:At 1st level, wizards form a powerful bond with an object, as a bonded object, or a creature, as a familiar. Once a wizard makes this choice, it is permanent and cannot be changed.|!PREABILITY:1,CATEGORY=Special Ability,Arcane Bond ~ Familiar,Arcane Bond ~ Bonded Object	DESC:You have selected to establish a powerful arcane bond with an object.|PREABILITY:1,CATEGORY=Special Ability,Arcane Bond ~ Bonded Object	DESC:You have selected to establish a powerful arcane bond with a creature.|PREABILITY:1,CATEGORY=Special Ability,Arcane Bond ~ Familiar	BONUS:ABILITYPOOL|Arcane Bond|1																																							SOURCEPAGE:p.78
Familiar		KEY:Arcane Bond ~ Familiar		CATEGORY:Special Ability	TYPE:ArcaneBond.SpecialQuality	DEFINE:FMLevel|0	DESC:A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.																																																																										FOLLOWERS:Familiar|1	COMPANIONLIST:Familiar|Familiar (Bat),Familiar (Cat),Familiar (Hawk),Familiar (Lizard),Familiar (Monkey),Familiar (Owl),Familiar (Rat),Familiar (Raven),Familiar (Viper),Familiar (Toad),Familiar (Weasel)	SOURCEPAGE:p.82
Bonded Object	KEY:Arcane Bond ~ Bonded Object	CATEGORY:Special Ability	TYPE:ArcaneBond.SpecialQuality				DESC:Objects that are the subject of an arcane bond must an amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC: 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.																																														SOURCEPAGE:p.78
Cantrips		KEY:Cantrips ~ Wizard			CATEGORY:Special Ability	TYPE:SpecialQuality						DESC:You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.																																																																																												SOURCEPAGE:p.79

###Block: Wizard Arcane Schools
# Ability Name		Category of Ability		Type									Define					Description											Ability																																																									Bonus to Ability Pool					Source Page
Abjuration School		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneSchool	DEFINE:AbjurationSchoolLVL|0		DESC:You have chosen to specialize in abjuration spells.			ABILITY:Special Ability|AUTOMATIC|Resistance ~ Abjuration School|Protective Ward ~ Abjuration School|PREVARGTEQ:AbjurationSchoolLVL,1	ABILITY:Special Ability|AUTOMATIC|Energy Absorption ~ Abjuration School|PREVARGTEQ:AbjurationSchoolLVL,6	ABILITY:Special Ability|AUTOMATIC|Immunity ~ Abjuration School|PREVARGTEQ:AbjurationSchoolLVL,20	BONUS:ABILITYPOOL|Arcane Opposition School|2	SOURCEPAGE:p.79
Conjuration School	CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneSchool	DEFINE:ConjurationSchoolLVL|0		DESC:You have chosen to specialize in conjuration spells.			ABILITY:Special Ability|AUTOMATIC|Summoner's Charm ~ Conjuration School|Acid Dart ~ Conjuration School|PREVARGTEQ:ConjurationSchoolLVL,1	ABILITY:Special Ability|AUTOMATIC|Dimensional Steps ~ Conjuration School|PREVARGTEQ:ConjurationSchoolLVL,8																		BONUS:ABILITYPOOL|Arcane Opposition School|2	SOURCEPAGE:p.80
Divination School		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneSchool	DEFINE:DivinationSchoolLVL|0		DESC:You have chosen to specialize in divination spells.			ABILITY:Special Ability|AUTOMATIC|Forwarned ~ Divination School|Diviner's Fortune ~ Divination School|PREVARGTEQ:DivinationSchoolLVL,1	ABILITY:Special Ability|AUTOMATIC|Scrying Adept ~ Divination School|PREVARGTEQ:DivinationSchoolLVL,8																			BONUS:ABILITYPOOL|Arcane Opposition School|2	SOURCEPAGE:p.80
Enchantment School	CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneSchool	DEFINE:EnchantmentSchoolLVL|0		DESC:You have chosen to specialize in enchantment spells.			ABILITY:Special Ability|AUTOMATIC|Enchanting Smile ~ Enchantment School|Dazing Touch ~ Enchantment School|PREVARGTEQ:EnchantmentSchoolLVL,1	ABILITY:Special Ability|AUTOMATIC|Aura of Despair ~ Enchantment School|PREVARGTEQ:EnchantmentSchoolLVL,8																	BONUS:ABILITYPOOL|Arcane Opposition School|2	SOURCEPAGE:p.81
Evocation School		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneSchool	DEFINE:EvocationSchoolLVL|0		DESC:You have chosen to specialize in evocation spells.			ABILITY:Special Ability|AUTOMATIC|Intense Spells ~ Evocation School|Force Missile ~ Evocation School|PREVARGTEQ:EvocationSchoolLVL,1	ABILITY:Special Ability|AUTOMATIC|Elemental Wall ~ Evocation School|PREVARGTEQ:EvocationSchoolLVL,8																			BONUS:ABILITYPOOL|Arcane Opposition School|2	SOURCEPAGE:p.81
Illusion School		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneSchool	DEFINE:IllusionSchoolLVL|0		DESC:You have chosen to specialize in illusion spells.			ABILITY:Special Ability|AUTOMATIC|Extended Illusion ~ Illusion School|Blinding Ray ~ Illusion School|PREVARGTEQ:IllusionSchoolLVL,1	ABILITY:Special Ability|AUTOMATIC|Invisibility Field ~ Illusion School|PREVARGTEQ:IllusionSchoolLVL,8																				BONUS:ABILITYPOOL|Arcane Opposition School|2	SOURCEPAGE:p.81
Necromancy School		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneSchool	DEFINE:NecromancySchoolLVL|0		DESC:You have chosen to specialize in necromancy spells.			ABILITY:Special Ability|AUTOMATIC|Power Over Undead ~ Necromancy School|Grave Touch ~ Necromancy School|PREVARGTEQ:NecromancySchoolLVL,1	ABILITY:Special Ability|AUTOMATIC|Life Sight ~ Necromancy School|PREVARGTEQ:NecromancySchoolLVL,8																			BONUS:ABILITYPOOL|Arcane Opposition School|2	SOURCEPAGE:p.81
Transmutation School	CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneSchool	DEFINE:TransmutationSchoolLVL|0	DESC:You have chosen to specialize in transmutation spells.			ABILITY:Special Ability|AUTOMATIC|Physical Enhancement ~ Transmutation School|Telekinetic Fist ~ Transmutation School|PREVARGTEQ:TransmutationSchoolLVL,1	ABILITY:Special Ability|AUTOMATIC|Change Shape ~ Transmutation School|PREVARGTEQ:TransmutationSchoolLVL,8															BONUS:ABILITYPOOL|Arcane Opposition School|2	SOURCEPAGE:p.82
Universal School		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization			DEFINE:UniversalSchoolLVL|0		DESC:You have chosen not to specialize in a single school of spells.	ABILITY:Special Ability|AUTOMATIC|Hand of the Apprentice ~ Universal School|PREVARGTEQ:UniversalSchoolLVL,1	ABILITY:Special Ability|AUTOMATIC|Metamagic Mastery ~ Universal School|PREVARGTEQ:UniversalSchoolLVL,8																															SOURCEPAGE:p.82

###Block: Wizard Arcane Opposition Schools
# Ability Name				Category of Ability		Type											Restricted Ability							Description											Source Page		Description of the Benefits
Abjuration Opposition School		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneOppositionSchool	!PREABILITY:1,CATEGORY=Special Ability,Abjuration School	DESC:You have chosen abjuration spells as an opposition school.		SOURCEPAGE:p.78	BENEFIT:You have chosen abjuration spells as an opposition school. Preparing an abjuration spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an abjuration spell as a prerequisite.
Conjuration Opposition School		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneOppositionSchool	!PREABILITY:1,CATEGORY=Special Ability,Conjuration School	DESC:You have chosen conjuration spells as an opposition school.		SOURCEPAGE:p.78	BENEFIT:You have chosen conjuration spells as an opposition school. Preparing an conjuration spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an conjuration spell as a prerequisite.
Divination Opposition School		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneOppositionSchool	!PREABILITY:1,CATEGORY=Special Ability,Divination School	DESC:You have chosen divination spells as an opposition school.		SOURCEPAGE:p.78	BENEFIT:You have chosen divination spells as an opposition school. Preparing an divination spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an divination spell as a prerequisite.
Enchantment Opposition School		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneOppositionSchool	!PREABILITY:1,CATEGORY=Special Ability,Enchantment School	DESC:You have chosen enchantment spells as an opposition school.		SOURCEPAGE:p.78	BENEFIT:You have chosen enchantment spells as an opposition school. Preparing an enchanment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.
Evocation Opposition School		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneOppositionSchool	!PREABILITY:1,CATEGORY=Special Ability,Evocation School	DESC:You have chosen evocation spells as an opposition school.		SOURCEPAGE:p.78	BENEFIT:You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite.
Illusion Opposition School		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneOppositionSchool	!PREABILITY:1,CATEGORY=Special Ability,Illusion School	DESC:You have chosen illusion spells as an opposition school.		SOURCEPAGE:p.78	BENEFIT:You have chosen illusion spells as an opposition school. Preparing an illusion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an illusion spell as a prerequisite.
Necromancy Opposition School		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneOppositionSchool	!PREABILITY:1,CATEGORY=Special Ability,Necromancy School	DESC:You have chosen necromancy spells as an opposition school.		SOURCEPAGE:p.78	BENEFIT:You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
Transmutation Opposition School	CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.ArcaneOppositionSchool	!PREABILITY:1,CATEGORY=Special Ability,Transmutation School	DESC:You have chosen transmutation spells as an opposition school.	SOURCEPAGE:p.78	BENEFIT:You have chosen transmutation spells as an opposition school. Preparing an transmutaion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an transmutation spell as a prerequisite.

###Block: Abjuration School Abilities
# Ability Name	Unique Key						Category of Ability		Type															Restricted Ability									Define																				Description																																																								Modify VAR																										Source Page		Aspects
Resistance		KEY:Resistance ~ Abjuration School		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ArcaneSchoolPower							!PREABILITY:1,CATEGORY=Special Ability,Immunity ~ Abjuration School	DEFINE:AbjurationResistanceBonus|0																DESC:You gain resistance %1 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day.|AbjurationResistanceBonus																															BONUS:VAR|AbjurationResistanceBonus|5	BONUS:VAR|AbjurationResistanceBonus|5|PREVARGTEQ:AbjurationSchoolLVL,11									SOURCEPAGE:p.79	ASPECT:Ability Benefit|%1|AbjurationResistanceBonus
Immunity		KEY:Immunity ~ Abjuration School		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ArcaneSchoolPower.AbjurationElementalImmunity.Immunity																																		DESC:You gain resistance %1 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day.																																																														SOURCEPAGE:p.79
# Resistance should be prereq'd to NOT having Immunity ! Abjuration School
Protective Ward	KEY:Protective Ward ~ Abjuration School	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower.Aura.CheckList																	DEFINE:AbjurationProtectiveWardTimes|0	DEFINE:AbjurationProtectiveWardDuration|0	DEFINE:AbjurationProtectiveWardBonus|0	DESC:As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts %1 rounds. All allies in this area (including you) receive a +%2 deflection bonus to their AC. You can use this ability %3 times a day.|AbjurationProtectiveWardDuration|AbjurationProtectiveWardBonus|AbjurationProtectiveWardTimes	BONUS:VAR|AbjurationProtectiveWardTimes|INT+3	BONUS:VAR|AbjurationProtectiveWardDuration|INT	BONUS:VAR|AbjurationProtectiveWardBonus|(AbjurationSchoolLVL/5)+1	SOURCEPAGE:p.80	ASPECT:Ability Benefit|+%1|AbjurationProtectiveWardBonus	ASPECT:CheckCount|%1|AbjurationProtectiveWardTimes	ASPECT:CheckType|Uses per day
Energy Absorption	KEY:Energy Absorption ~ Abjuration School	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower																			DEFINE:AbjurationEnergyAbsorption|0																DESC:You gain energy absorption %1 per day. Whenever you take energy damage, apply resistance and immunity first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.|AbjurationEnergyAbsorption									BONUS:VAR|AbjurationEnergyAbsorption|AbjurationSchoolLVL*3																		SOURCEPAGE:p.80	ASPECT:Ability Benefit|%1|AbjurationEnergyAbsorption

###Block: Conjuration School Abilities
# Ability Name	Unique Key							Category of Ability		Type													Define												Description																																																																						Modify VAR																	Source Page		Aspects
Summoner's Charm	KEY:Summoner's Charm ~ Conjuration School		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower					DEFINE:ConjurationSummonersCharmBonus|0							DESC:When casting Conjuration (summoning) spells the duration is increased by %1 rounds.|ConjurationSummonersCharmBonus	DESC:You can change the duration of all Summon Monster spells to permanent. You can have no more than one Summon Monster spell made permanent in this way at one time. If you designate another Summon Monster spell as permanent, the previous spell immediately ends.|PREVARGTEQ:ConjurationSchoolLVL,20		BONUS:VAR|ConjurationSummonersCharmBonus|max(1,ConjurationSchoolLVL/2)							SOURCEPAGE:p.80
Acid Dart		KEY:Acid Dart ~ Conjuration School			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.ArcaneSchoolPower.CheckList				DEFINE:ConjurationAcidDartDamageBonus|0	DEFINE:ConjurationAcidDartTimes|0	DESC:As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack.	DESC:The acid dart deals 1d6 points of acid damage.|PREVAREQ:ConjurationAcidDartDamageBonus,0	DESC:The acid dart deals 1d6+%1 points of acid damage.|ConjurationAcidDartDamageBonus|PREVARGT:ConjurationAcidDartDamageBonus,0	DESC:You can use this ability %1 times per day.|ConjurationAcidDartTimes	BONUS:VAR|ConjurationAcidDartDamageBonus|ConjurationSchoolLVL/2	BONUS:VAR|ConjurationAcidDartTimes|INT+3	SOURCEPAGE:p.80	ASPECT:CheckCount|%1|ConjurationAcidDartTimes	ASPECT:CheckType|Uses per day
Dimensional Steps	KEY:Dimensional Steps ~ Conjuration School	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.ArcaneSchoolPower.ModifyMovement.CheckList	DEFINE:ConjurationDimensionalSteps|0							DESC:You can use this ability to teleport up to %1 feet per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought with you.|ConjurationDimensionalSteps												BONUS:VAR|ConjurationDimensionalSteps|ConjurationSchoolLVL*30								SOURCEPAGE:p.80	ASPECT:CheckCount|%1|ConjurationDimensionalSteps/5	ASPECT:CheckType|5-ft. increments

###Block: Divination School Abilities
# Ability Name	Unique Key						Category of Ability		Type										Define													Description																																																						Combat bonus							Modify VAR																			Source Page		Aspects
Forwarned		KEY:Forwarned ~ Divination School		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower		DEFINE:DivinationForwarnedBonus|0									DESC:You can always act in the surprise round, but you are still considered flat-footed until you take an action. In addition, you receive a +%1 bonus on initiative rolls.|DivinationForwarnedBonus	DESC:Anytime you roll initiative, assume the roll resulted in a natural 20.|PREVARGTEQ:DivinationSchoolLVL,20				BONUS:COMBAT|INITIATIVE|DivinationForwarnedBonus	BONUS:VAR|DivinationForwarnedBonus|max(1,DivinationSchoolLVL/2)										SOURCEPAGE:p.80
Diviner's Fortune	KEY:Diviner's Fortune ~ Divination School	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.ArcaneSchoolPower.CheckList	DEFINE:DivinationDivinersFortuneBonus|0	DEFINE:DivinationDivinersFortuneTimes|0	DESC:When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to %1 for one round. You can use this ability %2 times per day.|DivinationDivinersFortuneBonus|DivinationDivinersFortuneTimes										BONUS:VAR|DivinationDivinersFortuneBonus|max(1,DivinationSchoolLVL/2)	BONUS:VAR|DivinationDivinersFortuneTimes|INT+3	SOURCEPAGE:p.81	ASPECT:CheckCount|%1|DivinationDivinersFortuneTimes	ASPECT:CheckType|Uses per day
Scrying Adept	KEY:Scrying Adept ~ Divination School	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower.Sense															DESC:You are always aware when you are being observed via magic, as if you had a permanent Detect Scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -10 penalty on their save to avoid your scrying attempts.																																				SOURCEPAGE:p.81

###Block: Enchantment School Abilities
# Ability Name	Unique Key						Category of Ability		Type											Define													Description																																																			Bonus to skill													Modify VAR																	Source Page		Aspects
Enchanting Smile	KEY:Enchanting Smile ~ Enchantment School	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower			DEFINE:EnchantmentEnchantingSmileBonus|0								DESC:You gain a +%1 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks.|EnchantmentEnchantingSmileBonus	DESC:Whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per Spell Turning.|PREVARGTEQ:EnchantmentSchoolLVL,20	BONUS:SKILL|Bluff,Diplomacy,Intimidate|EnchantmentEnchantingSmileBonus|TYPE=Enhancement	BONUS:VAR|EnchantmentEnchantingSmileBonus|min(6,EnchantmentSchoolLVL/5+2)						SOURCEPAGE:p.81
Dazing Touch	KEY:Dazing Touch ~ Enchantment School	CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.ArcaneSchoolPower.CheckList		DEFINE:EnchantmentDazingTouchLimit|0	DEFINE:EnchantmentDazingTouchTimes|0	DESC:You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more than %1 hit dice are unaffected. You may use this ability %2 times per day.|EnchantmentDazingTouchLimit|EnchantmentDazingTouchTimes																											BONUS:VAR|EnchantmentDazingTouchLimit|EnchantmentSchoolLVL	BONUS:VAR|EnchantmentDazingTouchTimes|INT+3	SOURCEPAGE:p.81	ASPECT:CheckCount|%1|EnchantmentDazingTouchTimes	ASPECT:CheckType|Uses per day
Aura of Despair	KEY:Aura of Despair ~ Enchantment School	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower.Aura.CheckList	DEFINE:EnchantmentAuraOfDespairRounds|0								DESC:You can emit a 30-foot aura of despair for %1 rounds per day. Enemies within this aura take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.|EnchantmentSchoolLVL																									BONUS:VAR|EnchantmentAuraOfDespairRounds|EnchantmentSchoolLVL								SOURCEPAGE:p.81	ASPECT:CheckCount|%1|EnchantmentAuraOfDespairRounds	ASPECT:CheckType|Rounds per day

###Block: Evocation School Abilities
# Ability Name	Unique Key						Category of Ability		Type											Define						Description																																																																																								Modify VAR										Source Page		Aspects
Intense Spells	KEY:Intense Spells ~ Evocation School	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.ArcaneSchoolPower.AttackOption	DEFINE:EvocationIntenseSpellsBonus|0	DESC:Whenever you cast an evocation spell that hot point deals damage, add +%1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.|EvocationIntenseSpellsBonus	DESC:Whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.|PREVARGTEQ:EvocationSchoolLVL,20	BONUS:VAR|EvocationIntenseSpellsBonus|max(1,EvocationSchoolLVL/2)	SOURCEPAGE:p.81
Force Missile	KEY:Force Missile ~ Evocation School	CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.ArcaneSchoolPower.CheckList		DEFINE:EvocationForceMissileTimes|0		DESC:As a standard action you can unleash a force missile that automatically strikes a foe, as Magic Missile. The force missile deals 1d4+%1 points of damage. This is a force effect. You can use this ability %2 times per day.|EvocationIntenseSpellsBonus|EvocationForceMissileTimes																																											BONUS:VAR|EvocationForceMissileTimes|3+INT				SOURCEPAGE:p.81	ASPECT:Ability Benefit|(1d4+%1, %2/day)|max(1,EvocationSchoolLVL/2)|EvocationForceMissileTimes	ASPECT:CheckCount|%1|EvocationForceMissileTimes	ASPECT:CheckType|Uses per day
Elemental Wall	KEY:Elemental Wall ~ Evocation School	CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.ArcaneSchoolPower				DEFINE:EvocationElementalWallRounds|0	DESC:You can create a wall of energy that lasts for %1 rounds per day. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like Wall of Fire.|EvocationElementalWallRounds																																									BONUS:VAR|EvocationElementalWallRounds|EvocationSchoolLVL		SOURCEPAGE:p.81	ASPECT:CheckCount|%1|EvocationElementalWallRounds	ASPECT:CheckType|Rounds per day

###Block: Illusion School Abilities
# Ability Name		Unique Key						Category of Ability		Type											Define											Description																																																																												Modify VAR															Source Page		Aspects
Extended Illusion		KEY:Extended Illusion ~ Illusion School	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower			DEFINE:IllusionExtendedIllusionBonus|0						DESC:Any illusion spell you cast with a duration of "Concentration" lasts an additional %1 rounds after you stop maintaining concentration.|IllusionExtendedIllusionBonus	DESC:You can make one illusion spell with a duration of "Concentration" become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.|PREVARGTEQ:IllusionSchoolLVL,20	BONUS:VAR|IllusionExtendedIllusionBonus|max(1,IllusionSchoolLVL/2)					SOURCEPAGE:p.81
Blinding Ray		KEY:Blinding Ray ~ Illusion School		CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.ArcaneSchoolPower.CheckList		DEFINE:IllusionBlindingRayLimit|0	DEFINE:IllusionBlindingRayTimes|0	DESC:As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than %1 Hit Dice are dazzled for 1 round instead. This ability can be used %2 times per day.|IllusionBlindingRayLimit|IllusionBlindingRayTimes																								BONUS:VAR|IllusionBlindingRayLimit|IllusionSchoolLVL	BONUS:VAR|IllusionBlindingRayTimes|INT+3	SOURCEPAGE:p.81	ASPECT:CheckCount|%1|IllusionBlindingRayTimes	ASPECT:CheckType|Uses per day
Invisibility Field	KEY:Invisibility Field ~ Illusion School	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.ArcaneSchoolPower.Aura.CheckList	DEFINE:IllusionInvisibilityFieldRounds|0						DESC:You can make yourself invisible as a swift action for %1 rounds per day. These rounds do not need to be consecutive. This otherwise functions as Greater Invisibility.|IllusionInvisibilityFieldRounds																																												BONUS:VAR|IllusionInvisibilityFieldRounds|IllusionSchoolLVL							SOURCEPAGE:p.81	ASPECT:CheckCount|%1|IllusionInvisibilityFieldRounds	ASPECT:CheckType|Rounds per day

###Block: Necromancy School Abilities
# Ability Name	Unique Key						Category of Ability		Type												Define																		Description																																																																																	Bonus to Ability Pool					Modify VAR																																												Source Page		Aspects
Power Over Undead	KEY:Power Over Undead ~ Necromancy School	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.ArcaneSchoolPower				DEFINE:ChannelEnergyPowerOverUndeadDC|0	DEFINE:ChannelEnergyPowerOverUndeadTimes|0					DESC:You can channel energy %1/day, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channeling and Improved Channeling, but not feats that alter this ability, such as Elemental Channeling and Outsider Channeling. The DC to save against these feats is %2.|ChannelEnergyPowerOverUndeadTimes|ChannelEnergyPowerOverUndeadDC	DESC:At 20th level, undead cannot add their channel resistance to the save against this ability.|PRECLASS:1,Wizard=20	BONUS:ABILITYPOOL|Necromancer Channeling|1	BONUS:VAR|ChannelEnergyPowerOverUndeadTimes|3+INT	BONUS:VAR|ChannelEnergyPowerOverUndeadDC|10+CHA+NecromancySchoolLVL	BONUS:VAR|ChannelEnergyPowerOverUndeadDC|2|PREFEAT:1,Improved Channel	BONUS:VAR|ChannelEnergyPowerOverUndeadTimes|2|PREFEAT:1,Extra Channel	SOURCEPAGE:p.81
Grave Touch		KEY:Grave Touch ~ Necromancy School		CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.ArcaneSchoolPower.CheckList			DEFINE:NecromancyGraveTouchDuration|0	DEFINE:NecromancyGraveTouchLimit|0	DEFINE:NecromancyGraveTouchTimes|0	DESC:As a standard action, you can make a melee touch attack that causes a living creature to become shaken for %1 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer that %2 Hit Dice. You can use this ability %3 times per day.|NecromancyGraveTouchDuration|NecromancyGraveTouchLimit|NecromancyGraveTouchTimes																														BONUS:VAR|NecromancyGraveTouchDuration|max(1,NecromancySchoolLVL/2)	BONUS:VAR|NecromancyGraveTouchLimit|NecromancySchoolLVL	BONUS:VAR|NecromancyGraveTouchTimes|INT+3																	SOURCEPAGE:p.81	ASPECT:CheckCount|%1|NecromancyGraveTouchTimes	ASPECT:CheckType|Uses per day
Life Sight		KEY:Life Sight ~ Necromancy School		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower.CheckList.Sense	DEFINE:NecromancyLifeSightRange|0	DEFINE:NecromancyLifeSightRounds|0								DESC:You gain blindsight to a range of %1 feet for %2 rounds per day. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. These rounds do not need to be consecutive.|NecromancyLifeSightRange|NecromancyLifeSightRounds																																							BONUS:VAR|NecromancyLifeSightRange|10+10*((NecromancySchoolLVL-8)/4)	BONUS:VAR|NecromancyLifeSightRounds|NecromancySchoolLVL																								SOURCEPAGE:p.82	ASPECT:CheckCount|%1|NecromancyLifeSightRounds	ASPECT:CheckType|Rounds per day

###Block: Necromancy School Channeling Abilities
# Ability Name	Unique Key					Category of Ability		Type							Description																																																																																																							Source Page
Command Undead	KEY:Command Undead ~ Necromancer	CATEGORY:Special Ability	TYPE:NecromancerChanneling.SpecialAttack	DESC:Standard action, use one of your uses of channeling to enslave undead within 30 feet. Undead receive a Will save DC %1 to negate the effect. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control %2 of undead, so long as their total Hit Dice do not exceed your wizard level. Contested control of undead by another is an opposed Charisma check whenever your orders conflict.|ChannelEnergyPowerOverUndeadDC|NecromancySchoolLVL	SOURCEPAGE:p.81
Turn Undead		KEY:Turn Undead ~ Necromancer		CATEGORY:Special Ability	TYPE:NecromancerChanneling.SpecialAttack	DESC:Standard action, use one of your uses of channeling to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save %1 to negate the effect. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect.|ChannelEnergyPowerOverUndeadDC																																																		SOURCEPAGE:p.81

###Block: Transmutation School Abilities
# Ability Name				Unique Key							Category of Ability		Type										Visible	Define																Description																																																																																					Ability																						Stat bonus													Modify VAR																																							Source Page		Aspects																									Temporary effect description
Physical Enhancement			KEY:Physical Enhancement ~ Transmutation School	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower				DEFINE:TransmutationPhysicalEnhancementBonus|0	DEFINE:TransmutationPhysicalEnhancementProgression|0	DESC:You gain a +%1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). You can change this bonus to a new ability score when you prepare spells.|TransmutationPhysicalEnhancementBonus|PREVARLT:TransmutationSchoolLVL,20	DESC:You gain a +%1 enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution). You can change this bonus to new ability scores when you prepare spells.|TransmutationPhysicalEnhancementBonus|PREVAREQ:TransmutationSchoolLVL,20	ABILITY:Special Ability|AUTOMATIC|Physical Enhancement ~ Strength|Physical Enhancement ~ Dexterity|Physical Enhancement ~ Constitution															BONUS:VAR|TransmutationPhysicalEnhancementProgression|1	BONUS:VAR|TransmutationPhysicalEnhancementProgression|1|PREVARGTEQ:TransmutationSchoolLVL,20	BONUS:VAR|TransmutationPhysicalEnhancementBonus|min(5,(TransmutationSchoolLVL/5)+1)	SOURCEPAGE:p.82
Physical Enhancement ~ Strength									CATEGORY:Special Ability											VISIBLE:NO																																																																																																																															BONUS:STAT|STR|TransmutationPhysicalEnhancementBonus|PREAPPLY:PC|TYPE=Enhancement																																																																						TEMPDESC:You gain an enhancement bonus to Strength. You can change this bonus to a new ability score when you prepare spells.
Physical Enhancement ~ Dexterity									CATEGORY:Special Ability											VISIBLE:NO																																																																																																																															BONUS:STAT|DEX|TransmutationPhysicalEnhancementBonus|PREAPPLY:PC|TYPE=Enhancement																																																																						TEMPDESC:You gain an enhancement bonus to Dexterity. You can change this bonus to a new ability score when you prepare spells.
Physical Enhancement ~ Constitution									CATEGORY:Special Ability											VISIBLE:NO																																																																																																																															BONUS:STAT|CON|TransmutationPhysicalEnhancementBonus|PREAPPLY:PC|TYPE=Enhancement																																																																						TEMPDESC:You gain an enhancement bonus to Constitution. You can change this bonus to a new ability score when you prepare spells.
Telekinetic Fist				KEY:Telekinetic Fist ~ Transmutation School	CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.ArcaneSchoolPower.CheckList			DEFINE:TransmutationTelekineticFistBonus|0	DEFINE:TransmutationTelekineticFistTimes|0		DESC:As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack.	DESC:The telekinetic fist deals 1d4 points of bludgeoning damage.|PREVAREQ:TransmutationTelekineticFistBonus,0	DESC:The telekinetic fist deals 1d4+%1 points of bludgeoning damage.|TransmutationTelekineticFistBonus|PREVAREQ:TransmutationTelekineticFistBonus,0	DESC:You can use this ability %1 times per day.|TransmutationTelekineticFistTimes																																													BONUS:VAR|TransmutationTelekineticFistBonus|TransmutationSchoolLVL/2	BONUS:VAR|TransmutationTelekineticFistTimes|INT+3																				SOURCEPAGE:p.82	ASPECT:Ability Benefit|1d4+%1|TransmutationTelekineticFistBonus	ASPECT:CheckCount|%1|TransmutationTelekineticFistTimes	ASPECT:CheckType|Uses per day
Change Shape				KEY:Change Shape ~ Transmutation School		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.ArcaneSchoolPower.CheckList			DEFINE:TransmutationChangeShapeRounds|0											DESC:You can change your shape for %1 rounds per day. These rounds do not need to be consecutive.|TransmutationChangeShapeRounds	DESC:This ability otherwise functions like Beast Shape II or Elemental Body I.|PREVARLT:TransmutationSchoolLVL,12	DESC:This ability otherwise functions like Beast Shape III or elemental body II.|PREVARGTEQ:TransmutationSchoolLVL,12																																																															BONUS:VAR|TransmutationChangeShapeRounds|TransmutationSchoolLVL																														SOURCEPAGE:p.82	ASPECT:CheckCount|%1|TransmutationChangeShapeRounds	ASPECT:CheckType|Uses per day

###Block: Universal School Abilities
# Ability Name		Unique Key							Category of Ability		Type										Define							Description																																																																																																											Modify VAR											Source Page		Aspects
Hand of the Apprentice	KEY:Hand of the Apprentice ~ Universal School	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.ArcaneSchoolPower.CheckList	DEFINE:UniversalHandOfTheApprenticeTimes|0	DESC:You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability %1 times per day.|UniversalHandOfTheApprenticeTimes																		BONUS:VAR|UniversalHandOfTheApprenticeTimes|INT+3				SOURCEPAGE:p.82	ASPECT:CheckCount|%1|UniversalHandOfTheApprenticeTimes	ASPECT:CheckType|Uses per day
Metamagic Mastery		KEY:Metamagic Mastery ~ Universal School		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.ArcaneSchoolPower.CheckList	DEFINE:UniversalMetamagicMasteryTimes|0		DESC:You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability %1 per day. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.|UniversalMetamagicMasteryTimes	BONUS:VAR|UniversalMetamagicMasteryTimes|(UniversalSchoolLVL-8)/2+1	SOURCEPAGE:p.82	ASPECT:CheckCount|%1|UniversalMetamagicMasteryTimes	ASPECT:CheckType|Uses per day

###Block: Expert Abilities --------------------------------------------------------------------------------------------------------------------------------
# Ability Name		Category of Ability		Type				Visible		Stackable?	Multiple?	Choose			Class Skill	Source Page
Expert Class Skills	CATEGORY:Special Ability	TYPE:ExpertClassSkills	VISIBLE:DISPLAY	STACK:NO	MULT:YES	CHOOSE:SKILLSNAMED|ALL	CSKILL:LIST	SOURCEPAGE:p.450
