# CVS $Revision: 13753 $ $Author: amaitland $ -- Fri Nov  5 22:27:22 2010 -- reformated by prettylst.pl v1.39 (build 11455)
SOURCELONG:Advanced Player's Guide	SOURCESHORT:PFAPG	SOURCEWEB:http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8fo1	SOURCEDATE:2010-08
# Original Entry by: Stefan Radermacher & Andrew Maitland

# TODO: Code FREQ, enabled Abilities to be used in Temp Bonus

##
###Block: Base Class Special Abilities
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# Alchemist Special Abilities
#
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Bomb									KEY:Bomb ~ Alchemist					CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																																DEFINE:BombsUseableTimes|0	DEFINE:BombDamageSize|6	DEFINE:BombDamageNumber|0	DEFINE:BombDamageBonus|0	DEFINE:BombSplashDamage|BombDamageNumber+BombDamageBonus	DEFINE:BombDC|0																					DESC:%1/Bombs per day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, the bomb inflicts %3d%2+%4 points of fire damage. Splash damage %5 points with Reflex save DC %6 for half damage.|BombsUseableTimes|BombDamageSize|BombDamageNumber|BombDamageBonus|BombSplashDamage|BombDC
Mutagen								KEY:Mutagen ~ Alchemist					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																																																				DESC:At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time - if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a -2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Throw Anything							KEY:Throw Anything ~ Alchemist			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																																																																																				DESC:All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.																																																																																																																																																																																																																																																																														AUTO:FEAT|Throw Anything
Discovery								KEY:Discovery ~ Alchemist				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																DEFINE:DiscoveryDC|0																																																	DESC:At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to %1.|DiscoveryDC
Poison Resistance							KEY:Poison Resistance ~ Alchemist			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																														BENEFIT:+2 bonus on all saving throws against poison.|!PRECLASS:1,Alchemist=5	BENEFIT:+4  bonus on all saving throws against poison.|PRECLASS:1,Alchemist=5|!PRECLASS:1,Alchemist=8	BENEFIT:+6 bonus on all saving throws against poison|PRECLASS:1,Alchemist=8|!PRECLASS:1,Alchmist=10	BENEFIT:Immunity to Poison|PRECLASS:1,Alchemist=10
Poison Use								KEY:Poison Use ~ Alchemist				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Swift Alchemy							KEY:Swift Alchemy ~ Alchemist				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Swift Poisoning							KEY:Swift Poisoning ~ Alchemist			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.
Persistent Mutagen						KEY:Persistent Mutagen ~ Alchemist			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																																																				DESC:At 14th level, the effects of a mutagen last for 1 hour per level.
Instant Alchemy							KEY:Instant Alchemy ~ Alchemist			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.
Grand Discovery							KEY:Grand Discovery ~ Alchemist			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																																																				DESC:At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the list below, representing a truly astounding alchemical breakthrough of signif icant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

# Alchemist Discoveries:
Acid Bomb*								KEY:Discovery ~ Acid Bomb				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																																																																																		DESC:When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Combine Extracts							KEY:Discovery ~ Combine Extracts			CATEGORY:Special Ability	TYPE:SpecialQuality.AlchemistBasicDiscovery																									PREVARGTEQ:AlchemistLVL,8																																																					DESC:When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract.
Concentrate Poison						KEY:Discovery ~ Concentrate Poison			CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																																																																																		DESC:The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison's frequency is extended by 50%% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.
Concussive Bomb*							KEY:Discovery ~ Concussive Bomb			CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																									PREVARGTEQ:AlchemistLVL,6																																																					DESC:When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save.
Delayed Bomb							KEY:Discovery ~ Delayed Bomb				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																									PREVARGTEQ:AlchemistLVL,8																																																					DESC:The alchemist can place a bomb so that it explodes a number of rounds after the alchemist ceases contact with the bomb. This delay can be any number of rounds as chosen by the alchemist, up to a number of rounds equal to his level. If at any point the alchemist reclaims possession of the delayed bomb, he can end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb's contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. An alchemist cannot have more than one delayed bomb at one time. If he creates another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the alchemist's level + the alchemist's Intelligence modifier).
Dilution								KEY:Discovery ~ Dilution				CATEGORY:Special Ability	TYPE:SpecialQuality.AlchemistBasicDiscovery																									PREVARGTEQ:AlchemistLVL,12																																																					DESC:Once per day, the alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again.This discovery cannot be used to dilute extracts or mutagens.
Dispelling Bomb							KEY:Discovery ~ Dispelling Bomb			CATEGORY:Special Ability	TYPE:SpecialQuality.AlchemistBasicDiscovery																																																																																		DESC:When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster level. This cannot be used to target a specific spell effect. The alchemist must be at least 6th level before selecting this discovery.
Elixir of Life							KEY:Discovery ~ Elixir of Life			CATEGORY:Special Ability	TYPE:SpecialQuality.AlchemistBasicDiscovery																									PREVARGTEQ:AlchemistLVL,16																																																					DESC:Once per day, the alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the alchemist's Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end.
Enhance Potion							KEY:Discovery ~ Enhance Potion			CATEGORY:Special Ability	TYPE:SpecialQuality.AlchemistBasicDiscovery																																																																																		DESC:A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Eternal Potion							KEY:Discovery ~ Eternal Potion			CATEGORY:Special Ability	TYPE:SpecialQuality.AlchemistBasicDiscovery						PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Extend Potion									PREVARGTEQ:AlchemistLVL,16																																																					DESC:If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.
Explosive Bomb*							KEY:Discovery ~ Explosive Bomb			CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																																																																																		DESC:The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a fullround action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Extend Potion							KEY:Discovery ~ Extend Potion				CATEGORY:Special Ability	TYPE:SpecialQuality.AlchemistBasicDiscovery																																																																																		DESC:A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Fast Bombs								KEY:Discovery ~ Fast Bombs				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																									PREVARGTEQ:AlchemistLVL,8																																																					DESC:An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.
Feral Mutagen							KEY:Discovery ~ Feral Mutagen				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																																																																																		DESC:Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
Force Bomb*								KEY:Discovery ~ Force Bomb				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																									PREVARGTEQ:AlchemistLVL,8																																																					DESC:When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.
Frost Bomb*								KEY:Discovery ~ Frost Bomb				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																																																																																		DESC:When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Grand Mutagen							KEY:Discovery ~ Grand Mutagen				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery						PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Greater Mutagen									PREVARGTEQ:AlchemistLVL,16																																																					DESC:The alchemist's mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a -2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen).
Greater Mutagen							KEY:Discovery ~ Greater Mutagen			CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																									PREVARGTEQ:AlchemistLVL,12																																																					DESC:The alchemist's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a -2 penalty on both associated mental ability scores as long as the mutagen persists.
Infuse Mutagen							KEY:Discovery ~ Infuse Mutagen			CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																																																																																		DESC:When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen. This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens - only the most recently imbibed mutagen has any effect.
Inferno Bomb*							KEY:Discovery ~ Inferno Bomb				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery						PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Smoke Bomb									PREVARGTEQ:AlchemistLVL,16																																																					DESC:The effects of the smoke created by an alchemist's bomb duplicate the effects of incendiary cloud instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.
Infusion								KEY:Discovery ~ Infusion				CATEGORY:Special Ability	TYPE:SpecialQuality.AlchemistBasicDiscovery																																																																																		DESC:When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Madness Bomb							KEY:Discovery ~ Madness Bomb				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																									PREVARGTEQ:AlchemistLVL,12																																																					DESC:The alchemist's bombs do more than sear flesh - they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage.
Poison Bomb*							KEY:Discovery ~ Poison Bomb				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery						PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Smoke Bomb									PREVARGTEQ:AlchemistLVL,12																																																					DESC:The effects of the smoke created by an alchemist's bomb duplicates the effects of cloudkill instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.
Precise Bombs							KEY:Discovery ~ Precise Bombs				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																																																																																		DESC:Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Shock Bomb*								KEY:Discovery ~ Shock Bomb				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																																																																																		DESC:When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
Smoke Bomb*								KEY:Discovery ~ Smoke Bomb				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																																																																																		DESC:When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.
Sticky Bomb								KEY:Discovery ~ Sticky Bomb				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																									PREVARGTEQ:AlchemistLVL,10																																																					DESC:The effects of the alchemist's bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later.
Sticky Poison							KEY:Discovery ~ Sticky Poison				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																									PREVARGTEQ:AlchemistLVL,6																																																					DESC:Any poison the alchemist creates is sticky - when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist's Intelligence modifier.
Stink Bomb*								KEY:Discovery ~ Stink Bomb				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistBasicDiscovery																																																																																		DESC:The effects of the smoke created by an alchemist's bomb can duplicate the effects of stinking cloud instead of fog cloud, f illing an area equal to twice the bomb's splash radius for 1 round. An alchemist must possess the smoke bomb discovery before selecting this discovery.

# Alchemist Grand Discoveries
Awakened Intellect						KEY:Discovery ~ Awakened Intellect			CATEGORY:Special Ability	TYPE:SpecialQuality.AlchemistGrandDiscovery																																																																																		DESC:The alchemist's constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points.																																																																																																																																																																																																																																																																																																																																																																																																																																BONUS:STAT|INT|2
Eternal Youth							KEY:Discovery ~ Eternal Youth				CATEGORY:Special Ability	TYPE:SpecialQuality.AlchemistGrandDiscovery																																																																																		DESC:The alchemist has discovered a cure for aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the alchemist is already taking such penalties, they are removed at this time.
# TODO: Remove Age Penalties
Fast Healing							KEY:Discovery ~ Fast Healing				CATEGORY:Special Ability	TYPE:SpecialQuality.AlchemistGrandDiscovery																																																																																		DESC:The alchemist's flesh responds to damage with shocking speed - he gains fast healing 5.
Philosopher's Stone						KEY:Discovery ~ Philosopher's Stone			CATEGORY:Special Ability	TYPE:SpecialQuality.AlchemistGrandDiscovery																																																																																		DESC:The alchemist learns how to create a philosopher's stone, and can do so once per month at no cost. Creating a philosopher's stone takes 1 day of work.
Poison Touch							KEY:Discovery ~ Poison Touch				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistGrandDiscovery																																																																																		DESC:The alchemist gains a poisonous touch, as if under the effects of a poison spell. He can suppress or activate this ability as a free action. The physical appearance of how the alchemist generates and delivers his poisonous touch varies from alchemist to alchemist.
True Mutagen							KEY:Discovery ~ True Mutagen				CATEGORY:Special Ability	TYPE:SpecialAttack.AlchemistGrandDiscovery						PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Grand Mutagen																																																																		DESC:The alchemist's mutagen now grants a +8 natural armor bonus and a +8 alchemical bonus to Strength, Dexterity, and Constitution. The alchemist takes a -2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen).
# TODO: Code FREQ, enabled Abilities to be used in Temp Bonus

#
# Cavalier Special Abilities
#
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Challenge								KEY:Challenge ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																																DEFINE:CavalierChallengeLVL|0	DEFINE:CavalierChallengeTimes|0																																										DESC:%1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against the target of the challenge. This extra damage is %2. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.|CavalierChallengeTimes|CavalierChallengeLVL
Mount									KEY:Mount ~ Cavalier					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																DEFINE:CavalierLevel|0																																																	DESC:A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.																																																																																																																																																																																																																																																																																																																																																						FOLLOWERS:Cavalier Mount|1	COMPANIONLIST:Cavalier Mount|Companion (Camel),Companion (Horse),Companion (Pony),Companion (Wolf)	COMPANIONLIST:Cavalier Mount|Companion (Boar),Companion (Dog)|FOLLOWERADJUSTMENT:-3																																																SOURCEPAGE:p.51
Order									KEY:Order ~ Cavalier					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.
Tactician								KEY:Tactician ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.																																																																																																																																																																																																																																																																																																	BONUS:ABILITYPOOL|Tactician Feat|1
Cavalier's Charge							KEY:Cavalier's Charge ~ Cavalier			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																																																																																				DESC:At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
Expert Trainer							KEY:Expert Trainer ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.
Banner								KEY:Banner ~ Cavalier					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
Greater Tactician							KEY:Greater Tactician  ~ Cavalier			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.																																																																																																																																																																																																																																																																																																																																																		BONUS:ABILITYPOOL|Tactician Feat|1
Mighty Charge							KEY:Mighty Charge ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																																																																																				DESC:At 11th level, a cavalier learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
Demanding Challenge						KEY:Demanding Challenge ~ Cavalier			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																																																																																				DESC:At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a -2 penalty to its AC from attacks made by anyone other than the cavalier.
Greater Banner							KEY:Greater Banner ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
Master Tactician							KEY:Master Tactician ~ Cavalier			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.
Supreme Charge							KEY:Supreme Charge ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																																																																																				DESC:At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus.

# Cavalier Orders - Should these be done as Subclass to support the CSKILL issue?

# Order of the Cockatrice --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Order of the Cockatrice														CATEGORY:Special Ability	TYPE:CavalierOrder.SpecialQuality																																DEFINE:OrderChallengeBonus|0																																																DESC:An order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature's attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).																																																																																																																																																																																																																																																																																																																	ABILITY:Special Ability|AUTOMATIC|Braggart ~ Cavalier|PRECLASS:1,Cavalier=2	ABILITY:Special Ability|AUTOMATIC|Steal Glory ~ Cavalier|PRECLASS:1,Cavalier=8	ABILITY:Special Ability|AUTOMATIC|Moment of Triumph ~ Cavalier|PRECLASS:1,Cavalier=15																																																																BONUS:VAR|OrderChallengeBonus|CavalierLVL/4																																																																																																																																															CSKILL:Appraise|TYPE.Perform
CATEGORY=Special Ability|Challenge ~ Cavalier.MOD																																																																																																							DESC:he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Cockatrice
#
Braggart								KEY:Braggart ~ Cavalier					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.																																																																																																																																																																																																																																																																						AUTO:FEAT|Dazzling Display
Steal Glory								KEY:Steal Glory ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 8th level, the cavalier can steal the glory from another creature's successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.
Moment of Triumph							KEY:Moment of Triumph ~ Cavalier			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The cavalier can use this ability once per day.

# Order of the Dragon --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Order of the Dragon														CATEGORY:Special Ability	TYPE:CavalierOrder.SpecialQuality																																DEFINE:OrderChallengeBonus|0																																																DESC:Whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).																																																																																																																																																																																																																																																																																																												ABILITY:Special Ability|AUTOMATIC|Aid Allies ~ Cavalier|PRECLASS:1,Cavalier=2	ABILITY:Special Ability|AUTOMATIC|Strategy ~ Cavalier|PRECLASS:1,Cavalier=8	ABILITY:Special Ability|AUTOMATIC|Act as One ~ Cavalier|PRECLASS:1,Cavalier=15																																																																		BONUS:VAR|OrderChallengeBonus|CavalierLVL/4																																																																																																																																															CSKILL:Perception|Survival
CATEGORY=Special Ability|Challenge ~ Cavalier.MOD																																																																																																							DESC:his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Dragon
#
Aid Allies								KEY:Aid Allies ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
Strategy								KEY:Strategy ~ Cavalier					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.
Act as One								KEY:Act as One ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.

# Order of the Lion --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Order of the Lion															CATEGORY:Special Ability	TYPE:CavalierOrder.SpecialQuality																																DEFINE:OrderChallengeBonus|0																																																DESC:An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Lion's Call ~ Cavalier|PRECLASS:1,Cavalier=2	ABILITY:Special Ability|AUTOMATIC|For the King ~ Cavalier|PRECLASS:1,Cavalier=8	ABILITY:Special Ability|AUTOMATIC|Shield of the Liege ~ Cavalier|PRECLASS:1,Cavalier=15																																																															BONUS:VAR|OrderChallengeBonus|CavalierLVL/4																																																																																																																																															CSKILL:Knowledge (Local)|Knowledge (Nobility)
CATEGORY=Special Ability|Challenge ~ Cavalier.MOD																																																																																																							DESC:he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Lion
#
Lion's Call								KEY:Lion's Call ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
For the King							KEY:For the King ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 8th level, an order of the lion cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.
Shield of the Liege						KEY:Shield of the Liege ~ Cavalier			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 15th level, an order of the lion cavalier can protect those around him. Allies that are adjacent to the cavalier receive a +2 shield bonus to their AC. In addition, as an immediate action, the cavalier can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the cavalier's reach. This ability must be declared before the attack roll is made. The attack is made against the cavalier's AC and defenses, even if the creature could not normally reach or attack the cavalier. The cavalier loses any cover or concealment bonuses when subject to the redirected attack.

# Order of the Shield --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Order of the Shield														CATEGORY:Special Ability	TYPE:CavalierOrder.SpecialQuality																																DEFINE:OrderChallengeBonus|0																																																DESC:Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).																																																																																																																																																																																																																																																																																																																				ABILITY:Special Ability|AUTOMATIC|Resolute ~ Cavalier|PRECLASS:1,Cavalier=2	ABILITY:Special Ability|AUTOMATIC|Stem the Tide ~ Cavalier|PRECLASS:1,Cavalier=8	ABILITY:Special Ability|AUTOMATIC|Protect the Meek ~ Cavalier|PRECLASS:1,Cavalier=15																																																																BONUS:VAR|OrderChallengeBonus|CavalierLVL/4																																																																																																																																															CSKILL:Heal|Knowledge (Local)
CATEGORY=Special Ability|Challenge ~ Cavalier.MOD																																																																																																							DESC:he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Shield
#
Resolute								KEY:Resolute ~ Cavalier					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.
Stem the Tide							KEY:Stem the Tide ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 8th level, the cavalier receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a cavalier with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the cavalier had made a successful combat maneuver check.																																																																																																																																																																																																																																																							AUTO:FEAT|Stand Still
Protect the Meek							KEY:Protect the Meek ~ Cavalier			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount's speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The cavalier must end his movement adjacent to an enemy. On his next turn, the cavalier is staggered and cannot use this ability again for 1 round.

# Order of the Star --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Order of the Star															CATEGORY:Special Ability	TYPE:CavalierOrder.SpecialQuality																																DEFINE:OrderChallengeBonus|0																																																DESC:An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith.																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Calling ~ Cavalier|PRECLASS:1,Cavalier=2	ABILITY:Special Ability|AUTOMATIC|For the Faith ~ Cavalier|PRECLASS:1,Cavalier=8	ABILITY:Special Ability|AUTOMATIC|Retribution ~ Cavalier|PRECLASS:1,Cavalier=15																																																																	BONUS:VAR|OrderChallengeBonus|CavalierLVL/4																																																																																																																																															CSKILL:Heal|Knowledge (Religion)
CATEGORY=Special Ability|Challenge ~ Cavalier.MOD																																																																																																							DESC:he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Star
#
Calling								KEY:Calling ~ Cavalier					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 2nd level, the cavalier can make a shortprayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.
For the Faith							KEY:For the Faith ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 8th level, the cavalier can call upon his faith to bolster himself in combat. As a free action, the cavalier can call out the name of his deity, granting him a morale bonus on attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that share his faith also receive half this bonus (minimum +1). The cavalier can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter.
Retribution								KEY:Retribution ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 15th level, the cavalier can take retribution on those who dare to strike an agent of his faith. Whenever an enemy makes a successful melee attack against the cavalier or an adjacent ally devoted to the same faith as the cavalier, the enemy provokes an attack of opportunity from the cavalier. The cavalier receives a +2 morale bonus on the attack of opportunity. If the attack made by the enemy was a critical hit, the cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can use this ability once per round.

# Order of the Sword --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Order of the Sword														CATEGORY:Special Ability	TYPE:CavalierOrder.SpecialQuality																																DEFINE:OrderChallengeBonus|0																																																DESC:Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1)																																																																																																																																																																																																																																																																																																																							ABILITY:Special Ability|AUTOMATIC|By My Honor ~ Cavalier|PRECLASS:1,Cavalier=2	ABILITY:Special Ability|AUTOMATIC|Mounted Mastery ~ Cavalier|PRECLASS:1,Cavalier=8	ABILITY:Special Ability|AUTOMATIC|Knight's Challenge ~ Cavalier|PRECLASS:1,Cavalier=15																																																															BONUS:VAR|OrderChallengeBonus|CavalierLVL/4																																																																																																																																															CSKILL:Knowledge (Nobility)|Knowledge (Religion)
CATEGORY=Special Ability|Challenge ~ Cavalier.MOD																																																																																																							DESC:he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Sword
#
By My Honor								KEY:By My Honor ~ Cavalier				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice.																																																																																																																																																																																																																																																																																																																																																																BONUS:ABILITYPOOL|Alignment Selection|1	BONUS:ABILITYPOOL|Saving Throw Selection|1
Mounted Mastery							KEY:Mounted Mastery ~ Cavalier			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 8th level, the cavalier ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature he is riding is his mount. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount's Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected.																																																																																																																																																																																																																																																																																										BONUS:ABILITYPOOL|Mounted Mastery Selection|1
Knight's Challenge						KEY:Knight's Challenge ~ Cavalier			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 15th level, the cavalier can make a knight's challenge once per day. This functions like a normal challenge, but the cavalier adds his Charisma bonus on all attack rolls and damage roles made against the target of his challenge. In addition, he receives a +4 circumstance bonus on attack rolls made to confirm critical hits against the target of his knight's challenge.
#
Alignment Selection						KEY:Order of the Sword ~ Alignment Selection	CATEGORY:Special Ability	TYPE:SpecialQuality																																																																																																																																																																																																																																																																																																																																																																																																MULT:YES	CHOOSE:STRING|LG|LN|LE|NG|TN|NE|CG|CN|CE																																																																																																																																																																																																																																																																																																																																	BENEFIT:As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice.
Bonus to Saving Throw						KEY:Order of the Sword ~ Bonus to Saving Throw	CATEGORY:Special Ability	TYPE:SpecialQuality																																																																																																																																																																																																																																																																																																																																																																																																MULT:YES	CHOOSE:STRING|Fortitude|Reflex|Will																																																																																																								BONUS:CHECKS|%LIST|2|TYPE=Morale																																																																																																																																																																																																																					BENEFIT:+2 Morale Bonus to Selected Save


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# Inquisitor Special Abilities
#
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Orisons								KEY:Orisons ~ Inquisitor				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.x

Judgment								KEY:Judgment ~ Inquisitor				CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																																																																																				DESC:Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.																																																																																																																																																			ABILITY:Special Ability|AUTOMATIC|TYPE.InquisitorJudgment
Monster Lore							KEY:Monster Lore ~ Inquisitor				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze								KEY:Stern Gaze ~ Inquisitor				CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																																																																																				DESC:Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative						KEY:Cunning Initiative ~ Inquisitor			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.																																																																																																																																																																																																																																																																																																																																																																																																																BONUS:COMBAT|INITIATIVE|WIS
Detect Alignment							KEY:Detect Alignment ~ Inquisitor			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																																																																					DESC:At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track									KEY:Track ~ Inquisitor					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																DEFINE:TrackLVL|0	DEFINE:TrackBonus|0																																														DESC:At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.																																																																																																																																																																																																																																																																																																																																																																																																																											BONUS:SKILL|Survival (Follow or identify tracks)|TrackBonus				BONUS:VAR|TrackBonus|max(TrackLVL/2,1)
Solo Tactics							KEY:Solo Tactics ~ Inquisitor				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Bane									KEY:Bane ~ Inquisitor					CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																																																																																				DESC:At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.
Discern Lies							KEY:Discern Lies ~ Inquisitor				CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																																																																					DESC:At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Second Judgment							KEY:Second Judgment ~ Inquisitor			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
Stalwart								KEY:Stalwart ~ Inquisitor				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane							KEY:Greater Bane ~ Inquisitor				CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																																																																																				DESC:At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Exploit Weakness							KEY:Exploit Weakness ~ Inquisitor			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																																																																																				DESC:At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Third Judgment							KEY:Third Judgment ~ Inquisitor			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.
Slayer								KEY:Slayer ~ Inquisitor					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:At 17th level, an inquisitor learns to act quickly in combat. Whenever an inquisitor uses her judgment ability, she can select one of her judgments - that judgment grants the maximum bonus from the first round of combat onward. If that judgment is changed during combat, it resets as normal.
True Judgment							KEY:True Judgment ~ Inquisitor			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																																																				DESC:At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Once the attack is made, all of the bonuses from the inquisitor's judgments reset to those granted on the first round (although the slayer judgment remains at the maximum bonus). Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours.

# Judgments
Judgment / Destruction						KEY:Judgment ~ Destruction				CATEGORY:Special Ability	TYPE:InquisitorJudgment.SpecialAttack																																																																																			DESC:The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Judgment / Healing						KEY:Judgment ~ Healing					CATEGORY:Special Ability	TYPE:InquisitorJudgment.SpecialAttack																																																																																			DESC:The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Judgment / Justice						KEY:Judgment ~ Justice					CATEGORY:Special Ability	TYPE:InquisitorJudgment.SpecialAttack																																																																																			DESC:This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Judgment / Piercing						KEY:Judgment ~ Piercing					CATEGORY:Special Ability	TYPE:InquisitorJudgment.SpecialAttack																																																																																			DESC:This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Judgment / Protection						KEY:Judgment ~ Protection				CATEGORY:Special Ability	TYPE:InquisitorJudgment.SpecialAttack																																																																																			DESC:The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Judgment / Purity							KEY:Judgment ~ Purity					CATEGORY:Special Ability	TYPE:InquisitorJudgment.SpecialAttack																																																																																			DESC:The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Judgment / Resiliency						KEY:Judgment ~ Resiliency				CATEGORY:Special Ability	TYPE:InquisitorJudgment.SpecialAttack																																																																																			DESC:This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.
Judgment / Resistance						KEY:Judgment ~ Resistance				CATEGORY:Special Ability	TYPE:InquisitorJudgment.SpecialAttack																																																																																			DESC:The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Judgment / Smiting						KEY:Judgment ~ Smiting					CATEGORY:Special Ability	TYPE:InquisitorJudgment.SpecialAttack																																																																																			DESC:This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

# Domains
Air									KEY:Air ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainAirLVL|0	DEFINE:DomainAirDC|0	DEFINE:DomainAirTimes|0																																																																																																																																																																																																																																																																																																																																																																																										ABILITY:Special Ability|AUTOMATIC|Lightning Arc ~ Air Domain	ABILITY:Special Ability|AUTOMATIC|Electricity Resistance ~ Air Domain|PREVARGTEQ:DomainAirLVL,6																																																																															BONUS:VAR|DomainAirLVL|DomainLVL	BONUS:VAR|DomainAirDC|10+(DomainAirLVL/2)+CHA	BONUS:VAR|DomainAirTimes|DomainPowerTimes																																																																																																																																																				SOURCEPAGE:p.41
Animal								KEY:Animal ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainAnimalLVL|0	DEFINE:DomainAnimalDC|0	DEFINE:DomainAnimalTimes|0																																																																																																																																																																																																																																																																																																																																																																																								ABILITY:Special Ability|AUTOMATIC|Speak with Animals ~ Animal Domain	ABILITY:Special Ability|AUTOMATIC|Animal Companion ~ Animal Domain|PREVARGTEQ:DomainAnimalLVL,4																																																																														BONUS:VAR|DomainAnimalLVL|DomainLVL	BONUS:VAR|DomainAnimalDC|10+(DomainAnimalLVL/2)+CHA	BONUS:VAR|DomainAnimalTimes|DomainPowerTimes																																																																																																																																CSKILL:Knowledge (Nature)														SOURCEPAGE:p.41
Artifice								KEY:Artifice ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainArtificeLVL|0	DEFINE:DomainArtificeDC|0	DEFINE:DomainArtificeTimes|0																																																																																																																																																																																																																																																																																																																																																																																							ABILITY:Special Ability|AUTOMATIC|Artificer's Touch ~ Artifice Domain	ABILITY:Special Ability|AUTOMATIC|Dancing Weapons ~ Artifice Domain|PREVARGTEQ:DomainArtificeLVL,8																																																																													BONUS:VAR|DomainArtificeLVL|DomainLVL	BONUS:VAR|DomainArtificeDC|10+(DomainArtificeLVL/2)+CHA	BONUS:VAR|DomainArtificeTimes|DomainPowerTimes																																																																																																																																																SOURCEPAGE:p.41
Chaos									KEY:Chaos ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																					PREALIGN:1,CG,CN,CE										DEFINE:DomainChaosLVL|0	DEFINE:DomainChaosDC|0	DEFINE:DomainChaosTimes|0																																																																																																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Touch of Chaos ~ Chaos Domain	ABILITY:Special Ability|AUTOMATIC|Chaos Blade ~ Chaos Domain|PREVARGTEQ:DomainChaosLVL,8																																																																																BONUS:VAR|DomainChaosLVL|DomainLVL	BONUS:VAR|DomainChaosDC|10+(DomainChaosLVL/2)+CHA	BONUS:VAR|DomainChaosTimes|DomainPowerTimes																																																																																																																																																		SOURCEPAGE:p.42
Charm									KEY:Charm ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainCharmLVL|0	DEFINE:DomainCharmDC|0	DEFINE:DomainCharmTimes|0																																																																																																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Dazing Touch ~ Charm Domain	ABILITY:Special Ability|AUTOMATIC|Charming Smile ~ Charm Domain|PREVARGTEQ:DomainCharmLVL,8																																																																															BONUS:VAR|DomainCharmLVL|DomainLVL	BONUS:VAR|DomainCharmDC|10+(DomainCharmLVL/2)+CHA	BONUS:VAR|DomainCharmTimes|DomainPowerTimes																																																																																																																																																		SOURCEPAGE:p.42
Community								KEY:Community ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainCommunityLVL|0	DEFINE:DomainCommunityDC|0	DEFINE:DomainCommunityTimes|0																																																																																																																																																																																																																																																																																																																																																																																							ABILITY:Special Ability|AUTOMATIC|Calming Touch ~ Community Domain	ABILITY:Special Ability|AUTOMATIC|Unity ~ Community Domain|PREVARGTEQ:DomainCommunityLVL,8																																																																														BONUS:VAR|DomainCommunityLVL|DomainLVL	BONUS:VAR|DomainCommunityDC|10+(DomainCommunityLVL/2)+CHA	BONUS:VAR|DomainCommunityTimes|DomainPowerTimes																																																																																																																																																SOURCEPAGE:p.42
Darkness								KEY:Darkness ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainDarknessLVL|0	DEFINE:DomainDarknessDC|0	DEFINE:DomainDarknessTimes|0																																																																																																																																																																																																																																																																																																																																																																																							ABILITY:FEAT|AUTOMATIC|Blind-Fight	ABILITY:Special Ability|AUTOMATIC|Touch of Darkness ~ Darkness Domain	ABILITY:Special Ability|AUTOMATIC|Eyes of Darkness ~ Darkness Domain|PREVARGTEQ:DomainDarknessLVL,8																																																																							BONUS:VAR|DomainDarknessLVL|DomainLVL	BONUS:VAR|DomainDarknessDC|10+(DomainDarknessLVL/2)+CHA	BONUS:VAR|DomainDarknessTimes|DomainPowerTimes																																																																																																																																																SOURCEPAGE:p.42
Death									KEY:Death ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainDeathLVL|0	DEFINE:DomainDeathDC|0	DEFINE:DomainDeathTimes|0																																																																																																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Bleeding Touch ~ Death Domain	ABILITY:Special Ability|AUTOMATIC|Death's Embrace ~ Death Domain|PREVARGTEQ:DomainDeathLVL,8																																																																															BONUS:VAR|DomainDeathLVL|DomainLVL	BONUS:VAR|DomainDeathDC|10+(DomainDeathLVL/2)+CHA	BONUS:VAR|DomainDeathTimes|DomainPowerTimes																																																																																																																																																		SOURCEPAGE:p.42
Destruction								KEY:Destruction ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainDestructionLVL|0	DEFINE:DomainDestructionDC|0	DEFINE:DomainDestructionTimes|0																																																																																																																																																																																																																																																																																																																																																																																						ABILITY:Special Ability|AUTOMATIC|Destructive Smite ~ Destruction Domain	ABILITY:Special Ability|AUTOMATIC|Destructive Aura ~ Destruction Domain|PREVARGTEQ:DomainDestructionLVL,8																																																																											BONUS:VAR|DomainDestructionLVL|DomainLVL	BONUS:VAR|DomainDestructionDC|10+(DomainDestructionLVL/2)+CHA	BONUS:VAR|DomainDestructionTimes|DomainPowerTimes																																																																																																																																														SOURCEPAGE:p.43
Earth									KEY:Earth ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainEarthLVL|0	DEFINE:DomainEarthDC|0	DEFINE:DomainEarthTimes|0																																																																																																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Acid Dart ~ Earth Domain	ABILITY:Special Ability|AUTOMATIC|Acid Resistance ~ Earth Domain|PREVARGTEQ:DomainEarthLVL,6																																																																																BONUS:VAR|DomainEarthLVL|DomainLVL	BONUS:VAR|DomainEarthDC|10+(DomainEarthLVL/2)+CHA	BONUS:VAR|DomainEarthTimes|DomainPowerTimes																																																																																																																																																		SOURCEPAGE:p.43
Evil									KEY:Evil ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																					PREALIGN:1,LE,NE,CE										DEFINE:DomainEvilLVL|0	DEFINE:DomainEvilDC|0	DEFINE:DomainEvilTimes|0																																																																																																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Touch of Evil ~ Evil Domain	ABILITY:Special Ability|AUTOMATIC|Scythe of Evil ~ Evil Domain|PREVARGTEQ:DomainEvilLVL,8																																																																																BONUS:VAR|DomainEvilLVL|DomainLVL	BONUS:VAR|DomainEvilDC|10+(DomainEvilLVL/2)+CHA	BONUS:VAR|DomainEvilTimes|DomainPowerTimes																																																																																																																																																			SOURCEPAGE:p.43
Fire									KEY:Fire ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainFireLVL|0	DEFINE:DomainFireDC|0	DEFINE:DomainFireTimes|0																																																																																																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Fire Bolt ~ Fire Domain	ABILITY:Special Ability|AUTOMATIC|Fire Resistance ~ Fire Domain|PREVARGTEQ:DomainFireLVL,6																																																																																BONUS:VAR|DomainFireLVL|DomainLVL	BONUS:VAR|DomainFireDC|10+(DomainFireLVL/2)+CHA	BONUS:VAR|DomainFireTimes|DomainPowerTimes																																																																																																																																																			SOURCEPAGE:p.44
Glory									KEY:Glory ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainGloryLVL|0	DEFINE:DomainGloryDC|0	DEFINE:DomainGloryTimes|0																																																																																																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Touch of Glory ~ Glory Domain	ABILITY:Special Ability|AUTOMATIC|Divine Presence ~ Glory Domain|PREVARGTEQ:DomainGloryLVL,8																																																																															BONUS:VAR|DomainGloryLVL|DomainLVL	BONUS:VAR|ChannelPositiveEnergyDC|2	BONUS:VAR|DomainGloryDC|10+(DomainGloryLVL/2)+CHA	BONUS:VAR|DomainGloryTimes|DomainPowerTimes																																																																																																																																												SOURCEPAGE:p.44
Good									KEY:Good ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																					PREALIGN:1,LG,NG,CG										DEFINE:DomainGoodLVL|0	DEFINE:DomainGoodDC|0	DEFINE:DomainGoodTimes|0																																																																																																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Touch of Good ~ Good Domain	ABILITY:Special Ability|AUTOMATIC|Holy Lance ~ Good Domain|PREVARGTEQ:DomainGoodLVL,8																																																																																BONUS:VAR|DomainGoodLVL|DomainLVL	BONUS:VAR|DomainGoodDC|10+(DomainGoodLVL/2)+CHA	BONUS:VAR|DomainGoodTimes|DomainPowerTimes																																																																																																																																																			SOURCEPAGE:p.44
Healing								KEY:Healing ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainHealingLVL|0	DEFINE:DomainHealingDC|0	DEFINE:DomainHealingTimes|0																																																																																																																																																																																																																																																																																																																																																																																							ABILITY:Special Ability|AUTOMATIC|Rebuke Death ~ Healing Domain	ABILITY:Special Ability|AUTOMATIC|Healer's Blessing ~ Healing Domain|PREVARGTEQ:DomainHealingLVL,6																																																																														BONUS:VAR|DomainHealingLVL|DomainLVL	BONUS:VAR|DomainHealingDC|10+(DomainHealingLVL/2)+CHA	BONUS:VAR|DomainHealingTimes|DomainPowerTimes																																																																																																																																																	SOURCEPAGE:p.44
Knowledge								KEY:Knowledge ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainKnowledgeLVL|0	DEFINE:DomainKnowledgeDC|0	DEFINE:DomainKnowledgeTimes|0																																																																																																																																																																																																																																																																																																																																																																																							ABILITY:Special Ability|AUTOMATIC|Lore Keeper ~ Knowledge Domain	ABILITY:Special Ability|AUTOMATIC|Remote Viewing ~ Knowledge Domain|PREVARGTEQ:DomainKnowledgeLVL,8																																																																														BONUS:VAR|DomainKnowledgeLVL|DomainLVL	BONUS:VAR|DomainKnowledgeDC|10+(DomainKnowledgeLVL/2)+CHA	BONUS:VAR|DomainKnowledgeTimes|DomainPowerTimes																																																																																																																														CSKILL:TYPE.Knowledge															SOURCEPAGE:p.45
Law									KEY:Law ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																					PREALIGN:1,LG,LN,LE										DEFINE:DomainLawLVL|0	DEFINE:DomainLawDC|0	DEFINE:DomainLawTimes|0																																																																																																																																																																																																																																																																																																																																																																																										ABILITY:Special Ability|AUTOMATIC|Touch of Law ~ Law Domain	ABILITY:Special Ability|AUTOMATIC|Staff of Order ~ Law Domain|PREVARGTEQ:DomainLawLVL,8																																																																																	BONUS:VAR|DomainLawLVL|DomainLVL	BONUS:VAR|DomainLawDC|10+(DomainLawLVL/2)+CHA	BONUS:VAR|DomainLawTimes|DomainPowerTimes																																																																																																																																																				SOURCEPAGE:p.45
Liberation								KEY:Liberation ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainLiberationLVL|0	DEFINE:DomainLiberationDC|0	DEFINE:DomainLiberationTimes|0																																																																																																																																																																																																																																																																																																																																																																																						ABILITY:Special Ability|AUTOMATIC|Liberation ~ Liberation Domain	ABILITY:Special Ability|AUTOMATIC|Freedom's Call ~ Liberation Domain|PREVARGTEQ:DomainLiberationLVL,8																																																																														BONUS:VAR|DomainLiberationLVL|DomainLVL	BONUS:VAR|DomainLiberationDC|10+(DomainLiberationLVL/2)+CHA	BONUS:VAR|DomainLiberationTimes|DomainPowerTimes																																																																																																																																															SOURCEPAGE:p.45
Luck									KEY:Luck ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainLuckLVL|0	DEFINE:DomainLuckDC|0	DEFINE:DomainLuckTimes|0																																																																																																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Bit of Luck ~ Luck Domain	ABILITY:Special Ability|AUTOMATIC|Good Fortune ~ Luck Domain|PREVARGTEQ:DomainLuckLVL,6																																																																																	BONUS:VAR|DomainLuckLVL|DomainLVL	BONUS:VAR|DomainLuckDC|10+(DomainLuckLVL/2)+CHA	BONUS:VAR|DomainLuckTimes|DomainPowerTimes																																																																																																																																																			SOURCEPAGE:p.45
Madness								KEY:Madness ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainMadnessLVL|0	DEFINE:DomainMadnessDC|0	DEFINE:DomainMadnessTimes|0																																																																																																																																																																																																																																																																																																																																																																																							ABILITY:Special Ability|AUTOMATIC|Vision of Madness ~ Madness Domain	ABILITY:Special Ability|AUTOMATIC|Aura of Madness ~ Madness Domain|PREVARGTEQ:DomainMadnessLVL,8																																																																													BONUS:VAR|DomainMadnessLVL|DomainLVL	BONUS:VAR|DomainMadnessDC|10+(DomainMadnessLVL/2)+CHA	BONUS:VAR|DomainMadnessTimes|DomainPowerTimes																																																																																																																																																	SOURCEPAGE:p.45
Magic									KEY:Magic ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainMagicLVL|0	DEFINE:DomainMagicDC|0	DEFINE:DomainMagicTimes|0																																																																																																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Hand of the Acolyte ~ Magic Domain	ABILITY:Special Ability|AUTOMATIC|Dispelling Touch ~ Magic Domain|PREVARGTEQ:DomainMagicLVL,8																																																																														BONUS:VAR|DomainMagicLVL|DomainLVL	BONUS:VAR|DomainMagicDC|10+(DomainMagicLVL/2)+CHA	BONUS:VAR|DomainMagicTimes|DomainPowerTimes																																																																																																																																																		SOURCEPAGE:p.46
Nobility								KEY:Nobility ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainNobilityLVL|0	DEFINE:DomainNobilityDC|0	DEFINE:DomainNobilityTimes|0																																																																																																																																																																																																																																																																																																																																																																																							ABILITY:Special Ability|AUTOMATIC|Inspiring Word ~ Nobility Domain	ABILITY:Special Ability|AUTOMATIC|Leadership ~ Nobility Domain|PREVARGTEQ:DomainNobilityLVL,8																																																																														BONUS:VAR|DomainNobilityLVL|DomainLVL	BONUS:VAR|DomainNobilityDC|10+(DomainNobilityLVL/2)+CHA	BONUS:VAR|DomainNobilityTimes|DomainPowerTimes																																																																																																																																																SOURCEPAGE:p.46
Plant									KEY:Plant ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainPlantLVL|0	DEFINE:DomainPlantDC|0	DEFINE:DomainPlantTimes|0																																																																																																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Wooden Fist ~ Plant Domain	ABILITY:Special Ability|AUTOMATIC|Bramble Armor ~ Plant Domain|PREVARGTEQ:DomainPlantLVL,6																																																																															BONUS:VAR|DomainPlantLVL|DomainLVL	BONUS:VAR|DomainPlantDC|10+(DomainPlantLVL/2)+CHA	BONUS:VAR|DomainPlantTimes|DomainPowerTimes																																																																																																																																																		SOURCEPAGE:p.46
Protection								KEY:Protection ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainProtectionSaveBonus|0	DEFINE:DomainProtectionLVL|0	DEFINE:DomainProtectionDC|0	DEFINE:DomainProtectionTimes|0																																																																																																																																																																																																																																																																																																																																																																																ABILITY:Special Ability|AUTOMATIC|Resistant Touch ~ Protection Domain	ABILITY:Special Ability|AUTOMATIC|Aura of Protection ~ Protection Domain|PREVARGTEQ:DomainProtectionLVL,8																																											BONUS:CHECKS|ALL|DomainProtectionSaveBonus|TYPE=Resistance																								BONUS:VAR|DomainProtectionSaveBonus|(DomainProtectionLVL/5)+1	BONUS:VAR|DomainProtectionLVL|DomainLVL	BONUS:VAR|DomainProtectionDC|10+(DomainProtectionLVL/2)+CHA	BONUS:VAR|DomainProtectionTimes|DomainPowerTimes																																																																																																																																				SOURCEPAGE:p.46
Repose								KEY:Repose ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainReposeLVL|0	DEFINE:DomainReposeDC|0	DEFINE:DomainReposeTimes|0																																																																																																																																																																																																																																																																																																																																																																																								ABILITY:Special Ability|AUTOMATIC|Gentle Rest ~ Repose Domain	ABILITY:Special Ability|AUTOMATIC|Ward Against Death ~ Repose Domain|PREVARGTEQ:DomainReposeLVL,8																																																																														BONUS:VAR|DomainReposeLVL|DomainLVL	BONUS:VAR|DomainReposeDC|10+(DomainReposeLVL/2)+CHA	BONUS:VAR|DomainReposeTimes|DomainPowerTimes																																																																																																																																																		SOURCEPAGE:p.46
Rune									KEY:Rune ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainRuneLVL|0	DEFINE:DomainRuneDC|0	DEFINE:DomainRuneTimes|0																																																																																																																																																																																																																																																																																																																																																																																									ABILITY:FEAT|AUTOMATIC|Scribe Scroll	ABILITY:Special Ability|AUTOMATIC|Blast Rune ~ Rune Domain	ABILITY:Special Ability|AUTOMATIC|Spell Rune ~ Rune Domain|PREVARGTEQ:DomainRuneLVL,8																																																																										BONUS:VAR|DomainRuneLVL|DomainLVL	BONUS:VAR|DomainRuneDC|10+(DomainRuneLVL/2)+CHA	BONUS:VAR|DomainRuneTimes|DomainPowerTimes																																																																																																																																																			SOURCEPAGE:p.47
Strength								KEY:Strength ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainStrengthLVL|0	DEFINE:DomainStrengthDC|0	DEFINE:DomainStrengthTimes|0																																																																																																																																																																																																																																																																																																																																																																																							ABILITY:Special Ability|AUTOMATIC|Strength Surge ~ Strength Domain	ABILITY:Special Ability|AUTOMATIC|Might of the Gods ~ Strength Domain|PREVARGTEQ:DomainStrengthLVL,8																																																																													BONUS:VAR|DomainStrengthLVL|DomainLVL	BONUS:VAR|DomainStrengthDC|10+(DomainStrengthLVL/2)+CHA	BONUS:VAR|DomainStrengthTimes|DomainPowerTimes																																																																																																																																																SOURCEPAGE:p.47
Sun									KEY:Sun ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainSunLVL|0	DEFINE:DomainSunDC|0	DEFINE:DomainSunTimes|0																																																																																																																																																																																																																																																																																																																																																																																										ABILITY:Special Ability|AUTOMATIC|Sun's Blessing ~ Sun Domain	ABILITY:Special Ability|AUTOMATIC|Nimbus of Light ~ Sun Domain|PREVARGTEQ:DomainSunLVL,8																																																																																BONUS:VAR|DomainSunLVL|DomainLVL	BONUS:VAR|DomainSunDC|10+(DomainSunLVL/2)+CHA	BONUS:VAR|DomainSunTimes|DomainPowerTimes																																																																																																																																																				SOURCEPAGE:p.47
Travel								KEY:Travel ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainTravelLVL|0	DEFINE:DomainTravelDC|0	DEFINE:DomainTravelTimes|0																																																																																																																																																																																																																																																																																																																																																																																								ABILITY:Special Ability|AUTOMATIC|Agile Feet ~ Travel Domain	ABILITY:Special Ability|AUTOMATIC|Dimensional Hop ~ Travel Domain|PREVARGTEQ:DomainTravelLVL,8																																																													BONUS:MOVEADD|TYPE=Walk|10														BONUS:VAR|DomainTravelLVL|DomainLVL	BONUS:VAR|DomainTravelDC|10+(DomainTravelLVL/2)+CHA	BONUS:VAR|DomainTravelTimes|DomainPowerTimes																																																																																																																																																		SOURCEPAGE:p.47
Trickery								KEY:Trickery ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainTrickeryLVL|0	DEFINE:DomainTrickeryDC|0	DEFINE:DomainTrickeryTimes|0																																																																																																																																																																																																																																																																																																																																																																																							ABILITY:Special Ability|AUTOMATIC|Copycat ~ Trickery Domain	ABILITY:Special Ability|AUTOMATIC|Master's Illusion ~ Trickery Domain|PREVARGTEQ:DomainTrickeryLVL,8																																																																															BONUS:VAR|DomainTrickeryLVL|DomainLVL	BONUS:VAR|DomainTrickeryDC|10+(DomainTrickeryLVL/2)+CHA	BONUS:VAR|DomainTrickeryTimes|DomainPowerTimes																																																																																																																														CSKILL:Bluff|Disguise|Stealth														SOURCEPAGE:p.48
War									KEY:War ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainWarLVL|0	DEFINE:DomainWarDC|0	DEFINE:DomainWarTimes|0																																																																																																																																																																																																																																																																																																																																																																																										ABILITY:Special Ability|AUTOMATIC|Battle Rage ~ War Domain	ABILITY:Special Ability|AUTOMATIC|Weapon Master ~ War Domain|PREVARGTEQ:DomainWarLVL,8																																																																																	BONUS:VAR|DomainWarLVL|DomainLVL	BONUS:VAR|DomainWarDC|10+(DomainWarLVL/2)+CHA	BONUS:VAR|DomainWarTimes|DomainPowerTimes																																																																																																																																																				SOURCEPAGE:p.48
Water									KEY:Water ~ Inquisitor Domain				CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainWaterLVL|0	DEFINE:DomainWaterDC|0	DEFINE:DomainWaterTimes|0																																																																																																																																																																																																																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Icicle ~ Water Domain	ABILITY:Special Ability|AUTOMATIC|Cold Resistance ~ Water Domain|PREVARGTEQ:DomainWaterLVL,6																																																																																BONUS:VAR|DomainWaterLVL|DomainLVL	BONUS:VAR|DomainWaterDC|10+(DomainWaterLVL/2)+CHA	BONUS:VAR|DomainWaterTimes|DomainPowerTimes																																																																																																																																																		SOURCEPAGE:p.48
Weather								KEY:Weather ~ Inquisitor Domain			CATEGORY:Special Ability	TYPE:InquisitorDomain																																		DEFINE:DomainWeatherLVL|0	DEFINE:DomainWeatherDC|0	DEFINE:DomainWeatherTimes|0																																																																																																																																																																																																																																																																																																																																																																																							ABILITY:Special Ability|AUTOMATIC|Storm Burst ~ Weather Domain	ABILITY:Special Ability|AUTOMATIC|Lightning Lord ~ Weather Domain|PREVARGTEQ:DomainWeatherLVL,8																																																																															BONUS:VAR|DomainWeatherLVL|DomainLVL	BONUS:VAR|DomainWeatherDC|10+(DomainWeatherLVL/2)+CHA	BONUS:VAR|DomainWeatherTimes|DomainPowerTimes																																																																																																																																																	SOURCEPAGE:p.48

#
# Oracle Special Abilities
#
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Orisons								KEY:Orisons ~ Oracle					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.45
Oracle's Curse															CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary					VISIBLE:NO																																																																																																																																																																																																																																																																																																																																																																																																																																																																										BONUS:ABILITYPOOL|Oracle Curse|1																																																																																																																																																																																																																																	SOURCEPAGE:p.43
Oracle's Mystery															CATEGORY:Special Ability	TYPE:SpecialQuality							VISIBLE:NO																										DEFINE:OracleMysteryLevel|0	DEFINE:OracleRevelationDC|0																																																																																																																																																																																																																																																																																																																																																																																																																																							BONUS:ABILITYPOOL|Oracle Mystery|1																																																									BONUS:VAR|OracleRevelationDC|10+classlevel("Oracle")/2+CHA	BONUS:VAR|OracleMysteryLevel|1	BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=3	BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=7	BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=11	BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=15	BONUS:VAR|OracleMysteryLevel|1|PRECLASS:1,Oracle=19

# Oracle Cure/Inflict Wounds Spell
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Cure Wounds								KEY:Cure Wounds ~ Oracle				CATEGORY:Special Ability	TYPE:OracleSpellChoice							VISIBLE:DISPLAY																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																															SPELLKNOWN:CLASS|Oracle=1|Cure Light Wounds	SPELLKNOWN:CLASS|Oracle=2|Cure Moderate Wounds|PRECLASS:1,Oracle=4	SPELLKNOWN:CLASS|Oracle=3|Cure Serious Wounds|PRECLASS:1,Oracle=6	SPELLKNOWN:CLASS|Oracle=4|Cure Critical Wounds|PRECLASS:1,Oracle=8	SPELLKNOWN:CLASS|Oracle=5|Cure Light Wounds (Mass)|PRECLASS:1,Oracle=10	SPELLKNOWN:CLASS|Oracle=6|Cure Moderate Wounds (Mass)|PRECLASS:1,Oracle=12	SPELLKNOWN:CLASS|Oracle=7|Cure Serious Wounds (Mass)|PRECLASS:1,Oracle=14	SPELLKNOWN:CLASS|Oracle=8|Cure Critical Wounds (Mass)|PRECLASS:1,Oracle=16
Inflict Wounds							KEY:Inflict Wounds ~ Oracle				CATEGORY:Special Ability	TYPE:OracleSpellChoice							VISIBLE:DISPLAY																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																															SPELLKNOWN:CLASS|Oracle=1|Inflict Light Wounds	SPELLKNOWN:CLASS|Oracle=2|Inflict Moderate Wounds|PRECLASS:1,Oracle=4	SPELLKNOWN:CLASS|Oracle=3|Inflict Serious Wounds|PRECLASS:1,Oracle=6	SPELLKNOWN:CLASS|Oracle=4|Inflict Critical Wounds|PRECLASS:1,Oracle=8	SPELLKNOWN:CLASS|Oracle=5|Inflict Light Wounds (Mass)|PRECLASS:1,Oracle=10	SPELLKNOWN:CLASS|Oracle=6|Inflict Moderate Wounds (Mass)|PRECLASS:1,Oracle=12	SPELLKNOWN:CLASS|Oracle=7|Inflict Serious Wounds (Mass)|PRECLASS:1,Oracle=14	SPELLKNOWN:CLASS|Oracle=8|Inflict Critical Wounds (Mass)|PRECLASS:1,Oracle=16

# Oracle Curses
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Clouded Vision							KEY:Clouded Vision ~ Oracle				CATEGORY:Special Ability	TYPE:SpecialQuality.OracleCurse.Sense																																																																																			DESC:Your eyes are obscured, making it difficult for you to see.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																													BONUS:VISION|Darkvision|30|PRECLASS:1,Oracle=5	BONUS:VISION|Blindsense|30|PRECLASS:1,Oracle=10	BONUS:VISION|Blindsight|15|PRECLASS:1,Oracle=15																																																																												VISION:Darkvision (30')					SOURCEPAGE:p.43
Deaf									KEY:Deaf ~ Oracle						CATEGORY:Special Ability	TYPE:SpecialQuality.OracleCurse.Sense																																																																																			DESC:You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat.																																																																																																																																																																																																																																																																																																																							ABILITY:Special Ability|AUTOMATIC|Scent|PRECLASS:1,Oracle=10																																																																																		BONUS:SKILL|Perception|3|PRECLASS:1,Oracle=5																																																																																																																																																																						VISION:Tremorsense (30')|PRECLASS:1,Oracle=15	SOURCEPAGE:p.44
Haunted								KEY:Haunted ~ Oracle					CATEGORY:Special Ability	TYPE:SpecialQuality.OracleCurse																																																																																				DESC:Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																				SOURCEPAGE:p.44																																																																																																																														SPELLKNOWN:CLASS|Oracle=0|Mage Hand,Ghost Sound	SPELLKNOWN:CLASS|Oracle=2|Levitate,Minor Image|PRECLASS:1,Oracle=5	SPELLKNOWN:CLASS|Oracle=5|Telekinesis|PRECLASS:1,Oracle=10	SPELLKNOWN:CLASS|Oracle=7|Reverse Gravity|PRECLASS:1,Oracle=15
Lame									KEY:Lame ~ Oracle						CATEGORY:Special Ability	TYPE:SpecialQuality.OracleCurse																																																																																				DESC:One of your legs is permanently wounded.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																											SOURCEPAGE:p.44
Wasting								KEY:Wasting ~ Oracle					CATEGORY:Special Ability	TYPE:SpecialQuality.OracleCurse																																																																																				DESC:Your body is slowly rotting away.																																																																																																																																																																																																																																																																																																																																											ABILITY:Special Ability|AUTOMATIC|Immunity to Sickened Condition|PRECLASS:1,Oracle=5	ABILITY:Special Ability|AUTOMATIC|Immunity to Disease|PRECLASS:1,Oracle=10	ABILITY:Special Ability|AUTOMATIC|Immunity to Nauseated Condition|PRECLASS:1,Oracle=15																																																		BONUS:SKILL|STAT.CHA|-4	BONUS:SKILL|Intimidate|4																																																																																																																																																																													SOURCEPAGE:p.44
Tongues								KEY:Tongues ~ Oracle					CATEGORY:Special Ability	TYPE:SpecialQuality.Communicate.OracleCurse																																																																																		DESC:In times of stress or unease, you speak in tongues.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.44

# Oracle Mysteries
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Battle Mysteries							KEY:Battle Mystery ~ Oracle				CATEGORY:Special Ability	TYPE:SpecialQuality.OracleMystery																																DEFINE:BattleMysteriesQualify|1																																															DESC:You draw upon the divine mystery of Battle to grant your spells and powers.																																																																																																																																																																																																																																																																																																																																				ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Battle Mystery|PRECLASS:1,Oracle=20																													BONUS:ABILITYPOOL|Battle Mystery Revelation|OracleMysteryLevel																																																																																																																																																																																																										CSKILL:Intimidate|Knowledge (Engineering)|Perception|Ride									SOURCEPAGE:p.45																																																																																																																														SPELLKNOWN:CLASS|Oracle=1|Enlarge Person|PRECLASS:1,Oracle=2	SPELLKNOWN:CLASS|Oracle=2|Fog Cloud|PRECLASS:1,Oracle=4	SPELLKNOWN:CLASS|Oracle=3|Magic Vestment|PRECLASS:1,Oracle=6	SPELLKNOWN:CLASS|Oracle=4|Wall of Fire|PRECLASS:1,Oracle=8	SPELLKNOWN:CLASS|Oracle=5|Righteous Might|PRECLASS:1,Oracle=10	SPELLKNOWN:CLASS|Oracle=6|Bull's Strength (Mass)|PRECLASS:1,Oracle=12	SPELLKNOWN:CLASS|Oracle=7|Control Weather|PRECLASS:1,Oracle=14	SPELLKNOWN:CLASS|Oracle=8|Earthquake|PRECLASS:1,Oracle=16	SPELLKNOWN:CLASS|Oracle=9|Storm of Vengeance|PRECLASS:1,Oracle=18
Bone Mysteries							KEY:Bone Mystery ~ Oracle				CATEGORY:Special Ability	TYPE:SpecialQuality.OracleMystery																																DEFINE:BoneMysteriesQualify|1																																																DESC:You draw upon the divine mystery of Bone to grant your spells and powers.																																																																																																																																																																																																																																																																																																																																				ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Bone Mystery|PRECLASS:1,Oracle=20																													BONUS:ABILITYPOOL|Bone Mystery Revelation|OracleMysteryLevel																																																																																																																																																																																																										CSKILL:Bluff|Disguise|Intimidate|Stealth												SOURCEPAGE:p.46																																																																																																																														SPELLKNOWN:CLASS|Oracle=1|Cause Fear|PRECLASS:1,Oracle=2	SPELLKNOWN:CLASS|Oracle=1|False Life|PRECLASS:1,Oracle=4	SPELLKNOWN:CLASS|Oracle=3|Animate Dead|PRECLASS:1,Oracle=6	SPELLKNOWN:CLASS|Oracle=4|Fear|PRECLASS:1,Oracle=8	SPELLKNOWN:CLASS|Oracle=5|Slay Living|PRECLASS:1,Oracle=10	SPELLKNOWN:CLASS|Oracle=6|Circle of Death|PRECLASS:1,Oracle=12	SPELLKNOWN:CLASS|Oracle=7|Control Undead|PRECLASS:1,Oracle=14	SPELLKNOWN:CLASS|Oracle=8|Horrid Wilting|PRECLASS:1,Oracle=16	SPELLKNOWN:CLASS|Oracle=9|Wail of the Banshee|PRECLASS:1,Oracle=18
Flame Mysteries							KEY:Flame Mystery ~ Oracle				CATEGORY:Special Ability	TYPE:SpecialQuality.OracleMystery																																DEFINE:FlameMysteriesQualify|1																																															DESC:You draw upon the divine mystery of Flame to grant your spells and powers.																																																																																																																																																																																																																																																																																																																																				ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Flame Mystery|PRECLASS:1,Oracle=20																													BONUS:ABILITYPOOL|Flame Mystery Revelation|OracleMysteryLevel																																																																																																																																																																																																										CSKILL:Acrobatics|Climb|Intimidate|TYPE.Perform											SOURCEPAGE:p.47																																																																																																																														SPELLKNOWN:CLASS|Oracle=1|Burning Hands|PRECLASS:1,Oracle=2	SPELLKNOWN:CLASS|Oracle=2|Resist Energy|PRECLASS:1,Oracle=4	SPELLKNOWN:CLASS|Oracle=3|Fireball|PRECLASS:1,Oracle=6	SPELLKNOWN:CLASS|Oracle=4|Wall of Fire|PRECLASS:1,Oracle=8	SPELLKNOWN:CLASS|Oracle=5|Summon Monster V|PRECLASS:1,Oracle=10	SPELLKNOWN:CLASS|Oracle=6|Fire Seeds|PRECLASS:1,Oracle=12	SPELLKNOWN:CLASS|Oracle=7|Fire Storm|PRECLASS:1,Oracle=14	SPELLKNOWN:CLASS|Oracle=8|Incendiary Cloud|PRECLASS:1,Oracle=16	SPELLKNOWN:CLASS|Oracle=9|Fiery Body|PRECLASS:1,Oracle=18
Heavens Mysteries							KEY:Heavens Mystery ~ Oracle				CATEGORY:Special Ability	TYPE:SpecialQuaility.OracleMystery																																DEFINE:HeavensMysteriesQualify|1																																															DESC:You draw upon the divine mystery of the Heavens to grant your spells and powers.																																																																																																																																																																																																																																																																																																																																			ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Heavens Mystery|PRECLASS:1,Oracle=20																													BONUS:ABILITYPOOL|Heavens Mystery Revelation|OracleMysteryLevel																																																																																																																																																																																																										CSKILL:Fly|Knowledge (Arcana)|Perception|Survival										SOURCEPAGE:p.47																																																																																																																														SPELLKNOWN:CLASS|Oracle=1|Color Spray|PRECLASS:1,Oracle=2	SPELLKNOWN:CLASS|Oracle=2|Hypnotic Pattern|PRECLASS:1,Oracle=4	SPELLKNOWN:CLASS|Oracle=3|Daylight|PRECLASS:1,Oracle=6	SPELLKNOWN:CLASS|Oracle=4|Rainbow Pattern|PRECLASS:1,Oracle=8	SPELLKNOWN:CLASS|Oracle=5|Overland Flight|PRECLASS:1,Oracle=10	SPELLKNOWN:CLASS|Oracle=6|Chain Lightning|PRECLASS:1,Oracle=12	SPELLKNOWN:CLASS|Oracle=7|Prismatic Spray|PRECLASS:1,Oracle=14	SPELLKNOWN:CLASS|Oracle=8|Sunburst|PRECLASS:1,Oracle=16	SPELLKNOWN:CLASS|Oracle=9|Meteor Swarm|PRECLASS:1,Oracle=18
Life Mysteries							KEY:Life Mystery ~ Oracle				CATEGORY:Special Ability	TYPE:SpecialQuality.OracleMystery																																DEFINE:LifeMysteriesQualify|1																																																DESC:You draw upon the divine mystery of Life to grant your spells and powers.																																																																																																																																																																																																																																																																																																																																				ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Life Mystery|PRECLASS:1,Oracle=20																													BONUS:ABILITYPOOL|Life Mystery Revelation|OracleMysteryLevel																																																																																																																																																																																																										CSKILL:Handle Animal|Knowledge (Nature)|Survival										SOURCEPAGE:p.48																																																																																																																														SPELLKNOWN:CLASS|Oracle=1|Detect Undead|PRECLASS:1,Oracle=2	SPELLKNOWN:CLASS|Oracle=2|Restoration (Lesser)|PRECLASS:1,Oracle=4	SPELLKNOWN:CLASS|Oracle=3|Neutralize Poison|PRECLASS:1,Oracle=6	SPELLKNOWN:CLASS|Oracle=4|Restoration|PRECLASS:1,Oracle=8	SPELLKNOWN:CLASS|Oracle=5|Breath of Life|PRECLASS:1,Oracle=10	SPELLKNOWN:CLASS|Oracle=6|Heal|PRECLASS:1,Oracle=12	SPELLKNOWN:CLASS|Oracle=7|Restoration (Greater)|PRECLASS:1,Oracle=14	SPELLKNOWN:CLASS|Oracle=1|Cure Critical Wounds (Mass)|PRECLASS:1,Oracle=16	SPELLKNOWN:CLASS|Oracle=9|Heal (Mass)|PRECLASS:1,Oracle=18
Lore Mysteries							KEY:Lore Mystery ~ Oracle				CATEGORY:Special Ability	TYPE:SpecialQuality.OracleMystery																																DEFINE:LoreMysteriesQualify|1																																																DESC:You draw upon the divine mystery of Lore to grant your spells and powers.																																																																																																																																																																																																																																																																																																																																				ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Lore Mystery|PRECLASS:1,Oracle=20																													BONUS:ABILITYPOOL|Lore Mystery Revelation|OracleMysteryLevel																																																																																																																																																																																																										CSKILL:Appraise|TYPE.Knowledge|Spellcraft												SOURCEPAGE:p.49																																																																																																																														SPELLKNOWN:CLASS|Oracle=1|Identify|PRECLASS:1,Oracle=2	SPELLKNOWN:CLASS|Oracle=2|Tongues|PRECLASS:1,Oracle=4	SPELLKNOWN:CLASS|Oracle=3|Locate Object|PRECLASS:1,Oracle=6	SPELLKNOWN:CLASS|Oracle=4|Legend Lore|PRECLASS:1,Oracle=8	SPELLKNOWN:CLASS|Oracle=5|Contact Other Plane|PRECLASS:1,Oracle=10	SPELLKNOWN:CLASS|Oracle=6|Owl's Wisdom (Mass)|PRECLASS:1,Oracle=12	SPELLKNOWN:CLASS|Oracle=7|Vision|PRECLASS:1,Oracle=14	SPELLKNOWN:CLASS|Oracle=8|Moment of Prescience|PRECLASS:1,Oracle=16	SPELLKNOWN:CLASS|Oracle=9|Time Stop|PRECLASS:1,Oracle=18
Nature Mysteries							KEY:Nature Mystery ~ Oracle				CATEGORY:Special Ability	TYPE:SpecialQuality.OracleMystery																																DEFINE:NatureMysteriesQualify|1																																															DESC:You draw upon the divine mystery of Nature to grant your spells and powers.																																																																																																																																																																																																																																																																																																																																				ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Nature Mystery|PRECLASS:1,Oracle=20																													BONUS:ABILITYPOOL|Nature Mystery Revelation|OracleMysteryLevel																																																																																																																																																																																																										CSKILL:Climb|Fly|Knowledge (Nature)|Ride|Survival|Swim									SOURCEPAGE:p.50																																																																																																																														SPELLKNOWN:CLASS|Oracle=1|Charm Animal|PRECLASS:1,Oracle=2	SPELLKNOWN:CLASS|Oracle=2|Barkskin|PRECLASS:1,Oracle=4	SPELLKNOWN:CLASS|Oracle=3|Speak with Plants|PRECLASS:1,Oracle=6	SPELLKNOWN:CLASS|Oracle=4|Grove of Respite|PRECLASS:1,Oracle=8	SPELLKNOWN:CLASS|Oracle=5|Awaken|PRECLASS:1,Oracle=10	SPELLKNOWN:CLASS|Oracle=6|Stone Tell|PRECLASS:1,Oracle=12	SPELLKNOWN:CLASS|Oracle=7|Creeping Doom|PRECLASS:1,Oracle=14	SPELLKNOWN:CLASS|Oracle=8|Animal Shapes|PRECLASS:1,Oracle=16	SPELLKNOWN:CLASS|Oracle=9|World Wave|PRECLASS:1,Oracle=18
Stone Mysteries							KEY:Stone Mystery ~ Oracle				CATEGORY:Special Ability	TYPE:SpecialQuality.OracleMystery																																DEFINE:StoneMysteriesQualify|1																																															DESC:You draw upon the divine mystery of Stone to grant your spells and powers.																																																																																																																																																																																																																																																																																																																																				ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Stone Mystery|PRECLASS:1,Oracle=20																													BONUS:ABILITYPOOL|Stone Mystery Revelation|OracleMysteryLevel																																																																																																																																																																																																										CSKILL:Appraise|Climb|Intimidate|Survival												SOURCEPAGE:p.51																																																																																																																														SPELLKNOWN:CLASS|Oracle=1|Magic Stone|PRECLASS:1,Oracle=2	SPELLKNOWN:CLASS|Oracle=2|Stone Call|PRECLASS:1,Oracle=4	SPELLKNOWN:CLASS|Oracle=3|Meld into Stone|PRECLASS:1,Oracle=6	SPELLKNOWN:CLASS|Oracle=4|Wall of Stone|PRECLASS:1,Oracle=8	SPELLKNOWN:CLASS|Oracle=5|Stoneskin|PRECLASS:1,Oracle=10	SPELLKNOWN:CLASS|Oracle=6|Stone Tell|PRECLASS:1,Oracle=12	SPELLKNOWN:CLASS|Oracle=7|Statue|PRECLASS:1,Oracle=14	SPELLKNOWN:CLASS|Oracle=8|Repel Metal or Stone|PRECLASS:1,Oracle=16	SPELLKNOWN:CLASS|Oracle=9|Clashing Rocks|PRECLASS:1,Oracle=18
Waves Mysteries							KEY:Waves Mystery ~ Oracle				CATEGORY:Special Ability	TYPE:SpecialQuality.OracleMystery																																DEFINE:WavesMysteriesQualify|1																																															DESC:You draw upon the divine mystery of Waves to grant your spells and powers.																																																																																																																																																																																																																																																																																																																																				ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Waves Mystery|PRECLASS:1,Oracle=20																													BONUS:ABILITYPOOL|Waves Mystery Revelation|OracleMysteryLevel																																																																																																																																																																																																										CSKILL:Acrobatics|Escape Artist|Knowledge (Nature)|Swim									SOURCEPAGE:p.52																																																																																																																														SPELLKNOWN:CLASS|Oracle=1|Touch of the Sea|PRECLASS:1,Oracle=2	SPELLKNOWN:CLASS|Oracle=2|Slipstream|PRECLASS:1,Oracle=4	SPELLKNOWN:CLASS|Oracle=3|Water Breathing|PRECLASS:1,Oracle=6	SPELLKNOWN:CLASS|Oracle=4|Wall of Ice|PRECLASS:1,Oracle=8	SPELLKNOWN:CLASS|Oracle=5|Geyser|PRECLASS:1,Oracle=10	SPELLKNOWN:CLASS|Oracle=6|Fluid Form|PRECLASS:1,Oracle=12	SPELLKNOWN:CLASS|Oracle=7|Vortex|PRECLASS:1,Oracle=14	SPELLKNOWN:CLASS|Oracle=8|Seamantle|PRECLASS:1,Oracle=16	SPELLKNOWN:CLASS|Oracle=9|Tsunami|PRECLASS:1,Oracle=18
Wind Mysteries							KEY:Winds Mystery ~ Oracle				CATEGORY:Special Ability	TYPE:SpecialQuality.OracleMystery																																DEFINE:WindMysteriesQualify|1																																																DESC:You draw upon the divine mystery of Wind to grant your spells and powers.																																																																																																																																																																																																																																																																																																																																				ABILITY:Special Ability|AUTOMATIC|Final Revelation ~ Wind Mystery|PRECLASS:1,Oracle=20																													BONUS:ABILITYPOOL|Wind Mystery Revelation|OracleMysteryLevel																																																																																																																																																																																																										CSKILL:Acrobatics|Escape Artist|Fly|Stealth											SOURCEPAGE:p.53																																																																																																																														SPELLKNOWN:CLASS|Oracle=1|Alter Winds|PRECLASS:1,Oracle=2	SPELLKNOWN:CLASS|Oracle=2|Gust of Wind|PRECLASS:1,Oracle=4	SPELLKNOWN:CLASS|Oracle=3|Cloak of Winds|PRECLASS:1,Oracle=6	SPELLKNOWN:CLASS|Oracle=4|River of Wind|PRECLASS:1,Oracle=8	SPELLKNOWN:CLASS|Oracle=5|Control Winds|PRECLASS:1,Oracle=10	SPELLKNOWN:CLASS|Oracle=6|Sirocco|PRECLASS:1,Oracle=12	SPELLKNOWN:CLASS|Oracle=7|Control Weather|PRECLASS:1,Oracle=14	SPELLKNOWN:CLASS|Oracle=8|Whirlwind|PRECLASS:1,Oracle=16	SPELLKNOWN:CLASS|Oracle=9|Winds of Vengeance|PRECLASS:1,Oracle=18

# Oracle Revelations: Battle
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Battlecry								KEY:Battlecry ~ Battle Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BattleRevelation																													DEFINE:OracleBattlecryBonus|0	DEFINE:OracleBattlecryDuration|0	DEFINE:OracleBattlecryTimes|0																																					DESC:As a standard action, you can unleash an inspiring battlecry.																																																																																																																																																																																																																																																																																																																																																																																																																																															BONUS:VAR|OracleBattlecryBonus|1	BONUS:VAR|OracleBattlecryBonus|1|PRECLASS:1,Oracle=10	BONUS:VAR|OracleBattlecryDuration|CHA	BONUS:VAR|OracleBattlecryTimes|1+classlevel("Oracle")/5																																																																																																																																									SOURCEPAGE:p.45															BENEFIT:As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +%1 morale bonus on attack rolls, skill checks, and saving throws for %2 round(s). You can use this ability %3 time(s) per day.|OracleBattlecryBonus|OracleBattlecryDuration|OracleBattlecryTimes
Battlefield Clarity						KEY:Battlefield Clarity ~ Battle Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BattleRevelation																													DEFINE:OracleBattlefieldClarityTimes|0																																														DESC:%1 time(s) per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse.|OracleBattlefieldClarityTimes																																																																																																																																																																																																																																																																																																																																																																																																			BONUS:VAR|OracleBattlefieldClarityTimes|1	BONUS:VAR|OracleBattlefieldClarityTimes|1|PRECLASS:1,Oracle=7	BONUS:VAR|OracleBattlefieldClarityTimes|1|PRECLASS:1,Oracle=15																																																																																																																																												SOURCEPAGE:p.45
Combat Healer							KEY:Combat Healer ~ Battle Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BattleRevelation																				PRECLASS:1,Oracle=7						DEFINE:OracleCombatHealerTimes|0																																															DESC:You cast cure spells as a swift action by expending two spell slots %1 time(s) a day.|OracleCombatHealerTimes																																																																																																																																																																																																																																																																																																																																																																																																																																							BONUS:VAR|OracleCombatHealerTimes|1+(classlevel("Oracle")-7)/4																																																																																																																																																														SOURCEPAGE:p.45															BENEFIT:You cast cure spells as a swift action by expending two spell slots. This does not increase the level of the spell. You can use this ability %1 time(s) per day.|OracleCombatHealerTimes
Iron Skin								KEY:Iron Skin ~ Battle Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BattleRevelation																				PRECLASS:1,Oracle=11						DEFINE:OracleIronSkinTimes|0																												SPELLS:Soothsayer's Raiment|TIMES=OracleIronSkinTimes|CASTERLEVEL=classlevel("Oracle")|Stoneskin|PRECLASS:1,Oracle=11	DESC:%1 time(s) per day, your skin hardens and takes on the appearance of iron.|OracleIronSkinTimes																																																																																																																																																																																																																																																																																																																																																																																																																																										BONUS:VAR|OracleIronSkinTimes|1|PRECLASS:1,Oracle=15																																																																																																																																																																SOURCEPAGE:p.45
Maneuver Mastery							KEY:Maneuver Mastery ~ Battle Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BattleRevelation																																																																																																																																																																																																																																																																																																																																																																																																																																																																													BONUS:ABILITYPOOL|Oracle Maneuver Mastery|1																																																																																																																																																																																																																															SOURCEPAGE:p.45
Resiliency								KEY:Resiliency ~ Battle Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BattleRevelation																																																																																	DESC:You are not disabled or staggered if you are reduced to 0 hit points.	DESC: You do not lose a hit point when you take a standard action while disabled.|PRECLASS:1,Oracle=11																																																																																																																																																																																																																																																																																																																			ABILITY:FEAT|AUTOMATIC|Diehard|PRECLASS:1,Oracle=7																																																																																																																																																																																																																																																																									SOURCEPAGE:p.45
Skill at Arms							KEY:Skill at Arms ~ Battle Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BattleRevelation																																																																																	DESC:You gain proficiency in all martial weapons and heavy armor.																																																																																																																																																																																																																																																																																																									AUTO:ARMORPROF|ARMORTYPE=Heavy																			AUTO:WEAPONPROF|TYPE.Martial																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.45
Surprising Charge							KEY:Surprising Charge ~ Battle Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BattleRevelation																													DEFINE:OracleSurprisingChargeTimes|0																																														DESC:%1 time(s) per day, you can move up to your speed as an immediate action.|OracleSurprisingChargeTimes																																																																																																																																																																																																																																																																																																																																																																																																																																									BONUS:VAR|OracleSurprisingChargeTimes|1	BONUS:VAR|OracleSurprisingChargeTimes|1|PRECLASS:1,Oracle=7	BONUS:VAR|OracleSurprisingChargeTimes|1|PRECLASS:1,Oracle=15																																																																																																																																													SOURCEPAGE:p.46
War Sight								KEY:War Sight ~ Battle Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BattleRevelation																																																																																	DESC:You roll twice for initiative and take either result.|!PRECLASS:1,Oracle=15	DESC:You can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result. (you act in the normal order in following rounds).|PRECLASS:1,Oracle=7	DESC:You roll three times for initiative and take any oneof the results.|PRECLASS:1,Oracle=15																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.46
Weapon Mastery							KEY:Weapon Mastery ~ Battle Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BattleRevelation																																																																																																																																																																																																																																																																																																																																																																																																																																																																													BONUS:ABILITYPOOL|Oracle Weapon Mastery|1	BONUS:ABILITYPOOL|Oracle Weapon Mastery|1|PRECLASS:1,Oracle=8	BONUS:ABILITYPOOL|Oracle Weapon Mastery|1|PRECLASS:1,Oracle=12																																																																																																																																																																																																										SOURCEPAGE:p.46
# TODO: Need to work out the Weapon Focus/Improved Critical/Greater Weapon Focus issue.
Final Revelation							KEY:Final Revelation ~ Battle Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.FinalBattleRevelation																																																																																			DESC:You have become an avatar of battle. You can take a full-attack action and move, before or after your attack, up to your speed as a full-round action. Whenever you score a critical hit, you can ignore any DR the target might possess. You gain a +4 insight bonus to your AC for the purpose of confirming critical hits against you. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																							SOURCEPAGE:p.46

## Battle Mystery Weapon Mastery Abilities
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Maneuver Mastery (Bull Rush)					KEY:Bull Rush ~ Maneuver Mastery			CATEGORY:Special Ability	TYPE:SpecialAttack.OracleManeuverMastery																																																																																			DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus																																																																																																																																																																																																																																																																																																									AUTO:FEAT|Improved Bull Rush|PRECLASS:1,Oracle=7	AUTO:FEAT|Greater Bull Rush|PRECLASS:1,Oracle=11																																																																																																																BONUS:VAR|CMB_BullRush|classlevel("Oracle")-BAB																																																																																																																																																																	SOURCEPAGE:p.45
Maneuver Mastery (Dirty Trick)				KEY:Dirty Trick ~ Maneuver Mastery			CATEGORY:Special Ability	TYPE:SpecialAttack.OracleManeuverMastery																																																																																			DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus																																																																																																																																																																																																																																																																																																									AUTO:FEAT|Improved Dirty Trick|PRECLASS:1,Oracle=7	AUTO:FEAT|Greater Dirty Tricks|PRECLASS:1,Oracle=11																																																																																																																BONUS:VAR|CMB_DirtyTricks|classlevel("Oracle")-BAB																																																																																																																																																																SOURCEPAGE:p.45
Maneuver Mastery (Disarm)					KEY:Disarm ~ Maneuver Mastery				CATEGORY:Special Ability	TYPE:SpecialAttack.OracleManeuverMastery																																																																																			DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus																																																																																																																																																																																																																																																																																																									AUTO:FEAT|Improved Disarm|PRECLASS:1,Oracle=7	AUTO:FEAT|Greater Disarm|PRECLASS:1,Oracle=11																																																																																																																		BONUS:VAR|CMB_Disarm|classlevel("Oracle")-BAB																																																																																																																																																																	SOURCEPAGE:p.45
Maneuver Mastery (Drag)						KEY:Drag ~ Maneuver Mastery				CATEGORY:Special Ability	TYPE:SpecialAttack.OracleManeuverMastery																																																																																			DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus																																																																																																																																																																																																																																																																																																									AUTO:FEAT|Improved Drag|PRECLASS:1,Oracle=7	AUTO:FEAT|Greater Drag|PRECLASS:1,Oracle=11																																																																																																																		BONUS:VAR|CMB_Drag|classlevel("Oracle")-BAB																																																																																																																																																																	SOURCEPAGE:p.45
Maneuver Mastery (Grapple)					KEY:Grapple ~ Maneuver Mastery			CATEGORY:Special Ability	TYPE:SpecialAttack.OracleManeuverMastery																																																																																			DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus																																																																																																																																																																																																																																																																																																									AUTO:FEAT|Improved Grapple|PRECLASS:1,Oracle=7	AUTO:FEAT|Greater Grapple|PRECLASS:1,Oracle=11																																																																																																																		BONUS:VAR|CMB_Grapple|classlevel("Oracle")-BAB																																																																																																																																																																	SOURCEPAGE:p.45
Maneuver Mastery (Overrun)					KEY:Overrun ~ Maneuver Mastery			CATEGORY:Special Ability	TYPE:SpecialAttack.OracleManeuverMastery																																																																																			DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus																																																																																																																																																																																																																																																																																																									AUTO:FEAT|Improved Overrun|PRECLASS:1,Oracle=7	AUTO:FEAT|Greater Overrun|PRECLASS:1,Oracle=11																																																																																																																		BONUS:VAR|CMB_Overrun|classlevel("Oracle")-BAB																																																																																																																																																																	SOURCEPAGE:p.45
Maneuver Mastery (Reposition)					KEY:Reposition ~ Maneuver Mastery			CATEGORY:Special Ability	TYPE:SpecialAttack.OracleManeuverMastery																																																																																			DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus																																																																																																																																																																																																																																																																																																									AUTO:FEAT|Improved Reposition|PRECLASS:1,Oracle=7	AUTO:FEAT|Greater Reposition|PRECLASS:1,Oracle=11																																																																																																																BONUS:VAR|CMB_Reposition|classlevel("Oracle")-BAB																																																																																																																																																																SOURCEPAGE:p.45
Maneuver Mastery (Steal)					KEY:Steal ~ Maneuver Mastery				CATEGORY:Special Ability	TYPE:SpecialAttack.OracleManeuverMastery																																																																																			DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus																																																																																																																																																																																																																																																																																																									AUTO:FEAT|Improved Steal|PRECLASS:1,Oracle=7	AUTO:FEAT|Greater Steal|PRECLASS:1,Oracle=11																																																																																																																		BONUS:VAR|CMB_Steal|classlevel("Oracle")-BAB																																																																																																																																																																	SOURCEPAGE:p.45
Maneuver Mastery (Sunder)					KEY:Sunder ~ Maneuver Mastery				CATEGORY:Special Ability	TYPE:SpecialAttack.OracleManeuverMastery																																																																																			DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus																																																																																																																																																																																																																																																																																																									AUTO:FEAT|Improved Sunder|PRECLASS:1,Oracle=7	AUTO:FEAT|Greater Sunder|PRECLASS:1,Oracle=11																																																																																																																		BONUS:VAR|CMB_Sunder|classlevel("Oracle")-BAB																																																																																																																																																																	SOURCEPAGE:p.45
Maneuver Mastery (Trip)						KEY:Trip ~ Maneuver Mastery				CATEGORY:Special Ability	TYPE:SpecialAttack.OracleManeuverMastery																																																																																			DESC:You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus																																																																																																																																																																																																																																																																																																									AUTO:FEAT|Improved Trip|PRECLASS:1,Oracle=7	AUTO:FEAT|Greater Trip|PRECLASS:1,Oracle=11																																																																																																																		BONUS:VAR|CMB_Trip|classlevel("Oracle")-BAB																																																																																																																																																																	SOURCEPAGE:p.45

## Battle Mystery Weapon Mastery Abilities
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
CATEGORY=FEAT|Weapon Focus.MOD																	TYPE:OracleWeaponMastery
CATEGORY=FEAT|Improved Critical.MOD																	TYPE:OracleWeaponMastery
CATEGORY=FEAT|Greater Weapon Focus.MOD																TYPE:OracleWeaponMastery

# Soothsayer Raiment Revelations: Battle
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Battlecry								KEY:Battlecry ~ Soothsayer Revelation		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.SoothsayerRevelation																												DEFINE:OracleBattlecryBonus|0	DEFINE:OracleBattlecryDuration|0	DEFINE:OracleBattlecryTimes|0																																					DESC:As a standard action, you can unleash an inspiring battlecry.																																																																																																																																																																																																																																																																																																																																																																																																																																															BONUS:VAR|OracleBattlecryBonus|1	BONUS:VAR|OracleBattlecryBonus|1|PRECLASS:1,Oracle=10	BONUS:VAR|OracleBattlecryDuration|CHA	BONUS:VAR|OracleBattlecryTimes|1+classlevel("Oracle")/5																																																																																																																																									SOURCEPAGE:p.45															BENEFIT:As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +%1 morale bonus on attack rolls, skill checks, and saving throws for %2 round(s). You can use this ability %3 time(s) per day.|OracleBattlecryBonus|OracleBattlecryDuration|OracleBattlecryTimes
Battlefield Clarity						KEY:Battlefield Clarity ~ Soothsayer Revelation	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.SoothsayerRevelation																												DEFINE:OracleBattlefieldClarityTimes|0																																														DESC:%1 time(s) per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse.|OracleBattfieldClarityTimes																																																																																																																																																																																																																																																																																																																																																																																																			BONUS:VAR|OracleBattlefieldClarityTimes|1	BONUS:VAR|OracleBattlefieldClarityTimes|1|PRECLASS:1,Oracle=7	BONUS:VAR|OracleBattlefieldClarityTimes|1|PRECLASS:1,Oracle=15																																																																																																																																												SOURCEPAGE:p.45

# Oracle Revelations: Bone
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Armor of Bones							KEY:Armor of Bones ~ Bone Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BoneRevelation																														DEFINE:OracleArmorofBonesBonus|0	DEFINE:OracleArmorofBonesDuration|0																																									DESC:You can conjure armor made of bones																																																																																																																																																																																																																																																																																																																																																																																																																																																				BONUS:VAR|OraclerArmorofBonesBonus|4+((classlevel("Oracle")-3)/4)*2	BONUS:VAR|OracleArmorofBonesDuration|classlevel("Oracle")																																																																																																																																																			SOURCEPAGE:p.46															BENEFIT:You can conjure armor made of bones that grants you a +%1 armor bonus.|OracleArmorofBonesBonus	BENEFIT:This armor also grants you DR 5/bludgeoning.|PRECLASS:1,Oracle=13	BENEFIT:This armor lasts forfor %2 hour(s) per day and does not need to be consecutive.|OracleArmorofBoneDuration
Bleeding Wounds							KEY:Bleeding Wounds ~ Bone Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BoneRevelation																														DEFINE:OracleBleedingWoundsPoints|0																																															DESC:Whenever a creature takes damage from one of your spells or effects that causes negative energy damage, it begns to bleed.																																																																																																																																																																																																																																																																																																																																																																																																																																					BONUS:VAR|OracleBleedingWoundsPoints|1+classlevel("Oracle")/5																																																																																																																																																														SOURCEPAGE:p.46															BENEFIT:Whenever a creature takes damage from one of your spells or effects that causes negative energy damage, it taks %1 point(s) of bleeding damage each round.|OracleBleedingWoundsPoints
Death's Touch							KEY:Death's Touch ~ Bone Mystery			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.BoneRevelation																														DEFINE:OracleDeathTouchDamageBonus|0	DEFINE:OracleDeathTouchTimes|0																																								DESC:You can cause terrible wounds to appear on a creature with a melee touch attack.																																																																																																																																																																																																																																																																																																																																																																																																																																												BONUS:VAR|OracleDeathTouchDamageBonus|classlevel("Oracle")	BONUS:VAR|OracleDeathTouchTimes|3+CHA																																																																																																																																																								SOURCEPAGE:p.46															BENEFIT:You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6+%1 points of negative energy damage. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a %2 times per day.|OracleDeathTouchDamageBonus|OracleDeathTouchTimes
Near Death								KEY:Near Death ~ Bone Mystery				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BoneRevelation																														DEFINE:OracleNearDeathSaveBonus|0																																															DESC:You gain a +%1 insight bonus on saves against diseases, mind-affecting effects, and poisons.|OracleNearDeathSaveBonus|!PRECLASS:1,Oracle=7	DESC:You gain a +%1 insight bonus on saves against diseases, mind-affecting effects, poisons, death effects, sleep effects, and stunning.|OracleNearDeathSaveBonus|PRECLASS:1,Oracle=7																																																																																																																																																																																																																																																																																																																																																																																																				BONUS:VAR|OracleNearDeathSaveBonus|2	BONUS:VAR|OracleNearDeathSaveBonus|2|PRECLASS:1,Oracle=11																																																																																																																																																								SOURCEPAGE:p.46
Raise Dead								KEY:Raise Dead ~ Bone Mystery				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BoneRevelation																																																																																		DESC:As a standard action, you can summon a single skeleton or zombie to serve you.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.46
Resist Life								KEY:Resist Life ~ Bone Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BoneRevelation																																																																																		DESC:You are treated as an undead creature when you are targeted by positive or negative energy.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.46
Soul Siphon								KEY:Soul Siphon ~ Bone Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BoneRevelation																					PRECLASS:1,Oracle=7																																																										DESC:As a ranged touch attack, you can unleash a ray that causes a target to gain one negative level.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.46
Spirit Walk								KEY:Spirit Walk ~ Bone Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BoneRevelation																					PRECLASS:1,Oracle=11																																																										DESC:As a standard action, you can become incorporeal and invisible.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																							SOURCEPAGE:p.46
Undead Servitude							KEY:Undead Servitude ~ Bone Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BoneRevelation																																																																																		DESC:You can channel negative energy but only to use Command Undead.																																																																																																																																																																																																																																																																																																														AUTO:FEAT|Command Undead																				ABILITY:Special Ability|AUTOMATIC|Channel Energy ~ Bone Mystery|Channel Negative Energy ~ Bone Mystery																																																																																																																																																																																																																																																																SOURCEPAGE:p.46
Voice of the Grave						KEY:Voice of the Grave ~ Bone Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BoneRevelation																														DEFINE:OracleVoiceoftheGraveTimes|0	DEFINE:OracleVoiceoftheGraveDC|0																																									DESC:You can speak with dead, as per the spell, %1 rounds per day. These rounds do not need to be consecutive.|OracleVoiceoftheGraveTimes																																																																																																																																																																																																																																																																																																																																																																																																																																				BONUS:VAR|OracleVoiceoftheGraveTimes|classlevel("Oracle")	BONUS:VAR|OracleVoiceoftheGraveDC|OracleRevelationDC+classlevel("Oracle")/5																																																																																																																																																		SOURCEPAGE:p.46	ASPECT:Ability Benefit|(DC %4;Will negates)
Final Revelation							KEY:Final Revelation ~ Bone Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.FinalBoneRevelation																																																																																			DESC:You have become a master of death.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																												SOURCEPAGE:p.47															BENEFIT:You become a master of death. Once per round, you can cast bleed or stabilize as a free action. If you are brought to below 0 hit points, you automatically stabilize. You can cast animate dead at will without paying a material component cost (although you are still subject to the usual Hit Die control limit). Once per day, you can cast power word kill, but the spell can target a creature with 150 hit points or less.

## Bone Mystery Revelation Abilities
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Channel Energy							KEY:Channel Energy ~ Bone Mystery			CATEGORY:Special Ability	TYPE:Internal								VISIBLE:NO																										DEFINE:ChannelEnergyTimes|0	DEFINE:ChannelEnergyDice|0	DEFINE:ChannelEnergyDC|0	DEFINE:ChannelEnergyLVL|0	DEFINE:ChannelEnergyDieSize|6																																																																																																																																																																																																																																																																																																																																																																																																																																																																																						BONUS:VAR|ChannelEnergyDice|(ChannelEnergyLVL+1)/2	BONUS:VAR|ChannelEnergyDC|10+(ChannelEnergyLVL/2)+CHA	BONUS:VAR|ChannelEnergyTimes|3+CHA																																																																																																																																																	SOURCEPAGE:p.22
Channel Negative Energy						KEY:Channel Negative Energy ~ Bone Mystery	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																							PRECLASS:1,Oracle=1						DEFINE:ChannelNegativeEnergyDC|0																																															DESC:You can channel negative energy for the purposes of commanding undead %1 times/day.|ChannelEnergyTimes																																																																																																																																																																																																																																																																																																																																																																																																																																									BONUS:VAR|ChannelNegativeEnergyDC|ChannelEnergyDC																																																																																																																																																																SOURCEPAGE:p.46	ASPECT:Ability Benefit|(DC %1, %2/day)|ChannelNegativeEnergyDC|ChannelEnergyTimes

# Oracle Revelations: Flame
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Burning Magic							KEY:Burning Magic ~ Flame Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.FlameRevelation																																																																																	DESC:Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creatures turn. The fire lasts for 1d4 rounds, but it can be extinguished.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.47
Cinder Dance							KEY:Cinder Dance ~ Flame Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FlameRevelation																																																																																	DESC:Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat.																																																																																																																																																																																																																																																																																																																							ABILITY:FEAT|VIRTUAL|Nimble Moves|PRECLASS:1,Oracle=5	ABILITY:FEAT|VIRTUAL|Acrobatic Steps|PRECLASS:1,Oracle=10																																																																					BONUS:MOVEADD|TYPE.WALK|10																																																																																																																																																																																						SOURCEPAGE:p.47
Fire Breath								KEY:Fire Breath ~ Flame Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.FlameRevelation																																																																																	DESC:As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals %1d4 points of fire damage. A Reflex save halves this damage. You can use this ability %2 times per day. The save DC is Charisma-based.|classlevel("Oracle")|1+(classlevel("Oracle")/5)																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.47
Fire Storm								KEY:Fire Storm ~ Flame Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.FlameRevelation																				PRECLASS:1,Oracle=11																																																										DESC:As a standard action, you can cause fire to erupt around you. You can create %1 10-foot cubes of fire. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you. Any creature caught in these flames takes %2d6 points of fire damage per oracle level, with a Reflex save resulting in half damage. This fire lasts for a number of round equal to your Charisma modifier. You can use this ability once per day.|classlevel("Oracle")|classlevel("Oracle")																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																												SOURCEPAGE:p.47
Form of Flame							KEY:Form of Flame ~ Flame Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.FlameRevelation																				PRECLASS:1,Oracle=7																																																										DESC:As a standard action, you can assume the form of a Small fire elemental, as elemental body I.|PRECLASSLEVELMAX:1,Oracle=8	DESC:As a standard action, you can assume the form of a Medium fire elemental, as elemental body II.|PREMULT:2,[PRECLASS:1,Oracle=9],[PRECLASSLEVELMAX:1,Oracle=10]	DESC:As a standard action, you can assume the form of a Large fire elemental, as elemental body III.|PREMULT:2,[PRECLASS:1,Oracle=11],[PRECLASSLEVELMAX:1,Oracle=12]	DESC:As a standard action, you can assume the form of a Huge fire elemental, as elemental body IV.PRECLASS:1,Oracle=13	DESC:You can use this ability once per day, but the duration is %1 hours.|classlevel("Oracle")																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.47
Gaze of Flames							KEY:Gaze of Flames ~ Flame Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.FlameRevelation																																																																																	DESC:You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 7th level, you can gaze through any source of flame within 10 feet per oracle level, as if using clairvoyance. You can use this ability for %1 rounds per day, but these rounds do not need to be consecutive.|classlevel("Oracle")																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																							SOURCEPAGE:p.47
Heat Aura								KEY:Heat Aura ~ Flame Mystery				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.FlameRevelation																																																																																	DESC:As a swift action, you can cause waves of heat to radiate from your body. This heat deals %1d4 points of fire damage to all creatures within 10 feet. A Reflex save halves this damage. In addition, your form wavers and blurs, granting you 20%% concealment until your next turn. You can use this ability %2 times per day|max(1,classlevel("Oracle")/2)|1+(classlevel("Oracle")/5)																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.47
Molten Skin								KEY:Molten Skin ~ Flame Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FlameRevelation																													DEFINE:OracleFireResist|0																																																DESC:You gain resist fire %1|OracleFireResist|PRECLASS:1,Oracle=17	DESC:You are immune to fire.|PRECLASS:1,Oracle=17																																																																																																																																																																																																																																																																																																																																																																																																																																						BONUS:VAR|OracleFireResist|5	BONUS:VAR|OracleFireResist|5|PRECLASS:1,Oracle=5	BONUS:VAR|OracleFireResist|10|PRECLASS:1,Oracle=11																																																																																																																																																		SOURCEPAGE:p.47
Touch of Flame							KEY:Touch of Flame ~ Flame Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.FlameRevelation																																																																																	DESC:As a standard action, you can perform a melee touch attack that deals 1d6+%1 points of fire damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier.|classlevel("Oracle")/2	DESC:Any weapon that you wield is treated as a flaming weapon.|PRECLASS:1,Oracle=11																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.47
Wings of Fire							KEY:Wings of Fire ~ Flame Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.FlameRevelation																				PRECLASS:1,Oracle=7																																																										DESC:As a swift action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet with average maneuverability. You can use these wings for %1 minutes per day. This duration does not need to be consecutive, but it must be spent in 1 minute increments.|classlevel("Oracle")																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.47
Final Revelation							KEY:Final Revelation ~ Flame Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.FinalFlameRevelation																																																																																			DESC:You become a master of fire. You can apply any one of the following feats to any fire spell you cast without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. You do not need to possess these feats to use this ability.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.47

# Oracle Revelations: Heavens
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Awesome Display							KEY:Awesome Display ~ Heavens Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.HeavensRevelation																																																																																	DESC:Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																SOURCEPAGE:p.48
Coat of Many Stars						KEY:Coat of Many Stars ~ Heavens Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.HeavensRevelation																													DEFINE:OracleCoatofManyStarsACBonus|0	DEFINE:OracleCoatofManyStarsDuration|0																																							DESC:You conjure a coat of starry radiance that grants you a +%1 armor bonus. At 13th level, this armor grants you DR 5/slashing. You can use this coat for %2 hour(s) per day. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.|OracleCoatofManyStarsACBonus|OracleCoatofManyStarsDuration																																																																																																																																																																																																																																																																																																																																																																																																				BONUS:VAR|OracleCoatofManyStarsACBonus|(2*(classlevel("Oracle")-3)/4)+4	BONUS:VAR|OracleCoatofManyStarsDuration|classlevel("Oracle")																																																																																																																																																		SOURCEPAGE:p.48
Dweller in Darkness						KEY:Dweller in Darkness ~ Heavens Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Spelllike.HeavensRevelation																					PRECLASS:1,Oracle=11																																																										DESC:Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird. You must be at least 11th level to choose this revelation.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.48
Guiding Star							KEY:Guiding Star ~ Heavens Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.HeavensRevelation																																																																																	DESC:Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still spell feat without increasing the spellUs casting time or level.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.48
Interstellar Void							KEY:Interstellar Void ~ Heavens Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.HeavensRevelation																													DEFINE:OracleInterstellarVoidDamageDice|0	DEFINE:OracleInterstellarVoidTimes|0																																							DESC:You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes %1d6 points of cold damage. A successful Fortitude save (DC %2) halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. You can use this ability %3 time(s) per day.|OracleInterstellarVoidDamageDice|OracleRevelationDC|OracleInterstellarVoidTimes																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.48
Lure of the Heavens						KEY:Lure of the Heavens ~ Heavens Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.HeavensRevelation																													DEFINE:OracleLureoftheHeavensFlyDuration|0																																													DESC:Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to f ly, as per the spell, for %1 minutes per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments.|OracleLureoftheHeavensFlyDuration																																																																																																																																																																																																																																																																																																																																																																														BONUS:VAR|OracleLureoftheHeavensFlyDuration|classlevel("Oracle")																																																																																																																																																														SOURCEPAGE:p.48
Mantle of Moonlight						KEY:Mantle of Moonlight ~ Heavens Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.HeavensRevelation																													DEFINE:OracleMantleofMoonlightDuration|0	DEFINE:OracleMantleofMoonlightTimes|0																																							DESC:Your innate understanding of the moon renders you immune to lycanthropy. Additionally, you may disrupt a lycanthropeUs connection to the moon with a successful touch attack. This action automatically forces the lycanthrope into its humanoid form, which it must remain in for %1 round(s).|OracleMantleofMoonlightDuration	DESC:You can use this ability to force others into a rage, as per the spell. Using this ability is a melee touch attack. You can use this ability %1 times per day.|OracleMantleofMoonlightTimes|PRECLASS:1,Oracle=5																																																																																																																																																																																																																																																																																																																																																																BONUS:VAR|OracleMantleofMoonlightDuration|classlevel("Oracle")	BONUS:VAR|OracleMantleofMoonlightTimes|classlevel("Oracle")/5																																																																																																																																																			SOURCEPAGE:p.48
Moonlight Bridge							KEY:Moonlight Bridge ~ Heavens Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.HeavensRevelation																													DEFINE:OracleMoonlightBridgeLength|0	DEFINE:OracleMoonlightBridgeTimes|0																																								DESC:You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for %1 feet. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge %2 times per day. Should the bridge be attacked, treat it as a wall of force.|OracleMoonlightBridgeLength|OracleMoonlightBridgeTimes																																																																																																																																																																																																																																																																																																																																																																															BONUS:VAR|OracleMoonlightBridgeLength|classlevel("Oracle")*10	BONUS:VAR|OracleMoonlightBridgeTimes|CHA																																																																																																																																																							SOURCEPAGE:p.48
Spray of Shooting Stars						KEY:Spray of Shooting Stars ~ Heavens Mystery	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HeavensRevelation																													DEFINE:OracleSprayofShootingStarsDamageDice|0	DEFINE:OracleSprayofShootingStarsTimes|0																																						DESC:As a standard action, you can unleash a ball of energy that explodes in a 5-foot radius burst dealing %1d4 points of fire damage. A successful Reflex save (DC %2) halves this damage. This attack has a range of 60 feet. You can fire %3 explosive ball(s) per day. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.|OracleSprayofShootingStarsDamageDice|OracleRevelationDC|OracleSprayofShootingStarsTimes																																																																																																																																																																																																																																																																																																																																																																									BONUS:VAR|OracleSprayofShootingStarsDamageDice|classlevel("Oracle")	BONUS:VAR|OracleSprayofShootingStarsTimes|classlevel("Oracle")/5+1																																																																																																																																																	SOURCEPAGE:p.48
Star Chart								KEY:Star Chart ~ Heavens Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HeavensRevelation																				PRECLASS:1,Oracle=7																																																										DESC:Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.48
Final Revelation							KEY:Final Revelation ~ Heavens Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.FinalHeavensRevelation																																																																																		DESC:Your rapport with the heavens grants you perfect harmony with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You automatically stabilize if you are below 0 hit points, are immune to fear effects, and automatically confirm all critical hits. Should you die, you are reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell).																																																																																																																																																																																																																																																																										ABILITY:Special Ability|AUTOMATIC|Immunity to Fear																																																																BONUS:CHECKS|ALL|CHA																																																																																																																																																																																																						SOURCEPAGE:p.48

# Oracle Revelations: Life
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Channel								KEY:Channel ~ Life Mystery				CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.LifeRevelation																																																																																		DESC:You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.48
# TODO: This revelation is like the Clerical ability to Channel Positive Energy
Combat Healer							KEY:Combat Healer ~ Life Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LifeRevelation																					PRECLASS:1,Oracle=7						DEFINE:OracleCombatHealerTimes|0																																															DESC:You cast cure spells as a swift action by expending two spell slots %1 time(s) a day.|OracleCombatHealerTimes																																																																																																																																																																																																																																																																																																																																																																																																																																							BONUS:VAR|OracleCombatHealerTimes|1+(classlevel("Oracle")-7)/4																																																																																																																																																														SOURCEPAGE:p.49															BENEFIT:You cast cure spells as a swift action by expending two spell slots. This does not increase the level of the spell. You can use this ability %1 time(s) per day.|OracleCombatHealerTimes
Delay Affliction							KEY:Delay Affliction ~ Life Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LifeRevelation																														DEFINE:OracleDelatAfflictionTimes|0	DEFINE:OracleDelayAfflictionDuration|0																																								DESC:As an immediate action, %1 time(s) per day, whenever you fail a saving throw against a disease or poison, you may ignore its effects for %2 hour(s). At 7th and 15th level, you can use this ability one additional time per day.|OracleDelayAfflictionTimes|OracleDelayAfflictionDuration																																																																																																																																																																																																																																																																																																																																																																																																											BONUS:VAR|OracleDelayAfflictionTimes|1	BONUS:VAR|OracleDelayAfflictionTimes|1|PRECLASS:1,Oracle=7	BONUS:VAR|OracleDelayAfflictionTimes|1|PRECLASS:1,Oracle=15	BONUS:VAR|OracleDelatAfflictionDuration|classlevel("Oracle")																																																																																																																																			SOURCEPAGE:p.49
Energy Body								KEY:Energy Body ~ Life Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LifeRevelation																														DEFINE:OracleEnergyBodyDamageBonus|0	DEFINE:OracleEnergyBodyHealingBonus|0	DEFINE:OracleEnergyBodyDuration|0																																	DESC:As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6+%1 points of positive energy damage. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creatureUs square or the ally passes through your square, it heals 1d6+%2 hit points. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for %3 rounds per day.|OracleEnergyBodyDamageBonus|OracleEnergyBodyHealingBonus|OracleEnergyBodyDuration																																																																																																																																																																																																																																																							BONUS:VAR|OracleEnergyBodyDamageBonus|classlevel("Oracle")	BONUS:VAR|OracleEnergyBodyHealingBonus|classlevel("Oracle")	BONUS:VAR|OracleEnergyBodyDuration|classlevel("Oracle")																																																																																																																																											SOURCEPAGE:p.49
Enhanced Cures							KEY:Enhanced Cures ~ Life Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LifeRevelation																														DEFINE:OracleEnhancedCuresMaxHP|0																																															DESC:Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, casting cure light wounds heals 1d8+%1 hit points instead of the normal 1d8+5 maximum.|OracleEnhancedCuresMaxHP																																																																																																																																																																																																																																																																																																																																																																																																														BONUS:VAR|OracleEnhancedCuresMaxHP|classlevel("Oracle")																																																																																																																																																															SOURCEPAGE:p.49
Healing Hands							KEY:Healing Hands ~ Life Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.LifeRevelation																																																																																	DESC:You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide longterm care for yourself.																																																																																																																																																																																																																																																																																																																																																																			BONUS:SKILL|Heal|4																																																																																																																																																																																		SOURCEPAGE:p.49
Life Link								KEY:Life Link ~ Life Mystery				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LifeRevelation																														DEFINE:OracleLifeLinkBonds|0																																																DESC:As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have %1 bond(s) active at a time. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).|OracleLifLinkBonds																																																																																																																																																																																																																																																																																																																																																					BONUS:VAR|OracleLifeLinkBonds|classlevel("Oracle")																																																																																																																																																																SOURCEPAGE:p.49
Lifesense								KEY:Lifesense ~ Life Mystery				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LifeRevelation.Sense																				PRECLASS:1,Oracle=11																																																										DESC:You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																							SOURCEPAGE:p.49
Safe Curing								KEY:Safe Curing ~ Life Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LifeRevelation																																																																																		DESC:Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																												SOURCEPAGE:p.49
Spirit Boost							KEY:Spirit Boost ~ Life Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LifeRevelation																														DEFINE:OracleSpiritBoostDuration|0	DEFINE:OracleSpiritBoostHPMax|0																																									DESC:Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for %1 round(s) as temporary hit points (up to a maximum of %2 temporary hit points).|OracleSpiritBoostDuration|OracleSpiritBoostHPMax																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																											SOURCEPAGE:p.49
Final Revelation							KEY:Final Revelation ~ Life Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.FinalLifeRevelation																																																																																			DESC:you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce you below 1 in any ability score. You automatically make saving throws against massive damage. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																												SOURCEPAGE:p.49

# Oracle Revelations: Lore
# TODO: Working on it.
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Arcane Archivist							KEY:Arcane Archivist ~ Lore Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LoreRevelation																					PRECLASS:1,Oracle=11																																																										DESC:Your experience with lore-filled tomes has granted you the ability to cast arcane spells as if they were on your spell list. Once per day, you can cast a spell from the sorcerer/wizard spell list as if it were on your list of spells known. The spell consumes a spell slot one level higher than the level of the spell. You must have a spellbook containing the spell to cast it in this way, and the spell is erased when you complete the casting.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.49
Automatic Writing							KEY:Automatic Writing ~ Lore Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LoreRevelation																																																																																		DESC:Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.49															BENEFIT:Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90%% effectiveness. At 5th level, the writing takes the form of a divination with 90%% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.
Brain Drain								KEY:Brain Drain ~ Lore Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LoreRevelation																														DEFINE:OracleBrainDrainDamageDice|0	DEFINE:OracleBrainDrainDuration|0	DEFINE:OracleBrainDrainTimes|0																																			DESC:You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save (DC %1) to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking %2d4 points of damage. After successfully attacking with this ability, you may use a fullround action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victimUs skill bonus. The randomly stolen thoughts remain in your mind for a %3 rounds. Treat the knowledge gained as if you used detect thoughts. This is a mind-affecting effect. You can use this ability %4 time(s) per day.|OracleRevelationsDC|OracleBrainDrainDamageDice|OracleBrainDrainDuration|OracleBrainDrainTimes																																																																																																																																																																																																																																																																																																																			BONUS:VAR|OracleBrainDrainDamageDice|classlevel("Oracle")	BONUS:VAR|OracleBrainDrainDuration|CHA	BONUS:VAR|OracleBrainDrainTimes|1+classlevel("Oracle")/5																																																																																																																																														SOURCEPAGE:p.49
Focused Trance							KEY:Focused Trance ~ Lore Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.LoreRevelation																													DEFINE:OracleFocusedTranceSaveBonus|0	DEFINE:OracleFocusedTranceTimes|0																																								DESC:You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a +%1 bonus on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance %2 time(s) per day.|OracleFocusedTranceSaveBonus|OracleFocusedTranceTimes																																																																																																																																																																																																																																																																																																																																																													BONUS:VAR|OracleFocusedTranceSaveBonus|classlevel("Oracle")	BONUS:VAR|OracleFocusedTranceTimes|CHA																																																																																																																																																								SOURCEPAGE:p.50
Lore Keeper								KEY:Lore Keeper ~ Lore Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.LoreRevelation																																																																																	DESC:Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																SOURCEPAGE:p.50
Mental Acuity							KEY:Mental Acuity ~ Lore Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.LoreRevelation																				PRECLASS:1,Oracle=7																																																										DESC:Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all thingsQand you just keep getting smarter. You gain a +1 inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.50
# TODO: Mental Acuity grants +1 INT upon reciept of the revelation and another +1 every three Oracle levels after that. There is currently no way to do this.
Sidestep Secret							KEY:Sidestep Secret ~ Lore Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LoreRevelation																																																																																		DESC:Your innate understanding of the universe has granted you preternatural ref lexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armorUs maximum Dexterity bonus applies to your Charisma instead of your Dexterity.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																						SOURCEPAGE:p.50
# TODO: Implement CHA bonus as replacement of DEX bonus for AC and Reflex Saves.
Spontaneous Symbology						KEY:Spontaneous Symbology ~ Lore Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Spelllike.LoreRevelation																					PRECLASS:1,Oracle=11																																																										DESC:Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You can cast any RsymbolS spell using a spell slot of the appropriate level, even if the spell is not on your list of spellUs known. A symbol spell is any spell with the word RsymbolS in its name.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																															SOURCEPAGE:p.50
Think On It								KEY:Think On It ~ Lore Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.LoreRevelation																																																																																	DESC:Once per day, the oracle of lore can reattempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.50
Whirlwind Lesson							KEY:Whirlwind Lesson ~ Lore Mastery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.LoreRevelation																																																																																	DESC:You can quickly browse through a magical tome or manual, gaining its benefits with only a single 8-hour study session (rather than the usual 48 hours over a period of 6 days). At 7th level, you may allow another character to join in your study; both of you gain the full benefit of having read the book. At 15th level, you may share your whirlwind lesson with a number of characters equal to your oracle level. The benefits to you are permanent, whereas your students gain the tome or manualUs benefits for a number of days equal to your Charisma modifier but then forget what they have learned.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																														SOURCEPAGE:p.49
# TODO: Need to implement Whirlwond effects.
Final Revelation							KEY:Final Revelation ~ Lore Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.FinalLoreRevelation																																																																																			DESC:You gain the ability to take 20 on all Knowledge skill checks. Your understanding of the fundamental underpinnings of reality has also become so advanced that once per day, you can cast wish. This ability does not require a material component, but the wish cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.50
# TODO: Need to implement Final Revelation effects

# Oracle Revelations: Nature
# TODO: Working on it.
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Bonded Mount							KEY:Bonded Mount ~ Nature Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.NatureRevelation																																																																																	DESC:You gain the ability to take 20 on all Knowledge skill checks. Your understanding of the fundamental underpinnings of reality has also become so advanced that once per day, you can cast wish. This ability does not require a material component, but the wish cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.50
Erosion Touch							KEY:Erosion Touch ~ Nature Mystery			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.NatureRevelation																													DEFINE:OracleErosionTouchDamageDice|0	DEFINE:OracleErosionTouchTimes|0																																								DESC:As a melee touch attack, you can deal %1d6 points of damage to objects or constructs. If used against an object in another creatureUs possession, treat this attack as a sunder combat maneuver. You can use this ability %2 time(s) per day.|OracleErosionTouchDamageDice|OracleErosionTouchTimes																																																																																																																																																																																																																																																																																																																																																																																																									BONUS:VAR|OracleErosionTouchDamageDice|classlevel("Oracle")	BONUS:VAR|OracleErosionTouchTimes|1+classlevel("Oracle")/3																																																																																																																																																					SOURCEPAGE:p.50
Friend to the Animals						KEY:Friend to the Animals ~ Nature Mystery	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.NatureRevelation																													DEFINE:OracleFriendtotheAnimalsSaveBonus|0																																													DESC:Add all summon natureUs ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a %1 bonus on all saving throws.|OracleFriendtotheAnimalsSaveBonus																																																																																																																																																																																																																																																																																																																																																																																																																			BONUS:VAR|OracleFriendtotheAnimalsSaveBonus|CHA																																																																																																																																																																	SOURCEPAGE:p.50																																																																																																																														SPELLKNOWN:CLASS|Oracle=1|Summon Nature's Ally I|Oracle=2|Summon Nature's Ally II|Oracle=3|Summon Nature's Ally III|Oracle=4|Summon Nature's Ally IV|Oracle=5|Summon Nature's Ally V|Oracle=6|Summon Nature's Ally VI|Oracle=7|Summon Nature's Ally VII|Oracle=8|Summon Nature's Ally VIII|Oracle=9|Summon Nature's Ally IX
Life Leach								KEY:Life Leach ~ Nature Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.NatureRevelation																				PRECLASS:1,Oracle=7						DEFINE:OracleLifeLeachDamageDice|0	DEFINE:OracleLifeLeachDuration|0	DEFINE:OracleLifeLeachTimes|0																																				DESC:You can draw life force from the bodies of enemies and channel it into yourself.																																																																																																																																																																																																																																																																																																																																																																																																																																												BONUS:VAR|OracleLifeLeachDamageDice|classlevel("Oracle")/2	BONUS:VAR|OracleLifeLeachDuration|CHA	BONUS:VAR|OracleLifeLeachTimes|(classlevel("Oracle")-3)/4																																																																																																																																														SOURCEPAGE:p.50															BENEFIT:As a standard action, you can drain the life essence from one living target within 30 feet. The target takes %1d6 points of damage. You gain temporary hit points equal to the damage you deal. You canUt gain more than the targetUs current hit points + the targetUs Constitution score (which is enough to kill the subject). The temporary hit points last %2 hours. The target receives a Fortitude save (DC %3) to halve the damage (and the temporary hit points you gain). You may use this ability %4 time(s) per day.|OracleLifeLeachDamageDice|OracleRevelationDC|OracleLifeLeachDuration|OracleLifeLeachTimes
Natural Divination						KEY:Natural Divination ~ Nature Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.NatureRevelation																													DEFINE:OracleNaturalDivinationBonus|0	DEFINE:OracleNaturalDivinationTimes|0																																							DESC:You can read the entrails of a freshly killed animal or humanoid to gain a %1 insight bonus on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) %2 time(s) per day.|OracleNaturalDivinationBonus|OracleNaturalDivinationTimes																																																																																																																																																																																																																																																																																																																																				BONUS:VAR|OracleNaturalDivinationBonus|CHA	BONUS:VAR|OracleNaturalDivinationTimes|1+classlevel("Oracle")/4																																																																																																																																																						SOURCEPAGE:p.51
Nature's Whispers							KEY:Wature's Whispers ~ Nature Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.NatureRevelation																																																																																	DESC:You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																						SOURCEPAGE:p.51
# TODO: Need to implement the effects to the AC
Speak with Animals						KEY:Speak with Animals ~ Nature Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.NatureRevelation																																																																																	DESC:Choose a specific kind of animal (eagle, fox, dog, and so on). You gain the ability to converse with that type of animal as if you were under the effects of speak with animal. You gain the ability to communicate with an additional kind of animal for every 3 oracle levels you have attained.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.51
# TODO: Need to implement the selection and display of animal(s) which can be spoken too.
Spirit of Nature							KEY:Spirit of Nature ~ Nature Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.NatureRevelation																																																																																	DESC:When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.51
# TODO: Need to implement the variables to display the appropriate level effects.
Transcendental Bond						KEY:Transcendental Bond ~ Nature Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.NatureRevelation																																																																																	DESC:You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies.																																																																																																																																																																																																																																																																																																																																																																																																																																						BONUS:VAR|OracleTransendentalBondDuration|classlevel("Oracle")	BONUS:VAR|OracleTransendentalBondTimes|CHA																																																																																																																																																						SOURCEPAGE:p.51															BENEFIT:You may communicate with your allies for %1 round(s) per day as if using telepathic bond. You may designate %2 creatures as your ally. Designating a creature is a standard action that requires a touch.|OracleTransendentalBondDuration|OracleTransendentalBondTimes	BENEFIT:You may use this bond to cast a touch spell on a designated ally once per day.|PRECLASS:1,Oracle=10
Undo Artifice							KEY:Undo Artifice ~ Nature Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Spelllike.NatureRevelation																					PRECLASS:1,Oracle=11						DEFINE:OracleUndoArtificeTimes|0																																															DESC:You gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell polymorph any object, working on both magical and nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving (DC %1) throw to negate the effect. Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp in the itemUs value. You may use undo artifice %2 times per day.|OracleRevelationDC|OracleUndoArtificeTimes																																																																																																																																																																																																																																																																																																																																							BONUS:VAR|OracleUndoArtificeTimes|CHA																																																																																																																																																																		SOURCEPAGE:p.51
Final Revelation (Nature)					KEY:Final Revelation ~ Nature Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.FinalNatureRevelation																																																																																			DESC:You have discovered the intrinsic secrets of life itself, granting you incredible control over your own body.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																															SOURCEPAGE:p.51															BENEFIT:Once per day, you can surround yourself with an organic cocoon as a full-round action. While enclosed in the cocoon, you are considered helpless. Eight hours later, you emerge having changed your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate (see the Pathfinder RPG Bestiary). This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made.

# Oracle Revelations: Stone
# TODO: Working on it.
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Acid Skin								KEY:Acid Skin ~ Stone Mystery				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.StoneRevelation																																																																																																																																																																																																																																																																																																																																																																																																																																		ABILITY:Special Ability|AUTOMATIC|Resistance to Acid	ABILITY:Special Ability|AUTOMATIC|Immunity to Acid|PRECLASS:1,Oracle=17																																																																																					BONUS:VAR|AcidResistanceBonus|5	BONUS:VAR|AcidResistanceBonus|5|PRECLASS:1,Oracle=5	BONUS:VAR|AcidResistanceBonus|10|PRECLASS:1,Oracle=11																																																																																																																																																	SOURCEPAGE:p.51
Clobbering Strike							KEY:Clobbering Strike ~ Stone Mystery		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.StoneRevelation																																																																																	DESC:Whenever you score a critical hit against an opponent with a spell that requires an attack roll, you may immediately attempt to trip your opponent as a swift action. You do not provoke an attack of opportunity as normal for this trip attempt. You cannot be tripped in return when using this ability.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																SOURCEPAGE:p.51
Crystal Sight							KEY:Crystal Sight ~ Stone Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.StoneRevelation.Sense																												DEFINE:OracleCrystalSightPenetration|0	DEFINE:OracleCrystalSightDuration|0																																								DESC:You can see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can penetrate %1 feet, or %2 inches of metal. You can use this ability %3 round(s) per day, but these rounds do not need to be consecutive.|OracleCrystalSightPenetration|OracleCrystalSightPenetration|OracleCrystalSightDuration																																																																																																																																																																																																																																																																																																																																																																																																				BONUS:VAR|OracleCrystalSightPenetration|classlevel("Oracle")	BONUS:VAR|OracleCrystalSightDuration|classlevel("Oracle")																																																																																																																																																				SOURCEPAGE:p.52
Earth Glide								KEY:Earth Glide ~ Stone Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.StoneRevelation																				PRECLASS:1,Oracle=7						DEFINE:OracleEarthGlideDuration|0																																															DESC:You can pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. You glide at your base land speed. While gliding, you breathe stone as if it were air (you do not need to hold your breath). Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or sign of your presence. A move earth spell cast on an area where you are flings you back 30 feet, stunning you for 1 round unless you succeed on a DC 15 Fortitude save. Activating this ability is a free action. You can glide for %1 minute per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation. You can bring other creatures with you when you glide, but each passenger costs an additional minute per minute of travel.|OracleEarthGlideDuration																																																																																																																																																																																																																																																																																										BONUS:VAR|OracleEarthGlideDuration|classlevel("Oracle")																																																																																																																																																															SOURCEPAGE:p.52
Mighty Pebble							KEY:Mighty Pebble ~ Stone Mystery			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.StoneRevelation																																																																																		DESC:As a standard action, you can charge and throw a pebble (or other stone of similar size) that detonates when it strikes a target as a ranged attack. The pebble has a range increment of 20 feet and has a +%1 enhancement bonus to attack and damage. Any creature struck by the pebble takes %2d6 points of bludgeoning damage. Creatures in squares adjacent to the target take half damage, or no damage if they make a Reflex saving throw (DC %3). If the attack roll misses, treat the pebble as a thrown splash weapon to determine where it lands. You can use this ability %4 time(s) per day.|OracleMightyPebbleBonus|OracleMightyPebbleDamageDice|OracleRevelationDC|OracleMightyPebbleTimes																																																																																																																																																																																																																																																																																																																																								BONUS:VAR|OracleMightyPebbleBonus|classlevel("Oracle")	BONUS:VAR|OracleMightyPebbleDamageDice|max(1,classlevel("Oracle")/2)	BONUS:VAR|OracleMightyPebbleTimes|1+classlevel("Oracle")/5																																																																																																																																									SOURCEPAGE:p.52
Rock Throwing							KEY:Rock Throwing ~ Stone Mystery			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.StoneRevelation																																																																																	DESC:You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your own size. The range increment for a rock is 20 feet, and you can hurl it up to 5 range increments. Damage for a hurled rock is 2d4 for a Medium creature or 2d3 for a Small creature, plus 1-1/2 your Strength bonus.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																				SOURCEPAGE:p.52
# TODO: Implement Rock Throwing bonuses.
Shard Explosion							KEY:Shard Explosion ~ Stone Mystery			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.StoneRevelation																														DEFINE:OracleShardExplosionDamageDice|0	DEFINE:OracleShardExplosionTimes|0																																								DESC:As a swift action, you can cause jagged pieces of stone to explode outward from your body.																																																																																																																																																																																																																																																																																																																																																																																																																																											BONUS:VAR|OracleShardExplosionDamageDice|min(1,classlevel("Oracle")/2)	BONUS:VAR|OracleShardExplosionTimes|1+classlevel("Oracle")/5																																																																																																																																																		SOURCEPAGE:p.52															BENEFIT:As a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards deal %1d6 points of piercing damage to all creatures within a 10-foot burst. A Reflex save (DC %2) halves this damage. In addition, the broken shards make the area difficult terrain until your next turn. You can use this ability %3 Time(s) per day.|OracleShardExplosionDamageDice|OracleRevelationDC|OracleShardExplosionTimes
Steelbreaker Skin							KEY:Steelbreaker Skin ~ Stone Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.StoneRevelation																													DEFINE:OracleSteelbreakerSkinDamage|0	DEFINE:OracleSteelbreakerSkinDuration|0																																							DESC:As a standard action, you can harden your flesh so that weapons that strike you are damaged or destroyed. Anytime a melee or ranged weapon strikes you, the weapon takes %1 damage. This ability does not prevent the weapon from harming you unless the damage destroys the weapon attacking you. You can use this ability once per day, but the duration is %2 minute. At 15th level, the damage from this ability ignores up to 10 points of hardness.|OracleSteelbreakerSkinDamage|OracleSteelbreakerSkinDuration																																																																																																																																																																																																																																																																																																																																																																						BONUS:VAR|OracleSteelbreakerSkinDamage|classlevel("Oracle")	BONUS:VAR|OracleSteelbreakerSkinDuration|classlevel("Oracle")																																																																																																																																																				SOURCEPAGE:p.52
Stone Stability							KEY:Stone Stability ~ Stone Mystery			CATEGORY:Special Ability	TYPE:SpecialQuaility.Extraordinary.StoneRevelation																																																																																	DESC:You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. At 5th level, you gain Improved Trip as a bonus feat. At 10th level, you gain Greater Trip as a bonus feat. You do not need to meet the prerequisites to gain these feats.																																																																																																																																																																																																																																																																																															ABILITY:FEAT|VIRTUAL|Improved Trip|PRECLASS:1,ORacle=5	ABILITY:FEAT|VIRTUAL|Greater Trip|PRECLASS:1,Oracle=10																																																																																						BONUS:VAR|CMD_BullRush,CMD_Trip|4																																																																																																																																																																			SOURCEPAGE:p.52
Touch of Acid							KEY:Touch of Acid ~ Stone Mystery			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.StoneRevelation																														DEFINE:OracleTouchofAcidDamageBonus|0	DEFINE:OracleTouchofAcidTimes|0																																								DESC:As a standard action, you can perform a melee touch attack that deals 1d6+%1 points of acid damage. You can use this ability %2 times per day. At 11th level, any weapon that you wield deals +1d6 points of acid damage, similar to how a flaming weapon operates.|OracleTouchofAcidDamageBonus|OracleTouchofAcidTimes																																																																																																																																																																																																																																																																																																																																																																																																						BONUS:VAR|OracleTouchofAcidDamageBonus|classlevel("Oracle")/2	BONUS:VAR|OracleTouchofAcidTimes|3+CHA																																																																																																																																																							SOURCEPAGE:p.52
Final Revelation (Stone)					KEY:Final Revelation ~ Stone Mystery		CATEGORY:Special Ability	TYPE:SpecialAttack.FinalStoneRevelation																																																																																			DESC:You become a master of acid and earth.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																											SOURCEPAGE:p.52															BENEFIT:You become a master of acid and earth. You can apply any one of the following feats to any acid or earth spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.

# Oracle Revelations: Waves
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Blizzard								KEY:Blizzard ~ Waves Mystery				CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.WavesRevelation																					PRECLASS:1,Oracle=11						DEFINE:OracleBlizzardAreaofEffect|0	DEFINE:OracleBlizzardDamageDice|0	DEFINE:OracleBlizzardDuration|0																																			DESC:As a standard action, you can create a blizzard of snow and ice. You can create %1 10-foot-cube(s) of storm. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you. Any creature caught in the blizzard takes %2d4 points of cold damage (Reflex; DC %3; half damage). The storm lasts for %4 rounds; the ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. You can use this ability once per day.|OracleBlizzardAreaofEffect|OracleBlizzardDamageDice|OracleRevelationDC|OracleBlizzardDuration																																																																																																																																																																																																																																																																																																																																					BONUS:VAR|OracleBlizzardAreaofEffect|classlevel("Oracle")	BONUS:VAR|OracleBlizzardDamageDice|classlevel("Oracle")	BONUS:VAR|OracleBlizzardDuration|CHA																																																																																																																																														SOURCEPAGE:p.52
Fluid Nature							KEY:Fluid Nature ~ Waves Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.WavesRevelation																																																																																	DESC:You receive a bonus to your Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts. A creature trying to confirm a critical hit against you has a P4 penalty on its confirmation roll.																																																																																																																																																																																																																																																																																																													ABILITY:FEAT|VIRTUAL|Dodge|PRECLASS:1,Oracle=5																																																																																																		BONUS:VAR|CMD_BullRush,CMD_Drag,CMD_Grapple,CMD_Reposition,CMD_Trip|4																																																																																																																																																													SOURCEPAGE:p.52
Fluid Travel							KEY:Fluid Travel ~ Waves Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WavesRevelation																													DEFINE:OracleFluidTravelDuration|0																																															DESC:You can walk on liquid as if it were a solid surface. Walking on the liquid does not harm you; you can walk on acid or even lava (as if walking on a solid temporary crust), though you would still take fire damage from being near the lava. You can move across this surface at your normal land speed. At 7th level, while this ability is in effect, you can instead go underwater, gaining a swim speed of 60 feet and the ability to breathe water. You can use this ability for %1 hour(s) per day. This duration does not need to be consecutive, but it must be spent in 1-hour increments.|OracleFluidTravelDuration																																																																																																																																																																																																																																																																																																																																																				BONUS:VAR|OracleFluidTravelDuration|classlevel("Oracle")																																																																																																																																																															SOURCEPAGE:p.53
Freezing Spell							KEY:Freezing Spell ~ Waves Mystery			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.WavesRevelation																																																																																		DESC:Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the duration increases to 1d4 rounds.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.53
Ice Armor								KEY:Ice Armor ~ Waves Mystery				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WavesRevelation																													DEFINE:OracleIceArmorACBonus|0	DEFINE:OracleIceArmorDuration|0																																									DESC:You can conjure armor of ice that grants you a +%1 armor bonus. At 13th level, this armor grants you DR 5/piercing. In cold conditions, the armor bonus (and DR bonus) increases by 2; in very hot conditions it decreases by 2. You can use this armor for %2 hour(s) per day. This duration does not need to be consecutive, but it must be spent in 1-hour increments.|OracleIceArmorACBonus|OracleIceArmorDuration																																																																																																																																																																																																																																																																																																																																																																																						BONUS:VAR|OracleIceArmorACBonus|(2*(classlevel("Oracle")-3)/4)+4	BONUS:VAR|OracleIceArmorDuration|classlevel("Oracle")																																																																																																																																																					SOURCEPAGE:p.53
Icy Skin								KEY:Icy Skin ~ Waves Mystery				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.WavesRevelation																																																																																																																																																																																																																																																																																																																																																																																																																																		ABILITY:Special Ability|AUTOMATIC|Resistance to Cold|!PRECLASS:1,Oracle=17	ABILITY:Special Ability|AUTOMATIC|Immunity to Cold|PRECLASS:1,Oracle=17																																																																																	BONUS:VAR|ColdResistanceBonus|5	BONUS:VAR|ColdResistanceBonus|5|PRECLASS:1,Oracle=5	BONUS:VAR|ColdResistanceBonus|10|PRECLASS:1,Oracle=11																																																																																																																																																	SOURCEPAGE:p.53
Punitive Transformation						KEY:Punitive Transformation ~ Waves Mystery	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.WavesRevelation																					PRECLASS:1,Oracle=7						DEFINE:OraclePunativeTransformationDuration|0	DEFINE:OraclePunativeTransformationTimes|0																																					DESC:You can transform an opponent into a harmless animal as if using baleful polymorph. This transformation lasts %1 round. Transforming another creature causes the first to immediately revert to normal. You may use this ability %2 times per day.|OraclePunativeTransformationDuration|OraclePunativeTransformationTimes																																																																																																																																																																																																																																																																																																																																																																																																					BONUS:VAR|OraclePunativeTransformationDuration|classlevel("Oracle")	BONUS:VAR|OraclePunativeTransformationTimes|3+CHA																																																																																																																																																				SOURCEPAGE:p.53
Water Form								KEY:Water Form ~ Waves Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WavesRevelation																				PRECLASS:1,Oracle=7						DEFINE:OracleWaterFormDuration|0																																															DESC:As a standard action, you can assume the form of a Small water elemental, as elemental body I. At 9th level, you can assume the form of a Medium water elemental, as elemental body II. At 11th level, you can assume the form of a Large water elemental, as elemental body III. At 13th level, you can assume the form of a Huge water elemental, as elemental body IV. You can use this ability once per day, but the duration is %1 hour.|OracleWaterFormDuration																																																																																																																																																																																																																																																																																																																																																																														BONUS:VAR|OracleWaterFormDuration|classlevel("Oracle")																																																																																																																																																															SOURCEPAGE:p.53
Water Sight								KEY:Water Sight ~ Waves Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WavesRevelation.Sense																												DEFINE:OracleWaterSightDuration|0																																															DESC:You can see through fog and mist without penalty as long as there is enough light to allow you to see normal. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scry spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for %1 rounds per day, but these rounds do not need to be consecutive.|OracleWaterSightDuration																																																																																																																																																																																																																																																																																																																																																																																				BONUS:VAR|OracleWaterSightDuration|classlevel("Oracle")																																																																																																																																																															SOURCEPAGE:p.53
Wintry Touch							KEY:Wintry Touch ~ Waves Mystery			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.WavesRevelation																														DEFINE:OracleWintryTouchDamageBonus|0	DEFINE:OracleWintryTouchTimes|0																																								DESC:As a standard action, you can perform a melee touch attack that deals 1d6+%1 points of cold damage. You can use the wintry touch ability %2 times per day. At 11th level, any weapon that you wield is treated as a frost weapon.|OracleWintryTouchDamageBonus|OracleWintryTouchTimes																																																																																																																																																																																																																																																																																																																																																																																																											BONUS:VAR|OracleWintryTouchDamageBonus|classlevel("Oracle")/2	BONUS:VAR|OracleWintryTouchTimes|3+CHA																																																																																																																																																							SOURCEPAGE:p.53
Final Revelation (Waves)					KEY:Final Revelation ~ Waves Mystery		CATEGORY:Special Ability	TYPE:SpecialQuality.FinalWavesRevelation																																																																																			DESC:You become a master of cold and water. You can apply any one of the following feats to any cold or water spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																														SOURCEPAGE:p.53

# Oracle Revelations: Wind
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Air Barrier								KEY:Air Barrier ~ Wind Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Exraordinary.WindRevelation																														DEFINE:OracleAirBarrierACBonus|0	DEFINE:OracleAirBarrierDuration|0																																									DESC:You can create an invisible shell of air that grants you a +%1 armor bonus. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50%% miss chance. You can use this barrier for %2 minutes per day. This duration does not need to be consecutive, but it must be spent in 10-minute increments.|OracleAirBarrierACBonus|OracleAirBarrierDuration																																																																																																																																																																																																																																																																																																																																																																																					BONUS:VAR|OracleAirBarrierACBonus|(2*(classlevel("Oracle")-3)/4)+4	BONUS:VAR|OracleAirBarrierDuration|classlevel("Oracle")*10																																																																																																																																																			SOURCEPAGE:p.53
Gaseous Form							KEY:Gaseous Form ~ Wind Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WindRevelation																					PRECLASS:1,Oracle=7						DEFINE:OracleGaseousFormDuration|0																																															DESC:As a standard action, you can assume gaseous form (as the spell). You can remain gaseous for %1 minute. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You can bring other creatures with you in gaseous form, but each passenger costs an additional minute per minute of travel.|OracleGaseousFormDuration																																																																																																																																																																																																																																																																																																																																																																																																BONUS:VAR|OracleGaseousFormDuration|classlevel("Oracle")																																																																																																																																																															SOURCEPAGE:p.53
Invisibility							KEY:Invisibility ~ Wind Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WindRevelation																					PRECLASS:1,Oracle=3						DEFINE:OracleInvisibilityDuration|0																																															DESC:As a standard action, you can become invisible (as per the invisibility spell). You can remain invisible for %1 minute per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration.|OracleInvisibilityDuration																																																																																																																																																																																																																																																																																																																																																																																	BONUS:VAR|OracleInvisibilityDuration|classlevel("Oracle")																																																																																																																																																															SOURCEPAGE:p.53
Lightning Breath							KEY:Lightning Breath ~ Wind Mystery			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.WindRevelation																														DEFINE:OracleLightningBreathTimes|0	DEFINE:OracleLightningBreathDice|0																																									DESC:As a standard action, you can breathe a 30-foot line of electricity. This line deals %1d4 points of electricity damage. A Reflex save (DC %2) halves this damage. You can use this ability %3 time(s) per day.|OracleLightningBreathDice|OracleRevelationDC|OracleLightningBreathTimes																																																																																																																																																																																																																																																																																																																																																																																																											BONUS:VAR|OracleLightningDice|CL	BONUS:VAR|OracleLightningTimes|1+classlevel("Oracle")/5																																																																																																																																																									SOURCEPAGE:p.53
Spark Skin								KEY:Spark Skin ~ Wind Mystery				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.WindRevelation																																																																																																																																																																																																																																																																																																																																																																																																																																		ABILITY:Special Ability|AUTOMATIC|Resistance to Electricity|!PRECLASS:1,Oracle=17	ABILITY:Special Ability|AUTOMATIC|Immunity to Electricity|PRECLASS:1,Oracle=17																																																																														BONUS:VAR|ElectricityResistanceBonus|5	BONUS:VAR|ElectricityResistanceBonus|5|PRECLASS:1,Oracle=5	BONUS:VAR|ElectricityResistanceBonus|10|PRECLASS:1,Oracle=11																																																																																																																																													SOURCEPAGE:p.54
Thunderburst							KEY:Thunderburst ~ Wind Mastery			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.WindRevelation																					PRECLASS:1,Oracle=7						DEFINE:OracleThunderburstRadius|0	DEFINE:OracleThunderburstDice|0	DEFINE:OracleThunderburstTimes|0																																			DESC:As a standard action, you can create a blast of air accompanied by a loud peal of thunder.																																																																																																																																																																																																																																																																																																																																																																																																																																											BONUS:VAR|OracleThunderburstRadius|((classlevel("Oracle")-7)/4)*5+20	BONUS:VAR|OracleThunderburstDice|classlevel("Oracle")	BONUS:VAR|OracleThunderburstTimes|1+(classlevel("Oracle")-7)/4																																																																																																																																									SOURCEPAGE:p.54															BENEFIT:As a standard action, you can create a blast of air accompanied by a loud peal of thunder. The blast has a range of 100 feet and has a %1-foot radius. Creatures in the area take %2d6 points of bludgeoning damage and are deafened for 1 hour, with a Fortitude save (DC %3) resulting in half damage and no deafness. You can use this ability %4 time(s) per day.|OracleThunderburstRadius|OracleThunderburstDice|OracleRevelationDC|OracleThunderburstTimes
Touch of Electricity						KEY:Touch of Electricity ~ Wind Mystery		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.WindRevelation																														DEFINE:OracleTouchofElectricityDamageBonus|0	DEFINE:OracleTouchofElectricityTimes|0																																						DESC:As a standard action, you can perform a melee touch attack that deals 1d6+%1 points of electricity damage. You can use this ability %2 times per day. At 11th level, any weapon that you wield is treated as a shock weapon.|OracleTouchofElectricityDamageBonus|OracleTouchofElectricityTimes																																																																																																																																																																																																																																																																																																																																																																																																										BONUS:VAR|OracleTouchofElectricityDamageBonus|classlevel("Oracle")/2	BONUS:VAR|OracleTouchofElectricityTimes|3+CHA																																																																																																																																																					SOURCEPAGE:p.54
Vortex Spells							KEY:Wortex Spells ~ Wind Mystery			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.WindRevelation																																																																																		DESC:Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1 round.|!PRECLASS:1,Oracle=11	DESC:Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1d4 rounds.|PRECLASS:1,Oracle=11																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.54
Wind Sight								KEY:Wind Sight ~ Wind Mystery				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.WindRevelation.Sense																												DEFINE:OracleWindSightDuration|0																																															DESC:You ignore penalties on Perception checks based on wind and the first 100 feet of distance. At 7th level, as a standard action, you can see and hear into any area (as if using clairaudience and clairvoyance) within range as long as there is an unobstructed path for air to travel between you and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter). You can use this ability %1 rounds per day, but these rounds do not need to be consecutive.|OracleWindSightDuration																																																																																																																																																																																																																																																																																																																																																												BONUS:VAR|OracleWindSightDuration|classlevel("Oracle")																																																																																																																																																															SOURCEPAGE:p.54
Wings of Air							KEY:Wings of Air ~ Wind Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WindRevelation																					PRECLASS:1,Oracle=7						DEFINE:OracleWingsofAirDuration|0																																															DESC:As a swift action, you can manifest a pair of translucent, cloud-like wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for %1 minute(s) per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments.|OracleWingsofAirDuration|!PRECLASS:1,Oracle=10	DESC:As a swift action, you can manifest a pair of translucent, cloud-like wings that grant you a fly speed of 90 feet with perfect maneuverability. You can use these wings for %1 minute(s) per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments.|OracleWingsofAirDuration|PRECLASS:1,Oracle=10																																																																																																																																																																																																																																																																																																																																										BONUS:VAR|OracleWingsofAirDuration|classlevel("Oracle")																																																																																																																																																															SOURCEPAGE:p.54
Final Revelation (Wind)						KEY:Final Revelation ~ Wind Mystery			CATEGORY:Special Ability	TYPE:SpecialQuality.FinalWindRevelation																																																																																			DESC:You become a master of air and electricity. You can apply any one of the following feats to any air or electricity spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																												SOURCEPAGE:p.54


#
# Summoner Special Abilities by gjorbjond
#
# Ability Name							Unique Key							Category of Ability		Type										Visible		Required Ability									Required AL			Required Class		Var. Min. Value			Define																															Innate Spells																		Description																																																																																																																																																																																																																																																																																																									Multiple?	Choose						Automatically Gained Armor Prof.	Automatically Gained Feat														Automatically Gained Weapon Prof.	Ability																																										Bonus to Ability Pool																										Save checks bonus								Combat bonus			Add to base move			Bonus to skill								Stat bonus		Modify VAR																																																												Add to vision																						Allow Follower			Allowed Companions																																																									Class Skill									Vision							Source Page		Aspects													Description of the Benefits																																																																																																											List of Known Class Spells by Level
Cantrips								KEY:Cantrips ~ Summoner					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.
Summon Monster							KEY:Summon Monster ~ Summoner				CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																	DEFINE:SMLevel|0	DEFINE:SMTimes|0	DEFINE:SMDuration|0																																											DESC:Summon Monster %1 (Sp) ~ (%2 per day) cast as a standard action and the creatures remain for %3 minutes (instead of %3 rounds).  Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned.|SMLevel|SMTimes|SMDuration
Eidolon																CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																DEFINE:EidolonLevel|0																																																	DESC:A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.																																																																																																																																																																																																																																																																																																																												FOLLOWERS:Eidolon|1		COMPANIONLIST:Eidolon|RACETYPE=Eidolon
Life Link																CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																																																				DESC:A close bond is formed with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
Bond Senses																CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																																																				DESC:As a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
Shield Ally																CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																																																				DESC:Whenever a summoner is within his eidolon's reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Maker's Call															CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																																																				DESC:As a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner's caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.
Transposition															CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																																																				DESC:Use maker's call ability to swap locations with eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.
Aspect																CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																DEFINE:MasterLevel|0																																																	DESC:Divert up to 2 points from his eidolon's evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon's evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon's evolutions.																																																																																																																																																																																																																																																																																																					BONUS:ABILITYPOOL|Eidolon Evolution|2
Greater Shield Ally														CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																																																				DESC:Whenever an ally is within an eidolon's reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Life Bond																CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																																																				DESC:Summoner's life becomes linked to his eidolon's. As long as the eidolon has 1 or more hit points, the summoner cannot be killed. Damage in excess of that which would kill the summoner is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner, killing him.  Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage.
Merge Forms																CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																																																				DESC:As a full-round action, a summoner can touch his eidolon and the two can merge forms. This transformation includes all of the summoner's gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).  The summoner can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner's gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon's actions while merged, can perceive through its senses, and can speak through its voice. The summoner can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a swift action. The summoner emerges in a square adjacent to the eidolon if able. If the eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.
Greater Aspect															CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																																																				DESC:Summoner can divert more of his eidolon's evolutions to himself. This ability functions as the aspect ability, but up to 6 evolution points can be taken. Unlike the aspect ability, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the summoner.																																																																																																																																																																																																																																																																																																																																										BONUS:ABILITYPOOL|Eidolon Evolution|4
Twin Eidolon															CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																																																				DESC:Summoner and his eidolon share a true connection. As a standard action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon's evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.
Gate									KEY:Gate ~ Summoner					CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																																																																					DESC:Summoner may cast Summon Monster 9 or Gate with his spell-like abilty.

#Witch Special Abilities
# 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
####Witch
Cantrips								KEY:Cantrips ~ Witch					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.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.65
Witch Weapon Proficiencies													CATEGORY:Special Ability	TYPE:Special								VISIBLE:NO																																																																																																																																																																																																																																																																																																																																																																																																																									AUTO:WEAPONPROF|TYPE.Simple
Familiar								KEY:Witch ~ Familiar					CATEGORY:Special Ability	TYPE: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),Familiar (Centipede (House)),Familiar (Crab (Giant King)),Familiar (Fox),Familiar (Octopus),Familiar (Scorpion (Greensting)),Familiar (Spider (Scarlet))
Witch Concentration Check													CATEGORY:Special Ability	TYPE:SpecialQuality																																																																																						DESC:Concentration check for witch spells: +%1.|CL+INT

###Block: Witch Hexes
# Ability Name				Unique Key						Category of Ability		Type								Var. Min. Value		Define					Innate Spells																			Description																																										Virtual Feat	Bonus to skill					Modify VAR																			Source Page		Description of the Benefits
Blight					KEY:Blight ~ WitchHex				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex																																	DESC:The witch can curse an animal, plant creature, or plot of land, causing it to wither and die.																																																									SOURCEPAGE:p.66	BENEFIT:If used on a creature of the animal or plant type, the creature gains the following curse: Blight Hextype curse; save Will negates; frequency 1/day; effect 1 Con damage. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A witch can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.
Cackle					KEY:Cackle ~ WitchHex				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex																																	DESC:The witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.																															SOURCEPAGE:p.66
Cauldron					KEY:Cauldron ~ WitchHex				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.WitchHex																																DESC:The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.																										VFEAT:Brew Potion	BONUS:SKILL|Craft(alchemy)|4|TYPE=Insight																					SOURCEPAGE:p.66
Charm						KEY:Charm ~ WitchHex				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex						DEFINE:WitchCharmSteps|1																							DESC:The witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.																																			BONUS:VAR|WitchCharmSteps|1|PREVARGTEQ:WitchLVL,8												SOURCEPAGE:p.66	BENEFIT:The hex improves the attitude of the target by %1 step, as if the witch had successfully used the Diplomacy skill.  The effect lasts for %2 rounds. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.   This is a mind-affecting charm effect.|WitchCharmSteps|INT
Coven						KEY:Coven ~ WitchHex				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.WitchHex																																DESC:The witch counts as a hag for the purpose of joining a hag's coven.																																																													SOURCEPAGE:p.66
Disguise					KEY:Disguise ~ WitchHex				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex						DEFINE:WitchDisguiseDuration|0																						DESC:The witch can change her appearance as if using disguise self.																																										BONUS:VAR|WitchDisguiseDuration|WitchLVL														SOURCEPAGE:p.66	BENEFIT:The witch can change her appearance for %1 hours, as if using disguise self.|WitchDisguiseDuration
Evil Eye					KEY:Evil Eye ~ WitchHex				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex						DEFINE:WitchEvilEyePenalty|-2																							DESC:The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.																																						BONUS:VAR|WitchEvilEyePenalty|-2|PREVARGTEQ:WitchLVL,8											SOURCEPAGE:p.66	BENEFIT:The witch can cause doubt in the mind of a foe within 30 feet that you can see. The target takes a %1 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for %2 rounds. A Will save reduces this to just 1 round.|WitchEvilEyePenalty|3+INT
Flight					KEY:Flight ~ WitchHex				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex												SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=1|Feather Fall	SPELLS:Innate|TIMES=1|CASTERLEVEL=1|Levitate|PREVARGTEQ:WitchLVL,3	DESC:The witch grows lighter as she gains power, eventually gaining the ability to fly.																																BONUS:SKILL|Swim|4|TYPE=Racial																						SOURCEPAGE:p.66	BENEFIT:The witch grow lighter as you gain power, eventually gaining the ability to fly. The witch can use feather fall at will and gain a +4 racial bonus on Swim checks.	BENEFIT:The witch may fly, as per the spell, for %1 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.|WitchLVL|PREVARGTEQ:WitchLVL,5
Fortune					KEY:Fortune ~ WitchHex				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex						DEFINE:WitchFortuneRounds|1																							DESC:The witch can grant a creature within 30 feet a bit of good luck.																																										BONUS:VAR|WitchFortuneRounds|1|PREVARGTEQ:WitchLVL,8												SOURCEPAGE:p.66	BENEFIT:The witch can grant a creature within 30 feet a  bit of good luck for %1 round. The target can call upon this good luck once per round,  allowing  him  to reroll any ability check, attack roll, saving throw, or skill check, taking the better result.|WitchFortuneRounds
Healing					KEY:Healing ~ WitchHex				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex																																	DESC:The witch can soothe the wounds of those she touches.																																																																SOURCEPAGE:p.66	BENEFIT:The witch may heal with a touch, this acts as a cure light wounds spell, using the witch's caster level.|PREVARLT:WitchLVL,5	BENEFIT:The witch may heal with a touch, this acts as a cure moderate wounds spell, using the  witch's caster level.|PREVARGTEQ:WitchLVL,5
Misfortune					KEY:Misfortune ~ WitchHex			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex						DEFINE:WitchMisfortuneRounds|1																						DESC:The witch can cause a creature within 30 feet to suffer grave misfortune.																																								BONUS:VAR|WitchMisfortuneRounds|1|PREVARGTEQ:WitchLVL,8	BONUS:VAR|WitchMisfortuneRounds|1|PREVARGTEQ:WitchLVL,16	SOURCEPAGE:p.66	BENEFIT:For %1 rounds, anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.|WitchMisfortuneRounds
Slumber					KEY:Slumber ~ WitchHex				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex																																	DESC:The witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep.																																																							SOURCEPAGE:p.66	BENEFIT:If the creature fails a will save, it falls into a deep, magical sleep for %1 rounds. This hex can affect a creature of  any  HD|WitchLVL
Tongues					KEY:Tongues ~ WitchHex				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex																																	DESC:The witch with this hex can understand any spoken language.																																																															SOURCEPAGE:p.67	BENEFIT:A witch with this hex can understand any spoken language for %1 minutes per day (in 1-minute increments), as per comprehend languages.|WitchLVL|PREVARLT:WitchLVL,5	BENEFIT:A witch with this hex can speak any language for %1 minutes per day (in 1-minute increments), as per tongues.|WitchLVL|PREVARGTEQ:WitchLVL,5
Ward						KEY:Ward ~ WitchHex				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex						DEFINE:WitchWardBonus|2																								DESC:The witch can use this hex to place a protective ward over one creature.																																									BONUS:VAR|WitchWardBonus|1|PREVARGTEQ:WitchLVL,8	BONUS:VAR|WitchWardBonus|1|PREVARGTEQ:WitchLVL,16			SOURCEPAGE:p.67	BENEFIT: The warded creature receives a +%1 deflection bonus to AC and a +%2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.|WitchWardBonus|WitchWardBonus

Major Hex - Agony				KEY:Agony ~ WitchMajorHex			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex		PREVARGTEQ:WitchLVL,10																												DESC:The witch can cause one creature within 60 feet to suffer intense pain.																																																													SOURCEPAGE:p.68	BENEFIT:The target is nauseated for %1 rounds. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect.|WitchLVL
Major Hex - Hag's Eye			KEY:Hags Eye ~ WitchMajorHex			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex		PREVARGTEQ:WitchLVL,10																												DESC:A witch with this hex can create a magic sensor that she can see through.																																																												SOURCEPAGE:p.68	BENEFIT:For %1 minutes per day (spent in 1 minute increments) the witch can create a magic sensor as per the spell arcane eye. If the witch has the coven hex, all other witches  within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it.|WitchLVL
Major Hex - Major Healing		KEY:Major Healing ~ WitchMajorHex		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex		PREVARGTEQ:WitchLVL,10																												DESC:By calling upon eerie powers, the witch's touch can mend even the most terrible wounds of those she touches.																																																							SOURCEPAGE:p.68	BENEFIT:This acts as a cure serious wounds spell, using the witch's caster level.|PREVARLT:WitchLVL,15	BENEFIT:This acts as a cure critical wounds spell, using the witch's caster level.|PREVARGTEQ:WitchLVL,15
Major Hex - Nightmares			KEY:Nightmares ~ WitchMajorHex		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex		PREVARGTEQ:WitchLVL,10																												DESC:Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares.																																																	SOURCEPAGE:p.68	BENEFIT:This hex functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.
Major Hex - Retribution			KEY:Retribution ~ WitchMajorHex		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex		PREVARGTEQ:WitchLVL,10																												DESC:A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee.																																											SOURCEPAGE:p.68	BENEFIT:For %1 rounds, immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. A Will save negates this effect.|INT
Major Hex - Vision			KEY:Vision ~ WitchMajorHex			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex		PREVARGTEQ:WitchLVL,10																												DESC:A witch with the vision hex can grant a glimpse of the future to a creature touched.																																																											SOURCEPAGE:p.68	BENEFIT:Granting a vision takes 1 minute, during which time the witch and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of one possible version of the future, usually no more than 1 year from the time of the vision, subject to GM discretion. Unwilling creatures receive a Will save to negate the vision.
Major Hex - Waxen Image			KEY:Waxen Image ~ WitchMajorHex		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex		PREVARGTEQ:WitchLVL,10																												DESC:The witch can create a crude and unnerving wax duplicate of a creature she can see within 30 feet gaining a small measure of control over the creature.																																															SOURCEPAGE:p.68	BENEFIT:Once the image is complete (taking a full-round action), the subject must make a Will save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the witch's turn and does not impede the creature's actions on its turn. The witch can use the waxen image %1 times before it melts. As a standard action, the witch can cause the subject to do any one of the following things: move up to the creature's speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. The hex is an enchantment (compulsion) effect.|INT
Major Hex - Weather Control		KEY:Weather Control ~ WitchMajorHex		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex		PREVARGTEQ:WitchLVL,10																												DESC:A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with her familiar.																																														SOURCEPAGE:p.68	BENEFIT:A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with her familiar.

Grand Hex - Death Curse			KEY:Death Curse ~ WitchGrandHex		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex		PREVARGTEQ:WitchLVL,18																												DESC:This powerful hex seizes a creature's heart, causing death within just a few moments.																																																										SOURCEPAGE:p.69	BENEFIT:This hex has a range of 30 feet. The hexed creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 + %1 points of damage. Slaying the witch that hexed the creature ends the effect, but any fatigue or exhaustion remains.|WitchLVL
Grand Hex - Eternal Slumber		KEY:Eternal Slumber ~ WitchGrandHex		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex		PREVARGTEQ:WitchLVL,18																												DESC:The witch can touch a creature, causing it to drift off into a permanent slumber.																																																											SOURCEPAGE:p.69	BENEFIT:If the creature fails a Will save, it falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the effect. The witch can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber.
Grand Hex - Forced Reincarnation	KEY:Forced Reincarnation ~ WitchGrandHex	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex		PREVARGTEQ:WitchLVL,18																												DESC:The witch causes a creature within 30 feet to die and be immediately reincarnated into a new body.																																																								SOURCEPAGE:p.69	BENEFIT:If the creature fails a Will save, it is slain and immediately brought back to life with the spell reincarnate.
Grand Hex - Natural Disaster		KEY:Natural Disaster ~ WitchGrandHex	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.WitchHex		PREVARGTEQ:WitchLVL,18																												DESC:A witch using this hex calls down the forces of nature to wreak havoc on an area.																																																											SOURCEPAGE:p.69	BENEFIT:This hex functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). A witch must concentrate for the duration of this effect. If disrupted, the effect immediately ends.


###Block: Witch Patrons
# Ability Name		Unique Key					Category of Ability		Type			List of Known Class Spells by Level
Agility Patron		KEY:Witch Patron ~ Agility		CATEGORY:Special Ability	TYPE:WitchPatron	SPELLKNOWN:CLASS|Witch=1|Jump|PREVARGTEQ:WitchLVL,2	SPELLKNOWN:CLASS|Witch=2|Cat's Grace|PREVARGTEQ:WitchLVL,4	SPELLKNOWN:CLASS|Witch=3|Haste|PREVARGTEQ:WitchLVL,6	SPELLKNOWN:CLASS|Witch=4|Freedom of Movement|PREVARGTEQ:WitchLVL,8	SPELLKNOWN:CLASS|Witch=5|Polymorph|PREVARGTEQ:WitchLVL,10	SPELLKNOWN:CLASS|Witch=6|Cat's Grace (Mass)|PREVARGTEQ:WitchLVL,12	SPELLKNOWN:CLASS|Witch=7|Ethereal Jaunt|PREVARGTEQ:WitchLVL,14	SPELLKNOWN:CLASS|Witch=8|Animal Shapes|PREVARGTEQ:WitchLVL,16	SPELLKNOWN:CLASS|Witch=9|Shapechange|PREVARGTEQ:WitchLVL,18
Animals Patron		KEY:Witch Patron ~ Animals		CATEGORY:Special Ability	TYPE:WitchPatron	SPELLKNOWN:CLASS|Witch=1|Charm Animal|PREVARGTEQ:WitchLVL,2	SPELLKNOWN:CLASS|Witch=2|Speak With Animals|PREVARGTEQ:WitchLVL,4	SPELLKNOWN:CLASS|Witch=3|Dominate Animal|PREVARGTEQ:WitchLVL,6	SPELLKNOWN:CLASS|Witch=4|Summon Nature's Ally IV|PREVARGTEQ:WitchLVL,8	SPELLKNOWN:CLASS|Witch=5|Animal Growth|PREVARGTEQ:WitchLVL,10	SPELLKNOWN:CLASS|Witch=6|Antilife Shell|PREVARGTEQ:WitchLVL,12	SPELLKNOWN:CLASS|Witch=7|Beast Shape IV|PREVARGTEQ:WitchLVL,14	SPELLKNOWN:CLASS|Witch=8|Animal Shapes|PREVARGTEQ:WitchLVL,16	SPELLKNOWN:CLASS|Witch=9|Summon Nature's Ally IX|PREVARGTEQ:WitchLVL,18
Deception Patron		KEY:Witch Patron ~ Deception		CATEGORY:Special Ability	TYPE:WitchPatron	SPELLKNOWN:CLASS|Witch=1|Ventriloquism|PREVARGTEQ:WitchLVL,2	SPELLKNOWN:CLASS|Witch=2|Invisibility|PREVARGTEQ:WitchLVL,4	SPELLKNOWN:CLASS|Witch=3|Blink|PREVARGTEQ:WitchLVL,6	SPELLKNOWN:CLASS|Witch=4|Confusion|PREVARGTEQ:WitchLVL,8	SPELLKNOWN:CLASS|Witch=5|Passwall|PREVARGTEQ:WitchLVL,10	SPELLKNOWN:CLASS|Witch=6|Programmed Image|PREVARGTEQ:WitchLVL,12	SPELLKNOWN:CLASS|Witch=7|Invisibility (Mass)|PREVARGTEQ:WitchLVL,14	SPELLKNOWN:CLASS|Witch=8|Scintillating Pattern|PREVARGTEQ:WitchLVL,16	SPELLKNOWN:CLASS|Witch=9|Time Stop|PREVARGTEQ:WitchLVL,18
Elements Patron		KEY:Witch Patron ~ Elements		CATEGORY:Special Ability	TYPE:WitchPatron	SPELLKNOWN:CLASS|Witch=1|Shocking Grasp|PREVARGTEQ:WitchLVL,2	SPELLKNOWN:CLASS|Witch=2|Flaming Sphere|PREVARGTEQ:WitchLVL,4	SPELLKNOWN:CLASS|Witch=3|Fireball|PREVARGTEQ:WitchLVL,6	SPELLKNOWN:CLASS|Witch=4|Wall of Ice|PREVARGTEQ:WitchLVL,8	SPELLKNOWN:CLASS|Witch=5|Flame Strike|PREVARGTEQ:WitchLVL,10	SPELLKNOWN:CLASS|Witch=6|Freezing Sphere|PREVARGTEQ:WitchLVL,12	SPELLKNOWN:CLASS|Witch=7|Vortex|PREVARGTEQ:WitchLVL,14	SPELLKNOWN:CLASS|Witch=8|Fire Storm|PREVARGTEQ:WitchLVL,16	SPELLKNOWN:CLASS|Witch=9|Meteor Swarm|PREVARGTEQ:WitchLVL,18
Endurance Patron		KEY:Witch Patron ~ Endurance		CATEGORY:Special Ability	TYPE:WitchPatron	SPELLKNOWN:CLASS|Witch=1|Endure Elements|PREVARGTEQ:WitchLVL,2	SPELLKNOWN:CLASS|Witch=2|Bear's Endurance|PREVARGTEQ:WitchLVL,4	SPELLKNOWN:CLASS|Witch=3|Protection From Energy|PREVARGTEQ:WitchLVL,6	SPELLKNOWN:CLASS|Witch=4|Spell Immunity|PREVARGTEQ:WitchLVL,8	SPELLKNOWN:CLASS|Witch=5|Spell Resistance|PREVARGTEQ:WitchLVL,10	SPELLKNOWN:CLASS|Witch=6|Bear's Endurance (Mass)|PREVARGTEQ:WitchLVL,12	SPELLKNOWN:CLASS|Witch=7|Restoration (Greater)|PREVARGTEQ:WitchLVL,14	SPELLKNOWN:CLASS|Witch=8|Iron Body|PREVARGTEQ:WitchLVL,16	SPELLKNOWN:CLASS|Witch=9|Miracle|PREVARGTEQ:WitchLVL,18
Plague Patron		KEY:Witch Patron ~ Plague		CATEGORY:Special Ability	TYPE:WitchPatron	SPELLKNOWN:CLASS|Witch=1|Detect Undead|PREVARGTEQ:WitchLVL,2	SPELLKNOWN:CLASS|Witch=2|Command Undead|PREVARGTEQ:WitchLVL,4	SPELLKNOWN:CLASS|Witch=3|Contagion|PREVARGTEQ:WitchLVL,6	SPELLKNOWN:CLASS|Witch=4|Animate Dead|PREVARGTEQ:WitchLVL,8	SPELLKNOWN:CLASS|Witch=5|Giant Vermin|PREVARGTEQ:WitchLVL,10	SPELLKNOWN:CLASS|Witch=6|Create Undead|PREVARGTEQ:WitchLVL,12	SPELLKNOWN:CLASS|Witch=7|Control Undead|PREVARGTEQ:WitchLVL,14	SPELLKNOWN:CLASS|Witch=8|Create Greater Undead|PREVARGTEQ:WitchLVL,16	SPELLKNOWN:CLASS|Witch=9|Energy Drain|PREVARGTEQ:WitchLVL,18
Shadow Patron		KEY:Witch Patron ~ Shadow		CATEGORY:Special Ability	TYPE:WitchPatron	SPELLKNOWN:CLASS|Witch=1|Silent Image|PREVARGTEQ:WitchLVL,2	SPELLKNOWN:CLASS|Witch=2|Darkness|PREVARGTEQ:WitchLVL,4	SPELLKNOWN:CLASS|Witch=3|Deeper Darkness|PREVARGTEQ:WitchLVL,6	SPELLKNOWN:CLASS|Witch=4|Shadow Conjuration|PREVARGTEQ:WitchLVL,8	SPELLKNOWN:CLASS|Witch=5|Shadow Evocation|PREVARGTEQ:WitchLVL,10	SPELLKNOWN:CLASS|Witch=6|Shadow Walk|PREVARGTEQ:WitchLVL,12	SPELLKNOWN:CLASS|Witch=7|Shadow Conjuration (Greater)|PREVARGTEQ:WitchLVL,14	SPELLKNOWN:CLASS|Witch=8|Shadow Evocation (Greater)|PREVARGTEQ:WitchLVL,16	SPELLKNOWN:CLASS|Witch=9|Shades|PREVARGTEQ:WitchLVL,18
Strength Patron		KEY:Witch Patron ~ Strength		CATEGORY:Special Ability	TYPE:WitchPatron	SPELLKNOWN:CLASS|Witch=1|Divine Favor|PREVARGTEQ:WitchLVL,2	SPELLKNOWN:CLASS|Witch=2|Bull's Strength|PREVARGTEQ:WitchLVL,4	SPELLKNOWN:CLASS|Witch=3|Magic Weapon (Greater)|PREVARGTEQ:WitchLVL,6	SPELLKNOWN:CLASS|Witch=4|Divine Power|PREVARGTEQ:WitchLVL,8	SPELLKNOWN:CLASS|Witch=5|Righteous Might|PREVARGTEQ:WitchLVL,10	SPELLKNOWN:CLASS|Witch=6|Bull's Strength (Mass)|PREVARGTEQ:WitchLVL,12	SPELLKNOWN:CLASS|Witch=7|Giant Form I|PRERGTEQ:WitchLVL,14	SPELLKNOWN:CLASS|Witch=8|Giant Form II|PREVARGTEQ:WitchLVL,16	SPELLKNOWN:CLASS|Witch=9|Shapechange|PREVARGTEQ:WitchLVL,18
Transformation Patron	KEY:Witch Patron ~ Transformation	CATEGORY:Special Ability	TYPE:WitchPatron	SPELLKNOWN:CLASS|Witch=1|Jump|PREVARGTEQ:WitchLVL,2	SPELLKNOWN:CLASS|Witch=2|Bear's Endurance|PREVARGTEQ:WitchLVL,4	SPELLKNOWN:CLASS|Witch=3|Beast Shape I|PREVARGTEQ:WitchLVL,6	SPELLKNOWN:CLASS|Witch=4|Beast Shape II|PREVARGTEQ:WitchLVL,8	SPELLKNOWN:CLASS|Witch=5|Beast Shape III|PREVARGTEQ:WitchLVL,10	SPELLKNOWN:CLASS|Witch=6|Form of The Dragon I|PREVARGTEQ:WitchLVL,12	SPELLKNOWN:CLASS|Witch=7|Form of The Dragon II|PREVARGTEQ:WitchLVL,14	SPELLKNOWN:CLASS|Witch=8|Form of The Dragon III|PREVARGTEQ:WitchLVL,16	SPELLKNOWN:CLASS|Witch=9|Shapechange|PREVARGTEQ:WitchLVL,18
Trickery Patron		KEY:Witch Patron ~ Trickery		CATEGORY:Special Ability	TYPE:WitchPatron	SPELLKNOWN:CLASS|Witch=1|Animate Rope|PREVARGTEQ:WitchLVL,2	SPELLKNOWN:CLASS|Witch=2|Mirror Image|PREVARGTEQ:WitchLVL,4	SPELLKNOWN:CLASS|Witch=3|Major Image|PREVARGTEQ:WitchLVL,6	SPELLKNOWN:CLASS|Witch=4|Phantasmal Killer|PREVARGTEQ:WitchLVL,8	SPELLKNOWN:CLASS|Witch=5|Mirage Arcana|PREVARGTEQ:WitchLVL,10	SPELLKNOWN:CLASS|Witch=6|Mislead|PREVARGTEQ:WitchLVL,12	SPELLKNOWN:CLASS|Witch=7|Reverse Gravity|PREVARGTEQ:WitchLVL,14	SPELLKNOWN:CLASS|Witch=8|Screen|PREVARGTEQ:WitchLVL,16	SPELLKNOWN:CLASS|Witch=9|Time Stop|PREVARGTEQ:WitchLVL,18
Water Patron		KEY:Witch Patron ~ Water		CATEGORY:Special Ability	TYPE:WitchPatron	SPELLKNOWN:CLASS|Witch=1|Bless Water,Curse Water|PREVARGTEQ:WitchLVL,2	SPELLKNOWN:CLASS|Witch=2|Slipstream|PREVARGTEQ:WitchLVL,4	SPELLKNOWN:CLASS|Witch=3|Water Breathing|PREVARGTEQ:WitchLVL,6	SPELLKNOWN:CLASS|Witch=4|Control Water|PREVARGTEQ:WitchLVL,8	SPELLKNOWN:CLASS|Witch=5|Geyser|PREVARGTEQ:WitchLVL,10	SPELLKNOWN:CLASS|Witch=6|Elemental Body III|PREVARGTEQ:WitchLVL,12	SPELLKNOWN:CLASS|Witch=7|Elemental Body IV|PREVARGTEQ:WitchLVL,14	SPELLKNOWN:CLASS|Witch=8|Seamantle|PREVARGTEQ:WitchLVL,16	SPELLKNOWN:CLASS|Witch=9|Tsunami|PREVARGTEQ:WitchLVL,18
Wisdom Patron		KEY:Witch Patron ~ Wisdom		CATEGORY:Special Ability	TYPE:WitchPatron	SPELLKNOWN:CLASS|Witch=1|Shield Of Faith|PREVARGTEQ:WitchLVL,2	SPELLKNOWN:CLASS|Witch=2|Owl's Wisdom|PREVARGTEQ:WitchLVL,4	SPELLKNOWN:CLASS|Witch=3|Magic Vestment|PREVARGTEQ:WitchLVL,6	SPELLKNOWN:CLASS|Witch=4|Globe Of Invulnerability (Lesser)|PREVARGTEQ:WitchLVL,8	SPELLKNOWN:CLASS|Witch=5|Dream|PREVARGTEQ:WitchLVL,10	SPELLKNOWN:CLASS|Witch=6|Globe Of Invulnerability (Greater)|PREVARGTEQ:WitchLVL,12	SPELLKNOWN:CLASS|Witch=7|Spell Turning|PREVARGTEQ:WitchLVL,14	SPELLKNOWN:CLASS|Witch=8|Protection From Spells|PREVARGTEQ:WitchLVL,16	SPELLKNOWN:CLASS|Witch=9|Mage's Disjunction|PREVARGTEQ:WitchLVL,18


###Block: Antipaladin class features
# 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 Good										CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike														DEFINE:DetectGoodLVL|0																												SPELLS:Class|TIMES=ATWILL|CASTERLEVEL=DetectGoodLVL|Detect Good,11+WIS	DESC:At will, you can use Detect Good, as the spell.																																																																								SOURCEPAGE:p.120	BENEFIT:At will, you can use Detect Good, as the spell. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, 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 good in any other object or individual within range.
Smite Good										CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural													DEFINE:SmiteGoodTimes|0	DEFINE:SmiteGoodAttackBonus|0	DEFINE:SmiteGoodDamageBonus|0	DEFINE:SmiteGoodACBonus|0	DEFINE:SmiteGoodLVL|0																					DESC:You can call out to the dark powers to crush the forces of good.																																										BONUS:VAR|SmiteGoodTimes|min((SmiteGoodLVL+2)/3,7)	BONUS:VAR|SmiteGoodAttackBonus,SmiteGoodACBonus|max(CHA,0)	BONUS:VAR|SmiteGoodDamageBonus|SmiteGoodLVL	SOURCEPAGE:p.120	BENEFIT:You can call out to the dark powers to crush the forces of good %1 times per day. As a swift action, you choose one target within sight to smite. If this target is good, you add +%2 to your attack rolls and +%3 on all damage rolls made against the target of your smite. If the target of Smite Good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to +%4. Regardless of the target, Smite Good attacks automatically bypass any DR the creature might possess. In addition, while Smite Good is in effect, you gains a +%5 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not good, the smite is wasted with no effect. The Smite Good effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.|SmiteGoodTimes|SmiteGoodAttackBonus|SmiteGoodDamageBonus|SmiteGoodDamageBonus*2|SmiteGoodACBonus
Touch of Corruption	KEY:Touch of Corruption ~ Antipaladin	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LayOnHands											DEFINE:LayOnHandsTimes|(LayOnHandsLVL/2)+CHA	DEFINE:LayOnHandsDice|LayOnHandsLVL/2	DEFINE:TouchOfCorruptionLVL|0	DEFINE:LayOnHandsLVL|TouchOfCorruptionLVL																																																																																																	SOURCEPAGE:p.120	BENEFIT:You surrounds your hand with a fiendish flame, causing terrible wounds to open on those you touch. You can use this ability %1 times per day. As a touch attack, you can cause %2d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, you can use this power to heal undead creatures, restoring %2d6 hit points. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature.|LayOnHandsTimes|LayOnHandsDice
Unholy Resilience		KEY:Unholy Resilience ~ Antipaladin		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural			VISIBLE:NO									DEFINE:UnholyResilience|max(CHA,0)																																																																																		BONUS:CHECKS|ALL|UnholyResilience																															SOURCEPAGE:p.120
Plague Bringer		KEY:Plague Bringer ~ Antipaladin		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																								DESC:The powers of darkness make you a beacon of corruption and disease. You do not take any damage or from diseases. You can still contract diseases and spread them to others, but You are otherwise immune to their effects.																																											SOURCEPAGE:p.120
Cruelty			KEY:Cruelty ~ Antipaladin			CATEGORY:Special Ability	TYPE:Internal						VISIBLE:NO									DEFINE:Cruelties|0	DEFINE:CrueltyLVL|0																																																																										BONUS:ABILITYPOOL|Cruelty|Cruelties										BONUS:VAR|Cruelties|min(CrueltyLVL/3,4)
Channel Negative Energy	KEY:Channel Negative Energy ~ Antipaladin	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural					SERVESAS:ABILITY=Special Ability|Channel Energy	DEFINE:ChannelEnergyPaladinDice|0	DEFINE:ChannelEnergyPaladinDC|0	DEFINE:ChannelEnergyPaladinLVL|0	DEFINE:ChannelEnergyPaladinDieSize|6	DEFINE:ChannelEnergyPaladinDC|0													DESC:You can unleash a wave of negative energy.																																														BONUS:VAR|ChannelEnergyPaladinDice|(ChannelEnergyPaladinLVL+1)/2	BONUS:VAR|ChannelEnergyPaladinDC|10+(ChannelEnergyPaladinLVL/2)+CHA					SOURCEPAGE:p.121	BENEFIT:You can unleash a wave of negative energy. You must choose to deal %1d%2 points of negative 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. Using this ability consumes two uses of your Touch of Corruption ability.|ChannelEnergyPaladinDice|ChannelEnergyPaladinDieSize|ChannelEnergyPaladinDC
Unholy Champion		KEY:Unholy Champion ~ Antipaladin		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural													DEFINE:UnholyChampionCasterLevel|HolyChampionLVL	DEFINE:UnholyChampionLVL|0																														DESC:You are a conduit for the might of the dark powers.																																									BONUS:DR|Good|5																												SOURCEPAGE:p.123	BENEFIT:You are a conduit for the might of the dark powers. Your DR increases to 10/good. Whenever you use Smite Good and successfully strike a good outsider, the outsider is also subject to a Banishment at caster level %1 (you weapon and unholy 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 negative energy or use touch of corruption to damage a creature, you deal the maximum possible amount.|UnholyChampionCasterLevel

###Block: Antipaladin Aura abilities
# Ability Name	Unique Key					Category of Ability		Type							Description																																																							Damage Reduction	Source Page
Aura of Cowardice	KEY:Aura of Cowardice ~ Antipaladin	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DESC:You radiate a palpably daunting aura that causes all enemies within 10 feet to take a 4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of you. This ability functions only while you remain conscious, not if you are unconscious or dead.						SOURCEPAGE:p.120
Aura of Despair	KEY:Aura of Despair ~ Antipaladin	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DESC:Enemies within 10 feet of you take a 2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice. This ability functions only while you remain conscious, not if you are unconscious or dead.																				SOURCEPAGE:p.121
Aura of Vengeance	KEY:Aura of Vengeance ~ Antipaladin	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DESC:You can expend two uses of your Smite Good ability to grant the ability to smite good to all allies within 10 feet, using your bonuses. Allies must use this Smite Good ability by the start of your next turn, and the bonuses last for 1 minute. Using this ability is a free action. Good creatures gain no benefit from this ability.				SOURCEPAGE:p.121
Aura of Sin		KEY:Aura of Sin ~ Antipaladin		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DESC:Your weapons are treated as evil-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of your is treated as evil-aligned for the purposes of overcoming damage reduction. This ability functions only while you remain conscious, not if you are unconscious or dead.						SOURCEPAGE:p.122
Aura of Depravity	KEY:Aura of Depravity ~ Antipaladin	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DESC:You gain DR 5/good. Each enemy within 10 feet takes a 4 penalty on saving throws against compulsion effects. This ability functions only while you remain conscious, not if you are unconscious or dead.																						DR:5/Good		SOURCEPAGE:p.122

###Block: Antipaladin Fiendish Boon
# Ability Name	Unique Key					Category of Ability		Type						Visible	Define																													Description																				Bonus to Ability Pool			Source Page		Description of the Benefits
Fiendish Boon	KEY:Fiendish Boon ~ Antipaladin	CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO	DEFINE:FiendishBoonLVL|0	DEFINE:FiendishBoonTimes|min((FiendishBoonLVL-1)/4,4)																																						BONUS:ABILITYPOOL|Fiendish Boon|1
Enhance Weapon	KEY:Enhance Weapon ~ Antipaladin	CATEGORY:Special Ability	TYPE:SpecialQuality.FiendishBoon			DEFINE:EnhanceWeaponDuration|FiendishBoonLVL	DEFINE:EnhanceWeaponBonus|min((1+((DivineBondLVL-5)/3)),6)													DESC:Your fiendish boon allows you to enhance your weapon as a standard action by calling upon the aid of a fiendish spirit.							SOURCEPAGE:p.121	BENEFIT:Your fiendish boon allows you to enhance your weapon as a standard action by calling upon the aid of a fiendish spirit for %1 minutea. When called, the spirit causes the weapon to shed unholy 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 they can be used to add any of the following weapon properties: flaming, keen, vicious (+1), anarchic, flaming burst, unholy, wounding (+2), speed (+3), and vorpal (+5). 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 fiendish 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 fiendish spirit is destroyed, you lose the use of this ability for 30 days, or until you gains a level, whichever comes first. During this 30-day period, you take a 1 penalty on attack and weapon damage rolls.|EnhanceWeaponDuration|EnhanceWeaponBonus|FiendishBoonTimes
Fiendish Servant	KEY:Fiendish Servant ~ Antipaladin	CATEGORY:Special Ability	TYPE:SpecialQuality.FiendishBoon			DEFINE:FiendishServantSummonLevel|min((FiendishBoonLVL+1)/2,9)	DEFINE:FiendishServantSpellLevel|FiendishBoonLVL/3	DEFINE:FiendishServantSpellResistance|FiendishBoonLVL+11	DESC:Your fiendish boon allows you to gain the service of a fiendish servant.															SOURCEPAGE:p.121

###Block: Paladin Ability Descriptions
# Ability Name								Description of the Benefits
CATEGORY=Special Ability|Fiendish Servant ~ Antipaladin.MOD	BENEFIT:Your fiendish boon allows you to gain the service of a fiendish servant. This functions as level %1 Summon Monster spell, except the duration is permanent and you can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. Once selected, the choice is set, but it may be changed whenever you gaina a level. As a full-round action, you may magically call your servant to your side. This ability is the equivalent of a level %2 spell. The servant immediately appears adjacent to you. You can use this ability %3 times per day. Should your fiendish servant die or be banished, you may not summon another servant for 30 days or until you gain an antipaladin level, whichever comes first. During this 30-day period, you take a 1 penalty on attack and weapon damage rolls.|FiendishServantSummonLevel|FiendishServantSpellLevel|FiendishBoonTimes|PREVARGTEQ:FiendishBoonLVL,5|PREVARLT:FiendishBoonLVL,11
CATEGORY=Special Ability|Fiendish Servant ~ Antipaladin.MOD	BENEFIT:Your fiendish boon allows you to gain the service of a fiendish servant. This functions as level %1 Summon Monster spell, except the duration is permanent and you can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. Your fiendish servant gains the advanced simple template. Once selected, the choice is set, but it may be changed whenever you gaina a level. As a full-round action, you may magically call your servant to your side. This ability is the equivalent of a level %2 spell. The servant immediately appears adjacent to you. You can use this ability %3 times per day. Should your fiendish servant die or be banished, you may not summon another servant for 30 days or until you gain an antipaladin level, whichever comes first. During this 30-day period, you take a 1 penalty on attack and weapon damage rolls.|FiendishServantSummonLevel|FiendishServantSpellLevel|FiendishBoonTimes|PREVARGTEQ:FiendishBoonLVL,11|PREVARLT:FiendishBoonLVL,15
CATEGORY=Special Ability|Fiendish Servant ~ Antipaladin.MOD	BENEFIT:Your fiendish boon allows you to gain the service of a fiendish servant. This functions as level %1 Summon Monster spell, except the duration is permanent and you can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. Your fiendish servant gains the advanced simple template and spell resistance %4. Once selected, the choice is set, but it may be changed whenever you gaina a level. As a full-round action, you may magically call your servant to your side. This ability is the equivalent of a level %2 spell. The servant immediately appears adjacent to you. You can use this ability %3 times per day. Should your fiendish servant die or be banished, you may not summon another servant for 30 days or until you gain an antipaladin level, whichever comes first. During this 30-day period, you take a 1 penalty on attack and weapon damage rolls.|FiendishServantSummonLevel|FiendishServantSpellLevel|FiendishBoonTimes|FiendishServantSpellResistance|PREVARGTEQ:FiendishBoonLVL,15

###Block: Paladin Cruelty
# Ability Name	Unique Key				Category of Ability		Type									Required Ability								Var. Min. Value			Description																											Source Page
Fatigued		KEY:Fatigued ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands											PREVARGTEQ:AntipaladinLVL,3	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also fatigued.												SOURCEPAGE:p.120
Shaken		KEY:Shaken ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands											PREVARGTEQ:AntipaladinLVL,3	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also shaken for %1 rounds.|CrueltyLVL								SOURCEPAGE:p.120
Sickened		KEY:Sickened ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands											PREVARGTEQ:AntipaladinLVL,3	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also sickened for %1 rounds.|CrueltyLVL								SOURCEPAGE:p.120
Dazed			KEY:Dazed ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands											PREVARGTEQ:AntipaladinLVL,6	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also dazed for 1 round.										SOURCEPAGE:p.120
Diseased		KEY:Diseased ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands											PREVARGTEQ:AntipaladinLVL,6	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target also contracts a disease, as if you had cast Contagion (caster level %1).|CrueltyLVL	SOURCEPAGE:p.120
Staggered		KEY:Staggered ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands											PREVARGTEQ:AntipaladinLVL,6	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also staggered for %1 rounds.|CrueltyLVL/2							SOURCEPAGE:p.120
Cursed		KEY:Cursed ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands											PREVARGTEQ:AntipaladinLVL,9	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also cursed, as if you had cast Bestow Curse (caster level %1).|CrueltyLVL		SOURCEPAGE:p.120
Exhausted		KEY:Exhausted ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands	PREABILITY:1,CATEGORY=Special Ability,Fatigue ~ Cruelty	PREVARGTEQ:AntipaladinLVL,9	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also exhausted.												SOURCEPAGE:p.120
Frightened		KEY:Frightened ~ Cruelty	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands	PREABILITY:1,CATEGORY=Special Ability,Shaken ~ Cruelty	PREVARGTEQ:AntipaladinLVL,9	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also frightened for %1 rounds.|CrueltyLVL/2							SOURCEPAGE:p.121
Nauseated		KEY:Nauseated ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands	PREABILITY:1,CATEGORY=Special Ability,Sickened ~ Cruelty	PREVARGTEQ:AntipaladinLVL,9	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also nauseated for %1 rounds|CrueltyLVL/3							SOURCEPAGE:p.121
Poisoned		KEY:Poisoned ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands											PREVARGTEQ:AntipaladinLVL,9	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also poisoned, as if you had cast Poison (caster level %1).|CrueltyLVL		SOURCEPAGE:p.121
Blinded		KEY:Blinded ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands											PREVARGTEQ:AntipaladinLVL,12	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also blinded for %1 rounds.|CrueltyLVL								SOURCEPAGE:p.121
Deafened		KEY:Deafened ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands											PREVARGTEQ:AntipaladinLVL,12	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also deafened for %1 rounds.|CrueltyLVL								SOURCEPAGE:p.121
Paralyzed		KEY:Paralyzed ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands											PREVARGTEQ:AntipaladinLVL,12	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also paralyzed for 1 round.										SOURCEPAGE:p.121
Stunned		KEY:Stunned ~ Cruelty		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Cruelty.LayOnHands											PREVARGTEQ:AntipaladinLVL,12	DESC:Whenever you use Touch of Corruption to deal damage to one target, the target is also stunned for %1 rounds.|CrueltyLVL/4							SOURCEPAGE:p.121

###Block: Favored Classes
# Ability Name	Category of Ability		Type			Visible		Stackable?	Multiple?	Bonus to Ability Pool
Antipaladin		CATEGORY:Special Ability	TYPE:FavoredClass	VISIBLE:DISPLAY	STACK:NO	MULT:NO	BONUS:ABILITYPOOL|Favored Class Bonus|var("CL=Antipaladin")

##
## Block: Base Core Class Modifications

###Block: Bard class features, modified
# Ability Name							Category of Ability		Type						Description																																								Template										Combat bonus			Bonus to skill
CATEGORY=Special Ability|Bardic Knowledge.MOD							TYPE:BardKnowledge
CATEGORY=Special Ability|Countersong.MOD								TYPE:BardCountersong
CATEGORY=Special Ability|Suggestion.MOD								TYPE:BardSuggestion
CATEGORY=Special Ability|Mass Suggestion.MOD							TYPE:BardMassSuggestion
CATEGORY=Special Ability|Versatile Performance.MOD						TYPE:BardVersatilePerformance
CATEGORY=Special Ability|Well-Versed.MOD								TYPE:BardWellVersed
CATEGORY=Special Ability|Lore Master.MOD								TYPE:BardLoremaster
CATEGORY=Special Ability|Jack of All Trades.MOD							TYPE:BardJackOfAllTrades


# Feat Abilities ---------------

# Aspect of the Beast Selections
Night Senses							CATEGORY:Special Ability	TYPE:Aspectofthebeast.Extraordinary	DESC:If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet.	TEMPLATE:CHOOSE:Vision Normal|Vision Lowlight|Vision Darkvision
Claws of the Beast						CATEGORY:Special Ability	TYPE:Aspectofthebeast.Extraordinary	DESC:You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small).																						TEMPLATE:CHOOSE:Small Claws|Medium Claws
Predator's Leap							CATEGORY:Special Ability	TYPE:Aspectofthebeast.Extraordinary	DESC:You can make a running jump without needing to run 10 feet before you jump.
Wild Instinct							CATEGORY:Special Ability	TYPE:Aspectofthebeast.Extraordinary	DESC:You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.																																						BONUS:COMBAT|INITIATIVE|2	BONUS:SKILL|Survival|2

# EOF
