# CVS $Revision: 12254 $ $Author: eddyanthony $ -- Fri Feb 26 11:52:10 2010 -- reformated by prettylst.pl v1.39 (build 11455)
SOURCELONG:Pathfinder Chronicles: Campaign Setting	SOURCESHORT:PFCS	SOURCEWEB:http://paizo.com/store/downloads/pathfinder/pathfinderChronicles/35E/v5748btpy84eo&source=search	SOURCEDATE:2008-08


###Block: Human Ethnicities
# Ability Name	Product Identity?	Category of Ability	Type				Visible		Template						Automatic Languages		Source Page
Azlanti		NAMEISPI:YES	CATEGORY:Background	TYPE:HumanEthnicity	VISIBLE:DISPLAY	TEMPLATE:Human Ethnicity (Azlanti)		LANGAUTO:Azlanti			SOURCEPAGE:p.18
Chelaxian		NAMEISPI:YES	CATEGORY:Background	TYPE:HumanEthnicity	VISIBLE:DISPLAY	TEMPLATE:Human Ethnicity (Chelaxian)	LANGAUTO:Taldane			SOURCEPAGE:p.20
Garundi		NAMEISPI:YES	CATEGORY:Background	TYPE:HumanEthnicity	VISIBLE:DISPLAY	TEMPLATE:Human Ethnicity (Garundi)		LANGAUTO:Ancient Osirian	SOURCEPAGE:p.22
Keleshite		NAMEISPI:YES	CATEGORY:Background	TYPE:HumanEthnicity	VISIBLE:DISPLAY	TEMPLATE:Human Ethnicity (Keleshite)	LANGAUTO:Kelish			SOURCEPAGE:p.24
Kellid		NAMEISPI:YES	CATEGORY:Background	TYPE:HumanEthnicity	VISIBLE:DISPLAY	TEMPLATE:Human Ethnicity (Kellid)		LANGAUTO:Hallit			SOURCEPAGE:p.26
Mwangi		NAMEISPI:YES	CATEGORY:Background	TYPE:HumanEthnicity	VISIBLE:DISPLAY	TEMPLATE:Human Ethnicity (Mwangi)		LANGAUTO:Polyglot			SOURCEPAGE:p.28
Taldan		NAMEISPI:YES	CATEGORY:Background	TYPE:HumanEthnicity	VISIBLE:DISPLAY	TEMPLATE:Human Ethnicity (Taldan)		LANGAUTO:Taldane			SOURCEPAGE:p.30
Tian			NAMEISPI:YES	CATEGORY:Background	TYPE:HumanEthnicity	VISIBLE:DISPLAY	TEMPLATE:Human Ethnicity (Tian)		LANGAUTO:Tien			SOURCEPAGE:p.32
Ulfen			NAMEISPI:YES	CATEGORY:Background	TYPE:HumanEthnicity	VISIBLE:DISPLAY	TEMPLATE:Human Ethnicity (Ulfen)		LANGAUTO:Skald			SOURCEPAGE:p.34
Varisian		NAMEISPI:YES	CATEGORY:Background	TYPE:HumanEthnicity	VISIBLE:DISPLAY	TEMPLATE:Human Ethnicity (Varisian)		LANGAUTO:Varisian			SOURCEPAGE:p.36
Vudrani		NAMEISPI:YES	CATEGORY:Background	TYPE:HumanEthnicity	VISIBLE:DISPLAY	TEMPLATE:Human Ethnicity (Vudrani)		LANGAUTO:Vudrani			SOURCEPAGE:p.38

###Block: Placeholder objects for no Human Ethnicities or Regional Affinities
# Ability Name	Category of Ability	Type
None			CATEGORY:Background	TYPE:HumanEthnicity.Region
Unknown		CATEGORY:Background	TYPE:HumanEthnicity.Region

###Block: Alternate Class Features
# Ability Name		Unique Key					Category of Ability		Type										Define																												Description																																				Multiple?	Choose					Automatically Gained Weapon Prof.	Combat bonus																Modify VAR				Source Page		Aspects																Description of the Benefits
Specialized Training	KEY:Specialized Training ~ Bard	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardSpecializedTraining																														DESC:Whenever you perform bardic music using %1, you are treated as being 2 levels higher when determining the effect and save DC.|%CHOICE														MULT:YES	CHOOSE:SKILLSNAMED|TYPE=Perform																									BONUS:VAR|BardicMusicTimes|1	SOURCEPAGE:p.42																		BENEFIT:At 1st level, a bard must choose a single category of the Perform skill. Whenever the bard performs bardic music using %1, he is treated as being 2 levels higher when determining the effect and save DC. In addition, a bard with specialized training can make use of his bardic music one additional time per day, assuming that the additional usage uses his chosen category of the Perform skill.|%CHOICE
Holy Warrior		KEY:Holy Warrior ~ Cleric		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																		DESC:A cleric with this ability is proficient with her deity's favored weapon. In addition, her base attack bonus as a cleric equals her cleric level, and her cleric Hit Die becomes a d10.														AUTO:WEAPONPROF|DEITYWEAPONS		BONUS:COMBAT|BAB|classlevel("Cleric")|TYPE=Base.REPLACE	BONUS:COMBAT|BAB|-((classlevel("Cleric")*3)/4)						SOURCEPAGE:p.43
Mountain Stride		KEY:Mountain Stride ~ Druid		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement																															DESC:A druid with this ability can move through rocky terrain at her normal speed and without taking damage or suffering any other impairment. Magically manipulated terrain, such as spike stones, affects her normally.																																						SOURCEPAGE:p.44
Light of Purity		KEY:Light of Purity ~ Paladin		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural					DEFINE:LightOfPurityDC|10+(classlevel("Paladin")/2)+CHA	DEFINE:LightOfPurityDamage|classlevel("Paladin")/2	DEFINE:LightOfPurityTimes|min(5,classlevel("Paladin")/3)	DESC:A paladin with this ability can emit a radiance of blinding light %1 per week.|LightOfPurityTimes																																																									SOURCEPAGE:p.47	ASPECT:Ability Benefit|(%1d6, %2/week, DC %3)|LightOfPurityDamage|LightOfPurityTimes|LightOfPurityDC	BENEFIT:A paladin with this ability can emit a radiance of blinding light %1 per week. This light acts like a daylight spell, save that it only lasts for %2 rounds. In addition, any undead within 30 feet of the paladin emitting this light takes %3d6 points of damage per round. A Fortitude save (DC %4) halves this damage.|LightOfPurityTimes|classlevel("Paladin")|LightOfPurityDamage|LightOfPurityDC
Poison Master		KEY:Poison Master ~ Rogue		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary					DEFINE:PoisonMasterDC|max(0,(classlevel("Rogue")-3)/3)																				DESC:At 3rd level, the rogue can use poison without any chance of poisoning himself.																																																												SOURCEPAGE:p.49	ASPECT:Ability Benefit|(+%1 to DC)|PoisonMasterDC									BENEFIT:At 3rd level, the rogue can use poison without any chance of poisoning himself. For every three levels of rogue beyond 3rd, the DC for any poison coated on the rogue's weapons increases by +1 if the target is poisoned as part of a sneak attack.
Hidden Reserve		KEY:Hidden Reserve ~ Sorcerer		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																		DESC:Starting at 1st level, a sorcerer with this ability can call upon a hidden reserve of magical energy to cast additional spells.																																																				SOURCEPAGE:p.50	ASPECT:Ability Benefit|(%1/day)|CHA												BENEFIT:Starting at 1st level, a sorcerer with this ability can call upon a hidden reserve of magical energy to cast additional spells. This reserve can be used to cast any spell the sorcerer could normally cast, but the sorcerer is fatigued after the spell is completed. If this spell if of the highest level that the sorcerer could normally cast, the sorcerer is exhausted instead. This ability cannot be used while fatigued or exhausted. It can be used %1 times per day.|CHA
Arcane Duelist		KEY:Arcane Duelist ~ Wizard		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.AttackOption																																DESC:Wizards with this ability are specially trained to push their spells when needed to gain the upper hand.																																																								SOURCEPAGE:p.51	ASPECT:Ability Benefit|(%1/day)|INT												BENEFIT:Wizards with this ability are specially trained to push their spells when needed to gain the upper hand. When pushing a spell, the wizard can choose one of the three following effects; increase a spell's DC by +1, add +2 to the level check to overcome spell resistance, or add a +2 morale bonus on attack rolls made with the spell. A wizard can use this ability %1 times per day. Using this ability is a swift action.|INT

###Block: Regional Affinities
# Ability Name	Product Identity?	Category of Ability	Type		Visible		Description							Template							Source Page
Absalom		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:City at the Center of the World		TEMPLATE:Regional Affinity (Absalom)		SOURCEPAGE:p.54
Alkenstar		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Magic-Dead Scientific Microstate		TEMPLATE:Regional Affinity (Alkenstar)		SOURCEPAGE:p.58
Andoran		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Birthplace of Freedom				TEMPLATE:Regional Affinity (Andoran)		SOURCEPAGE:p.60
Belkzen		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Savage Humanoid Homeland				TEMPLATE:Regional Affinity (Belkzen)		SOURCEPAGE:p.64
Brevoy		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Power Stuggle Between Feuding Noble Houses	TEMPLATE:Regional Affinity (Brevoy)			SOURCEPAGE:p.66
Cheliax		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Diabolical Empire in Decline			TEMPLATE:Regional Affinity (Cheliax)		SOURCEPAGE:p.68
Druma			NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Merchant's Religious Paradise			TEMPLATE:Regional Affinity (Druma)			SOURCEPAGE:p.72
Galt			NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Eternal Revolution					TEMPLATE:Regional Affinity (Galt)			SOURCEPAGE:p.74
Geb			NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Domain of the Dead					TEMPLATE:Regional Affinity (Geb)			SOURCEPAGE:p.76
Hermea		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:The Grand Experiment				TEMPLATE:Regional Affinity (Hermea)			SOURCEPAGE:p.78
Irrisen		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Witch Queen Enclave				TEMPLATE:Regional Affinity (Irrisen)		SOURCEPAGE:p.80
Isger			NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Thrall of Cheliax					TEMPLATE:Regional Affinity (Isger)			SOURCEPAGE:p.82
Jalmeray		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Kingdom of the Impossible			TEMPLATE:Regional Affinity (Jalmeray)		SOURCEPAGE:p.84
Katapesh		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Bazaar of the Bizarre				TEMPLATE:Regional Affinity (Katapesh)		SOURCEPAGE:p.86
Kyonin		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Kingdom of the Elves				TEMPLATE:Regional Affinity (Kyonin)			SOURCEPAGE:p.88
Lastwall		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Watchful Border Kingdom				TEMPLATE:Regional Affinity (Lastwall)		SOURCEPAGE:p.90
Linnorm Kings	NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Frigid Viking Homeland				TEMPLATE:Regional Affinity (Linnorm Kings)	SOURCEPAGE:p.92
Mammoth Lords	NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Lost Land of the Distant North			TEMPLATE:Regional Affinity (Mammoth Lords)	SOURCEPAGE:p.94
Mediogalti		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Lair of the Red Mantis				TEMPLATE:Regional Affinity (Mediogalti)		SOURCEPAGE:p.96
Mendev		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Crusader Theocracy					TEMPLATE:Regional Affinity (Mendev)			SOURCEPAGE:p.98
Molthune		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Territorial Expansionists			TEMPLATE:Regional Affinity (Molthune)		SOURCEPAGE:p.102
Mwangi Expanse	NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Unexplored Jungle Wilderness			TEMPLATE:Regional Affinity (Mwangi Expanse)	SOURCEPAGE:p.104
Nex			NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Monument to a Lost Wizard-King			TEMPLATE:Regional Affinity (Nex)			SOURCEPAGE:p.108
Nidal			NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Shadowy Servitor State				TEMPLATE:Regional Affinity (Nidal)			SOURCEPAGE:p.110
Nirmathas		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:War-Torn Wilderness				TEMPLATE:Regional Affinity (Nirmathas)		SOURCEPAGE:p.112
Numeria		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Savage Land of Super-Science			TEMPLATE:Regional Affinity (Numeria)		SOURCEPAGE:p.114
Osirion		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Land of the Pharaohs				TEMPLATE:Regional Affinity (Osirion)		SOURCEPAGE:p.116
Qadira		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Desert Frontier Kingdom				TEMPLATE:Regional Affinity (Qadira)			SOURCEPAGE:p.120
Rahadoum		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:The Kingdom of Man					TEMPLATE:Regional Affinity (Rahadoum)		SOURCEPAGE:p.122
Razmiran		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Theocracy of the Living God			TEMPLATE:Regional Affinity (Razmiran)		SOURCEPAGE:p.124
River Kingdoms	NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Independent Realms of Low Character		TEMPLATE:Regional Affinity (River Kingdoms)	SOURCEPAGE:p.126
Sargava		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Colony on the Verge				TEMPLATE:Regional Affinity (Sargava)		SOURCEPAGE:p.130
Shackles		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Treacherous Pirate Isles				TEMPLATE:Regional Affinity (Shackles)		SOURCEPAGE:p.132
Sodden Lands	NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Hurricane-Ravaged Wasteland			TEMPLATE:Regional Affinity (Sodden Lands)		SOURCEPAGE:p.134
Taldor		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Decadent Failing Empire				TEMPLATE:Regional Affinity (Taldor)			SOURCEPAGE:p.136
Thuvia		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Desert Land of Eternal Youth			TEMPLATE:Regional Affinity (Thuvia)			SOURCEPAGE:p.138
Ustalav		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Fog-Shrouded Land of Gothic Horror		TEMPLATE:Regional Affinity (Ustalav)		SOURCEPAGE:p.140
Varisia		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Wild Frontier Region				TEMPLATE:Regional Affinity (Varisia)		SOURCEPAGE:p.144
Worldwound		NAMEISPI:YES	CATEGORY:Background	TYPE:Region	VISIBLE:DISPLAY	DESC:Ever-Shifting Demonic Warland			TEMPLATE:Regional Affinity (Worldwound)		SOURCEPAGE:p.148

###Block: Harrower Abilities
# Ability Name		Category of Ability		Type						Visible	Define								Innate Spells									Description																																									Source Page		Aspects								Description of the Benefits
Blessing of the Harrow	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																							DESC:The harrower may, once per day, perform a harrowing for herself and all allies within 20 feet of her.																									SOURCEPAGE:p.224										BENEFIT:The harrower may, once per day, perform a harrowing for herself and all allies within 20 feet of her. This harrowing takes 10 minutes, and allies to be affected by it must remain within 20 feet for the entire time. The harrower interprets the harrowing as normal. At the conclusion of the harrowing, count up suits of cards used in the reading. This harrowing provides a bonus based upon the suit with the most cards showing. In case of a tie, choose one suit. The bonus lasts for 24 hours. The suits grant morale bonuses as follows. Strength: +1 on attack rolls; Dexterity: +1 to AC; Constitution: +1 on weapon damage rolls; Intelligence: +1 on all skills; Wisdom: +1 on all saving throws; Charisma: +1 on caster level checks. All of these bonuses are insight bonuses.
Harrow Casting		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural			DEFINE:HarrowCastingTimes|classlevel("Harrower")												DESC:The harrower may, as she casts a spell, draw three cards from her Harrow deck. Depending on the harrower's level, the cards she draws might change the parameters of her spell or grant her some other benefit, as described in each tower ability.	SOURCEPAGE:p.225	ASPECT:Ability Benefit|(%1/day)|HarrowCastingTimes	BENEFIT:The harrower may, as she casts a spell, draw three cards from her Harrow deck. This adds both a somatic component (if the spell does not already have one) and a focus component to the spell, but does not add to the spell's casting time. Depending on the harrower's level, the cards she draws might change the parameters of her spell or grant her some other benefit, as described in each tower ability. The harrower gains all of the different tower abilities available to her. If she draws cards for which she has not yet gained use, those cards provide no benefit. Each card the harrower draws that are exact matches to her alignment count as two cards of the proper suit. A spell may not be affected by both Harrow casting and a metamagic feat. The harrower may use this ability %1 times per day.|HarrowCastingTimes
Tower of Intelligence	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																							DESC:Whenever the harrower uses her Harrow casting ability, for each card she draws from the suit of Intelligence she gains a +1 insight bonus on caster level checks made to penetrate Spell Resistance.									SOURCEPAGE:p.225
Tower of Strength		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																							DESC:Whenever the harrower uses her Harrow casting ability to augment a spell that inf licts damage to hit points, the spell deals +1 point of damage per die for each card from the suit of Strength she draws.								SOURCEPAGE:p.225
Tower of Charisma		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																							DESC:Whenever the harrower uses her Harrow casting ability, for each card she draws from the suit of Charisma the save DC of the spell increases by +1.																	SOURCEPAGE:p.225
Spirit Deck			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DEFINE:SpiritDeckTimes|max(1,1+CHA)															DESC:A harrower may, as a standard action, summon a shimmering, translucent Harrow deck that flies through the air and engulfs a target within 30 feet in a whirling cloud of knife-edged cards.										SOURCEPAGE:p.225	ASPECT:Ability Benefit|(%1/day)|SpiritDeckTimes		BENEFIT:A harrower may, as a standard action, summon a shimmering, translucent Harrow deck that f lies through the air and engulfs a target within 30 feet in a whirling cloud of knife-edged cards. The harrower then draws a number of Harrow cards equal to her harrower level, and the spirit deck deals damage based on the number of matches she draws. Each exact match (based on her alignment, as shown on the chart to the right) deals 5 points of damage, each partial match deals 3 points, and each non-matched card deals 1 point, and each opposite match deals 0 points. The harrower may use this ability %1 times per day.|SpiritDeckTimes
Harrower Divination	CATEGORY:Special Ability							VISIBLE:NO										SPELLS:Innate|TIMES=1|CASTERLEVEL=(max(TL,1))|Divination,14+CHA																																											SOURCEPAGE:p.225
Tower of Constitution	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																							DESC:Whenever the harrower uses her Harrow casting ability, for each card from the suit of Constitution, she heals 3 points of damage.																				SOURCEPAGE:p.225
Tower of Dexterity	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																							DESC:Whenever the harrower uses her Harrow casting ability, for each card she draws from the suit of Dexterity, she gains a +1 insight bonus on Ref lex saves and to AC until the beginning of her next turn.								SOURCEPAGE:p.225
Tower of Wisdom		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																							DESC:Whenever the harrower uses her Harrow casting ability, for each card she draws from the suit of Wisdom, she increases the spell's effective caster level by +1.															SOURCEPAGE:p.225
Reading the Signs		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																							DESC:Whenever a 10th-level harrower draws cards from any deck of cards, she may draw an extra card and choose one to discard.																						SOURCEPAGE:p.225										BENEFIT:Whenever a 10th-level harrower draws cards from any deck of cards, she may draw an extra card and choose one to discard. The harrower may not use this ability when performing a harrowing. She may use this ability at will, but she must wait 1d4 rounds between each use.

###Block: Low Templar Abilities
# Ability Name			Output Name				Category of Ability		Type								Restricted Ability							Required Class			Description																																																																Source Page		Description of the Benefits
Flag of Convenience							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																		DESC:A low templar is adept at aligning himself with the winning side and has mastered the art of shifting or switching allegiance when convenient.																																									SOURCEPAGE:p.226	BENEFIT:A low templar is adept at aligning himself with the winning side and has mastered the art of shifting or switching allegiance when convenient. He can disappear in one place and appear in another with new affiliations and associations, and yet without besmirching his reputation. Even when caught in illicit acts, he smoothly evades blame. Attempts to learn reliable information about a low templar with bardic knowledge, Gather Information, Knowledge (local, history, or nobility and royalty), or Sense Motive checks suffer a -4 penalty. In addition, when requesting food, shelter, or similar aid befitting the low templar's role, the initial reaction of humanoids is one step better than normal (hostile becomes unfriendly, unfriendly becomes indifferent, and so on). A low templar never suffers a penalty to his Leadership score for moving around frequently, aloofness, cruelty, or the loss of prior cohorts or followers, and can replace lost followers in half the normal amount of time.
Dirty Fighting								CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																		DESC:A low templar melds the stately forms of jousting and chivalric standards with the down-and-dirty style of a barroom brawler.																																												SOURCEPAGE:p.226	BENEFIT:A low templar melds the stately forms of jousting and chivalric standards with the down-and-dirty style of a barroom brawler. No trick is beneath him, and he is an expert at making due with whatever weapons present themselves. A low templar never takes a penalty on attack rolls with improvised weapons and gains a +2 bonus on bull rush, disarm, grapple, and trip checks.
Wolf in Sheep's Clothing						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive																DESC:The low templar can put people at ease even when on the edge of violence.																																																				SOURCEPAGE:p.227	BENEFIT:The low templar can put people at ease even when on the edge of violence. At 3rd level, he gains a +4 bonus on saving throws made against divinations and Hide or Sleight of Hand checks to conceal weapons. A low templar can overcome uncanny dodge as a rogue of his class level (which stacks with any levels he possesses that already grant uncanny dodge).
Path of Darkness (Chaos)	OUTPUTNAME:Path of Darkness	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LowTemplarPath	!PREABILITY:1,CATEGORY=Special Ability,TYPE=LowTemplarPath						DESC:A low templar may choose to ignore the chaos aspect of their alignment for determining alignment-based magical effects (e.g., reducing damage from unholy blight or an unholy weapon, masking alignment from detect good, or ignoring some effects of a magic circle against good). He also gains a +2 circumstance bonus on Diplomacy checks with creatures with the chaotic or evil subtypes.	SOURCEPAGE:p.227
Path of Darkness (Evil)		OUTPUTNAME:Path of Darkness	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LowTemplarPath	!PREABILITY:1,CATEGORY=Special Ability,TYPE=LowTemplarPath						DESC:A low templar may choose to ignore the evil aspect of their alignment for determining alignment-based magical effects (e.g., reducing damage from unholy blight or an unholy weapon, masking alignment from detect good, or ignoring some effects of a magic circle against good). He also gains a +2 circumstance bonus on Diplomacy checks with creatures with the chaotic or evil subtypes.	SOURCEPAGE:p.227
Path of Light (Lawful)		OUTPUTNAME:Path of Light	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LowTemplarPath	!PREABILITY:1,CATEGORY=Special Ability,TYPE=LowTemplarPath						DESC:A low templar may choose to ignore the lawful aspect of their alignment for determining alignment-based magical effects (e.g., reducing damage from unholy blight or an unholy weapon, masking alignment from detect good, or ignoring some effects of a magic circle against good). He also gains a +2 circumstance bonus on Diplomacy checks with creatures with the lawful or good subtypes.	SOURCEPAGE:p.227
Path of Light (Good)		OUTPUTNAME:Path of Light	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LowTemplarPath	!PREABILITY:1,CATEGORY=Special Ability,TYPE=LowTemplarPath						DESC:A low templar may choose to ignore the good aspect of their alignment for determining alignment-based magical effects (e.g., reducing damage from unholy blight or an unholy weapon, masking alignment from detect good, or ignoring some effects of a magic circle against good). He also gains a +2 circumstance bonus on Diplomacy checks with creatures with the lawful or good subtypes.	SOURCEPAGE:p.227
Live to Fight Another Day						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive																DESC:A low templar using the withdraw action can move three times his movement rate (rather than twice his movement).																																														SOURCEPAGE:p.227	BENEFIT:A low templar using the withdraw action can move three times his movement rate (rather than twice his movement). He may instead choose to withdraw at double his normal movement and then attempt a Hide check as a free action at the end of his movement if there is some cover or concealment available. He may also withdraw at his normal movement rate while simultaneously attempting a Bluff check to create a diversion and then Hide, even if no cover is available.
Reputation for Ruthlessness						CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																		DESC:Once per round, a low templar who makes a melee attack against one of his favored enemies can attempt an Intimidate check against that foe as a free action.																																							SOURCEPAGE:p.227	BENEFIT:Once per round, a low templar who makes a melee attack against one of his favored enemies can attempt an Intimidate check against that foe as a free action. Alternatively, as a standard action he can Intimidate all favored enemies he threatens or one favored enemy within 30 feet.
Parting Shot								CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																		DESC:Once per encounter, a low templar using the withdraw action can also make a Bluff check to feint and take a single attack at the same opponent at any point during his move.																																				SOURCEPAGE:p.227
Path of Damnation								CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LowTemplarPath											PRECLASS:1,Low Templar=10	DESC:A low templar must make a final choice of what path he chooses. He may mask a second alignment trait versus alignment-based effects, as the path of darkness/ path of light ability.																																			SOURCEPAGE:p.227	BENEFIT:A low templar must make a final choice of what path he chooses. He may mask a second alignment trait versus alignment-based effects, as the path of darkness/ path of light ability. A low templar can chose the path of darkness at 5th level and then choose the path of redemption at 10th level (or vice versa). When the low templar makes this choice, he gains a planar cohort appropriate to his actual alignment, even if he does not have the Leadership feat. This planar cohort appears to him and pledges his loyalty to the low templar immediately. If the cohort perishes, the low templar must wait a week before calling upon a replacement. If the low templar has the Leadership feat, he gains a +1 bonus to his Leadership score. If he replaces his cohort gained from the feat with the planar cohort, the maximum level equivalent for his planar cohort equals the templar's class level -1, rather than -2.
Path of Redemption							CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.LowTemplarPath											PRECLASS:1,Low Templar=10	DESC:A low templar must make a final choice of what path he chooses. He may mask a second alignment trait versus alignment-based effects, as the path of darkness/ path of light ability.																																			SOURCEPAGE:p.227	BENEFIT:A low templar must make a final choice of what path he chooses. He may mask a second alignment trait versus alignment-based effects, as the path of darkness/ path of light ability. A low templar can chose the path of darkness at 5th level and then choose the path of redemption at 10th level (or vice versa). When the low templar makes this choice, he gains a planar cohort appropriate to his actual alignment, even if he does not have the Leadership feat. This planar cohort appears to him and pledges his loyalty to the low templar immediately. If the cohort perishes, the low templar must wait a week before calling upon a replacement. If the low templar has the Leadership feat, he gains a +1 bonus to his Leadership score. If he replaces his cohort gained from the feat with the planar cohort, the maximum level equivalent for his planar cohort equals the templar's class level -1, rather than -2.

###Block: Low Favored Enemy
# Ability Name					Unique Key								Category of Ability		Type					Visible		Define					Multiple?	Choose						Ability																									Modify VAR									Aspects
Favored Enemy					KEY:Low Templar Enemy						CATEGORY:Special Ability	TYPE:SpecialAttack		VISIBLE:EXPORT							MULT:YES	CHOOSE:USERINPUT|1|TITLE="Favored Enemy"																																					ASPECT:Ability Benefit|+%1|LowTemplarFavoredEnemy
Favored Enemy (Humanoid (Aquatic))		KEY:Low Templar Favored Enemy (Humanoid (Aquatic))	CATEGORY:Special Ability	TYPE:LowTemplarFavoredEnemy	VISIBLE:DISPLAY	DEFINE:LowTemplarFavoredEnemy|0										ABILITY:Special Ability|AUTOMATIC|Low Templar Enemy (Humanoid (Aquatic))|!PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Aquatic))		BONUS:VAR|FavoredHumanoidAquatic|LowTemplarFavoredEnemy
Favored Enemy (Humanoid (Dwarf))		KEY:Low Templar Favored Enemy (Humanoid (Dwarf))	CATEGORY:Special Ability	TYPE:LowTemplarFavoredEnemy	VISIBLE:DISPLAY	DEFINE:LowTemplarFavoredEnemy|0										ABILITY:Special Ability|AUTOMATIC|Low Templar Enemy (Humanoid (Dwarf))|!PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Dwarf))			BONUS:VAR|FavoredHumanoidDwarf|LowTemplarFavoredEnemy
Favored Enemy (Humanoid (Elf))		KEY:Low Templar Favored Enemy (Humanoid (Elf))		CATEGORY:Special Ability	TYPE:LowTemplarFavoredEnemy	VISIBLE:DISPLAY	DEFINE:LowTemplarFavoredEnemy|0										ABILITY:Special Ability|AUTOMATIC|Low Templar Enemy (Humanoid (Elf))|!PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Elf))			BONUS:VAR|FavoredHumanoidElf|LowTemplarFavoredEnemy
Favored Enemy (Humanoid (Goblinoid))	KEY:Low Templar Favored Enemy (Humanoid (Goblinoid))	CATEGORY:Special Ability	TYPE:LowTemplarFavoredEnemy	VISIBLE:DISPLAY	DEFINE:LowTemplarFavoredEnemy|0										ABILITY:Special Ability|AUTOMATIC|Low Templar Enemy (Humanoid (Goblinoid))|!PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Goblinoid))	BONUS:VAR|FavoredHumanoidGoblinoid|LowTemplarFavoredEnemy
Favored Enemy (Humanoid (Gnoll))		KEY:Low Templar Favored Enemy (Humanoid (Gnoll))	CATEGORY:Special Ability	TYPE:LowTemplarFavoredEnemy	VISIBLE:DISPLAY	DEFINE:LowTemplarFavoredEnemy|0										ABILITY:Special Ability|AUTOMATIC|Low Templar Enemy (Humanoid (Gnoll))|!PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Gnoll))			BONUS:VAR|FavoredHumanoidGnoll|LowTemplarFavoredEnemy
Favored Enemy (Humanoid (Gnome))		KEY:Low Templar Favored Enemy (Humanoid (Gnome))	CATEGORY:Special Ability	TYPE:LowTemplarFavoredEnemy	VISIBLE:DISPLAY	DEFINE:LowTemplarFavoredEnemy|0										ABILITY:Special Ability|AUTOMATIC|Low Templar Enemy (Humanoid (Gnome))|!PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Gnome))			BONUS:VAR|FavoredHumanoidGnome|LowTemplarFavoredEnemy
Favored Enemy (Humanoid (Halfling))		KEY:Low Templar Favored Enemy (Humanoid (Halfling))	CATEGORY:Special Ability	TYPE:LowTemplarFavoredEnemy	VISIBLE:DISPLAY	DEFINE:LowTemplarFavoredEnemy|0										ABILITY:Special Ability|AUTOMATIC|Low Templar Enemy (Humanoid (Halfling))|!PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Halfling))		BONUS:VAR|FavoredHumanoidHalfling|LowTemplarFavoredEnemy
Favored Enemy (Humanoid (Human))		KEY:Low Templar Favored Enemy (Humanoid (Human))	CATEGORY:Special Ability	TYPE:LowTemplarFavoredEnemy	VISIBLE:DISPLAY	DEFINE:LowTemplarFavoredEnemy|0										ABILITY:Special Ability|AUTOMATIC|Low Templar Enemy (Humanoid (Human))|!PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Human))			BONUS:VAR|FavoredHumanoidHuman|LowTemplarFavoredEnemy
Favored Enemy (Humanoid (Orc))		KEY:Low Templar Favored Enemy (Humanoid (Orc))		CATEGORY:Special Ability	TYPE:LowTemplarFavoredEnemy	VISIBLE:DISPLAY	DEFINE:LowTemplarFavoredEnemy|0										ABILITY:Special Ability|AUTOMATIC|Low Templar Enemy (Humanoid (Orc))|!PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Orc))			BONUS:VAR|FavoredHumanoidOrc|LowTemplarFavoredEnemy
Favored Enemy (Humanoid (Reptilian))	KEY:Low Templar Favored Enemy (Humanoid (Reptilian))	CATEGORY:Special Ability	TYPE:LowTemplarFavoredEnemy	VISIBLE:DISPLAY	DEFINE:LowTemplarFavoredEnemy|0										ABILITY:Special Ability|AUTOMATIC|Low Templar Enemy (Humanoid (Reptilian))|!PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Reptilian))	BONUS:VAR|FavoredHumanoidReptilian|LowTemplarFavoredEnemy
Favored Enemy (Outsider (Chaotic))		KEY:Low Templar Favored Enemy (Outsider (Chaotic))	CATEGORY:Special Ability	TYPE:LowTemplarFavoredEnemy	VISIBLE:DISPLAY	DEFINE:LowTemplarFavoredEnemy|0										ABILITY:Special Ability|AUTOMATIC|Low Templar Enemy (Outsider (Chaotic))|!PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Chaotic))		BONUS:VAR|FavoredOutsiderChaotic|LowTemplarFavoredEnemy

###Block: Red Mantis Assassin
# Ability Name		Category of Ability		Type								Define										Description																																											Ability																																																										Source Page		Aspects							Description of the Benefits
Sawtooth Mastery		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary														DESC:The Red Mantis assassin gains Weapon Focus (sawtooth sabre). Her proficiency increases as she gains levels.																										ABILITY:FEAT|AUTOMATIC|Weapon Focus (Sawtooth Sabre)	ABILITY:FEAT|AUTOMATIC|Weapon Specialization (Sawtooth Sabre)|PRECLASS:1,Red Mantis Assassin=5	ABILITY:FEAT|AUTOMATIC|Greater Weapon Focus (Sawtooth Sabre)|PRECLASS:1,Red Mantis Assassin=7	ABILITY:FEAT|AUTOMATIC|Greater Weapon Specialization (Sawtooth Sabre)|PRECLASS:1,Red Mantis Assassin=9	SOURCEPAGE:p.230
Prayer Attack		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DEFINE:PrayerAttackDC|10+classlevel("Red Mantis Assassin")+CHA	DESC:To initiate a prayer attack the Red Mantis assassin holds her sawtooth sabre out before her, point down, and weaves the blade in the air in a circular pattern.																																																																												SOURCEPAGE:p.230	ASPECT:Ability Benefit|(DC %1)|PrayerAttackDC	BENEFIT:To initiate a prayer attack the Red Mantis assassin holds her sawtooth sabre out before her, point down, and weaves the blade in the air in a circular pattern. The mantis must be within 30 feet of his victim and must be visible to her victim. While wielding a sawtooth sabre, the assassin can fascinate a victim. His victim can resist with a Will save (DC %1). By concentrating, the assassin maintain this fascination, and after 3 rounds of fascination, he may make a coup de grace attack against the target. Activating or concentrating on maintaining a prayer attack does not provoke an attack of opportunity. The victim may attempt a new saving throw to resist the fascination each time a potential threat (other than the fascinating assassin) approaches him. Taking damage from any source automatically breaks the victim's fascination, as can a fascinated creature's ally who takes a standard action to shake the victim free of the effects. This assassination attack is therefore most effective against foes who are alone.|PrayerAttackDC
Red Shroud			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Defensive	DEFINE:RedShroudTimes|max(1,CON)						DESC:The Red Mantis assassin may create a veil of red mist %1 times per day as a move-equivalent action. The red shroud persists for %2 rounds and grants a +1 dodge bonus to AC and fast healing %1.|RedShroudTimes|classlevel("Red Mantis Assassin")																																																														SOURCEPAGE:p.230	ASPECT:Ability Benefit|(%1/day)|RedShroudTimes	BENEFIT:The Red Mantis assassin may create a veil of red mist %1 times per day as a move-equivalent action. The red shroud persists for %2 rounds and grants a +1 dodge bonus to AC and fast healing %1. The mist cannot be dissipated by wind. When a Red Mantis assassin is slain, at the moment of her death, she can choose to remain corporeal or disintegrate into a cloud of red mist that leaves behind only her gear.|RedShroudTimes|classlevel("Red Mantis Assassin")
Call Mantis			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike															DESC:A Red Mantis assassin may summon 1d4+1 fiendish giant praying mantises or 1d3 halffiend giant praying mantises once per day (as per summon monster IV). Both types of mantis are bloodred, and thus do not gain the typical bonus on Hide checks in foliage.																																																													SOURCEPAGE:p.231
Resurrection Sense	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural														DESC:A Red Mantis assassin senses if a creature she has slain within the last year has been restored to life, as long as they are both on the same plane.																																																																														SOURCEPAGE:p.231
Mantis Form			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural														DESC:A Red Mantis assassin may polymorph into a bloodred giant praying mantis once per day.																																																																																								SOURCEPAGE:p.231									BENEFIT:A Red Mantis assassin may polymorph into a bloodred giant praying mantis once per day. The Red Mantis Assasin does not gain the bonus to Hide checks in foliage. The assassin may cast a quickened still silent fear once per hour, and may remain in mantis form for %1 hours.|classlevel("Red Mantis Assassin")
#TODO:Mantis Form template

Fading			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Defensive												DESC:The Red Mantis assassin can become ethereal as a free action %1 times per day for an instant as she is struck by a weapon or is forced to make a Reflex saving throw. This grants the assassin a 50%% to avoid taking damage from the attack or effect.|max(1,CON)																																																												SOURCEPAGE:p.231	ASPECT:Ability Benefit|(%1/day)|max(1,CON)
Mantis Doom			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DEFINE:MantisDoomDC|10+classlevel("Red Mantis Assassin")+CHA	DESC:A Red Mantis assassin may call forth a mantis doom as a full round action, targeting any one creature within 100 feet. Thousands of summoned mantises shroud the targeted creature and slice away at exposed flesh.																																																																			SOURCEPAGE:p.231	ASPECT:Ability Benefit|(DC %1)|MantisDoomDC	BENEFIT:A Red Mantis assassin may call forth a mantis doom as a full round action, targeting any one creature within 100 feet. Thousands of summoned mantises shroud the targeted creature and slice away at exposed flesh. The Red Mantis assassin rolls %1d8 per class level and compares the result to the target's current hit points. If the result equals or exceeds the target's hit points, the target dies; otherwise he takes nonlethal damage equal to the amount rolled and becomes panicked for 1d4 rounds. He can negate the panic and halve the damage with a successful Reflex save (DC %2). The swarm's attack is non-magical, so spell resistance does not apply. The mantis doom's damage penetrates damage reduction as a magic and evil weapon.|classlevel("Red Mantis Assassin")|MantisDoomDC

###Block: Shackles Pirate -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# Ability Name		Category of Ability		Type									Define								Description																																					Source Page		Aspects								Description of the Benefits
Quick Appraise		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary													DESC:A Shackles pirate must at times quickly select the most valuable items to spirit away. She may appraise the value of an item in 1 round.															SOURCEPAGE:p.232
Sodden Stealth		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary				DEFINE:SoddenStealthBonus|0					DESC:Shackles pirates spend their careers studying and adapting to their unique, marshy environs. As a result, they develop skills which allow them to stealthily approach their targets even over the wettest, muddiest ground.	SOURCEPAGE:p.232	ASPECT:Ability Benefit|+%1|SoddenStealthBonus		BENEFIT:Shackles pirates spend their careers studying and adapting to their unique, marshy environs. As a result, they develop skills which allow them to stealthily approach their targets even over the wettest, muddiest ground. Most wear dark green and brown clothes made of oilcloth (to repel water) and reed hats with angled brims to keep rain out of their eyes. Shackles pirates sometimes string small beads in their hair to generate a quiet susurrus as they walk. This mimics the sound of wind in the bogs and helps mask the noise of their footsteps. A Shackles pirate gains a +%1 competence bonus on Move Silently checks made in marshes, bogs, or swamps.|SoddenStealthBonus
Bogstep			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement										DESC:A Shackles pirate learns how to move quickly through the treacherous terrain of her home.																							SOURCEPAGE:p.232										BENEFIT:A Shackles pirate learns how to move quickly through the treacherous terrain of her home. She moves through shallow bogs normally, and it costs her 2 squares of movement to move into a square with a deep bog. She can Tumble through shallow bogs with no penalty and can Tumble through deep bogs with a -4 penalty.
Deep Breath			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary				DEFINE:DeepBreathRounds|CONSCORE*3				DESC:a Shackles pirate can hold her breath for %1 rounds before she must start making Constitution checks.|DeepBreathRounds																		SOURCEPAGE:p.232	ASPECT:Ability Benefit|(%1 rounds)|DeepBreathRounds
Navigate Maelstrom	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural													DESC:The Eye of Abendego, the hurricane that constantly rages offshore, poses a hazard to all ships moving along the Shackles coast. Shackles pirates know how to successfully navigate the gusting winds and churning water.		SOURCEPAGE:p.232										BENEFIT:The Eye of Abendego, the hurricane that constantly rages offshore, poses a hazard to all ships moving along the Shackles coast. Shackles pirates know how to successfully navigate the gusting winds and churning water. The hurricane exerts some unfathomable mystical influence over some of the pirates of the area. At 4th level, a Shackles pirate treats all storms as if they were one category less severe for purposes of sailing and navigation. She treats the Eye of Abendego as if it were a zone of inclement weather, rather than a powerful storm, for purposes of sailing and navigation.
Grapple Ship		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural													DESC:As a Shackles pirate's connection to the Eye of Abendego grows stronger, she learns to perform impossible feats.																			SOURCEPAGE:p.233										BENEFIT:As a Shackles pirate's connection to the Eye of Abendego grows stronger, she learns to perform impossible feats. A Shackles pirate gains the ability to stop another ship dead in the water for a short time. To use this ability, the Shackles pirate must hurl a grappling hook at the target ship. The pirate is proficient with the grappling hook, and she throws it with a 20-foot range increment. If the Shackles pirate hits the target ship, she then makes an opposed Strength check. She gains a +1 bonus on her check for every crewmate who also grapples the enemy ship, although crewmates are considered non-proficient with grappling hooks and throw them with 10-foot range increments. For every point by which the Shackles pirate exceeds the ship's Strength check, she halts its progress for 1 round.
Shipmind			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural				DEFINE:ShipmindRounds|classlevel("Shackles Pirate")	DESC:A Shackles pirate can, once per day as a standard action, control her ship with a thought.																							SOURCEPAGE:p.233	ASPECT:Ability Benefit|(%1 rounds)|ShipmindRounds	BENEFIT:A Shackles pirate can, once per day as a standard action, control her ship with a thought. The Shackles pirate must be on the deck of the ship she wishes to control and she must be conscious. Once the Shackles pirate activates her shipmind, she can feel the ship as if it were an extension of her body. She can "see" from the ship anywhere she wants, and adjusting her point of view is a free action. The Shackles pirate can move the ship as if it were her own body, and it moves over water at her base move or the ship's normal speed, whichever is greater. She and her ship can move forward and backward, make right angle turns, and come to a dead stop, despite the ship's size or the weather conditions. While the Shackles pirate uses her shipmind ability, her body appears paralyzed and unresponsive. She is considered helpless and cannot defend herself, but she retains an awareness of what goes on around her body (and can see her body from her perspective on the ship if she wishes). She may end the shipmind effect as an immediate action. This ability lasts for %1 rounds.|ShipmindRounds
Fogcraft			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural													DESC:The Shackles pirate gains the incredible power to shape a vessel out of the fog that roils across the boggy landscape. This ability functions only in the Shackles and is usable once per day.						SOURCEPAGE:p.233										BENEFIT:The Shackles pirate gains the incredible power to shape a vessel out of the fog that roils across the boggy landscape. This ability functions only in the Shackles and is usable once per day. Forming a craft takes 10 minutes, and the craft's duration lasts for a variable number of hours depending on its size. A fogcraft appears made of swirling gray mist but feels solid to the touch. Its unique composition can make it difficult to spot, and the craft makes no sound, but it does not baff le sounds made by its crew. A fogcraft has a carrying capacity equal to an ordinary ship of its type, but its impermanence makes it a poor cargo ship. It requires the appropriate number of crewmen in order to sail. A fogcraft possesses speed and maneuverability equal to that of an ordinary ship of its type, but unlike ordinary ships, a fogcraft can move over land as easily as water. A Shackles pirate receives a +4 competence bonus on skill checks made to sail her fogcraft. When a Shackles pirate creates a fogcraft, she can chose its size from any of the options listed below. With larger ships comes a trade-off in stealth, Armor Class, and duration.


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# End
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